Silent hill downpour прохождение

Take a Crank from the bloody cabinet. Turn dial 2 left three clicks. After the conversation with Howard take an alley to the west where the mailman went and past a playground. Konami Special Thanks Jaime Bencia, Simon Lai, Pearl Lu, Our patient and understanding Wives, Samuel Hadida, Michael Bassett, John Briggs, Whitney Chavis, CJ Melendez, Hell Descent, Silent Hill Heaven, The Talking Tyrants, Exit the room now and head downstairs.

Go into the northeast room now to find a [FIRST AID KIT] and hear the older voice talk to Murphy again. He noted improvements in the survival aspects of the combat, praising its fluidity in its use of random items as weapons and the ability to avoid enemies. Return to the top of the tower and exit through the locked gate using the Access Card.

Sitemap Advertise Partnerships Careers Privacy Policy Ad Choice Terms of Use. Log In Sign Up. Log In to GameFAQs. Forgot your username or password? Sign up for free! PlayStation 3 Action Adventure Survival Silent Hill: Cheats and Secrets 50 Answers 46 How do I solve Train? Where do I find DJ Ricks boat? Where is the hook tool for the ladder in saint marys?? Ask your own question!

Reviews 11 Message Board. Would you recommend this. Thank you very much! THINGS TO KNOW BEFORE YOU PLAY - Introduction But then Downpour comes out and gives me a chance to change that, which I just had to take. I hope you enjoy the guide! Maybe throw out some ideas for what YOU want to see me write about next?

I made a facebook account for just that reason! Ah, maybe one day! You can donate to my paypal account below: Even the smallest amount will be appreciated. Please be sure to send me an email so I can thank you personally as well!

Or just send me an email to say "Thanks! Attack hold for Strong attack. Have a good tip? Send it to me and it may well end up here. You never know when your current weapon is going to break. You can read ahead to see where, but the overall point is that there is little point in HOARDING everything you come across. In fact, what ending you get is dependent on this. From a practical standpoint though, whenever you run into groups of enemies it is ALWAYS a good idea to run.

You can then choose to carry on or get above them and EXECUTE them. Killing and executing them is the "Bad" thing to do. Keep this in mind before healing to make your heals more effective.

You can also either shoot an incapacitated enemy to kill them or, to save ammo, hit them with the butt of your weapon. Hitting a wall, for example, will only damage your weapon. Also, think of what weapon to use. An axe is a much better choice than a bottle! Of course, the guide goes into much greater detail. You can naturally see how that would make the game MUCH harder, ESPECIALLY for a first-time player! See all of the shower faucets?

Well now, this ought to be fun. Pick up your weapon of choice and head to the north doors and a scene will take over. You know what to do here Use square to attack with your weapon until a short scene takes over and then go pick up the other weapon and renew your attack. After the other weapon breaks, just resort to using your fists. More scenes will occur. Actually, a LOT more scenes. You have time to sit back and enjoy them to, so watch the events unfold. Once you regain control again and Murphy is free it is time to explore.

The game will take this time to tell you about your journal, and getting to know your journal will help you a TON in the game. Try as you may, you will be unable to find any sign of life here. No one in the bus and no one around. First, lets grab an item. From the tree holding up the bus head left or right going away from the bus.

Instead, search near a tree by the gap for a [WALKIE-TALKIE]. Now head down the path the bus is facing. Murphy will automatically duck under the tree. Throughout the game Murphy will automatically do a lot of stuff like that ducking under trees, squeezing through tight spaces, etc. Head down the path a ways and some crows will fly out of a crevice on your left. You can squeeze through that crevice to see what happened to a fellow prisoner. Take the [FLASHLIGHT] near his body though, then go back the way you came and continue.

Explore this little area if you wish there is nothing of interest and continue on until you are forced to cross a fallen tree over the ravine If he leans to the right, counteract that by tilting the left analog stick to the left, and vice-versa. A scene will now take over Well, fortune is on our side as the path the cop is crossing is far too treacherous for her. During the scene, Murphy will face a choice: Leave Her Choose what you will and watch the scenes that occur afterward.

Once they are done, go back to climbing the rocks. Find a way out of the area. Now, the road further ahead is out as well so we need to be creative to get by. With your new wrench, find the chainlink door and bust the lock off of it.

Past the door the game will tell you how to throw things, which is good to know. Continue under the crates until you reach the Tram Station. Here, go up the stairs and enter the tram station. Note the dragging marks as you do so. Once inside the station check the counter to your left for some [GAME TOKENS]. You can also try to head up to the turnstile, but you NEED a ticket leading to a new objective: Before following the marks, head into the left room to see the tram.

At the back of the room is a power switch. This will power up the tram, but we still need that ticket. Head back and follow the marks now. The roads to your left and right are no good. You should see an old pickup truck near the road though. Head over to it to see a cutscene and to meet a somebody new. Change into new clothes. Well, new clothes ARE a good idea.

Follow the buildings to the east, past the truck until you can see some sheet metal to the north curled up. Approach it and Murphy will duck under it. There is a door here that is locked that we must get through. Continue under the plywood and barrels to find a wrench to the northwest. Great, now we are hearing voices Use the wrench to get inside the diner. Once inside head into the main diner room. Time to grab some stuff. To the left is the cash register. Interact with it to grab some [MONEY] out of it.

BleuDragen from the gamefaqs forum advises this is the theme to Silent Hill 1! Now, head into the room past the jukebox and you should find a [FIRST AID KIT] in a cabinet here. Now, head into the kitchen. On the right wall is another cabinet with another [FIRST AID KIT], so grab it. Both doors in this room are locked. Murphy will comment on the smell of gas and sure enough to the left is a gas leak. Turn the handle off and a fire will erupt!

The fire will block our path, so find the fire alarm on the eastern wall. Now, watch the scene that occurs. Welcome to the Otherworld! The water level will rise and Murphy will point out a broken breaker box. Head over to it and turn the valve. This will open up the northern door, so use it to climb up the staircase and continue.

Head down the hallway and into the open room where a painting will beg to be inspected. Go over and rotate it to make a counterweight fall down and open the door ahead RUN through the door: This thing will DAMAGE you if it gets near and can very well be considered your first enemy. The hallway will get longer as you run but will teach you how to use L1 to look behind you. Take a left when you can and press CROSS X near the boxes in the hallway to throw them down in the monsters path.

Head down the stairs and throw down another box. This room you are now in has three opening, but two of them will close when you get near them. However, REMEMBER that there are multiple turns that you face depending on which door you go through and with this enemy chasing you, you do NOT want to trap yourself in a dead end!

Use the map below to make SURE that you are safe. This next part will hurl you downwards on a giant slide ride! Ramming into an object is INSTANT DEATH! Head down the slide and keep to the left to avoid some spikes, then to the right to avoid some more spikes. Stay to the far right to avoid the broken bus!

Now just stay in the middle to land safely at the end. Go up the only stairs that lead anywhere and turn the lever you find. Head down a flight of stairs and enter the room you summoned and turn the painting, silent hill downpour прохождение. Head back down to the ground floor and take the other stairs down and around to another painting. Rotate it to make the bars disappear to your right and stairs appear past the record player.

Take the new path to continue. Out on the walkway the VOID will appear again in front of you. Quickly run up the stairs to the left and forward. A door will shut in front of you, so make a right and keep going.

Look for a lever on your RIGHT and stop and turn it. Yes, we must do this, it opens the door that shut earlier. Now, circle around again to the now-open door and run through it. Run up the stairs until the VOID creature is no longer chasing you.

Once the creature has stopped chasing you, go DOWN the stairs and through the door. Yes, Murphy is losing his mind. And that is all for the first section. On a table in the kitchen here is a [KEY]. Grab it and go back up the stairs that had the LOCKED DOOR earlier. Use this key on the door to unlock them! Head into the room to your right. More voices will give you advice. In this room head to the bedroom and open the drawers on the right for a [POWER CORD].

Now leave and enter the upper left room. You should have a shit-ton of these by now. Now, go to the coffee pot on the far end and use the power cord you just got on it. It will fog up the window and reveal the numbers "". As you can imagine, those numbers are important. From here head to the southwest room. Ah, those numbers make sense! Interact with the safe and follow these instructions: Move dial ONE to "2".

Move dial FIVE to "1". Move dial TWO to "7". Move dial THREE to "4". Move dial FOUR to "7". Move dial TWO to "6" TURN RIGHT. Move dial TWO to "6" should make TWO a 6 and THREE a 3, Turn LEFT. Move dial FIVE to a "2". Move dial ONE to a "3", silent hill downpour прохождение. Move dial FOUR to a "1". Move dial FIVE to a "1" should make ONE a 2 and FOUR a 9, Turn RIGHT. Complete these steps to open the safe and claim the [COLT].

The game will now tell you how to fire a gun, so try it out if you wish. Head back down to the kitchen and take the other door there down to the basement. There is a [FIRST AID KIT] in front of you by the fire extinguisher. To the northwest is a lift, but it is non-functional right now, so head for the northeast room where a bolted door will stop your progress.

Pick up the nearby wrench and smack your way through. Pick up the [SPY LOG] from the table here an interesting read and head past the TV room to the back room. Grab the [PIECE OF WIRE] here. Good, now make your way back toward the lift.

After the scene, your first REAL WORLD enemy will be in front of you: The Screamer is appropriately named. It can scream at you and make you dizzy, making you need to shake the left analog stick to become un-dizzy. Overall though they are pretty weak opponents. Go ahead and find a melee weapon or use the one you have and test her out. Note that when fighting, you can either KILL or INCAPACITATE enemies. Just an FYI; you should consider these trophies at this point. This is mainly so I can use verbage like "kill this enemy" or "kill that enemy" without confusing you.

It also lets me give you combat tips and primers. However, from a survival standpoint, avoiding fights whenever possible is the way to go! The Screamer The Screamer, while being one of the weakest enemies you come across, WILL try and block or dodge your attacks. She will often block when you try to mash the attack button, so be wary of that. She will dodge at random times but will often follow up a dodge with a charge at you and flailing arms.

The Screamer has a combo of her own that you can block, which varies with a combination of one-handed hits a two handed smack. Attack her inbetween hits while blocking. Also keep in mind The Screamers signature ability: You will have to wiggle the left analog stick to break free, so do it fast! That means no more introductory cutscenes. After killing the Screamer head to the lift and use your piece of wire to power the lift.

Out here there are several rooms we can explore. The room to the left has a cleaver in the drawers and a [FIRST AID KIT] in the cabinet back by the bathroom. Head over to the room across from that one to find some CLOTHES lying on the bed read the note below before picking them up though! Also, Murphy will find the [POLICE BADGE] and [RUSTY KEY] items with the clothes he found. You can check the adjacent room from here too but there is nothing of interest.

Head back outside and follow the drag marks on the ground to a house. Inside is the game machine! However, it is not powered. It has power cables running to it though, so follow those outside. Get ready for a fight, as once you pass the chainlink fence a Screamer will jump on you! I turned left to the lone building for a meat cleaver in the drawer and then went right for the ticket machine.

I bypassed the clothes with the badge and key for the moment. I activated it and went back to the tocket machine and got the ticket for mthe mini-game. The Screamer never showed up. After I got the ticket, I went to the double-building for loot and got the clothes. This was even on Hard difficulty, so I think it works. Very interesting Charles, thank you! The power cables here lead to a generator with a crank we need to turn, so turn it to give the shack power. Head back inside and use your game tokens on the game to play it!

You will obviously want to avoid the non-glowing holes. Also, aim the left ball to the left hole and the middle ball to the middle hole etc. Below is a diagram I made for this puzzle with hints afterward.

Wow, this is easy. The first ball can head left and skim past the right side of the only hole in its way. The middle ball is laughably easy, just head right and up. The third and last ball should stick to the right hand side and stay to the right of the only hole in its way. Aim the first ball right up the middle, and to the left hole.

The second ball can go straight up and hit the wood, then skirt around the right side of the non-glowing hole before going northwest to its middle hole, and the last ball can follow the same path but goes up further, on the right side of a second non-glowing hole before finding its home.

Aim the first ball right up the left side, hugging the sides of the three holes on the way up. The second ball can go straight up the middle, but get to the left of the first hole in front of you and to the right of the hole by the middle goal. The third ball should hug the left of the hole above it, but then quickly go right to hug the right side of the two remaining holes on the way up to the third goal.

Once you have the game beat, the [FREE TICKET] is yours. Now its time for us to head back to the Tram Station. Go outside and follow the drag marks to the gate. Use your rusty key on the gate to get it to open.

Once you open it, THREE Screamers will be outside in this open area to greet you. I strongly advise running to the Tram Station at this point! Once you enter the Tram Station your journal will update with a complete objective: Use your free ticket on the ticket machine and go through the turnstyle. And we are done with this section.

Find a way into town. You can use it by pressing the down button. Head further into the room. You can turn on the radio here to listen to an actual radio station! Now pick up the axe nearby and approach the boarded-up door. The game will teach you that you can break the boards with METAL weapons so go ahead and free up this door and go through it. Inside this room is an electrical hazard and a [KEY]. Grab the key and head back up to the tram exit and use it on the exit door to get out.

With that in hand head out onto the overlook to see a scene. Follow the path down to the train. Ok, now before moving on you can do a few things up here. Secondly, you can use your money on the viewfinders, which is neat. You can even zoom in them. There are TWO things of note worth seeing with the viewfinders. The first is seen by looking at the Cable Car up in the sky with either one. The second is seen by looking down into the left-hand side of the pit best done with the left viewfinder.

Instead, stick to the left wall and draw over the one Screamer and fight it alone, then proceed to fight the second one. Cross it just like you did the tree in the beginning of the game, but once you get halfway across the bridge WILL fall out on you. Watch the scene but be ready to hit R2 when they ask you to.

The path ahead is impassable, so check near the left iron door to find a crank you can turn to open the door. Go inside and check the mining cart to find a PICKAXE! Use it to break open the wooded door and continue. A dead inmate will be off to the right, but continue and go through the door. In front of you is an elevator, to the left of you is a narrow rock passage that leads to some flooded tunnels, and to the left of the elevator is a staircase.

The elevator and tunnels are both out of order right now, so go up the staircase to see the water flow controls. Basically and like the billboards here saythese levers and troughs control the underground river and when water is redirected to the waterwheels certain things will work.

By the levers is a sign that shows what waterwheels control what. Before doing anything, head back to where the billboard explaining the water chutes is and locate an upright box.

You should be able to move it. Now look above you. See the wooden wall? It comes down later. Move the box so that it stops the wooden wall from coming all the way down put it directly underneath the wooden wall. Now onto moving the water wheels. Go to the far left wheel and turn it to the left THREE times. Now turn the middle wheel TWO times.

Now go turn the right wheel ONCE. This should make the pump kick in. THEN you can turn the right wheel once to get the water to the pump and twice to get water to the elevator.

Go back down the stairs and head through the narrow rock area. Yes, ladies and gents, it is very much alive. You can get several free hits in by smacking at it, so do so for an easy kill. You could also ignore it and let it spook-scare you on your way back. Head back up to the water control center and move the right wheel to the left ONCE to power up the elevator.

Now head back to the elevator and head down. A scene will take place here, so watch it and pick yourself back up afterwards. Once you regain control, head forwards and a Screamer will corner you.

Continue on and push a mine cart forwards to get past it. On the door you come to is the [TRAIN ACCIDENT] mystery, so pick it up and read it. Murphy will recognize the man in the article to be the same one we met. Also, be sure to grab the [FIRST AID KIT] in this room before leaving.

The Weeping Bat The Weeping Bat is a strange foe. The Bat is a big creature as well, and while on the ground will walk over and hold both of its hands together as it swings at you. It can follow that up with quick jabs, making blocking tricky. However, its most dangerous move is to drop down at you from the ceiling, which you cannot block. The bat also will move back and forth from ground to ceiling and players without a ranged option will have to get it to come down by running underneath it and luring it down.

Honestly, fighting these things is a pain, especially without ranged attacks. However, there is a brand new pickaxe here to the right if you need it. After this Weeping Bat is done you can assume more will be on the way. To the right is police tap and evidence placards. Continue on and break down the wood that is blocking the ladder.

Climb it and continue on to an elevator. No incidents this time. Exit the elevator to see a scene between JP and Murphey. Use the lever to open a nearby door and head inside. Continue on until you come to a wide open area. A Weeping Bat is in this area but is alone if you wish to kill it. To the left is a building while to the right and down is a deadend with giant rocks in the way there is a fresh pickaxe down here though.

Head up to the building and enter the left door. Straight ahead is a door with wood covering it, but a Weeping Bat guard it. There is a small area of ceiling by the door it can jump up and down from. You can actually use this to KNOW where he will jump down at and have strong attacks ready for him. Head back outside and another Weeping Bat will be guarding the area you need to go to. More words of wisdom will be spoken to you here as you get off and face a Screamer.

This completes an objective: At the end is a control panel that will have some buttons that you need to push to activate the train. The secret is to look at the poem you just got to figure it out. The man had a Red jacket, And asked me "How are you? Red, Blue, Orange; E, A, C - Normal: Jutting underneath cerulean sky Are rocky cliffs where my heart lies. Eyes twinkling with emeralds fair, My darling left me weeping there.

Blue, Green, Grey, Orange; A, B, D, C - Hard: Beneath the slate burns wicked ash. And the children cry for blood. Outside, fir trees blow In a wind that knows not what happened here. Grey, Red, Green, Blue; D, E, B, A After solving the puzzle, enter the mine cart.

There is one part where you must jam on the left analog stick, so be ready for it. At the end of the ride will be even more scenes, so continue watching. Once you regain control, you can talk to the cop like you did with JP until she refuses to talk back, but after that you must carry on. Continue on past a door and avoid the puddle with live wires in it this is very sound advice for ANY time in your life, by the way.

Go inspect the switch in the box on the left to open the chain door up ahead and go through it. Continue on despite the creepy sounds and soon a radio DJ Ricks will dedicate a song to YOU. Be sure to examine the left portion of the room with the radio to find a [FLASHLIGHT], then check out the right part of the room to crawl through a hole in the wall.

Straight ahead on a desk is the [SILENT HILL MAP] which you should DEFINITELY grab. Escape from Silent Hill. Welcome back to Silent Hill! You may wonder why.

Explore the left edge of the street to see a house with an alley on its left. Head down that way but before taking the stairs further down take a right to the back of the house. Now go forward to the back of the next house and check the back porch here for a [FIRST AID KIT]. Head back now and go down the stairs. You have to head to the back of the house and use a fireplace poker nearby to climb the ladder.

Below we will do several optional activities, so skip them or follow along as you wish. Enemies are more likely to appear when it is raining and lightning out, so keep listening to your radio. Edited "I think you missed one First Aid Kit. Kit is on Mc Cammon St, left side, on the back yard of the building. I remember that McCammon St.

The first thing of interest that you can explore is what I call the CRYING HOUSE. It is the house below the Police Station on Campbell Street.

You can ENTER the house by finding a lit-window near the ground. Down in the basement is a green locker. You will also find a locked door down here. To open it you must go upstairs and turn on the TV. This will power down the building but will open the door below. This enemy is brutal, especially this early, but below is a primer on what you can expect from it.

The Doll The Doll is the most supernatural foe yet. The real threat here is the SHADOWS that the doll controls. The shadows favor hit-and-run attacks and are very mobile. You can kill the shadows by smacking them a few times.

However, the Doll will just summon another shadow. Killing the shadows hurts the Doll though, and after three shadows the doll will take a break, giving you time to knock it down and finish it. Later on you will be able to use a special UV light to see the shadows much more clearly. Based on the primer and whether or not you think the pistol is worth it, choose to take on the Doll. Exit the house after that but check the ground in front of you near the sandbox for the [MISSING CHILD] excerpt.

Ok, let me tell you another important thing about the streets of Silent Hill which, depending on your luck, you may or may not know. The streets here are being patrolled by POLICE CARS. As you would imagine, these police cars are NOT on your side. In fact, when one sees you, THREE enemies will spawn after the screen reloads. You will also get two objectives when a police car sees you: Stop the patrol cars.

Find the police patrol dispatcher. To STOP these patrol cars which is highly recommended if you are the exploring typewe need to head to the Police Station. Note that YOU MUST BE CAUGHT BY A PATROL CARE to be able to STOP them though, which I found out on a second play-through of the game. However, with these patrol cars comes another new enemy: The Prisoner Minion The Prisoner Minion is a fairly basic enemy in a human shape with metal around his head.

My wife thinks he looks like Uncle Rico from Napolean Dynamite. Anyway, he will try to punch you with combos and can also kick at you. The minion is also able of blocking your attacks and will likely do so when you try to string together multiple attacks. He is best taken care of with a heavy duty weapon and attacks as he approaches or tries to go around an obstacle to reach you.

Fighting them in groups is a challenge and not recommended. Later on some minions will be ARMED with a shank, so be extra careful of them! Time to make our way to the Police Station! Most of the station itself is blocked off, so to get in you must enter from the north through a gap in the wall.

Once you enter, look to the left for the [POLICE REPORT] paper on the ground, then cross the gap to get to the other side. Once you get to the other side Murphy will add another objective to the list: A few of the letters in each number will be smudged.

Also, in a cabinet nearby is a [FIRST AID KIT]. Grab it and then check out the radio nearby. With this radio you can input the call numbers.

The idea here is to run through all the numbers to find the numbers missing from the board. Below is the solution. D C B A Once you put in all four codes, three of your objectives will be done! From here, pick up the axe nearby and break down the wooden door opposite of the radio. Grab the [CRIME REPORT] paper from the floor, then turn on the radio to hear a mysterious message.

Past the radio, grab the [DESPAIR PAINTING]. Now we need to leave the Police Station the same way we entered. Beware, if you had enemies chasing you they are likely nearby. However, there are two items nearby that we can grab now. Go ahead and open it to free the poor bird and see a short scene. As you can see by the journal, there are four more of these to open, so you will get a new objective here: Set all of the birds free.

The next thing we can do near the Police Station is to explore the lot to the right of the Police Station. Outside in the open by a tree past the open double-door chain fence you can find the [EVIDENCE 2] photo. Now, from here we can go slightly to the east to find a SUBWAY represented by a blue line on the map. You can head down here to find a second copy of the Silent Hill map or a first copy, if you missed the first one.

Past that in the terminal is the [SUNRISE PAINTING]. You can explore down here if you wish, but all you will find for NOW is 2 locked doors and little else. Ok, now time to continue the REQUIRED actions. The house we want to go to now is the APARTMENT ENTRY HOUSE, which is located northeast of the Police Station on Lansdale Ave. Once you get there, grab the [NAILGUN AMMO] from the front porch then head to the back. Once up, head to the right to find the [EVIDENCE 1] photo. Now follow the ramp and enter the apartments.

As soon as you enter the room, its possible to dash towards the drawer in the room and pick up the medkit while the screen fades to black. When the scene loads back up, the medkit will still be there. Near the body is a bed you can pull out, so do so to find a box with four items in it: Return the stolen items to their rightful owners. Head back out to the hallway now and enter the other door.

I believe that is the owners of the lost objects crying. In this new room, head to the living room and on the table is a box that you can interact with. Put the LOCKET here and the crying will stop. Now head into the bedroom and find the desk opposite the bed. There is a hand here you can interact with. Put the GOLD WATCH on it. To the left is some more [NAILGUN AMMO].

Exit the room now and head downstairs. Go into the room we skipped earlier and hang a left. In the bedroom is some drawers with [PISTOL BULLETS] in it. Now, head into the other room here where the kid is crying to find a bedroom. You can drop off the MONEY BOX here on a table to make him happy. Go back out to the hallway and down another flight of stairs.

To the right is another door you can enter. In here a creepy rocking chair is going, facing a picture that you can pick up. Grab it for the [WONDER PAINTING]. Now head into the bedroom and search the tables here for a medal case. Put the WAR MEDAL in it to return the last item.

You can also change into these clothes if you wish Now head back out to the staircase and take the door by the mail slots to see a scene with the Mailman.

During the scene he will point out where the radio station is, giving you a new objective: Find a way to the Radio Station. This new area we are in is called Pearl Creek, and we have a LOT to do out here. To get there you will need to go up Laymond Ave.

From Logan Park you can stick to the left and find your way to the Centennial building. Anyways, onto exploring Pearl Creek! Take a left and follow the fence west and south to find a [FIRST AID KIT] in this dead end, then go north and west into an alley. This alley leads to a confrontation with a Weeping Bat enemy normally, you will only see Minions and Screamers out here in the openso take it out. There is a radio here and further to the west is another [FIRST AID KIT].

There is also a door here that leads to the ART GALLERY BUILDING, but that section will be covered in the next section. The only REAL reason we are over here is to grab a FIRE POKER, which you should be able to find near the radio. We need it to pull down a ladder soon. Ok, head back to where you exited the playground and head east. On the south side of the street you can find a VENDING MACHINE! Now, check the southwest corner of Cook and Lansdale and in a box you will find the [HEALING TRINKET].

This trinket actually goes INTO the barrel from earlier. You CAN go put it in there now if you wish, but read my notes below. Some of them ran into the very same thing I did but BEFORE grabbing the trinket. I would personally recommend doing the BANK side quest if you can while having this effect active!

Ok, now walk up the east side of Lansdale Ave, by the sidewalk. On the way is a fire escape ladder. With the poker I had you grab a bit ago you can easily pull it down. Climb up the ladder to enter a window leading to a room. And not just any room, this room is a copy of the ROOM used in Silent Hill 4! How cool is this! You can find a [COLT] and [FIRST AID KIT] here, so grab them both, look around, and head back outside.

You can go find this now and check it out, and by checking it out you will get an objective: Find the missing girl. See the note below: I have chosen, for the sake of completion and order, to put off this entire side quest until section 14 of this guide.

To make thing clearer, you are entirely unable to complete this quest until you go through the Centennial Building and its otherworld.

Head north now, sticking to the east and at the southeast corner of Brite and Lansdale you can find the [RIOT NEWS] note on the ground. Note that this sidequest involves fighting groups of enemies, so enter with med packs and a good sturdy weapon.

Further in the room on the right has a radio for you to listen to DJ Ricks again and a crowbar. The room on the left curves around to give you a [FIRST AID KIT] at the end. Downstairs is the VAULT. The vault has FIVE security boxes down here. Now, when you try to open one an alarm will go off and will initiate a series of attacks on you.

This gives you an objective as well. Down below is the objective and what enemies you will face. After every round a security box will open, so your prizes will be listed down below as well.

If you go to the managers office and stop the alarm under his desk the waves stop and the vault closes. Then you miss the achievement and have to back up. Thanks for letting me know that Barbara! Screamer x2 Wave 3: Screamer, Minion Wave 4: Minion x2 Wave 5: Screamer, Minion, Armed Minion Fight in the open area and save your good weapons for the later waves. Use the narrow area by the radio to funnel enemies if you wish.

It leads over to Laymond Avenue. Congrats on getting that trophy. Head to the next section for more exploration! Head past the first door on the left and go explore the big room straight in front of you. Outside of this room to the right is an office, which also has another nasty letter, the [DEAR MR. On the desk are some [ART NOTES] as well. Sounds like the curator here has some sort of plan! By looking at the table it is clear the man was trying to assemble a collection of paintings together, which leads to an objective for you: Find the missing paintings.

There are six of them in total. We have three up to this point, and you can go ahead and place your paintings here, on the display, if you wish. By looking at the display you can see that there are drawings on the paintings, and you can even move them around.

As you can guess, this will lead to more fun later on. The next location we are going to go to is a subway. One that will actually do us some good, compared to the last one anyways. Head up Laymond Ave towards the subway. Then head east and go into the right subway the left one is a dead-end, so you may as well consider it useless unless you want a weapon. This guy is the HOMELESS MAN, and knows a thing or two about surviving. He is willing to share some knowledge with you, but not for free.

For starters, he first wants you to find him some food: Find food for the beggar. You can now use the subway system to travel unmolested underground! The only areas that are open right now are Hillside and Pearl Creek though. This leads to another objective: Find a warm coat for the beggar.

Now, before continuing our exploration outside, go past the bum and find the [NAILGUN AMMO] in the locker another one of those tall green lockers. Try out the subway system if you wish, the exit the Pearl Creek subway. To the right of the subway you should be able to find a column tipped over which leads to a shortcut to Lansdale Ave. In the shortcut though, be sure to check the boxes for the [ENLIGHTENMENT TRINKET] in a box.

This trinket is the one that fits in the barrel down in Pearl Creek subway. Head north of the subway and scan the ground for the [AARON ASHFIELD] postcard. Off to the northwest of the subway south of where you found the card is a small alley you can duck into to find a hole in a garage door. This hole leads to a steel gate that asks for a password. Search the storage area past the door to find the [CERTAINTY PAINTING]. Exit back outside and now go search the northwest corner of Laymond Ave.

I really like how they put a pickaxe in the road here! Upon entering the park you can go either left or right. Move onto the middle of the park. From here you have another left or right choice. The right path is a dead end but has a radio you can turn on and hear something new on if you wish.

Take the left path when you are ready to proceed to find your way to the Centennial Building and complete an objective: Head inside and a scene will take over. A rather lengthy scene, which sheds more light on the story, such as what Murphy says he did to get in jail.

Past the door you can pick up the [CENTENNIAL BUILDING MAP] as well. This building has a ton of floors look at the diagram and your map only covers the garage and four floors. Head into the main garage section where you will see a security room to your left that needs an I. Head to the south to see a locked door. Examine it and Murphy will comment on the freight elevator, giving you a new objective: Enter the building via the service elevator.

Out here in the open parking lot we can do some exploring. First of all, the green van nearby has a back end you can open, but be warned! This leads to a Screamer jumping on your back. You get no rewards either, so best to skip this van. Next head over to the police car. Go open the passenger seat to find the [INTERNAL INVESTIGATION] note. Now go open the trunk to find the [FORENSIC FLASHLIGHT]. Now go examine the brick door to the northwest for a cool scene.

Only one scene though, but you can assume what happened! Find a metal weapon like a wrench or sledgehammer and then break the lock on the maintenance door nearby. We can fix that though. Go pick up the firehose nearby and Murphy will throw it into the water. Now go turn the firetruck pump on. This will suck up all most of the water and will let you go down the stairs. Down here you will find a dead guard.

Check the wheelchair for a [SECURITY CARD], which we definitely needed. Grab it and run back up the stairs FAST as the water is rising! Back out in the garage area you will now have to face two Weeping Bat enemies.

They can still travel on the ceiling, but the ceiling is so low that they can hit you while clung to it, so be careful! Either kill or ignore them and then run to the security office and use the card on the door. Also, its worthy of noting that the dog is now dead. Before leaving, go explore the room on the left to find a [FIRST AID KIT] in the cabinet there. The door there leads out near the firetruck. Now make your way to the service elevator to complete an objective: Press the elevator button to open it and then get in and press the button again to close it.

Near the elevator will be an axe you should grab trust me. Break it down with the axe and continue to slide through some boxes. After you get through a Screamer will attack, so take it out. To the left is a door, but to the right of the door is a box you can push back to find a small cubby with a [FIRST AID KIT] in it.

Go back and go through the door now. You can grab a redundant map from a holder to your left. This is of course in homage to Silent Hill: As you attempt to walk forward into the room the upper bridge will fall. Head left now you have to and the game will tell you to use your UV light to find clues.

From where the game told you to use the light is a book nearby. Make your way on the left side to a desk. Now, fair warning, there is a Weeping Bat ahead of you, past the desk and hanging out in the lower aisles there. Draw him out and finish him on your own terms. The path back there has some dead body parts as well as the [PATRICK NAPIER] file. A row to the east of where the path to the file was is another book to read.

It is to the left of the immovable ladder here. These books are interesting and all have a theme. Now turn around and go out and examine the DOLL here.

It is lifeless but looks EXACTLY like the doll enemy you may or may not have seen before in Hillside. North of the doll is another book to read, on the right-hand bookshelf. After looking at it, interact with the ladder to the south and climb it to reach the 2nd floor. Head north to a door, but before going through, look at the books to its right for another book to read. Go through the north door now. It seems to be very random, how they behave, from one game to the next One will come out and fight you here.

This gives you a chance to use your UV light to see the FULL OUTLINE of the shadows. You can fight the dolls much easier with that light equipped so give it a try and take the north door afterwards the only path you can take. Find the [PISTOL BULLETS] in here and continue to and north. Go into the northeast room now to find a [FIRST AID KIT] and hear the older voice talk to Murphy again. Head back out to the big room now. You can find a book on the east bookcase out here. I like the tree limbs going through the window.

The real treasure here is in roomenter it and claim the [ID CARD] from the body. The UV light also reveals the message "Sequestered does not equal safe" here. Head back out and the room to the northwest can be opened with the ID card you just got. It has a radio in it and a stack of envelopes on the desk. These envelopes need to be arranged so they spell out a number. From there just line up numbers and note that the envelopes will either cover each other up or wont.

Use that knowledge with the envelope outlines to find the answer here: Lining the numbers up together will give you the [NUMBERS NOTE]. From here you can head through room and back out to the big room with the dolls, and another doll will indeed attack you here.

Take it out or flee up the stairs and head for the keypad room north of the elevator. Use the code "" here to unlock the door. Another book will be in this room, so read it if you want.

Head out into the hallway and enter room to find a makeshift ladder to the third floor. Be sure to check out the desk here to find the [RETT CAIRN] card before heading up! Once you climb up you will find another map. Just focus on your balance here! Once you get done with the balancing act a DOLL will attack! The mannequin is hiding to the left of the door frame, but focus on protecting yourself from the shadows! Once its dead be sure to explore the room to the right for some [PISTOL BULLETS].

Follow the path east and south, ignoring the ladder for now. Very weird, I think. To the south is a room with another book on the west wall if you care, but be sure to take the southwest doors to the big room.

This big room sure is massive and lonely Remove it and now you have a perfectly functioning elevator! The elevator can go to floors 1, 2, 3 and 18, but requires a special card to go to Head back to room and take the ladder down to the 2nd floor now. There is a book to the right you can read if you wish. Also, check the drawers across from the door to find the [PSYCHOLOGICAL REPORT], which sheds some light on the story.

With the slides in hand, we need to head back to the area that has the vault. Head to the 3rd floor elevator and take it down a level, then head west to get there easily. As you head inside a box will come crashing down this scared the SHIT out of me!

Before playing with the projector, head upstairs and explore it thoroughly to find a [FIRST AID KIT] to the southeast and a book to read to the southwest. Head back down and use your slides on the projector to make it go through a series of clocks.

These clocks are supposed to be the code for the vault outside. And that is the answer: The vault door outside goes from I-Xso the answer on hard mode is IX for: Head out to the vault and put that number in from left to right: Search it for the [ID CARD], which is what we need to get to the 18th floor. Head further into the room and watch a kick-ass scene.

Afterwards, grab the [EMPLOYEE REVIEW] from the desk. Now, head back to the elevator and use the ID Card on the button display, then pick the 18th floor and head up! Grab the [STUDIO MAP] from the right wall once you get out. Note that you can go check out the break room on the right to hear the older voice, then head to the eastern door. With the UV light on the words "Point of no return" will be on the ground.

Oh, and some uninvited guests! AND, that will be the end of this section. Well, this just sucks, no? Go back and pour it on the trash pile then use your lighter on the pile to make the flames go up think Murphy used enough diluent!? As the sprinklers go off go stand by the fire door, because soon the VOID will show up and this place will turn into an alternate reality the OTHERWORLD!

Run right away and knock over the container, then when the path splits to the left or straight go STRAIGHT. From there, take the first left and run straight down to a hole. You will lose the void here. In this room, turn the invisible handle under the sign and go into the new room. Here, the VOID will return again! The gate in front of you slams shut, so quickly take the door here and turn the handle.

Run away and knock shit over to slow the Void down and then steer left into a parking area. Here, stuff will fall from the ceiling, mostly cars, so keep an eye above and worm your way around them right past the first car, left past a road block, right past a second car Quickly look to your right and locate a flip lever on the wall, then flip it to turn on the fan and open a nearby door. As you continue, the world will flip upside-down. Hit the switch in front of you the one hanging upwards to open the door and move forwards until you are forced into a cage.

Here you will go for a ride. Not much you can do, so sit back and enjoy the sites. Once the ride stops, the VOID will appear again. Just zig-zag through them and, at one point, one will drop that you can run through.

Down here there will be a [FIRST AID KIT] to your left. The path here splits into a right and left path. The Wall Monster The Wall Monster is more of an obstacle than a true monster. After all, it is stuck to the wall. It can attack by using its stomach to spit acid or blood? It can do either one squirt or two in a row. You will obviously want to wait until it gets done attacking to run past it, like a timing puzzle.

Make your way to the other end and throw the switch to open the doors. In this next area, cages from above will fall down and make holes in the floor. Keep going forward and soon cages here will fall down and release a Screamer enemy.

Run past it and grab the fire extinguisher on the wall if you need it, but a bit further ahead another cage will drop and let another Screamer out, so fight one at a time. After killing them, turn the picture to get by a blade trap further on.

Walk out to the catwalk and press the button to make the clock hand stop. You need to make the hand stop BY you, which takes practice and several tries. Climb out to the hand and this initiates a balancing sequence. The first two blade wheels are easy and run at a smooth speed. Simply run past them after a blade, any blade, passes. The third one is WAY faster but stops after every five blade swings. Watch it for awhile and see the pattern.

Now simply count on that pattern and run when it stops After the blade trap, pick up the [SHOTGUN SHELLS] and the [PISTOL BULLETS]. Move to the next blade trap and stop on the Silent Hill emblem to slow the blades down considerably.

As you can imagine stepping off the emblem speeds the blades up. Move forward to see a scene, which will send you flying down another chute. Stick to the right, then quickly go to the left after the first obstacle.

Now quickly go to the middle to avoid some blade traps, then to the right and once more to the left. Now just stay in the middle to watch even more kick-ass scenes. Watch the scene with the mailman creepy! Inquire at the Monastery Move onto the next section to continue the game. Head north and pick up the [FIRST AID KIT] to the north and cross over to the west side of the street. Go past it and search near the road obstacle for another [FIRST AID KIT].

Now head through the alley. To the right is an enclosed park area. Head into it and search to the north for the [LOCAL BOY ABDUCTED] note. How very sad, no?

Head back out and look to the south of they alley you exited to see a FIRE ESCAPE ladder. Keep that in mind. Check to the south to see another road obstacle. Near the southwest of it is another [FIRST AID KIT]. You should be absolutely rolling in these things.

Up north is the Chastain Heights subway, but its locked for now. We need to get that coat for the bum, remember!? Thankfully, the CLOTHING STORE is just to the northwest of the subway. Find the door and enter the store. To the back of the store you will find the [OLD COAT], which is what the homeless guy needs NOTE: In HARD PUZZLE MODE, the "Old Coat is in the storage room of the shop, past the door on the left and in the corner to the left. In EASY PUZZLE MODE it is in the front of the store, hanging on the wall to the left.

Exit the store and head east to where we started this section at. Now head south and return to the subway where the bum is. Give him the coat and he will UNLOCK the Chastain Heights subway route. We will also get a new objective.

Find a fishing rod for the beggar. Ok, now return to Chastain Heights either through the subway or by running and make your way to that FIRE ESCAPE by the alley. Pull the ladder down and enter the room here. You will see a GRAMOPHONE here. This house is creepy, no? By the bloody doll in there is the [CRANK] item, so snatch it up. Head right into the bathroom for a [FIRST AID KIT].

Head back to the gramophone now and put the record on it, then put the crank in and turn it. Head over to the gramophone again and interact with it to have Murphy play the record backwards and watch the EXCELLENT scene play out before you. After you are done turning you will have a new objective: However, you are no longer alone! The dad is now in here with you and he has an axe!

What you need to do is to run over to the painting of the dad and use your lighter on his portrait. Now, we need to investigate a nearby store. One of these doors can be entered, so do so. Go behind the counter here to find a [REPLACEMENT BULB], which we needed for the MOVIE THEATER area and grab the AWESOME [SHOTGUN]. Interact with the cash register here to find the [STORAGE ROOM KEY] and use the key to enter the only other door here. In this back room you can find a moveable box that is hiding the [HOPE PAINTING].

Someone was hiding this! It is located in a back room. From the stage, go up the left aisle and into a back room, then into the right room from there.

It is on the floor. Ok, we can now go to the MOVIE THEATER and complete everything there, so lets go do that. Below and written into the walkthrough are the NORMAL LOCATIONS. The box after splicing all the films below highlights the HARD locations, so be sure to use whatever puzzle difficulty guide you need.

To the right on a different counter is a [FILM REEL]. Now head to the back and enter the left bathroom. In here search the stalls for another film reel, [FILM REEL 2]. This one is "The Silent Children". Go through the hole in the wall to enter the theater. Head to the screen and face the chairs.

There is a path to the left and the right. Head up the right path and look to the left for a [FIRST AID KIT] by the chairs. Head up to the room above the theater the projection room and upon seeing the projector Murphy will deduce that the thing needs fixed: Thankfully, with our foresight, we HAVE the replacement bulb see the note above if you are playing on EASY puzzle difficulty to get the bulb, as it is nearby: Go there and get it, then hurry back! On the wall next to the projector is the [FILM SPLICER] note, so grab it.

Up here you will also find the [FILM REEL 3] in the room. This one is called "The Secret of the Attic". There is also a door up here that has a keypad on it. We need to get the numbers for it. To do so, we are going to play each of the films and then RUN to the screen down below.

Why you may ask!? Well, this is Silent Hill, and the films are REAL and we can EXPLORE them by entering them through the movie screen creepy, no!? When you are actually going into the movie theater and you have your shotgun, when you put the first move reel in you drop your shotgun and run into the movie.

When you exit the movie you change reels and pick up your shotgun than head into the next movie. Now the next two times you exit the movies your shotgun will still be laying on the ground even though you already picked it up. Free Ammo You can also exit and reenter the movie theater and your shotgun will have re spawned on the ground for what seems like unlimited ammo.

HARD PUZZLE Mode Film Locations: In a gap in the chairs near the top of the left staircase of the theater. In the closet in the projector room, past where you get the film splicer note. Locations provided by DogByte! Enter the film and head down the street make a right. Head down two houses and enter the second house here. The upstairs is blocked.

Head in to see a door on the left. Exit and enter the door further in to see the number "9". Now head back to where you entered the film to exit it. Go back to the projector and put in the next film see below. Play "The Silent Children": Enter the film and immediately head south. The only other thing of interest in this film is to the right, where you will find a box that needs an item.

Play "The Secret of the Attic": Enter the film and head to the right. Now head north to the very inner part of the attic. In here Murphy will notice the trunk. It is of course locked, but gives us an objective: Open the attic trunk.

Now note the bloody "1" on the window. Now that we are done exploring all three films head back to the projector and collect the film from it. We need all three. Now, for the codepad nearby and enter the numbers "". Past the door is the movie splicer. This new film is called "The Secret of the Child at the Lake". Quite a long title, no? Put it in the projector and get ready to enter the film: Play "The Secret of the Child at the Lake": Go grab the [WOOD CRANK] from the room on the left, the walk through the north door and the one after that to get to the next film area.

Use the crank on the box on the right which is a jack-in-the-box and crank it to get the jack to come out a bit creepy, no!? Grab the [KEY] from the doll and go south to where the numbers are. There is a ladder here that you can climb to get to the third film. Head to the trunk and use the key to open it. As soon as you do, a Screamer will appear, so put off looting and deal with it.

In the trunk you can find a [GOLDEN GUN] and [PISTOL BULLETS] x2! You have a ways to go before leaving this movie, and more monsters to face. A Weeping Bat will meet you in the schoolkid place, and a Minion enemy will face you outside the house area. Exit the film to complete this sidequest. Wow, that was a trial, no?

Go up the winding road and to the east will be an opening that leads up there. There is also a path to the south and north of St. The south path leads to the CEMETERY, but there is nothing for us there To the north is a fountain. Search the ground to the east of the fountain for the [COURT RULING] paper. The pathway heading north from here is a dead end, so you may as well turn back and head to St.

I noticed this after completing the pictures before attempting the monastery at normal levels. The figures appeared, but not the map nor the quest nor the option to interact with the map. I cover it later in the guide though, so focus on it AFTER the Monastery. Inquire at the Monastery. Watch the scene that takes place between Murphy and the nun. Well, first grab the [ST. Check the drawer here to find some [PISTOL BULLETS], then examine the bookcase on the west wall.

The UV light also shows a ton of footprints here. Head forward through this messed-up area and watch the murder play out in front of you. Now, this room leads into a HUGE fight, so before checking the body, learn where all the weapons are here. When you are ready, go pull the axe out of the body. PLUS, keep in mind, you NEED that axe for the door near the entrance.

With that in mind choose to fight or flee. If you do fight, try to hit the dolls WITH the shadows, use the UV light to see the shadows better, and be prepared to switch weapons! If it breaks and probably willthere is or will be after the fight, not sure a brand new axe waiting for you in the wall, near the entrance to this area. With your axe in hand, destroy the wood on the west door and enter. Also, reader Deacon let me know that you can find another AXE in the room where you moved the bookshelf, which I suspect is placed there only after you see the room with all of the dolls Head forward and watch the awesome scene.

Learn the Bogeyman Rhyme. With nowhere to go, take the north door and grab the [FIRST AID KIT] on the left. Good views out here! The door to the west is locked, so take the door to the chapel. Head in until you get to the stairs.

To the left of the stairs is a doll holding a knife. How crazy is that! Maybe a Chucky reference? Grab the [NAILGUN AMMO] on the bench nearby. The door on the ground floor here leads to nothing, so take the stairs up and catch the girl spying on you. Now, if you chase her up the stairs you will come to a locked door, but you can see some cool writing on the way up with the UV light it says "I keep dreaming about birds" and you can find the BELL.

Ringing the bell makes two Doll enemies spawn a flight below, so it is ILL advised to do. Instead, once you see the girl simply take the door to the right.

This leads out to the chapel and a balance area. As luck would have it, a quake starts as you are on the beam, so stay focused and get through it. Go inspect the grating and Murphy will notice the book, which he identifies as a book of rhymes.

Walk away and another quake will knock the far chandelier down. Anyway, what we need to do here is find a rope on the left side of the room and use your lighter to drop the second chandelier down.

Now walk up to the chandelier and pull it jam the X button and then push it into the grate. Do this twice and the grate will open. Go through it and examine the book for the [POEM FRAGMENT 1].

Bah, we need two more poem fragments! The door on the right now opens on its own how creepy is that! Our here move forward and check out the kids playground.

See the tire swing? Watch it for awhile, turn away, and look back. It should change to a hanging body. You forgot to mention that, when you get in the yard the first time where the hanging tire changes to an hanged man there are some gun bullets just down the stairs, to the left side. To be more specific, when you first enter the area, instead of going up the stairs to go to the playground, walk forward and an the immediate right there are the bullets. After that, walk north and head back into the building.

Head back to the hallway. You can use the kitchen to get into the dining hall if you wish as well. Regardless, take the northeast door here to find a bathroom. After that, head up the stairs and talk to the girl to the east. Now head into the classroom where you can find a [CANVAS SACK] on one of the desks another collectable. Also, note the chalkboard here has a "lock" on it of sorts.

We will have to come back to this, but keep it in mind. We are going to fight more Doll enemies soon, so steal yourself and be sure to have a good melee weapon.

Head to the room northeast of the classroom. The one on the east side of the map. You can fight them one at a time and now since you know their location you can bum-rush them and hit the doll AND the shadow at once to kill them easier. Once they are all dead claim your reward: Head back downstairs and go east, past the iron bars. Enter the classroom on the right and search the desk for the [LETTER HOME].

After grabbing the letter, head north to find a FIREPLACE POKER. The room to the north here has a [COLT] in it if you need it. Now go back to the hallway and north to an auditorium. Take the poker to a fire escape ladder to your left and use it to pull the ladder down. Go ahead and climb up now. Up here you will find a TON of props and stage control equipment. We will now need to put on a play using this stuff! First, place the record on the gramophone and then put the lever on the right rope wheel by the banister.

Its along the south wall on top of a box. OK, before we do this next step, take a moment to familiarize yourself with what equipment we have up here. Obviously a record player and a floodlight. Facing the stage you also have a rain machine to your lower left and by that is a piece of metal with a hammer you can bang on.

There are two levers that control the backdrops on the stage to the left and the right of the floodlight and to the far right of the floodlight on the wall is a light switch. Now, to PUT ON THE PLAY we must do things in a certain order. As you proceed through these steps things will of course happen down below, but as you finish these steps things will get WEIRD!!! Nothing much to do except go with it, right?

You need to decide right now if you want to fight or flee the upcoming enemies, but let me give away their locations. However, if you stick to the right and keep going in you will make your way to the cabin. To stop you will be three Screamers spread out, two in the forest and one by the cabin. You can lure each one away if you wish or you can just run from everything and enter the cabin!

Inside the cabin is a familiar tune and a box in the back that you need to interact with. This leads to a picture puzzle where you can rotate each square to the left or right.

The goal here is to assemble a picture of Gretel. To help you, let me tell you how the picture will look once it is done. The picture will be of Gretel, sitting in the center, holding a doll. There is a spade to the left and a ball to the right, with a ship in the upper right corner and a sandcastle in the upper left corner.

There are also flowers to her right. You just have to work a little harder. Once you have the puzzle done, the box will automatically open. You will gain a [BLACKBAORD ERASER] and the [POEM FRAGMENT 2] for your troubles.

Once the puzzle is done though, there will be TWO Doll enemies in the cabin with you! You can choose to run out the door or fight. If you fight try to get behind the dolls so you can hit the shadows and dolls at the same time! No forest, no nothing. As you know, we must make our way back to the classroom on the 2nd floor.

Take him out and go into the classroom and use the eraser on the board. Chase Charlie until the scene ends and then the door behind you will open up on its own. Head through it and grab the [PRELIMINARY EVALUATION] on the table.

Now head into the east room. Here a ball dropping will attempt to scare you did it work? In the northeast room here grab a [FIRST AID KIT] out of the cabinet door and then check the drawer for the [PSYCHOLOGICAL EVALUATION] on the kid. Once you start to head south a whirlwind will start up and pull stuff up through the ceiling! Screamers will come out to play as well up to three of them.

Here you have to go around the room clockwise and chop the wood off the door to the east. Past the door, head into the southern room man those curtains are creepy! Make your way to the room north of the kitchen to have the path to the north be opened up by a quake.

Deal with the Screamer that follows then continue on until you come to a staircase. The north room the small one has a drawer in it that has a [FIRST AID KIT] and the [PSYCHOLOGICAL EVALUATION 2] in it. Head to the next big room up here. First, check near the door to find the [INTERNAL MEMO] which is hilariousthen go explore this room.

As you probably guessed by your exploration, we need to use the X-RAY MACHINE in this room to scan the Screamers. Now, go stand behind the Screamers and face the x-ray machine. For me, the Screamer with the key in her gut was the one on the LEFT. Once you find the Screamer with the key, search it. This will net you a [KEY], naturally, but Murphy will also find the [POEM FRAGMENT 3] here, so SCORE!

This of course updates our objectives: Return to the boy. With that haul, head back out and go down stairs. This winds around to the locked door from earlier, so use your newly acquired key and open it up.

Out in the open a Weeping Bat enemy will attack you, so fight or flee and make your way back to the little boy. As you get to the boy a scene will take over. A bad-ass scene, so enjoy it. The world will also shift! We have to catch that girl! Chase after her and the bridge will fall! As you try to go left, the VOID will once again make its appearance!

I find that if I pay attention to their patterns, quickly letting go of R1 helps me time their spits. However, the MOST IMPORTANT THING you can do here is to keep your eyes open on the left the right if you went right earlier to find a path leading UP.

Run up it and knock shit over as you go. Head through a door, then a garden, then another door and knock another crate over. Quickly try to run through one and if the entry slams shut on you quickly run through the other opening the right one opened for me, but I believe both paths meet.

There are five sets of spikes here. The first two jut out twice in a row before pausing for an appreciable amount of time for you to shimmy past them. The fourth one goes, but not very far, another plus. The fifth one though, that one goes FIVE times in a row, so recognize the pattern and get past it. After the short scene the Boogeyman will remain in the distance and send shockwaves our way.

Of course, dodging them alone is too easy, so a cage will fall down and make you fight a Screamer. Try to take her out while staying away from the shockwaves or let the shockwaves take her out for you. The best weapon in here, besides the piles of bricks, is a pipe to the southwest. Soon a second Screamer will join the fun. After a certain amount of time has passed not longthe Boogeyman will break open the wall on the right with his swinging and then will walk away Go through the hole in the wall and continue on.

Pick up the [FIRST AID KIT] by the door and go through the hallway. Once you do, turn around and look at the picture. Head past the wall monster and at the next door the picture should show a GIRL in the hallway! Go through THAT door.

Continue on to another staircase but this time go up until you find another picture that has the girl in it. Head through that hallway again and the one after it until you see a scene with Murphy jumping down into a big room First, head to the southeast room and up the stairs.

Note the creepy pictures. Up here is a radio and some levers. A Minion enemy will come down with the chandelier! Now, grab the [FIRST AID KIT] from the cabinet and head down to meet him! After dealing with him you can inspect the chandelier to see that it wants an item. Head to the west room now to see doll parts Now inspect the painting in here to find a room behind it. With a UV light on you can see the words "So Innocent" and "Deep Inside" on the walls.

Grab the [BLUE CANDLES] here and then get ready to fight! Out in the previous room is a Doll enemy! And once you deal with her there is ANOTHER Doll enemy near the door you entered this room from. With the Dolls taken care of go put the candles on the chandelier, then use the lighter on the candles. With blue flames now lit, head back up the stairs nearby and raise the chandelier back up. EYE, EYE, SYMBOL, FLAME, EYE Head down to the theater and head through the area that you opened earlier.

Each of these bells has a symbol on them an EYE, SYMBOL, or FLAME and you need to ring them in a certain order to open the door.

Look at the order above and use that order to open the door. Head through the door and follow the linear path to see a scene Down here is an axe on the righthand side, in a tree, and I suggest you grab it. Because soon the Boogeyman will rise out of the lake nearby Here you will have to fight him! It COULD be a lot harder. The ideal weapon for this fight is the axe that I told you to grab earlier, and our fighting tactic is going to be VERY hit and run. The Boogeyman has two ways to attack you.

His second attack is a fairly plain melee attack, and you are NOT going to block it so this is not a normal fight. Use this time to smack him ONCE with the axe and then do this all over again. I state once so you will be safe. You can go for more hits, but the Boogeyman will likely smack you if you try. Doing this hit-and-run tactic is a safe way to defeat him.

Alternately you could shoot him up while slowly walking backwards and keep in mind there is a rock in the center of this area if you need the separation. Once you damage him enough the Boogeyman will drop and take a knee, but will also send out a damaging pulse wave. What you need to do now is to run up to him and TAKE his weapon from him. This starts a chain of scenes and the fight will be over. Sit back and enjoy!

After the scenes you will obtain the [BOAT KEY]. We need to get out of here now, so head to the crack in the wall on the left.

This path leads to some sewers. This is the end of this section, so continue on to the next one now. Take a right from the sewer exit and head up the road.

Take the right road when you come to the intersection that right road is Brite Street. THIS alley is the one leading back to Chastain Heights, so memorize it. Head down it and the path on the left just leads to Brite St. Going straight ahead leads to a barrel with a trinket stand on it remember this!

There is also a spare forensic flashlight nearby in case you need it. So now that you know how to get back to Chastain Heights, return to Brite Street.


Silent Hill: Downpour | Silent Hill Wiki | FANDOM powered by Wikia


silent hill downpour прохождение

The codes will be the same for all puzzle difficulties: Now make your way to the service elevator to complete an objective: There are five sets of spikes here. The UV light also shows a ton of footprints here. Proceed into the Security Booth. When the fire starts, activate the alarm on your right and watch as the environment is transforming. Try to cross the bridge and it will collapse.

Now you can go straight to the ground floor and exit the building or explore a bit to make another side quest. Brand Managers Lauren Faccidomo-Evans, John Choon. Here you must deal with the Boogeyman as well as defeat two Screamers. Quickly turn the valve on the wall to stop the water rising and proceed through the new opening.

Locations provided by DogByte! A room in the shack A has a First Aid Kit in the wall cabinet. Turn the invisible valve on the wall to open the gate and go through. The one on the east side of the map. Bah, we need two more poem fragments!


Silent Hill: Downpour FAQ/Walkthrough for PlayStation 3 by Bkstunt_31 - GameFAQs


Grab it and run back up the stairs FAST as the water is rising! Enter the building and begin your search for the quest related items. Honestly, fighting these things is a pain, especially without ranged attacks. You have to head to the back of the house and use a fireplace poker nearby to climb the ladder. Interact with the cash register here to find the [STORAGE ROOM KEY] and use the key to enter the only other door here.

Murphy and Sewell appear to be having a private conversation regarding their deal to murder Patrick Napier, the sequestered inmate from the opening scene. Follow the buildings to the east, past the truck until you can see some sheet metal to the north curled up. Screamer, Minion, Armed Minion Fight in the open area and save your good weapons for the later waves.

I find that if I pay attention to their patterns, quickly letting go of R1 helps me time their spits. Associate Director of Digital Distribution Yoshinori Aoyagi. To be more specific, when you first enter the area, instead of going up the stairs to go to the playground, walk forward and an the immediate right there are the bullets.

See all of the shower faucets? These symbols indicate the place of five shadow symbols hidden across the town.



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