o+--=====================================================================--+o + + | _____ _ _ | | / ____| ___ _ _____ _ _ _____ | | | | ___ _ _ | | | (___ |_ _|| | | ____|| \ | ||_ _| | |__| ||_ _|| | | | | | \___ \ | | | | | _| | \| | | | | __ | | | | | | | | | ____) | | | | |__ | |___ | |\ | | | | | | | | | | |__ | |__ | | |_____/ |___||____||_____||_| \_| |_| |_| |_||___||____||____| | | | | S H A T T E R E D M E M O R I E S | | | + + o+--=====================================================================--+o Silent Hill: Shattered Memories Platform: Wii, PSP, PS2 Developer: Climax - http://www.climax.co.uk Genre: Psychological Horror ESRB Rating: Mature Author: Kellexx E-mail: mister_cyrus@hotmail.com FAQ Version: 1.2 o+--=====================================================================--+o + Table of Contents + o+--=====================================================================--+o I - Introduction . . . . . . . . . . . . . [I.1] II - Basics . . . . . . . . . . . . . . . .[II.1] III - Walkthrough 1. Town Streets [III.1] 2. Nightmare - Town Streets. . . . [III.2] 3. Forest [III.3} 4. Nightmare - Forest. . . . . . . [III.4] 5. Midwich High School [III.5] 6. Nightmare - School [III.6] 7. How You Want To Die . . . . . . [III.7] 8. Toluca Mall [III.8] 9. Nightmare - Mall. . . . . . . . [III.9] 10. Nightmare - Nowhere [III.10] 11. Silent Hill Lakeside . . . . .[III.11] 12. Lakeside Amusement Park [III.12] IV - Therapy Sessions 1. The Test. . . . . . . . . . . . .[IV.1] 2. Happy Family [IV.2] 3. Halcyon Days of High School . . .[IV.3] 4. How You Want To Die [IV.4] 5. Guilty Conscience . . . . . . . .[IV.5] 6. Marriage [IV.6] 7. Sex Evaluation . . . . . . . . .[IV.7] V - The Endings 1. Encounter Ending. . . . . . . . . [V.1] 2. Videotape Ending [V.2] 3. UFO Ending. . . . . . . . . . . . [V.3] VI - Puzzles 1. Music Box . . . . . . . . . . . .[VI.1] 2. Shadows [VI.2] 3. Planetarium . . . . . . . . . . .[VI.3] 4. Gym Keycode [VI.4] 5. PC Password . . . . . . . . . . .[VI.5] 6. Bridge Control [VI.6] 7. Radio Request . . . . . . . . . .[VI.7] 8. Gumball Machine [VI.8] VII - Mementos . . . . . . . . . . . . . . . [VII] VIII- Ghosts . . . . . . . . . . . . . . . .[VIII] VIV - Echo Messages. . . . . . . . . . . . . [VIV] VV - Phone Numbers. . . . . . . . . . . . . .[VV] VVI - Legal . . . . . . . . . . . . . . . . [VVI] o+--=====================================================================--+o + Introduction + o+--===============================-----------===========================--+o \ [I.1] / --------- To start, I'd like to mention that this game surpassed my expectations by far. After being very unsatisfied with Silent Hill: Origins, I had very low expectations for this game, knowing that it was under development by the same people, Climax. I've been a fan of the series since the first and own all the games, movie, as well as soundtracks. When Team Silent was no longer going to be continuing the series, I became skeptical about the series' future. Silent Hill: Origins was rather disastrous. Silent Hill: Homecoming was alright, but ultimately felt like it had too many things thrown in just to classify the game as Silent Hill (IE: Pyramid Head, otherworld transition, nurses) and not enough to stand on its own. Nevertheless, Climax has redeemed themselves both for Silent Hill: Origins as well as the series' future. It will stand as an idol amongst the psychological horror genre of video games and has restored the reputation of the series. o+--=====================================================================--+o + Basics + o+--===============================-----------===========================--+o \ [II.1] / ---------- Controls (nunchuk required) A : Interact (use/talk/open/etc) B : Zoom/look - : View phone menu + : Toggle flashlight; Drop flare 1 : Pause menu 2 : Delete save (main menu only) Analog: Walk/strafe Z : Run C : Use flare (only used in nightmare sequences) D-Pad Up: Dial Number D-Pad Down: Look Back D-Pad Left: Map/GPS D-Pad Right: Camera Analog Down & Z: Quick Turn --- "Fighting" - Nightmare Tips Throughout the game there is no combat. During nightmare sequences, you will be pursued by monsters, but you can't fight them. When they grab onto you, you have to throw the Wiimote and nunchuk in the manner displayed. Generally, you can get away with just violently shaking the wiimote, but this doesn't always work as effectively as you would like. Commonly throughout nightmare sequences, there will be lights to generally guide you where to go. Outside, they're in the distance. Indoors, there is sometimes a light or lamp above the door to the correct path. During nightmare sequences, you'll also come across movable objects. These objects can be cast down to delay pursuing enemies. To do this, swing the nunchuk as you approach the object. You'll know if you can knock it down if the swing animation is shown as you approach it. It will also have a faint arrow above it. Hiding is never useful. Perhaps it's my own experience, but I have never found a use for hiding throughout the game. The monsters will just wander around for a bit before they find you anyway; they will never leave permanently. Turning your flashlight off can help sometimes. In each nightmare sequence you can skip the first few enemies by simply turning off your flashlight. The doors and ledges you need to go to are lit up anyway, so it's not crucial to have the light on. --- Personality Inventory (PI) Throughout this document, you'll notice several references to PI. PI, an acronym for Personality Inventory, is what controls various aspects of the game. Conversations, attitudes, outfits, and the ending are all impacted by your PI. There are five main types of PI throughout the game, they are: - Sexual - The most common; primarily influences appearances - Friendliness - Primarily influences interactions with people - Family - Primarily affects the ending cutscenes - Alcoholic - Primarily influences Dahlia and the ending cutscenes - Fake - Only influences the ending Each of these are fairly obvious, except for the fake PI. The fake PI only impacts the ending cutscenes and suggests that you aren't interested in the doctor's therapy. Basically, to build this PI, take every opportunity to appear as though you aren't answering the questions truthfully. (See the endings for more info). Each type of PI is evaluated when you come to a part of the game that includes something that changes according to your current PI. Whichever PI you have been building the most of will take precedence. However, it is rare that a single object with PI will change anything. What I mean is: you can't expect something to change based on a single event. The whole idea is to evaluate your trends and create a psychological profile. This is collected by a multitude of actions/responses. That said, there are some events that are much more influential than others. o+--=====================================================================--+o + Walkthrough + o+--===============================-----------===========================--+o \ [III] / --------- ***NOTE: THIS WALKTHROUGH IS SPOILER-FREE*** o+- Therapy - The Test -+o This form is the initial psycho-profiling that happens in this game. The profiling influences various aspects of the game. Some affect the ending, while others only influence a scene or two. Even if you're hunting for a specific ending, they all take influences from multiple events; don't worry about getting everytying that contributes to a specific ending. Particularly for first-time players, don't worry about repercussions of your choices, they're all minor. Just choose whatever you like. Question Primary Influence 1. I make friends easily Friendliness PI; Access to Bar 2. Having a drink helps me Alcoholic PI; Good Old Days Bar relax 3, I always listen to other Friendliness PI people's feelings 4. I prefer abstract ideas Fake PI 5. I have enjoyed role-play Sexual PI during sex 6. Working to a plan or Family PI; Fake PI schedule is best 7. I have never cheated on a Sexual PI partner +--------------+---------+ | Town Streets | [III.1] | +--------------+---------+ --- III.1 Junkyard There's a binder on the ground here. It must be inspected if you intend to enter the Good Old Days bar. Don't step on it or inspect the bear. If you do, Harry won't comment on the binder and you won't be able to enter the bar. Not much lse here, just go to the wooden fence and climb over it. There'll be a door you can enter right in front of you --- III.1 Car Garage Very straight forward. The door is to your right from when you enter. At the end of the hall are some bathrooms, one of which with sexual PI. Follow the door to a shop. Go through the employee door. Unlock the door (useless "puzzle") and head outside. *** Significant Objects: Sexual PI, Alcoholic PI; Family PI *** --- III.1 Streets Turn left and head down the street. There's nothing significant on the street. From here, you can go through either of two stores. If you plan on going through the Good Old Days bar, then you have to go through Theresa's. +--BRANCH--+ 1. Clear Picture - TV Shop Go down the steps and through the door. Play the recorder on the counter if you like. Go through the "Staff Only" door. Use the monitor, switch the knob to 3, and hit the release button. Look at the TV with the married couple for family PI. *** Significant Objects: Sexual PI (3), Family PI *** Head back and go through the door behind the counter. Turn right and climb the fence that ironically has a "DO NOT CLIMB" sign on it. Go through the door ahead of you. 2. Theresa's - Dress Store Play the recorder on the counter if you like. Go through the door behind the counter. Head up the stairs and into the room with three mannequins. The first mannequin you undress will have the key to the door. Head out that door and through the alley. *** Significant Objects: Sexual PI *** --- III.1 Playground Climb the wooden fence. Turn left and go to the other side of the wagon. Interact with the cans. These cans will be red, unless you've made indication that you like alcohol; then they'll be green. Shake the cans to find one with a key inside. Just rotate the wiimote to turn it over. Grab the key and head for the door. From here, you can enter either the "Good 'Ol Days" bar or "52 Diner." Which one you choose may be restricted. In most cases, you're forced to go into the diner. Don't worry, this doesn't significantly impact anything later. Here is a list of factors that change the Good Old Days Bar: - Appearance: Irish Pub - True to drinks relaxing you - Appearance: Sports Bar - False to drinks relaxing you Entrance Criteria: - True to making friends easily - All other questions irrelevant - Inspect binder in junkyard - DO NOT step on it or inspect the bear - Go through Theresa's - Dress choice irrelevant The conversation with the woman in the bar doesn't change. If it's a sports bar (drinks don't relax you) she'll be wiping the counter. Otherwise, she'll be stacking cups. That's the only difference. Your choices so far will affect Cybil (regardless of whether or not this is when you first meet her. These are the general indications from the diner/Cybil. PI Variations: - Cybil Attitude - Friendliness PI - Cybil Outfit:- Coat & Tie - Family PI - Cybil Outfit - Black Fatigues - Unfriendly PI - Cybil Outfit - Cleavage-fest - Sexual PI - Sign by Door: Erotic Woman - Sexual PI - Sign by Door: Male - Non-sexual PI Go behind the counter and find the cabinet. Open the left side to find the first memento. Exit the building now. If you went through the bar, the memento is in a dart board in the corner near the door. *** Significant Objects: Memento (A Winter Beacon) *** --- III.1 Streets You can now use your phone. This is where you'll find your map (D-Pad Left) as well as many other functions. If this is your second play through, you can now call the phone number to start the UFO ending. The phone number to call is 555-3825 Head back the way you came. Once you go through the door, turn left and photograph the swingset. *** Significant Objects: Ghost (Swingset) *** Continue back the way you came. In the alley here, you'll find the first UFO if you called the number. It's near a street light. Trust me, if you're looking for it, you can't miss it. Snap a photo of that. Head into the store you came through (Theresa's or Clear Picture). There will be an echo message in the store. ** UFO ** Once on the street in front of Theresa's/Clear Picture, you'll get a call from Cheryl. If you don't answer it, you can't progress the game. So... answer it. This will begin the first nightmare sequence. Watch as everything in sight is swallowed by a frozen hell. +--------------------------+---------+ | Nightmare - Town Streets | [III.2] | +--------------------------+---------+ There's a car with it's alarm going off and lights flashing. The lights are shining right on the door you need to go through. Watch the cutscene, then turn off your flashlight (+ button). This will let you avoid the first few enemies. The path in this nightmare is fairly straightforward. Just keep looking for the bright blue borders and run for them. Take a look at your map and draw a line to generally reflect these directions: - West (straight) all the way to the west side of the dark red block - South to cross into main dark red block - East to curved hallway When you get to the part where you're looking at a building with an alley on either side. Aim at each alley, one will cause less static, go for that one. The other will have an enemy right behind it. Don't bother hiding in the cabinet. In the hall with the movable objects, head for the crawlspace. The path through the door has more enemies in it. At one point you'll find yourself in a locker room. This is where the separate paths collide. The door you want has a nicely placed exit sign above it. In each case, it will be to your left as you enter the room. Drop down into the pool to grab the flare, then head for the double-doors with the exit sign. If you get confused, it's the one near the part of the pool that looks broken. Continue along the straightforward path. It's not much further before you're done. If you made the best choices, you won't have a problem with the enemies and won't even need the flare. o+- Therapy - Happy Family -+o Question Primary Influence 1. Would you consider yourself Friendliness PI a private person? 2. Would you say it takes a while Fake PI for people to get to know you? 3. Would you prefer to spend time Family PI with friends over family? Coloring Time! The colors you use will be reflected on the house you see in the following cutscene. This has no bearing on anything else. Coloring the trees does nothing. The doctor doesn't change his comment no matter what you do. Leaving the page blank results in the same as coloring everything in solid black. Once you're finished this therapy session, you'll watch a cutscene. In this cutscene, the couple's attitude is influenced by your previous actions. The more friendly you are, the more hostile they are and vice versa. Following this, Cybil will show up and take you poor confused Harry away. Cybil's conversation will similarly reflect your hostility. --- III.1 Car Ride In the car, if you bounce around and play with the doors, Cybil will comment that you seem restless. Otherwise, she'll mention you seem quiet. You might also notice that Cybil's not wearing her seatbelt!! After driving for a bit, Cybil will stop the car due to the bad road conditions. Hop on up to the front seat. In the glove compartment is a memento. Snag that, unlock the door and pull the handle. Yes, it's that sophisticated just to open a door. *** Significant Objects: Memento (Hidden Fire) *** +--------+---------+ | Forest | [III.3] | +--------+---------+ Once you get out of the car, there's a phone number on the hood you can call if you'd like. Head down the road, avoiding any reindeer crossing and hop over the fence to your left. As you approach the cabin, you'll get static from the box next to the window. Approach to get the echo message. There's also a number in the box you can call if you're interested. --- III.3 Cabin Once you enter the cabin, there's a first aid box to your immediate right. Inside it is a key. Looking at the map, you can get an idea of what's around. Though you can see the same thing on your phone (D-Pad Left). --- III.3 Forest Path Follow the path until you notice a water tower off to your left. Run up to the water tower. There's a box on one side of it with a memento in it. Follow the static until you find the echo message. It's associated with a wreath pinned to a tree. Nearby is a barrel in the snow. *** Significant Objects: Memento (Frozen Waters); Echo *** Approach the fence nearby and follow it south-east towards another fence that you can climb over. Don't climb it, just continue following the wall. You'll find yourself at a fishing lodge. Go through the door and look at the roof near the door. If you're on the UFO mission, there will be one here through a hole in the roof. ** UFO ** Continue through the door. Climb out the window to your right and out the door on the other side of the dock. Follow the path for a little bit until you come to the wall short enough for you to climb. Climb up it. You'll start getting static from a sleeping bag that's on the ground just ahead. *** Significant Objects: Echo *** Continue down this path and you'll come to a ladder that goes down into the ground. Down the ladder, you can find a ghost, but there's nothing else down there. For the ghost, just climb down, hop over the pipe and walk to the end of the path. The ghost is behind the bars here. If you go through the tunnel you'll end up back near the beginning. *** Significant Objects: Ghost (Drowning Boy) *** From the ladder, head for the path beside the river and go left (east) along it. The other direction will lead back to where you came from and only be counter-productive. After a short run, you'll come to another cabin. This one's bigger than the last and has two doors. Which you go through doesn't really matter, since you can still go back and through the other. --- III.3 Hunter's Cabin Going through the front door will lead you to a room with stuffed animals. One of the rooms here may change according to your PI. You may encounter a stuffed bear standing as normal, or you may encounter a slaughtered bear on a table. Then next room will have a cupboard with a memento inside as well as a collection of condoms around the trash can. *** Significant Objects: Memento (A Moveable Feast); Sexual PI *** Going through the back/side door will lead you to a butcher's room. Take a photo of the ghost hanging over the table. There's also a sexual poster on the wall and a cupboard, but it bears nothing significant. In the next room is a small desk with a drawer you can open to find a memento. *** Significant Objects: Memento (A Broken Ward); Ghost (Deer); Sexual PI *** Once you go through the cabin via either direction, you will come out the back where you can enter the other door and collect what you missed. As soon as you come out the back, look along the wall of the cabin. There is a canoe and a few barrels. On top of one of the barrels is a UFO. Turning off your light makes it more noticeable. ** UFO ** --- III.3 Forest Path; continued pt.2 As you walk away from the hunter's cabin, Cybil will call you to reprimand you for fleeing the vehicle. Pz. You'll also get some static as you approach the footbridge. It's coming from a skull pinned to a tree, which will be to your left as you approach the footbridge. *** Significant Objects: Echo *** Cross the river/footbridge and head left along the path. You'll come to yet another cabin with a truck outside of it. There's a "How's my driving?" phone number on the truck. Go to the left side of the cabin to find a coat on the ground with blood around it and a pink handbook on the table. Inside the pink handbook is a key to the cabin. Once inside this cabin, you'll quickly notice a shade at the end of it. As soon as you approach this shade, the next nightmare sequence will begin. +--------------------+---------+ | Nightmare - Forest | [III.4] | +--------------------+---------+ Turn around and head out the door. If you get to it before it freezes, you won't be able to open it. Just wait for it to freeze and try again. Throughout this nightmare sequence, there's always a light in the distance point you in the right direction. Once outside, run forward and follow the barriers/trees/etc to your right. You'll end up back at the hunter's cabin and only one door is accessible. As soon as you go through this door, an enemy will spawn outside the cabin, so start running. If you hide under the bed, it'll wander around and eventually pull you out. Don't bother shutting off your light here, it won't help. As you run, stay a bit to the left, even if it means running into an enemy. You'll shortly notice a ledge you can climb. Climb it. There's a flare up there. When you get to the area where you're running amongst trees, look for the movable objects. They look like some kind of mummy or wicker man. These are the only movable objects in this nightmare sequence. When you come to a spot where you can go left through a door, or straight through a set of double-doors, go through the double-doors and keep running forward, knocking over the movable objects as you go. After a little bit of leaping over gaps, you'll be forced to turn right. Drop down the ledge and look to your left. There's a cabin there. Once you're in the cabin's living room, you'll get lots of static from an echo. You have to approach this echo in order to get the message related to the puzzle here. o+- Puzzle - Music Box -+o The message you receive from the echo in the same room is your hint to solving the puzzle. The solution has always been the same for me, so I guess it's not actually critical to listen to the message or even get the echo, but the static is annoying anyway. When you listen to the message, there will be a part that plays the tune. The tune also has animal sounds associated with it, and the keyboard has colors associated with it. So any of these instructions should help you: Green - Pink - Yellow - Yellow - Blue Duck - Owl - Parrot - Parrot - Chicken Quack - Hoot - Squawk - Squawk - Cluck A# - G - A - A - D (for those who are musically inclined) Once you play the right tune, the door will thaw and you can proceed. For this next area, stay towards the left again. You'll notice an airplane. No clue how it would end up stuck like that, but this is Silent Hill... A little past the airplane, you'll see a flare. Run towards it and keep going down the path that way. Throw down the movable object and run through the door. You'll go through another door, and then you'll be in a large hall. The door you want to go out is around the corner to your left. It has a bench in front of it that you can hop over. This is likely the area you'll get grabbed by the creatures. Just light your flare and carry on. Once you come back out into the forest, stay to the right side. Knock over the movable object for good measure. You'll come to a slope in the ground that has a door in it. Burst through the door, climb up the ledge and follow the one-way path. You'll end up outside again. To your forward-left are some some stairs leading to a cabin. Head on up there and through the door. From here there is only one last door before you are abruptly returned to the normal world. --- III.4 Post-Nightmare If you turn around, the door will be locked and there's a latin phrase on a banner above it. It reads: "QUIS EST ISTE QUI VENIT." There are a few things this may be in reference to. The translation is: "Who is this that cometh?" This phrase appears in: - The Bible - Isaiah 63:1 - Kudos to Byakuya Truelight - Oh, Whistle, and I'll Come to You - Ghost story - http://ghost.new-age-spirituality.com/mrjames9a.html - Kudos to Steve P. and Wolfgar L. Follow the road until you come across a red car. In the trunk is a memento and in the open passenger's seat is a ghost. *** Significant Objects: Memento (Pinned Beauty); Ghost (Hot and Bothered) *** Continue along the road to a small cabin. Hop the counter and go through the door. Continue as obvious; under the barbed-wire fence and over the next fence. then turn to your right and start towards those bleachers. Cybil will call you (you can't ignore it). Once the conversation's done, you'll be returned to therapy. o+- Therapy - Halcyon Days of High School -+o The doctor will say a list of titles. Your answer, combined with your class choices afterwards will primarily influence your clothes later on. Title Influence Jock. . . . . . Jock outfit Slut Sexual PI Drunk . . . . . Alcoholic PI Virgin Fake PI Bully . . . . . Greaser outfit; Unfriendly PI Slacker None Class Influence Religion . . . .None Creative Writ None Geography. . . .None Literature None Theater. . . . .Michelle's outfit Football Jock outfit Backetball . . .Jock outfit Sex Ed Sexual PI Math . . . . . .None Science None Basically, if you want the jock outfit, say "yes" to jock and make sure to include both sports in your classes. For the greaser outfit (leather jacket) be sure to say "yes" to bully. +---------------------+---------+ | Midwich High School | [III.5] | +---------------------+---------+ --- III.5 Football Field Turn to your left and look at the goal posts. There's a big UFO between them for you to take a picture. ** UFO ** Run in the direction you're facing. You'll find a door that's locked. To get the key, follow the path around the corner to a windows. All you have to do is open the window and grab the keys. Keys in hand, head back to the door and go inside. --- III.5 Tammy's Hallway There's a cupboard here with a "Dangerous Chemicals" label. I just wanted to point out this cupboard, because it's useless and serves no purpose, save for the comic relief of a dead rat inside. You might think this influences to suggest that you're a tidy/messy character, but I haven't noticed significant change at all from this cupboard. *** Insignificant Objects: Chemicals Cupboard *** There's also a bong on one of the shelves. Harry might comment on it. In the next hallway, you'll find a poster of the cheerleaders, each with a designated number and their faces scratched off. There's also a number on the wall that you can call for sexual PI..The number is 555-7588. *** Significant Objects: Sexual PI *** --- III.5 Outside School Once you come through the door, you'll start getting static immediately. It's coming from the poster on the wall warning about a choking game. There's also a map with a path drawn on it to show where to go. Continue forward, you'll come to an alleyway and a "Wonderland" burger joint. The alleyway leads to a burlesque house of some kind. Skip to the "Wonderland" section below if you choose not to go that way. You can go through both, which I recommend if you want all the ghosts/mementos. --- III.5 Cathouse The name of this place will vary. I've seen The Honey Trap; The Cathouse; and Oriental Lotus Anyway, once you climb over the wall next to Wonderland, just walk forward and you'll find the entrance to your left. There's nothing else in this area, besides a sexual poster on the wall and a phone number for the club's booking line. *** Significant Objects: Sexual PI *** Once inside, you'll notice plenty of sexual posters. If you're aiming for a sexual profile, then take your time getting a nice look at each one. They all bear a girl in leather with butterfly wings. Head through the door and you'll be in the bar/lobby area. There's more sexual posters and plenty of booze, although I've never had Harry comment on any of it to know for sure which ones are significant. *** Significant Objects: Sexual PI (8); Alcoholic PI Before you head upstairs, you would do well to notice and photograph the ghost sitting on the couch. *** Significant Objects: Ghost (Almost Had It); Sexual PI (2); *** *** Memento (Suffocated Forever) *** After you grab the memento, head through the door next to it. On the roof to your right is the fifth UFO. Snap a photo of it if it's there and jump across the gap. The door here leads to the second floor of the Wonderland Burger Joint --- III.5 Wonderland In the dining room is an echo from one of the tables. In the kitchen area there's another one, coming from a coat and hat hanging up. If you're after the UFOs, go upstairs and out the door. The UFO is on the roof to your left as you exit. Also be sure to open the fridge and grab the memento there. ** UFO ** *** Significant Objects: Echo (2); Memento (My Plastic Perfect Girl) *** Once you grab the memento, head out the back door. You'll hop over a barrier and start hearing static. The echo is associated with the car. To the left, you'll find a windows. Normally you'd think you just open it, but you have to pull out the four nails first. *** Significant Objects: Echo *** --- III.5 School Pt.1 Once through the nailed window, go through the door. In this next area is a memento in a cupboard, as well as a ghost hanging from the coat rack. *** Significant Objects: Memento (Heavenly Protection); Ghost (Choker) As soon as you step through the next door, your phone will start to get static from a shade/echo to your right. In this direction is also a trophy case. If you're aiming for the jock outfit, be sure to have a gander at the trophy case. From here you can either go right out into the courtyard or down the hall to "Room 4D." *** Significant Objects: Echo; Jock Outfit Influence *** There's nothing significant in the classroom. In most cases, there will be a projection of a warning about mosquitoes. In other cases, it will show a picture of Samael from SH1 or info about gonorrhea. Anyway, once your done in the hall/classroom, head out to the courtyard. --- III.5 Courtyard In the middle of this area is a statue with a UFO above it. From the right angle/distance, it kind of looks like a hat. ** UFO ** There's an echo in this area. It's on a table near the south wall. Looking at the map, it's just above the word "School" in "Midwich School Gym." After getting this, head to the door to the part on the side of the 'D' block on the map. You can see the door as a black dot on the map. *** Significant Objects: Echo *** --- III.5 School Pt.2 Once inside, you'll be in a cloakroom. Go through the next door to enter the classroom. Walking straight, a shade will crawl out in front of you and run off. If you're aiming for the jock or bully outfit, don't look closely at anything in here. Go through the double-doors to enter a different classrom. This one's obviously for biology. One of the front desks will have an interactive object on it. It's a frog you can cut open and get the memento. *** Significant Objects: Memento (A Frigid Jewel) *** Head further into the school (into the D block) through the door at the front of the class. The other door leads back outside. Up the stairs you'll find yourself in front of a sign pointing to an Art Studio and a Planetarium. Neither choice will significantly impact anything later, so choose whichever interests you +--BRANCH--+ 1. Art Studio Walk up to the shelf with all the sculptures on it. Other than this, there's nothing else significant in the room. o+- Puzzle - Shadows -+o Quick Solution: Call 555-8465 The idea is to arrange the objects to create a phone number. Although the solution is always the same, to solve it, you want to pick up the two sculptures on the left and place them so their shadows vaguely form an 8. The next sculpture doesn't need to be moved, it's a 4. The next two swan sculptures, when placed together resemble a 6. Finally, turn the pipe and clamp as far as they go to the right. This forms a 5. So the number is 555-8465. Get out your phone and go to the dialer (D-pad Up). Call the number and you'll get a message that the door's open now. The voice will change, I'm not sure what influences the voice. Head behind the curtain and through the door. 2. Planetarium o+- Puzzle - Planetarium -+o Quick Solution: Call 555-2327 Walk down the aisle to the right from the door. There's an echo coming from one of the seats. Listen to the message, it's an instructor who mentions the Little Bear (Ursa Minor) constellation. This is your hint that you need to look at this constellation. Go to the desk and hit the lower button to turn on the machine. Then go to the projector and rotate it until you find the right constellation. If you're not familiar with it, there's a picture on the wall you can check. The Ursa Minor constellation will also have the brightest star. Once you have Ursa Minor in your view, go back to the desk and press the upper button. It'll light up the constellations and also a message. The message says to call 555-2327. Once you do, the door to proceed will unlock. --- III.5 Hall to Gym Once you come out from the planetarium or art studio, go around the corner and down the steps (you can't enter the other room). At the a shade will run across and you'll get a text message from Dahlia. This is an indicator of your current PI. PI Variations: - Mini skirt and pink top - Sexual PI - Green vest - Alcoholic PI - Black/purple outfit - Family PI o+- Puzzle - Gym Keycode -+o Quick Solution: The keycode is: 1031 Head to the door at the end of the hall to your right. There's a keypad next to it with a number scratched into it. This number is the locker number that has the key code inside of it. It'll always be 1053. Turn around and go to the end of the hall to get the echo from the poster on the corkboard. The locker with the code is near this poster on the left side (as you face the poster). In the locker, you might be confused at first, then you'll notice the photo of two football players. One has the number 10 and the other is 31. Thus, you would do well to figure that as the keycode. Across the hall from this locker is a locker with a memento inside. Be sure to grab that, then head to the keypad. Put in the code (1031) and go through the door. *** Significant Objects: Echo, Memento (An Eternal Rose) *** You'll be outside again. If you're after UFOs, there's one here in a tree near the wall to your right. It's kinda small and blends in a little with the branches, but you should be able to find it ok. Just outside the gym doors is an echo coming from balloons to your right. Get it, then go into the gym. ** UFO ** *** Significant Objects: Echo *** Walk through the tables towards the stage and a series of cutscenes will begin. PI Variations: - Michelle in pink dress - Family PI - Michelle in red dress, hair down - Sexual PI - Michelle in brown dress - Uncertain - Michelle hops down into your arms - Sexual PI - Comments about secretary - Friendliness PI o+- Puzzle - PC Password -+o Once the cutscene ends, you'll be attempting to crack the principal's computer. Even if you know the answer, you have to use the forgotten password tool. Click on the "forgotten password" link. This will prompt you with three random questions of the following. The answers are all found somewhere in the office. **Note: The "-" button is a hotkey for backspace here. Wasted three years of my life in order major in? - "Geology" - Diploma on wall behind computer desk I said goodbye to bachelorhood, freedom and happiness, where? - "Hawaii" - Framed photo on shelf behind the computer desk The greatest baseball team, without question? - "Shiners" - Hat on chair in front of desk My only true (four-legged) friend? - "Nicky" - Collar hanging on the coat-hanger across from the computer My star sign even though I don't believe any of that? - "Scorpio" - Astrology poster behind secretary's desk - Birthday posted on calendar near secretary's desk The king of sports, a man's game of squash? - "Racquetball" - Trophy mounted on wall My bitch of an ex-wife's name? - "Valerie" - Call number from post-it on secretary's computer (555-9433) What is the name of my wayward, waste-of-space son? - "Otto" - Signed drawing on floor near computer desk Probably the best Shakespeare comedy? - "Twelfth Night" - Book found in bookcase in corner of office, across from computer After you answer the questions, the password will be set to "sunday45" which you can now use to unlock the computer. Once unlocked, a cutscene will start, leading to a nightmare sequence. If you pay attention, you might also have noticed on the computer screen the name "Cheryl Heather Mason." hmm.. +--------------------+---------+ | Nightmare - School | [III.5] | +--------------------+---------+ Turn off your flashlight and get your map out. The path I'd recommend taking goes like this: - C block - Parking - D block - Small block on east side of D block - Hall next to "Adm" --- III.5 Paparazzi Game Once you approach the ice statues, you'll get a message. Rest here for a moment if you're hurt. As you leave, you'll get a text message about prime paparazzi spots. Each of the locations are lit with a flashing red light. Take a look at your map. The path I recommend goes like this: - Grab flare - Snap photo - Small block on east side of D block - D block - Parking lot - Near 'a' in "Parking" - Snap photo - South towards F block - Snap photo - Gym - Out north Gym door - Head east, back to the hall next to "Adm" If you're ever about to take a picture, but your flare is lit or the creatures are too close, you can drop your flare with + which will keep them away while you take the photo. Once you come out the door, any of the creatures that had been following you will be gone. You'll also find the flare and the flashing red light. You wanna photograph the ice statues you can see through the wall in the red light. The next location you wanna head for is the parking lot. There's a car there with a flashing red light. On the map, it's right by the 'a' in "Parking." The third photo spot is next to the door to the F block on the map. This one is another ice statue through a hole in the wall. Once you've returned to the blocked door, the ice statues blocking it will shatter and you'll get a text message for each. When you come out the door, a cutscene will take place. --- III.5 Post-Nightmare Just follow Michelle as normal. If you're aiming for sexual PI, stare at her ass and admire the sway of her hips. You'll eventaully come to the Balkan Club. Its color scheme will vary between red, purple/blue, and hardwood. You are free to wander around, but there's nothing interesting anywhere here. Go through the door and head up the stairs. You'll find yourself in front of a door with stars, and a door with lips. They both lead to the same room. As you'd expect, the lips door has sexual PI associated with it. *** Significant Objects: Sexual PI *** You'll also get a text message from Dahlia. This message is an indicator of your current PI. Indicator Variations: - Thirsty - Alcoholic PI - Horny - Sexual PI - Bored - Family PI In the room, you'll find several objects you can search. Michelle will yell something based on the first object you touch. The funniest one is if you open the cupboard in the corner first; she'll tell you not to steal her cookies :-p The keys will appear in the third object you search. Keys in hand, head back to Michelle (the door you didn't open will be locked). Once you get back, you'll have a series of cutscenes. If you're aiming to come off as alcoholic, stare at the booze. --- III.5 Traveling With Dahlia When the cutscene finishes, jump the railing and climb the ladder. Inside, you'll find a cabinet and the bridge controls. In the cabinet is a phone number (555-3411) you can call for instructions on what to do. Or you can just continue reading :-) o+- Puzzle - Bridge Control -+o Use the controls and read the following before hitting the red button. A light will come on and you need to pull the associated lever. The lights are as follows: - Green: Nothing; just wait a moment - Blue: Middle lever - Red: Left lever - Yellow: Right lever Once you've followed four correct sequences, the bridge will start to move. Head back to the car to continue. --- III.5 Drowning *** WARNING *** WARNING *** WARNING *** WARNING *** WARNING *** WARNING *** If you touch the radio before it starts flashing, you may cause a glitch to occur that will trap you in the car, forcing you to drown. *** WARNING *** WARNING *** WARNING *** WARNING *** WARNING *** WARNING *** This is my favorite part of the game besides the ending. It effectively conveys how it feels to drown; helpless. You don't have to do anything for a while; just wait. Once you hit the bottom your flashlight will float up in front of one of the seats. Move over to it and grab it. Move to the front seat once you have the flashlight and look out the window. After a moment, the radio will start flashing. Turn it on and the ice will go away. Now, you'll be able to escape. Unlock and open the door or open the window. Either will let you get out. Of course, you can also let yourself drown. It doesn't end the game. It takes about 60 seconds. *** Significant Objects: Fake PI *** +---------------------+---------+--------+ | How You Want To Die | [III.7] | [IV.4] | +---------------------+---------+--------+ You'll be in therapy again. The doctor will comment about how he figures you'd like to die. This is an obvious indicator of your PI. PI Variations: - "Surrounded by family" - Family PI - "Having sex" - Sexual PI - "In your sleep" - Fake PI - "Drink yourself to death" - Alcoholic PI For the task of dividing the pictures, I have yet to notice any significant influence from any of the different distributions. If you put all the pictures on one side, he'll comment that he figured you'd catch it as a trick question. If you divide the photos, whichever side you put fewer on, he'll say they all are (If you put mostly dead, he'll say they're all sleeping and vice versa). --- III.7 Wheelchair Escape You'll be in a new outfit that reflects your previous choices. This is generally gives you an idea what you're heading for so far. The only significant one is the hooded tan coat. If you don't have it, then you likely won't be getting the Wicked and Weak ending. PI Variations: - Pink shirt / brown coat - No particular indication - Black leather jacket - You said yes to bully - Hooded tan coat - Wicked and Weak Ending indication - Green letterman coat - You've suggested that you are a jock If you just sit here, nothing happens, so you don't actually need to rush. Nonetheless, just flick the wiimote and nunchuk together to move the quickest. Once you fall out of the wheelchair, get your map out. You'll notice a yellow line to the east of your current location. Just above that yellow line is a gray block with two doors. That is where you want to head. I get there by going across the train field, then going straight east, grabbing the flare. When you come out of the train cars into the yard again, duck underneath the car to your left.and climb the ledge to go through the door on your right. Follow this one-way path until you jump over the second fence. Once you jump over it, you'll be facing a set of double-doors. DON'T go in those. Doors, they loop backwards. Turn right and you should see the doors you want to go through. o+- Puzzle - Radio Request -+o Quick Solution: 555-8814 for "Daddy's Girl" After a little more running, you'll end up in a hospital room and get a voicemail. Turn on the radio. Zoom in on the radio (B) and grab the knob (B+A) and turn it to about 102. The DJ will loop, talking about calling in to request a song. The song you want to request is Daddy's Girl (4). So dial 555-8814. After calling, you just wait a moment for the song to come on and then the ice on the door will melt away. You can han gup the phone as soon as your call gets connected; you don't have to listen to the DJ recording on your phone. Head through the door. The ice will fade away before your eyes as you follow the hallway. This will lead to a cutscene. +-------------+---------+ | Toluca Mall | [III.8] | +-------------+---------+ --- III.8 Time With Lisa Follow Lisa. If you want more sexual PI, stare at her ass while walking. When you get to the apartment, you can choose to sit and watch TV or check out Lisa while she's changing. She'll ask you to get her some pills. Head into the bathroom and check the vanity for a memento inside a music box. Then open the cupboard and get the pill. If you want unfriendly PI, then purposely grab the wrong color of pill. Otherwise, just grab the color she asked for. *** Significant Objects: Sexual PI (2); Friendliness PI; *** *** Memento (Infinit Jest) *** **Note: Giving Lisa the wrong pill is the most significant unfriendly PI in the game o+- Therapy - Guilty Conscience -+o The doctor will talk about guilt and how it stresses people out. He'll then tell you a short story about four characters and ask you to align the characters according to how guilty they are. Basically the story goes like this: - Some guy wants to marry a princess - He asks permission from the King - Princess doesn't want to marry him, but King agrees; following protocol - Buddy tries to seduce her - She runs away into a field that's dangerous - Bull tramples princess to death (Owned) Typically, I just leave the characters where they are. I have yet to determine a specific link this has with future events. Here is what the doctor will comment according to who you declare as the most culpable. - Bull - "You couldn't ignore the facts. He was the one who killed her." - Princess - "She didn't have to run away, did she?" - King - "You think he should've ignored protocol." - Wilhelm - "You think if he really loved her, he wouldn't have forced the marriage." --- III.8 After Meeting Lisa Head out of Lisa's apartment. There's a metal grate that you have to manually open, then you'll be able to get outside. From here, there are two paths you can take. The one is to your left and goes straight into the mall. The other is up ahead and goes in through the receiving and warehouse area. The receiving/warehouse area has a memento, so I usually take that way. If you want, you can even go in one way, and then leave through the other. +--BRANCH--+ 1. Warehouse Head up the street from Lisa's apartment building. There's a fence you can climb over on the left side of the street. Once you climb over, you'll notice a collection of cargo containers. There's nothing around them, so turn to your left and climb the one in the corner. It's the only container that'sby itself. Go through the window and into the next room. In here are two photocopiers. One of them has a memento in it, the other has nothing. *** Significant Objects: Memento (Synthetic Femur) *** You'll also get a text message from Michelle about how she's still