This is a full-text walkthrough of the 2008 survival-horror game Silent Hill: Homecoming. Outlined in this guide are step-by-step tactics to 100% completion of each map, item and weapon locations, boss battle strategies, fighting strategies for enemies, and how to obtain the extra outfits for Alex. Also included in this guide are instructions on how to obtain each of the game's five endings, as well as an Achievements listing. This guide was ganked from somewhere, reformatted and in parts re-written by myself, the original was unreadable due to too many adverts, so I figured if I'm re-writing it for myself to read on my mobile while playing, I may as well copy paste it here for others. Nyde!
Gameplay
The game begins with Alex Shepherd, the protagonist, recovering from battle injuries in a military hospital. Upon his discharge, he returns home to find his mother in shock and his father and brother missing. Shepherd is led to the small, deserted town of Silent Hill in search of his brother. As in prior releases, the character will be confronted with monsters and horrors that directly challenge his current psychological state.
Shepherd's military background leads to enhanced combat skills that add depth to gameplay. Camera angles can now be maneuvered to allow players to see events and objects prior to their actual occurence.
Indledning
This guide is dedicated to 100% completion of Homecoming – complete with boss battle strategies, weapon locations, strategies for use against common enemies and a comprehensive list of Achievements. Details on unlocking all of Alex's outfits and obtaining each of the game's five endings are also listed in their respective sections, along with a step-by-step walkthrough for completing the game and collecting the secret weapons. The guide is broken into sections, with enemies encountered and current objectives listed along with tactics to use to defeat and complete each.
The guide assumes that you are on your first playthrough on NORMAL difficulty; the walkthrough can be used for HARD difficulty, but the monsters are stronger, tougher, and you find less ammunition – some ammo stashes may not exist on HARD that exist on NORMAL difficulty.
Controls
Left Thumbstick: Move, select a menu option
Right Thumbstick: Control the camera
Directional Pad (D-Pad): Cycle weapons; toggle flashlight; select menu option
Back Button: N/A
Start Button: Pause
Right Bumper (RB): Access Inventory Wheel
Left Bumper (LB): Access Weapon Wheel
Right Trigger (RT): Combat Stance
Left Trigger (LT): Fire/swing weapon
A Button: Fast attack; investigate; select highlighted menu option
Button: Defense; previous screen/return to Main Menu
X Button: Strong attack in Combat Stance; reload firearm
Y Button: View map
* NOTE: You can reconfigure the controls to better suit your tastes in the Options menu at the start of the game. This walkthrough assumes the default button configuration.
Overview
* Below are explanations on the basics of Silent Hill: Homecoming, and tips and tricks on using them. These sections are designed to help you to grow accustomed to the games controls, and with a little practice, will have you fighting demonic monstrosities and enjoying creepy scenarios in no time.
Kort
The map is necessary to get around – some of the areas in this game are huge, and most of the Hellstates are confusing in their layout. To decipher the scribbles on your map, refer to the following list:
Red Double Arrows: Open doors
Red Curved Lines: locked or blocked doors
Blue Arrow: Alex's current position
Red Scribble: Blocked area or impassible passage
Maps are detailed with room numbers (if applicable) and make getting around a snap. View the map with Y, and check the objectives by pressing X while viewing the map. You can't view a map for an area you haven't collected the map for, but you can still view objectives.
Combat
To initiate combat, hold down LT to enter Combat Stance. From this stance, you can swing melee weapons with A(Fast Attack) or X(Heavy Attack), dodge or block attacks with B, or (if you're using a gun), shoot the gun with RT and reload with X. Due to recoil, dodging after an attack with a firearm takes longer to perform than dodging after a melee attack. Some weapons are fast (ie Combat Knife), but do little damage, while other weapons are slow (ie Fire Axe), but do a high damage. Find which weapons work best for which enemies for your personal play style.
Radio and Flashlight
Your radio and flashlight are essential for detecting monsters. The radio will emit static whenever an enemy is nearby – it also allows you to receive transmissions from Deputy Wheeler and Elle. Depending on which way the monster is oriented to your position, the static will fade and swell – when it's at it's loudest, you are facing the enemy. Your flashlight can be used to detect enemies in dark locations, but be warned – it attracts enemy attention as well.
Healing
To heal, you need to first collect Health Drinks and First Aid Kits. When you take damage, go into your Inventory menu (LB) and press X to use a Health Drink, or Y to use a First Aid Kit. First Aid Kits heal you by a larger amount than Health Drinks, so be wary about which you use. The little number on the icon for each tells you how many of that item are left in your inventory.
Context Scenarios
Sometimes, you'll need to press a certain button with proper timing, or mash a button repeatedly in order to accomplish an action. These are Context Scenarios – the most common one is the Dialog Scenario. Dialog Scenarios occur at certain points in the game when Alex talks to certain characters – you'll be given a choice of what to say to them, inciting different responses. Multiple playthroughs and selecting different options is the only way to fully explore the Dialog Scenario. Other examples of Context Scenarios include rapidly tapping a button during a Smog attack, or tapping buttons that appear during a boss fight to finish it off.
Journal
Your Journal (accessible from the Pause menu) gives you access to Clues, Manuals, Photos, and Drawings you've collected during your game.
1. Clues are anything you find written on a wall, or read in a document. If it's important, it gets stored here for future reference.
2. Manuals teach you things about combat – before you find the Combat Knife, you'll find a Basic Weapons Combat Manual. Reading through these teach you how to attack and defend with different weapons.
3. Photos are Polaroids that are scattered about the game world – collect them all for an Achievement.
4. Drawings are sketches and doodles of Josh's that are scattered about the game world – collect them all for an Achievement.
Visible Achievements
These achievements are visible before completing them.
1. Lock 'n' Load: Found Rifle, 25 GP
2. Sightseeing: Found 1 Photo, 10 GP
3. Josh's Gallery: Found ALL Photos, 50 GP
4. Alchemilla's Finest: Defeated 1 Nurse, 10 GP
5. Eddie's Legacy: Defeated 1 Feral, 10 GP
6. Lurk No More: Defeated 1 Lurker, 10 GP
7. To The Point: Defeated 1 Needler, 10 GP
8. Split Personality: Defeated 1 Schism, 10 GP
9. Shades of James: Defeated 1 Siam, 20 GP
10. Clear the Air: Defeated 1 Smog, 10 GP
11. Creeper Reaper: Defeated 1 Swarm, 10 GP
12. Out of Order: Defeated 1 Order member, 10 GP
13. Kaufmann's Handiwork: Found 1 Serum, 10 GP
14. Health Junkie: Found ALL Serums, 50 GP
15. The Old Gods… …Haven't Left This Place. Complete game on HARD difficulty, 100 GP
16. Nursery Rhymes: Found ALL the Children's Drawings, 50 GP
Secret Achievements
* These achievements aren't visible until you complete them.
1. Six Feet Under: Defeated Sepulcher, 20 GP
2. Blood Donor: Defeated Scarlet, 20 GP
3. Catch Your Breath: Defeated Asphyxia, 20 GP
4. Head Above Water: Defeated Amnion, 20 GP
5. Rising Tension: Found Circular Saw, 25 GP
6. Science Fiction: Found Laser Pistol, 25 GP
7. Smile: Achieved Ending 1, 50 GP
8. In Water: Achieved Ending 2, 50 GP
9. Judgment: Achieved Ending 3, 50 GP
10. Intensive Care: Achieved Ending 4, 50 GP
11. No Dogs Allowed: Achieved Ending 5, 50 GP
12. Mercy: Alex ended his mother's suffering, 50 GP
13. Compassion: Alex could not end his mother's suffering, 50 GP
14. Forgiveness: Alex forgives his father, 50 GP
15. Angela's Choice: Alex does not forgive his father, 50 GP
16. Now About Those Drinks: Saved Wheeler, 25 GP
Chapter One – Nightmare
1. Escape from the hospital
2. Follow Joshua
3. Find Joshua's Toy
* CUTSCENE: Alex is wheeled through what appears to be a dilapidated hospital, strapped to a gurney. As he is rolled down the hallway, scenes of torture jump at him from the open doors to either side. Finally, he's wheeled into a room and left, where he witnesses through the door's windows a doctor being impaled by a large blade.
You'll come across your first Context Scenario – mash A repeatedly to break free of the gurney straps and gain control of Alex. You can examine the memo by the double doors by pressing A when standing close to it – you can also examine the sink at the back of the room, though no context clue displays. The door to the stairwell is locked – the only unlocked exit is the double doors through which you witnessed the death of the doctor earlier, so head through them to the Operating Room.
The doctor's body is gone, and there are bloody drag marks leading through the door on your right. Go through them, and check on the right for another cryptic bulletin. To your left is a barred door with a keypad next to it. Walk towards the door.
* CUTSCENE: Alex believes the child on the other side of the barred door is Josh, his kid brother.
The door is locked – it needs a keypad combination to unlock it. Head through the door to your right closest to the keypad and examine the picture in the back to find a map of the Hospital. From this point, directions are given based on the map's compass – up being north, down being south, and so forth. You'll currently be in the Nurse Center. Behind you on the X-ray display are the first three digits of the keypad code, scratched into an x-ray.
Go to room 203 – the rest of the rooms are blocked, or the locks are broken. Inside you'll find a Health Drink and a page from an incident report. Examine the burned Child's Doll incubator, then head over to the broken window and press A to hop over into room 204.
Inside room 204 you'll find a Basic Weapons Combat manual, which can be accessed again later by selecting Journal in the Pause Menu. There's also X-Ray Film on the board to the left – take it, and head back through the window to room 203. Head back into the hallway, and enjoy the spoof scare on your way back to the Nurse Center.
Når først tilbage i Frk. Center, skal du trykke på LB at opdrage jeres Inventory, og vælg den X-Ray film til at lægge det på tavlen ved siden af den første - de sidste tre cifre vises, og du kan se hele koden skal bruges til at åbne tastaturet-låst dør. Gå indtaste koden til at åbne døren (det var 624.872 i mit spil). Døren låser - hoved igennem det.
* CUTSCENE: Josh stiger og løber til en dør, ind i den, før Alex kan forstå, hvad der sker.
Walk frem til at indsamle de Barnets tegning, som du kan se på senere ved hjælp af din Tidende, hvis du vil. Døren, at Josh gik igennem (som fører til mænd Restroom, i øvrigt) er det eneste ulåst dør her, så du skal ikke bekymre dig om manglende noget ved ikke at udforske - der er ingen andre steder at gå til nu. Hovedet efter ham, og en kort cutscene af Josh løbe ind i opbevaringsrum til toiletterne vil spille, og du vil se et mærkeligt symbol på væggen, før han smækker døren.
Gå ind i opbevaringsrum til den mærkelige symbol, og undersøge det - disse symboler er din Gem Points. Gemme dit spil, og fortsætte Nord i opbevaringsrum til døren, der fører til Women's Restroom. Når du skriver, kan du prøve boder - tager til efterretning, at den ene tættest på opbevaringsrum er låst. Der er en Combat Knife stukket i spejlet - hente det til at udløse en cutscene.
* CUTSCENE: En fluorescerende lys falder, og lokalet overgange til et helvede version - den "Hellstate" version - når en sygeplejerske forlader låst stall, wielding en skalpel.
Brug enkle kombinationer til at tage Sygeplejerske ned - Tryk på en tre gange, så X for at udføre en roterende skråstreg angreb med Combat Knife. Da hun falder, vil du modtage Alchemilla's Finest Achievement.
Begge døre ud af rummet have brudt låse - kontrollere sidste stalden for at finde et hul. Tryk på A for at presse igennem til de mænd Restroom. Der er en First Aid Kit på væggen ved døren ind i det rum, hvor du første gang mødte Josh - tage det, og mod syd til trapperummet - de andre døre er låst eller brudt. Så snart du indtaster, Josh skubber en kørestol ned ad trapperne på dig - se bort fra ham i et minut, og hovedet over til bemærke, tapede til væggen overfor døren for at lære, hvad en patient tænkte om sikkerhed - sidder i mørke og opholder sig roligt. Head ovenpå.
Der er et vindue, kan du pause, og en dør, du behøver ikke at bekymre kontrol - låsen er brudt. Buste ud af vinduet, og hoppe over i Day Room. Besejre de to sygeplejersker her, og brug en til at skære en flænge i kødfulde væg blokerer vejen ind i rummet 303. Du skal trykke på A flere gange, derefter presse igennem til 303 og gemme dit spil. Der er en kryptisk notat på sengen af Save Point.
Gå ind i gangen og hovedet mod linnedrum - en cutscene vil spille for Swarm bugs kravle igennem et hul lige under båre at angribe dig. Kør ind i linnedrum, og drage fordel af Kontekst Scenario at besejre Sværme - tryk B, når man lander på dig, og trykke på den knap, som viser gentagne gange at kaste den til jorden og knuses. Grab Health Drik på hylden i nederste venstre hjørne af linnedrum, så hovedet ud af det øverste højre dør og gå syd for at finde et foto af Josva's Robbie kaninen dukke på en brækket bord i nærheden af badeværelser, og låse op Sightseeing Achievement. Dette foto er også tilgængelig fra din Tidende i pause-menuen.
Head nord til operationsstuen, og tag fat i patientens diagrammet fra hylden, at detaljerne Dr. København's evne til at udføre elektrochok behandling. Hoved rundt, så ned ad trappen til lavere niveau balkon, og gå rundt, indtil du ser den "drop down"-muligheden. Tag et kig først - du skal kæmpe nogle flere sygeplejersker. Drop down, udslette de tre Sygeplejersker med nogle hurtige kombinationer, og tager i atmosfæren skabt af en hovedløs krop revet midt over. Undersøge den dobbelte døre for at se, at de er lænket lukket - en nøgle vil være behov for at komme ind på operationsstuen. Head øst til trapperummet døren og sprættede den op.
Tilbage på tredje sal, der er et organ om på båre, når du først når toppen af trappen - at undersøge det til at opdage det er den anden halvdel af kroppen fra nedenunder. Tag Operating Theater Key fra hans kolde, døde hænder, og hovedet tilbage ned til operationsstuen døre og bruge Operating Theater Key at fjerne hængelås.
Undersøg dokumentet i nederste venstre hjørne af operationsstuen for at lære om en læges holdning over for sine patienter. Hovedet ud af den vestlige verden dør til at udløse en dialog øjeblik - Josh har travlt med at trække kaniner igen. Spørg ham Y-knappen spørgsmål for at lære, at han ønsker hans legetøj, Robbie kaninen. Hovedet ind i Sygeplejerske Center for at finde et sundhedstjek drink og en Gem Point - grib drikke og gemme spillet. Der er et dokument på skrivebordet i nederste højre hjørne om en forsvunden patient i 205. Ignorere det for nu, og sydpå.
Indtast værelse 203 for at se Robbie kaninen får suges gennem vinduet til værelse 204. Undersøg hullet, og tryk på A for at nå indeni. Alex vil nå op i, og noget vil fange ham - tryk på B gentagne gange for at hente din arm og Robbie legetøjet. Når du henter legetøjet, ser ud til Swarm, der vises. Head tilbage til Sygeplejerske Center, gemme, og derefter give josh the Robbie legetøjet.
* CUTSCENE: Josh gør som om at få fat i legetøjet, men så løber ned ad gangen i en elevator. Døren blokerende Alex åbnes.
Grib barnets tegning på jorden inden turen ned i hallen. Head til værelse 206, og tage det næste Barnets Tegning på døren. Undersøge det, og Alex sværger han kan høre havet lige uden for det. Hoved til elevatoren, og brug knappen til venstre for døren for at ringe til elevatoren.
* CUTSCENE: Som Alex ned, han hører metal skrabning. Han går hen til elevatoren døre, og bliver stukket ned af en stor kniv - kun at vække i førerhuset på en sættevogn, på vej til Shepherd's Glen.
Kapitel to - Savnede Personer
Kapitel to mål
1. Jeg har brug for at gå hjem.
2. Lede efter en måde at fylde gas kan.
3. Dræne vandet i kælderen.
4. Joshua er ikke hjemme. Søg i resten af byen.
5. Søg på kirkegård og de nærliggende dele af byen for oplysninger om Josva's forsvinden.
6. Finde nogen, der ved noget om fastsættelse af kanoner.
Shepherd's Glen
* CUTSCENE: Den trucker dråber ham ud, og Alex gør hans vej mod hans hus.
Du finder det vanskeligt at hovedet tilbage mod den vestlige side af byen - det er ikke muligt. Hovedet mod Craven Ave., Og ikke gider forsøge sidegaderne eller døre endnu - de er blokeret og låst. Du vil udløse en cutscene, hvor du mødte dommer Holloway, der taler til dig for lidt og foreslår du går til at besøge din mor.
Hovedet på i rådhuset bygning og gå til midten plads til at finde et foto af dommer Holloway og Alex 'mor taler. Hovedet til højre for bygningen og undersøge sagen på bordet til at indsamle Serum og få Kaufmanns værk Achievement. Hovedet mod bagsiden af rådhuset for at finde dommer Holloway, og starte en samtale med hende. Spørg hende om byen, og Elle, og udforske rummet en smule. Hoved til det rum, der støder op til dommer Holloways at finde et sundhedstjek drink og en Gem Point. Gemme dit spil, så hovedet tilbage ud til Craven Ave. - At tage den højre sti, når de forlader og noterer det opbragte døren med et andet våben, kan du banalisere disse bestyrelser op og angive dette værelse.
Gå Syd på Craven Ave. at finde en kæmpe revne blokere stien. Gå mod nord, og hovedet til Alex's hus. Hovedet til venstre mod garagen og ænder i væggen, at hoved ned af stien, og ænder på de næste væggen befinder dig i parken - der er et barns tegning til at indsamle, samt et foto af en edderkop og nogle hær legetøj. Hoved tilbage til huset og gå ind gennem hoveddøren.
Alex's House
Hoved op og tage det første venstre for at åbne Alex og Josh's værelse - der er en lommelygte på den nederste køje. Boghylden i ryggen har en hemmelighed - at flytte alle bøgerne tilbage til at afsløre en switch, der åbner i et hemmeligt rum, der indeholder et kort over Alex's hus tegnet af Josh. Hovedet tilbage mod trappen og gennem dobbeltdøre, at finde Alex's forældres soveværelse, ind gennem døren for at finde et kassettebånd med nogen etiket i badeværelset. Der er et brev til Alex 'far fra Alex' mor sidder på kommoden ved døren.
Hoved tilbage nedenunder for at udløse en cutscene.
* CUTSCENE: Alex ser sin mor, der er i en nær-catatonic tilstand. Han spørger om Josh, og hun fortæller ham, at alle er væk. Han bemærker, at hun har en pistol i hendes skød, og han spørger, hvad der skete, men hun kun fortæller ham, at hun savner Josh. Alex sniger sig den pistol fra hendes skød, og fortæller hende, at han vil finde Josh. Et råb stammer fra kælderen, og Alex går til at undersøge.
Alex's House, Basement
Følg vandet spor til døren, der fører til kælder, og hovedet ned. En cutscene vil spille, som introducerer dig til Lurkers - besejre det at tjene lurer No More Achievement. Kontroller pumpen ved trappen for at få Garage Remote og læse noten at finde frem til, at du skal gas fra garagen til at drive pumpen.
Hoved til området mærket "SECRET" på kortet, og skar gennem camouflage gardin for at finde en dør - at undersøge den for at se en foruroligende scene. Den er låst, så gå tilbage ovenpå.
Shepherd's Glen
Gå udenfor til garagen, skal du åbne din beholdning, og bruge Garage Remote til at åbne døren, som frigiver en Lurker. Besejre den, og ind i garagen. Du vil finde et Steel Pipe til venstre; indrette det, så brug det til at lirke åbne kabinettet på bagsiden for at opnå den tomme Gas Can. Læs pjecen til højre for at finde en anden Combat Training Manual.
Hovedet tilbage uden for, og gennem de små huller ved laden for at komme ind i parken igen, og leder til gaten på den sydlige side. Pry denne port med din nye Steel Pipe, og se efter semi lastbil på venstre hånd, som du fremskridt. Dræbe Lurker det er her, og undersøge semi - du kan fylde den tomme Gas Can. Gå ind i din opgørelse til at bruge den, og du vil få den fulde Gas Can. Gå tilbage til kælderen.
Brug Fuld Gas Kan på pumpen og undersøge døren til baghaven for at låse den. Head gennem døren ind i baghaven - indsamle Barnets Tegning af træ hus, og undersøge rygsæk på ryggen hegnet porten for at finde et billede af Alex 'far's jagt værelse (det aflåste rum i den "hemmelige" del af dit kort). Hoved op veranda og ind i huset.
Alex's House
Kig i køleskabet for at få et sundhedstjek Drikke og bruge kassettebånd på telefonsvareren til at lytte til en afbrudt radioprogram Alex og Josh gjort et stykke tid tilbage. Head gennem øst døren, og læse det notat af telefonen - Alex's fars navn er Adam, og han skal spørge en mand ved navn Curtis om en motor. Head tilbage til baghaven og gå igennem bagsiden hegnet porten.
Rose Heights Cemetery
Walk Syd og du vil komme på tværs af en kommunal adgang gate - følg stien til Rose Heights Cemetery. Du vil finde Rose Heights Cemetery kort på det første værelse du støder på, det gamle krypter værelse. Herfra, gå til Mellemøsten Garden room. Du vil udløse en kort cutscene af en mand at grave en grav. Head tilbage fra, hvor han er, og hoppe ned til at udløse en cutscene.
* CUTSCENE: Alex er angrebet af en Feral - en hæslig, uden skind fra hunde.
Besejre Feral at få Eddie's Legacy Achievement. Tag Odd Stone Plate fra busted springvand, og klatre op af den grav (det er under navnet "øst" på Cemetery kort).
Der er en Health Drikker i den lille havepavillon ved porten med vinstokke - grib det, og rangle porten til Bartlett Familie mausoleum at lære, at den er låst.
Gå ned ad stien for Familie krypter nord, til den tredje felt på bunden (fra kortet), og tryk gennem hullet for at finde dig selv i Familie krypter Mid. Head East et rum og tjekke Nord krypten til sundhed Drink. Head stik syd derfra ind i et andet krypten og ænder i hullet af fordrevne graven på grund øst for at komme igennem, og tryk gennem hullet i den sydlige del af krypten at forlade Familie krypter Midt og ankommer i Founders Row.
Gå gennem den sydlige mest gate og hoppe ned til lavere niveau, så ænder i og klatre op til at være lige uden for stifterne Have. Der er ikke noget her, så lige igennem hovedet på og gå op ad trappen til Vesten Have.
Her finder du to mindeplader, der taler om at genforene to ting at gøre noget hele og viser vejen - der er også en underlig Stone Plate skal hentes. Hoved op midt vej til gaten og placere Odd Stone Plate og Strange Stone Tavle at åbne den og hovedet til hoveddør - følg dette omkring, og du vil finde dig selv på den anden side af den uoverstigelige vejstrækning, hvor Trucker første faldt du ud i Shepherd's Glen.
Shepherd's Glen
Hoved ned af hovedgaden, forbi SGPD til at udløse en cutscene.
* CUTSCENE: Alex møder op med Elle, og de taler. Alex spørger Elle, hvis hun har set Josh, og hun fortæller ham om de mennesker, der holder forsvinde i Shepherd's Glen. Hun giver Alex en walkie talkie.
Du modtager Walkie Talkie fra Elle - det vil give dig en heads up, når fjender er i nærheden. Head syd på River View og tage broen Vesten. Læs tegn over døren for en klukle, og åbne døren for at indtaste Junkyard.
J unkyard
Dunk under hullet i hegnet og hoved op og omkring bygningen. Bo i udkanten af stien og vinden rundt i bygningen til en indgang med et hul du kan klemme sig igennem. Du vil komme ud på den anden side af skrammel fra indgangen. Hovedet ind i bygningen. Det starter en dialog scenario. Tal med ham at finde ud af, at borgmesteren Bartlett er den fyr grave grave på kirkegården. Han vil give dig MK 23 Handgun. Der er nogle Pistol ammunition bag disken, og en Combat Training Håndbog om grundlæggende varierede bekæmpe om værktøjskassen. Hovedet ind i baglokalet for at finde Junkyard Map, et sundhedstjek drikke i brudt køleskab, og mere Pistol ammunition i Standup værktøjskassen i hjørnet. Der er også en Gem Point, så gemme dit spil, så hovedet ud af døren, ved siden af.
Afslut Junkyard, og være på vagt for Feral, der vises, når du ænder under hul i hegnet.
Shepherd's Glen
Hoved tilbage over broen til at udløse en cutscene.
* CUTSCENE: Alex får en radio, der har forvansket, og begynder at hoste om farlige dampe som Smog angreb.
Defeat the smog using well-timed combos, avoiding the fumes by using B. If you do get surrounded with fumes, tap B repeatedly. Once you defeat the Smog you'll obtain the Clean the Air Achievement.
Rose Heights Cemetery
Head back to the Cemetery, defeating the Ferals you encounter along the way. A Smog will be waiting in the Founders Garden – you can avoid fighting it if you'd like.
Go back to the entrance of the Bartlett Family Mausoleum – it's open now. Head into the crypt. You'll encounter a puzzle holding a child's coffin closed.
* Child's Coffin Puzzle
To unlock the coffin, the top piece must be pulled free – clear out the pieces from below it so that it can come all the way down. There are six pieces – two squares, two horizontal rectangles, and two vertical rectangles. Place both of the horizontal pieces in the top right, the two square pieces in the bottom left (forming another vertical rectangle), and a vertical piece on either side of the path the top piece must follow to unlock the coffin. Pull it all the way down to trigger a cutscene.
* CUTSCENE: The coffin slides open, revealing a watch. Alex takes it, reading the inscription on the back. He holds it up to his ear to see if it still runs, but falls unconscious, and awakens in Silent Hill. Josh runs across his field of vision when he awakens, and takes refuges in a hotel – the entrance to which is blocked by boards Alex can't get through.
Chapter Three – Hotel
Chapter Three Objectives
1. Catch up to Joshua.
2. Power has been restored. Use the elevator.
3. Room 306 has a unique lock. Find a way to open it.
4. Find three memories for the lady in room 301.
5. Use the key from the lady in room 301.
Silent Hill
Josh ran into the Hotel, which is boarded – you can see him, but you can't get in there. There's only one available path – down the alley by the building with the sparking wire out front. There's a Smog back here, so defeat it, then climb down the embankment. Head to the vehicle, duck under it, and claim the Fire Axe (a personal favorite). Head back to the Hotel and hack down the boards to gain entry – Josh is gone, of course. Enter the Hotel.
Grand Hotel
Down the first path on the right is a Health Drink and a locked door. All four of the doors here are locked, so continue to the lobby, and check behind the counter for the Grand Hotel Map. Check the map now – the only path that isn't blocked or locked is directly West from the hall you started in. Head there, and jump across the gap.
Check the toolbox for a Maintenance Key, then jump over the gap back into the lobby. Head back out the way you got in, and you'll be on Simmons St. – the Grand Hotel map also tells you what buildings are outside.
Silent Hill
There's a locked gate in the alley West of the Grand Hotel – use the Maintenance Key to open it. There's a Smog out here, as well – circle him until he attacks, and combo his back, rolling backwards (hold down on the Left Thumbstick and tap B) to avoid his counter-attack. Take the Health Drink on the windowsill, and say hello to the Grand Hotel Wiring Puzzle.
* Grand Hotel Wiring Puzzle
There are five wires in the circuit box outside, each connected at the top in this order – yellow, white, purple, blue, and green. To rewire the box, you select a wire with A and select which of the five locations at the bottom that wire runs to. The correct way to do it is (from left to right) – white, yellow, blue, purple, green. This causes the lights to come on in the Grand Hotel, so it's time to go back in.
Grand Hotel
Once back inside the Grand Hotel, walk up to the elevator area and use the button just outside the door to call the elevator – there's some Pistol Ammunition inside. Use the buttons inside the elevator to head to the fifth floor – it's the only one that works.
* CUTSCENE: The elevator makes horrendous straining noises, and a Needler appears.
The Needler here is a pain – it's able to hit you through the hole it gouges in the elevator, but hitting it back with the Fire Axe or Steel Pipe is difficult. I'd suggest equipping the Mk 23 Handgun and shooting it – you'll obtain the To the Point Achievement for knocking it off the elevator the first time – it keeps attacking for a while. When it's finally finished off, the elevator resumes it's climb, then drops down to just below the 3rd floor – you'll need to climb up.
A little aside – the map says “3rd FLOOR”. Every path is blocked but one – examine the painting to the South to decide there's something behind it, then equip your Combat Knife and cut it. Squeeze through and you'll find a door with a photo of Joey Bartlett in the tree house. The door is locked – trying to open it makes it appear on your map as room 306. Duck under the gap into room 302 to save your game.
Head into the hallway to trigger a Dialog Scenario – ask the voice who she is, how she got there, and agree to help her. In room 303 you'll find a cryptic message, and in 304 you'll find a document about the Atrium. Go to the center of the 3rd floor and South to find a passage – squeeze through, then duck under the gap, to find yourself in room 307. There's a message for you in room 308 about room 405. Head into the hall way and to the East of room 309 – there's some boards you can hack through. Inside, you'll find rubble stable enough to climb up through the hole in the roof – do so.
You'll wind up in room 408. A hole leads into room 406, which contains a note to Carol. Since everything else is blocked or broken, head to room 402, defeating the Nurse you encounter. There's a dresser in here that you can push – do so, and enter room 404.
Check in the bathroom to collect the Alchemilla Postcard, one of the memories belonging to the voice on the 3rd floor. Head back to room 406 to trigger a cutscene.
* CUTSCENE: Alex gets a look at Pyramid Head – the wielder of the blade that impaled the doctor in his dream, and himself.
Swarms will attack, and the door to room 405 will be open – head in. Go through the hole leading into room 407 and back into the hallway where you just saw Pyramid Head (according to fans of the series, this is his unofficially proper name, though in Homecoming he's referred to as “Boogeyman”. For the purposes of this guide, for the fans, I'll still call him Pyramid Head). Hack your way into the bathroom of room 408 to find another Serum, and then hack through the hole in the upper right corner to gain access to the stairwell.
Head upstairs, jump across the gap, and say hello to the 5th floor. As soon as you get here, a cutscene triggers.
* CUTSCENE: A Needler attacks Alex, who doesn't like the look of things…
Defeat the Needler by dodging it's attacks – when you see it raise one of it's legs, be ready to tap B. After you dodge, counter-attack, and retreat. Keep up the pattern until it falls.
TIP: Don't attack the Needler from the front – it can block your attacks.
After you defeat the Needler, jump across the gap to the South to collect a Health Drink. Then, head back down the hallway to room 508 to find a note about Carol's affair, as well as Swarms and a giant hole. Exit, then hack your way into room 505, and push the dresser over to get into room 507. There's a note about the Mayor's odd habits on the dresser in here, a Health Drink on the sink in the bathroom, and the Lakeside Amusement Park Postcard on the bed, another memory of the lady downstairs. Head back into the hallway, and you'll find another Needler. Take him down just like the other one, and hack your way into room 504.
There's some Pistol Ammunition on the bed in room 504. You can duck under a gap in the wall to the bathroom of room 503, inside which you'll find a hole back down into the 4th floor – room 403, to be precise.
Head into the bathroom to find a Toluca Lake Postcard, the last memory you need for the lady in room 301. You need to head back there now, and you'll encounter some Needlers, Nurses, and a Smog along the way. Needlers can be beaten easily with the Fire Axe, but Nurses are quick, so use the Combat Knife – just avoid the Smog, it's slow enough.
Once you reach room 301, press A to reach in and give the lady the three postcards – she'll give you the Strange Key. Wonder what it goes to…head back into room 302, and save your game.
After you save, squeeze through back into the room with the locked door leading to room 306. Use the Strange Key to unlock it, and jump across the gap to get to Josh – and trigger a cutscene.
* CUTSCENE: Alex doesn't quite make it, and falls through the gap, catching the edge with his arms. Josh looks on as Alex loses his grip and falls all the way to the ground floor.
There's a Health Drink and Pistol Ammunition on a table by your starting location. You can only carry two spare clips – the numbers on the gun will say 9/18, one clip loaded and two spare. Unless you've been using the Mk 23 Handgun, you should already be full on ammo. Take advantage of the Save Point on the East wall, and head south through the doors into the Atrium – there you'll find the doors locked. Feast your eyes on the glory of real-time Hellstate transitions, then head through the southern-most doors.
You'll find Mayor Bartlett, who's apparently done digging up graves for now. You'll have a Dialog Scenario – Y options are nicer, more polite, with X options being more forceful.
* CUTSCENE: Alex shows the Mayor the broken watch, and Mayor Bartlett gives Alex some cryptic messages before being killed by a huge monster.
BOSS: Sepulcher
To kill this boss, hide behind the dressers and equip the Mk 23 Handgun – use it to shoot the four meat sacs hanging from the ceiling. Three shots per sac will destroy them, which causes the monster to drop to the ground.
Equip the Fire Axe, and dodge his attacks until he slams a fist into the ground with enough force to get it stuck. Hit it with the Fire Axe, and it'll fall on its face. Use heavy attacks on its head until it rises. Do this twice, and when you see the X context clue pop up, hit it to finish off Sepulcher, earning the Six Feet Under Achievement.
* CUTSCENE: With Sepulcher defeated, a hole opens up and swallows the monstrosity. Alex, weary from the battle, peeks over into the abyss, only to faint and fall down into it as well. He awakens in a prison cell, back in Shepherd's Glen.
Chapter Four – Sheriff's Station
Chapter Four Objectives
1. Follow Deputy Wheeler through the station.
2. Escape the station and meet up with Elle.
SGPD
You start with no weapons, no items, and your radio and flashlight are missing. Walk around, check the cell doors, and a cutscene will play.
* CUTSCENE: A light comes on, and Deputy Wheeler, who demands answers, holds Alex at gunpoint.
Another Dialog Scenario occurs – tell the truth by selecting the A answers to get out of the cell and earn Wheeler's trust. He'll release you from the cell, so follow him. Eventually, he'll lead you into a room with a Save Point, and tell you that you need to find Doctor Fitch. Save your game, and follow Wheeler down the hallway.
* CUTSCENE: A new kind of enemy appears, and Wheeler holds them at bay to give Alex a chance to find and equip his gear.
Run back down the hallway, and when an enemy breaks down the door on your right, dodge past it into the room to find a photo of Wheeler and Adam. Then, head further down the hall, and take the door on the left. Walk forward and enter the first door on the left to reclaim your gear.
* CUTSCENE: Elle calls Alex as he grabs his stuff, and tells him that she's being chased and is on her way to the Police Station. Alex tells her to head to the parking lot behind the building, and Wheeler gives him a shotgun.
You'll obtain the 12 Gauge Shotgun. Equip it, and take the Station Map. When you exit, a cutscene will play with another enemy destroying the ceiling and blocking your path back to the hallway you came from. Use your Fire Axe to hack down the barricade, and you'll face more enemies like the one Wheeler was shooting at – Schisms. There are four just here, so use your Shotgun to take down the first two, and the Mk 23 Handgun to take out the last two. Check the bathrooms, and then hop over the ledge into the room South of the Lobby to find a Health Drink.
Head east, and duck under into the Briefing Room – you'll encounter two more Schisms here. There's some Shotgun Ammunition in the Southwest corner of the room. Use the Fire Axe to hack through the barricade leading East, and South into the Garage. Kill the Schism here, and enter the room with the TV – flip the switch on the back wall to cause the garage door to lift up enough to duck under.
Once you get outside, a cutscene of Elle getting into a squad car to avoid a Siam will play. When it finishes, you'll find yourself face-to-face with it. It's not that difficult to beat – dodge it's attacks, and slice it with the Fire Axe. It'll attempt to counter-attack from time to time, so stay ready to dodge at any moment. When it's defeated, a cutscene will play, and you'll obtain the Shades of James Achievement.
* CUTSCENE: Elle crawls out of the cruiser and escapes with Alex to the sewers, avoiding a swarm of Schisms just in time. With a few moments to rest, Alex learns that Elle's sister, Nora, disappeared at the beginning of everything. He promises to find Nora for her, and they continue.
Chapter Five Objectives
1. Keep Elle Safe.
2. Find a way out of the sewers.
Sewers
Head forward, and you'll find a grate with a valve by it. Rotate it by pressing A repeatedly, and Elle will slip through and hold the gate open for you. Head forward and left, and climb up onto the ledge. Follow the path around. Step down into the water, and watch out for the Lurkers. Follow the path to the next place to climb up, and grab two boxes of Pistol Ammunition off the top of the propane tank at the end of the area.
Step down into the next path, and equip the Steel Pipe. Climb up on the left ledge and use the pipe to pry open the fence gate, and rotate the handle – you'll see water being drained from somewhere. Head further down the tunnel to find another ledge – climb up it, and walk forward to use the Save Point. The room behind it contains the Sewer Map, and a box of Shotgun Ammunition.
Take a look at your map to familiarize yourself with where you've been – you started at the far left Gate, and entered through Gate 13 into Gate 4. You went left from Gate 4, and used the Bilge Control Valve to drain water out of the Bilge Tank. Gate 12 is the bricked up gate you saw at the last ledge.
Head to the Bilge Tank area, climb down, cross it, and climb back up. Head down to Gate 8, taking the East tunnel dead end to collect a Health Drink. Open Gate 8, and then head back to Gate 4, avoiding or defeating the enemies along the way. Elle will open Gate 4, so duck under and start towards Sluice Drain. Stop in at the offshoot to the right to grab some Shotgun Ammunition. Defeat the two Needlers you encounter, and climb up the ledge and down the ladder to the Sluice Drain. Head across the bridge to the Spillway.
There's a Lurker in the water, so defeat it so Elle can cross the Spillway. When you climb up on the far side, climb up the ladder. Pull the lever, kill the Needler, and head to the far West end to collect a box of Pistol Ammunition and Shotgun Ammunition. Head out of the East door, and North to drop down. There's a Save Point in the room to the East, so save your game, then head towards the Main Drain Chamber.
When you arrive at the Main Drain Chamber, head to Gate 15, and open it using the valve. Elle tells you there's no way to open it from her side, and you'll have to face off against three Needlers – use the Combat Knife to slice them until they go on the defensive and back away from you, then shoot them in the head with the Mk 23 Handgun. Alternatively, you can finish them off with the Mk 23 Handgun. When they're defeated, you have to face off against a Siam – use the same tactics as the first one you defeated.
When Siam is beaten, Gate 15 opens. Walk down the tunnel, climbing up the left-hand ledge to grab a photo of Nora Holloway. You'll spot Elle's radio, sitting in a pile of blood – follow the trail to the ladder and climb up.
* CUTSCENE: Alex climbs up out of the manhole right in front of his house.
Shepherd's Glen
There's barbed wire covering your door, so don't bother trying to go back home. Instead, follow Wheeler's advice from the Police Station and try to get to Dr. Fitch's – it's off Main St. Walk towards Main St. to get a radio call from Wheeler, who's on his way to Fitch's office. Alex agrees to meet him there, and marks the location on his map – guess where you need to go?
When you get on Main St., a cutscene plays of Alex finding Dr. Fitch leaving bloody footprints and carrying a well-used scalpel around. He flees from you back into his office, so follow him on in.
Dr. Fitch's Office
Look in the reception area to find a Health Drink, then walk down the hallway to the last door on the right – you'll find a photo of Scarlet Fitch, and a locked case on a dresser. When you leave the room, Nurses appear – use the Combat Knife to combo them to death, and you'll notice the door that's now open. Enter the room.
Inside the room you'll find a Serum, a Small Key, and a document to Dr. Fitch from the Psychiatric Department of Alchemilla Hospital. Use the Small Key on the case on the little girl's dresser to trigger a cutscene.
Chapter Six – Hell Descent
Chapter Six Objectives
1. Investigate the area.
2. Find Joshua.
* CUTSCENE: Alex finds a creepy doll, that ages and decays in seconds – he then faints, and reawakens in a Hellstate.
You'll obtain Scarlet's Doll. Head down the narrow path to your left and climb down to find Josh. He'll run to your right, but you won't catch him – besides, it dead-ends. Head left instead, down the stairs, and take the first right path and jump across. Tap A repeatedly to remedy the failed leap across, and head left.
Jump across into the hole, then across the broken fan. There's a doll to your right that instigates a fight with a Smog – leave it alone and drop down into the hole. You'll fight Swarms, and find a box of Pistol Ammunition. Drop down the next area, and continue forward – you'll see a sign that says “Staff only beyond this point”. You'll come to a wide gap to jump across, so do so and climb the stairs beyond.
When you reach the top of the stairs, keep an eye out left for an area to drop down. Head up the stairs to find a Health Drink, then head back down them. As you descend the stairs, you'll see Josh run by – go to where he started to find a Child's Drawing. There's a Smog down here, as well, so defeat or avoid it and continue towards where Josh ran off to. Jump across to the path, then head left and drop down.
Head down the narrow path and climb down the ladder. Head left and drop down, and jump across the lava gap. You'll see a cage, and a place to step down on your right – do so, and climb down the ladder. You'll find some pipes you can squeeze through, and a fan to duck under. Behind the fan is the Crowbar(which replaces the Steel Pipe), so grab it and head back to where you first dropped down. There's another place to jump across – do so now.
Step down, then climb down the ladder – you'll see a spinning fan to your left. Pull the lever on the wall to stop the fan, then duck under it to continue forward. Drop down at the end of the stairs, and turn around to find a fan you can duck under – and catch a glimpse of Josh, running away from you, again. As soon as you duck under the fan, there's a Child's Drawing for you to collect.
Head to your right, then left, and you'll run up to three fans – two spinning, one broken. Duck under the broken one to find two doors, one of which is locked. The other must be cut open with your Combat Knife. Squeeze through to find a lever that'll stop the spinning fan to your left. Pull it, and duck under the fan, then drop down the hole made by the other stopped fan.
Follow the path around to find the Fan Puzzle.
* Fan Puzzle
There are six fans, labeled 1 through 6. The lever for fan 1 is broken, and no fan that is already on can be turned on. You switch power from one fan to another, so go ahead and duck under fan 3 and 2 and grab the Serum before you start. Head to the right side and switch power from fan 5 to fan 4, then switch power from 4 to 3, then from 3 to 2. Then, switch power from fan 6 to fan 5, then from 5 to 4, then from 4 to 3. This clears a line of fans to duck under to get to the area behind the broken Exit door.
Climb down the ladder and use the Save Point to save your game. Climb down the next ladder, and you'll see Josh run away from you – follow him. A path will materialize in the wall that looks like a hallway, and the lights will cut off – head down the hallway. At the end of it, you'll see an industrial door that you must open. Dr. Fitch awaits just inside – talk to him with the Dialog Scenario, and give him the doll when the option appears – he'll begin bleeding profusely, and a giant monster will appear from his blood, holding him. Fitch asks it to forgive him, and it bites his head off – so is the boss Scarlet introduced.
BOSS: Scarlet
Whack the monster's legs until they crack and break – it'll fall, giving you a chance to smash its arms. When all of its limbs are maimed, you'll see the X context clue appear – tap it, then press A repeatedly to mangle the monster. It'll reform as a spider.
Stay back from it when it becomes a spider, and it'll crawl up the walls to the roof. A scream notifies you that it's ready to pounce – tap B when it appears to dodge it. It'll fall to the ground – run up and stab it with X. Three times will destroy it, and give you the Blood Donor Achievement.
* CUTSCENE: As Alex pulls the crowbar from the monstrosity, a key flies out. He suddenly is jerked through the pool of blood, back into the normal version of Dr. Fitch's office. He finds the key there.
Chapter Seven – Town Hall
Chapter Seven Objectives
1. Explore the Town Hall.
* You'll get the Founders Key. You'll need to head to the Town Hall from here.
Shepherd's Glen
Run straight to the Town Hall to avoid taking any unnecessary damage, and enter. Aren't you glad we already went through here?
Town Hall
You'll find a Smog blocking the left-hand hallway – head down the right one and enter the Save Point room to save your game. From there, hack open the door in the left-hand hallway to find a picture of Alex's ancestor. Push the bookshelf over and grab the Child's Drawing on the wall. Enter the middle room and use the key on the Cross keyhole in the pedestal to open a path underground. Follow it, and defeat the Nurses that appear.
There are four books in this room – read through them, then examine the cross to obtain the Ceremonial Dagger. A flashback informs you that it's the key to open Adam's door in the “SECRET” section of Alex's basement. Use the dagger to unlock the door between the two books across from the entrance, and follow the tunnel until you find a ladder. Use it, and you'll find another door to use the Ceremonial Dagger on to unlock. When you open it, you'll find yourself back in Founders Garden of the Rose Heights Cemetery.
Rose Heights Cemetery
Walk over to the door across from where you are and unlock it to find another Serum. There's a Health Drink in the furthest upper left corner of the Founders Garden area. Head back to the Founders Row, duck into the gap and follow the newly opened path. At the end of the hall behind the two Smogs are a box of Shotgun Ammunition, and a First Aid Kit. Duck into the next gap and climb up. Head back through the Crypts, using the Fire Axe to hack open the boarded entrance in Family Crypts North to obtain the Chrome Hammer Pistol. There's also a Save Point in Family Crypts North, so save your game.
Continue backtracking to your backyard, avoiding the Smogs when possible.
Alex's House
First, head in through the backdoor and use the Fire Axe to break down the barricade on the door to the dining room, and collect the First Aid Kit there. Then, head back outside and enter the basement through the backyard entrance.
Head to the “SECRET” area on your map and use the Ceremonial Dagger to unlock Adam's Hunting Room. There's a Bluesteel Shotgun in here, and the Attic Key, so grab them. Head upstairs to the attic, and unlock the door with the Attic Key. Head through the door into the attic. Check the North section for a photo of Alex. Push the bookshelf over to find a door.
* CUTSCENE: Alex has a vision of Adam giving Joshua an important ring, and making him swear to never show it to anyone, not even Alex.
When you enter, you'll find a document of Adam Shepherd's honorable discharge, and a book puzzle.
* Attic Book Puzzle
Slide the pieces to form the coat of arms on the flag above the table. It's rather easy; just slide them around until the flag matches. For a hint, the open spaces will be in the top corners. Finish it to get a Letter from my father for Alex, and a Map of Silent Hill. Leave the attic, and head downstairs to trigger a cutscene.
* CUTSCENE: Alex demands information from his mother, but members of the Order, who kidnap his mother, attack them. The house undergoes a transformation as a Hellstate occurs, and Alex awakens.
Chapter Eight – The Attic
Chapter Eight Objectives
1. Escape the house.
2. Solve each puzzle.
* YouTube: Silent Hill: Homecoming -56- Attic Puzzle (Time: 2:06)
* NOTE: You still have a map of this area – it's slightly different, but still available.
First things first – defeat the Schism that appears. Walk into the kitchen and collect the Frowning Mask from the stand. Grab the Health Drink, and head through the single door to the East to find two bodies on either side of a cross – it's another puzzle, but you don't have everything you need yet.
There's a lever by the stairs, pull it to open the way into the attic. Head upstairs, and push the large piece of furniture in the room leading to the attic to obtain the Heart of Darkness Medal. Head to the attic, and move through the now-typical obstacles (squeeze through, duck under, hop over) until you reach the East side – there you'll find a Fallen Star Medal and a Jacket. The Jacket is where you'll be placing the Medals you collect – head to the West side of the attic to acquire the Vile Acts Medal. Head back to the Jacket, and place the Medals in the following order – Fallen Star Medal, Heart of Darkness Medal, Vile Acts Medal. This will cause one of four runes around the exit will light up.
Head back to the 2nd floor, and grab the Meat Cleaver from the bureau. Then, head through the double doors, jump across the gap, and grab the Stuffed Rabbit from the bathtub, and the Indifferent Mask from the stand by the mirrors. Head back downstairs, and pull the lever again to open the door to what was Josh and Alex's room. Head in, read the creepy message on the wall, and examine the document by the door to hear about the lobotomy from Alchemilla Hospital again. Set the clock in the room to 2:06 to open the four windows. Place the Stuffed Rabbit in the lit window to cause a rune to glow at the exit. Cut open the door by the clock to find a Butcher Knife and a Child's Drawing. Head downstairs to the room Alex's mother was in and collect the Angry Mask and save your game.
Open the door to the kitchen and head back to the Cross Puzzle, and place the Indifferent Mask on the body facing South, and the Frowning Mask on the body facing North. Another rune around the door will glow. Time to head into the basement.
When you enter the basement, work your way through and defeat the Lurker that appears. Duck under the pipes, squeeze through the gap, and cut open the door. You'll be in the Hellstate version of Adam's Hunting Room – grab the Bogeyman Knife from the Schism body hanging on the wall. Place the knives in your inventory in their spots on the board, and the Bogeyman Knife in the Schism head laying there to cause a third rune to glow around the exit.
Go to the exit and use the door – the house will revert to it's normal state. Alex will exit.
* CUTSCENE: Elle shows up, and tells Alex she can't find her mother. Wheeler calls Alex on the radio, and Alex asks him to get them a boat to get to Silent Hill. Alex and Elle talk on the boat as they head to Silent Hill, until the Order shows up and kidnaps Elle. Alex is knocked off the boat into the water, and awakens in a foggy area.
Chapter Nine – Dark Times
Chapter Nine Objectives
1. Find Elle.
2. Search for a way into the prison.
3. Disable the electric prison gate.
* NOTE: You already obtained the map for this area when you found the Map of Silent Hill in Alex's attic.
Work your way up the stairs, jumping across gaps and climbing the ladder, and duck through the gap to Sagan St. Walk across the street to trigger a cutscene.
* CUTSCENE: Wheeler calls Alex on the radio, and informs him that he and Elle were taken to the prison.
You'll want to stop at the Bait Shop and duck through the gap to find a box of Pistol Ammunition, a Child's Drawing, and a Save Point. Head across the plank bridge to the front of the Overlook Penitentiary to find out that the entrance isn't accessible. Go out the West door to the next section of the map. You'll see a gate circled on Simmons St., and the Toluca Lake Water and Power building will be circled.
Head to the gate.
* CUTSCENE: Alex calls Wheeler to tell him the rear gate is electrified – the Order is running power directly from Toluca Lake Water and Power to do it, so Alex is going to head there to shut it off.
Head to the Boiler Room.
Boiler Room
Head down the stairs. There's a Lurker here, so be careful when moving around in the water.
Grab the Health Drink from near the northernmost boilers, and head up the West stairs.
Head West out of the alley, and go through the gates on your left to find a Serum on the bench. It's the indent of the Alchemilla Hospital. Head North up Wilson St. and into the Toluca Lake Offices.
Toluca Lake Offices
Read the newspaper, and grab the Pistol Ammunition in the top right corner of the Reception room. Head North the Lower Landing, then West to the Office. Grab the Health Drink, then go south and jump the gap to find a Save Point. Hack open the door to continue.
Head into the Kitchen to find the Toluca Lake Water and Power Key. Head back to the Lower Landing, and use the key on the locked door to get into the Toluca Lake Water and Power building.
Toluca Lake Water and Power
There are some Order members here – defeat them, and earn yourself the Out of Order Achievement. Move south and climb up the ledge. Climb the ladder and walk over to the shelf to collect two boxes of Rifle Ammunition. There's a First Aid Kit in the top left corner of the 2nd floor, so grab it, use the valve for generator bank B, and head back downstairs.
There's some Pistol Ammunition near the bottom right area of the 1st floor, be sure to grab it. Use the valve for generator bank A, then head upstairs and use the valve for generator bank C. This is the proper order to shut down the systems – use the Turbine Control switch after the short cutscene to kill the power. More Order members will appear, head back out to the Toluca Lake Offices.
Toluca Lake Offices
Stop by the save point to save your game, then head out of the Toluca Lake Offices and back to the Boiler Room.
Boiler Room
Head back through the Boiler Room, defeating or avoiding the Lurker when it appears, and exit through the North back onto Simmons St. When you reach the now-safe gate, a Siam will bust through. Defeat it with whatever weapon you're comfortable with, and head through the gate.
Overlook Penitentiary, Outside
When you first walk through the gate, be sure to grab the Health Drink from the upper left corner, and the Pulaski Axe from the back of the broken down truck. Head North, and wind your way back to the front of the penitentiary.
Chapter Ten – Prison
Chapter Ten Objectives
1. Find Elle.
2. Find Wheeler.
3. Defeat Asphyxia.
When you first enter, you'll be in Visitor Security – hook a left and use the Save Point to save your game. Walk forward to receive a transmission from Wheeler telling you that he's in Cellblock B, so head around the barred reception room and through the door. Head into the Lower Guard Room to your right and pull the lever to unlock the gate.
Hack through the barricade into the Visitors Booths, and grab the First Aid Kit. At the end of this hall is another gate like the first one, but the switches are broken. Break the glass to your left and hop over into the other side of the Visitors Booths. When you exit, you'll be in a large room with a staircase – the Overlook Penitentiary Map is on the West wall.
Head into the little supply closet to the South and grab the Health Drink, then go up the staircase.
Work around and jump across the gap to get into the upper-left building. Pull the lever in here to unlock the entrance to the upper wing of Cellblock B. You'll encounter two Order members – walk slowly enough and they won't notice you, giving you time to kill the first one with the Mk 23 Handgun, and the other one with a quick melee weapon (two shots to the head will kill them). In cell B5 you'll find a newspaper clipping about the degradation of Shepherd's Glen, but nothing of worth is found in B8 – B6. Pull the lever on the wall to open the door to the stairwell.
You'll be in the lower wing of Cellblock B, head into the room that connects to the Shower Area to find a box of Rifle Ammunition. Head West into the area with cells B9 – B14 to fight two more Order members – they fall easily enough to combos from the Ceremonial Dagger. Wheeler is in a cell here – pull the switch on the wall to release him.
Wheeler will inform you that they took Elle to Solitary. Suddenly, a Siam appears – pull out the Pulaski Axe and beat it down. It destroys the way that you came from, so Wheeler will go unlock another gate for you. Head through the only available path to 2nd floor.
When you get up there, stop in the busted open Upper Guard room to retrieve a Child's Drawing. Follow Wheeler, jump across the gap, and duck through the gap to find another switch. Pull it to open the locked gate to let you back into the upper wing of Cellblock B where you started. Head back to the room you first entered up here so Wheeler can find the control panel for the prison's gate system – it magically works for him. He'll tell you to head around to the door leading to the upper wing of Cellblock A – do so now.
After Wheeler unlocks the door for you, head North through the double doors and continue North – Wheeler will try to open the gate, but it'll be damaged. Head back inside and he'll unlock the stairwell leading down to the 1st floor.
You'll be in the lower wing of Cellblock A. Transmission interference will cause Wheeler to shout for you, and a Needler will appear – take him down. Wheeler will open the gate to the Shower Room, so head that way. Two Needlers will attack, so defeat them (combos from the Ceremonial Dagger work well). The only shower stall with a light has a breachable passage – whip out the Pulaski Axe to break your way into the Boiler Room.
Head North out of the Boiler Room, and up the stairs.
There's a Save Point here, so save your game. Go north, following the path, and you'll find a jammed set of double doors. Alex will call Wheeler, who tells him to head back – get moving. Head back to the Save Room, and down the stairs.
There's a metal gate that'll slide open here, so head through it. Follow the available path and you'll wind up in the lower wing of Cellblock A (A9 – A14). Head up the stairs and grab the Health Drink from the shelf, then jump across the gap and enter cell A20 to find a Radio Wire. Head back downstairs, duck into the gap of cell A11, squeeze through into cell A10, and grab the Loose Wire from the headlight. Head back upstairs and use the Radio Wire in the Junction Box in the Upper Guard Room. Head out of the 2nd floor exit, and enter the door on your right to find a Scrap of Wire. You'll have to head out of the bottom floor exit to find the keypad before you can put the Loose Wire in the Junction Box, so go ahead and do that to find the Penitentiary Wire Puzzle.
* Overlook Penitentiary Wire Puzzle
Just like the one at the Grand Hotel, you've got five wires in this order at the top – white, green, yellow, blue, red. The proper order to wire the bottom is (from left to right) – red, white, green, blue, yellow. This restores power to three switches – one in the room with the junction box, and two downstairs. It also restores power to the keypad. Pull the switch in the room with you and jump across to the cell that opens to obtain a Serum. Head back downstairs and use the other two switches to gain some clues – prisoner 110391 can help you, so input 1110391 in the keypad to unlock the door to solitary confinement.
* CUTSCENE: Alex finds his mother on a cross – and has a decision to make.
You'll need to decide whether or not to kill Alex's mom – this affects which ending you get. As soon as you pick one or the other, the game will transition to Hellstate.
Hellstate
Exit the Solitary Confinement area, and you'll find a Save Point – save your game. Head back into what was Cellblock A to find a horrific puzzle – a mound of flesh is blocking your path. There are three dials – from the entrance, set the left dial to the Knight (horse), the back dial to the Coffin, and the right dial to the blank space. Investigate the hole to unlock the puzzle, and the flesh is pulled up and out of your way.
Drop down the hole to meet up with Wheeler. There's a Save Point down here, so save your game. Squeeze through the hole to the West and head up the northern stairs; follow the path until you trigger a cutscene with two Needlers. Having Wheeler around will make the fight a snap, so just finish them off and head down the path until you find a room to the left – there's a Save Point and First Aid Kit there, as well as a Health Drink.
There's another industrial door like the one you encountered when you found Dr. Fitch just outside – open it.
* CUTSCENE: Alex finds Judge Holloway, and drops Elle's locket freeing her. She asks where Elle is, and Wheeler is grabbed by an enormous, malformed monstrosity. Judge Holloway escapes, and Alex faces off against Asphyxia.
BOSS: Asphyxia
* YouTube: Silent Hill: Homecoming Prison Boss (Time: 8:29)
Asphyxia has four attacks – it spits gas at you that can knock you down, and spins around to hit you with it's tail. If it knocks you down, it'll attempt to body slam you, or grab you and crush you to death. When it grabs you, tap whatever button appears rapidly to escape, or you'll be instantly killed – all other attacks can be dodged the usual way.
When you avoid Asphyxia's body slam, hit its tail to cause it to drop down. Immediately use a charged Heavy Attack to inflict some massive damage. The third time you do this, you'll see the X context button appear – tap it to defeat Asphyxia, and earn the Catch Your Breath Achievement.
* CUTSCENE: Alex sees Josh through the glass window Asphyxia destroyed when it died.
Chapter Eleven – Church
Chapter Eleven Objectives
1. Search the church for anything helpful.
2. Find the pieces missing from the five prongs.
Follow Josh by hopping over the ledge and going through the doors. Run up to him (he'll run away again), and follow him. Defeat the Smog, and use the valve to open the gate – as soon as you pass through the gate, look to your right for a Health Drink. Move forward and up the stairs to the entrance of what looks like a Hellstate church.
Church of the Holy Way
Use the Ceremonial Dagger on the organ at the front of the building to unlock some gates, and pick up the Shotgun Ammunition. From the front entrance, head left and duck under the beams to find a baptismal font. Use the valve at the back to open it, and defeat the Swarms that appear. Examine the now-open font to obtain the Chalice Plate. Check the bowl on the dresser to collect a photo of Josh, and head up the stairs – there's a confessional booth and a Save Point.
Use the confessional booth to start a Dialog Scenario – which options you pick determine the ending of the game. Remember, Y options are polite, nice options, with X options being the blunt or mean options. When the conversation is over, collect the Kneeling Man Plate from the booth the confessor was in. Save your game, and grab the Unlit Candle from the shelf in the back room, as well as the Health Drink near the pit.
From the entrance to the Church, head to the right and duck under the beams to find an offering plate – place the Unlit Candle there to obtain the Candle Plate. Head upstairs to receive a broken transmission, and grab the Health Drink. Examine the paintings, and cut the painting of the man to find the Tree Plate. There's a box of Shotgun Ammunition in the corner of the pews, a box of Rifle Ammunition in the back room, and a First Aid Kit further down the back room hallway. Examine the window of the Knight being stabbed to find the Sword Plate. This will cause a Siam to burst out of the window, throwing you back to the 1st floor, where another Siam awaits. Defeat both Siams, then place the plates in the organ.
* Organ Puzzle
There are five prongs to place the plates, and each has a word on it. They are (in no particular order) – Sorrow, Desire, Vengeance, Penitence, Sacrifice. Place the plates as follows – Sorrow – Candle, Desire – Tree, Vengeance – Sword, Penitence – Kneeling Man, Sacrifice – Chalice. The organ will open to reveal Alex's father, Adam.
* CUTSCENE: Adam tells Alex that it's okay that he hates him – and wonders why he still wears his old dog tags. When Alex tells him they're his, that he's a soldier, Adam tells him he's been in a mental hospital since the day he gave Josh the family ring. Alex refuses to accept it, but Pyramid Head appears, and cuts Adam in half.
You'll obtain the Shepherd Family Ring. Walk forward past the pieces of Alex's dad to find a Health Drink and a stairwell. Head down the stairwell, and at the bottom, head left to find a mining suit to protect you. Head back through all the gas jets, and push the button by the door.
* CUTSCENE: Curtis, from the junkyard, greets Alex in the elevator. He tells him he now has clarity, and knocks Alex out with a hammer. He then drags him to a cell with Judge Holloway, who tells Alex about the sacrifices necessary to protect Shepherd's Glen.
Chapter Twelve – Underground
Chapter Twelve Objectives
1. Find Elle.
2. Find Joshua.
* TIP: Be ready to tap buttons rapidly – you're about to find yourself in the middle of the most intriguing Context Scenario yet.
When the Judge takes the drill to your leg, wait until the context button appears, then tap it like crazy – you'll break free of the restraints, and Judge Holloway will attempt to drill a hole in your face. When the context button appears, tap it rapidly and you'll kill the Judge, shoving the drill into her bottom jaw up into her brain. Take a look around the room to find the Lair Map, a Health Drink, the Ceremonial Dagger, and a First Aid Kit.
Sector 2
There's a Save Point in the room with you, so use it to save your game. Head to Sector 2, and enter room 212 – defeat the Order member and obtain the Steel Pipe from the cop's corpse. Break the glass into room 211 and defeat another Order member.
There's a box of Shotgun Ammunition, an Mk 23 Handgun, and the Sector 3 Key. Head back out of room 212 to the Sector 2 hallway, and head towards Sector 3, defeating Order members along the way. Use the Sector 3 Key on the door to gain access.
Sector 3
Pry open the second door on the right, and head down the hall. Defeat the two Order members, duck under the gate, and watch the cutscene with Curtis and Elle. You'll need to hurry here – climb up the wall on the left of the door, push the fridge out of the way, and pry open the door with the Steel Pipe. Curtis will spot you and begin his attack – avoid his thrusts and pop him with the Steel Pipe to take him down without taking any damage. Finish him with a Heavy Attack when you stun him, and begin your escape with Elle.
With Elle in your party, head back to the first Sector 3 area, defeat the two Order members (one carries a shotgun, so be careful), and go to Sector 2, heading North to the hall where room 114 is. With Elle in your party, you can open the gate to Sector 1.
Sector 1
Enter room 113, and break the glass to find Wheeler – you'll have two options, which will affect the end of the game. Head through the door to room 111, which will cause a short cutscene to play, and exit into the hall.
At the end of the hall is a Save Point in the room below room 108, so save your game. Head into the large circular room to find the Lair Puzzle.
* Lair Puzzle
Use the Ceremonial Dagger to unlock the pillars – this will tell you which family belongs to what two symbols. The symbol at the top of the window and the symbol above the pillar lock go to one family a piece – rotate the rings until the symbol for “Man”(between the bug and wind) is in the place where Doc Fitch left his pad, and rotate the outer ring until the symbol for “Eye”(between the triangle and the scales) is behind it. It'll unlock the door's lock, letting you mess with it.
Rotate the symbols until the two symbols for the Shepherd family (water and a trident) are lined up on the door to unlock it.
Find the Shepherd family altar and examine it to discover that Alex was to be sacrificed.
* CUTSCENE: Alex will have a flashback of him and Joshua on a boat – and discovers he's the reason for everything that's happened.
BOSS: Amnion
Amnion is a bit more difficult than your other bosses – it has several metal legs holding up it's soft, vulnerable body. Stay near the center, where the grating is, and dodge it's attacks until you get an opening to whack the soft bits. Keep doing this until it flips over during a cinematic.
In it's second stage, it's a little faster, but not by much. Again, stay in the center, avoid it's attacks, and it'll get it's legs stuck in the grating during it's smash attack. Whack the soft bits until you finally see X pop up as a context clue, tap it and defeat Amnion to obtain the Head Above Water Achievement.
Tillykke! You've completed Silent Hill: Homecoming!