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asking about silent hill origins hint anyone?

#1 User is offline   chuck_yukito Icon

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Posted 03 September 2009 - 12:07 PM

hi i've been playing the silent hill origins

[ where travys is the player ]


i would just like to ask what am i goin to do next..

im in the alchamilla hospital

where in im in the part where in i see a cabinet with 5 dolls screwed on top of it with this 4 kinds of medicine tablets
colored red blue yellow and green..

please what will i do next???

please respond...
;)
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#2 User is offline   warrior7 Icon

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Posted 03 September 2009 - 01:00 PM

Now bro I will expain u everything from the begining (When u enter Alchamilla Hospital)Everything u have to do there! Step by step

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 wail
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.


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#3 User is offline   chuck_yukito Icon

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Posted 05 September 2009 - 05:55 AM

bro i really appreciate you taking time to respond,


but thats not the part im talking about..


i alredy passed that part;


im on the epart wher in im inside the sanitarium..


wher i find this cabinet with 5 dolls [ 5 image of babies, the first is holding 2 knives,
#2 holding a some kind of igarette thing, #3doll is on its crossed arm position, #4 is holding a razor, and the 5th is dressed with mustache.]
screwed on top of it with 4 kinds of medicine pills...


i dont know what to do next to that..
help?
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#4 User is offline   warrior7 Icon

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Posted 05 September 2009 - 07:59 AM

Sorry for that It is expained here!



====================
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.


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Posted 06 September 2009 - 07:09 AM

Here it is! It might help




========================================
Artaud Theatre [ath]
========================================

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.

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
don't grapple. In the lighting box is a FIRST AID KIT and four bulbs of 750W,
125W, 250W, and 500W. Grab the SHOTGUN AMMO, SCREWDRIVER, and WIRING NOTES as
well. Crap, I smell a number puzzle coming up.

Exit through the other side of the corridor and head south. A HEALTH DRINK
waits on a box on the landing. Kill the Straight-jacket in the next room for
the MOON TOTEM. Unlock the north door and sneak your way back to the mirror in
the men's dressing room. Head south and upstairs to the door where we already
placed our Sun Totem. Three Ariels now stand guard. You should try and take
them out with a firearm since attacking one will alert the others and sneaking
by them is pretty hard. Don't stay in one place or they will corner you.
Either escape back out the door or run to the other side of the room. Put the
Moon Totem on the left and enter.

Take out the Carrion and the two Ariels further down through the last door on
the left to claim a KITCHEN KNIFE and the awesome HUNTING RIFLE with RIFLE
AMMO. Use the mirror in costume storage to switch realities. A KATANA lies on
a shelf. Check the desk for the SKETCHES (and a horrible sound from behind
you) and a HEALTH DRINK.

An AMPOULE lies at the end of the hall outside past the Ariels. IRON WEIGHTS
and a save point wait in the orchestra storage room. In the eastern hall,
RIFLE AMMO sits in front of a catwalk door. On the only available catwalk,
you'll find our next brain teaser.


==================
Stage Light Puzzle
==================
For this puzzle, you need four bulbs and the Wiring Notes. There are four
lights here: A, B, C, and D. The four bulbs are 750 watts, 125 watts, 250
watts, and 500 watts. The Wiring Notes hint at which ones go where.

B is half the wattage of D.
A + B must not exceed the wattage of C.
D must not exceed the wattage of A.

Let's start with B first. There's two options: 250 (half of 500) or 125
(half of 250). If B is 250, then D is 500. This means A must be 750
(since D can't exceed A), but this won't work since 750 + 250 is
definitely more than 125, the only choice left for C.

Therefore, B must be 125, and D is 250. A could be either 500 or 750, but
remember than A + B can't go over C, so A must be 500 with C being 750.
500 + 125 is less than 750, so we're in the clear.

To recap:
A = 500W
B = 125W
C = 750W
D = 250W

When they're in place, go to the end of the catwalk and flip the fuse
switch. The lights will be on.


Go south down the stairs to the first floor. Go to Curtain Control and flip
the switch. Since the curtain's connected to the lights and they now have
power, the curtain can be lifted.

A large mirror is on the stage. SHOTGUN AMMO is hiding at the left hand side
of the stage. There's nothing of interest through this mirror, surprisingly
enough. Go to set control on the right hand side of the stage and mess around
with the switches to see different pieces of scenery and props. If you match
the scene with its correct prop, the mirror and the Otherworld are affected.
Flip the first scenery switch for the forest, and then flip the second prop
switch for the tree.

Through the mirror lies Forest World. Head up the red-lit path to the right
and grab the STAGE OFFICE KEY from the creepy tree. An audio clip will then
chime in for a good, cheap scare.

Back through the mirror, flip the third scenery switch and the first prop
switch for Old Dusty Library World. Read the three memos on the table,
"REPRESSION AND COERCION", "ASTRAL PROJECTION: THE PERFECT ASSASSIN?", and "AN
ID TORN IN TWO". An AMPOULE, RIFLE AMMO x2, and the "MANIFESTATIONS OF
DELUSIONS" memo are on a stand towards the back of the room.

Your next destination is the stage office room on the first floor. Watch out
for the Carrion and multiple Ariel monsters on the way. Might as well blast
them in such close quarters. Fight another Ariel in the office and take the
PROP CONTROL LEVER as your prize. Yes, now you have to go back to the stage.
Either run like hell or stand and clear a path through all the new monsters.
Use your lever at the prop panel and flip it along with the second scenery
switch. Caliban's Cave is now available. Equip your hunting rifle and head on
in.


=======
Caliban
=======
Caliban is an absolute hulk, and it hurts my back just to watch him move.
He's so slow that he should pose no real threat. His only attacks take a
while for him to execute. One is when he raises his back legs and slams
them to the ground, creating a shockwave that stuns Travis and sets him up
for another blow. The other is when he shudders, roars, and charges.
Both are easily detected, easily avoided.

The area you're fighting in isn't exactly roomy, but it is long, and that
will do. Use the same strategy you did in the sanitarium. Fire off 3 or
4 rifle shots and wait for him to get close. He'll try to attack you, but
you should already be running around to get behind him. If you don't wait
for him to get close, there's a good chance that he'll try to follow you
around the room instead, giving you less room with which to work.

Firearms are the way to go. The shotgun might not be such a good one to
use since Caliban must be close to you to attack. Stick with the rifle or
your service pistol. The rifle is slow, but so is Caliban. If you time
your runs right, the rifle's excellent range and power will make short
work of him. Melee weapons could actually work here too. Wait for
Caliban to get close and attack, then run up and smack him a bit from the
side or behind him, and then run away when he attempts an attack.

AfroMike has sent in a melee weapon strategy for those of you who want a
thrill or are out of ammo:
"For the boss Caliban I found the best way to take him out was to taunt
him into attacking. As he winds up to attack thats when you run around.
When he attacks, he doesn't move his position so you can get to his back
very easily. Then when you get to his back you take out the Katana (Unless
it was already out) and go to town. It only takes one Katana (Maybe a
half) to kill him. It's a major ammo saver and it's pretty safe if you run
at the right time and not too late."


Grab the FALSEHOOD PIECE and prepare to black out yet again. In the lobby,
grab the MOTEL KEY from the mutilated Ariel and prepare to head out.


========================================
Riverside Motel [rsm]
========================================

Head west down Koontz Street and check the first alley on the north side for
SHOTGUN AMMO and a HEALTH DRINK. Stop in the public records office and check
the back of the room for two boxes of SERVICE PISTOL AMMO and an ALTERED POLICE
REPORT. A TYPEWRITER is on the other side of the room with RIFLE AMMO x2 and
the CLOSED CASE memo. A FILING CABINET can be found behind you near a window.

On Wein Street, there's a BATON and an ENERGY DRINK by the cop car. Further
down the street, you'll see the Carrion monsters have grown immense. They
fight like Caliban, rearing up and crashing down, and there is absolutely no
reason to fight them because they will more than likely just respawn. Don't
think they're slow because of their size either; this one will likely chase
you for the rest of your stay on the street. Put it down with a firearm if you
must.

A HAMMER lies past the Taco Shack on Canyon Street. In the alley past Green
Pharmacy is SHOTGUN AMMO and a CRATE. In front of the pharmacy is SERVICE
PISTOL AMMO, and down Simmons Street is a HEALTH DRINK on a car and a SHOVEL
behind that. Grab the HEALTH DRINK on a table at the café and the SERVICE
PISTOL AMMO in the corner and then run to Wilson Street. At the end of the
street is SERVICE PISTOL AMMO and an ENERGY DRINK. Head for the bookstore.

Inside, grab the ASSAULT RIFLE and ASSAULT RIFLE AMMO x2. (Who uses a real
rifle on a promotional cut-out?! Only in Silent Hill...) Get the SHOP NOTE at
the cash register and then think back to your stay in the apartments. The one
apartment number we encountered was 213, the one with the overflowing mailbox.
Punch that in the register and take the BOOKSTORE KEY. Exit out the back.

Outside, go into the hospital area to find SHOTGUN AMMO x2 and a HEALTH DRINK
on a dumpster. There's also a TOOLBOX by the locked doors. Check the alley by
the post office for a HEALTH DRINK and a TIRE IRON. The benches west of the
post office hold ASSAULT RIFLE AMMO x2. Your next stop is the general store.
There's Carrions roaming, but there's also goodies down the left side of the
street, so stick to the sidewalk. Check where you got your town map to find a
KITCHEN KNIFE. Go down a little farther to the gate that's across from the
general store. Here are two boxes of RIFLE AMMO in a trash can and a MEAT GAFF
on the gate.

Inside the shop, an AMPOULE is on the floor ahead of you. Check the second
aisle for ASSAULT RIFLE AMMO and SERVICE PISTOL AMMO x2. A SCREWDRIVER and a
TOOLBOX lie by the freezers. A HEALTH DRINK and a save point are by the
counter with the TILL RECEIPT. Get the BROKEN POLE off the floor if you want.

Out in the fog again, grab the ENERGY DRINK across from you on a crate. Go
down Midway but watch for all the Carrions. Just run since there's no items
to pick up. Cut south from Midway to Cielo and grab the HEALTH DRINK by the
trash can on the way. On Cielo, you'll see Caliban. Don't even bother
fighting; just keep going west. Behind Allen Storage is a TIRE IRON, RIFLE
AMMO, and a HEALTH DRINK.

The rest here is a bit of a detour; if you'd rather get on with things, go to
the circled area on your map and skip a paragraph. As soon as you're on Toluca
Avenue, check the southern side of the building behind Allen Storage for an
ENERGY DRINK, HEALTH DRINK, and ASSAULT RIFLE AMMO. Go as far south as you can
to the Blue Catfish Diner. Around the west side of the diner, in an area off
your map, is TARGET PISTOL AMMO and a CRATE. Past the Carrion to the west of
the diner is SHOTGUN AMMO x2. RIFLE AMMO and a HAMMER are in the scrap yard.
Caliban guards the scrap yard proper. In there, you'll find a SHOVEL, ASSAULT
RIFLE AMMO, TARGET PISTOL AMMO, an ENERGY DRINK, and a hard-to-see PITCHFORK.
At the front of Allen Storage is ASSAULT RIFLE AMMO. Now head to the motel any
way you can.

The motel is a pretty awesome area; just wait until it really gets going.
Ahead of you is a save point. To your right is Reception. Get the MOTEL MAP
behind you after the scene. Read the GUEST REGISTER and go behind the desk to
pick up the ROOM 306 KEY. Scope out the rotary calendar behind the desk; you
won't be touching this for a while, but keep it in the back of your mind. Go
through the nearby door.

Go through the gate next to the stairs. A Straight-jacket guards RIFLE AMMO in
Room 209. A CRATE lies in front of the nearby dumpster back outside. Room
302 holds shoes and a LIGHT STAND. Go back to the previous area and up the
stairs. In Room 316 is a LIGHT STAND and a pretty sorry-looking wedding set-
up. Ignore the passage that Carrion is guarding; it leads to a locked door.
In Room 308 is a new monster called a Twoback. It's basically a Straight-
jacket on steroids. It has a disturbing one-button grapple and can spit acid
at you as well as tackle. Yes, it looks like what you think it does. Yes, it
totally propagates the "lonely trucker" stereotype. In close quarters like
this, just blast it with the shotgun and take the SHOTGUN AMMO it was guarding.
Unlock Room 306 and go through the mirror.

The note "TO MY BELOVED WIFE" is on the wall by the door. There's a SPEAR in
Room 309 and a HEALTH DRINK in the toilet by the Straight-jacket. To move on,
enter the door north of Room 305. SHOTGUN AMMO x2 can be found in the upper
left corner of this area. The only other open door in this area is to the
south, leading to the 200/300-block of rooms.

Room 209 has a SPEAR in the toilet. Across from this room, towards the middle
of the area, is a PITCHFORK. Room 301 has a FIRST AID KIT on the toilet that
you must kill a Straight-jacket to claim. The 500-block is guarded by a
Twoback. Room 503 has a mirror for you. Real world 503 is the home of an
obsessive; the pictures are all of the Butcher, that demon that has been
chopping everything up. The NOTE ON THE RITUAL is on the desk. Caliban is
patrolling outside. He's no threat. A SHOVEL is outside the maintenance room.

Inside maintenance, a TOOLBOX is on the floor in front of you. Go to your left
to see a hole in the wall guarded by a Straight-jacket. Check every peephole
in this hall for some interesting sights. Pay attention to the calendar on the
wall in Room 500. The date circled is the 12th and must be important for it to
be marked. Someone is keeping a TV near the bath tub in the Pink Moon Suite.
There's a familiar red jacket and voices in the Rose Suite. (Are those
syringes in the bathroom? Is Lisa on drugs?) Grab the BROKEN POLE nearby, the
"SHOTGUN" PHOTO, and the MANAGER'S OFFICE KEY at the end of the hall. Check
out Room 503's peephole to see ... holy hell! He's following us! He will have
disappeared when you take a second look.

Back in the maintenance room, the JANITOR'S NOTE is further back with a HEALTH
DRINK and REDEEMER AMMO. There's also a vice back here; remember it for later.
We need to get to the manager's office, and it's gonna take the long way. On
your map, you should see a narrow passage behind the staff accommodation room.
Head that way but equip your rifle. Two Twobacks are in this narrow corridor,
and you should kill them from a distance to make it through okay.

Consult your map to make it to the manager's office. Grab the nearby FILING
CABINET and shoot the Twoback in the room. Pick up the ASSAULT RIFLE AMMO and
DUTY LOG. Exit out the back.

Unlock the nearby gate for easy access. To your right, Caliban waits by a TIRE
IRON. In Room 108, a Twoback guards a HEALTH DRINK, ASSAULT RIFLE AMMO, and a
CRATE. You'll also find the REDEEMER by the Confederate flag with a box of
REDEEMER AMMO. This is your strongest firearm yet, so save your ammo for a big
fight. Room 106 has a Twoback, a KITCHEN KNIFE, and RIFLE AMMO x2 by the
window sill. Grab the ammo and run. Ignore the white noise past the Laundro
Mat since it's only a Straight-jacket guarding a piece of JAGGED WOOD. Check
out the sight outside the kitchen, equip a firearm (the assault rifle is good)
and enter.


===========
The Butcher
===========
The Butcher is fairly slow, but it's still vitally important to keep your
distance. His only attack seems to be to swing his big knife. Since the
blade isn't that long, he has to be pretty close to cut you, and you
should be able to survive a couple of swings before healing. He will
initiate a two-button grapple with you if you are close enough. Failing
this one means being impaled and is, I think, one of the most brutal in-
game character deaths in a Silent Hill game. (Not overly gory but painful
to watch nonetheless.)

Use the island in the middle of the kitchen to give yourself breathing
room. Stay in a corner and shoot him as he follows. When he's too close,
run away to the next corner, manually reload, and continue shooting.
Follow this merry-go-round cycle until he falls. With the assault rifle,
it shouldn't take too long. You might not want to use the hunting rifle
since it is too slow. Although, Aya has e-mailed in to say that you can
usually squeeze in 3-4 shots as long as you reload manually through the
menu and not let Travis do it. The Redeemer is also a good choice for
this match. Fighting with a melee weapon is obviously not advised since
nothing you have will slow the Butcher down long enough to keep you safe
from his knife. If you want, charge attacks may work, but they'll
probably just put you right in the Butcher's clutches. Fight from a
distance.

When it's fallen, Travis will deliver the finishing blow in his own
special way.


There's a MEAT CLEAVER and MEAT GAFF in this room if you want them. The note,
"TO MY ABSENT WIFE" is by the jukebox. Save and exit.

In the pool area, enter the Game Room and approach the pinging pin ball
machine at the back. There are also five POOL CUES here if you need them.
Grab the TOKEN and leave for an audio flashback. Elsewhere outside, Room 201
has a Straight-jacket in. Room 102 has a Twoback guarding RIFLE AMMO x2 and a
LIGHT STAND. You've no doubt noticed the shiny object on the bottom of the
pool in this area. Travis doesn't feel like a swim, so put that on hold for
now.

In the Laundro Mat, a HEALTH DRINK rests on a nearby chair and the WASHING
MACHINE MANUAL is in the middle of the room. Check the washer with the red
light.


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#6 User is offline   chuck_yukito Icon

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Posted 06 September 2009 - 07:21 AM

thanks buddy!

is there anything next to that cheat?

so i could play it longer.. hehehehe
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Posted 06 September 2009 - 07:33 AM

Here it is. U might finish the whole game


======================
Washing Machine Puzzle
======================
Reread the Janitor's Note and the Washing Machine Manual. The former
tells you how to reset the machine: set it to low spin, 60 degree wash,
drain, and pre-rinse. The manual tells you which symbols do what.

Put your token in the machine and examine it. Because it is hard for me
to accurately describe symbols, I'll also refer to them on a clock-face
basis. For example, the symbol at 1 o'clock (the box with the arrow) is
pre-rinse.

Press X and use the arrow buttons to turn the dial on the washer to these
symbols in this order; be sure to hit X after turning the dial to each
symbol to get the washer to go through that cycle:
8 o'clock (low spin, circle with a dot in it)
4 o'clock (60 degree wash, water with two dots in it)
10 o'clock (drain, square with squiggly lines and down arrow)
1 o'clock (pre-rinse, square with arrow and dot)

Your reward is the CLEOPATRA KEY.


Go upstairs now. Room 111 holds nothing. The only other thing of interest
here is the Cleopatra room. RIFLE AMMO sits on the table, and a PORTABLE TV
is on the shelf. The "SNAKEBITE" PHOTO is on the bed. Jump through the hole
in the bath tub for a scene. SHOTGUN AMMO, a TELEGRAM, and a TYPEWRITER are in
the main room. That bastard, Kaufmann, has locked us in, so go back to the
bathroom to find a mirror.

A Twoback will meet you on the way out. The "OVERDOSE" PHOTO is on the wall
here, and a MEAT HOOK is by the door. Outside, you'll notice that the pool has
been drained. Go and pick up the JEWELED HEART. Up near Room 104, you'll find
RIFLE AMMO x2. Room 102 holds nothing of interest. An ORNAMENTAL DAGGER is
stuck in the diner. Take it.

Up on the second floor, Room 112 is another fluke, as is 212. The Nero room
has a slit in the door. Just the right size for a dagger, don't you think?
Try it out. Inside, SHOTGUN AMMO is in the first room. The "STABBING" PHOTO
is in the next, with a MEAT CLEAVER and a hole in the bathroom. What's a
Silent Hill game without jumping in a hole or two? Or three or four?

Take the FIRST AID KIT to Travis' right before entering the other hole. Look
through the peepholes and grab the SPEAR and the "BROKEN HEART" PHOTO at the
end. (Isn't that Travis' father?) The "TO A GHOST" letter is in the
maintenance room. Out the door, enter Room 503 and warp through the mirror.
All these letters from Travis' father speak of great grief; his heart is
broken, just like what the photo said. In his last letter, he spoke of a gift
that his wife smashed. Since we're at an impasse, check your inventory to spy
the jeweled heart, our last major item left. Examine it to see that something
is rattling around inside. How are we going to break this heart (since using
one of the many sledgehammers in our possession doesn't seem to be an option)?
Remember the vice in the maintenance room? Go there and use the heart by it to
smash it open for the WEDDING RING. Examine it to see that the month June is
important.

We're at another impasse. All we have left is a day and a month. This should
remind you that we have a rotary calendar puzzle yet to solve. Make your way
to Reception to get to it.


==========================
The Rotary Calendar Puzzle
==========================
This puzzle is already two-thirds solved. We have the day, the 12th, and
the month, June, but we don't have the year. The Grady family fell on
hard times after Helen was committed for attacking Travis. All Richard's
lamentations spring from that event. If you remember the patient memos
from the sanitarium, they're dated 1960 and 1961.

Trying both years and figuring out which one is right is easy. However,
if you want definite proof that the answer is 1961, check Travis' lucky
quarter. It has the number 61 etched into it and is a keepsake he's had
from when his parents died (we'll see why it's a quarter here shortly).
It's not clear when Helen died, and we don't know what Richard did to
himself (yet), but it's clear that both his parents "died" in some form or
another in the year 1961.

The full date on the rotary calendar is 06/12/1961. A small depression
opens. The wedding ring fits there nicely. This reveals the ROOM 500
KEY behind you.


You can only enter Room 500 from the Otherworld, so make your way back to the
mirror in Room 503, watching out for the second Caliban now roaming about. A
cutscene will take you to the door, which leads to a long staircase. Equip a
firearm before entering the door below.


===========================
The Memory of Richard Grady
===========================
This room you're fighting in is the smallest boss fight area yet! Richard
is probably the physically toughest boss in the game; even when using
overpowered weapons like the Moon Gauntlets in a repeat game, he'll take
more punishment than anyone else. This monster has two tendrils that will
attempt to strangle you periodically. Mash the X button to come out of
this grapple unscathed or else you will be strangled to death. The
central head will also lash out and try to bite, as well as spew a gas at
you. The biting attack looks vicious but doesn't seem to connect if you
stay back against the wall. The gas attack is the most harmful because it
is insanely hard to avoid; this is when the head's mouth closes and
instantly pours gas in your direction. If you're quick, you can avoid the
linear blast, but it's tough.

You don't have much room in which to work. Running back and forth to the
left and right is all you can do. Choose a gun like the assault rifle or
Redeemer that is fast and powerful. The rifle is out. Stay back against
the wall to avoid the bites, and prepare to heal if the gas attack hits
you multiple times. When the tendrils appear, run back and forth to avoid
them. The head does not attack at all while the tendrils are out. Stand
to the far left or right and fire off a couple of shots/rounds. Run to
the other side when the tendrils catch up to you. If you're lucky, you'll
avoid them completely and will be able to pump enough rounds into the
beast before you take much damage.

Another strategy is to continue to stick to the two corners available to
you. Stand in one and fire a couple of shots, but then instantly run to
the other corner without waiting for the tendrils or the head to attack.
If you fire and run quickly, the head should attack where you were, and
you'll be free to fire a few more rounds before it recuperates. If you
want, Luke has confirmed that the hunting rifle can be a good choice as
long as you play it safe. Only squeeze off a few shots at a time.

Aya has e-mailed in an alternate strategy:
"As soon as you enter the room and the battle starts, don't move and start
unloading the assault rifle on Richard. Immediately as soon as it runs out
of ammo, enter the inv and reload (don't let Travis reload on screen) and
keep shooting and repeat til he's down. During that time, if the tentacles
come down just do the x mashing thing and go back to shooting. His head
doesn't reach to bite. Finally, if he spews gas (looks more like blood to
me) at you, don't try to avoid it, just take it and when you go to inv to
reload, use a health drink to go back up to green. He can never make 2
spews between reloading, and most of the times not even 1. Even if you
have no health items, as long as you enter with green health, you can take
up to 2 spews, and you would have to be extremely unlucky for him to get a
3rd one in (usually i take only 1)."


The TRUTH PIECE lies on the floor. Travis gives Alessa a piece of his mind
and blacks out as usual. He'll wake up in front of a FIRST AID KIT and
REDEEMER AMMO. Make your way through the rooms, making sure to examine the
gurney Travis has his eye on. It's the one used to transport Alessa to her
special room. Get the AMPOULE, ASSAULT RIFLE AMMO, and WRENCH opposite the
door before nabbing the PRESENT PIECE on the floor. (Thanks to Tee Kay Vin and
Kristoffer for pointing this out.)


==================
The Flauros Puzzle
==================
This puzzle is not overly hard, but it can be frustrating because you're
not really given any hints. You're putting together the Flauros using the
pieces you've collected. The present piece is the base and all others are
the ends. Twist the present piece around to get a look at all the symbols
on it. The end pieces have similar symbols on them (not exact, but
similar). The idea is to get all the similar symbols matching on each
side of the pyramid.

This is mainly done through trial and error. Pick a side and pick a
piece. Stick it on and rotate it so like symbols on all sides of the
piece match the base. Make sure they match on all sides. All the symbols
with lines and Xs should be on one side, all the circles with intersecting
semi-circles on another, etc. It's like a cult version of a Rubix Cube
except that this one is solvable.

I have been notified via e-mail that the solution to the construction is
not random. Since I realize people read walkthroughs for help, and it's
no help if I just say "Keep trying!" when they want a definite answer,
here it is, thoughtfully sent it in by Carla:
"The pieces are numbered 1 to 4 from left to right:
"use piece 3, press square twice, press R1; use piece 1, press square
twice,press R1; use piece 2, press square twice, press R1; use piece 4,
press square once!"


Once it's complete, follow Alessa up the stairs, into the hospital area we
traversed earlier. Head straight for the exit for an amazing cutscene.


========================================
Nowhere [now]
========================================

I know that this place isn't technically Nowhere (from the first Silent Hill),
but it was the first thing that came to mind when naming and playing this
section. Also, "Nowhere" sounds cooler than "Alternate Silent Hill". Writer's
rants aside, this place is pure, nightmarish Silent Hill, which means it's very
dark. This can work to your advantage though, since the plethora of monsters
walking around can't see you that well because of it. Get the SHOVEL and
AMPOULE to Travis' right. Follow the linear path and make sure to grab the
CHILD'S MAP on the wall. Alessa has your route planned (if you're on the PSP);
there's no special areas to visit here, no key items to pick up. It's
basically a chance to refill your inventory before the big fight, so if you'd
rather not waste time with dark areas and respawning monsters, feel free to
just follow the path on your map by running like hell.

Go as far left on Koonts Street as you can to grab REDEEMER AMMO x2, a MEAT
GAFF, and a FIRST AID KIT by the Twoback. Go back and head right on Koonts for
ASSAULT RIFLE AMMO x2. Head north on Simons and you should see a PITCHFORK in
a tree stump. Go left on Sagan. ASSAULT RIFLE AMMO x2 is past the Carrion.
There's also a BROKEN POLE in the baby carriage. Follow your blue path right
on Sagan to some ASSAULT RIFLE AMMO and an ENERGY DRINK. Follow the blue path
the rest of the way north until you spy a HEALTH DRINK and TIRE IRON ahead of
you on a wall. Turn right and enter the Green Lion Antique Shop.

Read the YELLOWED PAGE memo on the table and then enter the hole in the wall.
You'll have to guide Travis through; just tilt the analog stick to the left and
watch the scenery change.

On the other end, you'll see an altar and six save points on the wall. This is
a Silent Hill game's way of telling you that you're in the home stretch and had
better save. Follow the red ... thing to another awesome scene.


==============
Alessa's Dream
==============
To alleviate confusion, I'm referring to this monster by the name the
official strategy guide uses. It has three primary attacks. One is a
close range arm swipe, easily avoided by staying far away. The second is
when its hands glow orange and it summons fireballs to the area. You can
tell where the fire's going to hit by looking for orange spots on the
floor, but it's still hard to avoid getting hit at least once. One hit
makes Travis reel, most likely getting him hit by another fireball. The
third attack is when the beast rears back, screeches, and seems to tear
apart its chest to shoot a linear beam of light. Run away from in front
of it to avoid this. By far, the fire is the biggest annoyance in this
fight, while the arm swipe does the most damage.

Pick a firearm you like and go to town. Keep your distance but remember
to drop everything and run when it screeches. The rifle is a good choice
here, either the hunting or assault variety. It will take more bullets
than average to take this monster down. Just repeat the major strategy of
"stay in place, fire shots, run when confronted, rinse, repeat". If you
want to fight man-to-demon with a melee weapon, wait for it to do one of
its two long range attacks. The monster does not move during these, and
it is safe to get close as long as you don't swing more times than you
should. Take a few swats and then back off before it swipes at you.


Travis will trap the beast in the Flauros after it's succumbed. If this is
your first playthrough, you're guaranteed the good ending, which leads right
into the original Silent Hill game. However, veterans of the series know that
not everything ends up smelling like roses in this town...



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#8 User is offline   warrior7 Icon

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Posted 06 September 2009 - 07:36 AM

Now about the ending.There is three endings in silent hill



========================================
Endings [end]
========================================

There are three endings to Silent Hill Ørigins.


===============
The Good Ending
===============
This is the default ending for all first-time playthroughs. In subsequent
games, the only way to get it is simply to avoid the criteria for the other
two, which involves not killing so many enemies and avoiding a certain key
at the post office. This ending leads right up to the first Silent Hill
game.


==============
The Bad Ending
==============
This ending is for those that want to know the truth about Travis as only
Silent Hill could reveal it. To get this ending, you must kill a certain
amount of enemies. The total is supposedly at least 200 and up, but this is
debatable (it could actually only be 150). Just kill everything in sight
and you're good to go. You can only get this ending after you've beaten the
game at least once. Shedding so much blood over the course of the game
awakens some repressed memories for our poor protagonist.


==============
The UFO Ending
==============
Yes, it's back, and it's amazing! To get this ending, you must have
completed the game at least once. Check the stairs next to the post office
that were blocked before to get the ROOM 502 KEY. You have two different
chances to get the key: before the hospital and after the theatre. Use this
key in the Riverside Motel in the real world to get your ending.


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