Silent Hill: Downpour – Walkthrough

The opening cutscene rolls…

A guard addresses you as “Murphy” and the game walks you through an intro as well as basic controls. Follow the guard until he stops and speaks to you. Open the door, you can now see that opening a door does a quick first-person/over the shoulder viewpoint. In the shower room notice the knife on the bench. Listen to the guard and turn on the showers as told. When prompted, pick up the knife for another cutscene…

Now we learn combat. Attack the “sequestered prisoner” using the ‘square’ key. Holding R1 allows faster movement and L1 does a look behind view. The ‘triangle’ key blocks. After leaving him bleeding like a stuck pig (get it?), go over to the bench again and pick up a stick/club/piece of wood and apply some usage of the ‘square’ key. And finally you’ll be able to unleash the one-two for the knockdown.

Cutscene… Walk forward until another cutscene…

And use ‘select’ for your journal once you regain control. Wander until you find a downed tree blocking the path. Pendleton will crouch and move under the tree. Keep following the path and continue across the tree bridging a gap.

Cutscene…

For now, just follow the guard through the hall and into an open room, then go through the double doors on your own. Turn on all of the faucets in the room and then go to the bench in the corner of the room by the other double doors and pick up one of the weapons. After the cutscene, start attacking the guy. When the first weapon breaks, go back to the bench and get the knife and attack him again. Once you’ve stabbed him, you can punch him a bit until the next cutscene starts. Again, you’ll just be doing a little restricted walking until the next cutscene.

FOREST

Move forward, past where the bus is, and duck under the tree log. When you get to a slight opening where crows bust out, go that way through the narrow passage. Walk forward and pick up the flashlight next to the dead body, then go back and go the other way. Keep following the path without turning left at all. You’ll come to a chasm.

Balance yourself on the fallen log and slowly make your way across it to the other side. Go forward and there will be a cutscene. You’ll be given your first choice: Help her or leave her. Your choice.
Even if you try to help her, though, she falls. Go back to the rock wall and Murphy will climb up.

Devils Pit Diner and Motel Area

Objective: Find a way out of the area.

Head left and you’ll find yourself at a gas station. Pick up the map on the bench outside and then keep going left to find a wrench. You can use it to bust the lock on the door next to where you found the map. Immediately to the right will be a pile of bricks that you can use instead of the wrench if you want (you can only hold one at a time). Go forward and climb the ladder on the left to get onto the roof. On the left side of it you can find a walkie talkie. After picking it up, go forward and right to where Murphy will climb down from the roof.

Move forward some more and you’ll come across a building. Go around to the front to see that it’s a souvenir shop. Head up the stairs and follow the balcony to the double doors with the “Devil’s Pit” sign above them. Inside, pick up the game tokens on the left (there’s also a stick you can exchange the brick for behind the counter) and then head through the opening. Pull the lever at the end of the walkway, and now you have to find a ticket to use the tram.

Objective: Obtain a ticket to get to Devil’s Pit.

Head outside and go straight from the souvenir shop and you’ll come across a rock you can use as a weapon. Once you come to the road, follow it right. Close to the end of the road, go up to the truck and there will be a cutscene.

Objective: Change clothes.

Go to the very right of the diner, between some barrels, and you can go through the fence. Go ahead and turn the corner and bust open the lock with your weapon. Once inside, move forward and then go through the other door in the right. Go to the corner ahead and to the left for a map of the diner. Go to the opposite side of the area to find a note detailing a little about the Devil’s Pit. Go behind the counter and you can pick up a bottle for a weapon. Open the cash register to obtain some money. Now head through the nearby door. You can pick up a frying pan here as a weapon. Go forward and pick up the first aid kit in the right next to the locked door. Go through the open door in the main dining area. Pick up the first aid kit near the window. The two doors in here lead to toilets.

Now head through the other door in the main dining area, which leads to the kitchen. You can pick up a frying pan here as a weapon. Go forward and pick up the first aid kit in the right next to the locked door. Go to the other side of the kitchen and turn the gas valve, which will then spark a fire. Turn right and punch the alarm button for the sprinkler system to come on, and then you’ll end up in the Otherworld.

UNDERWORLD

Turn around and rotate the valve so that the water gets let out, which will also open one of the locked doors. Head through it, ascend the long staircase, and then go through the door at the top. Move through the hallway and into a room with an odd camera view.

Go to the far corner and rotate the picture so that a gate opens up while something else comes down from the ceiling. You’ll have to hurry over to the opening to slip through it and into the next area. Here there will be a very odd chase scene of sorts. Move forward a bit and there will be a kind of vortex. All you can do now is run, and after the first long hallway, you can knock over objects to try to slow the thing down. Once you’ve gotten to the open room that has several possible exits, go left because the other two (straight and right) will close on you. Soon after that, you’ll duck under a wall and then you’ll be sliding down the floor and there will be objects you have to dodge in order to survive.

Stay on the left until passing the first spikes, then go to the right. You’ll pass a second mass of spikes as well as a bus. After that, you don’t have to worry about dodging anything. Once you’re back on your feet, go forward and to the other side of the area where there will be a chair, a radio, and some stairs. Go up them and follow them to the top where there will be a valve to turn. Once the room has ascended, head into it. Rotate the picture and you’ll see another area open up. Go down the stairs and then across the other two staircases, then into the room. Rotate the picture here. Go through the new opening by passing by the stairs you first went up. Go through this room and soon after another vortex will appear.

Again, run away from it by following the only path available (go right next to the gate that closes). Turn the valve when you come to it, which will open the gate that previously closed on you. Circle back around and go through it. Once you’ve been on the stairs for a minute, turn back around and start going down, then through the door. You’ll be back in the kitchen and back to normal.

REAL WORLD

Remember the other door that was locked? Well, now you can go through it. There’s nothing through the door to the left except a chair to use as a weapon, but you can find one of those off to the right anyway. First, follow the path right while remaining on the ground floor. Check the door on the left near the stairs for a first aid kit. Now continue on that path and go through the door at the end of the hall. Move through the first room into the second and grab the key on the table in the kitchen. Go back to the stairs in the previous area and ascend them. Use the key at the top on the locked door.

MOTEL

Head through the door immediately to your right. Move into the room and then right, and to the right of the bed is a desk. Open the middle drawer for a power cord. Back in the main hall, go right and into the next room over. Open the drawer of the dresser opposite the foot of the bed for a first aid kit. Move to the corner ahead and to the right, where the window is. Use the power cord on the appliance here. After a moment, five numbers will appear. This is the solution to a safe in the final room here.

Exit this room and then go straight and right. Go through the door, then left into a bedroom where there’s a dead dog on the bed. Through the opening here is a type of safe. The numbers you just found will open it. Unfortunately, it’s not quite that simple. Moving the second dial also moves the third and fourth ones (with the fourth one turning in the opposite direction as the other two). The third and fourth dials, if used directly, skip a number after the first initial turn. Use that knowledge to get the right numbers in order to open the safe. The solution is 26381. Therefore, on Normal:

Get the #2 dial to 7, the #3 to 4, and the #4 to 7. Then turn the #2 to the right once so that they all hit the right number.

On Hard, the solution is the same but the way the dials operate is different. In addition to the #2 dial turning #3 and #4, the #5 dial turns #4 and #1.

Inside the safe is a Colt handgun with seven bullets. Now head back down the stairs out of this motel area. Go back to the kitchen where you got the key and head through the door here, which leads to the basement. There’s a first aid kit on a table in the same area with the stairs. You can also pick up the fire extinguisher to use as a weapon. Turn around and head next to the staircase where you can find a knife if you want it. Go into the left area (to the right of the stairs) and follow the path, walking along the left wall so as to pick up the wrench you come across. Use it to break the lock on the metal door ahead and go through it.

Go to the immediate right and through the opening. Pick up the note on the table, then find the piece of wire in the little area past it. Head back to the stairs that led into the basement and there will be a cutscene, after which you’ll fight your first enemy. Once you’ve killed her, move out of this room and passed the staircase, then into the area on the left. Use the piece of wire to get the lift working and take it up. Once off of it, go left (there will be some bottles you can pick up) and go through the door. Open the drawer of the dresser on the right to find a meat cleaver. A little past that is a first aid kit you can grab. Exit this building and then enter the one directly across from it.

On the bed will be some clothes you can change into. You’ll also get the police badge and Rusty Key. There’s also a knife in here to use as a weapon if you want it, or a wine or beer bottle in the fridge. Exit this building and head to the right. You can find a rake leaning against a tree. Bypass the third building for now and move through the opening in the fence. You’ll immediately be jumped by an enemy so take it out once you’ve shaken it off of you. Go left and rotate the lever. Move back through the fence’s opening and into the building on the right. There’s a hammer in here if you want it. In the back of the building, you’ll find a machine to insert your game tokens into.

All you have to do is get the red ball into the red circle at the top and then the two green balls into their respective circles. Voila, there’s your Free Ticket to use the sky tram! Lot of work just for one ticket, eh? Exit this building and keep to the right. There’s an area between these two buildings (near the trees) that you can slip through to get to a locked gate. Use the rusty key on the lock and head through. You won’t have much time to feel relieved seeing as you’ll immediately be attacked by several screamers. Simply run away from them. The sky tram’s building is basically straight ahead so run that way. Head up the stairs, through the double doors, and to the right. Use the ticket to go through the rotating door and onto the sky tram.

Sky Tram

Objective: Find a way into town.

Once off the tram, go through the double doors to the right and down the stairs. Move to the opposite corner of this room and go through the door into the train conductor’s room. There are a few potential weapons in here (chair, frying pan, beer bottles in the fridge) but nothing else. Find the door off to the right and head through it. Move to the other side of this room and go through another door. Pick up the Lighter on the left. There are a few potential weapons in here, including an axe and crowbar. Use the axe to break through the wood boarding up the door here. After you’re through, move forward into the left corner and again, break the wood that’s boarding up the door and head through it. Go into the left area and pick up the key.

Exit this room and then go back up the stairs and use the key on the exit door. Go through this area and you’ll end up outside where there will be a cutscene.

Devils Pit Mine

Objective: Follow the path down to the train.

Go through the opening on the left and follow the path to the metal elevator, picking up the fire extinguisher if you want. Press the button to take you down. Head outside and continue straight and you’ll be attacked by a couple of screamers. Either kill them or run. Go straight past where they attacked you (there are a couple of wooden weapons you can pick up along the way). There’s only one way for you to go. Go down the stairs and the sloping path toward the wooden bridge. Start crossing it and, unsurprisingly, it will collapse. You will lose your flashlight and held weapon. Luckily you can pull yourself up the wooden slats and you’ll be on the other side where you wanted to go anyway. Head left and rotate the lever, then go through the opening. There’s a rock here for a weapon but more importantly, there’s a pick axe to the left, which is just a bit better.

Use the new weapon on the wooden barricade and go through the opening. Once inside, head left through a narrow passage and then through the door. Keep running forward and then left to of the locked elevator to find some stairs. Go up them and then follow the pathway to where there are three valves. All you have to do is rotate the valves left (from left to right) until the water is flowing properly.

On Hard, you’ll have to move the middle one first so that it doesn’t get stuck on the left one.
Unfortunately, once you try to go back, you’ll find that the opening has been closed. Undo what you did with the valves and then once the door has been reopened, push the crate underneath it to prop it open. Turn the valves again like you did before. Go back down the stairs and keep along the right wall, then go through the narrow passage. Move left into the water and first go into the left passageway where you can get some pistol bullets and a first aid kit.

Turn around and head in the other direction. The enemy in the water will attack. Take it out and exit this area. Go back to the valves and move the far right one to the left and you’ll now be able to use the elevator. Take it down. After the cutscene, follow the tracks until you’re attacked by a screamer. Kill it. Go straight across the bridge while pushing the object out of the way. Go through the opening on the left and down some stairs. Pick up the note on the door and then go through it. Grab the first aid kit inside and then go through the next door (which has a potential weapon next to it). Outside, there are beer bottles to the left, and there will be an enemy crawling around in the ceiling. And yes, it’ll be jumping down to fight you. Grab the pick axe on the right. Don’t let it land on you since that’ll do damage. It’s stronger than the screamers and can knock you to the ground. It’ll also go back and forth between the ground and ceiling.

Descend the nearby stairs and use the pick axe to get to the ladder, then climb up it. Follow the only walkway there is and use the elevator at the end of it. At the top, start moving forward and there will be a cutscene. Pick either of the two choices it gives you. Once that’s done, turn around and head right, then turn the valve you come to. Move through the opening and take a crowbar if you want, then head into the passage. It’s dark as hell but the path is linear so it’s not difficult to maneuver through. You’ll be entering the Cave of Tears, which sounds downright cheery.

CAVE OF TEARS

Follow the only path available until you come to a more open area where you can actually see. Watch out for another big enemy. Head up the stairs on the left. In the very back of the room on the right is a radio and a hammer. Break through the opening to the left of here and use the detonator. You can also find a first aid kit by breaking the glass of one of the displays.

Head back out to the open area and down the stairs. Move forward and a little right, then down the other set of stairs. Follow the path through an open metal door and then use the elevator at the end. Step off the lift once it stops and watch out for a screamer. Examine the strung up body on the left for a note. Descend the stairs and move into the next area. Go right for a machine that you have to use to get the train working. The code is ABDC on Normal and DEBA on Hard. Get on the train. Even though the ride itself is pretty creepy, there’s nothing to actually worry about except one enemy that you’ll have to shake off. After the train ride and then the cutscene, head up the stairs, through the opening, and to the left for some more stairs. Move left so you don’t walk in the puddle of water and go in that direction to find a button to press. Go up the nearby short staircase and follow the hall until you come to the area with the radio. Go to the right and Murphy will jump through an opening.

Run forward and pick up the map on the table. Exit this building and you’ll be outside.

Silent Hill Part 1

Objective: Escape from Silent Hill.

Go left and down several staircases. Head into the parking lot and there’s a wrench by the truck if you want it. There’s also an axe near the building by the trash cans. Use your weapon to break the wood and go inside the building. To the left is an opening Murphy will duck through. Go to the left side of the street and toward the porch of the second house there. There will be a flashlight on the railing. There’s also a rake leaning against a tree. Head left next to the house and go right into the backyard. On the second porch is a first aid kit.

On your second playthrough and if you have a shovel, you can also dig up an item here for as part of a side quest.
Now leave the yard and go down the stairs. Move right and you’ll be attacked by a couple of screamers. Keep going straight and make your way onto the road. Move left on that street and then north. Go right on McCammon street and go to the very right. Head up a short staircase to find a birdcage that you can open. Do so to activate the Bird Cage side quest.

Objective/side quest: Set all of the birds free

Keep in mind that this side quest can’t be completed all at once. You’ll find more bird cages as you go along. It’s also possible to catch “phantom” police cars. Locate one before heading to the police station. Go out of this yard and move basically straight but a little right to where you can slip through the wall of a building. Move left for a document and then go back to the previous room and cross the plank. There’s a first aid kid and flashlight in here.

Objective/side quest: Identify each patrol car’s call number.

Pick up the axe and use it to break the wood in front of the door, then head through it. There’s another document in the next room as well as a radio and a painting (Despair). Turn around and go to the previous room. On the left wall you can see a chalkboard with numbers/letters on them, though some are somewhat erased. These are the numbers to use on the dispatcher to recall the cars. Go over to the dispatcher and input them:

D375
C466
B557
A648

You can now leave the station. Once you go back through the wall, head right and through the yard. There will be a picture on the ground to pick up in the left corner. Go basically straight to the other side of the street into an opening and there will be another note on the left.

Turn around and go to the other side of the street and head east on Campbell. There will be some stairs leading down to an item that will help with a trophy/achievement. Go down them and through the door at the end. Move straight ahead and into the little area on the left for a painting (Sunrise). Head back to the street and follow it until it turns into Lansdale, then follow that while staying in the left side.

You’ll come to a house that you can enter the yard of. Move through the path to the left and into the backyard. There will be what seems to be a harpoon next to a bench. Pick it up and then turn around and go toward the house. Use the harpoon to pull down the ladder and then climb up it.

On your second playthrough, in this backyard will be another item to dig up for the Digging up the Past trophy/achievement.
Go right at first and get the picture on the barrel at the end of the walkway. Turn around and follow the path left and then do a balancing act across the thin planks. Head inside the room.

APARTMENT

There will be a meat cleaver in the drawer of the desk. There’s a first aid kit in the one on the other side of the room. Go through the door, through the room, and through another door. Go slightly left and through the door. Move through the bathroom on the left to reach the bedroom and grab the pistol bullets from the desk drawer. Turn around and leave this room. Once back in the hall, go right this time and up some stairs. Check the door on the right for a note.

Head inside and go left through the bathroom. Pull the metal bed frame away from the wall and then examine the box of stuff. You’ll get the money box, locket, war medal, and gold watch.

Objective/side quest: Return the stolen items to their rightful owners.

Exit this room and then go through the only other door in this hall. Move into the room and toward the table. Place the locket here. Head inside the bedroom to the table with the lamp and place the watch on the arm. Head downstairs to the previous floor and go into the room farther in on the right. Go through the door on the right for a kid’s bedroom. Place the money bank next to the left bed. Return to the previous area and go down the stairs. Run right and go through the door on the left. Go near the rocking chair and pick up the painting (Wonder). Move through the other door here and go near the bed for the location to place the war medal. Exit this apartment and go back to where the stairs are. Head in the direction directly across from the end of the stairs.

Silent Hill Part 2

Objective: Find a way to the radio station.

Head to the left and go through the alley, then go right out onto Laymond Ave.

In your second playthrough, there’s another item here to dig up before you head onto Laymond Ave.
First, go left and then left again to find a first aid kit. Turn around and go straight but then left into the opening. Head down the alley and go left when you can and into the door (watch out for the weeping bat). Go through the second opening on the left for two notes and then another note on the counter in the room straight down the hall.

Now back to where you came out onto Laymond St. Go in the other direction now. Use your money on a vending machine to get a candy bar.

On Hard, the candy machine is found in the alley before Laymond (where you have to go right after leaving the apartment).
On the right, by where the street dead ends, is an object called healing that you can pick up. It’s in a box.

If you want to place the healing (the two serpent object) where it goes, you have to go back to where you came out of the apartment building. To get there, go all the way south on Laymond Ave. without following the curve that it takes to Lansdale Ave. Directly across from where you end up on that street is a little area you can go into where you can place the healing on top of a type of barrel.
After that, head north on Lansdale Ave. Follow the right side of the street and partway up it you’ll come to a ladder that you can pull down like before. Climb up it and enter the window on the left. Grab the first aid kit next to you and then go to the counter to find another Colt handgun (since the other one was lost a while ago). For those who have played SH4, you’ll recognize the place. After you’ve gotten the health and weapon, leave and go back to the street.

Now go to the other side of the street and follow it south until you come across the poster of the missing child.

Objective: Find the missing girl.

Follow Lansdale north you come to the dead end on the side street. Cross over to the opposite side of the street (east) and there will be a note on the sidewalk. On the opposite sidewalk will be a bird to set free. Now, cross back over to the west side of the street to where you can see a ribbon on a pole. There will be a note to find here.

Objective: Follow the girl’s trail home.

First, since you’re right here, cross over yet again and go into the bank.

BANK

There’s a flashlight here off to the right if you want to switch out your current one. Go to the other side of the room where there are some double doors, and go through the single one on the left. Follow the path to the end for a first aid kit and then go back to the double doors. The single door on the right contains a radio and a crowbar. After checking it out if you want to, go through the double doors. Head up the stairs and enter the director’s office for a fire axe if you want it. Otherwise, head downstairs. Go into the vault and try to open a drawer. The alarm will sound.

Objective/side quest: Bank mystery

Go upstairs and watch out for a screamer. Once you’ve killed it, one of the drawers of the vault should open, revealing a first aid kit. You’ll be repeating this process (it gets a little harder each time) until you’ve opened all five (yes, there are five) drawers. If you’re having trouble, you can go to the very top of the stairs (near the director’s office) and stand by the top and the enemies, for whatever reason, won’t come up. So you can charge for a powerful shot to hit them and then run back up. Note that this isn’t a certainty, but it does work sometimes. After you’re done and the alarm has stopped, leave the bank after collecting your goods.

CITY STREETS

You won’t be able to actually finish the missing child side quests until later. Go to the end of this street to the north to find a first aid kit. On the opposite side, you can squeeze through a narrow opening. Move through this area and you’ll end up on Laymond Ave. Since you’re right here, go left and down the stairs. Squeeze through where you can and go down and talk to the guy, then give him your candy bar. He then asks for a coat, which you’ll get later. Back up on the street, go north to where it dead ends and pick up an envelope that has three numbers circled: 8, 2, and 7.

Backtrack just a little and go through the opening. At the end is a fire axe, and then you can duck under a damaged wall. Use the numbers you just found to open the door. Go to the area off to the right to find a painting (Certainty). Head back out onto the street. You can find a pick axe in the split in the road. Go across the street from the building you were in and you’ll find yourself in Logan’s Park (after going through the gate). Follow the path on the right for a Silent Hill Artifact (it will show up on the Extras menu).

Leaning against the nearby fountain is another harpoon. Straight and right leads to just a radio. Straight and left is a dead end.

On your second playthrough, straight and right actually leads to something to dig up for that respective trophy/achievement.
In other words, go left from the fountain. You’ll go down some stairs and then be at the Centennial Building. Head inside.

Centennial Building

After the cutscene, go through the door and grab the map of the building. Move left through the area and follow the hall to the door. Walk into this area a bit and go all the way left. You can look through the brick door for a bit of a weird scene. Go to the firetruck and use the hose. Pull the lever next to it (on the firetruck) afterward. While it’s draining the staircase, head over to the police car. Go to the passenger’s side and open the door, then pick up the document.

Now head back to the locked door. Pick up a nearby crowbar to break the lock and head down the stairs. Go to the end of the hall and pick up the security card near the wheelchair. As soon as you do, the water will start rising again, so run out of there and back upstairs. There will be a couple of enemies when you get there. Run to the entrance of this area and use the security card on the locked door. Move inside and press the button on the right to open the gate. Turn on the radio if you want. Move into the other area inside this room and pick up the first aid kit. Leave this room and go through the gate you just opened (almost directly across from the entrance of the garage). Use the elevator here. Once it stops, step off and grab the fire axe straight ahead.

Go in the opposite direction and follow the linear path until you see some boxes move and you see a dead body on the ground. Climb over the crate in front of you and then examine the area that’s lit in purple for the forensic flashlight. You can use the UV light to find things you wouldn’t notice otherwise. Use the axe to bust through the wood here and then go through the narrow passage. There will be a screamer waiting for you on the other side. Kill it and then go through the nearby door. Move forward a bit and pick up the map on the left. Start heading more into the room and something will come crashing down. Make sure to have your UV light on as you go left where there will be books on either side of you. Focus on the right shelf to find a book you can read.

Keep following the path until you’re on the other side of the crashed balcony. Go left with the UV light on to find another book to read. Go across from this area (checking out the doll on the left if you want) and push the ladder all the way over. There will also be an enemy to deal with around here. Move to the other side of this book shelf and use the other ladder to grab another book to read. Once you’re done, go to the left of this area once again. Follow the trail on the ground (with the UV light on) to the end, where you’ll find another document. Now head back to where you pushed the ladder and climb up it. Go all the way to the end and read the book to the right of the door (make sure to have the UV light on). Go through the door when you’re done.

Move right and pass through room 208. Follow the hall to the stairs and go down them. Follow the room to the right and you’ll hear glass breaking. Use the UV light to keep track of the enemy that has come to life. You can also attack the doll itself (the stationary one). After taking care of that, head through the door. Examine the painting in the back of the room and then go through the door on the right. Run straight and go through the door on the right, which is room 104. Examine the body for an ID card. All there is in room 103 is a picture to examine. Head through the door just past room 101 and grab the first aid kit on the left. Now go into room 101 and pick up the pistol bullets on the couch.

Now backtrack a little and go to where you entered this area. Use the ID card to gain access to room 105. Examine the table on the right. This puzzle is a little weird. You basically have to get the envelopes lined up so that the numbers are recognizable and look like they’re in the order they’re supposed to go in. It ends up being 851136. Take this information and head back up the stairs. At the top, go into the room on the right and use the code on the lock. Go through the next two doors until you’re in a hall with a screamer. Head into room 204 and examine the desk for a note. Then climb up onto the upper floor. Pick up another map up here and then go right and hop over the damaged wall. Follow the only path available and pick up the first aid kit next to the lamp.

Balance yourself across a couple of thin planks and then watch out for a few dolls. After taking care of them, get some pistol bullets in the room on the right and then head left, following the footprints on the floor with your UV light. Climb down the ladder that you come to and then exit this room via the only door. Now enter room 200. To the right is a book you can read. Now go left to the desk and pick up the slides. Head back the way you came via the ladder. This time keep going to the left through some double doors and watch out for multiple dolls. Go to the other side of this room and move the wheelchair out of the way of the elevator doors. Take it down to the second floor then go through the door on the right. Pass through this room and then go through the door on the right to enter the video archive room.

Use the slides on the projector and then look at the screen. It shows a clock face and three different times: IX, VI and I. Exit this room and go over to the locked door. Use the numbers you just found to unlock the door and go through it. Walk over to the body and examine it for an ID card. Head into the opening. After the “scene”, go to the corner behind the desk to find a document. Exit this area and go back to the video archive room. Head up the stairs and go straight to get a first aid kit. Run to the other side of this place for a book to read. Go back to the elevator and you can now access a new floor with the ID card. Once it stops, go forward and you’ll see a sign that says WLMN FM. After passing through the opening, go through the nearby door.

After the cutscene, go through the door in front of you. Follow the hall and go through the left door. In the back area, pick up the diluent and then go back into the hall. Examine the door across from you. Turn around and go toward the boxes in the corner. Use the diluent and then the lighter to set a fire, which will cause an Otherworld shift.

OTHERWORLD

Like before, there’s a chase scene. Run down the hall and turn the valve at the end to open the fire doors. After that, keep going straight. Go through the double doors on the left when you come to them. Again, keep on the same path without making any turns. Eventually you’ll end up in an enclosed space. There will be a valve to turn that you can only see in the mirror. Move into the next area, except that the vortex will show up again.

Run through the door and into another place with a valve. This can get really confusing and seem like you’re almost going in circles, but really just keep moving through the areas while making sure not to have anything from the ceiling fall on you. Eventually you’ll come to a lever to pull down, which will open up a new area. Follow it and you’ll end up in a room where you’ll be on the ceiling. Walk over to whatever is on the desk and use it to open the door. Move through it and follow the path right all the way to a metal elevator. At the end, get off and start moving toward the open doorway and another vortex will show up. There’s only one path so just run until the chase is over. Go through the opening once you’ve fallen through the floor and get the first aid kit. You can go either left or right since both ways take you to the same place.

Watch out for the blood spewing enemies on the walls since that actually hurts you. At the end of either hall is another blood spewing monster, so watch out for that. Then go through the big double doors after pulling the lever next to them. Maneuver your way through this room, making sure you don’t get hit by the cages falling down and don’t fall through the holes they make. Stay on the left and there will be an open cell that contains a first aid kit. Toward the end of this initial room, a couple of cages will drop along with screamers. Follow the path past this and keep going until you can rotate a picture. Do so and then continue along the path again until you come to a weird spinning clock that you have to walk onto. Press the button at the right time to get the clock’s hand to stop where you can step on. When it stops, move onto the other hand.

Balance your way across it and then follow the only path available. After going down some stairs and following a metal walkway, you’ll have some blade dodging to do. On the other side of the third blade will be pistol bullets and shotgun shells. Head up the stairs and across another walkway. Step on the platform to make the blades go slower and then run past them. Follow the path to the top where there will be a short cutscene and then you’ll be on another slide. After the door opens up (after the walkways with the people), stay on the left, then middle, then right, then left.

Silent Hill Part 3

Objective: Inquire at the Monastery.

Once the cutscene is over, you’ll be on Lamon street. Check out the north end on the right side for a first aid kit. Now go to the south end where the movie theater is, but for now go past it. Go through the opening on the right and follow it up the stairs and through the other gated door. Turn left and follow the street all the way to the north. Go in the blue door on the left side at the end. Go to the back of the room and pick up the replacement bulb. Use the register to get the storage room key. Also pick up the Shotgun. While you’re here, there’s a painting hidden by a box you have to push on the back left wall of the storage room that you need for the Art Collector side quest, so find and snag that. Leave this building and head back to where the movie theater was and head inside.

Go forward and left behind the counter to get money from the first cash register. Head to the opposite side of the lobby to go behind another counter and find the film reel. Now head through the door on the left side of the room (near the other counter). You’ll be inside a bathroom. In one stall on a chair is another film reel. Go through the smashed wall and enter the movie theater on the left. Head up the left stairs (grab the first aid kit along the way) to get to the projection room.

Objective: Fix the projector.

Grab the note on the wall and then head inside the room next to it for another film reel. Exit this room and and use the replacement bulb on the projector. Place the “House on the Lake” reel in the projector and then go down to the screen itself and enter it. Go off to the right and then enter the house. Go through the door to the left of the stairs and grab the wooden crank. In one of the other rooms you can see the number ‘9’ painted on a wall. Head out of the house and out of the movie. Go back to the projector and use the “Silent Children” reel. Again, enter the movie. Go toward the camera and you’ll see the number ’24’ by the ladder. Now exit this film and place the third one, “The Secret of the Attic”, in the projector and head inside it. Move right and then all the way left into an area with a trunk and a number ‘1’. Exit this movie and go back to the projection booth.

Objective: Open the attic trunk.

Use the code ‘9241’ to open the lock. Grab the reel from the projector and then place all three inside the room. Use the new spliced reel on the projector and head inside the movie, which is titled “The Secret of the Child at the Lake”. Like before, go inside the house and into the room to the left of the stairs and grab the wooden crank. Now go through the door at the end of this hall and then through the next one. Move right, into the room, and use the crank on the toy on the table. Grab the key when it appears. Go to the left and climb the ladder into the attack. Go right, then all the way left, and then use the key on the trunk. Inside is a Golden Gun and some ammo. Watch out for a few enemies on your way to exiting the movie. You can now leave the theater.

After exiting the theater, head right, through the alley and to the right into the open fenced area. Go to the very back of it for a note.

If you’re on your second playthrough and are doing the Digging up the Past side quest, there will be a spot to dig up in the yard.
Head across the street to where the red garage doors are and grab the harpoon. Turn around and head directly ahead of you. Use the harpoon to pull down the ladder and then climb up it and into the building.

Objective: Find the record.

Head upstairs and to the right, and go through the right door, followed by a door in front of it. Grab the vinyl record and then go across the hall. Grab the first aid kit and continue inside to find a crank. Put both of them on the gramophone downstairs and turn the crank. When the body and the message appears, turn the crank in the opposite direction.

Objective: Put the victims’ spirits to rest.

Go up to the picture of the man and burn it. Now you can leave.

Using the map, go to the north end of Brite where it dead ends and head through the opening in the fence. Run forward and then to the left end to find a new forensic flashlight. Now turn around and run in the opposite direction. When you come to a fork, go right. Follow the street north on the east side and you’ll come to a blue door you can enter. Inside you can find a new lighter. Head up the stairs.

Objective: Locate the shadow sigils on the map.

Go to the far right corner of the room and pick up the Soul Eye. Go to the map and light both candles and check out the symbols on the map. Go to the left of the map and place the Soul Eye in its place. Use the UV light to see the symbol on the wall, then rotate the Soul Eye once. Back off of it and look at the wall again with the light, and the Soul Eye will turn into the Soul-Eye Token. Place it on the map. This side quest will be finished later so go back to the street. Go back to the previous area (near the movie theater).

Head south and follow the street when it turns right off of Brite (next to the garage). Follow it and you’ll see that’s where you’re going for the monastery. First, however, almost straight across from the entrance is a store you can enter. Do so. Go to the back and on the left will be a door you can open with the storage room key (check the register if you don’t have one already). Go to the back, left, and pull the box out of the way (it can be a bitch) and grab the painting (Hope) inside.

Exit the building and across the street will be an open doorway. Follow the path straight up until you reach the monastery. Before going up to the door, however, go to the right and follow the stairs down. On the other side of the fountain will be a note. Head back up to the doors of the monastery and there will be a cutscene.

If you’re on your second playthrough and doing the Digging up the Past side quest, continue down this path until the very end for something to dig up.

Monastery

After the cutscene, head into the door and then to the left to find the map of the monastery. Go through the door off to the left, grab the first aid kit, and then squeeze through the wall. Head to the shelf and push it out of the way, then step inside the tunnel. Simply run straight ahead. After the “scene”, pick up the axe and then head back out of this area and into the first room you were in (where the map was). Break through the wood before and go through the door. Run forward for a cutscene.

Objective: Learn the Bogeyman Rhyme.

Once it’s over, go through the door on the right. Grab the first aid kit and then head through the door. Run forward and then go to the right and pass through both doors. Start heading up the stairs and a little girl will appear. Note the door on the right. Follow her to the top of the stairs and she’ll lock herself in a room. Go back down to where the door is and go through it. Balance your way across the plank. Descend the stairs and grab the first aid kit at the bottom, then move through the door. Follow the path right and into the main part of the room. Go to the left where there’s a rope and light it on fire. After, pull the chandelier back (you have to do it twice) and use it to break the lock on the door. Grab the rhyme book.

Go through the opening on the right and then follow that path up the stairs. Enter the building and then go through the door on the opposite side of the room. Go into the room opposite the kitchen for some pistol bullets. Head up the stairs. Move into the classroom (to the right of the door leading to the girl). Examine the chalkboard for a drawing. Check the other side of the room for a Silent Hill Artifact. Exit and go to where the girl was. Follow the hall and then go into the door on the right. Take out the doll to the right and then go left a bit, into a nearby area where you can pick up a child’s drawing. Head out of here, grabbing the first aid kit next to the door, and go back down to the lower floor.

Now head east and go into the room on the left just before the metal opening. Grab the first aid kit in here and there’s also a cool little scene. Exit this room and go through the opening. Move down the hall and take out the screamer. Head into the classroom for a note on the desk in one corner. Head through the other door in here to find some pistol bullets (and next to the door is a harpoon you need to grab). Return to the hall and go through the door at the end. Move into the left area and use the harpoon to lower the ladder. Climb it. Pick up the note on the right side of this area and check out the objects if you want. Head through the only door up here and pick up the lever on a shelf to the left. Open a desk drawer for a vinyl record.

Out in the other room, place the record on the gramophone and use the lever on the object to the right of the spotlight. To the right of that is a lever to pull in order to shut off the lights, pull it. Now start the gramophone, then place the spotlight on the center stage. Pull the lever on the left and then the one on the right. Then use the rain machine (the object in the corner), then the one next to it. The play will pretty much come to life. Climb down the ladder and go to the left where there will be an opening in the wall. It’s a little hard to explain this area, but follow the left path all the way and you should get closer to the light/lightning, which will lead you to the house. Go inside when you reach it. In the back of the room is a puzzle.

Luckily this one is easy. All you have to do is get the picture to look correct. It’s a picture of a little girl sitting with a doll in her lap. It should look like this:

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Inside is a blackboard eraser and the second poem fragment. Watch out for the dolls that attack and leave the stage and then this room. Go back to the stairs and go up them. Head back to the classroom that had the drawing on the chalkboard, watching out for any enemies along the way. Use the eraser on the board. After the cutscene, of sorts, the door on the other side of the room will open. Head through it and find the note off to the left on the table, then move through the next door. Contiunue out the next door of the classroom. Now go across the hall for a first aid kit and another note in the desk drawer. There’s also a radio here.

Now head the other way in this area. Go through the door and then left, following that path. It will lead to a map on the left wall and a boarded up door. Use your axe and go through. Run forward and go through the door on the left. There’s a Silent Hill Artifact by the TV on the left and there will be a document on the right on a table. Go west and through the door behind the kitchen area. Move through the door on the left and then run straight ahead. Watch out for the screamer. Squeeze through the wall she came from and then go through the door. Move right and through the door. Go into the small room in the northeast corner and open the desk drawer for a first aid kit as well as a note. Back out and go through the other door.

Go to the middle gurney and ahead to the x-ray machine and use it. You’ll see that there’s a key inside the body. Pull it back out and then choose to search the body. Murphy gets to stick his hand in it! Yay! Anyway, pull out the key along with the last poem fragment (it might take a few tries).

Objective: Return to the boy.

Go back to the previous room and across from the surgery room will be stairs to go down. Go through the door on the right at the bottom. Go right again and through the door here. Move into the room and head right, sliding over the counter and then going through the door using the key you found in the body. Outside you’ll immediately be attacked by a prisoner juggernaut, so watch out for that. Run forward and then right and go through the door. Continue forward and there will be a cutscene.

Move forward after the cutscene and the Otherworld will take hold. Luckily all you have to do is follow the girl, which makes your path pretty easy. There’s only ever one way to progress. Eventually a vortex will show up and you’ll have to run from it. The first area contains the wall enemies that spew blood, so be careful there. When you come to an opening on your left (with a few stairs), go there, otherwise you’ll run around in circles. Follow the path up the stairs and through the door at the end. Go straight, following the girl, and through the door at the end. Go left (the right gate will close) and keep following that route. You’ll come to a narrow passage with spikes that you have to dodge.

The first two sets jut out twice before going back into the wall. The third one doesn’t jut out at all. The fourth doesn’t jut out enough to hit you. The fifth and final one juts out five times. Afterward, go through the door after grabbing the first aid kit. This guy will send screamers to get you, and if he hits his big hammer on the floor, it’ll damage you if you’re in the line of fire. The good thing is, it’ll also kill screamers if they’re in the way, so you can lure them in and then run out of the way yourself. You can also use the debris around you to throw at the bogeyman. What you want to do is get one of his hammer blows to get a hole in the right wall.

Once you’ve done that, head through it and follow the path to the right. Go through the door at the end and then go down the stairs. When you see a painting of what looks like a person standing in bright light, go through the door. This time go up the stairs and through the door at the top (it’ll have the same painting next to it). Go through the hall and through the door at the end. Run to the end of the path. Once on the ground, go left and through the door. Examine the big painting on one wall and it’ll move. Go into the little area and pick up the blue candles. Dolls from the previous room with attack, so just get out of there. Unfortunately there will be a couple in the big room, too. Just run past them to the other side where there’s a door to go through. Follow the hall and go up the stairs you come to.

At the top, go to the far right of the room for a first aid kit, then pull the curtain control lever. Go back down to where the stage is and go behind it. The tunnels provide only one way to go. Once through them, you’ll have to ring some bells. Ring the left one twice, the middle one once, the right one once, then left one more time. Once the big doors open (it’ll take a minute), go through them, up the stairs, and up the ladder at the end. Move into the room and go left and then follow the only path you can take. Once you’ve reached the long area, run towards the girl and you’ll fall through the floor. After the cutscene, run forward, down the stairs, and toward the water.

There are various weapons to get around here for when one breaks. His main attacks are the hammer hitting the ground and also hitting you with the hammer if you’re too close, which deals out plenty of damage. You can dodge the latter if you time it right. Once he kneels down and does one attack where the handle hits the ground, go up to him and use the hammer on him. After the cutscene, you’ll have the boat key. Move forward and squeeze through the wall. There’s only one way to go in the tunnel so follow it to the end and then climb up the ladder.

Silent Hill Part 4

Note: Most of this section involves side quests, so if you want to simply continue the main game, skip to near the end.

Head south while on the east side of the street and you’ll come across another bird to set free, then turn around and follow that side of the road until you come to an open metal door and some stairs. Descend them and then go right to where there’s a van. Open it for a painting (Freedom) and a shotgun. Head onto the porch of the house nearby for a note. Another couple of houses down is one you can enter. The second door on the left has a picture in it you can grab (it’ll be filed under mysteries). Head up the stairs and through the first door on the right for another note. You can also pick up an urn here on the corner table.

Objective: Scatter their ashes at their special place.

The other room in this hall has a safe that requires a code to open. Go ahead and leave this house. Keep going left and go onto the dirt road when you come to it. Follow it left, then right onto the dock. Go almost to the end and there will be a bench on the left. Use the urn here. You’ll see numbers appear: 16814. Go back to the house and use these numbers to get inside the safe. The same things apply here as they did with the first safe. Inside is some pistol bullets.

Leave this house and follow Rice east as far as you can to find a bird cage to open. Turn around and keep on this side of the street. You’ll find an opening on the left. Follow it and go left, then enter the building. Go into the opening on the left and then through the door on the right.

Objective: Find the missing heart.

Run forward and then down the stairs to the basement. Go left and follow that path, which will lead to a ladder. Climb down it and go left and through an opening. The left path just leads to some pistol bullets. Head right and then right again when you can. Follow that path and you should be able to hear the heartbeat grow stronger. At the end is a metal door to go through. Go to the right and pick up the human heart. Luckily all you have to do now is run back the way you came and head back up the ladder. Go upstairs and place the heart in the man’s chest. Exit the building.

While you’re in the area and if you want to do the Shadow Play side quest, head to the north end of King St. Go into the building on the left and up the ladder. Go ahead and pull the lever to lower the bridge for later. Grab the Harmony 2nd part and then go back down the ladder and go down the stairs. Follow the left path to the door, then through the next one, and the Harmony first part will be right there. Head back to the previous outside area for the location of these objects.

Put the first part on, rotate it once, and shine your light on it. Then stick the second part on there. Basically what you want to do is make a star. Once that’s done, grab the Harmony Token.

RIBBONS AND HOMELESS SIDE QUESTS

Head back to the dock area if you’re doing the Ribbons and Homeless side quests. For the Homeless quest, the fishing rod location will change depending on the difficulty you’re on. On hard, go to the far east of the dock area (after the dirt road) and around the side of the house for it. On normal, it should be more out in the open in the dock area (without having to descend anywhere) and it’s near the same area on easy as well.

Go down to the docks near where you scattered the remains (near the far east side) and follow the ribbons to the end. Pick up the key, and now you’ve got some backtracking to do.

Objective: Find the girl’s home.

You’re going all the way back to the street with the movie theater. You’ll find a blue door you can enter at the northern end of Lamon. Head up the stairs and through the door at the top. Go left through the next room and into the bedroom. Pick up the note on the bed. Across from this room is the girl’s room with two first aid kits. Now leave this building.

Now in order to complete a couple of these side quests, you’ll have to pass back through Logan’s Park. Once you’re on Laymond Avenue, head south and down into the subway entrance on the east side of the street to get back to the homeless guy and complete that side quest.

ART COLLECTOR SIDE QUEST

To start the final leg of the Art Collector side quest, head to the question mark that’s nearby, below Brite and to the left of Laymond. It’s the art gallery you were in a while ago. Go down to the basement and find the big table in the large room. Set your paintings on it.

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After finishing the puzzle, you’re leaving here and heading to the cemetery (find it on your map). Basically, get to the front doors of the monastery and then go left down the stairs. Go straight until you can go inside a building on the right. Climb down the ladder. Go straight and then left. Press the blocks in this order:

Top left
Center
Bottom Left
Bottom Right

It might take a moment for the trophy/achievement to kick in.

SHADOW PLAY SIDE QUEST

You want to head back to the map sigil where you got the Soul Eye. If you can’t remember where it is, it’s basically at the north end of Brite St. (before it curves west). From the entrance of the building, and head up/right to find a box with an item called the Four in it. Head up/left this time and follow the alley straight until you come to the box on the right. Do the same thing as before. You’ll have to make it face both right and left and shine your light on it each time. Take the Four Token. If you followed this guide from the beginning, you will already have the healing and maybe even placed it where it goes. That’s the one you need to do now. The healing itself is at the south end of Lansdale (near Cook St.) and the place for it is basically directly below the crossed off line of Cook St.

For this one you have to get it so that the circular/spiral pattern on the right also shows up on the left of the symbol. After, grab the Healing Token. For the next one, head to the north end of Lansdale Ave. (past the bank). Squeeze through the construction area and then go left and at the edge of the building on the right will be a box with the Enlightenment. Keep going through the construction site to the street and then left down into the subway. The place for the item will be right after you squeeze through the stuff. Grab the Enlightment Token when you’re done. Time to head back to the map. Once you’re at it, place all of the tokens on it. You have to rearrange them in the correct way. It should look basically like this:

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TO THE BOAT

Follow Rice street east until it turns into King Avenue. Follow it to the end. Head inside the building on the left and up the ladder. Grab the fire axe and pull the lever to lower the bridge. Follow the bridge and the road it lets out on. Go west and find the house you can enter. Go through the second door on the left. Approach the “mirror” and you’ll see the lamp is supposed to be on, so turn it on. Then go back to the mirror and find out what has now changed. Open the desk drawer. Check it again and turn on the TV, then flip the picture. Light the candle to the right of the mirror. Head inside and grab the first aid kits and pistol bullets. Turn around and pick up the note on the floor, then leave the house.

Go left of the house for an opening in a fence. Go to the back of this area for one final item to dig up for the Digging up the Past side quest.
Follow Ketchum west to the dock area. Go to the very end to find the final bird cage.

Turn around and then go down onto the dock itself. Follow it to the boat.

Prison

Objective: Escape from the prison.

After the cutscene, exit the cell and head right. Turn left at the end (and pick up the note that sails through the air) and go to where the big piece of metal is and push it. Balance your way across it and then head forward and into the little building area, then down the ladder. Grab the first aid kit and turn left for the map. Pick up the fire axe next to the locked doors and then go down the stairs. Pick up the file on the desk. Go down some more stairs and then pick up the flashlight and access card. Head back to the top of the stairs and use the card to get through the double doors. Move right and down the stairs you come to. You’ll want to enter the door in front of you but only after taking the right path to the very last cell block where you can grab a note. Now go back to the door you need to go through. In the lockers you’ll find a walkie talkie and pistol and shotgun ammo. Head back out and go left. Go straight through the open doorway and then left and down some stairs. Watch out for a prisoner minion.

Follow the left path and then right when it turns. Move toward the cell where the ball came from. Continue on the path that opens up. At the end, pick up the note on the table. After, turn around and head out of the cell and continue left. A new enemy will emerge, and it’s a pretty strong one. Either take it out or run past it up the stairs. Go to the very top and pick up the note that you find. At the top, go out into the cell block area and knock the lock off of the door, then go through it. As you go along, you’ll have to shake off a prisoner juggernaut and then he’ll get out in the open. Take this one out. You have to time it right in order to get past the electrical wire. Once you have, go over to the breaker and shut it off. Go through the double doors here. Check the left side of the room for a first aid kit, then go over to the monitors. Wait for the button to reveal itself and then press it.

Leave this room and go to the opposite side of the area to where you just unlocked the doors. Use the access card on the door to the left and then squeeze through it. Open the lockers for a note and first aid kit. Keep going and open the drawer for a second map of the place. Turn around and start heading back, but go into the control area on the left and press a button to open up the double doors leading to the main hall. Turn around and place your items on the left counter. Go around to the other side and pick them up, then proceed through the open doors. Start walking forward and you’ll be greeted by two prisoner minions and one juggernaut. After taking them out, check out the first cell on the left for a note. Move into the big room toward the top of the main hall on the right for a new axe. Go back toward the doors you came through and enter the long hall.

Follow the corridor to its end and then break through the wood on the right for a first aid kit on the right wall. Go back out and through the other opening. On the left will be a first aid kit. Go through the opening next to it and to the right side of the room to find a document. Move to the left side of the room where there will be another first aid kit and an opening where you can find another note and a forensics flashlight. Use it to follow the footprints, which will take you to the different locations of the numbers you need to get through a nearby door. Look up at the ceiling for the first number, which will be a 2. The second is also 2. If the alarm goes off, press the button to turn it off, though it will also bring along a prisoner minion. The footprints then lead to a box you need to push out of the way of the next number, which is 3. The fourth requires you to turn on the machine to find and ends up being 4. The final number is 5.

Go back out into the hall and follow it to the right until you’re at the door. Input the code and head on in. Go to the shelf on the right to pick up a quarter dollar and then head left. Pick up the shotgun shells and then push the box to right below the vent over on the left. Climb on it and use the quarter dollar to unscrew the screws, then crawl as fast as you can away from whatever is chasing you. When you’re back to normal, turn around and find the left switch to use the card on. It’ll take a minute to open and you can squeeze through, all the while there will be several monsters trying to get you. Either fight them or run until the door opens and go through. Head up the right staircase and then follow the path left. In this next room are two notes and a shotgun. Go through the opening on the left side of the room and go down the stairs for a locker with shotgun shells.

Head back upstairs and then go down the stairs ahead and on the left. Run to the end of the corridor and go through the double doors. You’ll be in the showers room. Move into the main part of it and go toward the top right corner to find a mourning badge. Move ahead and to the left for crime evidence in the locker. Turn around and examine the blood pool, and then the sink for a prison shank. Head out of this room and follow the trail of blood. This vortex chase is basically a giant maze. I recommend checking out a video if you’re having trouble with it because explaining it in words would not do it justice. Anyway, eventually you come to another narrow spiked hallway. First set juts out twice, the second juts out once, the third juts out twice, the fourth juts out five times, and the fifth juts out zero times.

At the end, press the button and then get on the big platform when it arrives. Pick up the shotgun for more rounds. Take out the screamers when they show up. Use the pipe to not waste ammo. The platform will move some and then more monsters will show up. After taking them out, head into the room on the right (if you’re facing away from the body) and get the first aid kit and shotgun shells inside (plus the chair if you need another melee weapon). Then press the button in there and return to the platform. Once it stops again, you’ll have more enemies to fight. After you’re done and the platform stops for good, get off and go left. Climb onto the next walkway and grab the first aid kit, then climb up the ladder at the end. Go to the other side of the catwalk and down the ladder. Continue on down the stairs and to the end of this walkway, going down the ladder that you reach.

Head left and go down the stairs when you come to them. Follow the path and maneuver your way around the two cages that fall. When the walkway collapses, pull yourself up and head on forward into the next area. Find the valve on the other side of the middle object and turn it. In the next room, go all the way to the right and find the button to press. It will stun the enemies that you can see in the floor. Then run over to one of the switches ahead of you and slam the cage down. Repeat the process until both are securely in a cage, then run past them and turn the valve. Turn around and run straight to the console that was lowered. Press the button, then turn the valve again. Head back into the other room and go through the newly opened exit.

Time to dodge some more blades. Stand on the platform and when the right blades slow down, move into the center of the room. Go through the slight opening on the right to get to the corner where there’s another platform to stand on. This will stop the upper left one (if you’re facing back the way you just came). Run to the opposite corner and step on that platform. Turn around and it’ll stop the one in front of you, so run straight. Grab the first aid kit and then head into the opening on the left and then left into the room. Turn the valve when you come to it and then head for the exit. Follow the passage to the end where you’ll jump down into a hole. Go through the doorway and up the stairs. Run forward and put the spotlight on the open fence area so that the enemies won’t go past there. Go back a bit and then left into the structure. Grab the fire extinguisher for a weapon and then pull the lever to close the fence.

Head through the other door, along the walkway and run past the prisoner minion. Go down the stairs and run to the other side of the fence that you closed. There will be a sledgehammer to grab. Run back toward the staircase and go to the left of them. Break the lock and go through the doors. Continue straight to the end and climb the ladder. Use the spotlight to try to herd as many of the monsters into the fenced area as possible. Be patient about it and you’ll be able to get all but one. After, run over to the building like before and pull the lever in there. Head back out, down the ladder, and through the new opening. Take out however enemies there are here because the light won’t stay on long enough for you to rotate the crank to fully open the doors without being attacked. Once you have opened it enough, squeeze through and then head through the double doors.

Head straight, then left, then through the hole in the wall, and leave the cell you end up in. Start ascending the stairs and a vortex will appear. Finish running up the stairs and then turn to the right and follow the path. There will be blood spewing enemies on the wall to watch out for. It’ll probably seem like you’re going in circles but you’re not. Luckily, there’s really only one way to go. At the end will be a lift that will take you down. Grab the first aid kit and shotgun and head into the left room. Put the mourning badge, prison shank, and crime evidence in the right tray and then go through the door.

BOSS FIGHT

Go straight ahead and then to the right. Turn right again and you can be lifted to the upper area where there’s a first aid kit and some shotgun shells. There’s also a spotlight that you need to shine on the monster. After, head back down and then run over to the machine and pull the tube from it. Continue along the platform and you’ll come to another lift and another spotlight (and shotgun shells). Again, put the light on the creature, head back down, and remove the tube from the machine. Head back the way you came and then off the platform when you can (on the left). Follow this path now, watching out for the monsters that appear. Use your shotgun to clear your path. At the end, turn left and make your way back up to the platform. Turn right and follow the exact same process as before. Once you’ve done that, follow the path and do it one more time (there’s a first aid kit on this particular one if you need it).

There is one more short little section that will help to determine your ending. You take control of the “Bogeyman” and can either let Anna kill you or you can take a swipe at her and then are given two options (kill or not kill her). Decide whatever you want to complete the game.

Endings

There are six possible endings to achieve in Silent Hill: Downpour depending on certain actions.

Ending A – Forgiveness

You’ll obtain this ending by having good karma (choose to help when given the option) and sparing the character at the end.

Ending B – Truth and Justice

You’ll receive this ending if you killed too many enemies, even if you had good karma otherwise by choosing to help the two other characters early on.

Ending C – Full Circle

Achieve this ending by having good karma (choose to help when given the option) but killing the character at the end.

Ending D – Execution

This ending is achieved by having bad karma (do not choose to help when given the option) and by killing the character at the end.

Ending E – Surprise

This ending is achieved by completing the Digging Up the Past side quest on your second play through.

Ending F – Reversal

Achieve this ending by dying at the end. Anna will wake up from a dream and be inside a cell, and Murphy will be a prison guard.

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