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Noticias de la categoría 'zombies'

Examen de Deadgirl (2008)

Deadgirl es una película me topé en mi tienda de videos hace unos días, yo nunca antes había oído hablar de él, pero sonaba tipo de diversión. Dos de secundaria marginados y ridiculizados constantemente señalado, que prefiere abandonar si no fuera por la obsesión de los personajes principales escalofriante con una chica jugar al pez fuera del agua protagonistas. Una tarde, no se ha saltado la clase que hacer un descubrimiento mientras que la exploración de un hospital psiquiátrico abandonado, una hermosa mujer, vivo, no muerto, atado a una camilla. Uno huye mientras que la sacia más íntimos de sus fantasías. Su secreto no es secreto por mucho tiempo.

Gran sinopsis, pero no una gran película. Lo primero que me impresionó fue que el personaje principal es de mala calidad como el infierno, y torpe en su papel, la primera escena deja mucho que desear, con trabajo de cámara pobres y muy incómodo sacado escenas. Cada 'escena a pie "es horrible, especialmente los intentos de tiros artística de sus pies, que han sido, obviamente, instruyó a" paso lento "y su interpretación de que la solicitud es tomar medidas bandazos oscenely pequeño, dando un efecto global que bombardeada una audición como zombis y se vuelven a utilizar esas filmaciones.

La película está rodada con artes de la calidad de Hogh y la de la edición es la adecuada, pero la fotografía y la trama entera / script es decepcionante. Es realmente difícil de ver cómo poco profesional de los dos protagonistas masculinos son en su actuación. La protagonista femenina, la 'deadgirl' está hecho para ser una chica súper ',' sin embargo, es .. Bueno, más bien lamentable aspecto, con una cara fea y las tetas con pezones falsos horriblemente mal formado 'cortador de galletas' de la cirugía fallida.

La 'casa de tuerca ", como cariñosamente se llaman en realidad es un recorrido por el hospital, el cual se procede a la basura y vandalismo de liderazgo en el tiempo a la discusión acerca de" túneles "y las gaviotas que estuvieron ahí. El efecto de la construcción hasta el lugar es destruido por el hecho de los túneles utilizados para los locos de verdad no están en riesgo de ser causa de que circulen entre las células están llenas de humidicribs de edad, algo que no se encontraría en un asilo mental y se en realidad, uno pequeño vestíbulo, decorado de nuevo (como mínimo) para los dos tiros que implica el doble de la longitud, con los actores arrastrando los pies a un ritmo tan abominables que desea avanzar rápidamente es así que son al menos el 50% de la velocidad normal. Su caminar lento no hace que el pequeño conjunto parezca más grande, sin embargo.

Tengo la tentación de añadir más detalles, pero nada de esto sería positivo, y simplemente había estropear la (orina débil) trama.

3 / 10, y sólo porque no hay zombies, desnudos y una escena Gnarly donde un tío se pone a su Wang mordido.

Publicado: 9 de enero 2010
Categorías: cine, reseñas, zombis
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Comentarios: Sin comentarios.

Examen de Zombie Apocalypse por Konami

Que iba a revisar Zombie Apocalypse para Xbox, pero es tan regurgitada y basura que no se lo merece. Es una masa de botones, aunque más primitivo que la masa ya regurgitado una técnicas botón de espera de los juegos, que es básicamente una postal reskinned, con zombies en lugar de civillians.

Tan enfermo de juegos detivative. Siempre hay el doble salto, el saliente se bloquea, el spam botón de "light" y "pesado" ataques para hacer un 'combo', siempre se necesita para montar un gigante, Balrog, troll, dinosaurio o algo para romper las puertas grandes abajo y siempre hay nuevas empresas de salud a recoger en la misma derivada de la moda.

De juego se ha vuelto tan aburrido y predecible. Todo es el mismo nombre y gráficos sólo el cambio.

Muy decepcionado con la manera grosera dev juego son más, espero cosas buenas, de Konami, pero regularmente encuentro decepción. Silent Hill es otro ejemplo típico de masa botón en secuencia, como en el miedo, el infierno de Dante, La edad de hielo (todos), Tomb Raider (todos), dios de la lista continúa.

Creo que Tom Clancy's EndWar es el único juego que tengo que es mierda, no derivado de alguna forma. Vamos desarrolladores de juegos, paralizantes mí. Tal vez la liberación un MMORPG que se siente como terminó como World of Warcraft? No como Star Trek Online, que si bien todavía vaporware aparente (una década de desarrollo y de dos empresas de pasar por debajo) logró vender todo el concepto de MMO donde cada uno es el héroe.

En serio, bla. Mira lo que empezó, Konami! Vete a la mierda y su RIP cojo de Correos (original) con zombis.

Watching Deadgirl (2008) que viene, espero que mi opinión de que en pocas horas.

Publicado: 9 de enero 2010
Categorías: juegos, comentarios, xbox, zombies
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Comentarios: Sin comentarios.

Wtf puedo jugar Silent Hill?

Juegos están destinados a ser divertido. Silent Hill: Homecoming no es una diversión. Yo tocando temor más. Recuerdo el carácter de lectura de una nota o algo así, lo que sugiere la única solución es sentarse en una habitación por su propia cuenta en la oscuridad. Es un buen consejo.

Si el terror de ver la cabeza de la pirámide acecho la misma sala que está en el no te quiere, nada lo hará. Fuck su estúpido hermano assinine poco que continuamente se folla a su alrededor y los tornillos de hacer todo lo posible para obstaculizar sus intentos de rescate. Dicho esto J es muy estereotipada-horror, incluso a los sonidos de fondo antes de oscurecimiento 'freak out' escena.

Hace puntuación de algunos de los éxitos psicológico con mi mente endurecido horror ventilador occidental aunque, de verdad que jugar más temor. Yo no quiero, no es un juego divertido, es incómodo y desagradable y sucio.

Sin embargo, mientras estoy aquí sentado escribiendo esto en mi iPhone (colocación de productos en 500 dólares por PLS Steve Jobs, Cheques a nombre de BASH PR0MPT es el fondo ORSM.) No puedo pensar en un juego más impresionante para recomendar personas que juegan. ¿Por qué exponer a la gente que te interesan a esos desagradables?

Debido a que es mejor que yo?

Debido a que tiene un efecto en lo que apenas imaginar, lo más objetivo que tratar de ser la suciedad, la sangre, la sangre, el shock y el Freak Out técnicas que clínicamente se puede describir y predecir todavía parece que poco a poco al descubierto sobre ti.

No hay nada positivo al juego, me refiero a trama y la experiencia que es. No hay nada más que pesimismo, es el que empieza a andar, otra parada, un desafío entre un juego de cómo la diversión se compara con su deseo de jugador y ganas de "vencer a la máquina y terminarlo.

Bueno fuck this, Pyramid Head no va a coger fuego hacha en su cabeza, ¿verdad? Bbl.

Publicado: 3 de enero 2010
Categorías: juegos, la cultura pop, xbox, zombies
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Comentarios: Sin comentarios.

Silent Hill: Homecoming Text Tutorial

Se trata de un completo tutorial texto de la supervivencia de la 2008-juego de terror Silent Hill: Homecoming. Mencionados en esta guía son paso a paso las tácticas a 100% la finalización de cada mapa, el punto y la ubicación de armas, las estrategias de jefe de batalla, la lucha contra las estrategias de los enemigos, y cómo obtener los trajes extra para Alex. También se incluyen en esta guía se ofrecen instrucciones sobre cómo obtener cada uno de los cinco, el juego de los finales, así como un listado de logros. Esta guía fue ganked de alguna parte, formateado y en las partes re-escrito por mí mismo, el original era ilegible debido a demasiados anuncios, así que pensé que si me re-escrito por mí mismo a leer a mi teléfono celular mientras se reproduce, puede que y copiar y pegar aquí para que los demás. Disfrutar!

Jugabilidad

El juego comienza con Alex Pastor, el protagonista, recuperándose de las heridas de batalla en un hospital militar. Después de su descarga, vuelve a casa para encontrar a su madre en estado de shock y su padre y su hermano desaparecido. Pastor es llevado a la pequeña ciudad, desierta de Silent Hill en busca de su hermano. Como en versiones anteriores, el personaje se enfrentará a monstruos y horrores que cuestionan directamente su estado psicológico actual.

Antecedentes militares de pastor conduce a las habilidades de combate mejorado que añaden profundidad al juego. Ángulos de cámara ahora puede ser manipulado para permitir a los jugadores a ver los eventos y los objetos antes de su realización efectiva.

Introducción

Esta guía está dedicada al 100% de finalización Homecoming - completa con el jefe de estrategias de batalla, los lugares de armas, las estrategias para usar contra los enemigos comunes y una lista completa de los logros. Los detalles de desbloquear todos los equipos de Alex y la obtención de cada uno de los cinco finales del juego están también incluidas en sus respectivas secciones, junto con un paso a paso para completar el juego y recoger las armas secretas. La guía se divide en secciones, con los enemigos encontradas y los objetivos actuales que figuran junto con las tácticas a utilizar para la derrota y completa cada uno.

La guía se supone que está en su Playthrough por primera vez en dificultad normal, el tutorial puede ser usado para dificultad difícil, pero los monstruos son más fuertes, más resistentes, y te encuentras con menos municiones - algunas caletas de munición no puede existir en duro que existe en dificultad normal .

Controles

Thumbstick Izquierdo: Mover, seleccione una opción de menú
Thumbstick Derecho: Control de la cámara
Directional Pad (D-Pad): Ciclo de armas; linterna alternar; la opción del menú
Back Button: N / A
Botón de Inicio: Pausa
Right Bumper (RB): acceder al inventario de ruedas
Izquierda Bumper (LB): El acceso de armas de ruedas
Derecho Trigger (RT): Lucha contra la postura de
Left Trigger (LT): Fire / arma swing
Botón A: ataque rápido, investigar, seleccionar la opción del menú resaltado
Botón: Defensa; pantalla anterior / volver al Menú Principal
Botón X: Ataque fuerte en la lucha contra la postura; arma de fuego de recarga
Botón Y: Ver mapa

* NOTA: Puede volver a configurar los controles que se adapten mejor a su gusto en el menú de opciones al comienzo del juego. En este tutorial se asume la configuración de los botones por defecto.
Descripción general

* A continuación se explican en los fundamentos de Silent Hill: Homecoming, y consejos y trucos sobre el uso de ellos. Estas secciones están diseñadas para ayudarle a acostumbrarse a los controles de juegos, y con un poco de práctica, le hará la lucha contra monstruos demoníacos y disfrutar de escenarios espeluznantes en ningún momento.

Mapa

El mapa es necesario para moverse - algunas de las áreas en este juego son enormes, y la mayoría de los Hellstates son confusas en su diseño. Para descifrar los garabatos en el mapa, consulte la siguiente lista:

Red Arrows doble: Puertas abiertas
Red líneas curvas: puertas cerradas o bloqueadas
Blue Arrow: la posición actual de Alex
Red Scribble: área bloqueada o paso infranqueable

Los mapas son detallados con números de habitación (si procede) y hacer moverse un instante. Ver el mapa con Y, y comprobar los objetivos pulsando X mientras se visualiza el mapa. No puede ver un mapa de un área que no han recogido el mapa, pero todavía se puede ver los objetivos.

Lucha contra la

Para iniciar el combate, mantenga presionada la LT a entrar en combate postura. Desde esta postura, que puede oscilar armas cuerpo a cuerpo con un ataque (rápido) o X (Heavy Attack), esquivar o bloquear ataques con B, o (si estás utilizando un arma de fuego), disparar el arma con la RT y volver a cargar con X. Debido al retroceso, después de esquivar un ataque con un arma de fuego requiere más tiempo para llevar a cabo después de esquivar un ataque cuerpo a cuerpo. Algunas armas son rápidas (es decir, Combat Knife), pero hacen poco daño, mientras que las otras armas son lentas (es decir, Fire Axe), pero no un daño alto. Buscar que las armas funcionan mejor para que los enemigos de su estilo de juego personal.

Radio y la linterna

El radio y la linterna son esenciales para la detección de los monstruos. La radio emite estática cuando un enemigo está cerca - que también le permite recibir transmisiones de Adjunto Wheeler y Elle. Dependiendo de la forma en que el monstruo está orientada a su posición, la estática se desvanecerá y se hinchan - cuando está en él es más fuerte, usted está haciendo frente al enemigo. La linterna se puede utilizar para detectar enemigos en lugares oscuros, pero se advirtió - que atrae la atención del enemigo también.

Curación

Para sanar, es necesario recoger primero Bebidas Salud y Primeros Auxilios. Cuando usted toma el daño, entra en tu menú de inventario (LB) y presiona X para usar una bebida de salud, o Y para usar un botiquín de primeros auxilios. Primeros Auxilios curarte por una cantidad mayor que la salud de las bebidas, así que tener cuidado acerca de lo que usted utiliza. El número pequeño en el icono para cada uno le indica el número de ese tema se quedan en tu inventario.

Escenarios de Contexto

A veces, usted tendrá que pulsar un botón determinado con tiempo adecuado, o puré de un botón repetidamente para lograr una acción. Estos son los escenarios de contexto - el más común es el escenario de diálogo. Escenarios de diálogo se producen en ciertos puntos del juego cuando las conversaciones a Alex a ciertos personajes - se le dará la opción de lo que les digo, incitando a respuestas diferentes. Playthroughs múltiples y seleccionando diferentes opciones es la única manera de explorar completamente el escenario de diálogo. Otros ejemplos de escenarios de contexto incluyen el rápido pulsar una tecla durante un ataque de Smog, o de tocar los botones que aparecen durante una pelea de jefe para acabar con él.

Oficial

Su Journal (accesible desde el menú de pausa) le da acceso a pistas, manuales, fotos y dibujos que has recogido durante el juego.

1. Las pistas son cualquier cosa que encuentre escrito en una pared, o leer en un documento. Si es importante, aquí se almacena para futuras referencias.
2. Manuales de enseñarte cosas sobre el combate - antes de encontrar el cuchillo de combate, encontrará un manual de lucha contra las armas de base. Lectura a través de estos le enseñe a atacar y defender con armas diferentes.
3. Las fotografías son Polaroids que están dispersos por el mundo del juego - reunir a todos ellos por un logro.
4. Los dibujos son bocetos y garabatos de Josh que están dispersos por el mundo del juego - reunir a todos ellos por un logro.

Logros visibles

Estos logros son visibles antes de su realización.

1. Carga Lock 'n': Found Rifle, 25 GP
2. Sightseeing: Found 1 Photo, 10 GP
3. Galeria de fotos de Josh: Se encuentra todas las fotos, GP 50
4. Alchemilla's Finest: Derrotó 1 enfermero, 10 GP
5. Eddie's Legacy: Derrota a 1 Feral, 10 GP
6. Acechan No More: Derrota a 1 Lurker, 10 GP
7. Al punto: Derrotó 1 Needler, 10 GP
8. Split Personality: Derrotó 1 Cisma, 10 GP
9. Shades of James: Derrota a 1 Siam, 20 GP
10. Limpiar el aire: Derrotado 1 Smog, 10 GP
11. Creeper Reaper: Derrota a 1 Swarm, 10 GP
12. Out of Order: Derrotó 1 miembro Orden, 10 GP
13. Obra de Kaufmann: Found 1 Serum, 10 GP
14. Salud Junkie: Se han encontrado todos los sueros, 50 GP
15. Los dioses antiguos ... ... no han abandonado este lugar. Completa de los juegos en dificultad HARD, 100 GP
16. Nursery Rhymes: Found dibujos de todos los niños, de 50 GP

Secret Logros

* Estos logros no son visibles hasta que se complete.

1. Six Feet Under: Sepulcro Derrotado, 20 GP
2. Del Donante de Sangre: Scarlet Derrotado, 20 GP
3. Catch Your Breath: Asfixia Derrotado, 20 GP
4. Cabeza fuera del agua: Amnios Derrotado, 20 GP
5. Aumento de la tensión: Se encuentra Sierra Circular, 25 GP
6. Ciencia ficción: Se encuentra Pistola Laser, 25 GP
7. Smile: obtenidos Ending 1, 50 GP
8. En Agua: obtenidos Ending 2, 50 GP
9. Sentencia: obtenidos Ending 3, 50 GP
10. Cuidado Intensivo: obtenidos Ending 4, 50 GP
11. No se permiten perros obtenidos Ending 5, 50 GP
12. Mercy: Alex terminó el sufrimiento de su madre, de 50 GP de
13. Compasión: Alex no podía poner fin al sufrimiento de su madre, de 50 GP de
14. Perdón: Alex perdona a su padre, de 50 GP
15. Angela's Choice: Alex no perdona a su padre, de 50 GP
16. Ahora Acerca de esas bebidas: Guardado Wheeler, 25 GP

Capítulo Uno - Nightmare

1. Escapar del hospital
2. Siga Josué
3. Encuentra juguetes de Josué

* CUTSCENE: Alex es de ruedas a través de lo que parece ser un hospital en estado ruinoso, atado a una camilla. A medida que se rueda por el pasillo, las escenas de tortura saltar a él desde las puertas abiertas a cualquier lado. Por último, es de ruedas en una habitación y la izquierda, donde los testigos a través de las ventanas de la puerta de un médico está atravesado por una cuchilla de gran tamaño.

Usted vendrá a través de su escenario de primer contexto - Una masa varias veces para liberarse de las correas de la camilla y hacerse con el control de Alex. Usted puede examinar la nota por las puertas dobles presionando A cuando está de pie cerca de ella - también puede examinar el lavabo en la parte posterior de la sala, aunque no muestra contexto pista. La puerta de la escalera está bloqueado - desbloqueado la única salida es la puerta de doble mediante el cual usted fue testigo de la muerte del médico antes, para que la cabeza a través de ellos a la Sala de Operaciones.

El cuerpo del médico se ha ido, y no hay marcas de arrastre sanguinolenta que conduce a través de la puerta a su derecha. Ir a través de ellos, y comprobar a la derecha para otro boletín críptico. A tu izquierda hay una puerta de barrotes con un teclado al lado. Caminar hacia la puerta.

* CUTSCENE: Alex cree que el niño en el otro lado de la puerta de barrotes es Josh, su hermano menor.

La puerta está cerrada - se necesita una combinación de teclado para desbloquearlo. La cabeza por la puerta de la derecha más cercana a la del teclado y examinar la imagen en la parte de atrás para encontrar un mapa del hospital. Desde este punto, se dan instrucciones sobre la base de la brújula del mapa - siendo el norte, por ser el sur, y así sucesivamente. Usted estará en la actualidad en el Centro de enfermera. Detrás de ti en la pantalla X-ray son los tres primeros dígitos del código de teclado, grabados en una placa de rayos-x.

Ir a la sala 203 - el resto de las habitaciones están bloqueadas, o las cerraduras están rotas. En su interior encontrará una bebida saludable y una página de un informe de incidente. Examine la quema incubadora niño Doll, luego dirigirse a la ventana rota y presiona A para saltar a la habitación de más de 204.

Dentro de la habitación 204 encontrarás un básico manual de armas de combate, que se puede acceder de nuevo más tarde mediante la selección de Oficial en el menú de pausa. También hay película de rayos x en el tablero a la izquierda - toma, y la cabeza por la ventana a la habitación 203. La cabeza hacia atrás en el pasillo, y disfrutar de la parodia susto en su camino de regreso al centro de enfermería.

Una vez de vuelta en el Centro de Enfermería, LB pulse para abrir tu inventario y selecciona la película de rayos x para colocar en el tablero junto a la primera - los restantes tres dígitos aparecen, y se puede ver el código completo para el uso de abrir el teclado bloqueado la puerta. Ir introducir el código para abrir la puerta (era 624872 en mi juego). La puerta se abre - la cabeza por ella.

* CUTSCENE: Josh se levanta y corre a una puerta, entrar en él antes de que Alex puede comprender lo que está pasando.

Camina hacia delante para recoger el niño de dibujo, que puede mirar más adelante con su Diario, si quieres. La puerta que Josh fue a través de (que conduce al baño de los hombres, por cierto) es la única puerta abierta aquí, así que no preocuparse por perder nada por no estudiar - no hay otro lugar adonde ir, por ahora. La cabeza después de él, y una escena corta de Josh corriendo en la sala de almacenamiento para los baños, podrá jugar, y usted verá un símbolo extraño en la pared antes de que cierra la puerta.

Ir a la sala de almacenamiento para el símbolo extraño, y examinarlo - estos símbolos son sus puntos de almacenamiento. Salva el juego, y continuar al Norte en la sala de almacenamiento a la puerta que conducía al baño de mujeres. Cuando entras, intente el patio de butacas - toman nota de que está bloqueado el más cercano a la sala de almacenamiento. Hay una lucha contra cuchillo clavado en el espejo - recuperarlo para desencadenar una escena.

* CUTSCENE: Una luz fluorescente de las caídas, y las transiciones de habitación a una versión infernal - la "Hellstate versión" -, cuando una enfermera sale de la parada cerrada, blandiendo un bisturí.

Combos de uso sencillo para sacar la Enfermera de abajo - Un Toque tres veces, luego X para realizar un ataque de barra girando con el cuchillo de combate. Cuando se cae, usted recibirá la Alchemilla's Finest logro.

Tanto de las puertas de la sala se han roto las cerraduras - verificar el último puesto para encontrar un hueco. Presione A para pasar a través en el baño de hombres. Hay un botiquín de primeros auxilios en la pared por la puerta en la habitación donde se reunió por primera vez Josh - toma, y hacia el sur de la escalera - las otras puertas están bloqueadas o roto. Tan pronto como se entra, Josh empuja una silla de ruedas por las escaleras a usted - ignorarlo por un minuto y la cabeza sobre la nota pegada a la pared frente a la puerta para saber lo que un paciente pensaba acerca de la seguridad - sentado en la oscuridad y permanecer en silencio. Cabeza arriba.

Hay una ventana que puede romper, y una puerta que no es necesario preocuparse de cheques - de la cerradura rota. Busto por la ventana, y el salto más en la sala. Derrota a las dos enfermeras, y el uso de la A a la corte una herida en la pared carnosa que bloquean el camino a la habitación 303. Usted necesitará la llave A en repetidas ocasiones, a continuación, pasar por en 303 y guardar el juego. Hay una nota críptica, en la cama por el Punto de Guardar.

Ir al pasillo y se dirigen hacia la Sala de ropa de casa - una escena jugará enjambre de los insectos arrastrándose a través de un agujero debajo de la camilla para atacarte. Ejecutar en la lencería, y aprovechar el escenario de contexto para derrotar a los enjambres - presiona B cuando uno aterriza en usted, y toque el botón que muestra varias veces para tirarlo al suelo y aplastarla. Coge la bebida de la Salud en el estante en la esquina inferior izquierda de la lencería, y luego la cabeza por la puerta superior derecha y diríjase hacia el sur para encontrar una foto de Robbie Josué Rabbit en la muñeca de una mesa rota cerca de los baños, y desbloquear el logro Turismo. Esta foto también es accesible desde su diario en el menú de pausa.

Hacia el norte a la sala de operaciones, y apoderarse de la historia del paciente de la rejilla que la capacidad de información, el Dr. Copen para realizar terapia de electroshock. Alrededor de la cabeza, y luego por las escaleras hasta la parte inferior del balcón de nivel, y camine hasta que vea el "dejar caer" opción. Una primera visión - se le luchando un poco más de Enfermeras. Desplegable, hacer desaparecer las tres enfermeras con algunos combos rápidos, y disfrutar de la atmósfera creada por un cuerpo decapitado roto por la mitad. Examine las puertas dobles para ver que están encadenados cerrada - una clave será necesaria para entrar en el quirófano. Diríjase hacia el este a la puerta de la escalera y lo abrió.

De vuelta en la tercera planta, hay un cuerpo en la camilla por la primera vez que llegan a la cima de la escalera - examinará si es para descubrir que es la otra mitad del cuerpo, desde la planta baja. Tome el teatro de operación de su número frío, las manos muertas, y la cabeza hacia atrás abajo, a las puertas de la Sala de Operaciones y utilizar el teatro de operación clave para acabar con el candado.

Examine el documento en la esquina inferior izquierda de la Sala de Operaciones para aprender acerca de la actitud de un médico hacia sus pacientes. La cabeza por la puerta de Occidente para provocar un momento de diálogo - Josh está ocupado dibujando conejos de nuevo. Hágale preguntas botón Y para saber que quiere que su juguete, Robbie el Conejo. La cabeza en el Centro de Enfermería para encontrar una bebida saludable y un Punto de Guardar - agarrar la copa y salvar el juego. Hay un documento sobre la mesa en la esquina inferior derecha de un paciente que falta en 205. No haga caso de que por ahora, y hacia el sur.

Entra en la habitación 203 para ver Robbie el Conejo dejarse atrapar por la ventana a la habitación 204. Examinar el agujero, y presiona A para llegar a su interior. Alex llegará en, y algo va a agarrarlo - toque B varias veces para recuperar su brazo y el juguete Robbie. Una vez que recuperar el juguete, cuidado con el enjambre que aparece. Cabeza hacia atrás para el Centro de Enfermería, guardar, y luego dar el juguete Josh Robbie.

* CUTSCENE: Josh hace como si fuera a agarrar el juguete, pero luego se escurre por el pasillo en un ascensor. La puerta se abre el bloqueo de Alex.

Agarra el niño de dibujo sobre el terreno antes de dirigirse por el pasillo. Jefe de sala 206, y toma el Niño del próximo giro en la puerta. Examinarla, y Alex jura que se puede escuchar el mar poco más allá de ella. Cabeza hacia el ascensor, y utilice el botón a la izquierda de la puerta para llamar al ascensor.

* CUTSCENE: Como Alex desciende, oye raspado de metal. Se dirige hacia las puertas del ascensor, y es apuñalado por una cuchilla enorme - sólo para despertar en la cabina de un semirremolque, en su manera de Sheperd's Glen.

Capítulo dos - Personas Desaparecidas

Objetivos del capítulo dos

1. Necesito ir a casa.
2. Puedes buscar una manera de llenar el gas puede.
3. Escurra el agua en el sótano.
4. Josué no está en casa. Consulta el resto de la ciudad.
5. Buscar en el cementerio y las secciones cerca de la ciudad para obtener información sobre la desaparición de Josué.
6. Encuentre a alguien que sabe algo acerca de la fijación de armas de fuego.

Sheperd's Glen

* CUTSCENE: El camionero gotas con él, y Alex hace su camino hacia su casa.

Usted lo encontrará difícil de cabeza hacia el lado oeste de la ciudad - no es posible. Dirígete hacia Craven AVE., Y no les importa siquiera las calles laterales o las puertas todavía - que están bloqueadas y cerradas. Usted desencadenar una escena en la que se reunió el juez Holloway, que habla con usted un rato y le sugiere que ir a visitar a su madre.

En la cabeza en la construcción del Ayuntamiento y de ir a la sala central para encontrar una foto del juez Holloway y madre de Alex de hablar. La cabeza a la extrema derecha del edificio y examinar el caso sobre la mesa para recoger suero y obtener Tianjin Kaufmann logro. Diríjase hacia la parte posterior del Ayuntamiento para encontrar el juez Holloway, e iniciar una conversación con ella. Pregúntele sobre la ciudad, y Elle, y explorar la habitación un poco. Cara a la habitación contigua a la Juez de Holloway para encontrar una bebida saludable y un Punto de Guardar. Salva el juego y luego volver a Craven AVE. - Tome el camino de la mano derecha al salir y tomar nota de la puerta, abordaron, con un arma diferente, puede cortar los tableros y entrar en esa sala.

Vaya al Sur en Craven AVE. para encontrar una fisura enorme bloqueo de la ruta. Ve hacia el norte, y la cabeza a la casa de Alex. Siga hacia el garaje y el pato en la pared, la cabeza por el camino, y el pato en la pared junto a encontrarse en el Parque - hay un niño de giro para recoger, así como una foto de una araña y algunos juguetes ejército. Jefe de vuelta a la casa y entrar por la puerta principal.


Casa de Alex

Cabeza arriba y tomar la primera a la izquierda para entrar en Alex y cuarto de Josh - hay una linterna en la litera inferior. La estantería en la parte trasera tiene un secreto - Mueve todos los libros de la izquierda para revelar un interruptor, que se abre en un cuarto secreto que contiene un mapa de la casa de Alex elaborado por Josh. La cabeza hacia atrás hacia las escaleras ya través de las puertas dobles, para encontrar de Alex dormitorio de los padres; la cabeza por la puerta para encontrar una cinta de cassette sin etiqueta "en el baño. Hay una carta al padre de Alex de la mamá de Alex de la sesión en el tocador de la puerta.

Cabeza abajo para activar una escena.

* CUTSCENE: Alex ve a su madre, que está en un estado casi catatónico. Él le pregunta acerca de Josh, y ella le dice que se ha ido todo el mundo. Se da cuenta de que tiene una pistola en el regazo, y le pregunta qué sucedió, pero ella sólo le dice que echa de menos a Josh. Alex se cuela el arma fuera de su regazo, y le dice que encontrará a Josh. Un grito emana del sótano, y Alex va a investigar.

Casa de Alex, Sótano

Siga el rastro de agua a la puerta que daba al sótano y la planta baja la cabeza. Un corte de escena se reproducirá que te introduce a las trampas - la derrota a ganar el Lurk no más de logro. Compruebe que la bomba por las escaleras para obtener la distancia de garaje y leer la nota a encontrar que usted necesitará de gas desde el garaje para operar la bomba.

Dirígete a la zona marcada "SECRET" en el mapa y cortar a través de la cortina de camuflaje para encontrar una puerta - examinará si es para ver una escena perturbadora. Está cerrada, así que vaya a subir.

Sheperd's Glen

Salir a la cochera, abrir tu inventario y uso del mando de garaje para abrir la puerta, que libera un Lurker. Derrota, y entrar en el garaje. Usted encontrará una tubería de acero a la izquierda; capacitado para, a continuación, utilizarla para abrir la del gabinete en la parte posterior para obtener el gas lata vacía. Leer el folleto de la derecha para encontrar otro manual de entrenamiento de combate.

La cabeza hacia atrás fuera ya través de los pequeños agujeros en el granero para entrar en el parque de nuevo, y la cabeza a la puerta en el lado sur. Palanca de esta puerta con su nuevo Steel Pipe, y buscar el camión semi a su izquierda, a medida que avanza. Kill the Lurker que está aquí, y examinar la semi - usted puede llenar el gas lata vacía. Ve a tu inventario al usarla, y obtendrá el gas completa se puede. Ir de nuevo al sótano.

Utilizar el gas completa se puede en la bomba y examinar la puerta del patio trasero para desbloquearlo. La cabeza por la puerta que daba al patio trasero - recoger al niño de Dibujo de la casa del árbol, y examinar la mochila en la puerta cerca de atrás para encontrar una foto de la habitación de papá de Alex de caza (la habitación cerrada en la parte "secreto" de su mapa). Cabeza hasta el porche de atrás y entrar en la casa.

Casa de Alex

Buscar en el refrigerador para obtener una bebida de salud, y el uso de la cinta de cassette en el contestador para escuchar un programa de radio interrumpió Alex y Josh hizo un tiempo atrás. La cabeza por la puerta oriental, y leer la nota del teléfono - Alex es el nombre del papá es Adán, y se supone que pedirle a un hombre llamado Curtis acerca de un motor. La cabeza hacia atrás para el patio y pasar por la puerta de la cerca trasera.

Rose Alturas del Cementerio

Caminar hacia el sur y llegarás a través de una puerta de acceso municipales - que siga la ruta de acceso en el cementerio de Alturas Rose. Usted encontrará el mapa de alturas Rose Cementerio en la primera habitación que encuentra, la sala de Old criptas. Desde aquí, vaya a la sala de Jardín del Este. Usted desencadenar una escena corta de un hombre que cava una tumba. Jefe de la izquierda de donde está y saltar para accionar una escena.

* CUTSCENE: Alex es atacada por un Feral - una horrible, perro sin piel.

Derrota a los salvajes para obtener el Legado de Eddie logro. Tome la placa de piedra de la fuente Odd Busted, y subir del pozo (es por debajo de la palabra "oriental" en el plano del cementerio).

Hay una bebida de la Salud en la glorieta por la puerta pequeña de vid - cogerlo, y el traqueteo de la puerta del mausoleo de la familia Bartlett, al enterarse de que está cerrado con llave.

Ir por el camino de criptas familiares del Norte, en la tercera casilla en la parte inferior (de la vista de mapa), y pasar por el agujero para encontrarse en criptas familiares mitad. Diríjase hacia el este una sala y comprobar la cripta del Norte para la bebida de la Salud. Jefe de sur a partir de allí en otra cripta y el pato bajo el agujero por los orientales desplazados debido a graves pasar, y pasar por el agujero en la cripta del Sur para salir de la Familia Criptas medio y llegar a Fundadores Row.

Ve por el sur de pato más puerta y baje al nivel más bajo, entonces bajo y se sube a las afueras del Jardín Fundadores. No hay nada aquí, así que sólo a través de la cabeza y subir las escaleras hasta el jardín del oeste.

Aquí usted encontrará dos placas que hablan de reunificación de dos cosas: hacer algo conjunto y revelar la forma - también hay un extraño mural de piedra para agarrar. Dirigir el camino de en medio a la puerta y coloque la placa de piedra impar y la placa extraña piedra para abrirlo y dirígete a la puerta de entrada - Siga por esta vuelta y te encontrarás en el otro lado de la sección de carreteras intransitables donde el trucker first dropped you off in Shepherd's Glen.

Shepherd's Glen

Head down Main Street past the SGPD to trigger a cutscene.

* CUTSCENE: Alex meets up with Elle, and they talk. Alex asks Elle if she's seen Josh, and she tells him about the people who keep disappearing in Shepherd's Glen. She gives Alex a Walkie Talkie.

You receive the Walkie Talkie from Elle – it'll give you a heads up when enemies are nearby. Head South on River View and take the bridge West. Read the sign over the door for a chuckle, and open the door to enter the junkyard.

J unkyard

Dunk under the gap in the fence and head up and around the building. Stay on the outskirts of the path and wind your way around the building to an entrance with a hole you can squeeze through. You'll come out on the other side of the junk from the entrance. Head into the building. It starts a Dialog Scenario. Talk to him to find out that Mayor Bartlett is the guy digging up graves in the Cemetery. He'll give you the MK 23 Handgun. There's some Pistol Ammunition behind the counter, and a Combat Training Manual on basic ranged combat on the toolbox. Head into the back room to find the Junkyard Map, a Health Drink in the broken fridge, and more Pistol Ammunition in the standup toolbox in the corner. There's also a Save Point, so save your game, then head out the door next to it.

Exit the Junkyard, and be wary of the Feral that appears once you duck under the gap in the fence.

Shepherd's Glen

Head back across the bridge to trigger a cutscene.

* CUTSCENE: Alex gets a radio transmission that's garbled, and begins to cough on noxious fumes as a Smog attacks.

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. Entra en la habitación.

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?

Ayuntamiento

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.

Sala de Calderas

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.

Sala de Calderas

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.

Felicidades! You've completed Silent Hill: Homecoming!

Posted: December 29th, 2009
Categories: games , walk through , xbox , zombies
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Christmas, Horror & Christmas Horror!

To commence, merry Christmas and all that jazz. This post is well overdue, as I've been slack with my posts the last few days. I'm sitting on the end of my bed being accosted by a very lovey cat who gets horribly clingy when it's 'bed time,' or at least the second I join him on the bed.

If you've never seen nor heard of Kingdom Hospital I encourage horror fans to look into it; I also recently stumbled across a fun podcast while waiting for “We're Alive” (the zombie podcast I reviewed a while ago) takes it's sweet time with an update. It's classic old radio plays of horror stories!

It's called Tales of Horror, it's free and on iTunes in the podcast section, or for non apple folks click here: http://www.google.com/search?q=Tales+of+Horror+podcast&ie=UTF-8&oe=UTF-8&hl=en&client=safari

I broke 2k gamer points on xbox which was fun and well overdue, I realized I was playing the same games daily–not that I don't still play them and think them awesome–but Forza 3, Assassins Creed 2 and L4D2 consumed most of my gaming, even World of Warcraft hasn't been touched in so long my mail is probably auto deleting as I type this losing me tens of thousands of gold pieces! D:

I started playing FEAR, cool game, but the plot is very j-horror and thus doesn't really suit a western mindset horror fan as creepy little kids and freak out effects don't make me wet myself. It's fun, challenging, and I'm one of those tards who always get lost / don't know where to go or what to do next.

Prince Caspian is another I've been playing, it's from The Lion the Witch and the Wardrobe famed Narnia series in case you're from some deep jungle tribe (speaking of, I watched 30 minutes of Attenborough interacting with the Biami tribe who had never met white men and use a 12 base calculating system and share no common words other than nouns with other locals!) and the game play is unbecoming. It's like Assassins Creed 2 minus parkour, minus assassins, minus creed … but it has a lot of cut scenes from the movie at least?

Ice Age 3 is another I've been playing a lot, it and Prince Caspian are identical in every way, although IA3 has parkour like AC2; albeit an animated lullzy style. It too shares the marginally interactive movie (ie: button mash for five minutes between five minute cut scenes!) but is a good no brainer to play, and Scratte + Sid sloth == AMUSED! You get to play both of them too!

I'm wearing a beanie with cat ears and a cat skull motif on the front, suddenly my lovey cat is wide eyed and won't come near me. This is brilliant, no rubbing in my face tonight!

Por lo tanto, siento curiosidad. What did you, my dear readers, get for Christmas and what've you been up to? I think one of my most awesome gifts are a snazzy pair of mooks sunnies and a car polisher (because everyone knows I'm anal retentive about my car and try to keep it in show car standard) along with a crapload of xbox games which will be keeping me out of trouble for some time.

I have, however, eaten far more than I can take. I cooked Christmas dinner on a BBQ for my family, and didn't even touch what I cooked opting for more light food stuffs, but familial peer pressure has led to gluttony and god knows I need to get back into working out daily until this one-pack ab I'm sporting pisses off.

I managed to cruise through the Christmas break so far without hitting a police check point; lucky because I'm still suspended and the second a cop stops me and runs my license I'm done for and will be facing six months suspension in court. : /

I got caught speeding between 10-15kph over the limit twice in three years; that's how unreasonable road laws are in New South Wales, Australia. Even the government admitted it was unreasonable, with 15% of all drivers currently suspended, 1:3 drivers having no license, and almost every case in local and district court being vehicle related–they even released details on the new road rules–but they haven't brought them in, and probably won't because they're spineless and make more from fines / public transport usage!

Anyway, this is all tl;dr and I'm sure only a handful of you have read this far. So to reward your reader loyalty I'm going to attach a picture of myself naked here … okay, I'm lying, but you're awesome! <3

Posted: December 27th, 2009
Categories: L4D2 , assassins creed 2 , forza , games , general , podcasts , pop culture , zombies
Tags: , ,
Comentarios: 1 Comentario.

George Romero's 'Survival of the Dead' gets Distributor

The Wagner/Cuban Companies' Magnet Releasing, genre arm of Magnolia Pictures, announced today that it has acquired US rights to George A. Romero's Survival of the Dead, the latest in the legendary and beloved series of zombie films which bowed at the Venice and Toronto Film Festivals earlier this year. Romero, one of the most influential and respected horror auteurs of all time, has created a new, terrifying vision that combines viscerally gory undead action with biting social commentary and a return to the black humor and playfulness of his seminal film, Dawn of the Dead. Magnet will release the film as part of its Ultra VOD program this spring, debuting it on VOD platforms nationwide a month before its theatrical release.

Like its predecessors, George A. Romero's Survival of the Dead takes place in a desperate, nightmarish world where the dead walk the earth, relentlessly attacking the living. It is the story of Plum Island – a beautiful refuge whose isolation allows two powerful families to maintain a semblance of order in the wake of the zombie holocaust. But as the inhabitants slowly die off, the two clans become sharply divided: the O'Flynns believe that the undead must be destroyed without exception, while the Muldoons insist that afflicted loved ones be kept “alive” until a cure is found. The result is an escalating showdown with echoes of a classic Western stand-off that erupts in brutality and violence.

“George A. Romero is an undisputed cinematic legend, and we're honored to be bringing another installment of this incredible series of films to horror fans,” said Magnolia President Eamonn Bowles. “Survival… is smart, extremely fun and a worthy addition to the …of the Dead franchise.”

Says Romero, “I'ma big admirer of the team at Magnolia. They're creative and passionate, and I'm excited to put Survival… in their hands.”
Other related zombie news: -

The Gift of the Zombi at 19 Nocturne Boulevard – http://tinyurl.com/giftofthezombi

Mail Order Zombie feed – http://feeds.feedburner.com/MailOrderZombie

Mail Order Zombie forums – http://www.popsyndicate.com/forums/viewforum/86/

Email us at MailOrderZombie@gmail.com or call us at 206-202-2505!

Vote for us at Podcast Alley at http://tinyurl.com/mozvote/

Eric D. Knapp, author of Cluck: Murder Most Fowlhttp://www.ericdknapp.com/
Mutter Museam – http://www.collphyphil.org/MUTTER.ASP
13 Visions Art + Design – http://www.13visions.com/

Demon Resurrectionhttp://www.demonresurrection.com

Left 4 Dead 2 “The Passing ” add-on – http://tinyurl.com/lfd2passing
Natalie Portman in Pride and Prejudice and Zombieshttp://tinyurl.com/ppzportman
David O. Russell to direct Pride and Prejudice and Zombieshttp://tinyurl.com/ppzrussell
Pentagon creates zombie pigs – http://tinyurl.com/zombiepigs
Zombie Roadkillhttp://tinyurl.com/zedroadkill
Survival of the Dead on Region 2 DVD – http://tinyurl.com/survivaldvd
Survival of the Dead on Blu-ray – http://tinyurl.com/survivalblu

Publicado: 21 de diciembre 2009
Categories: movies , zombies
Tags: , , , ,
Comentarios: Sin comentarios.

Top 25 Horror Movie Twists

Me topé con una muy divertido recorrido por las 25 principales terminaciones giro terrorífico película de anoche por la que se en la cama leyendo en mi iPhone, que había que marcar con la intención de publicar de nuevo, por mucho que odie reposts, realmente es una buena lectura , especialmente si no han visto un par de películas en esta lista!
Todo el mundo es una debilidad por un buen giro final, y no se trata de género más difícil de lanzar los espectadores por un bucle de películas de horror y suspenso. Below are the best 25 that I can think of, ones that go beyond a mere Scooby Doo-like unmasking of the killer. Huelga decir que si usted no quiere saber qué giro de la película es, no lee más allá de la alerta "Spoiler!". Ahora que estoy legalmente libre de responsabilidad, en el show ...

25. April Fool's Day (1986)

© Paramount
Esta slasher típico de los años 80, aparentemente tiene un giro final que ha hecho más memorable de lo que debería ser - por desgracia que conduce a la lamentable remake de 2008. SPOILER ALERT! Todo ha sido una broma de April's Fool gran día. No one is actually dead. (Apparently, the pranksters are very good at special effects and makeup.) It's a nice idea for a twist in general, but a slasher with no one dying is pretty lame.

24. Cuando llama un extraño (1979)

© Sony
Esta película es más conocido por su travesura "llamadas próximos dentro de la casa", concepto, pero en la película original, en este momento representa sólo los primeros 20 minutos. The rest is a dull case study of the killer, seven years later, trying to live life on the outside of the loony bin…until the ending. Spoiler Alert! After following the killer around for an hour or so, we suddenly switch back to the babysitter from the opening scene, now grown up with kids. Ella recibe una llamada de la que recuerda el asesino de las llamadas desde hace siete años, y aunque sus hijos están bien, se puede adivinar dónde está el asesino? That's right, in the house. Si me engañas una vez, la culpa es tuya, si me engañas dos veces, estoy muerto. No sólo es dentro de la casa, aunque, pero que está en la cama!

23. Identity (2003)

© Sony
Diez extranjeros varados en un hotel a distancia en el medio de una lluvia torrencial comenzar a morir a manos de un asesino desconocido. Sounds simple enough, but the twist turns this been-there-done-that premise on its ear. Es tal vez el más polémico que termina en esa lista, pero el amor o el odio que, es única. SPOILER ALERT! La gente en el motel son todas las personalidades en la cabeza de un asesino condenado a muerte. He's been given a special treatment designed to “kill” his alternate personalities, leaving a kinder, gentler killer.

22. The Descent (original ending) (2005)

© Lions Gate
A group of female spelunkers get trapped deep underground by a cave-in and discover a race of humanoid beasts looking for a spelunker meal. Spoiler Alert! The original European ending was a much more depressing — though probably better — affair than the American ending. En la versión original, el espeleólogo último superviviente finalmente escapa de la cueva y se va, sólo se da cuenta de que su escape es una alucinación, y ella todavía está atrapada en la oscuridad. El final.

21. Fallen (1998)

© Warner Bros.
El alma de un asesino en serie ejecutado salta de cuerpo a cuerpo, y sólo Denzel Washington da cuenta de lo que está pasando. SPOILER ALERT! Estamos establecidos en la escena de apertura de voz en off de Denzel, y dijo que casi muere durante la prueba. What we don't realize is that Denzel is possessed by the killer while he's speaking, so in fact it's the killer who almost dies, while Denzel, sadly, bites the bullet.

20. Carnival of Souls (1962)

© Criterio
A woman is the lone survivor of a car crash but soon thereafter begins to see strange ghouls chasing her. Spoiler Alert! This is one of the first films to use the plot twist of the protagonist being dead all along, which now has been beaten to death. Suficiente, la gente!

19. The Others (2001)

© Buena Vista
During World War II, a woman and her two children move into a mansion and begin to suspect that it might be haunted. Is it or isn't it? Spoiler Alert! The house is indeed haunted…by them! The woman and her kids have been dead all along and have been bothering honest living people trying to make a living. The ending might've had more of an impact had it not come on the heels of The Sixth Sense .

18. Scream (1996)

© Dimensión
Un asesino en serie en una máscara y una túnica tallos de un grupo de adolescentes. Este es uno de los pocos slashers en el que la revelación de que el asesino es un giro real - casi imposible de adivinar con precisión. SPOILER ALERT! El asesino es ... dos asesinos! Novio de Neve Campbell y su equipo de amigos para jugar "Stab el Consejo de Estudiantes."

17. El Gabinete del Dr. Caligari (1920)

© Image
Un hombre relata su historia de loco Dr. Caligari, quien junto con su zombi-como hombre de confianza, cometió una serie de asesinatos. SPOILER ALERT! Resulta que el narrador es el verdadero loco, y él está contando su historia en un manicomio. Caligari es en realidad su médico en el asilo.

16. The Mist (2007)

© The Weinstein Co.
A fogbank containing bloodthirsty monsters comes rolling into a small town, trapping a few dozen people in a grocery store. Los cambios de la película original de Stephen King termina de proporcionar una sacudida importante. SPOILER ALERT! Cinco caracteres conducir un camión fuera de la ciudad, sólo para ver que la criatura llena de niebla pasa siempre. They run out of gas and are so despondent that they decide to commit suicide rather than be killed by the monsters. Since they have only four bullets, David (Thomas Jane) shoots the other four people — including his son — and steps out of the truck to let the creatures kill him…except the Army shows up, saving the day. ¡Epa! Aunque el final no es totalmente el trabajo - en parte debido a la calidad de Jane - Se necesita coraje para siquiera intentar.

Todo el mundo es una debilidad por un buen giro final, y no se trata de género más difícil de lanzar los espectadores por un bucle de películas de horror y suspenso. Below are the best 25 that I can think of, ones that go beyond a mere Scooby Doo-like unmasking of the killer. Huelga decir que si usted no quiere saber qué giro de la película es, no lee más allá de la alerta "Spoiler!". Ahora que estoy legalmente libre de responsabilidad, en el show ...

15. Alta tensión (2005)

© Lions Gate
Un camionero psicótico invade una casa una noche, matando a la familia y el secuestro de la hija. He doesn't realize, though, that the daughter's friend, Marie, was spending the night at the house, and she hitches a ride in the back of the killer's truck in order to help free her friend. Luego las cosas se ponen extrañas ... SPOILER ALERT! El asesino masculina que vemos en toda la película es en realidad un producto de la imaginación de María. Ella es la que hace todo de reordenamiento. Es una de esas terminaciones improbable que explica las incoherencias lejos al afirmar que todo era visto a través de los ojos de una persona loca. Lo mismo happed con escarcha.
14. The Wicker Man (1973)
© Anchor Bay
An uptight British policeman investigates a missing child on a British isle that celebrates pagan customs. A pesar de considerarse un clásico del terror, el único momento real de horror viene en los momentos finales de la película. SPOILER ALERT! La historia de la joven desaparecida estaba constituida para atraer a la policía a la isla para que pudiera ser sacrificada a los habitantes los dioses paganos en un incendio "The Wicker Man". Weenie Roast a las 8:00 por el cráneo de la cabra!

13. The Orphanage (2007)

© Picturehouse
Soon after a couple moves into an abandoned orphanage, their young son goes missing, and the mother suspects that the ghost of a boy she saw with a bag over his head might be responsible. Spoiler Alert! The ending is open to interpretation, but from what I gather, the house is haunted, but the “ghost” that the mother sees is in fact her son dressed as the bag-headed ghost boy. After she punishes him for misbehaving, the son puts a bag on his head, attacks his mother, then gets scared and runs to hide in a secret room accessible through a closet, where he falls down and dies. A toda prisa de la madre a encontrarle, sin darse cuenta derriba un puesto en el armario que bloquea el pasaje secreto, evitando que el cuerpo del hijo, de ser encontrado.

12. Diabolique (1964)

© Criterio
A wife plots to kill her husband with her husband's mistress, but after the deed is done, the body disappears. This French film actually includes a message at the end warning viewers not to reveal the twist ending to people who haven't seen it. Oh well… Spoiler Alert! The husband isn't really dead. He and the mistress plot to make the wife think he's dead, then scare her into having a heart attack.

11. Black Christmas (1974)

© Eclectic
Una casa de hermandad de mujeres deben lidiar con una serie de amenazas telefónicas y la desaparición de algunas de sus hermanas. SPOILER ALERT! Cinco años antes de Cuando llama un extraño, Negro de Navidad se originó la "Crank llamadas que proceden de dentro de la casa" de rutina y lo puso en debe ser: en el clímax de la película. Granted, this revelation isn't terribly surprising, since we see the killer systematically picking off sorority figures inside the house, but it was influential, and the film's final twist is that the man who dies and is assumed to be the killer turns out not to be the one. Todavía está en la casa.

10. Angel Heart (1987)

© Live / Artisan
Un investigador privado en los años 50 llamado Harry Angel es contratado para encontrar a un cantante llamado Johnny Favorite antigua, que desapareció después de los combates en la Segunda Guerra Mundial. During his investigation, Angel stumbles upon a series of murders on the way to a shocking revelation. Spoiler Alert! Harry is Johnny. Johnny mató al Harry real y asumió su identidad, fue reclutado en la guerra y se lesionó, lo que requiere cirugía facial extensa y causando amnesia - para que no se da cuenta de quién es, y nadie lo reconoce. Por otra parte, Harry / Johnny es la persona matando a todas las personas, bajo la influencia del hombre que lo contrató ... el mismo Satanás! (who looks surprisingly like Robert De Niro)

9. The Skeleton Key (2005)

© Universal
Caroline gets a job as a live-in nurse for an incapacitated man living in a Louisiana plantation with his wife, Violet. La casa se rumorea que es perseguido por los fantasmas de dos funcionarios - marido y mujer - que fueron ahorcados en la década de 1920 por tratar de enseñar a los niños del propietario Voo Doo. SPOILER ALERT! Los espíritus de los dos funcionarios se encuentran los cuerpos de los antiguos pareja. Well, originally, the old man held the male servant's soul, but it was transferred into a young lawyer , while the spirit of the female servant is transferred at the end from Violet into Caroline's body. La película termina con el alma de Caroline y la del abogado de los jóvenes que ocupan los cuerpos de la pareja de ancianos, tanto incapacitado y mudo, y los criados con los nuevos organismos jóvenes.

8. Seven (1995)

© New Line
Two police detectives, Mills and Somerset, try to catch a serial killer who chooses victims who break one of the seven deadly sins. As we reach the climax, the killer has accounted for five of the seven sins, until…the box. Spoiler Alert! The killer offers to take Mills and Somerset to the location of the sixth and seventh victims. When they arrive at the barren outdoor location, a delivery van drives up and drops off a box containing Mills' wife's head — thankfully, not COD The killer confesses that he killed her because he was envious (the sixth sin) of the Mills' family life. Mills, using his wrath (the seventh sin), then shoots him dead, all according to the killer's plans.

7. Viernes 13 (1980)

© Paramount
A boy named Jason drowns at Camp Crystal Lake in 1957, and a year later, when two counselors are murdered, the camp is closed down. Jason's body is never found, and he's rumored to still be lurking. Twenty-two years later, it reopens, only to have a killer begin stalking the camp counselors once again. Spoiler Alert! Is Jason responsible for the deaths? No, es su madre, la señora Vorhees, vistiendo un suéter de moda. Pero espere, hay más! The last remaining counselor, Alice, kills Mrs. Vorhees and goes for a gentle float in a canoe — at which point Jason's decaying little boy body jumps out of the water and drags her under. La policía finalmente sacarla, y Jason nunca se supo de él ... excepto para 11 o más veces.

6. The Ring (2002)

© Dreamworks
Rachel, un reportero que investiga una cinta de vídeo rumorea para dar muerte a todo aquel que la ve, se entera de que es de alguna manera vinculada a una joven misteriosa llamada Samara. SPOILER ALERT! Rachel hace todo el trabajo duro para averiguar que el cuerpo de Samara es encuentra en el fondo de un pozo y luego va incluso más allá de recuperarlo - así, por toda la lógica normal de la película, liberando el espíritu inquieto de la gente obsesiva a través de cintas de vídeo y bromas por teléfono. Sin embargo, como el hijo de Rachel psíquica tan eficazmente señala, Samara es el mal, y Rachel se ha logrado la liberación de su espíritu a matar a voluntad. Nice one, mamá.

Todo el mundo es una debilidad por un buen giro final, y no se trata de género más difícil de lanzar los espectadores por un bucle de películas de horror y suspenso. Below are the best 25 that I can think of, ones that go beyond a mere Scooby Doo-like unmasking of the killer. Huelga decir que si usted no quiere saber qué giro de la película es, no lee más allá de la alerta "Spoiler!". Ahora que estoy legalmente libre de responsabilidad, en el show ...

5. Sleepaway Camp (1983)

© Anchor Bay
Mousy teenager Angela is sent to summer camp, only to be caught in the midst of a rash of murders. Esta slasher barato es de todos, sin valor y se ha caído en el olvido si no fuera por la final de la mandíbula caída, la cinta-rebobinado, pausa y mirar-y-call-tu-amigo-sobre-la-mirada momento. Spoiler ¡Alerta! Angela resulta ser no sólo el asesino, pero un niño así. Angela is actually Peter, Angela's brother. The real Angela died years earlier, and Peter assumed her identity after being dressed up in girl's clothing by their aunt. Nos damos cuenta de que ella es en realidad una que durante el clímax de la película, cuando se revela en toda su gloria, desnudo junto al lago, sosteniendo la cabeza de su víctima final. Eat your heart out, Crying Game .
4. Psicosis (1960)
© Universal
Leve-propietario del motel de Norman maneras trata de cubrir una serie de asesinatos cometidos por su dominante madre. Alert! Spoiler Norman, al parecer un gran mimo y la voz de lanzador, vestido como su madre para cometer los asesinatos. Años antes, mató a su madre -, cuyo esqueleto está sentado en su sótano en una mecedora - y ha desarrollado una doble personalidad: la de él y su madre. La película es poco conocido título alternativo fue el Día de Campo de Freud.

3. Saw (2004)

© Lions Gate
Dos hombres, Adam y Lawrence, se encuentran encadenados en un baño grande con un cuerpo muerto. A recording informs Lawrence that he must kill Adam within eight hours, or his wife and daughter will die. As the deadline approaches, we see the man who's been monitoring the men's actions break into Lawrence's house and attack his family. Spoiler Alert! The man who appears to be the mastermind behind the “game” is in fact a player himself. He's being forced to act by the true mastermind, the man posing as the dead body in the bathroom. Lawrence eventually cuts off his foot in order to escape (presumably bleeding to death), at which point the “dead body” rises and proclaims to Adam, “Game over,” locking him in the room to die.

2. Night of the Living Dead (1968)

© Anchor Bay
Varias personas atrapadas en una lucha aislada casa de campo para defenderse contra una horda de zombies come-carne que rodea el edificio. SPOILER ALERT! Ben, la última persona que queda viva en la casa, se las arregla para sobrevivir, encerrándose en el sótano después de la ruptura zombies in La caballería llega a la mañana siguiente en la forma de un montón de good ol 'boys Shootin' zombies muy bien. Por desgracia para Ben, mientras corre de arriba para saludar a los equipos de rescate, que confundirlo con un zombie y poner una bala en la cabeza. La desesperanza de la terminación consagrados devastado por la guerra era y, junto con las implicaciones de la (voluntarios o involuntarios) racial de la muerte de Ben, el uno para el Charlatán de gran alcance.

1. The Sixth Sense (1999)

© Buena Vista
Child psychologist Malcolm Crowe is working with a boy named Cole who claims to be able to “see dead people.” At first, Malcolm is skeptical but eventually comes to believe in the child's ability. Spoiler Alert! Malcolm helps Cole learn to use his power for good. El final. Ah, y Malcolm es realmente un fantasma que no se da cuenta que está muerto. When anyone mentions “twist ending,” The Sixth Sense comes to mind, and for better or worse (probably worse), it's spawned a generation of films that feel they must “trick” the viewer into liking them. Muy listos, SIS.
Publicado: 21 de diciembre 2009
Categories: movies , zombies
Tags: ,
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Pride & Prejudice & Zombies set for Filming!

I almost shat myself when I read that the classic zombie novel (pun intended) Pride & Prejudice and Zombies (best grabbed in book form, or as a podcast from itunes) is going to be shot as a film, not sure whether it's going to be big screen–following in the wake of the United States trying it's hand at a comedy that isn't slapstick nor starring Ben Stiller or Will Ferrell (Zombieland, 2009) that's slightly undead related type film–or whether it's doomed for DVD/TV. Hell, it hasn't even been leaked in mainstream news who's directing it or distributing it, but Natalie Portman has said she'll produce it.

“Natalie Portman has signed on to produce and star in the movie version of the best-selling book “Pride and Prejudice and Zombies,” written by Seth Grahame-Smith and, uh, Jane Austen.

This expanded version of the Austen classic adds a twist on the well-known love story when the outbreak of a deadly virus begins to turn townsfolk into killers. Elizabeth Bennet struggles to balance her blossoming love for Mr. Darcy with her obligation to kick some zombie butt.

And who better to bring the right combination of elegance, wit, and edginess to the role of Elizabeth Bennet than Portman? She certainly has the chops to convince us to embrace this version of Elizabeth — a woman who at long last will have a proper outlet for her sense of purpose.

Sure, zombies may seem like a peculiar addition to the original text, but there is something about the outbreak of the undead in 19th-century England that somehow makes the story more accessible. The idea that love can blossom in spite of treacherous, external forces is really a modern concept. Besides, who hasn't had to slay a couple of zombies to land Mr. Right?”

Bring on the undead! : D

Publicado: 15 de diciembre 2009
Categories: movies , news , zombies
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Comentarios: 1 Comentario.

Zombie Infection Survivability Results

I stumbled upon this little article floating around the net randomly searching zombie related things to find synonyms to express how sleep deprived I feel; whilst I am unsure of the statistical models used or the science behind it being solid, it definitely made me smile to see something like this in the NY Times: -

Epidemiologists today worry a lot about swine flu. But earlier this year, Philip Munz got interested in a more devastating possibility: an outbreak of zombies. A graduate student at Carleton University in Ottawa, he was watching a lot of movies about the undead and realized that zombification could be regarded as a classic paradigm of infectious spread: people get bitten by zombies, after which they turn into zombies themselves and start biting others. So Munz decided to use the tools of epidemiology to answer a sobering public- health question: could humanity survive a zombie outbreak?

Working with a professor and two other graduate students, Munz built a mathematical model of a city of one million residents, in which an outbreak occurs when a single zombie arrives in town. He based the speed of zombie infection on the general rules you see in George Romero movies: after getting bitten, people turn into zombies in 24 hours and sometimes don't realize what's happening to them until they change.

When he ran the model on a computer, the results were bleak. “After 7 to 10 days, everyone was dead or undead,” he says. He tried several counterattacks. Quarantining the zombies didn't work; it only bought a few extra days of survival for humanity. Even creating a “cure” for zombification led to a grim result. It was possible to save 10 to 15 percent of the population, but everyone else was a zombie. (The cure in his model wasn't permanent; the cured could be rebitten and rezombified.)
ILLUSTRATION BY MR BINGO

There was only one winning solution: fighting back quickly and fiercely. If, after the first zombies emerge, humanity begins a policy of “eradication,” then the zombies can be beaten. This is, as Munz points out, what traditionally saves humanity in zombie flicks. “People finally realize what's happened,” he says, “and they call the army in.” Or as he concludes in his paper on the work, to be published in the collection “Infectious Disease Modelling Research Progress”: “The most effective way to contain the rise of the undead is to hit hard and hit often.” CLIVE THOMPSON

Posted: December 12th, 2009
Categories: general , lifestyle , news , zombies
Tags: , , , , ,
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Silent Hill 2, The Play

Silent Hill 2, the play , will be premiering in Sweden on the 17th of December, 2009. With material posted on a member of the production teams deviant art account it looks like they're going ahead with production! They swear they'll release it on YouTube and DVD also, but state it may be delayed for English subtitling as it will be in Swedish and to expect it around January / February.

The cast is made up of unknowns, Torbjörn Karlsson as James Sunderland, Rebekka Robertsdottir as Angela Orosco, Peter Joelsson as Eddie Dombrowski, Peter Jacobsson as Pyramid Head, Joy Jonsson as Laura and Madeleine Olsson as Maria. Don't expect quality though folks, the play is written and directed by Anna Råberg as university project, nothing more.

In other news, whilst this story is old it's batshit insane and deserves a mention; back on the 13th of October, 2009 a 35 year old man suffering psychiatric illness flipped the hell out and shut down power to a hospital in the Netherlands for over 45 minutes, leaving doctors and nurses to manually support the lives of patients in ICU.

The kicker is, he believed that by 'pulling levers and throwing switches' in the right order he would win 'a toothbrush' which was required to help him solve a puzzle in Silent Hill. Yep, you read right, he thought he was playing a game, and was actually wigging out in a hospitals maintenance room. Needless to say, the court found him not guilty on–you guessed it– insanity .

Posted: December 9th, 2009
Categories: general , lifestyle , news , zombies
Tags: , , , , ,
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Zombie Podcast, “We're Alive”

Click here to hear the podcast through the website, or go to iTunes and download their free podcasts to your hearts content searching for “We're Alive” by Wayland Productions.

Sinopsis:

A small riot in LA has spread past it's containment. Three reserve soldiers are called to their deserted duty station. Believed to be the last remaining armed servicement in the area, Michael, Angel, and Saul witness the true cause of the riot; people are starting to change and attack each other.

Armed with only what they can carry, they set out to secure an apartment uilding and rescue survivors scattered amongst the shattered remains of civilisation.

In a world turned upside down, every day is a struggle, as those who have taken refuge in “the tower” find out that their safe haven is under constant threat. In this place, however, the strengths of those who stand together, might just be enough to live long enough to see things start to change.

Click here to read an interview with the guys behind this hit podcast brought to you by the folks at A World On Fire . Please link back to us if you found this useful, or want to see more of this kind of content, I blog to keep myself occupied and yourself amused, feedback goes a long way! :)

Posted: December 9th, 2009
Categories: L4D2 , lifestyle , music , technology , zombies
Tags: , , , , , ,
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