Silent hill pc game walkthrough




















Press and hold R3 to peer into the bathroom and witness gruesome audio; continue holding R3 until the scene concludes. After that is over, No turning back appears above the peephole. Go around the corner and into the bathroom, then look at the now talking fetus.

Adorable, right? Just push forward until you go down the stairs into the next hallway loop. The game sort of resets itself. First there was a bizarre splash screen in multiple languages that was different each time we completed Silent Hills PT. From there, we woke up in the initial room on the floor, with two noticeable differences.

This is it, the end of Silent Hills PT. It also marks the final showdown with Lisa, who more than likely gave you some chills along the way. Look at the digital clock. It goes from to What you want to do is get the fetus to laugh three times. The first is easy enough. After the clock strikes , walk roughly 10 steps to trigger the initial giggle. The ghost lady materializes in what appears to be very deliberate spots, and you want to get close enough to her that you see or hear her, but not too close.

The idea here is to wait for the music and creepy breathing or laughing to start and go looking for her. Then walk around and the fetus should laugh again.

Note: Some gamers insist you have to make noise through a headset to achieve the second laugh. We cannot confirm this, although we did make constant noise while playing, so perhaps there is truth to this. Experiment and see if it works for you. Once you achieve the second laugh the controller starts to vibrate. Go down to 1F and go down the open hallway.

At the end, take the 12 Canned Juice in front of Room Go back and exit through the double doors, unlocking them first. Run west to the other double doors and go through them.

Go up to 2F and go in the laundry room beside the stairway door. Go up to the garbage shoot and enter your inventory see if you have any heavy items. The Canned Juice should do, so use it and the garbage will be knocked down. Go back down to 1F and exit through the lobby doors. Go to the bottom of the garbage shoot, which is around the corner to the right. Take the 13 Coin [Old Man]. There is also a memo in the garbage. Study the memo, because later you will need to know something about it.

Go back through the lobby doors and go through the courtyard door, using the Courtyard Key. Now is a good time to equip the Handgun as there will be more enemies here and in the near future than previously. Check your map and head for the pool. The pool has no water in it so go to the edge and fall in. There are three Patient Demons in here that may drain you're health. Kill the Patient Demons with the Handgun if you must, and go up to the baby carriage to find the 14 Coin [Snake].

Once you have the coin, use the northwest steps to get out of the pool. Now enter the east door in the courtyard not the door you came through, the other one. Move to the right, killing or moving past the two Patient Demons, and enter Room You should hear someone vomiting, but check out the area first. You can find a bloody open fridge with some legs coming out of it in the kitchenette, and a pack of Handgun Bullets in the far right corner of the room.

Enter the washroom, where the noise is coming from, and a video will play. James now meets Eddie. Although no key items are procured here, you must see Eddie or else you cannot continue further into the game later. Exit the room after the video and if you want ammo, enter Room Kill the Patient Demon in the room and grab the Handgun Bullets on the chair.

Head back to the door and note the tourist pamphlet on the desk. Exit the room and head back to the main section of 2F. There are two ways: Up the stairwell right here and pass through Room and , or head outside and through the other door and go up to 2F there.

There's one last open room in Wood Side and it's Room Go there if you want ammo. If you enter Room , kill the Patient Demon in the main section of the room and take the Handgun Bullets on the small table. In right room you can find more Handgun Bullets on the corner table. Exit the room and head back west all the way to the end of the hall and go through the door, using the Fire Escape Key. There is a window that leads to another apartment replacing the fire escape, so move on, leaving Wood Side.

You are now in a bedroom in Room of Blue Creek Apartments. Go to the washroom ahead and examine the toilet to find a memo in a wallet.

Look at the memo and go to the living room of the apartment room to find a safe to the right. Go up to the safe and examine it. The point of this puzzle is to open the safe with the combination in the wallet.

You don't have to open the safe; it's an optional puzzle. But there is plenty of ammo inside. The puzzle is a bit different on certain Riddle Levels; rather the combo. So use the solution that matches your Riddle Level to complete the puzzle.

But first, you may need to know some basics on how to use the safe. You get a memo with the combination on it. There are arrows that indicate which direction to turn after moving to each number except for the last, of course.

So you would move to the first number in whichever direction. After the first number there are two right arrows. So that's the way you move the dial. You must do that to complete the puzzle. If this were your code, you would turn the dial in any direction to Then you would press right to turn the dial until you reach 8.

Now you would press left and stop at And then finally, you would press right until you land at the final number, which is 6. But your code will most likely be something else, as it is random. Hard Okay, now you get a code with some normal numbers and some roman numerals.

If this were your code, you would turn the dial to Now press left until 7. And finally, press right until you reach the final number, 3. There can be more than just the "X" roman numeral. And like above, there can also be roman numerals mixed with regular numbers such as "X5", "VV2", etc. In these cases you would add them together. You should know roman numerals, but if not: V is 5, X is XV is 15, and XX is Extra Here, it's very easy once you figure out what to do. In the memo there are now letters of the alphabet, as well as normal numbers.

If this were your code, you would turn the dial to the first number, 3. Then you would press right until you reach Then press left until 4. And finally, press right until you reach the final number, which is You're probably wondering where the numbers "19" and "11" came from.

The numbers in the combination only go from After that, letters take their place. The letters represent the number they are in the alphabet, plus 9. The safe numbers go from so there can only be 11 possible letters for the combination, along with the 9 numbers.

The number for each possible letter is below to save you some time. After you finish the safe combination puzzle, take the 4 boxes of Handgun Bullets inside the safe.

Also take the Health Drink on the counter of the kitchenette before leaving. Exit the room and to your left will be a Patient Demon. Ignore it and head right, looking for the glowing "EXIT" sign on the roof to locate the stairway door; enter the stairway. Get the Map of the West Apt. Bldg on the floor by the door to the left. Go down to 1F and go through the door in front of you to the right. The sound of a Giant Roach is heard - if it comes near you, shoot it.

Move left and go in the laundry room for a First-Aid Kit on a washing machine. Then enter Room down the hallway, ignoring the Mannequin ahead. If the door won't open then you have missed something.

When you're inside, find the couch and grab the Handgun Bullets. Then go through the white door and a video will play. James meets the dark-haired woman again and finds out that her name is Angela. She gives James her knife and leaves. If you check your inventory, you'll notice that you have 15 Angela's Knife in there.

You can examine it but if you ever do so during the game, it may influence which ending you receive at the end of the game. Examining the knife may lead to the sad ending so do as you wish. If you don't know whether to examine it or not, you can read the Endings section to figure out which ending you want to get.

But I recommend you do what you want. Take the 16 Coin [Prisoner] on the nightstand and exit this room and Room itself. Enter Room and examine the secretarial puzzle desk. You will need to put the three coins in the correct order to open the desk.

The solution to this puzzle is different based on which Riddle difficulty you choose. When you examine the desk, it will tell you how the puzzle works. The solutions to this puzzle on each Riddle Level are listed below, as well as why they are the solution.

But to understand the puzzle, you must know what is on each coin. Old Man - Picture of an old man; hence the name Snake - Picture of a snake; hence the name Prisoner - Picture of a lady.

Now just two spaces remain, But fear not for now, The puzzle is done. The puzzle is done. According to the memo, "To the right is the lady", which is the Prisoner. The "right" would be the slot at the right end. And "In the center drawls the other", which would be the Snake. The rest of the riddle just tells you the puzzle is done because you only need three coins.

The first sentence "Three bright coins in five holes be" just means three coins fit into the five slots. The next line "The wind from behind, the woman doth play" describes which end the Snake sits at. Behind is the to left, so there is no behind if it's at the left end, which determines it's on the right.

It also determines that the lady is in the middle spot, which is to the left of the "wind" behind the wind which is the empty slot beside the Snake. And the woman is the prisoner. The next line "The formless one, null, lies furthest from they" is saying there's an empty slot at the opposite end of the Snake, which is the left slot. The Old Man doesn't sit next to the Snake and "Tis to the prisoner's left that he doth rot". So the old one sits to the left of the prisoner. First lies the seat of He who is Peerless Silent and empty, heartless and fearless Beside him sits one who knows The place of the servant is next to throne.

Dozens of feet, yet not a single toe The One that is Hidden beside him doth go Seducer of dreams, creature of Hades Lying further from Man and closer to Lady. Return them to whence they would be And blessing shall descend on thee.

I speak thus with the North Star behind me The birth of the sun is the start of the story. This one is a little harder, but makes a little more sense in my opinion. The Snake is both the seducer and creature of Hades. The meaning of "Lying further from Man and closer to Lady" is quite obvious.

So the Snake is closer to the lady, and further from the man. If the Snake is placed in the fourth slot where it belongs, the woman in the fifth slot, and the man in the second slot, it all works out. The man and the woman can see all five slots and the Snake is closer to the lady and further from the man.

But the riddle is not done yet. This leaves you with the solution. Like coins in the hazy aether tossed Our souls must by their sinful weight Descend to earth with lightness lost.

To "right" the sins that they hath laid When thrice in falling they intone The Happiness shall be thy own. The first note be not by the Horned One rung Though it be there that all sins be sprung. The Needless One, silent, with hungers all sated Is least then in sin with his lusts all abated.

For the gravest of sinners His place be appointed And if he be lucky May his soul be anointed. The sentence "Our souls must by their sinful weight; To 'right' the sins that they hath laid" means that the more sinful the person or thing is, the further to the right it belongs.

The word "latter" means the second of two things mentioned, and the word "tame" determines that the "latter" the snake is less afraid, therefore less sinful. Thus, making him the least to sin. After you've solved the old coin puzzle, the secretarial desk will open; take the 17 Lyne House Key inside. Directly behind you after the puzzle is a small path that leads to a Save Point. Exit the room and go back up to 2F.

Use the Lyne House key to open Room Inside you may hear some whispers but that's not important right now. Move to the balcony, which leads to Room Get the Handgun Bullets on the chair and take the 18 Apartment Stairway Key on the envelope on the bed.

Use the Save Point on the wall because a boss is coming up very shortly. Go back to Room on the balcony and exit the room. Head to the west stairway, past the Mannequin, and enter the stairway using the Apartment Stairway Key. Once you're inside this stairway, you can't get out. The door is locked and the stairway is filled with water. So you'll have to deal with Pyramid Head. This is pretty easy. You actually don't even have to fire a single shot.

All you have to do is run to the other side of the room when Pyramid Head gets near you. But he may swipe you with his Great Knife if you don't do it at the right time. So wait in the corner at the beginning until he gets near you, and let him swing his Great Knife - it shouldn't hit you. Right after he swings, run to the other side of the room.

Let him come up to you again and if he swings, do the same thing, run to the other side of the room. After a bit, he will stop swinging and he will try to slay you in each corner. This is better because it takes more time for him to do it, however, he will kill you if it hits you, no matter what health you have.

He will nail his Great Knife right into the ground where you were, leaving you with plenty of time to get to the other corner if you haven't already. Remember that you can always use the Handgun to slow him down.

It won't hurt him but it can buy you some time. Keep in mind that this battle is harder at the beginning and Pyramid Head will try to swipe at you when you exit a corner. Just run fast and try to stay as far away from him as you can and he shouldn't hit you. And if you're playing on Hard Action Level, his reaction to you running away will be faster.

You may receive a slash but it won't kill you if you have good health; it won't do too much, too. Near the beginning of the fight, dash to the other far corner because he may just close you in. Do this for a while until you notice he's starting to do the slaying attack, where he lifts the knife over his head and swings downward. Pyramid Head wields a mighty blade so heavy that he has to drag it behind him. So that means he will walk pretty slow. Pyramid Head has three attacks. One is placing his Great Knife behind him so he can lift it over his head and slay James - this will kill you no matter what.

Another attack with his knife is where he just swipes across at you; usually at the beginning of the fight, which is the hardest part to not get hit. And in the other attack, he grabs you by your neck and tries to strangle you - in this case you would have to be very close and in front of him.

So stay as far away from him as possible. Whatever you do, make sure he does not get a swing at you with his Great Knife. It probably won't kill you if it's a sideways swing, but if he lifts it up and swings downward, you're dead. That is if it hits you. If you see him stop, that means he lifting up his Great Knife so he can take a swing at you. When this happens, run to other far corner of the room.

Stay away from him while running away because he may hit you while he lifts the knife up which is very fast and can kill you, as it did to me once when I was fooling around with the wooden plank. After you move to a different corner from where you started, wait for him to stop and lift his Great Knife, and then leg it to the other corner - where you were before.

Just keep repeating this strategy for a while and the fight will be over. An alarm will sound off and Pyramid Head will turn around and head down the stairs. Don't follow him or he may try to slay James.

Doing this strategy will save you a lot of precious bullets so you should always do this. The fight is timed its duration varies on Action Level and Pyramid Head will leave eventually, however shooting at him can end the battle faster.

After Pyramid Head exits to outside, the water drains. Go down the stairs and go through the door to outside. After you exit the apartments, you'll find no trace of the water or Pyramid Head. But that's not important. Go down the stairs and run forward to find a First Aid-Kit.

Then go the other way and around the corner. Head north for a bit and a video will play. James sees the little girl again, and she seems to know something about Mary. After the video is over, continue going north and go up the close by stairs on the left. Take the Handgun Bullets x2 and go back down. Continue north once more and James will finally reach Rosewater Park.

Move into the park and go up the left stairs and find Handgun Bullets x2 on the ground at the end. Go down the other stairs there and grab the Health Drink on one of the left benches. Then go down the stairs and go to the right and up those stairs.

In the open area in front of you, you can find more Handgun Bullets on a bench. Then continue north to the waterfront and get the Health Drink down the stairs to the right. Head west for a video. James meets a strange woman named Maria whom looks just like Mary. James discovers that his "special place" with Mary was the Lake View Hotel and that's where he wants to go now. Maria will follow James for the next portion of the game. Even if you shoot Maria once, she will die. So be careful.

Now head west to the other side of the park, past the stone monument, to the next set of stairs. Then head south until you reach a Mannequin on the right side.

Kill it and get the Health Drink there. Then head south to Nathan Avenue. There's a Save Point on the trunk of a car in the Jack's Inn parking lot if you need to save you're game. There are plenty of supplies scattered around the town here. Feel free to get them although it isn't really necessary.

In front of a truck a little south in the gas station lot you'll find 2 Health Drinks and Handgun Bullets. You want to go to the hotel but the road is eventually blocked to the north. But there is a map near a corpse with a circle around the Bowl-O-Rama. So head there. If you head up the road on either side you can see some flying Mannequins. Head to Pete's Bowl-O-Rama. Get the Health Drink by the grass in front of the entrance and enter the bowling alley.

Maria will wait out here for you because she hates bowling. Once you're inside, go through the door on James' left and a video will play. Eddie and the little girl are talking for a while. After the video is over, find the other door in the room and go through it. Go to the right in this area and move forward. James meets Eddie eating pizza and then sees the little girl leave.

James then discovers from Eddie that her name is Laura. After the video is over, get the Handgun Bullets at the end of alley third from the right. Then exit through the same doors as Laura, and then exit through the main doors.

Maria's not here so head east and Maria will come running back to tell James to go after the little girl. Run through the side parking lot around the right corner. Then go around another corner, which leads you to a gate. Head south upward until Maria shows you where Laura went, and the door to get to the other side. Try to open the door that Maria pointed out to find that it's locked. Maria will unlock it for you with her three keys.

Try again and enter Heaven's Night. Once you're inside go up the right stairs, and at the top, examine the stacked coloured boxes of liquor and James will comment on his drinking obsession. Then continue and go through the green door on the right. In this room, get the First-Aid Kit on the chair of the second table and exit Heaven's Night through the gray door.

Outside, go down the stairs and head south down Carroll Street. After a while, Maria will spot Laura and she enters a hospital. Follow Laura and enter Brookhaven Hospital through the double doors. After you enter Brookhaven Hospital, get the Map of the Hospital on the bulletin board to James' left. Contributed By: cvxfreak , jrad92 , sknmak , and Keith Valentine. Use the Channeling Stone in the following areas:. When you arrive at the School, go to the office and you'll find the names of three teachers are, K.

Gordon, L. Ronaldo and T. Moore, three members of the band Sonic Youth. It'll be in your inventory. Before going down the stairs to fight the final boss, use up ALL of your ammunition.

The game realizes that you have no ammunition, and will automatically skip the final boss battle. Find the cards strewn across the table and take the green 16 Picture Card.

There's a grate wall blocking the outside hallway so you'll need to continue through the next Classroom where you'll be swarmed by Grey Children. There's nothing else in here so consider bailing through the closer exit to Harry's immediate right. Now on the other side of the hall, grab the Health Drink on the nearby bench.

The stairs are blocked off here so pass through to the bottom hall. This is also the only save point in this version of the school so take note of it. Back in the hall, the Lobby contains two Grey Children patrolling the outer perimeter while a hard-to-see Ampoule can be found on the wheelchair in the back right corner, which is the most powerful health item in the game. The exit doors won't open, so return to the hall and consider unlocking the courtyard doors for later use.

With the left hall doors locked, kill the Grey Child by the Reception and enter the small room behind it. Getting any deja vu in here? You may remember this room of the normal school had a painting of this door. Now it's here for real First grab the Handgun Bullets and check the door to find a thin horizontal slot at its center. In your inventory you may recognize something that certainly looks the part But if you exit you'll remain on the second floor, where you can enter the Boys' washroom and find two boxes of Handgun Bullets and a box of Shotgun Shells on the floor.

The rest of the 2F hall is blocked so access the Girls' room to transport to the 1F Girls' room, then exit to finish your warp adventure. Now enter the Boys' washroom on 1F and examine the door ahead to come across a stunning sight and the awesome 17 Shotgun on the ground. You'll also find a note on the right wall, alluding to something called "The Monster Lurks". Take note and leave the room. Now enter the lower Teacher's Room since the hallway is blocked midway, and make your way past the Grey Children and a Creeper to enter the next Teacher's Room.

Three blue phones are on the table but they won't work for Harry. Try to leave through the far door close to the phones and one will suddenly ring Harry will answer for a short call. Leave to the top part of the left hall after.

Three more Grey Children and a Creeper swarm you out the door. Will it never end!? Use the right wall to avoid them if possible, and consider unlocking the top hallway doors before proceeding up the stairs to the second floor and then again to the rooftop, which is now unlocked. Rooftop The camera angle changes at the right side, hinting at a hole by some blood. Examine it to notice a key hanging just out of reach. At the far end of the roof is a red valve. If you open it, water will enter the drainage system that leads to the key, but there's a hole in the corner that prevents the water from reaching it Harry thinks he could plug it up somehow.

Open your inventory with a creative mind and place the Rubber Ball over in that hole. Now open the valve and it'll reach the key to wash it down.

But to where? It might make sense for it to drain to the outside exterior, right? If you reference your maps, this spot should align with the top right of the inner courtyard, so perhaps we should check there. You can explore the second floor first and acquire another key, but ultimately you'll be unable to advance past the locked upper Classroom in the right hallway, so let's find that key.

Head back down to the first floor from the top left staircase and proceed outside from the top hallway. Courtyard: Finding the Key in the Drainage Ditch Head around the corner to find a drainage ditch at the top right of the map where the 18 Classroom Key now sits in a puddle. Return to the second floor from the top left staircase. In the lower Classroom are Shotgun Shells on another chair. Watch out for two Creepers and a Grey Child in the hall and proceed through the near doors to the bottom hall.

Remember that the blocked off washroom portion of this floor can be accessed from the first floor washroom warp if you haven't made the trip already for the ammo there. Approach the same locker from before to open it. Now head for the door.

After changing your underwear, grab the 19 Library Reserve Key on the floor. The right hall doors are locked, so make your way to the top corridor from the left hallway, passing through the two repopulated Classrooms to get past the gate. Locate the large end shelf that contains a First Aid Kit and a book entitled "The Monster Lurks", the same title beside the corpse where we got the Shotgun. It provides some interesting context surrounding the concept of the story and these nightmare worlds, although it can only be read if you saw the earlier note.

Pass through to the Library to find Handgun Bullets and a fairy tale on different tables. Pay attention to the fairy tale with the lizard since it will become very relevant in a matter of minutes. Exit through the other door. Note that the key only unlocks the upper door and not the other. Make your way past three Grey Children to the next Classroom. Find the Health Drink on the chair and exit to the lower part of the hall. Handle the three Creepers and find the Health Drink on the bench near the separating gate.

Now use the lower stairway to head all the way down to the basement. Consider first unlocking and passing through the gate on the first floor to return to the Infirmary to save due to an upcoming boss fight. Now enter the Boiler Room on the right side, where you'll be greeted by a turnstile gate with two valves on either side. It's time for a puzzle. This isn't a very difficult puzzle although there's no riddle or clue to help you out.

Instead you'll normally have to do a little trial and error, unless you use the solution below before touching anything. Note that whenever you turn a valve, the turnstile on each side will spin at differing speeds. What you need to do is turn each valve in such a way so that both turnstiles open up and allow passage. Go ahead and give it a try on your own, sometimes turning left and sometimes right for both valves until you find the solution.

Turn the right valve twice to the left. Turn the left valve once to the right. It doesn't matter which valve you turn first as long as those inputs are given, and you may find other solutions work but this one is the quickest. Even if you've messed it up you can easily find the correct solution by turning each valve in the opposite direction, one at a time back and forth.

Eventually you will hit the solution with no bars blocking your way. Use the clear path to proceed ahead, where a surprise elevator floor will take you to the menacing depths below. There, Harry encounters a giant lizard in an open arena with a fire pit in the middle. So this is the hungry beast that was awakened when we turned on the boiler earlier It's time for the first boss fight of the game. A giant lizard, eh? Do you remember reading the fairy tale about the hunter and lizard just a few minutes ago in the Library?

Let's recall the story:. Hearing this, the hunter armed with bow and arrow said, "I will kill the lizard. But upon meeting his opponent, he held back, taunting, "Who's afraid of a reptile? At this, the furious lizard hissed, "I'll swallow you up in a single bite! This was what the man wanted. Calmly drawing his bow, he shot into the lizard's gaping mouth.

Effortlessly, the arrow flew, piercing the defenseless maw, and the lizard fell down dead. If you just attack the Split Head normally you'll find it's one resilient sucker, so you'll need to follow the lead of the hunter. Note that the lizard dropped dead once he shot arrows into its gaping mouth. Surely our Shotgun shells should be sufficient instead. The creature won't open its mouth at the start of the fight, so first we'll have to anger it, similarly to how the hunter did.

Harry lacks taunting skills so start blasting it with your Shotgun while backing away. Try to keep curving around the circle for optimum space management. Otherwise you can start the fight by running past to its left side as it lunges at and misses you, then leaving itself open for continuous fire from the side. After around six shells, the lizard will spew green liquid out of its mouth as it deeply growls while frozen and the music picks up.

Now you've infuriated the lizard, so prepare for the crucial part of the fight. Now let it approach you and start backing up once it's close enough. When it opens its mouth, continue backing up as you empty shells into its mug.

You should be able to fire two shells each time on Normal and Hard before it closes. If you don't back up or are too slow, the creature will swallow you whole and it'll be Game Over, so stay on your toes.

On Hard it'll be even more aggressive with next to no margin for error, so consider bailing out and strafing if you get caught flat-footed. As a little trick, lower and re-raise your gun between attacks so that it automatically reloads, avoiding an untimely in-game reload or a visit to your inventory.

The best method for firing in its mouth is to stand immediately in front of its head after first angering it. Once it re-activates, it'll open up right away. Be quick to move back and fire at it. Now just repeat the same method until it dies. Split Head's attacks: At the start of the fight the creature will resort to a headbutt attack when you're in range, inflicting a fair amount of damage. Once you've aggravated the Split Head, it will engage its gaping mouth attack, which is an insta-kill if you're caught.

Always be backing up to avoid this. After firing enough shots into its gaping mouth, the screen will blur and the fight will be over. Well done, hunter. Seems like killing the beast ended the nightmare. Find the 20 K. Gordon Key on the ground by the boiler. Head out and upstairs to the first floor, where Harry will hear a church bell ringing in the distance.

He checks his map and marks the nearby Balkan Church, which is your next destination. Proceed to the bottom hall where you may remember a list of teachers on the Reception desk earlier. Check it again and Harry will notice the name K.

Gordon and copy over their address to his map. Well, that was helpful. Consider saving in the Infirmary and leave the school through the Lobby after unlocking both sets of doors. It can break through the walls of darkness, and counteract the wrath of the underworld. Remembering Bloch not far eastward was demolished, let's try Bradbury to the south.

Sadly it's also destroyed just past the first alley to the north, but in that alley is the location of K. Gordon's house, which you'll see on your map if you checked the teacher's list in the school Reception before leaving. Find the Groaner waiting halfway up the alley and note the angle change. Approach the camera and enter K.

Gordon's backyard through the wooden gate down the path. Enter the house with the K. Gordon Key. Gordon's House Inside are Handgun Bullets both on the nearby counter and in the kitchen, plus a Save Point on the dining room table. Thank K. Gordon for your brief stay and exit through the front door. Heading to the Church If you'd like a Health Drink , find it on the porch of the last house on the northeast side before the road falls off.

Head south to Bradbury, now on the other side of the giant hole, and continue eastward on the left side of the road to find a Health Drink on a bench where an Air Screamer may assault you. Just past that is another alley northward, which you'll have to take since the road is out farther east. If you head west on Bloch from the alley to reach Cut-Rite Chain Saws on the south side, you can find a E4 Chainsaw in the smashed window near a Groaner.

While it is always located here in any playthrough, it initially requires the Gasoline Tank to power up and take it. Since the Gas Tank can only be acquired in the nearby Gas Station in a Next Fear run after completing the game once, the Chainsaw is sadly off limits in your first run, despite the teasing display.

However note that in your first Next Fear run, you have a choice between this and the Rock Drill in the Bridge Control Room, so be confident in your choice before locking it in. In a subsequent Next Fear you'll be able to grab both.

Either weapon will not require the Gas Tank if it was filled up in your previous run. Balkan Church Inside you'll meet a crazy whacko lady who spouts a lot of gibberish and offers you a triangular item to help you on your journey. Sounds enticing, right? Grab the 21 "Flauros" and 22 Drawbridge Key on the altar once she scutters away. On the left display you'll also find a Health Drink , while a Save Point sits on the desk near the entrance door.

Leave when finished. Gas Station Detour Now with a key for a drawbridge, you'll notice the Bridge Control Room at the east end of your map on what clearly looks to be a bridge, so make your way towards it.

Any fans of The Shining? Not too far down the road you'll find a Gas Station on the south side where there's a cracked-open door near a Groaner.

Step inside the garage to find another Save Point on a small table and Handgun Bullets on the other side of the car along the wall. After completing the game once, the E5 Gasoline Tank will appear on the garage shelf near the save point.

In a subsequent Next Fear you can then use the tank to acquire the other weapon. Once both weapons have been acquired, the Gas Tank is no longer needed to power them in later runs but can still be found here.

Heading to the Drawbridge Back out of the garage, continue east and follow the building around the corner to south Ellroy, where you'll find an alley on the right side near the demolished road. Run along the parked truck to find Shotgun Shells and Handgun Bullets in the corner. Avoid the Groaner on your way back and head to the bridge. On the south side, head down the steps at the beginning of the bridge to get a First Aid Kit and Shotgun Shells may be a bit hard to see on the left , but be wary of two patrolling Air Screamers.

If you continue to the middle of the bridge you'll find that it's stuck open, so make your way to the Bridge Control Room on the south side. Bridge Control Room Through the bottom door by the barrels is a dark room with a weapon that cannot be obtained in your first run. So head up the stairs on the outside and enter the top of the tower. Deeper in is a Health Drink beside the control panel. Now use the Drawbridge Key on the panel to lower the bridge.

Make your way back out and down, then cross over to Central Silent Hill. Turn on your Flashlight to see it in the darkness. While this weapon will always appear here, it requires the Gasoline Tank to power up and take, which is only available in a Next Fear having cleared the game once.

Note that in your first Next Fear you must choose between this and the Chainsaw west of the church, while you can collect both on any subsequent Next Fear. Consider which sounds more exciting to you that first time and take it. They're both quite good, but personally I'd recommend the Rock Drill.

Sagan Street Now across the bridge, find the Health Drink on a barrel on the north side and Handgun Bullets on the south steps farther east. Continue east to what turns into Sagan Street to be welcomed by two kind Air Screamers.

On your map just ahead is a Police Station, so let's give it a visit. Near the entrance you'll meet two new enemies called Rompers. These ape-like creatures hop around very quickly and can totally surprise you with their speed, so always approach with caution and be ready to shoot them asap. Despite their intimidating speed and looks, they can be downed in only a few Handgun shots. Note the west entrance to the station on Crichton Street won't open, so enter from the front doors on Sagan Street.

Police Station Shotgun Shells are found on the right bench, as are two packs of Handgun Bullets on the tall reception counter. The right door won't open, but inside the left room are more Handgun Bullets and a Save Point on a desk, plus Shotgun Shells on a deeper desk. The 23 Shotgun will also be on the desk if you missed it in the Nightmare School. Additionally there's a note about an Officer Gucci on the desk and case notes written on the chalkboard.

Leave the station entirely when finished. Making Haste to the Hospital Mind any Rompers and Air Screamers and head back over to Crichton to get back on track and run south towards the hospital.

Cross over left onto Koontz and find the entrance gate to Alchemilla Hospital on the south side. You may notice what sound like gunshots as you near the gate. Enter the courtyard with caution to be greeted by two Groaners.

Quickly enter the hospital through the doors on Harry's right since the other solo door won't budge. And it's snowing out. This time of year. Something's gone seriously wrong. Take note of the map on the wall that you can't reach from this side and you'll hear another gunshot deeper into the hall.

The double doors at the end are jammed so pass through the left door. Harry meets Dr. Michael Kaufmann who kindly introduces himself with another gunshot, but thankfully he's a terrible shot. Once he leaves, pass through the empty Office on Harry's left to get behind the Reception counter where you can grab a First Aid Kit on a box and the Hospital Map posted on the information board. Pass back through to the Examination Room you met Kaufmann in and enter the Medicine Room through the far door.

There's only a newspaper clipping in here which Harry won't bother to read, so exit from the other door to the east hall. Through that door is the Conference Room which holds the 23 Basement Key on the other side of the conference table.

Leave both rooms and enter the Kitchen next door, where you can begin a brief optional quest segment. Just ahead in the far corner of the Kitchen the angle will shift, hinting at some bottles in the foreground.

Examine them for a 24 Plastic Bottle. Find the Health Drink on the other side of the island and exit the room. Inside the Director's Office you'll come across a trashed room with a smashed vial of red liquid behind the back desk. Not really knowing what it is, you can use the Plastic Bottle to take the 25 Unknown Liquid.

I suggest just playing normally and receiving your natural ending but you can always read more about it in the Endings section. Back out in the hall, the elevator isn't functioning so the power must be out.

Let's see what the problem is by accessing the basement stairway beside it with the Basement Key. Basement Enter the basement down the stairs and take care of the Creepers if they bother you. Enter the Generator Room and examine the panel to find a note informing you what it powers, with the elevator among the list. Turn on the generator and leave the room. Now you can access the elevator from the basement or first floor. Elevator Inside the elevator, ascend up to 2F to find the hallway doors jammed.

Proceed up to 3F to find the same. Upon checking the elevator panel again however, is a terrifying surprise Clench your butt cheeks and hit that 4 button.

It's like this is all some kind of bad dream. Fourth Floor After a brief vision of someone walking into a shop somewhere, Harry finds himself in the rotted-looking supposed fourth floor of the hospital. Since this floor doesn't technically exist you do not have a map for it. Proceed through the doors only for them to lock behind you in the next hallway. With all the side doors jammed, continue through the next door to more of the same only in a darker hallway with a stairway at the end.

Descend it and enter the third floor through the double doors. Third Floor West Wing Here you will be greeted by a new enemy called a Puppet Nurse, with many more to come in the hospital.

Use the Handgun to drop them with about six shots on Normal, while the Shotgun is better for the occasional quick kill if surrounded.

Note that if you try to return to floor 4 now you'll just find a wall there Now back to having a map, inside the Men's room you'll find the 26 Plate of "Turtle" on the window sill. Remember it for later. In room is another Nurse, plus a Health Drink on a gurney and a steel plate screwed to the back wall. Note that you'll find a few things in the hospital that you won't quite be able to do anything with, like this plate and the birdcage, but it'll all make sense much later in the game.

The Linen Room only contains dryers which are "useless now" to Harry who hasn't wet his pants just yet. Pass through either the Linen Room or the south double doors to the east corridor.

Enter room and grab the 28 Plate of "Cat" on the far wall to finish off business on this floor. With access to the elevator after unlocking the north doors, the second floor foyer doors are locked but the first floor is all open to explore. Alternatively you can return to the stairs to explore the west 2F wing first, but we'll need something on 1F before advancing through there anyway.

Down the hall you'll be greeted by an unhappy Puppet Doctor, slightly stronger than its Nurse counterpart. Skip the basement for now since you'll run into a locked Storeroom down there. Inside the Director's Office you'll find the 29 Plate of "Queen" on the table after almost pissing your pants, plus a Save Point by the far wall. A Doctor guards a Health Drink inside the Kitchen, while another Doctor awaits around the corner down the hall.

Inside the Office on the south side are Handgun Bullets on the table, while another Doctor awaits in the Medicine Room in front of the locked door to the Examination Room, despite hearing some noise through the door. With that, proceed through the double doors to the west wing.

With none of the doors opening, you've now cleared this floor, so head up the stairs and enter the 2F west wing. Leave and head north up the hall where there's another Nurse, and enter room at the left end. Hearing radio static, there aren't any Nurses in here but instead some monster tentacles coming out of the back wall, below another plate above it.

If you try to grab it, the tentacles will grab Harry and suck his blood, so you'll have to find a way to distract them. You'll notice a small pool of blood already has their attention, so how about giving them a feast instead?

To do that, open your inventory and use the Blood Pack. Brilliant foresight to pick that up, Harry! He'll drop it to the left to get their attention, leaving you with an open line to grab the 31 Plate of "Hatter" on the wall. Pat yourself on the back and leave the room. The doors to the east wing won't open and there's a slate on the wall there with a list of names, plus a blank slate at the north end of the corridor but neither are relevant at the moment.

Enter the Nurse Center where you'll come across a strange locked door and a riddle posted on the wall. By now you should have all four plates to solve this puzzle.

The other door in the room is locked, containing four square depressions along with four other coloured squares. You must insert your four plates into the empty slots to unlock it, but first you must decipher the riddle on the wall to determine the order:.

Clouds flowing over a hill.



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