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#1
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Silent Hill 3 (help)
i got silent hill 3 friday i played it for a little while it was cool creepy and such then i got stuck in the train station and i have to get to bergen platform 3 and i went there and i waited and NOTHING so what in the hell am i supposed to do??
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#2
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If your still stuck, try this.
You have no map for this area yet so use these directions for now: Follow the path around the corner, and then head right and through the door at the end. Move forward and turn left when you can. There is a map of the subway routes here but it's not a Subway Map. If you examine it Heather says her stop is Bergen Street on Platform 3. Continue past the Information sign and you can find a newspaper on the ticket machines. Read it and go to the left. Go through the passage to the right of the ticket booths to enter the east section of this floor. Move forward and around the corner and get the SUBWAY MAP in the smashed map case. Now use your map for compass directions. Go down the stairs just by the map when you're done up here. The Aubway Curse First of all, this is optional; you don't have to do it and there's a chance of dieing. If you don't want to do this, just continue from under this part. But there is Health Drink down on Platform 4, so go there for that if you like. To do this, you must read two memos: The one on the Ticket Machine and the one on the ground in the three staircases area to Platform 4. From after you go down the stairs after getting the map, go south and down the west stairs. Read the memo on the ground and go down to Platform 4 via either of the two staircases going down. Head west and go near the tracks and a cutscene should play. Heather will be walking and then stops in front of the tracks. A ghost is heard and she gets pushed onto the tracks. A train horn is heard; quickly turn around and press X on the platform and climb back up. If you try to go further along the tracks, you will just get hit by the train in a cutscene and the game is over. This extra cutscene only occurs if you read both memos mentioned above. After you're done, find the bench with the HEALTH DRINK on it and take it. After you've done this, go back up the stairs and then go up the staircase you came down in the first place. From the stairs you came down after you got the map, turn right and go around the corner to find a SAVE POINT on the wall. Save your game if you like and continue past it and go through the door. Once in here, go to your left to find some phones; go up to them and one will ring once. You don't need to do this though; head east now. Once you get to the end, head north and take the stairs down to Platform 1. There will be a Double Head near you down here - kill it if you have a lot of ammo. Head south and you'll find two more Double Heads on the grate floor covering the tracks. Go down the stairs on the west side of this area. Go around the corner and take the 2 HEALTH DRINKS and the HANDGUN BULLETS on the small table. You'll also find some blood and a newspaper covering a corpse, but nothing important, so head back up the stairs. Find the east stairs leading down and take them. Go around the left corner and get the NUTCRACKER on the small table. No, these aren't to crack the guy's nuts down the east stairs, they have an actual purpose. Go back up the stairs. There will now be two more Double Heads up here if you killed them all previously. Make your way to the stairs you came down in the first place and go back up them to exit this area. Once up here again, head south and go towards Platform 2 to find a chain stuck to the door with a nut holding it. Go in the menu and use the NUTCRACKER and the chain will break, making the door open. Now go down the stairs to Platform 2. Head south and you can see a train. Don't go in it yet; instead, go to the other end of it and enter it at the south. You may notice Heather's head turned somewhere. Find what she's looking at to see a handle coming out of a opened present box. Get the SHOTGUN inside. Don't use this yet, save it for later on in the game (I will specify when to use it). Head north in the Subway car and get the 2 packs of SHOTGUN SHELLS at the other end of the train. Go through the closest door to leave the train, hearing some static from your radio. Waiting by the stairs you came down from earlier is a new monster - an Insane Cancer. It has too much health so just run past it, staying to the left and not going up the stairs. Go down the other stairs behind the stairs leading up. Go around the corner at the bottom of the stairs and head north. You can go down to Platform 4 but all you'll find are three Double Heads, which is just a waste of time. Continue north and go down the Platform 3 stairs. Head east on Platform 3 until you get the view of the door on the tracks with the red glow above it. That's where you want to go and you need to do it fast. Keep in mind, the door has a broken lock so you must run back and get back on the platform fast. Once you're ready, fall on the tracks and run for the door and try to open it. Stay close to the left; if you go too far to the right, you will die in a cutscene of a train hitting you. After you try to open the door, run back and dodge the Double Head that just appeared here, along with the other two Double Heads. Run to a close spot where you can climb back up and press X and a cutscene will play. The train will come but Heather makes it back on the platform and the three Double Heads get killed by the subway car. Put an evil grin on your face, imagining the Double Heads getting nailed. The Subway train will stop and a door will open at the other end. That's where you want to go. As the radio static fades away, head west past the stairs, unlock the gate door and go through it. There are two Double Heads here; just run past them and continue west, then go up the stairs at the end. Just hold forward and go down the stairs in front of you. Thankfully no enemies are here so grab the HEALTH DRINK on the first bench and go towards the end of the train for a nice view of the open door. Walk into the Subway car and a cutscene will play. The doors will shut behind you and Heather bangs on the door as the Subway Train leaves the platform. |
#3
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Quote:
__________________
I will bathe the starways in your blood. |
#4
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incoming
The door to the patient wing is locked and you'll need a key code to get
through. The memo on the chalkboard explains the puzzle. It will be different depending on the Riddle Level you're on. Use the below solutions for the appropriate Riddle Levels. EASY: Here, you come across a pretty simple riddle. It reads: "Press, move 2 right; press, move up 1; press, move 2 down; press, the door shall open." Pretty simple, but where do you start? Using the memo, you have to be able to move 2 right after pressing the first number so it can only be 1, 4 or 7. After the second number, you have to move up 1, so it can now only be 4 or 7. After the third number, you need to move 2 down. You can't move 2 down from 4, which is 1 up from 7. However, you can move 2 down from 1, so the starting number has to be 4. Now just follow the directions. Start on 4, move 2 right, press 6. Move up 1, press 3. Move 2 down, press 3, and the door should unlock. If you haven't already figured it out, the resulting code is 4639. NORMAL: On Normal, the memo will be in a form of some type of algebra. If you're good in it, it's your lucky day. You come across the following memo on the chalkboard by the door: "The first is larger than the second; the second twice the third; the third smaller than the fourth; the fourth is half the first. Four of the numbers are not repeated Three are not in the top row Two are not in the right row One of the numbers is the final key" The trick is to work your way up from the bottom. The fourth has to be half the first, so it has to be an even number. So the fourth number is either 2, 4, 6 or 8. Start with the highest number, which is 8. Half of 8 is 4. The third number is less than the fourth number, so it has to be under 8. The second number is twice the third, so the third can only be 1-4, which helps out a lot. The first number is larger than the second number, so it has to be over 2. After you work it out, 8, 6 and 2 can't be the last number, so it's 4. The third is smaller than the fourth, so it's 3 or less. The second is twice the third, so it's 2, 4 or 6. And the first is larger than the second, so it's at least 4, since the fourth is half the first. By now, you're probably confused as hell. Try to stay with me. From the above, you should come up with the following numbers: 1 - At least 4 2 - 2, 4 or 6 3 - 3 or less 4 - 4 So experiment with what you have so far. The last number is 4, so try to figure out the rest. The third is smaller than 4, so let's start with 3 as the third number. The second is twice the third, so it would be 6 in this case. And the first number is larger than the second, so it's either 7, 8 or 9. Let's try 7 first. Now you have the following code: 7634. This code doesn't work, so try 8 for the first number, since it is a possibility. What do you know, it works! So the resulting code is 8634. HARD: "Pure eyes, blue like a glassy bead--- You are always looking at me and I am always looking at you. Ah, you're too meek--- beautiful, unspoiled: thus I'm so sad, I suffer--- and so happy, it hurts. I want to hurt you and destroy myself What you would think if you knew how I felt. Would you simply smile, not saying a word? Even curses from your mouth would be as beautiful as pearls. I place my left hand on your face as though we were to kiss. Then I suddenly shove my thumb deep into your eyesocket. Abruptly, decisively, like drilling a hole. And what would it feel like? Like jelly? Trembling with ecstasy, I obscenely mix it around and around: I must taste the warmth of your blood. How would you scream? Would you shriek "It hurts! It hurts!" as cinnabar-red tears stream from your crushed eye? You can't know the maddening hunger I've felt in the midst of our kisses, so many of them I've lost count. As though drinking in your cries, I bring my hopes to fruition: biting your tongue, shredding it, biting at your lips as if tasting your lipstick. Oh, what euphoric heights I would reach, having my desires fulfilled like a greedy, gluttonous cur. I longed, too, for your cherry-tinted cheeks, tasty enough to bewitch my tongue. I would surely be healed, and would cry like a child. And how is your tender ear? It brushes against my cheek; I want it to creep up to my lips so I can sink my teeth into its flesh. Your left ear, always hearing words whispered sweet as pie--- I want it to hear my true feelings. I never lied, no... but I did have my secrets. Ah, but what must you think of me? Do you hate me? Are you afraid? As though inviting you to the agony at the play's end, if you wish, you could destroy me---I wouldn't care. As you wish, you may destroy me ---I wouldn't care." Stanley Coleman is a very sick person, if you haven't already discovered from the memo. This puzzle is a little gruesome and sick. You'll probably get totally confused doing this puzzle and I wouldn't blame you. To solve this puzzle, you must understand some things: -The memo on the chalkboard refers to a face being the keypad, like this: 1 2 3 eye eye 4 5 6 ear nose ear 7 8 9 cheek mouth cheek -When you look at someone, your left is their right, and so on The first few verses are not important, so find the "I place my left hand on your face" part. The left hand would touch the right side of the face, but it is the person talking, not the face, so it remains as the left side of the face. Sorry if I confused you there, just forget it; it's the person's view, which is on the left. The two following parts of the memo are linked together: "Then I suddenly shove my thumb deep into your eyesocket" and "Would you shriek 'It hurts! It hurts!' as cinnabar-red tears stream from your crushed eye?". After the thumb enters the eyesocket (1), the blood drips downward -- below the eye (1) is the ear (4). The blood wouldn't normally go to the ear, it would go to the cheek, but in this case it moves down to the next number, which is 4, the first number of the code. Shortly after, the memo mentions "biting your tongue, shredding it, biting at your lips as if tasting your lipstick." This would be at the mouth, of course, which is 8 -- the second number of the code.
__________________
I feel like a balloon floating higher I’m touching a distant moon I don’t think I’ll come down anytime soon Ah my kitten I am so glad you’re the way you are You’re my favorite living human by far ’cause you make this frightening world less bizarre |
#5
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The next part talks about cheeks but it doesn't say which one. So skip
this part for now and go on to the part about the ear. "Your left ear, always hearing words whispered sweet as pie---I want it to hear my true feelings" -- the left ear is clearly stated, but that would be the face's left ear, so it's number 6 (the last number, not the third). Now you can figure out the third number. "I longed, too, for your cherry-tinted cheeks, tasty enough to bewitch my tongue" is the source here, but is not very informative. After the mouth (8, the second number), one of the two cheeks is the next victim, and after that comes the left ear (6). The left cheek (9) is between the mouth and left ear, so it's logic for the sick man to go after the left cheek (9), rather than the right cheek (7). So the third number is 9. This leaves you left with the following code: 4896. After you solve the puzzle, the door unlocks. Go through the now unlocked door and enter Examining Room 3. Examine the arm of the corpse on the stretcher for a clue of something. There's a medical record, possibly for the dead guy on the stretcher, on the desk. Leave the room and there will be two Nurse Demons near you; one of them has a Revolver. Kill them if they're disturbing you and enter room M4. First, read the memo on the close by bed. When you get close to the briefcase on the next bed, the alarm clock goes off. Go examine it and turn it off. You'll now have to solve a puzzle. m 4 b r i e f c a s e p u z z l e To open the briefcase on the bed, you'll need to use a code obtained from the clock. How you determine the code varies for each Riddle Level. EASY: This is fairly easy. There will be a number in red on the clock and that's the code you need. So if it says 0634 on the clock, that's the code. NORMAL: Here, the clock will be on a certain time. The small hand is the hour and the long hand is the minute, just incase you didn't know that. The code to the locked briefcase is the time on the clock. For example: If the time is 12:21, the code would be 1221. However, if the code is 5:21, the first digit would be 0 -- 0521. It's fairly simple. HARD: The same as Normal, yet different. This time (note the pun) you'll have to put it in 24 hour time (military time). To be different from normal, all the codes will be 13:00 or higher. So if the clock is on 8:39, the code would be 2039. If you don't understand 24 hour time, just add 12 hours to the time on the clock. So 8:39 + 12:00 = 20:39. Once again, fairly simple. [Note:] For Normal and Hard, remember that if the minute hand is close to the end of the hour, the hour hand will be close to the next hour. So if this is your situation, the hour digit would be the previous number, not the number it's very close to. Eg: 12 11\ 1 10 \ 2 9 o--- 3 2:56 (14:56), not 3:56 (15:56) 8 4 7 5 6 After you get the code, examine the briefcase on the bed and enter the code to unlock it. Get the INSTANT CAMERA from the briefcase and read the memo on the other bed beside the briefcase one if you haven't already and exit the room. If you enter room M5 there will be three Nurse Demons and a FIRST-AID KIT on a small stand. Do what you want to do and then head back to the east corridor. There will be two Nurse Demons here -- one of them has a Revolver. Kill them or run past them and enter the elevator. The 3F button won't work so go back down to 1F. On 1F, enter the patient wing and enter room C4. Go up to the glued items on the wall and use the NAIL POLISH REMOVER from the menu. The STAIRWELL KEY will come off; exit the room and go back to the east corridor. There will be another Nurse Demon in this area but it's not near you, so enter the stairwell, using the STAIRWELL KEY. Using this key unlocks the stairwell doors for every floor, and it also allows the 3F button to work in the elevator. In the stairwell, turn to your left and go down to BF. Follow the hallway and get the SUBMACHINE GUN BULLETS on the floor and go towards the wheelchair. Prepare yourself and follow the path of blood to the end of the corridor. Take the SUBMACHINE GUN on the floor and hope you have better luck with it than the previous owner. The person in the wheelchair seemed to have flipped their wheelchair (probably a monster that did it) and got injured so they dragged themself to the elevator, shot the monster, dropped the gun and entered the elevator -- they might actually still be in there because it was probably recent, considering the wheelchair wheel was still spinning. You can't check in the elevator so enter the Store Room to come across some flickering lights. Find the blood by the shelf and Heather thinks there might be something behind the shelf. You can't fit in there so use the INSTANT CAMERA to see what's back there. Heather takes the picture and it develops, displaying a code of 4 numbers. The code is random each time. Exit the room and go all the way up to RF for another Stanley Coleman memo; go through the door to the roof. There are two Closers out here but you don't need to kill them. Run forward and get the 2 magazines of SUBMACHINE GUN BULLETS on the barrel. Silent Hill 2 Reference If you have a Silent Hill 2 save on your memory card with the game beaten at least once, you can experience extra scenes and references to Silent Hill 2. There is one in the area you're in right now: If you examine the north fence by the Elevator Control Room, Heather will comment on it and say it doesn't look like it's about to break and fall. This isn't much though. Exit the area and go down to 3F. Enter the Store Room to find a SAVE POINT on the ground. You can also find a STUN GUN BATTERY and 2 HEALTH DRINKS on a shelf. Exit the room and enter the Special Treatment Room. There's a memo on the right wall. The closest rusted door to you is locked from this side. You can unlock it and enter it if you want, but all there is inside is a Nurse Demon. Enter the furthest room to find another memo from Stanley Coleman. Exit the Special Treatment Room and try to enter the patient wing. It's locked but you can enter the code you got from the picture from your camera (the shelf in the basement) and it will unlock. If you forget the number look in the memo section of your inventory to see the number. Once the door is unlocked go through it. Enter room S1 and get the 2 HEALTH DRINKS on the nightstand. Read the long memo on the bed and then exit the room. Continue west down the corridor, get the BEEF JERKY on the bench by the Bath 3 room, and then enter room S7 to find another Stanley Coleman memo. Exit the room and there will be three more Nurse Demons, one with a Revolver. Kill them if you must and then enter room S12. Move forward and the phone will ring; answer it. It is Leonard on the phone. Leonard claims he's not exactly sure where he is, but the door is at the end of the hallway on the 2nd floor. Go down to 2F from either the stairwell or the elevator and enter the patient wing. Head west down the hallway and go through the new door labeled "M". You don't have a map for this area so use these directions: Move forward and the gate door blocking the path will go up. Go past it and keep moving forward and a gate door will close; go to the right and go right at the next corner. A gate door will open on the left, go past it. Another one will open, go past it and around the right corner. Go around another right corner and go around the next corner to the left and go through the door. Go forward and around the left corner. Keep moving straight and a gate door will close behind you. Continue down the hallway and go around the right corner. Go left around the next corner and a gate door will close in front of you. Turn around, move forward and the closed gate door there will open; go past it. Keep going forward, go around the left corner and through the door. Go around the left corner and around the next left. Keep running forward and six gate doors will close behind you and one in front of you. Examine the red sign on the wall that looks like a save point. Instead of a save point it shows a video of Lisa from SH1. After the video, go forward down the hallway and through the door at the end. Get on the ladder in front of you and climb up it. You will pass a weird creature named Valtiel turning a valve. At the top, go through the door to see what's on the other side...
__________________
I feel like a balloon floating higher I’m touching a distant moon I don’t think I’ll come down anytime soon Ah my kitten I am so glad you’re the way you are You’re my favorite living human by far ’cause you make this frightening world less bizarre |
#6
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12 // n i g h t m a r e h o s p i t a l
-=-=-====-=---=-=-===----=-===-======-=--=--=-==-----==-=-==---==-====-=-= "Happy birthday dear... Oh, I forgot you name." Now this is a true nightmare! According to your map you're just outside the west stairwell on 3F. Move down the hallway and enter room S3 -- it may be hard to find. There's a SAVE POINT on the bed and 2 packs of HANDGUN BULLETS on the window sill, along with a hand coming from outside, oddly enough. Exit the room, and if you enter Examining Room 4, you can find a corpse with its blood dripping into a bucket. You can't do anything with it yet so enter the Day Room, since the east corridor doors are locked. Inside this weird room you can only get to the other side by moving towards the camera and then away from it in the other direction. Go through the other double doors to enter the east corridor. Unfortunately there are three Slurpers in this hallway. If they annoy you, and they should, use the Shotgun to get rid of them. Enter the Store Room when you're done with the Slurpers to come across a mirror and a very disturbing experience. The door won't open so just enjoy the insane experience. You may notice that Heather in the mirror will stop moving after a while. When the room gets dark you can exit it but it may be hard to find the door. Don't stay in this room too long because you can lose health and die. Enter the elevator and you'll notice that there are three new buttons: B1, B2 and B3, not 31, 32 and 33, which they look like. The only basement floor button working is B3, so go down there. On B3 you'll come across some covered corpses on gurneys. Head straight from the elevator and examine the oven for a puzzle (the oven will be open on Easy Riddle Level).
__________________
I feel like a balloon floating higher I’m touching a distant moon I don’t think I’ll come down anytime soon Ah my kitten I am so glad you’re the way you are You’re my favorite living human by far ’cause you make this frightening world less bizarre |
#7
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b 3 c r e m a t o r i u m p u z z l e
-------------------------------------------------------------------------- -------------------------------------------------------------------------- To open this oven (if it's not open already), you'll need to solve the puzzle involving what's written on the door and the corpses in the area. Each Riddle Level is quite different, however. EASY: Here there is no puzzle, the oven will be open. NORMAL: Here there will be roman numerals in randomly selected slots on the oven. They have to do with the four corpses on the gurneys with white coverings. The roman numerals in the slots on the oven will be I, II, III and IV. If there's a roman numeral in a slot, there will be a covered corpse on a gurney in that position of the room. It's not that hard to figure out. Each of the gurneys -- covered or not -- are marked with numbers. Here are the locations for each gurney number in the area: 1 2 3 4 5 6 7 8 9 0 Use those numbers to unlock the oven. So if it says "I" in a spot on the oven, the number on the corpse in the room that coordinates with that location is the first number to the solution. Do the same for the other three numbers and you'll get a code. Eg. II --- --- IV 1 2 --- --- I --- 3 4 5 9 III --- --- --- 7 8 9 0 In this case, the resulting code would be 5172. However, you are very unlikely to get this exact code, since all codes are random. Another thing, the number 7 will always be in the resulting code because that's Stanley Coleman, according to the crazy guy on the phone (later on in the hospital). HARD: Upon examining the open there will be a riddle. On each gurney in the room there will also be a poem. You need to use them to solve the puzzle. The following is written on the oven: "Burn the one who knows no death Pure, adored by those above (A) No prayers within, just simple love And now the pining hunter The flames longing for his rebirth (B) A distant breath within the earth Burn up that heavy body of his Make it wind, dancing in the sky (C) That bottomless gut now a cloud, now a sigh The sweet blood on his laughing lips Now calls him to the gates of Hell (D) There burns evermore that soulless shell Four bodies return to ashes Thus the door is opened Thus the door is opened" The poem has five verses and the first four are the answers that give you the four-digit pass code. However, you need to use the four verses on the oven and match them with four of the ten poems on each gurney in the room: [Note:] The poems marked A-D on the side correspond with the paragraph of the same letter for the memo above (the oven door). 1 (The Song of the Sparrow) "Who killed Cock Robin? 'The Sparrow,' they said 'He wants them all dead (D) To him, honey-sweet is their sobbin''" 2 (The Song of the Owl) "The Owl who forgot the sky Resigned to his poor earthbound state Hungry or full didn't matter at all (B) He ate and he ate and he ate" 3 (The Song of the Thrush) "The grass the Thrush so loved to eat Gave him sweet happiness He sank ever deeper and finally fell To destruction and fatal distress" 4 (The Song of Cock Robin) "Cock Robin, who hid the key away Is ash in the oven, all right The place he held is empty now And the doors remain shut tight" 5 (The Song of the Lark) "The Lark's child lost all his words And walled himself up all away Heart and mouth both locked up tight In a cage where none want to stay" 6 (The Song of the Dove) "The Dove's hope died; he chose his path His flapping wings fell still Drenched in scarlet here they lay His cheeks pale white and chill" 7 (The Song of the Linnet) "He seeks out her soul by his own black ambition Frightening her out of her wits (C) Whispering love songs into her ear What cruel Linnet wants, he gets" 8 (The Song of the Rook) "The black Rook is the praying sort Who hears the gods in the skies His whispered petitions go on without end And glassy and dim are his eyes" 9 (The Song of the Wren) "The Wren, with pure heart as yet unrefined Makes us laugh with his feeble lip-smacking (A) But still we all know he shall never grow old And he knows not how much he is lacking" 0 (The Song of the Kite) "The Kite, hot, crazy, and panting mad Sweet shackles that tease and excite Death itself would drive him wild Red blood that turns milky white" If you are familiar with the nursery rhyme "Who killed Cock Robin?" you are in luck. But if you're not, that's probably why you're here. Read all the poems on the gurneys in order. So start with 0, which doesn't relate to anything here. 1 is the fourth verse on the oven. The Sparrow is the bird who is to be sent to hell here, since he's the one who killed Cock Robin. Very straightforward. 2 is the second verse on the oven. The Owl is the pining hunter, withering away from grief -- he can't hunt nor fly. Also, the word "earth" is mentioned in both this verse and the verse on the oven. 3 to 6 don't have to do with anything here, but 7 is the third verse on the oven. The thing about the "Linnet" is the clue here, it matches the the third verse on the oven. By the way, you may notice that this memo also clearly describes Stanley Coleman, the madman writing letters to Heather. The corpse numbered "7" is in fact his, which will be told to you shortly, if not already. The number 7 corpse is always down here, and is always a number in the resulting code for every Riddle Level. 8 is nothing and 9 is the first verse on the oven. This verse says "he shall never grow old", which matches "knows no death" on the oven. Also, they both have "pure" in them and the verses are quite similar, referring to love. So that leaves you with four numbers: 1, 2, 7, 9. Just take those numbers and arrange them in the order of the verses they match on the oven (A - 9, B - 2, C - 7, D - 1). This leaves you with 9271.
__________________
I feel like a balloon floating higher I’m touching a distant moon I don’t think I’ll come down anytime soon Ah my kitten I am so glad you’re the way you are You’re my favorite living human by far ’cause you make this frightening world less bizarre |
#8
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this one answers your question, its at the bottom
After entering the correct code in the oven lock, examine the oven again
and Heather will open it (if not playing on Easy Riddle Level). Grab the CREMATED KEY inside and reenter the elevator, then go up to 2F. Enter the Men's Locker Room to hear a phone ringing. Find the locker it's coming from and examine it. Someone is on the phone and it's not Leonard or Stanley Coleman. The mystery man claims Stanley is underground and his new name is "number 7." So he was the corpse numbered 7 on B3... Anyway the man talks about a birthday present -- there will be a present for you on 1F if you answer the phone here; if not, nothing. Exit the room and you can hear some Slurpers. Quickly enter the Women's Locker Room and examine the garbage for a PLASTIC BAG and a HEALTH DRINK (don't worry, nobody's looking). There's also a locker in this room that opens when you go up to it. Something's inside with no escape, but it's not important anyway, so exit the room. Head south and kill the two Slurpers with the Shotgun if you need to and then reenter the elevator and go up to 3F. Head to the door leading to the patient wing, unlock it and go through. Enter Examining Room 4 and go up to the blood bucket. Go in the menu and use the PLASTIC BAG to get a PLASTIC BAG (WITH BLOOD). Exit the room and enter the east corridor again through the double doors near you. Enter the elevator once more and go down to 1F. There are two Nurse Demons and a Slurper in this area. Kill them if you must and then enter the Examination Room. There's a SAVE POINT on the right wall by you, an AMPOULE on the table to your left, and a memo on the table in the room. If you enter the Day Room through the northeast door you'll find a memo on the ground and a Nurse Demon on the other side of the fence wall. Enter the Day Room through the southeast door, using the CREMATED KEY. Follow the path and you will encounter the Nurse you could see from the other side of the fence wall, patrolling the hallway. Kill it if it gets in your way and go through the other door in the area to the patient wing. Out here there will be a Slurper in front of you, and another one will come a little later; kill them if they get in the way. "Happy first birthday!" will be written on the left wall, only if you answered the phone in the Men's Locker Room on 2F -- if you did, there will be a present for you in room C1, so enter it through the door beside the writing. Depending on you drug (health) points (1 Health Drink = 4 pts, 1 First- Aid Kit = 8 pts, 1 Ampoule = 12 pts) and ammo points (1 Handgun Bullet = 1 pt, 1 Shotgun Shell = 2 pts, 1 Submachine Gun Bullet = 1 pt), what's in here varies. The same goes for ammo and drug points added -- but this determines how many Nurses will be in the room. Refer to the charts below to determine what will be waiting for you depending on what you have. [Note:] You can only receive ammo presents or health presents, not both. If your number of ammo points succeeds the number of drug points, you'll receive health presents; if the opposite, you'll receive ammo presents. Either way you'll receive whatever you have less points of. Ammo Presents, if ammo points are more than drug points ---------------------------------------------------------- |Ammo Points | Presents | |------------|---------------------------------------------| |30 or less | HG Bullets x3, SG Shells x2, SMG Bullets x1 | |31 to 60 | HG Bullets x3, SG Shells x1, SMG Bullets x1 | |61 to 90 | HG Bullets x3, SMG Bullets x1 | |91 to 120 | HG Bullets x3 | |121 or more | HG Bullets x2 | ---------------------------------------------------------- Health Presents, if drug points are less than ammo points ----------------------------------------------------------- |Drug Points | Presents | |------------|----------------------------------------------| |30 or less | 3 Health Drinks, 2 First-Aid Kits, 1 Ampoule | |31 to 60 | 3 Health Drinks, 2 First-Aid Kits, | |61 to 90 | 3 Health Drinks, 1 First-Aid Kit | |91 to 120 | 2 Health Drinks, 1 First-Aid Kit | |121 or more | 2 Health Drinks | ----------------------------------------------------------- Nurses Guarding Presents ---------------------------- |Ammo + Drug Points | Nurses | |-------------------|--------| |119 or less | 0 | |120 to 189 | 1 | |190 to 259 | 2 | |260 or more | 3 | ---------------------------- When claiming your presents, use the Shotgun to clear any Nurses, and then exit the room after taking your presents. Note that if you haven't answered the locker room phone, room M1 will be locked, so nothing will be inside, of course. Continue down the hallway and kill the Slurper and Nurse if they're in your way, and then enter room C4. There's a SAVE POINT on the curtain in this room; save your game because there's a boss fight just ahead. There's a stretcher that's some kind of altar at the back of the room and the other stretcher near it has a memo on it. Read the memo to find some interesting information: "Drench the altar in the blood which spouts red from the heart, to praise and to show loyalty unto God." So go up to the altar and use the PLASTIC BAG (WITH BLOOD) from your inventory. The blood leads to a ladder by the entrance of the room, strangely. Suddenly and out of nowhere, a hole with a ladder appears where the blood leads to -- go down the ladder. Once you're down, there will be a cutscene followed by another boss fight.
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I feel like a balloon floating higher I’m touching a distant moon I don’t think I’ll come down anytime soon Ah my kitten I am so glad you’re the way you are You’re my favorite living human by far ’cause you make this frightening world less bizarre |
#9
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b o s s 3 : l e o n a r d
===--=---=-=-=====-----==-===----=-=---==-=----=-====---=-==----==-=-===-- ---=-=====--=-=-==-====-=----==-==----=-=-====---=-=-----===----=====--=-= | Difficulty: Normal | Leonard is nowhere to be seen but his voice is heard. When the fight starts, equip the Handgun because it's relatively good for this fight. It may take a while with the Handgun, however, so you may want to use the Shotgun instead. Start shooting Leonard a few times, which will cause him to go under the water. When he comes up, blast him again until he goes back down for a swim. Leonard moves under the water a lot, so try to stay away from him while he's doing so, so he can't come up and knock you down. Also, don't run into the large water brush object at one end of the battle area because you will die if you do so (I don't see why anyone would even run into it, anyway). Leonard will keep moving back and forth down in the water after you shoot him a few times, and you can't shoot him while he's underwater. Try to follow him while he's under water so you can see where he is, but keep your distance. Shoot him while he comes up and he should go back down pretty fast. Sometimes after you shoot Leonard, he'll fall to the ground and flail about, trying to get up -- use this time to blast him even more with the Shotgun, and he might not be able to get up. If you don't shoot him while he's up, he'll just go back down. You can use the Shotgun to blast Leonard to the ground effectively, but the Handgun is pretty good, so try to conserve your Shotgun Shells if you don't have many. If you can, and sometimes you can, kick Leonard while he's on the ground. Leonard has three types of attacks: An attack with either his left or right arm, an attack while he's rising and a counterattack, which is the most powerful of them all. If you're low on ammo, use the Steel Pipe or Katana and attack from the back. Be aware of his counterattacks and you should be fine. After a while, Leonard will die and fall to the ground. =-=-=-======-=-=--=--===-=====----=-=-=-=-==-==-========-=-=----=-==----=- --=-=-=====-------==-=-======-==----====-=-=-=-=-==-==--=-=-=====-=-=---== Heather wakes up in the normal hospital in room C4. As she starts to walk, her foot kicks something and she picks it up. You'll get the TALISMAN. Exit the room and go through the double doors leading to the east corridor. Find the main entrance and go through the double doors, exit Brookhaven Hospital. Outside ------- A cutscene of Vincent and Claudia in your motel room will play. Once it's over, head north up Carroll Street and east on Nathan Avenue, and head back to the motel. You may encounter two Pendulums and a Double Head on Carroll -- just run past them. In the motel compound, find Room 106 and enter it. A cutscene will play and Vincent tells you that Douglas has a message for you: "The church is on the other side of the lake." After the cutscene, exit the motel compound and head northwest up Nathan Avenue. When you get a little past Pete's Bowl-O-Rama, you'll just be at the Amusement Park to save you a lot of running time.
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I feel like a balloon floating higher I’m touching a distant moon I don’t think I’ll come down anytime soon Ah my kitten I am so glad you’re the way you are You’re my favorite living human by far ’cause you make this frightening world less bizarre |
#10
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now back to the amusment park with ya ;)
__________________
I feel like a balloon floating higher I’m touching a distant moon I don’t think I’ll come down anytime soon Ah my kitten I am so glad you’re the way you are You’re my favorite living human by far ’cause you make this frightening world less bizarre |
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