SILENT HILL DOWNPOUR
CONTENTS
·
Walkthrough
·
Side Quests
·
Endings Guide
·
Thanks
WALKTHROUGH
Start your game. You can choose
game and puzzle difficulty. You start out in Ryall Penitentiary. While the
credits roll, Murphy is riding down in an elevator. He meets the prison guard
Ryall, who tells him to follow
him. You now have control of Murphy, so you can walk along behind him. He
takes you to the showers and waits outside.
Open the door and go through to
the shower area. You can turn on the faucets, so go turn on some showers.
Eventually a cutscene will happen. In the corner, there is a knife. Pick it up.
You will need to fight Napier, who comes in during the cutscene. The knife will
stick in him, but you can continue with your fists. That was a bit brutal, eh?
A cutscene will take over again. Hey, it was only a dream?
You wake up and Sewell is letting
you out of your cell again. Follow him once more. Eventually you'll end up
getting on a bus with some fellow inmates for a transfer. A certain female
guard doesn't seem very fond of you. That's Anne, you'll see more of her later.
On the bus ride, Murphy has a couple flashbacks that gives clues to what's
going on in the game.
The bus driver loses control, and
the bus crashes. This is what sets the game into motion. You're now free and in
the middle of the woods. There is a path, follow it. You'll find that Murphy, unlike so many
Silent Hill protagonists, has the ability to do things like duck under stuff,
balance on tree limbs, and squeeze through tight spaces. This will come in
handy when you find the tree bridge. Hey, it's our old friend Anne. A cutscene
will take place. You'll have two choices, but the result is the same either way.
Once that's over, you can continue up and find the road.
Your objective is to find a way out
of the area. You'll come to a gas station. There's a radio you can turn on if
you want to. There's also a map to pick up. Now you'll have to learn how locks
work in the game. You can pick up a heavy item, like a brick, and break open
locks that have a padlock on them. Beat up the lock until it break, and
continue through the gate. Boy, that would've come in handy in the other
games... There's a ladder on the side of the gas station. Climb it. You'll pass
a wheelchair. Then hop down and you'll be back on the ground in a new area.
Duck under the pile of junk and run around the building. Go up the steps and
you'll find yourself on the Devil's Pitstop ride. Look around. There are some
token on the table to the right.
You're told that your objective
is to get a ticket, but you don't get one right away. Instead, go through the
open door and use the lever. You'll see some sparks and the ride car will move.
Forget about the tickets for now, the machine for that is in another area. Instead,
head back outside and down the steps. Head down the road in the other
direction. Head toward the truck. A cutscene will take over and you'll meet the
postman, Howard.
Continue to the building. You'll
have to break another lock. Get used to it. Gothrough the second door into the
dining area. Check out all the tables for stuff, and then check the cash
register. You can get into and take some money. You can use money in the
jukebox if you want, but then continue to the kitchen. You'll smell some gas.
Look around the room a bit before you do anything. Make a note of things like a
the valve and the boxes on the wall. Turn the red valve and you'll ignite the
gas you smelled. You need to turn on the sprinklers now. They are the red box
on the wall, to the left of the valve. You might be thinking you can relax now
that the fire is out. Wrong. While all the weird Otherworld stuff is happening around
you, now you also have to worry about the water reaching the breaker box. If this
happens, you will get electrocuted and die. Find the box and turn it off. This
is another red valve. Now you can go through the door into a hallway. You'll
get to a door. Go through. There's a painting on the wall, and you can turn it.
A door will open on the wall, but it only stays open for a minute. Go through.
If you miss it, try again.
Now you'll meet the Void. Run
through the hallway. It's kind of Borley Haunted Mansion in Silent Hill 3. There
are a lot of cages, so knock them over with the action button to slow down the
Void. Keep running away. You can use a button to look behind you, but I can't
imagine why you'd want to do it. You already know it's right behind you, so
what you really need to do is run like hell. You'll duck through a hole in the wall.
Now you're sliding down, and you need to steer Murphy to avoid colliding with
obstacles. This doesn't last too long, thankfully. You need to avoid some
fences and a bus. I have no idea how Murphy's clothes survived all that. Now
you're in a weird room with a rocking chair and phonograph playing "Born
Free." Go upstairs. There's another red valve. It moves all your
surrounding around. Turn it and then go to the room just below you. Now you can
turn the painting to do other weird stuff to your surroundings. Go downstairs,
past the phonography, and around the other room until you find a way in. Turn
the painting. The walls disappears. Continue back to the ladder area, and it's
void time again. Go upstairs. This will keep you going in circles until you move
the valve you come to, which will open up new places to go. Avoid the dead end
after going down the steps again, and just keep going ahead. There's a door and
an inclined area. Now, this is actually the part that really, really upset me
my first time through. I thought maybe it was like the long tunnel in the
Historical Society in Silent Hill 2, and I just had to keep going. No such
luck. This will go on forever. Once the Otherworld stuff is over and the Void
isn't chasing you anymore, you can simply turn around and go back to the diner.
Phew. Now you're back in the
kitchen. Go through the brown door that was locked before. Don’t go upstairs yet.
Go down the hall to a room with a small table. There's a key there. Another
room has a drawer containing a piece of wire. There are also various weapons
and a medipack. The key opens the door upstairs and then you can get to the
motel. Heading there first is a good idea, because it allows you to get a weapon.
Look around for drawers you can open as well as open cabinets. You can find
medipacks in cabinets sometimes. Always open all the drawers. You're looking
for a power cord. Go through the rooms until you find the one with the dead
dog. Continue to the next room where you will find a safe.
Safe puzzle
Basically, you need to pay
attention to which dials are trick dials. Some will cause other dials to turn,
thus messing up the combination. Pay attention to these and how many they turn
other dials. Another problem is they skip numbers. You will have to mess around
with them until they will go on the right number. This doesn't mean
immediately; but you need to turn the trick dial and then see if you can get
the right code with the others. I checked the strategy guide for this and its solution
did not work for me. I'm not saying it's wrong, just that it did not work for
me on easy or normal riddle modes. I found that I just had to mess with them
until I got it right. Get the trick dials right first. Then mess with the dials
that they cause to turn. If you can't make those ones land on the right number,
move the trick dial again and mess with the dials it causes to turn a bit, then
try again. Once you get those, put the right numbers on the regular dials. You
also need to do this fairly slowly so you don't trigger the security mechanism.
The combination is 26351. Once you get that, you can get a gun. Go down to the
basement. There's a memo on the table you can read. take note of the location
of the elevator. You can't use it just yet. Bust through the lock on the gate.
Continue through and bust another lock. Make sure you have a weapon ready. The
gun is your best bet. If you try to do all this before going upstairs to the
hotel, you can't progress.
The cutscene will not happen. So
ignore the basement until you've done everything upstairs. The area with the
second locked gate is where a cutscene takes place and you meet your first
monster. Use the gun if you want, otherwise there are many weapons lying around
this area. Now you are able to use the power cord on the elevator to get the
hell out of the diner. Now you're outside in the motel area. There are a few rooms
you can explore. There is a bed with some clothes on it, and Murphy can change
into these new clothes. They contain a badge and a key, as well.
Go into the next room. There is
stuff in the refrigerators if you want to carry around a weapon. Look out for
the medipack on one of the shelves. What you need to do now is find the generator
outside. There are some enemies in that area, so be on your toes. You can turn
on the generator and then head into the warehouse-type room. This has a
Jailbreak game in it, and that's how you get the free ticket.
Jailbreak Game
Use you game tokens on the game
machine. The water level rises, and you need to get the red and green balls into
the appropriately-colored holes at the time. Start the game. The water is
rising, and you can steer the ball back and forth. When you get all the balls
in the right holes, you will get a ticket. You can keep playing until you get
it right. Head back out. Between two building, there are some barrels in front
of a gate, You can squeeze through to get to the gate. You'll need something to
break the lock with, of course. He’ll push open the gate and you can run down
the street. There are enemies around. You can save time and health by just
running away. Now you're headed back to the Devil's put stop ride. Go up the
hill and up the stairs of the building. Use the ticket you got from the game on
the blue box and go through the gate and into the car. You'll ride the monorail
for a while. Just sit back and relax for a moment.
Your next objective is to find a
way into town. Go through the building about down the stairs. Look for any items
in cabinets, check out the toilets if you want (they flush), and get the
lighter in the workroom. There's a boarded up door. Find the hatchet on the
other side of the room and break through the boards to open the door to the
outside area. Now there's another door to break. There's a key on a shelf
across from the electrical boxes. Go upstairs and use the key n the door. Go
through the door to trigger a cut scene. Now you'll meet JP. After the cutscene,
follow the path down to the train. Go through the other door form the deck and
take the elevator down. Watch out for enemies when you go downstairs. running
is your best bet here, since there are multiple enemies. Go across the bridge.
Predictably, it does not hold. Hold on and then climb back up. This is a
terrible game if you're afraid of heights like me... There's a valve to turn in
the first area. Then you can pick up a hatchet to get through a boarded up
door.
Find the stairs going up next to a door. You'll
come to an area with three valves. Look overhead and there are some water
troughs. Moving them around will divert the flow of the water from the wheel on
the left to the right. Start with the left and move it until the water is
flowing onto it. Then move on the next two and head back over the bridge where
the steps are. Now there's a hole you can go through.
To be continued....
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II. SIDE QUESTS
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Bank Side Quest
Go to the bank in Pearl Creek, on
Brita and Lansdale.
Get the weapons and items, then
head to the vault. Try to get into the
safety deposit boxes. You'll set
off the alarm. Go back to the first floor.
This is the same in all
difficulty levels. Kill one screamer, then you can
open a safety deposit box to get
a medipack. Then kill 2 screamers to get
pistol bullets. Defeat another
screamer and a brawler to a Colt gun.
Defeat 2 brawlers and then you
get pistol bullets.
Then defeat one of each enemy to
get three medipacks.
--------------------------
Homeless Side Quest
--------------------------
Go the tunnel's east entrance
from Laymond Ave.
Go past the barrels to find
a homeless dude. Talk to him.
Find him some food.
-----------------
Easy: Go to the vending machine
on Brite and Laymond.
Normal: The vending machine is on
the south end of Cook.
Hard: go to the alley south of
Cook.
If you don't have any money,
you'll need to get some at the movie theater.
Buy the homeless dude a chocolate
bar and give it to him. He'll unlock a
door for you.
Get the dude a coat.
-------------------
There's a thrift store in
Chastain Heights. Depending on the difficulty
the coat could be near the cash
register (easy), in the storage room (normal),
or in the back of the storage
room (hard). Give it to the guy, then he'll
ask for a fishing rod.
Fishing rod
--------------------
Easy: It's near the center of the
docks.
Normal: Just outside of the
Pleasant river underground entrance, in
the spillway.
Hard: East edge of the docks, on
the narrow boardwalk.
Give him the rod and he will
unlock the entrances to Pleasant River
and Port district.
--------------------
Art collector side Quest
------------------------
Start at the Pearl Creek Art
Gallery, south of the Centennial Building.
Find the paintings.
1. Despair: Hillside Police Dept,
through the barricaded door.
2. Sunrise: booth inside Hillisde
underground entrance.
3. Wonder. Apartment building,
ground floor kitchen.
4. Certainly. Storage until on
Laymond.
5. Hope. Chaistain Heights,
hardware store east of
St. Maria's Monastery. There's a
key in the cash register to open the
door, then you need to move a
crate to find the painting.
6. Freedom: Pleasant River, west
end of Rice St. in the van.
Go back to the gallery to arrange
the paintings. Move them around to
make a picture. Use the UV light
to reveal a town map.
Find the treasure.
Go to Monroe Cemetery, near St.
Maria's Monastery.
There's a ladder leading
underground in the crypts. Go to
the locked gate.
Easy: There is one activated
tile, one marked with blood. Activate the
marked tile and identify the pictures
from memory.
Normal: No tiles are activated,
one is marked in blood.
Activate the marked tile and
identify the pictures.
Hard: No activated tiles and no
markings. Identify
the four pictures from
memory.
-----------------------
Cinema Side Quest
-----------------------
Chastian Heights cinema
Easy/Normal: House on the Lake
reel can be found on a coat check counter
Hard: Reel is found behind
concession counter in a darkened room.
Bathrooms:
Easy/Normal: The Silent Children
reel is found in a small room. Look in
the stalls. Then go through the
hole in the wall to the theater and go
down to the front of the
theater. The steps on the left lead to the room.
Hard: "The Silent
Children" reel is
found by taking the steps to the
poster
storage room and it's on the
floor near the back row.
The Secret of the Attic reel is
found to the room to the right of
the projector in all difficulty
levels.
Repair the projector
--------------
Go into the projection room. On
easy mode,
the spare bulb is in the storage
room. In normal/hard, it's in the
hardware
store east of the Monastery
behind
the registers on a shelf.
Play the reels to get the access
code 9241.
Enter the code. Go through the
dock that unlocked and run down
to the screen and enter the picture.
Once inside, find the reward by
going down the
sidewalk to the right. Go in
the house and open the door on
the left.
Grad the wooden crank and head
the door at the end of the hall.
Continue to a
larger room. Put the crank
in the box and turn it. Take the
key and climb
the ladder in the corner. Go
up to the attic and use the key
on the trunk
to get a golden gun and 2
boxes of ammo.
-------------------
Gramophone
-------------------
Start in the 2 story apartment
building in Chastain Heights, south of the
movie theater.
Release ladder: you need to pull
down the ladder from the fire escape by using
a hook from across the street.
The doors with red shutters are near the hook.
Pull down the ladder and climb in
the window.
Fix Gramophone:
-First part is in the 2nd floor
children's room.
-Second part is in the bedroom
across from the bathroom.
Get the record off
the dresser.
Go back to the gramophone. Insert
the crank
and put the record on until a
spirit comes from the portrait.
It will attack.
Use your lighter to destroy
the portrait.
----------------------
Shadow Play
---------------------
You need to collect the four
pieces and the tokens.
Start in the loft near the north
end of Chasaint Heights. Enter the building
and climb upstairs. Light the
candles on the table at the top of the map.
You can now see the locations of
symbols across town.
Soul Eye Fragment
This is on the chair. Go across
the room
to see the symbol on the wall.
Put
the fragment where it matches the
shape, then aim the UVlight at the wall.
Rotate it to match, then turn on
your flashlight. Adjust your position until
the shadow from the fragment
fills the
space of the hidden shape. When
the
symbol is complete, it will
transform into a token.
Healing fragment
This is at the southwest corner
of Pearl Creek, at the corner of Cook and
Landsdale. Take it to the shadow
symbol in the park at the intersection's
southeast corner. Rotate the
fragment to match one of the missing shapes,
then turn on your flashlight
and move your shadow around to complete
the symbol to get the token from
the barrel.
Enlightenment Fragment
This is in the construction site
in Pearl Creek, between Lansdale and
Laymond. Take it to the base
inside Pearl Creek underground entrance. Rotate
it to match the hidden shape,
then use your flashlight as before to complete
the symbol and get a token.
Four Fragment:
This is on the north edge of
Chastain JHeights, near where you started the
side quest. Take it to the south
alley and complete the symbol as before. Get
the token from the cardboard box.
Solve the map puzzle in the loft
After you get all the tokens, you
need to put them on the map in the loft.
Place it on the symbol that it
corresponds to, and a demon statue will appear.
----------------
Ashes to Ashes
----------------
Start in the 2 story house near
the docks in Pleasant River. Go upstairs
and open the first door and enter
the master bedroom.
Pick up the urn. Exit
the house and go left. At the end
of the building,
go through the gate and
follow the path to the docks.
Look at the bench on the pier and select the
urn from your inventory. There
will be a cut scene. Then there will be
numbers on the bench. The numbers
are for the safe in the building where
you got the urn.
----------------
Dead Man's Hand
----------------
House in Pleasant River, south of
Rice St. Follow the narrow path east
of the spillway. Go through the
yard at the end of the path and go in
the house. Go up to the body in
the utility room and take the stairs to
the basement. There are corridors
underground here. On easy, you can just
turn on the UV light to follow
the trail to the heart. Otherwise, climb
down the ladder and follow the
path to reach a 3 way intersection. The
path on the right leads to the
heart. Pay attention to landmarks to avoid
getting lost. Keep the right to
find it most easily. There is a gate near
the end, go through and follow
the walkway. Take the heart and go
all the wayback to the ladder.
Get back to the utility room
and put the heart in the
body.
----------------
Mirror Mirror
----------------
Start in Port District, west of
the King Ave brige. Go in the house to
the mirror in the living room.You
need to adjust the location of items in
the room to match the mirror's
reflection: a portrait, a dresser, a TV, a
lamp, and a candle. It will cycle
through 5 reflections. During each, you
must activate the right object.
Turn the lamp on, open the dresser drawer,
turn on the TV, rotate the
portrait, and light the candle. If done right,
the mirror will break and you'll
get some items. If you fail for too long,
an invisible monster will come
into the room (I almost wrote that he appears,
but that wouldn't be accurate.)
----------------
Digging up the past
----------------
Yopu can't do this quest until
you've already beat the game once. Use the
shovels in the town to activate
the digging sites.
1. Hillside neighborhood, north
of Straub St in the yard. There's a shovel
in a nearby shack.
2. Border of Hillside and Pearl
Creek. There's a shovel just outside of the'
police station yard.
3. Pearl Creek park south of Cook
St. There's a shovel on Cook and Lansdale.
4. Logan's Park, between Pearl
Creek and Chastain Heights.
There's a shovel near the Pearl
Creek entrance.
5. Chastain Heights, small park
west of theater. There's a shovel near the
Chastain Heights underground
entrance.
6. St. Maria's Monastery in the
yard.
7. Small yard in the port
district in the southeast corner. There's a shovel
near a truck on Ketchum St.
Collecting all the artifacts
unlocks the secret ending.
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III. ENDINGS
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Coming soon.
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IV. Thanks
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Hahaha blogpost perdana mR Ivan...
BalasHapusBaru nyoba2 nih, bro... hhehehe
BalasHapus