=============================================================================== Silent Hill Ørigins Platform: Playstation Portable, Playstation 2 Developer: Konami, Climax (2007) Genre: Survival/Psychological Horror Rating: M (Blood and Gore, Language, Suggestive Themes, Violence) Author: Georgi Samaras E-mail: SophiaLee04@yahoo.com Version: 1.51 Last Updated: February 20, 2011 =============================================================================== Contents Introduction ...................................................... [int] Controls .......................................................... [con] Surviving in Silent Hill .......................................... [sur] Monsters .......................................................... [mon] Walkthrough The Fire ....................................................... [fir] Alchemilla Hospital ............................................ [alh] Silent Hill Streets: To the Sanitarium.......................... [ss1] Cedar Grove Sanitarium ......................................... [cgs] Silent Hill Streets: To the Theatre ............................ [ss2] Artaud Theatre ................................................. [ath] Silent Hill Streets: To the Motel .............................. [ss3] Riverside Motel ................................................ [rsm] Nowhere ........................................................ [now] Extras Endings ........................................................ [end] Accolades ...................................................... [acc] Extra Options .................................................. [exo] Sprinter Run ...................................................... [spr] Trivia ............................................................ [tri] Miscellaneous ..................................................... [mis] To make getting around the guide easier, I've implemented a keyword search feature. Just copy and paste the three-letter keyword (complete with the brackets) of the section you want into your browser's Find feature (Ctrl+F) and it should take you where you want to go. =============================================================================== Introduction [int] Silent Hill Ørigins is the series' first foray into the world of handheld gaming, but it still upholds the tradition of giving gamers a terrifying experience. Definitely heed the title screen's advice of playing in the dark with your headphones plugged in! This game is a prequel to the original Silent Hill, so it should be a good place for beginning fans of the series to start while giving veterans a taste of something new. The story follows Travis Grady, a trucker taking a shortcut through Silent Hill to Brahms that, through a series of bizarre incidents and intense psychology lessons, finds the supposed source of the evil that has come to engulf the town of Silent Hill. This guide was written as I went through my second playthrough, and I'm one of those Silent Hill-ers that checks every single door and room every single time. In other words, this walkthrough outlines the exploration process, which you should get into the habit of since that's at the core of every Silent Hill game. I've tried not to spoil anything, but please be aware that certain boss monster names may ruin a bit of the fun if you read ahead. Also, I am a huge fan of Silent Hill analysis, but I realize that a walkthrough is no place for theory, so I've tried to cut back. If something slips through, I apologize. However, I've compiled a pretty fair-sized trivia section (with help from many contributors) to help you get the most out of a replay game and to maybe give your analytical thinking a nudge. This game has since been ported to the PS2, which is great since it gives Silent Hill fans without a PSP a chance to play it. I have access to both versions and can safely say that this walkthrough will work for both of them, though there are some slight differences. Puzzle solutions, boss strategy, and the controls (in other words, the major bits) are the same. =============================================================================== Controls [con] analog stick: controls movement in a 2-D control scheme, meaning that Travis will move forward in whichever direction you tilt the stick select: open inventory start: pause triangle: view the map X: interact with the environment (pick up things or examine), perform a finishing blow on an enemy, attack (when right trigger is held), charge attack (hold down X with right trigger held) square: run circle: toggle flashlight switch, skip cutscenes (when paused) left trigger: center camera behind Travis (camera cannot be turned), cycle through menus in inventory, toggle between targets when right trigger is pressed right trigger: enter combat stance, cycle through menus in inventory left and right directional buttons: cycle through items in inventory up directional button: instant access to weapon inventory (once to view melee weapons, twice to view firearms) down directional button: auto-equip item in front of Travis, reload firearm (when right trigger is held) =============================================================================== Surviving in Silent Hill [sur] There are plenty of things you need to know to make your way through the cursed town of Silent Hill. This section will briefly go over the most important, so it's not that comprehensive. First-timers will probably find this section lacking, but what fun would a Silent Hill game be without a little uncertainty, experimentation, and exploration? ================== Health and Stamina ================== Travis' health is marked by a small screen in the lower left of your inventory. When it is green, he's in excellent health. When he takes damage, static appears on the screen. When he's about to die, the static intensifies and the screen turns red. The edge of the in-game screen pulses red as well, and the sound of a beating heart can be heard. Heal with health drinks to restore a small portion of health, first aid kits to restore about half your health, or ampoules for complete restoration. Stamina cannot be seen by a meter of any kind. As Travis runs, fights, and grapples, his stamina depletes. Whenever it is gone, he moves slower and must catch his breath. This makes him a sitting duck. Energy drinks bring his stamina back up to max and are important when planning a mad dash through monster-infested streets. ======= The Map ======= Get friendly with the triangle button and make a habit of looking for a map every time you enter a new area. This walkthrough is going to be using the map a lot and assumes that you will too. Important items and things of interest like save points and mirrors are marked on the map when encountered. Travis will also mark doors that are jammed, locked, and open with squiggly lines, solid red lines, and arrows, respectively. Maps even have legends that will help you get around easier. For example, the town map of Silent Hill denotes buildings you can enter with a shade of pink while all other buildings are blue; alleys are gray and streets are white. Travis apparently has multiple copies of his maps because, as you traverse the Otherworld, you will see that its map is dirtier looking and can be viewed side-by-side with the real world map by hitting the left or right directional arrows. This makes it a lot easier to know which pathways are accessible in which world. ================================== Using the Flashlight and the Radio ================================== Travis starts the game with a flashlight and a pocket radio. Both are instrumental in your survival. Well, maybe not both. While the flashlight is a staple in the series, it's actually best that you not use it that often. Sure, it lets you see in the dark, but it also lets monsters see you easier. With the flashlight off, you can stand side-by-side with a monster, and it will not be able to find you! In past Silent Hill games, characters were helpless without the flashlight: they wouldn't be able to see items or even use keys. This is not so with Travis. In the dark, he will turn his head to look at monsters, memos, items, and even certain doors so watch him closely. (However, he has a knack for staring through things and at items that aren't even of interest.) He can also read his map without a light. The radio emits static whenever a monster is nearby. The monsters cannot hear the radio, so it's safe to keep it on and foolish to turn it off. The screen will also turn grainy whenever a monster is close but only if you have the extra noise filter option on. ================== Weapons and Combat ================== This game makes sure you are never without a weapon. Melee weapons can be found absolutely everywhere and can range from a piece of jagged wood to a katana. Travis can even use his fists if need be. Because there are so many melee weapons, listing and analyzing them would be quite an exercise for this poor writer. They do all share one thing in common: durability. In the inventory screen, the "+" marker next to a weapon is its durability. Green is good, orange is okay, and red means it's about to break. Each one also has a charge attack that is done by holding X in combat stance. The screen will shake and Travis will unleash his attack when X is released. Some weapons are one-time uses. These are marked with a yellow symbol and deal more damage than ordinary weapons. However, they are slow and can be knocked out of your hands by enemy attacks, which breaks them. These weapons' charge attacks turn them into powerful projectiles. There are quite a fair number of firearms to be had in this game, and it should go without saying that you should conserve every box of ammo you find. Firearms make short work of boss monsters and can be extremely useful in tight quarters. It might also be wise to carry one around on the streets of Silent Hill, since enemies will chase you down once they see you and won't stop until you deliver a kick to their carcass. Silent Hill Ørigins also introduces the grappling system: whenever an enemy gets too close to Travis, a button-pressing scene will occur in which he tries to defend himself. Fail the sequence and Travis takes damage or could even be instantly killed; succeed and he hurls the monster away. Different enemies grapple differently; some don't grapple at all. In any case, whenever you finish an enemy, it is important that you deliver a finishing blow by releasing the right trigger and hitting X over the squirming monster. If you don't do this, it will get right back up and continue attacking. Note that even after delivering a finishing blow, monsters can respawn, sometimes while you're still in the vicinity. This only applies to when you are on the streets of Silent Hill. ======= Mirrors ======= An entirely new concept in Silent Hill Ørigins is using mirrors to switch between the real world and the Otherworld. To clarify, the "real world" is the brighter one covered in mist. The Otherworld is much darker and usually has a bloody red tint to it. Mirrors can be used an unlimited number of times because certain areas can only be reached in the Otherworld, and plenty of backtracking is to be had. Real world items appear in the Otherworld in the exact same places you saw them in the real world because the Otherworld is a mirror image of the real one, just a little more nightmarish and with more blood and rust. =============================================================================== Monsters [mon] Silent Hill is a town where the mind takes over control. Personal demons turn to flesh and bone, and it is your job to repress them, even if it is with a firearm. Below is a list of all the monsters encountered on the streets of Silent Hill. Boss monsters are not covered here but are attended to when they are encountered in the game. All monsters are sensitive to light and, to a lesser extent, sound. Outside where it is bright, they'll be able to see you better than when in a building. When inside, keep your flashlight off at all times to avoid catching their attention. Once they spot you, they will chase you relentlessly, so it is worth it to keep out of their sight. If they should spot you, remember that most of the time it is easier just to run. ===== Nurse ===== Nurses are standard in Silent Hill and only appear in Alchemilla Hospital and Cedar Grove Sanitarium for obvious reasons. They carry syringes with them that they use as weapons. If they get too close to you, they will try to bury that weapon right in your neck. Mash X to deny them that chance and counterattack. Melee weapons or your fists should be enough to finish them. Don't bother wasting ammo on them since they are generally weak. =============== Straight-jacket =============== Straight-jackets stalk Travis all over the game and are a symbol of personal confinement: they are restrained by their own skin. Their only method of attack is to spit an acidic substance at you. If you get too close, they will attempt to choke the life out of you with a two-button grapple move. Melee weapons are enough to take care of these monsters. Wait for them to attack or fend them off in a grapple to throw them off, then smack them unconscious. ======= Carrion ======= Being a trucker, Travis has undoubtedly run over plenty of animals in his day. He must have a conscience though, since these monsters haunt him. They look like a hoofed animal whose neck and front legs are broken. It is surprisingly capable of a chase, however. Once it sees Travis, it will turn on a dime and follow him. They attack by ramming, which can be done from a great distance. For this reason, you should take these monsters out with a firearm or with a one-hit melee weapon's charge attack. In later portions of the game, these beasts will grow to immense size. They don't lunge but instead lift up their upper body and slam it down. This hurts and stuns Travis even if he is remotely close. Fighting these larger Carrions is not advised but is arguably easier than dealing with the smaller ones. ======= Remnant ======= These monsters are not listed on Konami's official site and are never seen outside of Cedar Grove Sanitarium. They are basically haunted medical halos that wander the halls of the building. Turn your flashlight on around them to see their full shadow. Their only attack is a long-range lunge, which they execute while wailing at you in a high-pitched, almost feminine tone. They are some of the more resilient monsters. They don't have much of a body, so firearms seem to miss or do little damage. Like the Carrions, getting close for a melee attack is hard unless you sneak up to them and attack hard and fast. ===== Ariel ===== A twisted version of a character from William Shakespeare's The Tempest, Ariels are basically walking puppets. They can either hang from the ceiling or walk on their hands on the ground. Above your head, they will try to grab you. Mash the X button to escape. On the ground, they will simply bash you with their feet. Melee weapons are good for knocking them to the ground; while they get up, just keep swinging or stabbing away to put them down for good. ======= Caliban ======= Another Shakespeare monstrosity, Caliban is a lumbering beast that will roam the streets and some of the corridors of the Riverside Motel. He will put all his weight on his front legs, lifting his back legs high to slam them down on Travis. This also creates a small shockwave that will stun him if he's close. When Caliban roars and trembles, he is going to do a forward lunge. Due to his size, it takes him a while to recuperate after an attack. You can take him out with close-range attacks, but a long-range firearm like a rifle will do. However, it's really not worth fighting this monster at all. Run past him every time. ======= Twoback ======= One of the more disturbing monsters in the game, the Twoback looks exactly like what you think it does: two body masses merged as one. The name comes from the saying that when people have sex, they are making the beast with two backs. What can one say, except that truckers get lonely on the road? However, as the opening conversation on the CB tells you, Travis does not indulge, resulting in anxiety that manifests itself as this hideous beast. It stalks the Riverside Motel (which makes sense when you think about it) and is a Straight-jacket on steroids: it will spit acid at you and can tackle you as well. If it pins you, a disturbing one-button grapple sequence commences. Take these things out from a distance with a firearm or blast them with the shotgun when you encounter them in close quarters, which will happen quite a bit. =============================================================================== Walkthrough There are no difficulty settings in Silent Hill Ørigins. The puzzles and combat are not overly easy and not too hard, so it should be a happy medium. Those looking for a real challenge will find it in achieving accolades, which are discussed later on. This game uses an item system like Silent Hill 3; that is, it may give you healing items in certain areas if you are lacking. I've gotten confirmation from Stevo99801 that the game will even upgrade healing items (e.g. - a health drink will turn into an ampoule) if you really need it. Because of this, it's difficult to get an accurate items listing. If I reference things you can't see, it's likely that the game figured that you didn't need them. Likewise, if you see things I missed, I must have either been doing well while playing or a bad job exploring. Note to PS2 version players: you guys got the short end of the stick when it comes to visibility. This walkthrough was written with the PSP, which lets you actually see your surroundings. Therefore, if something is referenced here that you can't find, keep mashing X and you will eventually find it. I promise I didn't imagine any items I picked up or list here! ======================================== The Fire [fir] ======================================== After the intro, Travis will find himself on the road, looking for the girl he avoided with his truck. The opening credits will continue to roll while Mary Elizabeth McGlynn sings you through. You'll be in control the entire time; just keep going down the road. Now would also be a good time to check your inventory. Travis comes fully prepared with a radio and a flashlight, as well as a keepsake from his past which will undoubtedly come in handy later. Past the city limits sign, Travis will see a house on fire and rush in to save the girl screaming inside. The path inside the house is linear, and the fire deals no damage to Travis whatsoever, only slows him down. Head upstairs first and then through the door right ahead of you at the top. Make your way around the next room to a freaky cultish set-up on the floor. With your charge in hand, make your way back the way you came, and Travis will fall through the floor. Here, whenever the path is blocked by flame, it will magically disappear, so simply continue your linear trek back to the front door. Outside, Travis faints among the sounds of sirens, one of which should sound familiar to Silent Hill veterans. ======================================== Alchemilla Hospital [alh] ======================================== In the foggy city, Travis will automatically pick up a town map and mark his destination. Go ahead and make your way straight there; you'll be back outside to explore more soon enough. However, if you want two HEALTH DRINKS, check the area with the benches west of the post office and the alley by the blocked stairs north of the hospital. In the hospital, take the PUBLIC NOTICE memo and the HOSPITAL MAP. By the information desk is your first save point, the red triangle on the wall. Every side room in this hall and the next are locked. In the next hall, a scene occurs by the elevator. Travis won't leave without answers, so chase the doctor to the second floor. In the next room, you'll get your first blast of white noise. A monster called a Nurse will then attack you. You can either pick up the nearby HAMMER or pound it with your fists. In any case, the Nurse will most likely grapple with you. If this happens, mash the X button repeatedly to avoid getting a syringe in your chest. Generally, Nurses are easy to take down with a few whacks of a melee weapon. The blows stop them in their tracks and you can continue to whale on them while they recoil. If you must fight them, it's an easy win. However, there's always the chance that they'll lunge with their weapons first. You don't get as many healing items as you do weapons, so choose your fights wisely. Enter Room 205 when it's dead. Grab the DOCTOR'S DIAGNOSIS memo and examine the mirror. Attempt to leave and then touch the mirror. Welcome to the "Otherworld". Grab the SCALPEL from the gurney, the PLASTIC LUNGS behind you, and the HEALTH DRINK from the cabinet. Turn your flashlight off and then go out to the hall. A Nurse is walking around, but you should be safe if your light is off and you walk instead of run. Through the door near the Nurse's Center, enter Room 202 to get the HURRIED NOTE and the GOLDEN EGG. A Nurse will be out in the hall now but is nowhere near you. In Room 204, you'll find a DRIP STAND next to a locked box with the BLOODY NOTE on it. This will be marked on your map; remember it since we'll be coming back to it. Out in the hall, you can grab a PORTABLE TV opposite the door. Head downstairs. There's a HAMMER in the stairwell right next to the second floor door and a HEALTH DRINK on the top of the stairs. On the first floor is a Nurse, an ALCOHOL BOTTLE melee weapon, and two locked doors. One of the locked doors leads to the ladies' restroom. If you examine the golden egg in your inventory, you'll see it fits the depression here, not to mention it's the only thing we have that even comes close to a "key". The egg is warm to the touch and larger than a hen's: it's a phoenix egg. Phoenix birds rise from ashes; we have a match. Inside, grab the STUDENT'S MNEMONIC by the sink, and then go to the stalls. One of the toilets has a loose back to it. Open the cistern for the PLASTIC LIVER. Why Travis would think these are important enough to carry is beyond me. Touch the mirror to get transported back to the "real world". Get the ENERGY DRINK behind you and check out the stalls. Make note of the "Amy, 31" written on the door and get the STAFF LOUNGE KEY in the next stall over. The staff lounge is through the door to your right and straight ahead. There's an ENERGY DRINK on the couch, a TOASTER on the counter underneath the EXAM ROOM KEY, a STAFF NOTICE to your left, and the cryptic "Lucy, 23" written on the wall by the door. Go back to the entrance hall to open the exam room. There's an ALCOHOL BOTTLE to your right. Ignore the operating dummy for now and grab the PLASTIC STOMACH and PLASTIC INTESTINE from the two sinks. Turn on the light of the X-ray box to see "Sarah, 19" written. The STAFF MEMO and a TYPEWRITER are on the nearby desk. Now, as to that anatomy doll, you might have guessed that all these plastic organs are supposed to fit in there. You're right, but what good is an anatomy doll that's missing pieces? If you put all your current pieces in, you'd notice a hole where the heart should go. Remember the locked box on the second floor? We need to open that for our heart. Use the mirror in the ladies' room to backtrack through the Otherworld to Room 204. ==================== The Heart Box Puzzle ==================== Read the Bloody Note to get the jist here. We need the "three beauties" for the key. Beauties means ladies in this sense, so our three beauties are Amy, Lucy, and Sarah (the names scattered around the hospital). The note also says "age before beauty". Each name came with a number. We can presume that those are the ladies' ages since we've no other clues. Amy, being 31, is the oldest. After her is Lucy at 23 and then Sarah at 19. All you have to do to unlock the box is input those numbers from greatest to least. Therefore, the code is 312319. Your prize is the PLASTIC HEART. A Nurse will be right outside the door. Prepare to grapple, then either fight or run. Backtrack to the ladies' room, watching for at least one more Nurse. Go back to the exam room to confront our dummy again. ======================= The Anatomy Doll Puzzle ======================= This doll is pretty accurate, so placing the organs in the dummy in any order will not work. To figure the order, you need to read the Student's Mnemonic: "INside, STevie, LIttle HEnry LUrks." The letters highlighted in red (or capitalized in this walkthrough's case) are the clues for the order. IN = intestine ST = stomach LI = liver HE = heart LU = lungs Put the intestine at the leftmost (lower) portion of the doll. The stomach (the pinkish one) goes along the bottom part of the intestine (from our point of view). The liver (the darker piece) goes above the stomach. The heart goes in the middle of the right portion of the doll, and the lungs go on top of that. Eerily enough, the doll's GLASS EYES open, ready for plucking. These eyes act as another twisted key of sorts. The only other locked door is on the first floor of the Otherworld hospital. Backtrack through the ladies' room mirror and get ready to grapple as you go through the door. Check the other locked door in this passage to see a message about needing eyes to gaze into the future, the perfect place to use our new pair. Two Nurses stalk this new hall. Take out the closer one if you can without alerting the other down the way. Try to use one of your one-hit weapons by charging it and tossing it. A PORTABLE TV, HEALTH DRINK, and ENERGY DRINK are out in the twisted "lobby" that they were guarding. In the exam room, you'll find another, more realistic version of the anatomy dummy we played with earlier. (Her eyes are missing. Could that be our fault?) Behind her is a SCALPEL. Enter the doctor's office only after equipping a melee weapon of your choice. =============== Straight-jacket =============== The first thing this monster is going to do is rush you. You're fighting in a pretty small space so don't bother running to get distance between you two, as this thing is pretty fast. Its only real attack is to spit acid at you. You should drop everything and run if you see it start to spit up. It can also harm you if it engages you in a grapple. This is different than the one with the Nurses. The Straight-jacket will jump up on you and hang on for dear life. Don't button mash. Instead, wait for a face button to appear on the screen. Hit it and then wait for another. Missing either one means you take damage. To fight this monster, stay in its face. If you have a durable melee weapon equipped, go to town. Odds are high that it will break and you'll be left with your fists. This is fine. As long as you keep punching, the monster won't get an attack in edgewise. You can also equip another weapon as long as you do it through your inventory. If you opt for a one- hit weapon like the alcohol bottle or the TV, it'll deal greater damage but be harder to use. Since this monster is so fast and it takes a while to lug a TV up to attack, you will take more damage than deal. Fighting with your fists may make the fight longer, but as long as you keep punching, you can win this without a scratch. Grab the FUTURE PIECE after the fight and prepare to black out. In the scene afterwards, we meet Lisa Garland and learn that the girl we tried to save, Alessa Gillespie, died in the fire. Everything in the hospital is locked up; that's our cue to leave. The exit is through the door past the ladies' room and to Travis' right. Outside, if you check your map, Travis will have marked Cedar Grove Sanitarium as the next destination. It seems he still wants answers, and Lisa might have them. ======================================== To the Sanitarium [ss1] ======================================== You'll be on the opposite side of the hospital outside. Check the upper right corner of this area (according to your map) to find a HEALTH DRINK. On the street, you'll hear white noise and a Straight-jacket will attack. It's worth it to fight this one since it's already seen you, but keep in mind that fighting every single monster you meet is not wise unless you want breathing room to explore. It's tough to sneak around them when it's bright out, and they will relentlessly chase you until you either kill them or enter a building. You'd think that this would be a great reason to fend them off, but the monsters in this game respawn like crazy. You may kill off one beast only to explore, come back, and find that the same one you just killed is coming back for more. Running really is the best option when it comes to fights in the street. When Travis tires and you've got monsters on your heels, use an energy drink to bring his stamina back up to full so he can continue running away. There's a piece of JAGGED WOOD at the northern end of Canyon Street. Going south, you should find an ENERGY DRINK, HEALTH DRINK, and BATON next to the cop car. There's a TOASTER in a trash can behind town hall. Both sides of Midway Avenue are caved in, but if you go to the east and up past the locked lumber yard, you'll find a HEALTH DRINK. South on Borden Street, you'll find an ENERGY DRINK in front of a house on your left and another even further south, on the lower left corner of Cielo and Borden. The upper left corner of Cielo and Borden hides a HAMMER behind a fence. East on Cielo Avenue, you'll find an ENERGY DRINK on the steps of city hall and a piece of JAGGED WOOD on the left side of the building. You'll find a MEAT HOOK by a dumpster south and to the right of here. The little grassy spot with the trees south of city hall houses more JAGGED WOOD. From Cielo, go to Low Street. You need to go through the butcher shop to reach Toluca Avenue. Inside is a save point and a HEALTH DRINK as well as a MEAT HOOK sticking out of a slab on the wall. Going through the back door reveals a gruesome sight. Grab the FIRST AID KIT on the wall and the nearby ENERGY DRINK. There's also a MEAT CLEAVER for you to take. Back outside in the ambience, go out on the main street and make a left to nab an ENERGY DRINK and TARGET PISTOL AMMO. Further down the street (still on the left side), you'll find a PARKING TICKET on the car. At the intersection of Toluca and Borden Street, you'll see a new enemy. The Carrion is a remembrance of all the poor animals Travis has made road kill of with his truck. Even though its front legs and neck appear to be broken, it will still chase you with great speed and can turn on a dime. Its one attack is to ram you; it can do this from great distance and for good damage. Try to catch them when they're unaware, circle them and attack, or just avoid them altogether. One- use melee weapons should take them down; use their charge attack if possible to avoid fighting close range. Keep going down the left hand side of Toluca Avenue for a red CRATE and (further down) more JAGGED WOOD. On the left hand side of Acadia Road, you'll find a WRENCH and a HEALTH DRINK on the hood of the car in the garage. Now head for the sanitarium. You should just run past all the Straight-jackets and Carrions to make it to the front door. If you want TARGET PISTOL AMMO, there's some hidden as the base of the fourth tree to Travis' left. There's also an ALCOHOL BOTTLE to the left of the entrance if you feel so inclined. ======================================== Cedar Grove Sanitarium [cgs] ======================================== Inside, get ready for quite an excursion. In the central foyer, look for a BATON on one of the couches to your right and head north to get the "MAGPIE" NOTE under the doctor's office door. Turn around and head right to the door marked "west solarium". By the wheelchair in the middle of the room is the TARGET PISTOL and two boxes of TARGET PISTOL AMMO. You really should save all the ammo you can for this. You shouldn't have to lift a finger to fight in this place until much later. And you will need that ammo later. On the nearby desk is a FILING CABINET and an ENERGY DRINK on another. Exit and go straight across the foyer to the east solarium. Inside is the SANITARIUM MAP. Further back in this room is an ENERGY DRINK and the STATUS REPORT 3/12/1960. Through the other door, you'll meet Alessa's mother. In the first storage room you see further down the hall, you'll net a TIRE IRON, TARGET PISTOL AMMO x2, a SCREWDRIVER, and an ENERGY DRINK. In the hall, there's a DRIP STAND by the laundry room. Enter the stairwell for a save point. Head up to the second floor. Here, you'll encounter what appears to be a haunted medical halo, actually a monster called a Remnant. These enemies are tougher than most and should be avoided completely. Bullets don't seem to do much damage; if you want to fight, try a melee weapon, though their attacks have an incredible range and are just plain freaky. Enter the storage room to fight a Nurse for SHOTGUN AMMO x2, a FIRST AID KIT, and two ALCOHOL BOTTLES. The door across from storage is jammed, but there's a WRENCH and ENERGY DRINK here. Past the staff lounge in the main foyer, you'll find Nurses. Your goal is the TB ward, as per the Magpie note. There's an iron lung with a key inside and an ENERGY DRINK on the chair on the opposite side of the room. Take the IRON LUNG WARNING and check the controls. ================ Iron Lung Puzzle ================ The goal here is to overload the machine so it malfunctions and opens. In messing with the button controls on the iron lung, you should notice that each button affects not only the meter above it but also any meters next to it. For example, the second switch from the left activates meters one and three as well as two. You need to get all the needles in the red without going over. To do this, (assuming the buttons are labeled 1-5 from left to right) hit button one twice, button three twice, and button five twice. You should find the BASEMENT KEY at the head of the machine. Backtrack to the stairwell; you'll find a WRENCH and TARGET PISTOL AMMO by the chair outside the basement door. Use your new key. There's a DRIP STAND and TARGET PISTOL AMMO in the storage room in the next hall over. Don't bother going any farther than this. There's JAGGED WOOD by the boiler room, but three Remnants patrol the hall. If you really need TARGET PISTOL AMMO, you'll find a box at the western end of the hall. Sneak past the Carrion in the first hall you were in to get familiar with the east pipe room. Make note of the drain. Now go down the long diagonal hall marked "stairs". There's a MEAT HOOK on the right hand side of the wall if you want it. In the new stairwell, a RAZOR sits on the floor. Up on the second floor, two Nurses patrol. Go to the hydrotherapy room, our second Magpie stop. Activate the drainage control by the working tub to drain the water and the key. Don't even think about going to the pipe room downstairs to get it; it won't be there. Instead, go to the treatment room nearby to find a mirror you can use. The doll here guards TARGET PISTOL AMMO. Remnants guard the hall. There's an ALCOHOL BOTTLE on one of the desks out here. In the stairwell, there's TARGET PISTOL AMMO to your right. On the first floor is a save point. Check out the weird goings-on at female seclusion and check both doors of the nearby dorm for some audio. There's TARGET PISTOL AMMO in dorm 3. Straight-jackets are now out in the hall; sneak past them to the ladies' restroom. The shower room holds a KITCHEN KNIFE. Examine the mirror to switch worlds. Check the only toilet stall open and choose to flush it. That ringing noise Travis heard was that key. Resist the urge to go down to the basement because you still won't be able to reach it; it'll have fallen through the grate. Check the shower room before you leave... Sneak past the Remnants to dorm 5. In here is a BATON, the DUTY LOG, FEMALE SECLUSION memo, TARGET PISTOL AMMO, a TABLE LAMP, and the PATIENT BELONGINGS KEY. A TYPEWRITER and a TIRE IRON wait opposite the door in the hall. Unlock the stairs for future use but make your way out of the female wing and into the main foyer on this floor. We need to go to the patient belongings room, so sneak past all the Nurses and Remnants. In the property room, grab the SHOTGUN AMMO x2, STATUS REPORT 2/7/1961, and the TYPEWRITER to Travis' right. Back in the room is a mirror. You know what to do. Grab the SHOTGUN barring your exit, as well as the SHOTGUN AMMO on the floor. Two Carrions guard this foyer. In the dayroom, you'll find SHOTGUN AMMO, a FIRST AID KIT, and a POKER in a chair. Head for the eastern hall. Dodge the Remnant in the east solarium for a box of SHOTGUN AMMO and a FILING CABINET. There's a HEALTH DRINK, SHOTGUN AMMO, and the POLICE REPORT in the laundry room. Go to the stairwell; it's finally time to get that key we flushed. Outside the basement door is TARGET PISTOL AMMO towards the back. Slink past the two Remnants and go to the pipe room. You should find the INTERVIEW ARCHIVES KEY where the real world drain was. Go back and slink some more to the diagonal hall. Here, you'll find a MEAT HOOK, a HEALTH DRINK and a promise of goodies on the other side. Return to the Remnant's hall and enter storage for a mirror, a HAMMER, and an AMPOULE. Make use of the mirror. The archives room is on the second floor. Simply use the nearby basement stairs to jog up there and creep around the monsters to use your key. Another audio flashback kicks in upon entering. Grab the SHOTGUN AMMO and PORTABLE TV before stepping through the mirror. On the other side, there's a KATANA waiting by a shelf. Sneak past the Straight-jackets outside to enter the western corridor. Enter the stairs since the hallway is ruined. In the basement, a Carrion stands watch. Go up the diagonal hall to the other set of basement stairs. There's a HAMMER between the first and second floors. Your destination is the first floor male wing. In male seclusion, there are five cells, a BATON, and the CLIPBOARD. Pay attention to each cell. Number 1 has a RAZOR and a huge mess. Number 2 is scorched shut. Number 3 has a POKER sticking out of a well-dressed mannequin. Number 4 is barred shut, and number 5 is full of uneaten food and a scale. Go to the infirmary now, watching out for Nurses. There's a SCALPEL and a save point, as well as a freaky doll set. ==================== The Doll/Pill Puzzle ==================== There are five dolls lined up here to correspond with the five patients in seclusion. The clipboard you got tells you who gets what medication. Here's a reminder: cell 1: red pills cell 2: blue pills cell 3: yellow pills cell 4: green pills cell 5: blue pills Who is in which room? Room 1 was the one with the razor and the bloody mess. Kitchen knives could make that kind of mess, but the doll with the razor blade is the likelier bet since it's a perfect match with the razors in the room. The second doll from the right gets the red pill. Room 2 was set on fire. The charred doll seems a likely tenant, so he gets a blue pill. Room 3 had dresses and perfumes in it; the rightmost doll is wearing a dress, so he gets the yellow pill. Room 4 was barred shut like a prison cell. Considering what dolls are left, I'd say the homicidal-looking one with the kitchen knives is a good guess for number 4. He gets a green pill. Room 5 had the uneaten food and the scale. The middle doll is emaciated, most likely from an eating disorder like anorexia; he gets the other blue pill. To recap (if the dolls are ordered 1-5 from left to right): doll 1: green pill doll 2: blue pill doll 3: blue pill doll 4: red pill doll 5: yellow pill They'll give up DR. HARRIS' KEY. Go back to the stairwell and down to basement storage. Through the mirror, you'll find the AMBER INCIDENT REPORT and a WRENCH in the stairwell. Go up to the first floor. Unlock the door to the foyer and head for the doctor's office. Inside is a DRIP STAND, the JOCASTA ARTIFACT, and some shocking PATIENT NOTES. Be sure to pick up the CHILD'S DRAWING on the floor outside too. From here, make your way east on this floor to female seclusion. Go to the Otherworld through the women's restroom. If you want to make a short detour for supplies, go down the stairs near female seclusion to the basement. Down the diagonal hallway is SHOTGUN AMMO and TARGET PISTOL AMMO x2. Back at female seclusion, use the Jocasta artifact to open the door. After Lisa runs off, check the room for a BATON, a save point, and a host of drawings that get progressively more alarming around cell 5. Equip a firearm before heading in. ========================= The Memory of Helen Grady ========================= This monster should be fought from a distance. Spikes line the cage-like apparatus surrounding it, and these can be projected to great lengths to pull you in and stab you repeatedly. The spikes usually only come out after she comes down from the ceiling. She can also spit a cloud of poison gas, but she stays stationary while spewing. Both of these attacks are well avoided by staying away. She'll somewhat slowly pull herself along by her chains on the ceiling, trying to get close enough to strike. Stick to one corner of the room and pull off 3-4 shots. Then, run around to the opposite corner and fire some more. And that's basically it. Stick to the outer wall of the cell. The poison gas shouldn't reach you here, and it gives you enough time to squeeze off some shots before the monster catches up. She's slow, but not slow enough for you to write her off as an easy kill. The target pistol should be your weapon of choice, but the shotgun also works if you let the monster get a little close. Count your shots as you fire (6 for the pistol, 2 for the shotgun) and reload in the menu so you're not a sitting duck. If you didn't bring a firearm into this fight, equip a fast melee weapon, wait for her to do an attack so you can get close, hit the monster a few times and then run. This will make the fight much harder than it should be; there's no reason why you shouldn't have enough ammo to fight here unless you went all Rambo in the sanitarium and shot everything in sight. And even then you still should have some ammo if you took that last detour mentioned. Pick up the PAST PIECE when done. In the lobby, check the table opposite reception for a THEATRE TICKET. In the trunk of the car outside is the LUMBER YARD KEY. Unfortunately, Travis will not try to steal the car to make getting around town easier. Instead, we have to hoof it to the lumber yard on Midway Avenue. ======================================== To the Theatre [ss2] ======================================== Backtrack from Acadia to Toluca, through the butcher shop to Low Street, from Cielo to Midway, up to the lumber yard. You might have noticed some grotesque changes in the butcher shop as well as a BLOODY CAP with a message for help. Unfortunately, it's too late to do anything. (Why is a monster asking for help anyway? And why would Travis be concerned for a monster's well-being?) Chug your energy drinks to make sure you stay a step ahead of the monsters on the streets. After a short jaunt in the lumber yard, you'll find a HEALTH DRINK and a NEWSPAPER. A HAMMER lies further ahead. Out on the street, check the alley by the tavern for TARGET PISTOL AMMO. If you're itching for supplies, go south and head over to Ash Road. The yard on Travis' left will yield an ENERGY DRINK and a MEAT HOOK. There's more TARGET PISTOL AMMO between the southern houses on Ash, as far south as you can go. Go north on Industry Drive. When it curves to the right, head up to the left for TARGET PISTOL AMMO x2 and a CRATE. In another alley in this corner lies more TARGET PISTOL AMMO. If you go south on Acadia just a little bit, you should see a house on your right that has JAGGED WOOD and a HEALTH DRINK on the porch. Your real destination here is the Greenfield Apartments past the church. There's 2 ENERGY DRINKS, a HAMMER, and a BATON in the courtyard around the stairs. Upstairs is a TOASTER and a SCREWDRIVER on the counter and two boxes of TARGET PISTOL AMMO on the couch, as well as a TABLE LAMP on the table. In the bedroom is a NAPKIN, a RAZOR, and a huge mess. Grab the FIRST AID KIT in the bathroom and jump through the hole. Nothing is down here, but make note of mailbox 213 as you head out. Go across the street and into the fenced-in area to find SERVICE PISTOL AMMO, RIFLE AMMO, and a HEALTH DRINK. To the right of the theatre, in an alley, is more SERVICE PISTOL AMMO, a HEALTH DRINK, and a MEAT HOOK. Travis won't go any farther until he's gone to the theatre, so use your ticket at the booth and enter. ======================================== Artaud Theatre [ath] ======================================== Grab the THEATRE MAP from the bench. There's a WRENCH and a HEALTH DRINK on the west side of the lobby. A locked door is up the nearby stairs, along with some TARGET PISTOL AMMO. Downstairs, take the THEATRE PROGRAM PAGE by the auditorium for the message, "Caliban has it in his cave." Enter the auditorium for a disturbing meeting with Lisa. There's a HEALTH DRINK to the right of the stage in front of curtain control. Enter storage on the left to get a TYPEWRITER. Exit to the right. (Any other Silent Hill 2 fans instantly think that puppet at the back was a mannequin?) On the stage, an audio flashback will play. A piece of JAGGED WOOD lies outside of Curtain Control. The TECHNICIAN'S WARNING is taped to the switch, and IRON WEIGHTS are on the nearby desk. SERVICE PISTOL AMMO lies next to the save point and a KITCHEN KNIFE. A HAMMER is in the southern part of the next hall. Through the northern door, one of those puppets, Ariels, will come to life. They grapple the same way the Nurses do, so mash X and counterattack. Check the shelf it was guarding for a HEALTH DRINK. A PORTABLE TV is between the dressing rooms. The SUN TOTEM is in the director's office along with the SERVICE PISTOL, SERVICE PISTOL AMMO and a HANDWRITTEN DIARY PAGE. The service pistol replaces the target pistol in terms of power. You won't find much, if any, target pistol ammo anymore, so feel free to shoot it all you want to get the most out of it. Grab the HEALTH DRINK on the shelf behind you and exit to find an Ariel guarding an ENERGY DRINK and SHOTGUN AMMO. Everything else is locked or jammed, except for the men's dressing room, which houses a mirror, a KATANA, and PRODUCTION NOTES. Use the mirror. Ariels guard the narrow halls, and it's difficult to sneak past them. Luckily, you've got quite a bit in the way of strong melee weapons (katana, anyone?) so they shouldn't be a problem. Otherwise, use your target pistol. This is one of the few places where it's a better idea to fight. The BALCONY CORRIDOR KEY and some SERVICE PISTOL AMMO are in the director's office. A Carrion patrols the next hallway south of the dressing room. Sneak past to find a new, bloodier Straight-jacket in the next room. In the stairwell, check the railing on the landing for SERVICE PISTOL AMMO. An Ariel is on the second floor. Go to the door behind it to see two square depressions. Light and darkness. The Sun Totem we picked up fits the bill for the right hand slot. There's nothing more to do here, so backtrack to the mirror on the first floor. The balcony corridor was that one locked door upstairs, so backtrack through Curtain Control, storage, and the auditorium to the lobby stairs. Up here, you'll see an Ariel on the floor. They're still basically the same except they