Silent hill 2 radio game




















There is a Patient Demon in the right room, but there are no items in there. Grab the First-Aid Kit on the left small cabinet in the main room. A pack of Handgun Bullets is on the bed in a room to the left, and a Health Drink is on the tipped over fridge in the kitchenette. Exit the room when you're done and enter the stairwell at the east end of the hall.

Go down to 1F and go down the open hallway. At the end, take the 12 Canned Juice in front of Room Go back and exit through the double doors, unlocking them first. Run west to the other double doors and go through them. Go up to 2F and go in the laundry room beside the stairway door. Go up to the garbage shoot and enter your inventory see if you have any heavy items. The Canned Juice should do, so use it and the garbage will be knocked down. Go back down to 1F and exit through the lobby doors.

Go to the bottom of the garbage shoot, which is around the corner to the right. Take the 13 Coin [Old Man]. There is also a memo in the garbage. Study the memo, because later you will need to know something about it. Go back through the lobby doors and go through the courtyard door, using the Courtyard Key. Now is a good time to equip the Handgun as there will be more enemies here and in the near future than previously.

Check your map and head for the pool. The pool has no water in it so go to the edge and fall in. There are three Patient Demons in here that may drain you're health. Kill the Patient Demons with the Handgun if you must, and go up to the baby carriage to find the 14 Coin [Snake]. Once you have the coin, use the northwest steps to get out of the pool. Now enter the east door in the courtyard not the door you came through, the other one. Move to the right, killing or moving past the two Patient Demons, and enter Room You should hear someone vomiting, but check out the area first.

You can find a bloody open fridge with some legs coming out of it in the kitchenette, and a pack of Handgun Bullets in the far right corner of the room. Enter the washroom, where the noise is coming from, and a video will play. James now meets Eddie. Although no key items are procured here, you must see Eddie or else you cannot continue further into the game later. Exit the room after the video and if you want ammo, enter Room Kill the Patient Demon in the room and grab the Handgun Bullets on the chair.

Head back to the door and note the tourist pamphlet on the desk. Exit the room and head back to the main section of 2F. There are two ways: Up the stairwell right here and pass through Room and , or head outside and through the other door and go up to 2F there. There's one last open room in Wood Side and it's Room Go there if you want ammo. If you enter Room , kill the Patient Demon in the main section of the room and take the Handgun Bullets on the small table.

In right room you can find more Handgun Bullets on the corner table. Exit the room and head back west all the way to the end of the hall and go through the door, using the Fire Escape Key.

There is a window that leads to another apartment replacing the fire escape, so move on, leaving Wood Side. You are now in a bedroom in Room of Blue Creek Apartments. Go to the washroom ahead and examine the toilet to find a memo in a wallet. Look at the memo and go to the living room of the apartment room to find a safe to the right. Go up to the safe and examine it. The point of this puzzle is to open the safe with the combination in the wallet. You don't have to open the safe; it's an optional puzzle.

But there is plenty of ammo inside. The puzzle is a bit different on certain Riddle Levels; rather the combo. So use the solution that matches your Riddle Level to complete the puzzle. But first, you may need to know some basics on how to use the safe. You get a memo with the combination on it. There are arrows that indicate which direction to turn after moving to each number except for the last, of course.

So you would move to the first number in whichever direction. After the first number there are two right arrows. So that's the way you move the dial. You must do that to complete the puzzle. If this were your code, you would turn the dial in any direction to Then you would press right to turn the dial until you reach 8.

Now you would press left and stop at And then finally, you would press right until you land at the final number, which is 6. But your code will most likely be something else, as it is random.

Hard Okay, now you get a code with some normal numbers and some roman numerals. If this were your code, you would turn the dial to Now press left until 7. And finally, press right until you reach the final number, 3. There can be more than just the "X" roman numeral. And like above, there can also be roman numerals mixed with regular numbers such as "X5", "VV2", etc. In these cases you would add them together. You should know roman numerals, but if not: V is 5, X is XV is 15, and XX is Extra Here, it's very easy once you figure out what to do.

In the memo there are now letters of the alphabet, as well as normal numbers. If this were your code, you would turn the dial to the first number, 3. Then you would press right until you reach Then press left until 4. And finally, press right until you reach the final number, which is You're probably wondering where the numbers "19" and "11" came from. The numbers in the combination only go from After that, letters take their place.

The letters represent the number they are in the alphabet, plus 9. The safe numbers go from so there can only be 11 possible letters for the combination, along with the 9 numbers.

The number for each possible letter is below to save you some time. After you finish the safe combination puzzle, take the 4 boxes of Handgun Bullets inside the safe. Also take the Health Drink on the counter of the kitchenette before leaving. Exit the room and to your left will be a Patient Demon. Ignore it and head right, looking for the glowing "EXIT" sign on the roof to locate the stairway door; enter the stairway.

Get the Map of the West Apt. Bldg on the floor by the door to the left. Go down to 1F and go through the door in front of you to the right. The sound of a Giant Roach is heard - if it comes near you, shoot it.

Move left and go in the laundry room for a First-Aid Kit on a washing machine. Then enter Room down the hallway, ignoring the Mannequin ahead. If the door won't open then you have missed something. When you're inside, find the couch and grab the Handgun Bullets. Then go through the white door and a video will play.

James meets the dark-haired woman again and finds out that her name is Angela. She gives James her knife and leaves.

If you check your inventory, you'll notice that you have 15 Angela's Knife in there. You can examine it but if you ever do so during the game, it may influence which ending you receive at the end of the game. Examining the knife may lead to the sad ending so do as you wish. If you don't know whether to examine it or not, you can read the Endings section to figure out which ending you want to get.

But I recommend you do what you want. Take the 16 Coin [Prisoner] on the nightstand and exit this room and Room itself. Enter Room and examine the secretarial puzzle desk. You will need to put the three coins in the correct order to open the desk.

The solution to this puzzle is different based on which Riddle difficulty you choose. When you examine the desk, it will tell you how the puzzle works. The solutions to this puzzle on each Riddle Level are listed below, as well as why they are the solution. But to understand the puzzle, you must know what is on each coin. Old Man - Picture of an old man; hence the name Snake - Picture of a snake; hence the name Prisoner - Picture of a lady.

Now just two spaces remain, But fear not for now, The puzzle is done. The puzzle is done. According to the memo, "To the right is the lady", which is the Prisoner. The "right" would be the slot at the right end. And "In the center drawls the other", which would be the Snake. The rest of the riddle just tells you the puzzle is done because you only need three coins.

The first sentence "Three bright coins in five holes be" just means three coins fit into the five slots. The next line "The wind from behind, the woman doth play" describes which end the Snake sits at. Behind is the to left, so there is no behind if it's at the left end, which determines it's on the right. It also determines that the lady is in the middle spot, which is to the left of the "wind" behind the wind which is the empty slot beside the Snake. And the woman is the prisoner. The next line "The formless one, null, lies furthest from they" is saying there's an empty slot at the opposite end of the Snake, which is the left slot.

The Old Man doesn't sit next to the Snake and "Tis to the prisoner's left that he doth rot". So the old one sits to the left of the prisoner. First lies the seat of He who is Peerless Silent and empty, heartless and fearless Beside him sits one who knows The place of the servant is next to throne. Dozens of feet, yet not a single toe The One that is Hidden beside him doth go Seducer of dreams, creature of Hades Lying further from Man and closer to Lady.

Return them to whence they would be And blessing shall descend on thee. I speak thus with the North Star behind me The birth of the sun is the start of the story. This one is a little harder, but makes a little more sense in my opinion. The Snake is both the seducer and creature of Hades. The meaning of "Lying further from Man and closer to Lady" is quite obvious. So the Snake is closer to the lady, and further from the man. If the Snake is placed in the fourth slot where it belongs, the woman in the fifth slot, and the man in the second slot, it all works out.

The man and the woman can see all five slots and the Snake is closer to the lady and further from the man. But the riddle is not done yet.

This leaves you with the solution. Like coins in the hazy aether tossed Our souls must by their sinful weight Descend to earth with lightness lost. To "right" the sins that they hath laid When thrice in falling they intone The Happiness shall be thy own.

The first note be not by the Horned One rung Though it be there that all sins be sprung. The Needless One, silent, with hungers all sated Is least then in sin with his lusts all abated.

For the gravest of sinners His place be appointed And if he be lucky May his soul be anointed. The sentence "Our souls must by their sinful weight; To 'right' the sins that they hath laid" means that the more sinful the person or thing is, the further to the right it belongs. The word "latter" means the second of two things mentioned, and the word "tame" determines that the "latter" the snake is less afraid, therefore less sinful.

Thus, making him the least to sin. After you've solved the old coin puzzle, the secretarial desk will open; take the 17 Lyne House Key inside. Directly behind you after the puzzle is a small path that leads to a Save Point. Exit the room and go back up to 2F. Use the Lyne House key to open Room Inside you may hear some whispers but that's not important right now. Move to the balcony, which leads to Room Get the Handgun Bullets on the chair and take the 18 Apartment Stairway Key on the envelope on the bed.

Use the Save Point on the wall because a boss is coming up very shortly. Go back to Room on the balcony and exit the room. Head to the west stairway, past the Mannequin, and enter the stairway using the Apartment Stairway Key. Once you're inside this stairway, you can't get out.

The door is locked and the stairway is filled with water. So you'll have to deal with Pyramid Head. This is pretty easy. You actually don't even have to fire a single shot. All you have to do is run to the other side of the room when Pyramid Head gets near you.

But he may swipe you with his Great Knife if you don't do it at the right time. So wait in the corner at the beginning until he gets near you, and let him swing his Great Knife - it shouldn't hit you. Right after he swings, run to the other side of the room. Let him come up to you again and if he swings, do the same thing, run to the other side of the room.

After a bit, he will stop swinging and he will try to slay you in each corner. This is better because it takes more time for him to do it, however, he will kill you if it hits you, no matter what health you have. He will nail his Great Knife right into the ground where you were, leaving you with plenty of time to get to the other corner if you haven't already.

Remember that you can always use the Handgun to slow him down. It won't hurt him but it can buy you some time. Keep in mind that this battle is harder at the beginning and Pyramid Head will try to swipe at you when you exit a corner. Just run fast and try to stay as far away from him as you can and he shouldn't hit you. And if you're playing on Hard Action Level, his reaction to you running away will be faster. You may receive a slash but it won't kill you if you have good health; it won't do too much, too.

Near the beginning of the fight, dash to the other far corner because he may just close you in. Do this for a while until you notice he's starting to do the slaying attack, where he lifts the knife over his head and swings downward.

Pyramid Head wields a mighty blade so heavy that he has to drag it behind him. So that means he will walk pretty slow. Pyramid Head has three attacks. One is placing his Great Knife behind him so he can lift it over his head and slay James - this will kill you no matter what. Another attack with his knife is where he just swipes across at you; usually at the beginning of the fight, which is the hardest part to not get hit.

And in the other attack, he grabs you by your neck and tries to strangle you - in this case you would have to be very close and in front of him. So stay as far away from him as possible. Whatever you do, make sure he does not get a swing at you with his Great Knife. It probably won't kill you if it's a sideways swing, but if he lifts it up and swings downward, you're dead.

That is if it hits you. If you see him stop, that means he lifting up his Great Knife so he can take a swing at you. When this happens, run to other far corner of the room.

Stay away from him while running away because he may hit you while he lifts the knife up which is very fast and can kill you, as it did to me once when I was fooling around with the wooden plank. After you move to a different corner from where you started, wait for him to stop and lift his Great Knife, and then leg it to the other corner - where you were before. Just keep repeating this strategy for a while and the fight will be over. An alarm will sound off and Pyramid Head will turn around and head down the stairs.

Don't follow him or he may try to slay James. Doing this strategy will save you a lot of precious bullets so you should always do this. The fight is timed its duration varies on Action Level and Pyramid Head will leave eventually, however shooting at him can end the battle faster. After Pyramid Head exits to outside, the water drains.

Go down the stairs and go through the door to outside. After you exit the apartments, you'll find no trace of the water or Pyramid Head. But that's not important. Go down the stairs and run forward to find a First Aid-Kit. Then go the other way and around the corner. Head north for a bit and a video will play. James sees the little girl again, and she seems to know something about Mary.

After the video is over, continue going north and go up the close by stairs on the left. Take the Handgun Bullets x2 and go back down. Continue north once more and James will finally reach Rosewater Park. Move into the park and go up the left stairs and find Handgun Bullets x2 on the ground at the end.

Go down the other stairs there and grab the Health Drink on one of the left benches. Then go down the stairs and go to the right and up those stairs. In the open area in front of you, you can find more Handgun Bullets on a bench.

Then continue north to the waterfront and get the Health Drink down the stairs to the right. Head west for a video. James meets a strange woman named Maria whom looks just like Mary. James discovers that his "special place" with Mary was the Lake View Hotel and that's where he wants to go now.

Maria will follow James for the next portion of the game. Even if you shoot Maria once, she will die. So be careful. Now head west to the other side of the park, past the stone monument, to the next set of stairs. Then head south until you reach a Mannequin on the right side. Kill it and get the Health Drink there. Then head south to Nathan Avenue. There's a Save Point on the trunk of a car in the Jack's Inn parking lot if you need to save you're game.

There are plenty of supplies scattered around the town here. Feel free to get them although it isn't really necessary. In front of a truck a little south in the gas station lot you'll find 2 Health Drinks and Handgun Bullets. You want to go to the hotel but the road is eventually blocked to the north. But there is a map near a corpse with a circle around the Bowl-O-Rama.

So head there. If you head up the road on either side you can see some flying Mannequins. Head to Pete's Bowl-O-Rama. Get the Health Drink by the grass in front of the entrance and enter the bowling alley. Maria will wait out here for you because she hates bowling. Once you're inside, go through the door on James' left and a video will play. Eddie and the little girl are talking for a while. After the video is over, find the other door in the room and go through it.

Go to the right in this area and move forward. James meets Eddie eating pizza and then sees the little girl leave. James then discovers from Eddie that her name is Laura. After the video is over, get the Handgun Bullets at the end of alley third from the right. Then exit through the same doors as Laura, and then exit through the main doors. Maria's not here so head east and Maria will come running back to tell James to go after the little girl.

Run through the side parking lot around the right corner. Then go around another corner, which leads you to a gate. Head south upward until Maria shows you where Laura went, and the door to get to the other side. Try to open the door that Maria pointed out to find that it's locked.

Maria will unlock it for you with her three keys. Try again and enter Heaven's Night. Once you're inside go up the right stairs, and at the top, examine the stacked coloured boxes of liquor and James will comment on his drinking obsession.

Then continue and go through the green door on the right. In this room, get the First-Aid Kit on the chair of the second table and exit Heaven's Night through the gray door.

Outside, go down the stairs and head south down Carroll Street. After a while, Maria will spot Laura and she enters a hospital. Follow Laura and enter Brookhaven Hospital through the double doors.

After you enter Brookhaven Hospital, get the Map of the Hospital on the bulletin board to James' left. Then enter the Reception Office in front of you.

There's a Save Point on the desk, along with a memo on three mental patients that were in this hospital. Grab the Health Drink on the desk by Maria and go through the door there, which leads to the Document Room. Read the memo on the desk and get the 20 "Purple Bull" Key.

Then exit both rooms. After you do that, you may notice that the Examination Room and Doctor's Lounge are locked. So expect to come back here later. Enter stairwell in the corridor and go up to 2F. Up here, kill the Nurse Demon around the left corner and the same for the other one in the area if it comes near you. Then enter the Women's Locker Room. James seems to be staring at a teddy bear on the table so examine it to get a 21 Bent Needle. Move to the right to find a 22 Shotgun in the open locker.

It isn't necessary to use it yet so keep the Handgun equipped for now. Exit the room and enter the Men's Locker Room. But since this is probably your first time, I suggest you get it and use it. There's nothing here, so go through the other door to the Doctor's Lounge. Get the Shotgun Shells in the sink and examine the white board by the far door in the room. The memo tells you the code for the 3rd floor Patient Wing. Exit the room through the door beside the memo, unlocking it first, and go back up to 2F.

Go through the double doors to enter the Patient Wing. Get the Handgun Bullets on one of the stools in front of you and start going down the hall. Then go to the typewriter on the desk further back and examine it. The will be a memo imprinted on the carbon paper containing a four-digit code. It's random so write it down for future use. Exit the room and enter room M2. Inside, get the 24 "Lapis Eye" Key in the small nightstand drawer and the Shotgun Shells on top; exit the room.

When you're done on 2F, go up to 3F in the east stairwell. On 3F you can find a First-Aid Kit on the ground in the northeast corner, but you'll have to get past two Nurse Demons first.

The Special Treatment Room is locked so try to open the door to the patient wing hall, and a number keypad will show up. If you went to the Examination Room on 1F and got the code, put it in. But if you didn't, it doesn't matter. On Easy and Normal Riddle Level, the code is The resulting code ends up being , so put that in if you're on Hard or Extra and it will unlock. Now enter the patient wing hall through the now unlocked double doors and head down the hallway.

If you want to get rid of Maria right away, enter room S3 and she will lie down on a bed and relax. After this happens, she can't join you anymore. Depending on how much time you spend with Maria, and if you check on her often, you may have a better chance of getting a certain ending.

I recommend you do what you want, but you can also read the Endings section to figure out what to do. Take the 25 Roof Key on the nightstand and exit the room. Since you just got the key for the roof, go up to the roof in the east stairwell, using the Roof Key. On the roof, look around until you see a bluish green book on the ground with some scattered papers. Either look at it or just go near it. If you read it, you can have a better chance of getting a different certain ending.

Do what you want or you can read the Endings section if you want to get a certain ending. If you try to exit to the stairwell, you'll find that it won't open. Go to the Elevator Control Room area and a metal scraping concrete noise is heard.

Pyramid Head will come out of nowhere and knock you off the roof. It is impossible to avoid this so don't worry. You are now in the Special Treatment Room on 3F, which was locked from the other side earlier. It is impossible to die from this fall, no matter what health you have. Enter the second room from the left and read the blood writing on the wall. You'll have to examine the bloody wall for a close-up to be displayed.

Write down or remember the four-digit code because you will need to know it very soon. If you can't make it out, just write it down exactly how it is and try to figure it out from there. Exit the room and exit this area through the exit door once it's unlocked. If you didn't kill it earlier, there may be a Nurse Demon in the corridor. Enter the patient wing and move down the hall. Make your way past the Nurse Demon and two Mannequins, then enter room S Examine the weird looking box on the bed.

You don't need to combine them, but it's faster if you do because you use them at the same time. On the push-button lock, enter the 4-digit code that you found on the carbon paper in the typewriter in Examining Room 3. If you forgot the code, go to the memo section in the menu and see what it was. On the turn combination lock, enter the code you got from the bloody wall in the Special Treatment Room, and the box will open.

If you forget the codes, enter your inventory and go to the memo section. If you're having a hard time reading the bloody wall code, this may help you: The code is random each time so I can't tell you what it is. My best advice is to write the code down exactly how it is on a piece of paper and figure out possible combinations from there.

The codes are random but some reappear. Codes and may be hard to read and one of them may be the code in your situation. Some numbers may also look like other numbers. Fives can look like sixes, twos can look like sevens, and fives can look like random lines.

The numbers can also be the other way around so sixes can look like fives and sevens can look like twos. Inside the box is a 26 Piece of Hair. Save your game because a boss is coming up soon.

Then go to the Shower Room down the hall to find something stuck in the drainage pipe. Exit the room and use the Elevator Key on the west elevator, which is in this corridor. Examine the panel and go down to 1F. On 1F, enter room C3 and get the Shotgun Shells on the left nightstand and the Handgun Bullets on the floor on the right. Exit the room and enter room C2.

Move forward to see Laura playing with some teddy bears. She tells James how she knows Mary. She ends up luring James into Examining Room 2 and claims a letter is in the back. As naive as James is, he walks in and Laura locks the door to leave James with two new enemies for a boss.

Now you have to kill the Hangers before they kill you. At the start, make sure you have your Shotgun equipped. Keep shooting the Hangers until they get close to you. When they get close, run to the other side, or they will grab you. Use the strafe buttons if you need to. But to shoot them with the Shotgun, you need to make sure it's aimed up at them before you shoot or you won't hit them. James will lower it to pump it after each shot.

So wait for it to aim up, then shoot. The best thing to do is to lure both Hangers to one side of the room, and then run to the other side and pump rounds into them. The Hangers have two attacks. One is coming up to James and grabbing him by his neck, trying to trangle him. The other is a kick attack that they try when you are just outside of their range. This attack can hurt the other Hanger if it hits it usually from behind. Make sure the Hangers don't get too close or they'll grab James and try to strangle him.

If this happens, rapidly press the D-pad and the shoulder buttons to escape the attack more quickly and lose less health. If your running low on Shotgun Shells after you kill the first two Hangers, equip the Handgun for the last Hanger and shoot around shots at the Hanger, depending on the difficulty, and it should die. You are in the Garden on 1F, which is much smaller than on your map.

Go through the doors beside you to enter the hospital again. Once inside, you'll notice that it looks different. It has turned into an evil hospital. Get the Shotgun Shells in the corner and use the Save Point if you want, then go through the double doors. Switch back to the Handgun for a while as it's not really necessary to use the Shotgun yet on normal enemies. You may hear some glass break in the room but it's not really important; exit.

Enter room C1 for some ammo and health, but first, there is a Nurse Demon just inside the room that may be close enough to hit you while you can't see.

Enter the room with your Handgun blazing or you may receive a smacking. Then get the Health Drink on the left and the Handgun Bullets to the right. Exit the room and enter the elevator; go up to 2F. Then go to room M6 past the Nurse Demon and take the Handgun Bullets to the left, the First-Aid Kit by the camera, and then check out the area to the right.

There is a 28 Dry Cell Battery and the 29 Basement Storeroom Key on a small ledge above the hands, and a memo of which explains that a ring is in the "basement's basement". Exit the room and go past some Nurse Demons to the elevator. If you check the Day Room, you'll notice that there's a knocked over fridge which James can't open. Go up to 3F in the elevator to find an odd locked door with two hands sticking out.

There are Nurse Demons to the left and right; take the right and enter room S Grab the Handgun Bullets and the Ampoule on the stand and read the memo on the bed explaining the odd stairwell door. Exit the room and enter room S3, past the two Nurse Demons if they're there again, to find that Maria is gone.

Her medication is on the nightstand and some eep breathing is heard. Exit the room and the patient wing, then enter the east stairwell in the other corridor.

You can find a Save Point on the pillar. Go down the stairs until you reach the very bottom, and go through the door, using the Basement Storeroom Key. After you're inside, get the Shotgun Shells and go up to the shelf with the blood hand prints on it. Move the shelf and try to go down the ladder; Maria will open the door and blame James for not trying to save her when he had no idea where she was.

Maria will now stay with you and follow you again. Go down the ladder to the basement's basement. Take the 30 Copper Ring in the middle of the floor and go back up the ladder and exit the room. Go back up to 3F and enter the patient wing, ignoring the radio static in the west corridor. Enter the elevator and go down to 2F.

Before the elevator doors open, a strange message from a game show is heard. Three questions are asked. Listen carefully to the questions and see if you can figure out the answers. It tells you to go to the 3rd floor Storeroom to collect your prizes.

But since you're on 2F now, head to the Day Room and try to open the fallen fridge. James still can't open it so he asks Maria to help him open it. Inside is a 31 Lead Ring. Now go back up to 3F in the elevator. If you want to collect your prize for the Trick or Treat announcement in the elevator, exit the patient wing and enter the Storeroom.

Kill the Nurse Demon outside first so it's easier when you come out. Then examine the blue box on the table. On the box is a panel with nine buttons and it looks like this:. In order to get your prize you have to answer the questions correctly. If you answer incorrectly, spray will come down on you from the roof which will lower your health into red. The questions were given to you when you went to 2F with Maria in the elevator.

This puzzle always has the same questions and answers, no matter what Riddle Level you're on. Here are the questions:. Merry-Go-Round, haunted house, roller coaster, ferris wheel and tea cups. Silent Hill is home to a thrilling amusement park that both children and adults love.

The question is: What is the name of this amusement park? Silent Hill witnessed a gruesome murder a few years back. A brother and sister were playing in the road when they were attacked and chopped into pieces with an axe.

Torn flesh, smashed bones, splattered blood, and finally What a terrible tragedy. What gruesome end to such innocent lives. What was the name of the murderer who committed this vile act? South of the lake is a deserted old neighborhood called South Vale.

From there to Paleville, the central resort area northwest of the lake, there's only one road you can take.

Just one road, no more. The third and final question is: What is the name of that road? The name of Silent Hill's amusement park.

Where could you find that? Check your map and find the map of Silent Hill. The killer of the two kids.

Do you remember reading an article about this? At the bottom of the Wood Side Apartments garbage shoot? Enter your inventory and go to the memo section. The name of the memo is "Article about murder incident". If you read the memo it gives you the answer, which is Walter Sullivan. The name of the road that goes from South Vale to Paleville. Check your map again for the answer. Look at the road to the west of the map that is in Paleville. It's called Sandford Street. But look where it connects as it moves south.

It connects to Nathan Avenue and goes south all the way to South Vale and is your answer. Now that you have the answers, you can solve the puzzle. On the top row, press 3. On the middle row, press 1. And on the bottom row, press 3. The box will open. You should be happy with the contents in the box. After you have opened the box, collect the Shotgun Shells x5 and the 2 Ampoules.

Exit the room and enter the patient wing for the last time. Go up to the west stairwell door. There are two 3D arms sticking out of the door. Go to the menu and combine and use the Copper Ring and the Lead Ring, and the door will unlock combining the keys only makes it faster. Go through the door and go down the stairs to find a memo on the ground.

Read it to find out about the key to the museum and continue down to the bottom of the stairwell, and go through the door there. Now follow the path and you will hear something. Pyramid Head will come from behind you and Maria and start to attack Maria. He tries trying to spear Maria to death, so run quickly following the path before she dies, and to get her moving.

On Hard Action Level, you will have to shoot Pyramid Head or whack him with any weapon to slow him down. The best and fastest method is to use the Handgun. Right when he appears, unload a full clip into him you should notice him slowing down. Start running and you might want to fire another clip at Pyramid Head around the fenced-window area just in case.

Once you get to the beginning of the last hallway, you should be okay. I used to use the Steel Pipe here but it takes much longer. If you want to try it, go ahead. When Pyramid Head first appears, whack him once, and walk backwards a few steps until he comes closer, and whack him again.

Walk backwards a few more steps until Pyramid Head comes closer, and whack him again. Keep on doing this until you get to the fenced window area, and then run for it. Once you get near the elevator a video will play. James will enter the elevator and it will start to close, causing Maria to not make it. Apparently it is possible to make it through by just running, but you'd have to hit no walls and be extremely fast.

After Maria's stabbing, the doors close and the elevator goes up to 1F. Up here, enter the Director's Room. Inside on the desk, James finds a map that shows a letter and a wrench on Lindsey Street. He also gets the 32 Hospital Lobby Key. Then Laura walks by out the window. Exit the room and find the lobby doors for a Save Point on the right side of the wall.

Use the Hospital Lobby Key on the main entrance doors to exit the hospital. There are plenty of health and ammo items around and feel free to look for them. But the necessity of these items will be pointed out here. After you exit the hospital, head south down Carroll Street past a threesome of Nurses. You can find an Ampoule and Handgun Bullets at the west end of Rendell Street on the south side, and a Health Drink and a First-Aid Kit behind the station wagon on the other side of the road.

Head east on Rendell Street past some Nurses and get the Shotgun Shells x2 and the Rifle Shells in the dirt area on the north side of the road, near another Nurse Demon. Further east are more Rifle Shells and some Handgun Bullets. Continue east on the north side of the road and grab the Health Drink and Shotgun Shells at the far end of the construction sheet.

Head southeast towards Saul Street, passing over on Munson Street. Ignore or kill any Nurses and get the Handgun Bullets x2 by the blocked off Munson Street in the corner of the map, and also get the 2 Health Drinks by the door around the corner on Saul Street.

Move east on Saul to find a gate; go through it. There will be new monsters under the grating that can move moderate speed. Run down the grate path, dodging the total of three Underhangers. Also move out of the way for the gaps on the left and then the right that may slow you down. At the end, go through the gate door after unlocking it. You can find and enter the motorhome from earlier on in the game just ahead, but there's only the same Save Point inside.

Now continue heading east on Saul Street to near the end and get the Handgun Bullets x2 by the paper stands on the south side of the road. Get the Handgun Bullets in front of Neely's Bar if you want and if you enter Neely's Bar you will find something strange.

It may change which ending you receive but it probably won't and it is cool to see. There is a message to James on the far wall. When you're done, exit the bar and head east on Sanders Street, past the Mannequins and Nurses. On the porch, you will find a letter and a wrench. Read the letter and take the 33 Wrench. The memo in the hospital about the "direckters's key" stated that the key to the museum is in the park behind the praying woman. So head to the park. Then head west.

Head west past some enemies and go through the now unlocked gate door past the apartments. Continue west to Munson Street. Then head west on Nathan Avenue until you reach the entrance of Rosewater Park. Take the left path moving north and get the Shotgun Shells x2 in the left concrete area.

Go to the right side of the path and go north until you see some steps on the right. Go down them and down the next steps ahead of you to the left. Follow the path and then go around the corner to James's left.

Go behind the "praying woman" statue and dig up the tin box. Use the Wrench to open the tin box and take the 34 Old Bronze Key inside. Now go back up the sets of stairs you came down before and exit Rosewater Park to Nathan Avenue. It will take a while to get there and there will be many Nurses on the way, but there's no other way to do it.

Just ignore the Nurses and run past them to save time. The girl was found shot once in the chest from point-blank range. The mother, who he shot in the stomach, was pregnant at the time. Police arriving on-scene after neighbors called found the father in his car, listening to the radio.

Several days before the murders, neighbors say they heard the father repeating a sequence of numbers in a loud voice. They said it was like he was chanting some strange spell. There was another family shot to death in the same state last month, and in December last year, a man used a rifle and meat cleaver to murder his entire family.

In each case, the perpetrators were fathers. State police say the string of domestic homicides appears unrelated, though it could be part of a larger trend, such as employment, childcare, and other social issues facing the average family. At one point in the teaser, however, the radio states the following sentence: " After killing his family, the father hung himself with a garden hose they had in the garage ".

If one listens closely, a muffled voice can be heard saying "umbilical cord" instead of garden hose. The P. Players who noticed the broadcast managed to translate the message, which mentions:. Let your ears listen to the radio.

Do you hear my voice? Can you hear your own soul's scream? Let us choose. My voice that tells the future. Or your tortured inaudible. Well, what do you choose? You can choose. Your life, your future. Wise as you are you might already have discovered it. Yes, the radio drama from 75 years ago was true.

They are here on our earth and they monitor and see all. Don't trust anyone. Don't trust the police. They are already controlled by them. That's the way it has been for 75 years now. Only our best will prevail. You have a right. A right to become one of us. So, welcome to our world. Very soon the gates to a new dimension will open. In the Silent Hill film , all communications electronics seem to pick up the presence of monsters. Although there isn't an actual radio, Cybil Bennett's walkie-talkie and Rose Da Silva's cellphone serve the purpose.

Both pick up static near the beginning due to the presence of the Armless Man. After that, no more static is picked up despite the coming and going of monsters throughout the rest of the movie. Silent Hill Wiki Explore. Silent Hill Silent Hill: Revelation.

Playable characters Antagonists Male characters Female characters Children. Silent Hill 2 3 4 Origins Homecoming Downpour. Main content. Explore Wikis Community Central. Register Don't have an account? View source. History Talk 0. Do you like this video? Play Sound. The radio in Silent Hill. The radio falling into the elevator from the ceiling in Silent Hill 3. The model interpretation in Silent Hill: Downpour. Silent Hill: Origins. Silent Hill. Silent Hill 2. Silent Hill 3.

Silent Hill 4: The Room. Silent Hill: Homecoming. Silent Hill: Shattered Memories. Silent Hill: Downpour. Universal Conquest Wiki. What's going on with that radio?



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