Silent Hill Homecoming

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Indonesia.. People hope, people dissapoint.. But, we all won't forget our dreams.. To get our INDONESIA become better tomorrow.. Minggu, 08 Februari 2009 Silent Hill Homecoming Neeeh, versi terbaru dari seri Silent Hill, Silent Hill Homecoming ini punya graphic yang cukup WAHHH!!!, game ini msi punya plot cerita yang mirip sama seri2 silent hill sebelumnya.. Yaitu sekitar tradisi aneh di sebuah kota yang berada di silent hill.. Silent Hill Homecoming bercerita tentang sebuah kota bernama Sheperd's Glen, yang mempunyai tradisi melakukan ritual pengorbanan anak kecil tiap kali kota itu merakan hari ultah'nya.. Cara2 mereka melakukan pengorbanan itu pun cukup mengerikan, seperti Mengubur hidup2, mutilasi, dll.. Karena disia-siakan itulah anak2 ini menuntut balas kepada orang2 di kota itu.. Tokoh utamanya, Alex, pergi dari Sheperd's Glen untuk mengikuti training militer, dan setelah beberapa lama, akhirnya dia memutuskan untuk kembali ke kota asalnya, betapa kaget'nya dia saat menemui kota itu berada dalam keadaan yang "tidak biasa".. Setelah itu, petualangan'nya di dunia Silent Hill pun dimulai, untuk menemukan sang adik yang menghilang... Hemm, saya sendiri sudah memainkan game ini lho.. Dan ini Walkthrough bagi kamu yang butuh tuntunan untuk menamatkan game horor ini.. Maaf karena cuman ada dalam bahasa inggris.. Walkthrough ini dikutip dari www.gamershell.com Walkthrough This walkthrough was written while playing on Hard mode. The only notable

description

walkthrough

Transcript of Silent Hill Homecoming

Page 1: Silent Hill Homecoming

Indonesia..People hope, people dissapoint.. But, we all won't forget our dreams.. To get our INDONESIA become better tomorrow..Minggu, 08 Februari 2009Silent Hill Homecoming

Neeeh, versi terbaru dari seri Silent Hill, Silent Hill Homecoming ini punya graphic yang cukup WAHHH!!!, game ini msi punya plot cerita yang mirip sama seri2 silent hill sebelumnya.. Yaitu sekitar tradisi aneh di sebuah kota yang berada di silent hill..

Silent Hill Homecoming bercerita tentang sebuah kota bernama Sheperd's Glen, yang mempunyai tradisi melakukan ritual pengorbanan anak kecil tiap kali kota itu merakan hari ultah'nya.. Cara2 mereka melakukan pengorbanan itu pun cukup mengerikan, seperti Mengubur hidup2, mutilasi, dll.. Karena disia-siakan itulah anak2 ini menuntut balas kepada orang2 di kota itu..

Tokoh utamanya, Alex, pergi dari Sheperd's Glen untuk mengikuti training militer, dan setelah beberapa lama, akhirnya dia memutuskan untuk kembali ke kota asalnya, betapa kaget'nya dia saat menemui kota itu berada dalam keadaan yang "tidak biasa".. Setelah itu, petualangan'nya di dunia Silent Hill pun dimulai, untuk menemukan sang adik yang menghilang...

Hemm, saya sendiri sudah memainkan game ini lho..

Dan ini Walkthrough bagi kamu yang butuh tuntunan untuk menamatkan game horor ini..

Maaf karena cuman ada dalam bahasa inggris..

Walkthrough ini dikutip dari www.gamershell.com

Walkthrough

This walkthrough was written while playing on Hard mode. The only notabledifference between Hard and Normal is that enemies are tougher, deal moredamage, and firearms carry less ammo. Puzzle solutions and strategy remain

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unchanged. All directions given (north, south, etc.) are given in relation tothe map, but left and right are used in relation to Alex's position.

  ============================================  Nightmare [ntm]  ============================================After the awesome opening scene, get ready to mash A to get out of yourrestraints. Check your inventory: all you've got is a flashlight and a radio.Good luck, soldier. Check the memo to the left of the double doors and headthrough. Follow the blood through the next set of doors, and check the memo toyour right. Approach the barred gate to see Josh and initiate a creepy loopingsound clip. Note the keypad next to the door.

The only open door is right next to the keypad. Open it and check out the X-ray to your right. This is the first half to the code we need. A memo on thedesk across the room explains what you need to do to get the rest, and theHOSPITAL MAP is to your left. Exit using the nearby door.

The only open door in this hall is 203. Just listen for the crying baby, andexamine the middle incubator to get it to stop. There's a HEALTH DRINK andanother memo on the desk behind you. Hop over the broken window to room 204.In here is the X-RAY FILE for the code we need. On the center table is apamphlet laying out melee combat.

Head back to the Nurse Center and stick your X-ray up on the board for the code624872. Exit out the other side of this room and push that into the keypad.Like a good little sibling, Josh will run off. Pick up the CHILD'S DRAWING andfollow him.

Feel free to take a peek in the bathroom stalls, but make note of the glowingred save point in the next room. This game uses a continue point feature, sosaving is not a top priority anymore, but it wouldn't hurt. The next room isanother restroom and a dead end. Grab the COMBAT KNIFE sticking out of themirror and enjoy the show. A nurse will then attack you. Use this time to getthe hang of dodging. Wait until she makes a move or else you might walk rightinto her attack. Learn to love the knife as it is the most highly recommendedmelee weapon because of its speed.

Slip through the crack in the stall the nurse popped out of. Grab the FIRSTAID KIT by the door and exit. Enter the door to your immediate left, thestairwell. Watch out for falling debris but take a look at the memo on theopposite wall before giving chase. This one is the hint that the flashlightshould be off and you should walk, not run, if you want to avoid confrontation.

You should hear static upstairs. Use your knife to break open the window anddispatch the nurses inside. Only one will be visible in front of the TV.

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Attack her and another will appear. With the knife, you should be able tocontinuously slash the first nurse without dodging and be okay. The second onewill not attack you right away, and you can take her out any way you want whenshe's all alone. You can also retreat over the window frame and use it to getthem to funnel towards you. It is recommended that you kill both because youneed to cut open the fleshy film on the west wall to progress, and you are notimmune to damage during this.

Room 303 has a save point and a note on the bed. Head to your right down thishall to face your first batch of Swarm enemies. Just hit A to step on them orslash them. If one latches onto you, press B until Alex tears it away. If youhit the correct button prompt after this, he will crush and kill it for you.Grab the HEALTH DRINK in the linen room and enter the hall.

Go right, towards the restrooms on your map, and grab the PHOTO on thestretcher. Now double back and enter the operating theatre. There's a patientchart on a shelf to your right as you walk around. When you drop down, threenurses will attack. Just hold the left trigger and perform your knife combos,focusing on the one closest to you. I promise that as long as you keepslashing with your knife, you will stay one step ahead of the nurses' attacksand can come out unscathed. Check out the half body on the table and cut openthe way to the stairwell.

Check the wall opposite for a CHILD'S DRAWING and climb. Up here is the otherhalf of that body, and he's holding the OPERATING THEATRE KEY. Use itdownstairs. There's a memo in the operating room but not much else. Exit toyour right to the hall where we first saw Josh. In fact, he's still here.Talk to him however you want; either way, we're going to have to find hisstuffed Robbie the Rabbit. Enter the Nurse Center for a HEALTH DRINK, a savepoint, and another memo. Exit to the 200-block of rooms.

Enter room 203 again. There's a CHILD'S DRAWING on the wall to your right, butmore importantly, we've found Robbie. Be a man and stick your hand in to saveyour brother's precious toy. Just be prepared to mash a face button to getyour arm and the ROBBIE TOY back. A Swarm will attack afterwards.

Backtrack to Josh and give him back Robbie. Once you can get through, pick upthe CHILD'S DRAWING and give chase once again. All the doors in this hall arelocked, but make note of room 206. There is a CHILD'S DRAWING on the door andinteresting sounds emanating from it. Open the elevator doors using the panelon the wall, head down, and...

  ============================================  Shepherd's Glen [sg1]  ============================================Welcome home. There are absolutely no items to be picked up in the streets of

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Shepherd's Glen, so just work on getting to your house on the north side oftown. Also, note that if you try to go west down Main Street, you will getlost in the fog. Look to your right on Main street for a brick building witharches; this is Dr. Fitch's office, and there's a poster advertising the town's150th anniversary on one of the pillars. You'll run into Judge Hollowayoutside Town Hall. She tells you to go home, but you can check out the TownHall and chat if you want. Why not? We're already there.

Through the large double doors is nothing much. There's a PHOTO as well as abook on the town towards the back of the room. You can also examine all thepaintings around here to get info on the town founders. Exit south accordingto your map. Through the door here, look to your left for some tables. On oneof these is a medical case with SERUM inside. There's also a newspaper articleframed on the wall about a bus accident involving an 8-year old Alex Shepherd.

Now head to the east hall for two doors. Judge Holloway's in the room on theright. Talk to her and check the room next door. In here is a HEALTH DRINKand a save point. There's nothing else to do here now. You might have noticeda boarded up door in the north hall of the building; we'll get back to that.Head home.

If you want insight into the Shepherd family, take the time to examineeverything. Alex will talk about his relationship with his family, as well asnote that he is absent from every family picture. Head upstairs and enter thedouble doors. This looks to be his parents' room. There's a letter from hismum to her husband and some pictures of her and Josh around. Check out thebathroom for a CASSETTE TAPE.

Back out in the hall, the attic door will close and lock before you. Check thenearby door to enter Alex and Joshua's room. There's a FLASHLIGHT on the bed;pick it up for a flashback. (FYI, if this is a replay game, you can find aLASER PISTOL with infinite ammo on the toy chest by the bed.) Take note of thebug collection by the broken-looking bookshelf and then examine the shelf. Itis hiding a secret switch. Move all the junk to the left twice to uncover it.You get a MAP OF OUR HOUSE for your trouble. Head back downstairs to see yourmother.

She just came out of the basement and is trailing water. Follow the traildownstairs. A Lurker is waiting for you beneath the water. For these guys,enter combat stance ASAP so Alex locks on to their position. Wait until itcomes close to you, dodge its initial attack, and then counter repeatedly witha heavy attack (X) with the knife. Alex will jab forward, right into theLurker's head. Continue until it falls. Check the generator towards the backof the basement for the GARAGE REMOTE and a gasoline fetch quest to get thegenerator running. Head towards the stairs but look to your left for amulticolored, thin sheet blocking a side room. Cut it open and examine theonly door here for a scene. Go back upstairs and outside.

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Use the remote to open the garage. A Lurker will attack. Repeat the jabbingstrategy from earlier. It's easier to fight them when they are not in watersince you can see when they swing their claws. There's a STEEL PIPE in thegarage as well as another pamphlet on melee fighting. Use your new pipe to pryopen the cabinet to get the EMPTY GAS CAN. (FYI, if this is a replay game, youcan find the CIRCULAR SAW on the tool bench.) Another Lurker will come out ofthe hole in the brick wall by the garage. Kill it and crawl through. You'llwant to kill it because we'll be coming back here shortly.

In the park area, look to your right for a CHILD'S DRAWING. Look by the slidefor a PHOTO. There's also a newspaper on one of the benches. On the southernwall should be a wire fence door. Pry it open with your pipe and examine thesemi to your left, but not before killing the Lurker underneath it. Use yourempty gas can here and you can get the FULL GAS CAN with what's left in thetruck's tank. Head back home to the basement and use your full gas can to runthe generator. Now you can unlock the door to your immediate right.

Enter the back door to the house and use your cassette tape in the answeringmachine. Open the fridge for a HEALTH DRINK. Through the only open door is aliving room of sorts. Nothing in here except a note next to the phone. Go outback to the yard again. Look to your left behind the tree for a CHILD'SDRAWING. There's a HEALTH DRINK hiding in the dead plants to the north. Onthe west fence is a door with Josh's backpack and a PHOTO. Go through.

  ============================================  Missing Persons [msp]  ============================================So the Shepherd house has easy access to the cemetery. Nothing weird there.Follow the path, grabbing the ROSE HEIGHTS CEMETERY MAP on your way. Alex cancomment on any and all tombs here if you want to read them; he will also notethe extreme number of deaths for such a small town. There's a guy digging upgraves in the Bartlett plot, but we can't reach him. Drop down into the EastGarden, prepared for a Feral attack. All you need for these guys is the knife.Do a combo. Wait and dodge. Enter another combo. Rinse. Repeat. Check thefountain in the center of the garden for an OLD STONE PLATE. Then climb up toyour right.

There's a HEALTH DRINK by the gazebo, and the Bartlett Family Mausoleum islocked. Enter the family crypts to the west. In the north block, the secondcrypt on your right (second gate) has a save point. The third crypt on yourleft (second gate) has a hole in the wall you can squeeze through to get to themiddle block. Here, the first crypt on your left (second gate) has a HEALTHDRINK in it. Right across from you in the crypt opposite, there is anotherhole to squeeze through to your left. Still in the middle block, make your wayas far east as you can and look in the last crypt on the right (second gate) to

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find a hole to crawl through to Founders Row.

A Feral will jump you as you head south. Take care of it or run past it as farsouth as you can. Look to your left for a gate to run through and a hole tojump into. Follow the spiders until you are on the outer ring of the FoundersGarden. There is a Feral chowing down in the center of this area, but you cancompletely avoid it by walking around the outside to the northeast corner ofthe garden. However, Ferals are good at sensing Alex's presence, so it may seeyou regardless when you try to leave. Check to the left of the exit in thenorth for a HEALTH DRINK; the exit is on the ground floor, but the drink is upthe stairs to the left.

The path splits up to the West Garden, but both stairs lead to the same place.On the landing of either staircase is a plaque with a hint that something needsto be made whole. Perhaps it has to do with our stone plate? Check thefountain in this garden for a STRANGE STONE PLATE, just what we need. Use bothplates at the gate on the north side of the West Garden to unlock it.

You'll emerge into what used to pass for civilization. Head west towards thepolice station. Go to the front of the S.G.P.D. and head to your right for aFIRST AID KIT. Continue west to run into Elle posting missing persons flyers.She'll give you a WALKIE TALKIE. Check behind her billboard for a CHILD'SDRAWING. Head down to the southwest corner of your map. Look to your rightfor a covered bridge. Follow the path to a door. Once inside, head right andlook for a hole to crawl through. There are no items in the junk yard, so headaround the heaps of scrap to the back of the house to squeeze through a hole inthe shed. You should be able to get into the house on this side.

Try talking to Curtis. Alex will trade the broken revolver he got from hismother for information, but we'll also get the MK 23 HANDGUN. You can talk toCurtis again if you want. Beware: he's a dick. But he also gives us a hot tipabout the clocks in town. 206 is an important, recurring number. Remember it.Check behind Curtis for a brochure on ranged combat and PISTOL AMMUNITION.Raid his back room for a JUNKYARD MAP, more PISTOL AMMUNITION, a HEALTH DRINKby the fridges, a save point, and the exit. Leave the junkyard the way youcame in, but beware of a Feral attack. You can kill it or run past it to getto the streets.

Alex will get a call on the radio and then come under a coughing spell. Meetthe Smog, a nasty looking creature but easily dispatched. Run away from it andbreak out the pistol. Let it get close to you and wait for it to growl andreveal its glowing lungs. Shoot the lungs once and wait for it to expose themagain. Two or three pistol shots should be enough. If you want to fight upclose, it's a little harder since they can lunge, but just dodge your wayaround to its blind spot and combo. Or you can just run right past the thing.It's too slow to give chase.

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Make your way all the way back to the cemetery. Go east down main street andenter by way of the parking lot which will be on your left. You can run pastany Smogs you might see, but kill any Ferals after you, just in case. In thecemetery, you need to backtrack all the way to the Bartlett Mausoleum, whichmeans going through the West Garden, Founders Garden, Founders Row, and thefamily crypts. Smogs will appear along the way, but as long as you run andfollow the arrows on your map from your previous run, you can avoid fighting.Military training has done Alex well: he never tires while running.

Mayor Bartlett is gone, but his family tomb is open. Examine the middle casketfor a lock puzzle.

  ============================================  Unlocking the Bartlett Family Tomb  ============================================  The purpose here is to pull out the locking piece in the upper left. Use  the right analog stick to select pieces to move and use the left analog  stick to actually move them. It's basically a sliding puzzle, so just move  the pieces around until the spaces underneath the locking piece are free.

  If you haven't touched the puzzle yet and want a straightforward answer,  here it is. To make this easy, I'm going to refer to the pieces as if they  were on a table. For example, the uppermost square piece would be at row 1,  column 3. Basically, you need to make sure column 2 is empty. To do this,  move these pieces in these directions:

  row 1, col 3: move left twice  row 3/4, col 4: move up twice  row 3/4, col 3: move up twice  row 3, col 1/2: move right twice, then down once  row 2, col 1/2: move down once, then right twice

  That should do it. Select the locking piece and pull it down.

Alex will pull out a watch which gives him a headache.

  ============================================  Hotel [htl]  ============================================We've finally landed in Silent Hill. At the end of the street ahead of you isa broken down fire truck and a Smog in an alley. Go down that alley, climbdown and under the truck, and snatch the FIRE AXE. This doesn't hold a candleto the knife for regular combat, but it's perfect for hacking down boarded updoors. Go across the street to the Grand Hotel and do just that to get inside.

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Go down the first hallway to your right for a HEALTH DRINK. Go into the foyerafter Joshua now. He'll escape through some rubble and up the stairs. Checkthe reception desk for a letter, the GRAND HOTEL MAP, and a memo. Jump acrossthe elevator shaft and look to your right for a MAINTENANCE KEY. We need torewire the hotel to get the elevator to run, so head back outside.

There will likely be a Smog or two on the way outside. I recommend killing theone outside since we need breathing room to rewire this place. Use your key toopen the gate to your right outside. There's a HEALTH DRINK back here and apanel with wires.

  ============================================  Rewiring the Hotel  ============================================  Check the clipboard behind you on the dumpster to see a note about a game  and the number XXI. Now check out the power box. Use the left analog stick  to pick a wire, A to put it in place, and X to test the power. The XXI in  the note is actually the pattern in which the wires should be connected.

  Pretend the wires (connected at the top) are numbered 1-5 from left to  right, and so are the connectors at the bottom. Match them up in this  order:

  Wire 1 (yellow) to Connector 2  Wire 2 (white) to Connector 1  Wire 3 (red) to Connector 4  Wire 4 (blue) to Connector 3  Wire 5 (green) to Connector 5

  Press X when you've got it to bring the power back. (Thanks to syn6661,  Bob, and an anonymous e-mailer for pointing out the memo on the dumpster.)

Go back in, call the elevator, and hop in. Get the PISTOL AMMUNITION insideand hit the only working floor button. A new type of monster will attack onthe way up. These are Needlers, and they are going to tear the sides off theelevator and reach in to attack with their claws. Equip a weapon and attackthrough the holes. The knife is great for this not only because it is fast,but because of its heavy attack. It's a forward jab, so Alex can stab neatlythrough the hole and right into the Needler's face. Try not to stand too closeto the elevator's sides or you may just end up stabbing the elevator andmissing the Needler. All you need to do to dodge an attack is duck. Climb upout of the elevator when it stops.

Check out the painting of the woman to cut it open and reveal a locked door.

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Examine the door for a PHOTO, but go left and duck under the wall to see asave point. Head towards the hall and Alex will automatically start talkingwith the woman in 301. We have to find three of her memories before she willhelp us. There's a message on the wall in 303 and a letter in 304. Go throughthe hole in the wall in the middle of this hall to emerge in 307. Room 308holds another letter detailing the subplot of this area, as well as anothermessage written on the wall. Go to the east end of the hall and look towardsroom 309 to see some boards for you to hack away. Climb up the rubble here tothe fourth floor.

Enter 406 by way of the hole in the wall. A letter is in here and Swarms willattack once you try to enter the hall. There's a memo on the little table onthe left side of the center of the hall out here. You should be hearing whitenoise as well; there's a nurse in 402 waiting for you. Look through the holein the wall in front of room 403 for the last cryptic, bloody message. Enter402 to find a bookshelf that needs pushing. Duck in to room 404 and enter thebathroom to find the first of the three memories we promised to help find, theALCHEMILLA POSTCARD.

We've reached a bit of a dead end, so let's backtrack. Out in the hall, noticethe spiders moving towards the east. Also take note of the strange red glow...Approach the hall for a scene. We are introduced to Pyramid Head, heretoforeknown as the Bogeyman. ("Pyramid Head" was the name James Sunderland gave himin Silent Hill 2. James is not here, so I will stick with the Homecomingname.) He clearly sees us but does not seem to give a damn. Swarms will breakopen room 405 and attack. Get them out of the way and head through.

Go in and through 407 using the hole in the wall. Follow the Bogeyman byhacking away the boards blocking the way to the stairwell. On the fifth floor,the Needlers make their official appearance. With Needlers, it is vital thatyou wait for them to make the first move. They will chirp and raise one oftheir front claws. Dodge to one side and attack their blind spot. You can getin one or two combos before they turn around. Head-on attacks will only beblocked by their front legs, so don't bother. They still do damage, but not asmuch. The steel pipe is a good weapon against Needlers: do a light attackfollowed by a heavy one and Alex will do an upward swipe, hitting the Needlerin the stomach and knocking it to the floor, ready for you to heavy attack itto death. The axe is not so good, as it is slow.

Jump across to the southern end of this hall to get a HEALTH DRINK. This isalso a good spot to retreat to if you want to attempt a head shot on a Needler.I always thought it was too hard, but you might want to try it. Swarms are in508 along with a letter. Hack away the boards in front of 505 and push theshelf away to gain access to 507. On the bed is the second memory, theLAKESIDE AMUSEMENT PARK POSTCARD. There's also a letter on the shelf here anda HEALTH DRINK in the bathroom. Look in 504 for a shelf you can push to reveala CHILD'S DRAWING and PISTOL AMMUNITION on the bed.

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Backtrack to the hall. Once you reach the center, a Needler will appear but itmay not see you right away if your flashlight is off and you are quiet. Usethis time to try shooting it if you want. You can't completely sneak past itsince we need to go down to that end of the hall. Hack away the boards at 504to get PISTOL AMMUNITION on the bed. Duck into 503 before more Needlers attackand climb down into 403. In the tub is the last memory, the TOLUCA LAKEPOSTCARD. It's ultra mega backtrack time.

Needlers will attack, but you can run past them. Head to the east and go downthe stairs. A nurse will attack you down here. Take her out and look forboards blocking the wall of the bathroom outside 408. Hack them away and lookinside for the SERUM. Now jump down the hole in 406. Wind your way throughthe third floor rooms (mindful of Smogs) to get back to 301. The woman willgive us the STRANGE KEY, which will open the mysterious room 306 behind thepainting. Jump across the hole to be reunited with Josh.

Or not. In this new room, check one of the northwest tables for PISTOLAMMUNITION and a HEALTH DRINK. There's a save point to the southeast. Headtowards the atrium (the big round room) to find it locked. Head back to see apeculiar sight. Inside the now-open atrium, we find Mayor Bartlett and ourfirst boss fight.

  ============================================  Sepulcher  ============================================  Don't bother rushing up to Sepulcher to fight him. The trick to damaging  him in this stage is to destroy the hanging flesh sacks surrounding him.  Sepulcher will lash out with his long arms and slam them down to rain glass  on you. Dodge in any direction to avoid the glass, but hide behind one of  the bookshelves around Sepulcher to make him lash out and hurt himself.  While he is reeling, run out and start slashing away at a flesh sack. Do  this for each one until all are gone. If you are adventurous, you can hide  behind the flesh sack instead of the bookshelf. This will cause Sepulcher  to hit himself, but it's risky. He will also catch on to your game and have  the flesh sacks raise up slightly to avoid getting hit. You can use any  weapon for this stage since you can take cover when needed.

  Once all are gone, Sepulcher will drop to the floor. His only attacks now  are lashing out with his long arms and grabbing you. Be prepared for a  button prompt when this happens. Fighting back is easy as pie. Wait for  Sepulcher to make a downward swipe; he will get his hand caught in the dirt  floor. Slash his hand/arm and he will collapse. Slash his head until he  gets back up. Rinse. Repeat. Don't attack until Sepulcher is stuck. Just  be patient and dodge to the side when he raises his hand. When he's had  enough and is collapsed, you will see the X button appear in the upper

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  right. Alex will deliver the finishing blow. Even though the finisher is  with the axe, you can use any weapon to kill this monster.

Alex's victory will be in vain, as he falls down a hole...

  ============================================  Sheriff's Station [shs]  ============================================...and into a jail cell. Check your inventory; everything is gone. There isnothing you can do in this cell so just hang tight for now. There's a poem onthe back wall if you want some reading material. Deputy Wheeler will come byafter a bit and interrogate you. Tell him the truth to learn that he can seethe monsters around town too. He'll let you out. Just follow him around fornow; all the doors are locked anyway. When he tells you to run for the chief'soffice, run down the hall but stop when a Schism bursts open a door. There's aPHOTO in this room. Don't worry about Wheeler: he's got your back with thatshotgun and he can't be killed here. Enter the door to your left at the end ofthe hall and then the second door on your left in this new hall will be thechief's office.

Wheeler will give us a 12 GAUGE SHOTGUN. Save your shots; this is important.The STATION MAP is to the left of the door. Head for the green-lit exit andhack away the boards. Schisms are going to break in and attack. Their attacksinvolve them swinging their bladed head and slicing you. Schisms are pushedback easily with even the knife, so you should combo, back up, wait for them toattack, and then go in swinging. You can also use the doorway to get them tofunnel in towards you and take them out with a firearm. Shotgun blasts makequick work of Schisms, but you should save them and you will see why in a bit.The doorway is a good way to make knifing them one at a time easy. The firsttwo can be taken on one at a time; after them, two attack at once. Carefullylure them to you through the green-lit doorway and take them on in that smallspace. Sounds crazy, but you can get them up against a wall easily, making ithard for them to turn around and attack. The second will not attack while youare fighting the first one. You can also just run past them since we will notbe coming back through this area, and Schisms are kind of slow.

Enter the men's restroom for a HEALTH DRINK. Jump over the broken window panefor another HEALTH DRINK. Another Schism will likely attack you in the lobby.Down the east lobby hall, you will be forced to crawl into a room with twoSchisms. This is one time where you might consider taking one out with ashotgun blast (Hard mode players might need to use two or all three of theirshells) and finishing the other normally. There is more SHOTGUN AMMUNITION ona filing cabinet in this room, which is good because you need it. Hack awaythe boards and enter the garage.

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There's a Schism hiding back by the police car here. Take it out with yourweapon of choice. Read the memo on the trunk of the car and enter the littleoffice. There's a keypad-locked safe here. The memo said "Only time will tellwho has the will to live." Well, what time is it? It is and forever will be2:06. Enter 206 to unlock the safe for SHOTGUN AMMUNITION, PISTOL AMMUNITION,and a HEALTH DRINK. Pull the lever on the other wall to open the garage doors.Equip the shotgun before heading out.

Now do you see why I wanted you to save those shells? This beast is calledSiam and the only safe way to take it out is with a ranged weapon. When yougain control, run away from Siam. Once you feel you've got enough room, openfire. Unfortunately, shotgun blasts do not slow it down, so if Siam catches upto you, you need to drop what you're doing and run. When you run out ofshells, switch to the pistol. Close range combat is possible but not advisedwhen it comes to Siam. Nothing you have will stop it from swinging thosemassive arms to knock you on your back. Almost every punch it throws willknock you to the floor. If this happens, it will continue to pummel you whileyou're down. Keep your distance.

  ============================================  Sewers [swr]  ============================================Time for a sewer level! Head forward and Elle will point out a valve by gate3. Turn it and let her under, and she'll return the favor. The path here ispretty linear. When you drop down into the water, watch for Lurkers. Theywill target Elle as well as Alex, but I'm fairly sure Elle cannot die here.She sure as hell won't help you fight though. Out of the water, you'll findPISTOL AMMUNITION x2 on the blue tank.

After dropping down, look to your left for a raised area with a wire fence.Pry it open with your steel pipe and turn the valve back here to drain somewater up ahead. Ignore the area with the ladder you just drained and go pastit for a save point and a small room with the SEWER MAP and SHOTGUN AMMUNITION.Drop down into the small pool you drained and climb up the other side.Continue along the linear path. Look for a raised area to your left whenheading south; there's a HEALTH DRINK up there. Turn the valve at the end ofthis path to let Elle under the gate. She can't do the same this time, so youhave to backtrack all the way to where you first dropped into the sewers.Needlers are going to attack you on the way, too. Either fight or run; itdoesn't matter. Just know that Needlers can climb ledges after you. Stand bygate number 4 and Elle will raise it for you.

A Needler will attack first thing through. Use Elle as bait if you want. It'sa good way to get behind the monster to attack its weak side. Along this path,

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look for an alcove to your right with SHOTGUN AMMUNITION. You will need it.Another Needler will attack from an alcove. Kill it and drop down the ladderit was guarding. In the spillway, two Lurkers are lurking. Elle will cower infear until they are gone, meaning you must kill them to progress. Climb up onthe other side once they're gone. Kill the Needler here and go to the far endof the hall for SHOTGUN AMMUNITION and PISTOL AMMUNITION. Pull the lever bythe light to open the gate to your left. Make the long drop and look to theright for a room with a save point.

Head right for the main drain chamber. There is a gate here that you must letElle through. After this, you are stranded and three Needlers will attack. Itis highly recommended that you run back to where the save point is. That way,you can take them on almost one at a time since they will be slow in followingyou. I don't know what it is about Needlers in the sewers, but they have ahabit of attacking you and then inexplicably running away, only to turn rightaround and come back. Save your ammo though. You'll see why.

When all three are dead, you should hear some interesting sounds coming fromElle's location. Head back to the main drain chamber with your shotgun out.Turn around as soon as you hit the gate because a Siam is barreling up rightbehind you. The gate opens once it's dead. Be sure to check the alcove toyour left in this hall for a PHOTO. Oh, and there's copious amounts of bloodon the ground ahead. Follow it out into the fresh air.

You'll emerge outside your house, but the front door is inaccessible. Headdown the street to get a call on the radio. Two Ferals are up ahead on eitherside of the street. Go to one side and then the other to confront them one ata time. You destination is the doctor's office, circled on your map. Justlook for a trail of blood outside and follow it in.

Check behind reception for a HEALTH DRINK. The only open door here is the lastone on your right. There's a PHOTO on the counter, lots of creepy dolls, and asmall locked box on the dresser. When you go back out into the hall, a hordeof nurses will attack. And I mean a horde. Don't be afraid to pull out theshotgun here. They all came out of the room next door. There's SERUM on thecounter and a SMALL KEY and a note on the medical table. Use that key tounlock the box in the previous room. Alex will faint yet again.

  ============================================  Hell Descent [hld]  ============================================SCARLET'S DOLL in hand, take a look around to learn you don't have much of achoice in where to go. This area is the only one in the game without a map, soplease bear with me as I try to lead us through in a coherent manner.

Go straight until you see Josh, but don't follow him as it's a dead end. Go

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left instead. Follow this path and look for a stairway to your right thatleads down. Jump across and button mash A to climb up safely. Go left now andlook to your right for a place where you can jump across. Jump over the fanand look to your right. There is a doll at the end of this short hallway.Examine it for a cheap scare or bypass it and jump down the fan shaft.

Kill the Swarms down here and grab the PISTOL AMMUNITION. Keep going, going,going until you hit a dead end marked by an "Exit" sign. Back up and look tothe side to see a place where you can drop down. Head up those stairs and getthe HEALTH DRINK there. Turn around and go down those stairs. Keep on everdownward until you see Josh. Get out the pistol and look to your left becausethere's a Smog for you and a CHILD'S DRAWING to your right.

Up ahead, jump across and go left. Drop down, turn left, climb down, keepgoing left, and the next time you drop down, keep going forward. After youclimb down a ladder, go over to where the two cages are and look right for aspot where you can squeeze through. Behind the fan awaits a CROWBAR.Backtrack. When you see a red "Biohazard" sign, you know you're back to whereyou need to be.

Hit the switch on the wall to stop the fan ahead. When you drop down and seeJosh run away, look in front of the nearby fan for a CHILD'S DRAWING. In theroom with three fans, duck under the one not working, cut open the fleshy wall,kill the Swarms, pull the switch, duck under the nearby fan, and then dropthrough the hole in the floor.

The next big room has six fans you can manipulate. Before you do anything,duck under fan numbers 3 and 2 to get the SERUM. Go back out. Time for aswitch puzzle.

  ============================================  Manipulating the Fans  ============================================  There are five switches here to control the fans, located on the walls  between the fans they affect. One switch is connected to two fans, and  they work by turning one off and the other on. They will not work if both  fans they are connected to are either on or off. For instance, the switch  between fans 3 and 4 will not operate since they are both off. We want to  go through fans 4, 5, and 6 to get out.

  Flip the 4/5 switch to turn on number 4. Then flip the 3/4 switch to turn  on number 3. Now flip the 2/3 switch to turn on number 2. Go back and flip  the 5/6 switch, then the 4/5 switch, and finally the 3/4 switch. You should  now be able to safely duck under fans 4, 5, and 6.

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Continue on and you should see a save point at the base of the ladder if youneed it. We're almost home free. After dropping down another ladder, youshould see Josh. Follow him to a brick wall, where a new hallway will appear.At the end is Dr. Fitch. Talk to him and give him Scarlet's doll.

  ============================================  Scarlet  ============================================  Three cheers for awesome, creepy-as-hell boss music! Scarlet looks  intimidating, but don't be fooled. Her only attacks are swiping with her  arms and slamming them down for a shockwave-like attack. Scarlet makes  really wide motions with her arms before she swings, so there is no reason  why you shouldn't be able to dodge in time. The only thing that might trip  you up is when she swipes twice: first in one direction and then the other.  Do a rolling dodge when she raises an arm high and slams it down. To damage  Scarlet, you need to hack away at her porcelain body. The fire axe is  perfect for this. Dodge a swipe then hack away until she starts collapsing.  After a while, you should get a button prompt for a finishing move.

  Scarlet's second form is faster, and she's going to hop around the area for  a bit. Stay in combat stance and get ready to hit B when she comes your  way. The only way to really damage her is to wait for her to crawl on the  ceiling. Get ready to hit B when it appears on the screen to dodge her  attack. She will crash to the floor, inviting Alex to finish her. Try it  and she will push him away and continue the assault. Don't try to attack  her normally; just wait for her to knock herself silly from falling down.  The only buttons you need for this stage are the left trigger, B, and X.

Afterwards, you'll awake in Dr. Fitch's office, no better for your ordeal.Except now we have the FOUNDERS KEY. Alex will clue you in as to where to usethis. To the Town Hall!

  ============================================  Shepherd's Glen [sg2]  ============================================Now that we have an axe, go to the north hall (through the door to your leftwhen you first enter) and hack away the boards there. P.S. - there are Smogsin the building now. Push the bookshelf on the left wall to reveal a CHILD'SDRAWING. There's a painting here of Alex's ancestor, one of the founders ofShepherd's Glen. However, it's been taken off the wall. Enter the centralroom and look for a pedestal at the eastern end of the room. There is akeyhole here, prefect for our newest key.

Go down the gaping hole in the floor and look on the ground ahead for a FIRST

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AID KIT. Go left or right, doesn't matter, until you hear white noise and seea narrow doorway in the wall. There are three nurses in here, but if you turnoff your flashlight and walk, you can avoid fighting them. If you want toclear them out, get their attention and use the doorway to get them to funnelin towards you single-file. You can use this to try and take out all threewith a well-placed shotgun blast, too. There are four books to be read in thisroom. Check the right wall to see a cross by the little lamp. You will getthe CEREMONIAL DAGGER, a combination melee weapon/key that will replace yourcombat knife for the rest of the game. The wall opposite of the way you camein, between the two books, is the first opportunity to use your new key. Itdoesn't look like a door, but stand in front of it for the Unlock prompt, equipthe dagger, and Alex will use it.

This next series of hallways only gives you one way to go, but there's lots ofdead ends. Go right, right, left, right, right, left, and climb up and out.

We're back in the Founders Garden in Rose Heights Cemetery and our destinationis the Shepherd home. Let's take a quick detour first though. Exit thecemetery north. In front of the S.G.P.D., there should be PISTOL AMMUNITIONwhere the first aid kit was before. Check near the billboard where Elle washanging flyers. There's PISTOL AMMUNITION and a PHOTO here. Dodge the Smogsall the way back to Curtis' place to find SHOTGUN AMMUNITION x2, a HEALTHDRINK, and the realization that Curtis finally skipped town. (Thanks to Hariand Mr. Trenchy for pointing out this side trip!) Go back to the cemetery now.

To get home, we need to go all the way through Founders Row, the family crypts,the East Garden, and the old crypts to Barker street. There are lots of Smogsabout, but it's not worth it to kill them since this is our last trip throughthis cemetery.

Look to your left for a CHILD'S DRAWING. Use your dagger to unlock the Fitchand Holloway mausoleums. There is SERUM in the Holloway tomb. After FoundersGarden, run past or kill the two Smogs when you drop down into the next areabecause they are guarding a FIRST AID KIT and SHOTGUN AMMUNITION. When youreach the north block of family crypts, hack away the boards covering thesecond gate of the third from the left. There's a "CHROME HAMMER" PISTOL inhere. Two Ferals will attack in the East Garden, one in front and one fromabove. Stand your ground after jumping down and slash away in front of you.As long as you have your back to the wall, you're okay. Continue on and enterthe gate with the "Beware of DOG" sign.

Go in the back door; we've got boards to hack. Clear the only blocked door inthe kitchen and enter the dining room for a FIRST AID KIT. Go back outside andhead downstairs via the cellar door. Unlock the secret side room with yourdagger. There's a "BLUESTEEL" SHOTGUN in the cabinet and the ATTIC KEY on thetable. Use it upstairs.

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This is dad's room. Through the door here is the attic. Look to one side ofthe room for a PHOTO on some boxes. Not a very flattering picture of Alex. Goback a bit and look for a bookcase. Push it to reveal a door. After theflashback, look to your right to read something on Alex's dad's desk. Adam wasa pretty decorated soldier. Now, look to the other desk for an annoyingsliding puzzle.

  ============================================  The Shepherd's Glen Seal  ============================================  Now is a good time to mention that you cannot reset puzzles once started,  so if you start sliding pieces around, they're stuck like that unless you  reload a game. The idea here is to slide the pieces to recreate the town  seal. If you need to know what that looks like, back out of the puzzle and  take a look at the flag above the desk. The sliding pieces are not all  square, so this puzzle is harder than it looks. This is yet another trial  and error ordeal. Use the right analog stick to select pieces and the left  stick to move them.

  If you haven't touched the pieces, here is a list of steps to finish the  puzzle. To make this easy, I'm going to reference the pieces as if they  were on a table. For example, the upper left piece is in row 1, column 1.  Ready? Here we go:

  row 1, col 3/4: move left  row 2/3, col 4: move up  row 3, col 2: move down  row 3, col 3: move left  row 4, col 3/4: move up  row 4, col 2: move right twice  row 4, col 1: move right twice  row 3, col 2: move down  row 3, col 3/4: move left  row 2/3, col 1: move down  row 1/2, col 4: move down  row 1, col 1: move down

  You will find a LETTER FROM MY FATHER and a MAP OF SILENT HILL.

Go downstairs to share this with mum.

  ============================================  The Attic [att]  ============================================

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Read the writing on the wall to your right and check out the switch on theleft. There're four lights, one for each member of the family. I have to tellyou now that if you want to really analyze what's going on with the Shepherds,you need look no further than this hellish house. Analyzing puzzle solutionsfor this section of the game is hard without spoiling some plot, but I will trymy best to leave it out. Bear with me, as I get carried away when it comes toreading between the lines.

Leave the switch alone, we'll tackle the first light first. Look in the livingroom (where your mother was until recently) for a save point and an ANGRY MASK.Now enter the only open door downstairs to get into the kitchen. Swarms are inhere, setting off your radio. Get the HEALTH DRINK and FROWNING MASK off thecounter. Pay attention to what Alex says when he picks it up. Through theonly open door in the kitchen are two corpses on a cross of some kind. This isthe purpose of the masks, but we don't have all of them yet, so head upstairs.

Look right and get the CLEAVER from under the window. Go through the nearbydouble doors and jump across to what used to be mum's bathroom. Get theINDIFFERENT MASK. Turn around and look in the tub for a STUFFED RABBIT. Goback down and through the kitchen to the two bodies.

  ============================================  The Two Masks  ============================================  Read both sides of the cross. The first side says, "To hide her pain, this  face she did wear." The back side says, "Behind this mask her heart was  laid bare." This is obviously talking about Alex's mother, if not for the  comments Alex has made about the masks, then for the reference to the person  as a "she". Mother Shepherd is the only female Shepherd we know.

  When you picked up the angry mask, Alex said it sort of reminded him of his  mother, meaning she got angry sometimes (who doesn't?) but not enough to  make that look perpetual. When you picked up the frowning mask, Alex said  he never remembered his mother being so sad. When you picked up the  indifferent mask, Alex said, "Just like mom."

  The corpse in front, the one hiding her pain, should wear the indifferent  mask because it's the face she always wore. (She definitely looked that way  whenever we saw her.) The corpse in back should be wearing the frowning  mask because something is definitely troubling Alex's mother, but she never  let it show. It's not something that would make her angry but incredibly  sad and depressed, enough to make her practically dead to the world around  her. She did a good job of hiding it because Alex never noticed.

  Place these two masks and a corner of the front door will light up.

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We're done here, so go back to the main hall, but watch for a Schism attack.Flip the switch to open what used to be the attic door upstairs. Look to yourright for a generator-like machine on a track. Push it to reveal a HEART OFDARKNESS MEDAL. In the attic, there's a Schism to your right. You can try toavoid it by turning your light off and staying away. He's just kinda tucked inthe corner. Across from him, behind you, is an area in the pipes you cansqueeze through for PISTOL AMMUNITION and SHOTGUN AMMUNITION.

Look to the left of the entrance for a pipe you can duck under. There's amannequin here wearing the VILE ACTS MEDAL. A Schism will attack, but you canjust duck back under the pipe. Now go left and squeeze past the big pipe here.That's a Schism on the floor. Traverse the pipes to your right until you reachthe attic room. Another medal, the FALLEN STAR MEDAL, lies here. Check outthe military jacket for another puzzle.

  ============================================  Medals of Dishonor  ============================================  Did you notice the box for the medals when you picked up the last one? (If  you missed it, enter first person view to take a good look.) The Fallen  Star medal was in the leftmost slot. The middle slot, if you look closely,  is fitted for the Heart of Darkness medal, and the rightmost slot is  pointed, perfect for the Vile Acts medal.

  Mirror this set-up on the jacket, and another corner of the front door will  light up afterwards.

Go downstairs. Pull the lever and go back upstairs to where Alex and Josh'sroom was. Another puzzle, but this one is easy. Inside, to the right of thedoor is a memo about patient 206. Go ahead and cut open the way to the sideroom to get the BUTCHER KNIFE and CHILD'S DRAWING. Now about that puzzle...

  ============================================  Light and Time  ============================================  Look at the lit spot on the wall for a poem. If you are having trouble  reading it because of the text, open up the journal and read it from there,  or just read it here:

  Nobody saw when you were crying on your bed.  I wanted to help you, but I hid myself instead.

  The ticking of a clock, then suddenly not.

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  Fate left me here, in shadow I will rot.

  Under my covers the darkness kept me in.  Only the daylight can save me from my sin.

  Note the line referring to "the ticking of a clock, then suddenly not".  We've been told the clocks in town have all stopped at 2:06. Every  reference to time up to this point has pointed to 2:06. Also, the memo by  the door was placed there almost as if to remind you of this very important,  recurring number.

  Look behind you for a clock-like dial on the wall. Move the left analog  stick left and right to select a hand of the clock, then move it up and down  to set the time. Set it to 2:06 and the panels on the wall will open. One  window is lit; remember the line in the poem about how "only the daylight  can save me from my sin". Investigate it and place Robbie there since he is  the only thing in our inventory that looks appropriate. Another corner of  the door is lit.

Pull the lever one last time to open the way to the basement. The path downhere is linear, but there are Lurkers. Make your way to dad's secret room.Pull the BOGEYMAN KNIFE from the Schism's body and take a look at the workbench. Don't break a sweat over this "puzzle". You should have three knivesnow; just place them in their appropriate spots on the rack: the butcher knifeup top, the cleaver to the right, and the big knife in the Schism's head.

Go upstairs and open the front door.

  ============================================  Dark Times [dkt]  ============================================Climb up the wooden dock and through the hole in the wall to emerge on the citystreets. See the storm drain up ahead? Lurkers are going to spawnintermittently from those things, so listen for the tell-tale signs. After thecall on the radio, look right for a narrow entrance into Dargento Cemetery.This is a completely optional side trip, but you must make it if you want allthe 360 achievements and the rifle.

Follow the path and look to your left for a SAPPHIRE on the bench. In the areaahead is a statue of the mythological figure Janus, guarded by a Smog. Examinethe statue to find that it's a puzzle.

  ============================================

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  Dargento's Hidden Treasure  ============================================  There are two holes in the side of Janus' marker, one marked "1 The New" and  another marked "12 The Old". What does this mean? That sapphire we picked  up must have something to do with it. Examine it in your inventory to see  that Alex notes that the sapphire is the birthstone for September. Why  would he note that unless it were important?

  From this hint alone, we can discern that the holes in the Janus statue  require the birthstones for the first and last months of the year: January  and December, "new" being a reference to the new year and "old" to a year  about to end. We've solved the puzzle already and we don't even have the  pieces yet. Remember this place; we'll be back shortly.

Go back out to the street and head all the way south to the bait shop. Goaround to the back for a save point, a CHILD'S DRAWING, and PISTOL AMMUNITION.There's another entrance to the cemetery across the hole in the street. Thisone puts you in the Sun Garden. As soon as you exit the wide area, look toyour right to see a section of the wall that can be torn down with the axe.You'll find the GARNET to your right, on a bench. This is the Januarybirthstone needed for our puzzle. You can use the gate behind you to accessthe Janus statue to put the garnet in the "1 The New" hole. Go back the wayyou came. The gate to the Moon Garden is locked, so we're done here for now.

Alex will call Wheeler outside the prison gate. Keep going west down the roadand through a door to a new section of town. Go to the circled area on yourmap, and Alex will call again. Our new destination is the Water and PowerPlant, but you must go through the boiler room to the south to get there. Killor run past any Lurkers hiding in the water here, and be sure to grab theHEALTH DRINK on the machinery before leaving.

Outside, head right to the barricade in front of the boiler room. There's someRIFLE AMMUNITION on the window sill. Go over to Alchemilla Hospital'seasternmost side to find a BLOODSTONE, which we actually won't be needingbecause we've already solved that puzzle and red herrings mean nothing to us.Now head to the front gate in the middle of the front of the building. There'sSERUM on the bench to your left. Toluca Lake and Power is sealed shut, so youneed to enter from the Toluca Lake Offices next door. The entrance is acrossfrom the church.

There's a newspaper on the desk on your left and PISTOL AMMUNITION to yourright. Go through the lower landing and head west to the office. Nab theHEALTH DRINK and the TURQUOISE in the sink. This is the December birthstone weneed for the Janus statue. Jump across the gaping hole to a room with a savepoint. Hack your way into the kitchen area. The TOLUCA LAKE AND POWER KEY ison a desk. Backtrack to the lower landing area and use your key in the door to

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the east.

Ignore the noise and look right for a whiteboard with some writing on it.There are three valves in this area, marked A, B, and C which need to be turnedin a certain order. Hold off on that for now. There are Order memberspatrolling the wide area. Pipe wielders are especially annoying because oftheir dodging ability, but they aren't as bad as the guys with rifles. Theydeal lots of damage with a simple melee attack, so use your pistol on them andsomething quick like the knife on the pipe guys. Your radio will not go offwhen they are near, but they will yell out at you, which is just as good.There's two for now, one up top and another on your level.

Look in the southeast corner of your map for some PISTOL AMMUNITION. Up on thesecond level, look to the northwest for a FIRST AID KIT on the wall. Outsidethe foreman's office is RIFLE AMMUNITION x2. To the left of the office door isa notice. Time to tackle this brainteaser.

  ============================================  Cut the Power  ============================================  Read the foreman's notice to learn that the boiler must be shut down first.  The whiteboard downstairs said the boiler was valve B, so turn it first.  It's right next to you. Now, the other two valves control the water (A) and  the steam (C). Let's think for a minute. If we turn off the steam valve  first, then that would mean the steam generated by the already-boiled water  would have no way to escape and could spell major problems. Therefore, if  you try to turn valve C before A, the fail-safe system will kick in. Turn  off the water after the boiler, and then turn off the steam.

  In other words, turn the valves in this order: B, A, C. Then pull the lever  behind you, overlooking the area. The power will go out.

Two Order members will attack after this; they're downstairs. Stay on thesecond level and let them come to you. The pipe guy will climb up and you canknife him up here. The rifle guy will attempt to snipe you, but he is a badshot. Pull out your pistol and snipe him back.

Backtrack all the way to the prison gates. Toluca Lake and Power apparentlypowered the sun in Silent Hill because it's dark out now, too. Run past anymonsters on the street to and through the boiler room. Pull out your shotgunas you approach the prison because a Siam is going to greet you. DO NOT ENTERTHE PRISON YET! It's time for us to get our rifle. If you don't want it, thenskip the next paragraph.

Go past the prison to the previous map of Silent Hill, the one with the two

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cemetery entrances. Go back to the Janus statue and put the turquoise in the"12 The Old" slot and you can grab the MOON GARDEN KEY. Based on its name, youshould know where to use this. Kill the Smog in here, as he is guarding theM14 ASSAULT RIFLE. Lock 'n load. Head back to the prison now.

There's a HEALTH DRINK on the dumpster by the front door and a PULASKI AXE inthe back of the broken-down truck in the yard. Look for a corridor/alley tothe left of the entrance to get in using a side door.

  ============================================  Prison [pri]  ============================================Save if you need to. When you come to a locked gate, look in the office nextto it for a lever to open it. Hack open the first doorway you see for a FIRSTAID KIT. Go around and use your dagger to break open the glass to access theother side of this room. A prisoner's note is here. Go through the door hereand then through the double doors to your right for some PISTOL AMMUNITION.The PRISON MAP is on the wall of the large area. Behind you is a note on atable from a disgruntled electrician. Open the door near where you found themap for a HEALTH DRINK, then climb up the stairs.

Jump across to the office on this level. Examine the TV monitors, check outthe gate panel controls, and pull the lever to open cell block B. Two Ordermembers are ahead. B5 has a newspaper. Pull the lever to open the stairwell.B2 has a prisoner's letter. Across from there is some RIFLE AMMUNITION.Through the double doors into the next cell block, two Order members attack.Pull the lever on the wall to free Wheeler, and let him handle the Siam thatattacks. Follow him, and when you pass a hole in the wall of the upper guardroom, enter and get the CHILD'S DRAWING. Wheeler will lead you back to theoffice with the gate panel, which he will miraculously get to work.

Jump over to cell block A. Check cell A6's toilet for a HEALTH DRINK. Gothrough the double doors here only to find the electric gate won't work. Goback and Wheeler will unlock the gate to the stairs. A Needler is going tocome out of A1. Kill it and the door across from the cell will open. Headinto the shower area. Two Needlers will attack. Unfortunately, you must killthem because the way out of here demands you break down a wall with your axe.Your crowbar will make short work of them using the light, heavy attack combo.

Head through the power room and up the stairs to a save point. Go through theonly open doors and follow the hall to a jammed door. Wheeler will come back.Go back to the stairs and he will open the gate at the base of them. In Ablock, go ahead and go straight through the double doors opposite to find abroken keypad. Crawl into cell A11 and check the vehicle in A10 for a LOOSEWIRE. Go upstairs, grab the HEALTH DRINK, and jump across to the upper guardroom to see why the keypad won't work. We need three more wires. Luckily,

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they're in close proximity. A RADIO WIRE is for the taking in cell A20. Gothrough the double doors and check the station here for a SCRAP OF WIRE left bythat cranky electrician. Go back to the guard room and stick all your wiresin the box on the wall.

  ============================================  Rewiring the Prison Keypad  ============================================  This rewiring puzzle is exactly like the one at the hotel, only somehow more  frustrating. Trial and error seems to be the name of the game for this one.  Try numbering the wires and connectors and trying different number patterns.  If you get tired of guessing, here's the answer:

  Pretend the wires (connected at the top) are numbered 1-5 from left to  right, and so are the connectors at the bottom. Match them up in this  order:

  Wire 1 (white) to Connector 2  Wire 2 (green) to Connector 3  Wire 3 (yellow) to Connector 5  Wire 4 (blue) to Connector 4  Wire 5 (red) to Connector 1

  Press X to turn on power not only to the keypad but also three switches.

Pull the lever to your left. This opens A15. Jump across and get the SERUM.Now drop down and flip the two switches here. The leftmost one opens A12.Read the note here for a number which will help with the gateway to ourfreedom: 110391. It's our keypad code. The other switch opens A14, but thereis nothing in there. Go out and punch in our number in the keypad.

Welcome to solitary confinement. Someone is here for you, and you have achoice to make. It will directly affect which ending you receive. Make yourchoice, watch the consequences, and backtrack. In the room where we went onthe wire hunt, a contraption will rise from the floor and something willretract into it. Trying to reach your hand in now will result in you steadilylosing health until you pull it out again.

  ============================================  Three Little Riddles  ============================================  How are you at riddles? Check the wall to your left (the south) for this  message:

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  I stand beside the holy man  The monarchs fear my wrath  None may move the way I can  Ever the crooked path

  Look behind you for a dial on the monster contraption. These are all the  possible answers to the riddle, and they're all chess pieces. Two chess  pieces can be considered "holy men": the bishop and the king. The back row  set-up on a chess board is rook, knight, bishop, king/queen. However, only  one of these moves in a "crooked" path when no other piece can, not even the  queen. It's the knight, which moves in an L shape. Turn the dial so the  horse head points up.

  Check the west wall for this riddle:

  The man who devised it  Does not want it  The man who bought it  Does not use it  The man who used it  Does not realize it

  Check the dial behind you for some guesses. There are only three that I can  actually make out: a skull and crossbones, a coffin, and a sword. (The box-  like one might be a cage now that I think about it.) The skull represents  death and does not fit. The sword and cage do not fit the riddle either; I  would think one would know if they were using a sword. The only answer that  fits is a coffin since no one really wants to use one, you don't really buy  one for yourself, and you don't realize when you do use it.

  The last riddle is one that may trip you up:

  What man loves more than life  Fears more than death or mortal strife  What poor men have, the rich acquire  And all contented men desire  What misers spend and the wastrels save  And each man carries to his grave?

  If you want to split hairs, any one of these (except omega and money) may be  a possible answer. (I thought it was time, myself.) However, notice that  one of the sides of the dial is blank. Nothing is a guess, and it fits.  Poor men have nothing. Misers spend nothing. Contented men desire nothing.  Turn the dial so the blank slot is up. Now go to the other side of the  contraption and reach in. Drop down the hole.

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Save if you need to. Look for a hole in the wall you can squeeze through onthe other side of this area. The path here is linear. Let Wheeler handle theNeedlers that will eventually attack. Right before you hit the circular roomon your map, look left for a room with a save point, a FIRST AID KIT, and aHEALTH DRINK. Now open the sealed door.

  ============================================  Asphyxia  ============================================  You'll find that Asphyxia fights an awful lot like Scarlet. Watch for her  to swipe with her main pair of arms. She likes to do three swipes at once:  two side-to-side and then she'll thrust upwards to knock you down. For this  last one, try backing away instead of going to the side or she may still  clip you. When her tail shakes, roll away because she's going to swing it  in a circle around her. She will shake and screech before she attempts a  grapple. Be ready to mash a button to get away. One last attack of hers is  to spit up a black substance not unlike what a Smog does. It doesn't choke  Alex but will still damage him and possibly knock him down.

  Equip a fast weapon (you can never go wrong with the knife) and slash her  a couple times after you've avoided one of her combos. Her tail is her  weak point, and the best way to get in position to attack it is by avoiding  her grapple move. Once you get the pattern of her attacks down, dodging is  easy. After enough swipes to her backside, you will get a prompt for the  finisher. All it takes is one finishing move to end this fight.

Follow Josh out the window to come upon the church.

  ============================================  Church [chr]  ============================================Look to the left of this area before you reach Josh and you should find PISTOLAMMUNITION x2. Run past the Smog ahead and turn the wheel to open the gate.Go to your immediate right for a HEALTH DRINK. Avoid the Smog up ahead andlook to the right of the stairs for RIFLE AMMUNITION. Go inside.

The CHURCH MAP is on a pew ahead to your right. Some hymn lines are further upon the right as well. There's some SHOTGUN AMMUNITION in front of the pews,still to your right. Examine the organ-looking device ahead and use yourdagger. Note the Halo of the Sun as well; that design will be used for apuzzle later, but it's solvable without studying the symbol. Head back to theentrance and watch for a Schism.

Go to the east wing. Look in the basin on the desk to get the last PHOTO.

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Ignore the white noise and turn the valve behind the baptismal font to grab theCHALICE PLATE. Turn around and look for some stairs to your left. An excerptfrom a psalm is on the table to your left and a save point is ahead. Check outthe confessional to learn that someone is inside. You have another choice tomake here, one that will affect your ending. No matter what you decide to do,you can get the KNEELING MAN PLATE from the other confessional afterwards.

Go past the save point for a HEALTH DRINK and, to your left, an UNLIT CANDLE.Go back to the main hall, but watch for two Schisms to attack. If you have theammo for it, duck back behind the boards and shoot them safely from there.Be warned that they take a lot of shots to kill. At least shoot one and tacklethe other normally if you can. Head across to the west wing. Examine thestatue in this first room and place the unlit candle there to get the CANDLEPLATE. There's PISTOL AMMUNITION to the left of the statue.

Up the stairs to the other part of the wing, you'll see a triptych. Get theHEALTH DRINK from the table and examine the paintings. You can cut througheach of them but you really only need to slice the one of the man to find theTREE PLATE. As soon as you do, a Schism will come through the gate to yourleft. Before you go through that gate, look to your left behind the pews forSHOTGUN AMMUNITION.

There's RIFLE AMMUNITION to your right and a FIRST AID KIT further down on adesk in front of the stained glass window. Equip your rifle and reload allyour firearms before examining the middle pane. You'll get the SWORD PLATE,but a Siam will force you back to the main hall the hard way. Even worse, asecond one will come up behind you. Run to the far end of the main hall. It'sblocked by barbed wire so you can't escape, but you just need to make roombetween you and the Siams. Open fire when possible and when they close thegap, drop everything and run to the other end of the hall. Repeat as needed,switching firearms if you have to. We have all the plates for the five slotson the organ; time to open up a way out.

  ============================================  The Five Tenets  ============================================  Let's tackle this in a clockwise motion, starting from the top. The first  slot is labeled Vengeance. Think back to the circumstances under which we  collected our plates. Which one would most call for an act of vengeance?  How about the knight getting executed? When looking at it, Alex asked what  the knight did to deserve such a death; such thoughts inspire vengeance.  Stick the sword plate at the top.

  The next one is Desire. This one was best represented by the man chasing  after the woman in the painting. Put the tree plate in this slot.

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  Sorrow is next. Think back to the statue where we placed the unlit candle.  After she uncovered her face, Alex noted that she bore a look of sadness.  Put the candle plate in the third slot.

  Next is Sacrifice. The body in the baptismal font instantly comes to mind,  especially since it's the only one that fits out of the remaining two. The  sword plate might have been a candidate here, but the knight wasn't exactly  being sacrificed, just executed. Put the chalice plate in the fourth slot.

  Penitence is the last one, a perfect fit for our friend in the confessional.  Put the kneeling man plate in the last slot.

  The organ should open up, revealing something interesting.

After the scene, you get the SHEPHERD FAMILY RING. Walk ... through yourfather and look to the left behind the wooden structure for a CHILD'S DRAWING.Get the HEALTH DRINK here and chase after the Bogeyman.

Pressurized steam will shoot out of the pipes to your right, making itimpossible to pass, as it will steadily drain your health. Go left to findsome special mining clothing to put on to progress. Call the elevator andwatch the scenes.

  ============================================  Underground [udg]  ============================================After the scene, be prepared to mash A and then X to free yourself. Lookaround for two FIRST AID KITS, the LAIR MAP, a HEALTH DRINK, and yourCEREMONIAL DAGGER. That's going to be your only weapon for a while, but you'rea pro at it by this point, right?

Head towards the area in sector 2 with rooms 211 and 212. There's an Ordermember in 212 and another one in the adjoining room, but he won't attack untilyou break the glass in-between. Relieve the corpse in 212 of his STEEL PIPE.There's SHOTGUN AMMUNITION in the little shelves, a book on the table, theSECTOR 3 KEY on the key rack, and your MK 23 HANDGUN by the monitors. Exit outthe door of this room and check to your left by the machinery for a CHILD'SDRAWING.

Two Order members of the pipe variety will jump you as you backtrack. Focus onone at a time, continuously slashing, and you will be fine. Head towardssector 3. After using your key, you should see another Order member patrollingthis area. Hang outside the hall opposite 302 to hear some guys talking. Pryit open to fight them. It's possible to get them one at a time. Inch forwardwith your light off until you see the outline of one of them. Quickly flash

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him with your light and he'll attack you while his buddy stays back. Followthis hallway and listen for a scream. Head to room 320 to initiate a scene.

When it's over, climb over the gate to your left, push the shelf out of theway, and pry open the door. Curtis will attack you. Equip the knife, get himin your sights, and slash away. That saw is so slow that Curtis can't evenlift it up before you do a whole knife combo on him. He wasn't even worthy ofhaving to press X to finish him.

Go back into 320 to get a FIRST AID KIT, a HEALTH DRINK, and a book on thecult. There's a ROOM 301 KEY on the wall in the area where you fought Curtis.Rejoin Elle and do the gate trick to get out. Watch out when you reentersector 3: two Order members will attack, one of which as a rifle. Focus on theone with the pipe. Rifle guy is a really bad shot; he will even shoot hisbuddy instead of you, he's so bad. Empty your pistol on him and finish up withthe knife.

Unlock 301 for lots of goodies. To your immediate left is a memo aboutShepherd's Glen. Keep right, and look for PISTOL AMMUNITION in the shelveshere. Through the stretchers and dividers is all your stuff in a bag and morePISTOL AMMUNITION to your left. The last SERUM lies back behind all theshelves, as well as a HEALTH DRINK.

Go back to the glass separating the two rooms. Look left for a flyer (Coffeeand donuts?! Those monsters!) and right for a letter. Break the glass andraid this room for a FIRST AID KIT and a list of names of people who've beenbrought to this hellhole.

Our destination is sector 1. Head to sector 2 and go north through the doorhere. Do the gate trick one last time after getting rid of the Order member.113 is the only open door. Look left upon entering for the POLICE MARKSMANRIFLE. Check the shelves for SHOTGUN AMMUNITION, and by the glass for a FIRSTAID KIT and a book to read. Break the glass to see Wheeler. He's not deadyet, and whether or not you save him is the last decision you'll make thataffects your endings (though Wheeler does not actually affect two of them).

Exit out the only open door. In sector 1 proper, note the sound effects.We've heard this once before... There's a memo on the left wall as you headeast. There's only one way to go here. In the circular room is our last bigpuzzle.

  ============================================  The Founding Families  ============================================  Look at the pillars around this area and use your dagger to "unlock" four of  them, making the text on the red windows legible. Make special note of the

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  symbols on both the pillars and the top of the windows, two for each family.  Now check the set-up on the floor: three inner circles and an outer ring,  very much like the Halo of the Sun we saw earlier. The prescription pad on  the floor is the only clue we have as to how the symbols should be set:  that's Dr. Fitch's place.

  The symbols on the pillar represent the inner ring and the stained glass  windows, the outer. Dr. Fitch's inner ring symbol is a stick figure.  However, there are two stick figures on the inner ring. Make note of the  Bartlett and Holloway inner pillar symbols, the mountains and the air, and  check the machine in this room that controls the floor rings. There's only  one way to get the stick figure in Dr. Fitch's spot while getting the  mountains and air in the other two rings. Turn the inner dial twice using  X.

  Now for the outer dial. Check the Fitch's stained glass to see that their  symbol is an eye. Holloway's is a scale and Bartlett's is I'm not sure  what. Looks like a triangle with some squiggly lines. Turn the outer ring  8 times to match the family symbols in the inner and outer circles.

  How come there was no Shepherd family emblem in that puzzle? Well, because  we need that to open this new door. Use the left analog stick up and down  to rotate a ring, and push it left or right to switch between rings. The  Shepherd family inner ring picture is a drop of water. The outer ring image  looks like a trident of sorts. The door should open when the two are  matched.

Examine all the tombs here until you get to the Shepherd family's.

  ============================================  Amnion  ============================================  Amnion's legs give him great reach, so break out all of your ranged weapons  and shoot until your ammo is gone. Like with Siam, you need to get distance  between you two before you can safely fire because Amnion will knock you to  the floor and continue to pummel you if you don't get back up quickly.  Along with swiping with his legs, Amnion can spew putrid sea water to knock  you down, too. Unless you went crazy and used up all your ammo before this  fight, you should have enough to knock Amnion into his second form. If not,  you need to play the dodging game to get close. I would recommend the knife  for this because Amnion is fast and will not give you much time to take a  swing with anything else.

  The second stage is more dangerous because Amnion's front legs are now  completely free to grab you and throw you around like a rag doll, which

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  means no going near his main body. This stage is easier though because  Amnion will get his front legs caught in the floor when he goes to grab you  and misses, leaving you with the perfect opportunity to get close. Don't go  in to attack him until he's got his legs stuck. This form will still spew  sea water and swipe like crazy, so just hang back until you see the tell-  tale rear and lunge. If you're having problems getting him to make himself  vulnerable, try getting close to him. He won't try to attack if you're not  in his range; rather, he'll just follow you around and try to spit water on  you. It shouldn't be too long before you see him collapse on his back legs,  belly perfectly exposed for a finishing move.

Enjoy your ending afterwards. If you happened to get all of Josh's photos, youget a cute scene after the credits, regardless of what ending you received.

===============================================================================Extras [ext]

When you finish the game once, you get the chance to save, but you don't reloada finished game to access extras; select New Game to reap all the benefits.There isn't too much bonus content, but it's enough to add to the replayfactor.

  ============================================  Endings  ============================================  There are a total of five different endings. Which ending you get is  directly affected by three tough decisions Alex must make in the latter part  of the game:

  1. Kill his mother out of mercy or no?  2. Forgive his father for years of mistreatment?  3. Save Wheeler or not?

  Different combinations of yes and no will yield a different ending each  time.

  Ending 1 (The Good Ending):  Forgive your father and kill your mother; what you do to Wheeler does not  matter. This is your typical survival horror ending.

  Ending 2 (The In Water Ending):  Don't forgive your father but do kill your mother; what you do to Wheeler  does not matter. This ending takes place before the fiasco on the lake

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  and shows what would have happened otherwise.

  Ending 3 (The Bogeyman Ending):  Don't forgive your father, don't kill your mother, and don't save Wheeler.  Alex's unforgivable acts will catch up to him, turning him into a literal  monster.

  Ending 4 (The Hospital Ending):  Forgive your father and don't kill your mother. Probably the most  realistic ending based on the story and all those memos scattered  around...

  Ending 5 (The UFO Ending):  Don't forgive your father, don't kill your mother, but do save Wheeler.  Homecoming's ode to Silent Hill's sense of humor.

  If you would rather not play through the game five different times to get  all the endings, make a separate save file in the prison before you meet  your mother and again before you get the chance to forgive your father, get  one ending, save your final progress in another slot, then reload one of  your two saved games in the prison and church and play for another. As long  as you save in a new slot after beating the final boss, you will keep your  unlocked goodies for finishing. You get achievements regardless of whether  or not you saved.Diposkan oleh FunRed - Click and visit us di 18.25