|
Silent Hill 3 - Extreme 10/HARD Mode Speed guide
Title: Silent Hill 3
Producer: Konami
For: Windows PC
MSWord: Courier New
Created: 8/10/2004
Modified:
By: Ghidrah
Submitted:
EMaul: Ghidrah_@hotmail.com
Revision Date:
__________________________________________________
If anyone wishes to use this guide on their site, I would like to know. I
don't have a problem with its use by others on Gaming forums, FAQ sites, or
being copied for personal use. I'd like to know if it's to be used on a site
though, just so I could drop by to ensure it hasn't been altered. So please
send me your sites URL.
______________________________________________________________________
As with all my guides, find some legit trick I missed, I'll give you
credit for it in the guide and an insert amendment to the guide where it will
be used.
As long as the trick, shortcut, etc., etc., can be validated by me without
the use of any kind of cheat codes if (codes) exist for the PC version of the
game.
______________________________________________________________________
MENU
1. BRIEFING (crap)
2. CONTRACTIONS (often used words or phrases)
3. GAME OPTIONS
4. WALKTHROUGH (areas 1 through 9)
5. FIN
6. END GAME STATS
______________________________________________________________________
1. BRIEFING
As with all gaming, in particular speeding, results depend on the ability of
the player to maneuver through the playing field. To have the route through
that field memorized to minimize damage and the time spent acquiring the
items necessary to complete objectives. That being said, I'm sure there will
be faster times out there waiting to be clocked by speeders.
This guide is for fast time, not gold stars. When gold is achieved, it is
because it has to do with completing an objective within the game's time
requirement only.
For me, in general, the Silent Hill 3 story images are more disturbing than
in the previous two games. It seems to be darker and more blurred meant to
confuse the senses and disorient the player. Having the pile near the picture
window on the south side of the living room blows big time chunks, glare
sucks!
I get yelled at for taking the comforter off the back of the couch and
hanging it over the curtains to darken the living room, and then not putting
it back when I'm done.
She just doesn't understand how totally draining it is to run for miles
through depressing environments and to do battle with horrendous demons in a
selfless act to save humanity from a living hell on Earth! You'd think she
would appreciate what I've done for her and our children and gratefully put
the comforter back for me!
However, for me, the creep factor from SH1 isn't there.
I'm thinking it may be the "First Game Thrill Factor" that accounts for this
phenomenon. In defense of my theory are the Resident Evil and Dino Crisis
series games. Anyone who has played each of the games chronologically in each
or either series may attest to the fact that RE1 and DC1 were creepier than
later installments.
This being an Extreme 10/Hard mode guide you should be aware if you aren't
already, the AI in the extreme modes above level 7 is "BRUTAL" it's much
faster and accurate, it deals out way more damage than in hard mode and takes
much more damage before it succumbs to your attack. Critters do make it
through Heather's attacks for a counter. Considering the narrow hallways and
dark bloody areas in both versions of the Construction site and Hospital plus
the monster gang meetings in the church you will be hard pressed to stay
healthy.
It also becomes exceedingly difficult to attain the required goals for gold
stars, in particular Shecky, Lenny the Rotten and Claudia. I have been able
to drop the other two bosses well within the time frame, but, Shecky, Lenny
and Claudia seem to be hanging around a tad longer with each difficulty level
and pushing the time limit envelope in level 10. I'm not sure if they're
taking more damage, they are slicker or both.
Heather's stamina
One good way to gauge it as you climb to and through the Extreme levels is to
note the distance where her running speed slows down. I gauge this at the
beginning of the game. I start from where Heather begins running in the
bathroom and climbs out of the window to the malls exterior door. Ignore the
SMG to the left of the window and run directly towards the Van.
In Easy mode, Heather will reach the Van and then the door at full speed.
Normal mode, Heather will slow up about 10 feet from the door on her return
from the Van.
Hard mode, Heather will slow down about 20 feet from the door.
Extreme mode, Heather will not make it to the van before slowing down; she'll
slow down about 10 feet from the door after jumping out of the window.
Note: From hard mode on, Heather has become a klutz; she seems to have lost
the ability to consistently approach a door on the run and enter without
slamming into and bouncing off of it first. I've been attacked by PLATS,
LPSTs and BPCs more times than I care count.
Don't expect all or any Meds to be in their usual spots from extreme level 7
and up. I haven't been paying too much attention to the ammo, but I swear at
the Construction site, two boxes appeared on a desk in the office where you
pick up the rope and map.
To avoid some damage, you are going to fire at AI you were able to ignore
below level 7. You shouldn't have to kill any of them; you're just knocking
them down to clear a path for Heather. The only AI outside of the Boss that
gets killed is the LPST in the Bar on the 2nd floor of the Mall. Apparently
the rest are just knocked down. The two slashers shot at in the Church,
aren't added to the kill list even if the seem to disappear.
It seems that not only is Heather's stamina altered to slow down sooner, but
she is weaker health wise and receives more damage from the AI attacks.
The number of monster things that you see in easy and normal mode doesn't
change in the extreme levels. That's a plus eh! Nevertheless, the denizens of
extreme mode are much more accurate than previous SH AI and dodging won't be
as effective.
Your tactics must change somewhat from the lower extreme modes to reflect the
additional strengths of the AI. For example, Platypussessess, up to Extreme 3
I had been able to outwit them. I was attacked on occasion, but I could avoid
contact 80+% of the time. From X4 on, I've had to resort to using the (YERKY)
a meat like substance they like almost as much as the rotting carcasses lying
about. However, you must still use extreme caution when they're in the area.
From level 7 on, the Plats may slam Heather on their way to the meat, or may
be ignoring the meat entirely, I'm not entirely sure about that though.
Boss fights pretty much remain the same, only a slight change from the easier
modes. Targeting in level 10 is not guaranteed, so you must be closer to
ensure good hits. The AI is faster and their moves are slightly more random.
For your first few times through level 10, I suggest saving before each boss
fight for safety sake. Don't use continues, they pile up to fast, the object
of the game is to do it in the fewest saves possible. Although, while writing
this guide and braining out the fastest and safest ways to deal with the AI,
I saved before every boss and a few other places that proved difficult.
______________________________________________________________________
2. CONTRACTIONS
Light ON= (LON), Light Off= (LO),
Giant Walking Attack Dog Suit= (GWADS), Platypus= (PLATS)
Lunging Pink Sausage Thing= (LPST), Butterfly Pork Chop= (BPC)
Big Lunging Pink Sausage Thing= (BLPST), Quick Turn= (Q/T)
Waste Of Flesh= (WOF), Sub Level= (SL), Line Of Sight= (LOS)
Over Head Door= (OHD), Wrecked Over Head Door= (WOHD)
Severe Damage= (SD)
__________________________________________________________
3. GAME OPTIONS
Keyboard/Controller Functions
The game manual does suggest using a USB Game Pad, I'm sure I may eventually
buy one, I more or less stink with the key board. I'm buying more PC games,
subsequently; blowing huge chunks at keyboard operation is a definite
drawback in the gaming arena. I am making progress and becoming more adept at
the keyboard though.
Nonetheless, what I do notice, at all the game sites I go to and or have
guides at is that the PC end of the game guide set is dismal for SH3. Odd,
I'm told that PC gaming is older and big, however, look in the SH3 PC FAQ
section and all you see are guides for PS2.
I played through SH3 twice before I figured out how to shoot up, down, left
and right with the SMG, three times before I figured out how to adjust the
bullet multiplier. The game manual doesn't divulge the info, and I was
getting tired of being mou'd on by low moving critters. It isn't a problem if
they're at a distance; however, if they're up high or make it close, you're
toast.
There aren't many keys to push, at least in my version of the game, and I'm
basically happy with the key configuration. I have big hands and they don't
voluntarily squeeze close enough together to stay on the correct keys for
accurate control and I still have to look at the keyboard to ensure the
correct key or combination of keys are pushed.
This part, (GAME OPTIONS) is mostly for the Meat Puppets like me, who are
keyboard PC game inept, i.e., have a difficult time figuring out how to make
things work.
Many of the settings I've left as default, the few I've changed, were to make
control better for me; I suggest you play around with them to find what suits
you best.
A small suggestion, while configuring your set-up take note of an items
default setting before you change it, just in case you don't like what you've
done, getting back to -0- is a good thing.
BUTTON CONFIG, default settings, altered settings *;
MOVEMENT: pretty much a standard for most games;
Q; left turn, W; forward, E; right turn
A; left strafe, S; back, D; right strafe
ENTER; Enter/click left mouse. CANCEL; Escape/click right mouse.
SKIP; click mouse wheel. ACTION; TAB/click left mouse.
CAUTION; Right mouse button. RUN/GUARD; left shift
QUICK TURN; tap strafe left and right simultaneously.
ITEM SCREEN; 1,* MAP; 2,* LIGHT; R,* RECOVERY/RELOAD; F,*
SEARCH/VIEW; SPACE BAR,*
While in search view,
CAMERA MOVEMENT; arrow keys/ move mouse to left or right. **
ZOOM; Z, (must be holding TAB for it to zoom in)
QUICK SAVE; F5, QUICK LOAD; F9
OTHER OPTIONS;
SUBTITLES, On/Off; if you're playing for the first few times and need to know
what's being said keep it on. I keep it off.
BRIGHTNESS LEVEL; I max it, (7) helps me see better without the light on. The
critters are attracted to the light.
VIBRATION; On/Off; Keyboard off; Game Pad whatever you prefer.
SOUND; I use headphones, and keep it on stereo
BGM VOLUME; I keep it to 3, to lessen the distraction, all the extra noise
gets in the way.
SE VOLUME; Max it out to hear the critters, tres importante when you can't
see them.
CONTROL TYPE; 3D.
WALK/RUN CONTROL; Reversed, NOISE EFFECT; Off
CONFIGURATION;
RESOLUTION; 1024X768, SCREEN MODE; Full,
RENDERING RESOLUTION; 1024X1024, REAL TIME SHADOW; Off
LOW HEALTH INDICATOR; (On) you need to know when Heather is hurtin' for
certin'.
BULLET ADJUSTMENT;
Once you have cleared one game and created a Next Game, you get to adjust the
ammunition multiplier. To do this, enter "OPTIONS" in the main menu, at the
top of this new window, you have directional arrows, click once to the right
and scan down the list and highlight "BULLET ADJUST" with the cursor, now,
use the keyboards directional arrows to adjust the multiplier as high as it
will go. After 6 games, I'm only getting 5X. This is a great option,
especially if you're into speeding and trying to eliminate many of the bloody
pick ups.
The rest of the settings are at default, the ones I messed with give me a
crisp picture and still let me push the frame rate to keep shutter or strobe
down.
NOTES:
* (I've changed the location of these often used keys to put them close to
the movement keys. INVENTORY is "1"; MAP is "2", light is "R" and
RECOVERY/RELOAD is "F". The RECOVERY/RELOAD option allows you to reload the
selected weapon before the ammo runs out, medicate Heather before she croaks
from damage or whatever other item you have equipped. It becomes a handy
option when your target has moved off and you don't want to wait to run out
of ammo, Auto load, often comes at unsuitable moments, and takes forever when
you're using the SG. For some instances like with Lenny the Rotten, you must
use "Manual Reload" from inventory to cut reload time down, auto and quick
reload isn't fast enough. So, "Quick Reload" keeps a full clip or tube
between conflicts.
** (I find the Q and E keys do a decent job, albeit a spastic one of changing
the left and or right camera angles. They rotate the camera 360 degrees in
either direction whereas the left and right arrow keys are limited to about
45 degrees in either direction. You do need to use the up and down arrows to
see up and down.)
__________________________________________________________
4. WALK THROUGH
Load the game, once you have the main menu in front of you, enter OPTIONS.
Click the window arrow for the next option screen, locate and highlight
"BULLET ADJUST" use the right cursor arrow to raise the bullet count to X5.
Click exit and save. Click Extra New Game, then the Extreme level you're
playing at, and then Hard Riddle.
(Where in the lower modes you were able to dodge the AI in certain areas, you
won't be able to in the extreme modes. You will be forced to shoot to stay
healthy)
You can read Game Options for the set up I use while playing, adjust your
settings to suit if you don't like mine. I try to limit all distractions, and
the SH series games have enough of them.
1. MALL
1st floor
(X out all the cut scenes)
Heather appears in the bathroom, run to window and exit room. Turn right, run
down the ally and enter the door on the right. Turn right at the
intersection, run the length of the storage area hallway to and through the
double doors at the end.
Enter the 1st floor Mall shopping area, turn left, enter the "BOUTIQUE" (X cut
scene), pick up the ammo, load the pistol and equip the ammo for it. Exit the
room from the rear door.
Run an "S" turn into the short hallway on the left and exit through the door.
Climb the stairs to the 2nd floor storage area.
(I'm calling this type of monster Lunging Pink Peanut Thing, hence known as
LPST. These guys have a wicked fast lunge when you get close; they seem to
defy the laws of physics. They can hit you coming or going, even if they're
facing in the other direction. If there's more than one, and they're bunched
up figure on getting hit)
2nd floor
Enter the corridor the LPST is in, it is almost always in the middle and
about half way down the hallway moving toward or away from Heather. Move
close enough to alert it, pull over to one side of the hall and stop. Wait
for the LPST to move over to your side of the corridor. Back up if you need
to so as to ensure your path around the LPST, and then swing around it
thereby passing without damage. Enter the 2nd floor shopping area of the Mall.
Enter the "BAKERY", pick up the (TONGS), and then return to the 2nd floor
storage area. Be mindful of the LPST, luring it to the side if necessary.
Turn left at the intersection and enter the last door on the right. Pick up
the HD and ammo and use the tongs for the (KEY) and exit the room.
(4 LPSTs) At least 3 of them will be close; they will have about 5 to 6 feet
of space between them. Count on taking at least one hit. If you don't fall to
the floor, keep going. Sometimes you can slam into one and slide off without
damage, but don't count on it happening with all LPSTs.)
Weave through them and don't hang around, if they gang you restart.
(I think they may get a little confused with the weaving when there are more
than 2 of them. If you don't get hung up on one, you can make it through)
Return to the shopping area, turn right from the door and run to the "BOOK
STORE".
(There are big things walking around the shopping area. They're slow compared
to the LPSTs, but they can smack you with their big honkin' arms. The arms
have a long spike thing that shoots out from it causing fatal damage to
Heather. They remind me of giant walking attack dog suits, hence known as
GWADS)
Run to the rear of the Book store, pick up the ammo on the way and open the
door. (8352)
(X cut scene with Claudia)
Head south to the elevator enter, (X all cut scenes) Pick up the (RADIO),
shut it off and exit the elevator.
(There are at least 3 split faced BPCs in this area and one is very close, so
don't flop around. The body style of the BPCs remind me of a chunky old
Mastiff I knew named pork chop, add the split face in and you have butterfly
pork chop, hence known as BPCs)
Make two right turns out of the elevator; (careful of the BPC) follow the
hallway to the intersection and enter the door directly across. Get the
(MEDS) and exit the room. Turn left and run by the last BPC. Pass through the
double doors to the west end of the 1st floor shopping area.
Avoid the 3 GWADS patrolling the shopping area. Run forward; tap (S/V) to
locate the other hallway. Run its length, turn right at the corner and enter
the 2nd door on your left. Pick up the (LIGHT) and the ammo and exit. Turn
left and enter the next door on your left. Pick up the (BLEACH) and exit the
room. Turn left, run to the WOHD (wrecked overhead door). Turn right and run
as you tap (S/V) avoiding the GWADS and possibly 2 BPCs. Enter the
(BOUTIQUE); pick up the (HANGER) and exit the room, Return to the WOHD and to
the shopping area, there may be up to 4 GWADS and one of them may be in the
bathroom hallway. Once in the open shopping area, turn right, run to the last
OHD on the right and enter.
Run to the base of the ladder and use the hanger. Climb to the 2nd floor, run
to the right side of the 3rd floor stairs (LO) and climb. Enter the 1st door on
the right, (RESTAURANT) move to the dog and take the (COOKED KEY). Move to
the rear of the room, get the HDs, and exit. Return to the 2nd floor via the
same side of the stairs. Turn left, run passed the TVs and the (SAVE SYMBOL)
to the last door on the left. (LON), (JEWLERY SHOP) Take the (WALNUT), (LO)
and exit the room via the rear door. (1GWADS) Bear left run the hallway and
enter the short hallway on the right, move to the door at the end and use the
cooked key. (BAR), Pick up the HDs and exit via 2nd floor shopping area door.
Bear right around the center area to the double doors on the right, (LON),
pick up the (DETERGENT) and exit through the rear door. Run to the fan at the
end of the hallway and shut it off. Enter door on left, combine the bleach
and detergent, "X cut scene", start the fan and re-enter door. Run the
hallway and enter the 2nd door on the right. Pick up ammo and jerky and exit
room. (LO) Turn right run to intersection, turn right and enter door on left.
(1 GWADS) Run through the room and exit to the huge open shopping area with
two big holes in the floor.
Turn left and run across the center area. There're a couple of BPCs and a new
thing.
(Not sure about these guys, they appear insectoid, they can walk on their
needle legs, if that's what they are, and they can stab you with them. They
can also float or fly around. When they do, they rotate and or swing. For the
most part, they can be ignored if you have the room to avoid them. On the
lower levels I have made it by them on narrow walkways, even when there has
been more than one and they were grouped close. If you shoot at one and hit
it, it will make a bee line to you wicked fast and likely hit you hard. They
are best avoided whenever possible. Hence known as bugs)
You will approach a narrow walkway, run through it to the opposite side of
the shopping area and enter the double doors on the right. (TORTURE ROOM?),
Move to the stretcher with the vise and use it on the walnut acquiring the
(MOON STONE).
Exit the room, turn right, run to and exit the shopping area through the
door.
(Hope one of the bugs doesn't smack you)
Run clockwise around the central area to the double doors of the BAR on the
right. Avoid the first two LPSTs by quickly moving counterclockwise around
the perimeter of the room and running behind the bar. Unload enough rounds
into the LPST behind the bar to drop it and then kick it till you can pass.
(In the upper extreme modes, the LPST is too difficult to pass in such a
narrow area without taking damage.)
Exit the restaurant to the storage area. Be mindful of the GWADS and return
to the 2nf fl. shopping area via the Jewelry store. Turn right, run to the
left side of the 3rd floor stairs and climb. Hold (S/V) as you run to the door
at the opposite end of the small 3ed floor area. Quickly use the Moon stone
on the door. Run to the ladder, reload the pistol and climb down the ladder.
(X cut scene).
(CONSIDER SAVING BEFORE CLIMBING DOWN)
MALL BOSS
(Shecky the Uncircumcised)
(Severe Damage (SD) hits resonate through the room. The sound is quite
different when penetrating his hide.
Make sure you use the quick load between each emergence.
Even though you aren't hitting him through the mouth all the time, I believe
the hits are cumulative; you can see the little blood spurts on contact.
I have relied on (SD) hits alone and it does take longer.
You always begin the fight from the same spot in the room. What does change
is Shecky's entry point.
Unlike the earlier extreme levels, you no longer have guaranteed target lock.
You may be surprised to notice that Heather is now firing at the wall instead
of Shecky. I think there may be a distance/accuracy limiter that kicks in on
Ext 10. You must stay closer to Shecky to ensure target lock let alone (SD)
hits)
(XCS) As soon as you are free, if it isn't obvious that Shecky is approaching
from the rear or the tunnel to her left, press and hold S/V to locate him.
Strafe left to position Heather directly in front of Shecky, unless he is
emerging from the same side. If this is the case, then you'll have to run to
and turn into him for the face off. Hold S/V to keep him in front you and
fire two (SD) rounds into his face.
(From this point, one of three events will take place;
1. Shecky may move off, it usually happens if you fire off more than 2
rounds into his mouth. He'll either back into the same tunnel or move
off into a different one on the other side of the room.
2. Preferably, he'll slam the floor allowing what I consider the best
sequence to continue.
3. Shecky will remain maw open and kind of wavering about for a few
seconds longer than usual.)
If Shecky follows option #1 and moves on, (still holding S/V), begin firing
and follow him across the room as he exits. Position Heather in front of the
middle tunnel of that side, reload and quick spin to put the tunnels behind
her for the next sequence.
If Shecky follows option #2, screams and slams the floor, (continue holding
S/V) as soon as he slams the floor, begin firing as you strafe to the left or
right. Don't fire off more than 6 rounds during the strafe and Shecky lunge
across the room. Wait for him to retract and open up his maw again before you
empty the rest of your clip. Hopefully, you'll make two more (SD) hits on him
before he moves off. If he slowly moves off across the room, follow up with
another clip. Then position Heather at the middle tunnel, reload and quick
spin for the next sequence.
(From here you can get the #2 option to repeat. If after Shecky opens up his
maw for the second time, you only fire two rounds, hopefully (SD) he will go
through a second lunge sequence. I got a triple lunge event once in all the
18 runs through the game. I'm not sure whether the double or triple lunge is
a good thing or not, only one time did I get below 2 minutes when I was able
to get a double.)
Option #3; Shecky maintains an open maw and wavers a bit longer than usual.
Hopefully, fire off two more (SD) rounds and then he'll close up and move on.
If he slowly moves off, follow up with another clip. Then position Heather in
front of the middle tunnel, reload and quick spin for the next sequence. This
event is one good reason to continue to hold (S/V).
(To avoid the lunge, you must be the distance of his opened flaps and then
some to remain upright and undamaged)
If Shecky moves on, continue holding (S/V) begin firing and follow him to the
other side of the room. Reload; position Heather in front of the middle
tunnel and quick spin for the next sequence.
As at the beginning sequence, press "S/V" as Shecky returns to locate him if
he isn't approaching Heather from the tunnels to her rear. Repeat the above
procedure until Shecky falls.
Sometimes Shecky will blast across the room after a firing sequence, so be
alert at all times to avoid a knock down. I truly hate being knocked to the
floor,
(X cut scene) and head for the partially opened OHD. Run toward the foyer's
glass doors, turn right, enter the restaurant and pick up all the goodies.
Make sure you get the "JERKY" in the rear left end of the room. Exit the
room, and pass through the glass doors. (X the cut scenes) Continue on to the
Subway.
______________________________________________________________________
2. SUBWAY
Follow the corridor to the intersection, turn right, continue and pass
through the door. Continue to the Concourse, "Sub Level 1", hence known as
(SL1) (big open area) Turn hard left toward and through the only open
turnstile.
(There are 5 sets of stairs in the (SL1); the important set is the south
stairs and happens to be closest to you after passing through the turnstile).
Run down the (South) stairs to (SL2), make two rights and run through the
door. Bear left, across to the northeastern end of (SL2). Short hallway, turn
left, (LO) and down to Platform 1A. (Big room, 2, 3 or 4 BPCs, 2 sets of
stairs down.) Make two hard rights out of the stairwell, run along the wall,
two hard rights and down the stairs. Take the HD and return to big room
above. Turn left, run across the big room to the east side and down the 2nd
set of stairs. Take the (NUTCRACKER), and then return to "SL2". Run to the
(CHAINED GATE), use the nutcracker and head down to Platform 2A. Enter the
subway car and pick up the ammo and shot gun. Arm and load the SG. Exit the
car to find two blubber things, one is thoroughly blocking the stairs up and
the other is lying down in your way but not blocking your route to the next
set of stairs down.
(Waste of Flesh hence known as "WOF",)
Ignore both WOFs, run to the opposite end of the room and take the stairs
down. Run down the stairs, make two rights, and run to and down the 2nd set of
stairs on the right to Platform 3B. Run to the end of the platform; notice
the lighted door down on the tracks. Climb down and access the door, you
can't get in. Turn, avoid the 3 BPCs, run back to the platform and climb it
before the train smacks you. Now, you must run to the opposite end of the
series of long platforms. Pass the 1st set of stairs; pass through the gate
and avoid the 2 BPCs. Run the length of the room to the stairs at the end.
Run up and over the 3rd set of stairs to the end of the platform. Pick up the
one HD on the bench (LO) and enter the train car.
Unless your health meter is flashing fast, you should be able to survive a
hit. If you are flashing fast, take an HD before leaving the 1st car, and then
if you get hit, you can keep going.
The train ride has a low difficulty, just keep running. The first car with
LPSTs has 3, the aisle is narrow, and the LPSTs are close together and fast.
I almost always make it through them without damage. The second car with
LPSTs has 1 BLPST and 1 LPST. Run up to the BLPST so that you can shot gun it
to the floor at the intersection. You need the room to get around it. Drop
the 2nd LPST to run around it. One more car will have a WOF, which is always
easy to pass. One lighted car has SG rounds on a bench on the left. The next
car has 2 boxes of pistol ammo on the right as you enter the car.
(X cut scenes)
Exit the last car, turn left and run to the door at the far end of the
platform.
______________________________________________________________________
3. SEWERS
Most of the uglies big, small and floating are more or less easily avoided if
you are halfway decent at dodging. A few will have to be put down to pass
safely.
(The bloody walls area drains health fast. However, if your health meter
starts fast flashing don't worry too much, you won't die, at least I haven't
so far)
(LON) Run down the bloody stairs, turn right and run through the door at the
end of the corridor. Turn left, weave through the bugs and enter the only
door on the right. (1LPST), (LO), Run to and through the door on the right.
(3 LPSTs) Move forward enough to see the first LPST exit the opening on the
left and turn away. As the 2nd LPST exits, it will turn left or right. Run
toward the opening, swing wide right and then hard left into the opening
sliding along the left wall. Pass the 3rd LPST, and enter the door. (LOCKER
ROOM) Pick up the (MAUL), (Q/T) and take the FAK off of the shelf. Exit via
the other door. (1BLPST and 2LPSTs) Turn right, run up to and fire one round
into the BLPST dropping it to the floor. Run past it to the first door on the
right, (LON) pick up the (BOTTLE, JERKY & HD). (LO) Return to the corridor.
(The LPSTs are closer together now, and the big one will be flopping about on
the floor.)
Cross the wall on the opposite side the hallway, turn left, and then right at
the intersection and run through the OHD. (3 bugs) Run to and through the
first door on the left, you'll be running between two of the bugs to reach
the door. Run to and through the door at the end of the corridor.
(Dumb bloody cut scenes)
Turn right and run, turn right at the intersection and pass through the OHD.
(3LPSTs, 1 BLPST, (LO) Proceed to the 2nd narrow corridor on the right; enter
the room at the end. (LON) Pick up the ammo on the desk, the (OIL) from the
heater and the HDs on the other side of the desk. (LO) Return to the
corridor, turn left, stay close to the wall on the left and enter the narrow
corridor on the left. Pass through the door at the end of the hall, (LON) put
the oil into the pump's tank, start the pump and climb down the ladder.
Bear left; run up the stairs, bear right to the 2nd set of stairs. Exit the
door at the top of the stairs, run to the end of the long corridor with
stairs and exit. Jump down into the water, (LO) turn right and run the long
and narrow walkway past the 2 BLPSTs. Once passed the BLPST on the right, a
door will show up on the right, climb up to the walkway, run to and enter the
door on the right. We have another long corridor with stairs, and a door at
the end. Pick up the (DRYER) and Ampoule. Back to the sewer, drop down to the
water, More often than not, one of the BLPSTs is walking past the OHD and
goes for Heather. Pump only enough rounds to drop it, then climb up and enter
the OHD. (LO) There are 3 LPSTs near the intersection and 1 BLPST approaching
from the right side of the intersection. Stay along the left wall and pass
the first LPST. Turn hard left avoiding the BLPST. Scrape Heather's shoulder
against the left wall as you pass the second and third LPST. Swing right and
enter the door on the right. Pick up the HD, exit the room from the other
door, plug the dryer into the socket and toss it into the water.
Exit the room at the other end. Turn right and enter the door at the end.
Drop down into the water, climb up the other side. Turn left and follow the
narrow walkway to the opening on the right. Enter the door at the end.
(You're now off the map)
Run the length of the long corridor and two sets of stairs to the end. Bear
left in this big room along the wall to the stairs. Climb the stairs to the
top and then the ladder to the surface of Silent Hill.
______________________________________________________________________
4. CONSTRUCTION SITE
(The Platypussessess at the end of the Construction site are evil and brutal
requiring patience to maneuver through them.)
Building (1)
Run clockwise around the building, to the double doors on the right. Eyeball
the boxes on the left as you pass to the door pick up the HDs if there are
any there. Climb the stairs to the 5th floor. Move to the far end of the room
and pass through the door on the right. Run into the large room, run to the
left of the mattress and take the ammo. Push the mattress into the hole and
arm with the Maul. Locate the discolored patched area at the corner of the
wall and pound it with the maul for the (SILENCER). Pick up the HD to the
right of the hole in the floor and drop down into it. (X CS) Run to and
through the hole in the wall to the scaffolding, (2 bugs). (LO) Turn left,
run the length of the scaffolding to and through the open window on the
right.
Building (2)
2nd Fl;
Exit the small room, turn left and run to ("Store Front Poseables") on the
left.
(Try to find poseables in the dictionary.)
Run out into the elevator hallway, turn left, and run passed the elevators to
the Stairwell door and enter.
(Careful, sometimes there are 2 BPCs in your way; it wouldn't hurt to take a
HD to get out of the red)
Climb to and enter the 5th floor.
5th Fl;
Turn left, run past the elevators, turn left and enter the double doors on
the left. Pass through the room to the door on the right at the far end. Turn
left, run to and pick up the (SCREWDRIVER). Return to the Elevator hall; via
the (Gallery of Fine Arts Door). Cross the hallway to the (KNM Auto Parts)
door. (A large J shaped hallway) (3 LPSTs) (LO) Make one right turn and run
about a quarter of the way to the end. Move to the right or left side; stop
and wait luring the first LPST over to your side. Swing around the LPST and
continue on to the next two LPSTs and the right turn at the end. The two
LPSTs are easy to pass, take the first door on the left (Office). (LON) Pick
up the HD on the front desk and the (JACK) off the shelf on the far left
rear. Exit the room, cross the hallway to the (KNM Auto Parts) door, unlock
it and exit this hallway. From here, make your way to the Stairwell and back
to the 3rd floor door.
3rd Fl;
Turn left, run pass the elevators, turn left at the intersection and pass
through the (MONICA'S DANCE STUDIO) door. Turn right and enter the 1st door on
the left. Move to the desk with the jammed drawer and use the screwdriver on
it. Take the (ROPE), and pick up the (MAP, I still get turned around in this
building). Exit the room, turn left run to and enter the 2nd door on the left,
(LOCKER ROOM) take the HD from the locker. Return to the elevator hall and to
the partially open elevator doors. Use the jack and then the rope on the
doors to the 2nd floor.
2nd Fl;
Make two rights to the short hallway and straight to the (ECHO) door. Cross
the room, take the yerky, (LO) turn right and pass through the door. Stay to
the left side of the room when passing through to avoid the LPSTs. Examine
the tub. (X CS) Exit the room, through the other door, take the ammo from the
wheel chair (LO) and exit this room through the other door. Turn left and
enter the door at the end of this hall. (LON) Follow the short narrow hall to
the (VINCENT ROOM) (X CS) Take all the Meds and the bottle of (OXYDOL) from
the cabinet and exit this room from the other door. Turn left to the door at
the end of the short narrow hallway. (LO) (1 Plat 2 BPCs) Exit the door at a
run; make two left turns and one right to the elevator and enter, (careful of
the BPCs). (LON), push for the 1st floor.
(XCS)
1st Fl;
Make three left turns into the short hallway. Enter the door on the left at
the end of the hallway, (BARROOM) (1 WOF) Stay close to the bar while running
around it to the refrigerator and take the (PORK). (Q/T) and tap (S/V), for
camera perspective. Run to the table with the SG ammo, take it and exit the
room before the WOF gets up and clobbers you. Return to the elevator and to
5th floor,
(XCS)
5th Fl;
(LO) Make two lefts and one right and enter the door with the light over it
at the end of the short hallway. (1 BPC, 2 Plats) Turn left run to
intersection, turn right and enter door at end of short hallway. Pick up the
(MATCHES) and return to the hallway. Step left, drop meat, step right, watch
for the Plat and the BPC and run. Stay to the right side of the hallway, run
about halfway down the hallway and drop another Jerky. It's pretty dangerous
now, the BPC is loose and there's a plat in the dark. Strafe left and run the
rest of the way to the door.
(About 2/3rds of the time, I can make this run without dropping meat, about
80% of the time if I drop meat halfway and about 90+% of the time if I drop
at the door and halfway along the hallway)
Enter the door directly across from the one you just passed through, run to
the big picture on the wall, stand facing the trash barrel. Combine the Pork,
Oxydol and Matches and click use. (X CS), and enter the new door, turn right
move down the stairs, (LO), and enter the door on the right.
4th Fl;
(There are a total of 8 platypuses in these 2 winding corridors, 5 in the
first section. Both corridors are very dark, the Plats are fast and difficult
to see, I recommend taking a med to get you into the green)
Strafe left, drop the meat, sidestep, to the right. (S/V) for the Plat, stay
on the right side and move about 2/3rds the distance to the inside corner and
wait a second.
(Sometimes one or two Plats will blast around the corner and knock Heather
over on their way to the meat)
If not, move to the corner, drop meat, sidestep to the left, move to the
outside corner, turn right and (S/V) for the Plats. Let them pass you, stay
to the left and run to the next inside corner, drop meat, sidestep to the
right, move to the outside corner, turn and (S/V) for the Plats. Wait for
them to see the meat before running by. Repeat this maneuver at the next
inside corner if you haven't already passed all 5 Plats and exit the hallway.
Enter the next hallway, Most times, this first leg of the hall is empty and
often the second leg is too. If so move into the 3rd section at the outside
corner turn and (S/V) the length of the hallway. Most likely you'll see them
on their way toward Heather. Drop some meat, and then sidestep to the left.
(S/V) for Plats them move to the next inside corner and repeat the maneuvers
mentioned until you exit through the door at the end of the corridor.
(Always use the (S/V) to locate the Plats and be patient enough to let the
Plats go for the bait)
Take the coin off the desk, and use it on the vending machine, (LIFE
INSURANCE KEY) (X CS).
(1 BPC 2 plats) Exit the room, Strafe left, if Plats drop meat, if not move
to the inside corner and drop meat. Strafe right, move to the outside corner
and turn left. If clear run to and unlock the door with the light over it.
Continue running, make one left turn and a right turn to the elevator and
enter. Push for the 1st floor.
1st Fl;
Make two lefts and one right out of the elevator to the door at the end of
the short hallway. Unlock it with the Life Insurance Key. (LO) Turn left,
stay to the left and run to the inside corner. Drop meat, sidestep right, run
to the outside corner and turn left. (S/V) for a Plat, if one is close, wait
for it to cross over toward the meat before running by it. Stay to the right
side, as you make your way to the last door on the left, eyeball for the 2nd
Plat. If Plat #2 is not stationary but is moving toward you, drop meat and
sidestep to the left. Enter the door on the left, move to and read the papers
on the stretcher. Exit the room, follow the corridor back to the 2nd door on
the right and enter. Run to the intersection, turn left, run to the end of
the hall and out of the double doors.
______________________________________________________________________
5. OUTSIDE, ON THE STREET
Arm and load the pistol. Turn left and start running, stay on the sidewalk,
eventually an alley on the left turns up, take it. Run all the way to the
steps leading to the back door of the apartment building Heather and her dad
live at.
You might want to save here.
Run to Rm. 102 and use the key to enter.
(X CS all the way up to the roof)
______________________________________________________________________
APARTMENT ROOF BOSS
MANNY THE SLASHER
This is the fastest method with the least amount of ammo used that I've found
to date for smoked Manny, minus the silenced "Unlimited SMG". (Albeit a tad
dangerous if you cluster it up)
(LON), enter inventory, attach the silencer to the pistol load it, and ensure
that the (SG) is fully loaded and in the weapons ready slot. "SUPPLIES",
equip SG ammo. Return to the roof.
Follow this pistol maneuver exactly and you shouldn't miss one round!
Once on the roof, tap the fire button three times.
(Manny will be on you and may even thrust at Heather but it will miss).
Once the third round has been fired, strafe to the left or right. As you
begin the strafe, quickly fire off two more rounds.
(Don't release the trigger on the last two rounds Manny has run off about 40%
of the time when I have released between the last two. About 70% of the time,
Manny goes down on the 4th round)
Manny will drop on the 4th or 5th round. You need to have him close to ensure
good hits and to see him drop. As soon as he drops, (LO), take one step back,
switch to the SG, return to the roof.
From this point on, you'll be using the SG. Press and hold (S/V) to keep
Manny in (LOS). Fire off 2 rounds, after the first round he may begin to rise
from the deck, if not, put a 3rd round into him.
(Another reason for holding (S/V) is to see whether Manny turns to or away
from Heather when he rises up from the deck. He is so close that if he is
facing away from Heather, you can get off another round and drop him for
another salvo.)
In either case, release the trigger after the 2nd or 3rd round, at this point,
he will be up and may be moving toward Heather, if away, follow the
italicized info above.
If he's facing Heather, even though he's close, approach him at a run to
disrupt his possible attack; swing around to his side or rear and fire a
close up to drop him again. Manny is much smarter and faster in the upper
extreme modes, so you must be accurate and prepared for him to turn with
Heather as she swings around Manny.
Press and hold (S/V) you may get 2 or 3 more rounds into him before he rises
up again. Tap your reload button while Manny rises.
Don't fret if he runs off, use the left or right turn buttons to follow him,
he'll stop shortly and begin searching for Heather again. Run up to and
behind him to repeat the above process.
Sometimes he isn't facing Heather and doesn't take off at a run; he walks
off, giving you the time to make it close for another salvo.
With this method, I have taken him out with as few as 4 pistol and 12 SG
rounds and no Meds. On average, it's 5 pistol and 15 SG rounds.
The real bennies come into play if you have to chase him and take him down
near the penthouse area or at a corner of the roof. If he is between you and
the penthouse/fence and or parapet, he seems to jamb up brain wise; he
stands, and walks or runs off toward the walls or fence. The barriers prevent
forward motion but he continues to walk. Showing his backside and giving you
a soft target for a faster kill.
I "THINK" the hit ratio depends on fire rate and distance from target. My
reason for strafing left or right instead of just backing away is to maintain
close proximity to Manny.
I have taken him out in 7 seconds using the (USMG) till he drops and 1 SG
round to the back. The rest of the time I take him out in just over a minute.
From the end of the Slasher fight, "X" out all the cut scenes to Heather
standing, run to her room and get the stun gun and batteries. Leave the room
and exit the apartment through the kitchen. Turn right to the intersection in
the hallway, turn left and exit the building. "X out all the cut scenes to
Heather standing in the Jack's Inn room.
I hate jumping the car ride to Silent Hill, for me, its one of those moments
in video games that makes them worth playing. Killer music with a great FMV,
but what are you gonna do when you're speeding.
______________________________________________________________________
6. SILENT HILL
JACK'S INN & HEAVENLY NIGHTS
Exit the room, run straight out (North), into the street, (Nathan Ave.) There
are BPCs and bugs on the street. Turn left, stay on the sidewalk, and proceed
to Carroll St. Turn onto Carroll move over to the sidewalk on the right side
of the road and turn into the Night Club's alley, up the stairs and through
the door. Pick up the FAK and Jerky on the table and the SG ammo off the bar
and exit to the street. Turn right and continue on to the Hospital's front
entrance.
______________________________________________________________________
7. BROOKHAVEN HOSPITAL
(Note: there are more gun toting nurses in the hospital that can chunk
Heather from a moderate distance regardless of whether she's lights on or
off. The Platypussessess in the alternate Hospital are evil and brutal
requiring patience to maneuver through them.)
1st Fl;
Enter the front door, run to and through the door directly in front of you.
Stop, turn right and take the HD in the cabinet. Exit the room, (2 Nurses, 1
in either direction) turn right, run to the elevator, enter press for the 2nd
floor.
2nd Fl;
Three right turns out of the elevator into the short hallway. Enter the last
door on the left, (Woman's locker room).
Take the (NAIL POLISH REMOVER) from the locker and leave the room. Make two
right turns to the 2nd floor ward doors on the left.
4896 unlocks the doors. Arm with the SG.
(LO), (2 Nurses, 1 with a gun, easy to pass) Turn right, run to the end of
the hallway and enter rm. (M4) on the left. Stop the alarm and note the time.
Move to the briefcase, use the clock time, (MILITARY TIME) on the combination
lock and take the (CAMERA). Return to the elevator and drop down to the 1st
floor.
1st Fl;
Make two rights out of the elevator to the Ward double doors.
(LO), (3 nurses, 1 with a gun, spread out, easier to pass on the way to C4
than on the way back)
Enter the ward, turn right and enter rm. (C4) on the left. Move to the head
of the bed farthest from the door. Use the (NAIL POLISH REMOVER) take the
(STAIRWELL KEY) (Q/T) Return to the elevator hall, use the key on the
stairwell door and move down into the basement.
BASEMENT
Take the SMG ammo, pass the wheelchair and enter the door on the right,
(STOREROOM). Move to the blood smear on the wall and use the camera. Write
down the combination, exit the storeroom and pick up the SMG off the floor.
(Q/T) Return to the stairwell and make your way to the Roof.
ROOF
(3 GWADS)Weave through them; take the SMG ammo off of the barrels, (Q/T) and
run down to the 3rd floor.
3rd Fl;
Move to the 3rd floor ward's double doors. Use the combination from the camera
picture, (LON), pass through the door, turn right and enter the door on the
left, room (S1), 1 HD. (Q/T) Exit room, turn left, beat feet to bench, grab
the jerky and (LO). Run toward the end of the hallway and enter room (S12) on
the left.
(3 Nurses, 1 with a gun, will appear from nowhere along the length of the
corridor as you pass the elevator. Moderate danger if they bunch up around
the bench, in this case, you'll have to chunk them if so, use the SG)
One nurse appears around room (S10), just before you get to (S12)
Once in room (S12), pick up the phone and (X CS) (Q/T) Exit the room and
return to the elevator hall. Once in the elevator hall, take the stairwell to
the 2nd floor door and enter.
2nd Fl;
Once in the 2nd floor elevator hall, enter the 2nd floor ward. Turn right and
run to the end of the hallway to the (M) door.
MAZE
Here's the route in a nut shell, (R), (R), (L), (R), (R), (L) to door.
Enter, (L), (R), (L), and turn around, (L) to door.
(L), (L) to symbol, (action button), (X CS) straight to and through the door.
Climb the ladder to the top, turn right and pass through the door.
ALTERNATE HOSPITAL
3rd Fl;
(2 Plats, usually one is very close and the other may be anywhere between the
elevator and the other end of the hallway. Ensure you have meat equipped in
inventory. About 50% of the time I'm able to pass both without incident but
those ain't good enough odds)
Turn left and move to the inside corner. Drop the meat, strafe to the right
move to the outside corner and turn left. (S/V) (LON) begin your run to the
opposite end of the hallway. Whether you see the plat is at the opposite end
of the hall or not, drop meat just passed the elevator area, strafe left, and
run for the double doors at the end.
It's a big red room with the hole in the middle, exit through the door at the
other end.
(3 Plats, dangerous) Turn left; (LO) press S/V move 3/4ths the way forward to
the inside corner. Drop meat, strafe right, run along the walls and enter the
elevator. Push for the 2nd floor, exit the elevator.
2nd Fl;
Make three rights into the short hallway and enter the last door on the left.
(LON)Take the (BAG) and HD from the waste barrel, (LO) and exit the room.
(There are 2 Plats and 1 nurse with a gun). Drop meat, run forward and turn
right as you go and run to the elevator. Push for 3rd floor and exit.
3rd Fl;
Keep the wall close to Heather's left, swing wide right back to the big red
room, (LON), and exit through the other door. (2 plats, often, one at each
end of the corridor, usually easy) Enter the 2nd door on the right, (Examining
room) put the blood in the bag and exit this room. Return to the elevator via
the big red room. Enter the elevator hall, turn left, (S/V) If Plata are in
this end of the hall drop meat strafe to the right side of hall, run to
elevator and press for B3. If not, run to the corner, drop the meat, strafe
to the right and run to the elevator.
B3 CREMATORIUM
Move to the oven door lock, push 9271, take the (CREMATORY KEY), return to
the elevator push for the 1st floor and exit the elevator.
1st Fl;
Straight out of the elevator, hit the wall, turn right, run to the end of the
hall, unlock and enter the door on the right. (1 pipe nurse, easy) Exit the
room past the nurse. Enter hallway, (3 Plats, 1 Gun nurse, moderate) drop
meat, strafe right and run 2/3rds distance to bench. Move left to wall, drop
meat, strafe right and wait for last two plats to pass the bench. Ignore
nurse, run to and enter the last room at the end of the hall, (C5). Spread
the blood on the table, (X CS), "Inventory", and arm with the SG. Ensure that
your health is at least in the green that SG rounds are equipped and climb
down.
X out for Lenny
HOSPITAL BOSS
LENNY THE ROTTEN
To date, I haven't found a reliable and consistent method to quickly deal
with Lenny; even the USMG is useless on him in the extreme modes. When he's
moving through the water, he's untouchable. If you're too close when he
rises, he'll smack you. Lenny is too unpredictable; he doesn't stay still
long enough for a proper Katana slashing. If and when you do luck out and
catch him, only the slower overhead attack makes contact.
(NOTE; if you're playing during the day and you have screen glare or the room
is too bright, Lenny completely disappears with lights off. Even though
Heather turns her head when holding the "CAUTION" button, it's too
distracting to have the light off).
(While researching techniques, I did luck out and make one take down at one
minute and twenty-eight seconds in extreme 4.
In general, the times are almost always at or above the 2 minute mark. So if
you're going for the gold, I suggest saving before confronting Lenny and
reloading from there instead of using the CONTINUE option).
I believe your time depends on a number of things,
1. Whether you hit him from the front, side or back.
2. Distance from target
3. Whether you have adequate Heather control to follow him.
4. Constant S/V control.
5. How efficient you are on getting back into inventory for reloading.
I'm not too sure yet whether the light being off or on matters much,
although, I'm leaning toward (LO) for the chase and (LON) for the shooting. I
have had fast completions with the light off after the first series of
rounds. I also have fast times with the light on during each encounter.
(With the light off, follow Lenny around the room watching for him to slow
down. Move within ten feet, preferably beside him, turn the light on just
before he rises from the water and press and hold "CAUTION and FIRE", you
need to press caution first or she won't reliably lock onto him before you
fire off the first round)
Your hope is to have him thrash about in the water for a salvo of at least
six rounds.
If you're in front of him and too close, he'll rise out of the water and
smack you. This isn't a good thing when using the SG, because you can't
retreat while shooting. That in mind, this is my current method for dealing
with Lenny.
Spill the blood, (XCS) Inventory, ensure that SG shells are equipped and a
fully loaded SG is in Heather's hands. Climb down; (XCS), Hold
CAUTION/FIRE/BACK, Heather will take one step back and fire off one round as
the flooded room materializes. Hope Lenny goes into a splashing fit. If so,
continue firing on him, always keeping count of the number of rounds fired.
If he crawls off, tap the RELOAD/RESAMPLE button, (LO) and begin stalking
Lenny. This situation happens more often than not.
As soon as you fire off the 6th round, release the CAUTION/FIRE and begin fast
tapping the INVENTORY button. Reload the SG manually and quickly return to
the job of chunking Lenny.
(Believe it or not, RELOAD/RESAMPLE isn't fast enough to keep him on the
floor for a second salvo. Even though manually loading through Inventory
takes longer, virtual time must stop when in inventory.)
If you are lucky and fast enough, he'll stay down for another 6 if not, he
might stand for round or two and then drop under for a crawl about.
Tap RELOAD/RESAMPLE to ensure that you have 6 in the tube, (LO), hold down
(S/V), and begin to follow Lenny about the room. Try to stay near the middle
of the room, between short walls.
(Room is rectangular, long walls are ends with rotating gears and protruding
steel girders and short walls are the bare ones.
The Room is broken up into 4 quarters, |25|50|75|100|; stay within the 50 and
75 sections.)
This allows you to spend less time running about and more time turning to
keep track of the rotten one. Lenny never contacts the long walls, so this
puts him within your prime firing range at the long ends of the room "IF" you
stay within the ends of the |50 and 75| boundaries.
If you're following Lenny and you see him slow down, you know that he will be
rising within a few seconds. I believe your optimum firing positions are from
the side and in front of him. If you are behind him, most likely he will stay
down for 6 or fewer rounds then take off or stand. If you take him from the
side, (my preference) and he stays down for the first 6 rounds, begin tapping
INVENTORY as soon as the 6th round has been fired for a manual reload and
quickly return, firing as you reappear. Most times, I get 10 to 12 into him,
a couple of times; I've pumped 18 into him before he took off. If you take
him from the front, ensure that you are at least 10 feet from Lenny, or he'll
rise up and swat Heather. A swipe from his flipper arm will screw your
timing. Most of the time, I get at least 7 to 8 rounds into him from the
front a few time 10 rounds. In all cases, as soon as he drops down and crawls
off, quick load, (LO) and begin stalking his rotten butt till you get the
ending cut scene.
1st Fl;
Exit the room, turn right and run the length of the corridor to the door on
the left at the end. Exit the hospital through the front door, (X CS) Return
to your room at the Jack's INN and (X CS) with Vincent. Beat feet to the
Amusement Park.
______________________________________________________________________
8. LAKESIDE AMUSEMENT PARK
Enter the amusement park, pass the bloody bunnies, bear to the left (LO) and
enter the door on the left, (SOUVENIR AVENUE). (2 GWADS), Turn right, circle
around to the (SWEET FACTORY, bunny sign to right of door), enter, (LON) move
around the center table and pick up the Ampoule. Turn around grab the jerky
off the counter, turn left swing around the counter to the selves at the far
left end of the store. Inspect the cookie boxes, and then begin to leave.
Listen for the boxes to crash to the floor as you leave, then return to the
fallen boxes and pick up the (ROLLER COASTER KEY) (LO) Exit the store, turn
right, and fire enough rounds into the closest GWADS to drop him. Run past
the second one to the lighted door with the (MOUNTAIN COASTER) sign above and
enter. (2 BPCs) Run straight out from door to the metal gate. (2 BUGS) Turn
left, run through the cue to the (Mountain Roller Coaster Platform) sign on
the metal fence. Turn right, climb the stairs to the control room (LON) and
use the key on the door.
(Sometimes a bug makes its way to the open side of the ladder and can damage
Heather as she climbs. You may have to stop and drop the bug to avoid
damage).
Grab the HD in the control room, shut the coaster motor off and exit the
control room for the tracks. Run the tracks till you get the cut scene, "X"
it and keep "Xing" till Heather is standing. Turn around, run to and enter
the haunted house enclosure.
BORLEY'S HAUNTED MANSION
(Unless you ace the maze 80+% of the time, I suggest you seriously consider
saving at the Borley steps)
Follow the cue around past the ticket booth with the save symbol.
(It pays to have the route down in memory).
1st Run; L, R, L, R, R, L, R, L.
2nd Run; L, R, L, R, R, L, R, L.
Continue moving from one room to the next. Be careful of the spike ceiling.
From the spike room to the outside, you're in the hallway maze and chased by
the deadly noisy red light thing, as you know, don't let it touch you.
(Frankly, my success rate on this maze, (2 in 5) is dismal at best. Rote
knowledge of the route and no amount of practice seem to improve my odds.
Aside from the Plats, for me, this is the most frustrating segment of the
game, so I save. In extreme 10, the sphere of influence of the red light has
expanded, taking its toll on Heather. Whereas in the lower modes the area
directly in front of an exit door allowed Heather a respite from the run, now
there's no guarantee, only the area after passing through the door is safe. I
was hoping the (S/V) button would help but no joy.)
OUTSIDE
(2 GWADS) Press and hold (S/V) as you run through the opening in the wooden
fence. (1 BPC 1 GWADS) (CAROUSEL AREA), Run along the fence to Heather's
left, turn left at the opening to the metal gate at the end. Pass through the
gate and straight to and through the next gate (bugs GWADS). The bench to the
left has SG ammo and an HD. Run the perimeter of this room, up the stage
steps and pick up the shoe. Pick up the chain on the bleachers and return to
the carousel area. Attach the chain to the gate, climb onto the carousel,
locate the hub and attach the chain to the bar on it. Move into the carousel
control room take the ammo and start it up. (X CS) Exit the control room,
enter the gate and (X out the Douglas cut scene).
Exit straight through the gate, turn right and enter the "PURPLE" door on the
right. Take the mask and exit the room, enter the next door on the right and
move to the mannequins. Put the shoe on the right and the mask on the left
then exit the room through the other door at the far left end. (2 BPCs 1 BUG)
Run straight out to the wall, turn right and pass through the busted opening
in the fence. Run straight to the next gate on the left.
CAROUSEL
BLOWING INANIMATE HORSES AWAY
Climb onto the (CAROUSEL); Ensure that you are armed with the SG. Move to the
first moving horse on the right instead of the left.
The objective is simple; you still have tons of SG ammo and can pick up more
in the Church. If you don't flop around you can easily move from one horse to
the next. You can kill a horse with one shot from the front side and rear as
long as you are pointing directly at it, close enough and it is below the
halfway point in its cycle. Always keep track of the number of rounds fired
and quick load between horses or while waiting on an up stroke.
(It takes two to three overhead hits to stop the horse when using the Katana,
and more with any other melee weapon. It takes one round to stop it with the
SG.
I discovered this during a game when I forgot to pick up the Katana)
CAROUSEL BOSS
4 GOTH GIRLS FROM HELL
This is the fastest method I've found so far outside of the (USMG).
Load the SG, move toward the approaching GG. When she gets close stop and
wait for her to start her attack. The attack sound provided by the game is
obvious, fire as soon as you hear the attack sound, if you get the timing
right, you won't have to move from this point unless she runs off. Hold your
ground; wait for the attack sound and fire, the 1st GG died in 5 SG rounds GG1
is usually the one that takes off for a run.
This method works for all four incarnates, but, with a slight variation for
#4. You need to get in close; you'll hear her chamber a round as you run
around the carousel looking for her. Do not approach her from the front, move
to the side of a horse and wait for her or approach her from the rear. Wait
for the attack sound and fire.
GG #4 takes considerably more ammo to drop, it will be a great help if you
have a clear "Line Of Sight". You need (LOS) to keep close enough to prevent
her from emptying a clip or two into Heather. Heather can take being pistol
whipped more times than by the lead expelled from it. GG will likely rise up
2, possibly 3 times depending on the number of good hits you put into her. If
any of the GGs runs off, your only recourse is to run her down. Try to stay
in the middle aisle; (between the horses) I've never seen her move to the
outer perimeter of the carousel. She either stays in the middle aisle or
moves toward the hub. It's best to approach them from their rear, you get
more rounds off before she tries to guard.
When complete, exit the carousel via the narrow ramp to and through the
squishy tunnel to the door at the end. Follow the next tunnel to the end,
climb the stairs to the door and enter the Chapel.
______________________________________________________________________
9. CHURCH
X the cut scene. Arm with the SG, run to the altar, take the (EYE OF NIGHT)
tarot card, and exit the door on the right. (LO) Follow the hallway to the
intersection on the left, turn left and enter the door. (2GWADS) Exit the
room through the other door on the same side. Turn left, run to the
intersection, turn left again and run by the WOF that's sitting or lying on
the floor to the door. Move over to the painting of the angel and wait for
the invisible crying child to walk through the painting. Once done, keep
tapping action, enter the door and pass through the door at the other end.
(Slasher) A long narrow "L" shaped walkway with the elevator. Drop the
Slasher with a close up round, your life will be easier in the future. Run to
and enter the last door on the right. (LIBRARY) Get the (MOON) tarot card, (X
CS) take the book and return to the elevator.
2nd Fl;
Make a right turn to door on the left, long hallway with a Slasher, easy to
pass. (MORGUE) Pick up the (HANGED MAN) tarot card and the ammo. Return to
the elevator area, pass it and enter the 4th door on the right. (2 bugs and 1
Slasher) Another long narrow "L" shaped hallway. Turn right, run to the
Slasher and drop it with a close up then enter the last door on the right. 1st
door on left, (2 GWADS) exit this room from the far left end. Long hallway,
run toward the end, when the camera change occurs stop, look for the "d" on
the wall and wait for the invisible crying child. Once she passes through the
wall, access the wall; pass through this room to (ALESSA"S RECOVERY ROOM)
Take the (FOOL) tarot card from the book, the ampoule from the desk and exit
the room to the long hallway. Turn right, WOF lying down in front of door,
enter door. (3GWADS) Remain on the right side of the room while running till
you pass the second GWAD. Pass through door at the far left end. Turn left
and left again at the end of the long hallway to door at end of short hall,
(ALESSA"S BEDROOM). Take the (BRASS KEY) off the wall, exit the room and
return to the elevator and then the 1st floor.
1st Fl;
Turn right, enter the door on the left and exit at the other end. (LON) Turn
left and exit the door at the end. (WOF) Stay close to the wall on Heather's
right, run past him, turn right at the corner and enter the first door on the
right. (Full of Slashers and Platypus disorienting) Swing hard left through
the room to the door on the same side at the other end. (Bloody Hallway) Turn
right, then bear left, unlock door at the end of the short hallway. Run to
the opening on the left, turn into it take the door on the left, avoiding the
WOF.
(It takes too long to kill it and I've never made it past this one without
damage.)
(SCHOOL ROOM) Exit from the other end. Go straight to the 2nd door on the
right; take the (HIGH PRIESTESS) tarot card and leave. Return to the bloody
hallway via the school room. (Bloody Hallway) Turn right and enter the door
on the left.
(Disorienting room with Platypus and Slashers, keep your light on for this
room, it helps orient Heather as she passes through)
Exit through the door same wall at other end. Surprise, this is a first, the
WOF is waiting for me at the door.
(One other time, both WOFs were laying down blocking the intersection, most
of the time it moves back to its default position)
Turn left at the intersection and pass through the door. Run to and enter the
door on the right just passed the fallen angel picture. Run to and enter the
elevator for the 2nd floor.
2nd Fl;
Everything around Heather is getting bloody and blobby. Exit the elevator,
turn left, run to and enter the 4th door on the right. (2 bugs) Turn right,
run to and enter the last door on the right. Return to Alessa's room at the
end of the hallway. (ALESSA's ROOM) Complete the tarot card puzzle on the
door.
THIS IS A REAL GOOD PLACE TO SAVE;
(The boss fight is a trying and long event.)
Run the long narrow hallway to the big room, turn right and pass through the
big double doors. X the cut scene, swallow the red pill from the locket, (X
CS) and drop into the hole.
______________________________________________________________________
END BOSS
CLAUDIA QUEEN BIATCHA
(The routine is basic, the least dangerous and most reliable method I have
found to deal with Claudia.
In extreme levels below 8 after the low swipe, a close up blast to the head
with the SG works for 3 cycles and only on the right side of the room, never
the left. After the 3rd attempt, instead of swiping and standing, she sends
out a set of flames you can't avoid and wrecks your rhythm to boot. I never
got a decent time trying this either.
Basically, I think the pistol and SMG method puts more lead into Claudia over
the period of conflict and this may be what the AI is looking for.
Healing from damage, I've found that the equivalent of 3 HDs keeps Heather
strong enough to take a flame hit. 1 HD and one FAK provide the same
protection. Any less and she'll die, any more and it's a waste of meds.)
Back up to the wall, arm with the pistol. Begin firing and strafe to your
preferred end of the arch. Continue to fire as Claudia drops down and swipes.
The second round after the swipe will produce the flames that ark around the
ring and homes in on Heather. I begin my strafe after the 1st round following
the swipe. Continue firing while strafing from one edge of the ring to the
other avoiding the fire that spews forth. Maintain this regimen, strafing
from left to right while firing. You can tell when Claudia is getting
annoyed; she begins sending two fire thingies out. She is beginning to feel
the damage when she starts sending the flames out faster.
(After Claudia quickens the pace of the flames, she'll randomly, send out a
blisteringly fast one that will catch you off guard and Heather will take
damage. This happened three times on my last game eating up a total of 9 HDs.
Once Claudia sends out the first set of fast flames, I change tactics.)
I usually take a hit when she sends out the first set of fast flames, so, 3
HDs will heal you up to light blue, return and fire off the pistol as you
strafe to one of the ends. Once Claudia drops I fire off one round after the
swipe and enter inventory. Reload the pistol, switch to the SMG, load it and
return to Claudia.
Return to the room and fire off a burst into Claudia. As soon as the flame
starts up, stop firing, release CAUTION/FIRE and strafe to the opposite side
of the ring. Use the forward button along with strafe to keep Heather
properly oriented and moving a tad faster than the flames. Otherwise, she's
likely to turn into the spikes and slow down enough to take a hit from the
flame. Once at the other end of the ring, enter inventory, reload the SMG,
switch back to the pistol, and return to the room firing at Claudia. As soon
as she drops, follow the previous instruction for the rest of the conflict.
This will take some considerable time, hopefully less than 8 minutes.
______________________________________________________________________
5. FIN
Begin "Xing out the cut scenes to the results screen and take note of your
efforts. The extreme 10 game is just that, extremely frustrating for anyone
expecting to move through the game without damage. Not that I consider myself
a top line player, but when one is accustomed to playing, staying healthy and
not having to shoot at things because of clever maneuvering and guile, SH3
X10/hard will set you straight by taking your ego down a notch. Be aware,
when you complete X10, you get another shirt for Heather "Gangster Girl". I
feel complete now that I have it don't you? I prefer to stay with her default
outfit, so the rest of them are just taking up space in the Items section of
inventory.
______________________________________________________________________
6. GAME RESULTS
I've saved the stats for extreme action level games 8, 9 and 10 for
comparisons. Note that level 10 is after the fifth time through. I had way
too many restarts to end up with the 3 saves; frankly, it took most of the
fun out of playing. Even though I eliminated Claudia on the first attempt, I
ended up using half of my meds before confronting her. I had consumed all but
two ampoules before finishing her off.
Ending type Normal Normal Normal
Action Level 8 9 10
Riddle Level Hard Hard Hard
Clear Time 1:10:19 1:12:18 1:11:17
Shecky 1:44 1:53 1:54
Manny :59 1:04 109
Lenny 1:25 2:01 1:57
Goth Girl 1:29 1:51 1:31
Claudia 8:03 7:55 7:56
Clear # 12 13 18
Save & Cont. 7 7 3
Item Number 110 110 113
Kill by Shoot 9 9 9
Kill by Fight 0 0 0
Damage 683 901 920
Note; while researching AI avoidance, kill techniques and writing, I saved
before each boss, once at the construction site, once at the Hospital and
once at the steps of Borley Mansion. Running the guide after writing, I
eliminated all saves but the Construction Site, Hospital and Borley Mansion.
So far, I can't reliably make it passed the Platypus things in the
Construction site or at the Hospital and I'm lucky to make it through Borley
Mansion on the second or third and even forth try.
I suppose, I'll go back and try for an all gold star game on normal mode to
complete all the things the game lays out for you.
|