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Roxxxy the Sexbot, by ‘TrueCompanion’

In what is billed as a world first, a life-size robotic girlfriend complete with artificial intelligence and flesh-like synthetic skin was introduced to adoring fans at the AVN Adult Entertainment Expo in Las Vegas.

“She can’t vacuum, she can’t cook but she can do almost anything else if you know what I mean,” TrueCompanion’s Douglas Hines said while introducing Roxxxy to the world, needless to say most men would see that as a fair trade off.

“She’s a companion. She has a personality. She hears you. She listens to you. She speaks. She feels your touch. She goes to sleep. We are trying to replicate a personality of a person.”

Roxxxy stands 170cm (five feet, seven inches) tall, weighs 54.43kg (120lbs), “has a full C cup and is ready for action,” according to Hines, who was an artificial intelligence engineer at Bell Labs before starting TrueCompanion.

Roxxxy comes with five personalities. Wild Wendy is outgoing and adventurous, while Frigid Farrah is reserved and shy.

There is a young naive personality along with a Mature Martha that Hines described as having a “matriarchal kind of caring”. S & M Susan is geared for more adventurous types.

Aspiring partners can customise Roxxxy features, including race, hair colour and breast size. A male sex robot named Rocky is in development.

People ordering the robots online at truecompanion.com detail their tastes and interests much like online dating sites but here, the information is used to get the mechanical girlfriend in synch with her mate.

Posted: January 10th, 2010
Categories: consumer reviews, gadget, pop culture, technology
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Silent Hill: Homecoming Text Walkthrough

This is a full-text walkthrough of the 2008 survival-horror game Silent Hill: Homecoming. Outlined in this guide are step-by-step tactics to 100% completion of each map, item and weapon locations, boss battle strategies, fighting strategies for enemies, and how to obtain the extra outfits for Alex. Also included in this guide are instructions on how to obtain each of the game’s five endings, as well as an Achievements listing. This guide was ganked from somewhere, reformatted and in parts re-written by myself, the original was unreadable due to too many adverts, so I figured if I’m re-writing it for myself to read on my mobile while playing, I may as well copy paste it here for others. Enjoy!


The game begins with Alex Shepherd, the protagonist, recovering from battle injuries in a military hospital. Upon his discharge, he returns home to find his mother in shock and his father and brother missing. Shepherd is led to the small, deserted town of Silent Hill in search of his brother. As in prior releases, the character will be confronted with monsters and horrors that directly challenge his current psychological state.

Shepherd’s military background leads to enhanced combat skills that add depth to gameplay. Camera angles can now be maneuvered to allow players to see events and objects prior to their actual occurence.


This guide is dedicated to 100% completion of Homecoming – complete with boss battle strategies, weapon locations, strategies for use against common enemies and a comprehensive list of Achievements. Details on unlocking all of Alex’s outfits and obtaining each of the game’s five endings are also listed in their respective sections, along with a step-by-step walkthrough for completing the game and collecting the secret weapons. The guide is broken into sections, with enemies encountered and current objectives listed along with tactics to use to defeat and complete each.

The guide assumes that you are on your first playthrough on NORMAL difficulty; the walkthrough can be used for HARD difficulty, but the monsters are stronger, tougher, and you find less ammunition – some ammo stashes may not exist on HARD that exist on NORMAL difficulty.


Left Thumbstick: Move, select a menu option
Right Thumbstick: Control the camera
Directional Pad (D-Pad): Cycle weapons; toggle flashlight; select menu option
Back Button: N/A
Start Button: Pause
Right Bumper (RB): Access Inventory Wheel
Left Bumper (LB): Access Weapon Wheel
Right Trigger (RT): Combat Stance
Left Trigger (LT): Fire/swing weapon
A Button: Fast attack; investigate; select highlighted menu option
Button: Defense; previous screen/return to Main Menu
X Button: Strong attack in Combat Stance; reload firearm
Y Button: View map

* NOTE: You can reconfigure the controls to better suit your tastes in the Options menu at the start of the game. This walkthrough assumes the default button configuration.

* Below are explanations on the basics of Silent Hill: Homecoming, and tips and tricks on using them. These sections are designed to help you to grow accustomed to the games controls, and with a little practice, will have you fighting demonic monstrosities and enjoying creepy scenarios in no time.


The map is necessary to get around – some of the areas in this game are huge, and most of the Hellstates are confusing in their layout. To decipher the scribbles on your map, refer to the following list:

Red Double Arrows: Open doors
Red Curved Lines: locked or blocked doors
Blue Arrow: Alex’s current position
Red Scribble: Blocked area or impassible passage

Maps are detailed with room numbers (if applicable) and make getting around a snap. View the map with Y, and check the objectives by pressing X while viewing the map. You can’t view a map for an area you haven’t collected the map for, but you can still view objectives.


To initiate combat, hold down LT to enter Combat Stance. From this stance, you can swing melee weapons with A(Fast Attack) or X(Heavy Attack), dodge or block attacks with B, or (if you’re using a gun), shoot the gun with RT and reload with X. Due to recoil, dodging after an attack with a firearm takes longer to perform than dodging after a melee attack. Some weapons are fast (i.e. Combat Knife), but do little damage, while other weapons are slow (i.e. Fire Axe), but do a high damage. Find which weapons work best for which enemies for your personal play style.

Radio and Flashlight

Your radio and flashlight are essential for detecting monsters. The radio will emit static whenever an enemy is nearby – it also allows you to receive transmissions from Deputy Wheeler and Elle. Depending on which way the monster is oriented to your position, the static will fade and swell – when it’s at it’s loudest, you are facing the enemy. Your flashlight can be used to detect enemies in dark locations, but be warned – it attracts enemy attention as well.


To heal, you need to first collect Health Drinks and First Aid Kits. When you take damage, go into your Inventory menu (LB) and press X to use a Health Drink, or Y to use a First Aid Kit. First Aid Kits heal you by a larger amount than Health Drinks, so be wary about which you use. The little number on the icon for each tells you how many of that item are left in your inventory.

Context Scenarios

Sometimes, you’ll need to press a certain button with proper timing, or mash a button repeatedly in order to accomplish an action. These are Context Scenarios – the most common one is the Dialog Scenario. Dialog Scenarios occur at certain points in the game when Alex talks to certain characters – you’ll be given a choice of what to say to them, inciting different responses. Multiple playthroughs and selecting different options is the only way to fully explore the Dialog Scenario. Other examples of Context Scenarios include rapidly tapping a button during a Smog attack, or tapping buttons that appear during a boss fight to finish it off.


Your Journal (accessible from the Pause menu) gives you access to Clues, Manuals, Photos, and Drawings you’ve collected during your game.

1. Clues are anything you find written on a wall, or read in a document. If it’s important, it gets stored here for future reference.
2. Manuals teach you things about combat – before you find the Combat Knife, you’ll find a Basic Weapons Combat Manual. Reading through these teach you how to attack and defend with different weapons.
3. Photos are Polaroids that are scattered about the game world – collect them all for an Achievement.
4. Drawings are sketches and doodles of Josh’s that are scattered about the game world – collect them all for an Achievement.

Visible Achievements

These achievements are visible before completing them.

1. Lock ‘n’ Load: Found Rifle, 25 GP
2. Sightseeing: Found 1 Photo, 10 GP
3. Josh’s Gallery: Found ALL Photos, 50 GP
4. Alchemilla’s Finest: Defeated 1 Nurse, 10 GP
5. Eddie’s Legacy: Defeated 1 Feral, 10 GP
6. Lurk No More: Defeated 1 Lurker, 10 GP
7. To The Point: Defeated 1 Needler, 10 GP
8. Split Personality: Defeated 1 Schism, 10 GP
9. Shades of James: Defeated 1 Siam, 20 GP
10. Clear the Air: Defeated 1 Smog, 10 GP
11. Creeper Reaper: Defeated 1 Swarm, 10 GP
12. Out of Order: Defeated 1 Order member, 10 GP
13. Kaufmann’s Handiwork: Found 1 Serum, 10 GP
14. Health Junkie: Found ALL Serums, 50 GP
15. The Old Gods… …Haven’t Left This Place. Complete game on HARD difficulty, 100 GP
16. Nursery Rhymes: Found ALL the Children’s Drawings, 50 GP

Secret Achievements

* These achievements aren’t visible until you complete them.

1. Six Feet Under: Defeated Sepulcher, 20 GP
2. Blood Donor: Defeated Scarlet, 20 GP
3. Catch Your Breath: Defeated Asphyxia, 20 GP
4. Head Above Water: Defeated Amnion, 20 GP
5. Rising Tension: Found Circular Saw, 25 GP
6. Science Fiction: Found Laser Pistol, 25 GP
7. Smile: Achieved Ending 1, 50 GP
8. In Water: Achieved Ending 2, 50 GP
9. Judgment: Achieved Ending 3, 50 GP
10. Intensive Care: Achieved Ending 4, 50 GP
11. No Dogs Allowed: Achieved Ending 5, 50 GP
12. Mercy: Alex ended his mother’s suffering, 50 GP
13. Compassion: Alex could not end his mother’s suffering, 50 GP
14. Forgiveness: Alex forgives his father, 50 GP
15. Angela’s Choice: Alex does not forgive his father, 50 GP
16. Now About Those Drinks: Saved Wheeler, 25 GP

Chapter One – Nightmare

1. Escape from the hospital
2. Follow Joshua
3. Find Joshua’s Toy

* CUTSCENE: Alex is wheeled through what appears to be a dilapidated hospital, strapped to a gurney. As he is rolled down the hallway, scenes of torture jump at him from the open doors to either side. Finally, he’s wheeled into a room and left, where he witnesses through the door’s windows a doctor being impaled by a large blade.

You’ll come across your first Context Scenario – mash A repeatedly to break free of the gurney straps and gain control of Alex. You can examine the memo by the double doors by pressing A when standing close to it – you can also examine the sink at the back of the room, though no context clue displays. The door to the stairwell is locked – the only unlocked exit is the double doors through which you witnessed the death of the doctor earlier, so head through them to the Operating Room.

The doctor’s body is gone, and there are bloody drag marks leading through the door on your right. Go through them, and check on the right for another cryptic bulletin. To your left is a barred door with a keypad next to it. Walk towards the door.

* CUTSCENE: Alex believes the child on the other side of the barred door is Josh, his kid brother.

The door is locked – it needs a keypad combination to unlock it. Head through the door to your right closest to the keypad and examine the picture in the back to find a map of the Hospital. From this point, directions are given based on the map’s compass – up being north, down being south, and so forth. You’ll currently be in the Nurse Center. Behind you on the X-ray display are the first three digits of the keypad code, scratched into an x-ray.

Go to room 203 – the rest of the rooms are blocked, or the locks are broken. Inside you’ll find a Health Drink and a page from an incident report. Examine the burned Child’s Doll incubator, then head over to the broken window and press A to hop over into room 204.

Inside room 204 you’ll find a Basic Weapons Combat manual, which can be accessed again later by selecting Journal in the Pause Menu. There’s also X-Ray Film on the board to the left – take it, and head back through the window to room 203. Head back into the hallway, and enjoy the spoof scare on your way back to the Nurse Center.

Once back in the Nurse Center, press LB to bring up your Inventory, and select the X-Ray Film to place it on the board next to the first one – the remaining three digits appear, and you can see the full code to use to open the keypad-locked door. Go enter the code to open the door (it was 624872 in my game). The door unlocks – head through it.

* CUTSCENE: Josh rises and runs to a door, entering it before Alex can comprehend what’s happening.

Walk forward to collect the Child’s Drawing, which you can look at later using your Journal if you like. The door that Josh went through (which leads to the Men’s Restroom, incidentally) is the only unlocked door here, so don’t worry about missing anything by not exploring – there’s nowhere else to go for now. Head after him, and a short cutscene of Josh running into the storage room for the restrooms will play, and you’ll see an odd symbol on the wall before he slams the door.

Go into the storage room to the strange symbol, and examine it – these symbols are your Save Points. Save your game, and continue North in the storage room to the door leading to the Women’s Restroom. When you enter, try the stalls – take note that the one closest to the storage room is locked. There’s a Combat Knife stuck in the mirror – retrieve it to trigger a cutscene.

* CUTSCENE: A fluorescent light falls, and the room transitions to a hellish version – the “Hellstate” version – when a Nurse exits the locked stall, wielding a scalpel.

Use simple combos to take the Nurse down – tap A three times, then X to perform a spinning slash attack with the Combat Knife. When she falls, you’ll receive the Alchemilla’s Finest Achievement.

Both of the doors out of the room have broken locks – check the last stall to find a hole. Press A to squeeze through into the Men’s Restroom. There’s a First Aid Kit on the wall by the door into the room where you first met Josh – take it, and head South to the stairwell – the other doors are locked or broken. As soon as you enter, Josh pushes a wheelchair down the stairs at you – ignore him for a minute and head over to the note taped to the wall across from the doorway to learn what one patient thought about staying safe – sitting in the dark and staying quiet. Head upstairs.

There’s a window you can break, and a door you don’t need to bother checking – the lock’s broken. Bust out the window, and hop over into the Day Room. Defeat the two Nurses here, and use A to cut a gash in the fleshy wall blocking the path into room 303. You’ll need to tap A repeatedly, then squeeze through into 303 and save your game. There’s a cryptic note on the bed by the Save Point.

Go into the hallway and head towards the Linen Room – a cutscene will play of the Swarm bugs crawling through a hole underneath the gurney to attack you. Run into the Linen Room, and take advantage of the Context Scenario to defeat the Swarms – press B when one lands on you, and tap the button that displays repeatedly to throw it to the ground and crush it. Grab the Health Drink on the shelf in the lower-left corner of the Linen Room, then head out of the upper-right door and go South to find a photo of Joshua’s Robbie the Rabbit doll on a broken table near the bathrooms, and unlock the Sightseeing Achievement. This photo is also accessible from your Journal in the Pause Menu.

Head North to the Operating Theatre, and grab the patient’s chart from the rack that details Dr. Copen’s ability to perform electroshock therapy. Head around, then down the stairs to the lower-level balcony, and walk around until you see the “drop down” option. Take a look first – you’ll be fighting some more Nurses. Drop down, wipe out the three Nurses with some quick combos, and take in the atmosphere created by a decapitated body torn in half. Examine the double doors to see that they are chained shut – a key will be needed to get into the Operating Room. Head East to the stairwell door and cut it open.

Back on the third floor, there’s a body laying on the gurney when you first reach the top of the stairs – examine it to discover it’s the other half of the body from downstairs. Take the Operating Theater Key from his cold, dead hands, and head back downstairs to the Operating Room doors and use the Operating Theater Key to remove the padlock.

Examine the document in the lower-left corner of the Operating Room to learn about one doctor’s attitude towards his patients. Head out of the West door to trigger a Dialogue moment – Josh is busy drawing rabbits again. Ask him Y button questions to learn that he wants his toy, Robbie the Rabbit. Head into the Nurse Center to find a Health Drink and a Save Point – grab the drink and save the game. There’s a document on the desk in the bottom-right corner about a missing patient in 205. Ignore it for now, and head south.

Enter room 203 to watch Robbie the Rabbit get sucked through the window to room 204. Examine the hole, and press A to reach inside it. Alex will reach in, and something will grab him – tap B repeatedly to retrieve your arm and the Robbie toy. Once you retrieve the toy, watch out for the Swarm that appears. Head back to the Nurse Center, save, and then give Josh the Robbie toy.

* CUTSCENE: Josh makes as if to grab the toy, but then runs off down the hallway into an elevator. The door blocking Alex opens.

Grab the Child’s Drawing on the ground before heading down the hall. Head to room 206, and take the next Child’s Drawing on the door. Examine it, and Alex swears he can hear the ocean just beyond it. Head to the elevator, and use the button to the left of the door to call the elevator.

* CUTSCENE: As Alex descends, he hears metal scraping. He walks towards the elevator doors, and is stabbed by a huge blade – only to awaken in the cab of a semi, on his way to Shepherd’s Glen.

Chapter Two – Missing Persons

Chapter Two Objectives

1. I need to go home.
2. Look for a way to fill the gas can.
3. Drain the water in the basement.
4. Joshua isn’t at home. Search the rest of the town.
5. Search the graveyard and nearby sections of the town for information on Joshua’s disappearance.
6. Find someone who knows something about fixing guns.

Shepherd’s Glen

* CUTSCENE: The trucker drops him off, and Alex makes his way towards his house.

You’ll find it difficult to head back toward the West side of town – it’s not possible. Head toward Craven Ave., and don’t bother trying the side streets or doors yet – they’re blocked and locked. You’ll trigger a cutscene where you met Judge Holloway, who talks to you for a bit and suggests you go to visit your mother.

Head on into the Town Hall building and go to the center room to find a photo of Judge Holloway and Alex’s mom talking. Head to the far right of the building and examine the case on the table to collect Serum and obtain Kaufmann’s Handiwork Achievement. Head towards the back of Town Hall to find Judge Holloway, and start a conversation with her. Ask her about the town, and Elle, and explore the room a bit. Head to the room adjacent to Judge Holloway’s to find a Health Drink and a Save Point. Save your game, then head back out to Craven Ave. – take the right-hand path when leaving and take note of the boarded door; with a different weapon, you can hack those boards up and enter that room.

Go South on Craven Ave. to find a huge fissure blocking the path. Go north, and head to Alex’s house. Head left towards the garage and duck under the wall, head down the path, and duck under the next wall to find yourself in the Park – there’s a Child’s Drawing to collect, as well as a photo of a spider and some army toys. Head back to the house and go in through the front door.

Alex’s House

Head upstairs and take the first left to enter Alex and Josh’s room – there’s a Flashlight on the bottom bunk. The bookshelf in the back has a secret – move all the books left to reveal a switch, which opens into a secret room containing a map of Alex’s house drawn by Josh. Head back towards the stairs and through the double doors, to find Alex’s parent’s bedroom; head through the door to find a Cassette Tape with no label in the bathroom. There’s a letter to Alex’s dad from Alex’s mom sitting on the dresser by the door.

Head back downstairs to trigger a cutscene.

* CUTSCENE: Alex sees his mom, who’s in a near-catatonic state. He asks about Josh, and she tells him that everybody is gone. He notices that she has a gun in her lap, and he asks what happened, but she only tells him that she misses Josh. Alex sneaks the gun off her lap, and tells her he’ll find Josh. A cry emanates from the basement, and Alex goes to investigate.

Alex’s House, Basement

Follow the water trail to the door leading to the basement, and head downstairs. A cutscene will play that introduces you to Lurkers – defeat it to earn the Lurk no More Achievement. Check the pump by the stairs to get the Garage Remote and read the note to find that you’ll need gas from the garage to operate the pump.

Head to the area marked “SECRET” on the map and cut through the camouflage curtain to find a door – examine it to watch a disturbing scene. It’s locked, so go back upstairs.

Shepherd’s Glen

Go outside to the garage, open your Inventory, and use the Garage Remote to open the door, which releases a Lurker. Defeat it, and enter the garage. You’ll find a Steel Pipe to the left; equip it, then use it to pry open the cabinet at the back to obtain the Empty Gas Can. Read the pamphlet to the right to find another Combat Training Manual.

Head back outside and through the small holes by the barn to get into the Park again, and head to the gate at the South side. Pry this gate with your new Steel Pipe, and look for the semi truck on your left as you progress. Kill the Lurker that’s here, and examine the semi – you can fill up the Empty Gas Can. Go into your inventory to use it, and you’ll get the Full Gas Can. Go back to the basement.

Use the Full Gas Can on the pump and examine the door to the backyard to unlock it. Head through the door into the backyard – collect the Child’s Drawing by the tree house, and examine the backpack on the back fence gate to find a photo of Alex’s dad’s hunting room (the locked room in the “SECRET” portion of your map). Head up the back porch and enter the house.

Alex’s House

Look in the fridge to get a Health Drink, and use the Cassette Tape on the answering machine to listen to an interrupted radio show Alex and Josh made a while back. Head through the East door, and read the note by the phone – Alex’s dad’s name is Adam, and he’s supposed to ask a man named Curtis about an engine. Head back to the backyard and go through the back fence gate.

Rose Heights Cemetery

Walk South and you’ll come across a municipal access gate – follow the path into the Rose Heights Cemetery. You’ll find the Rose Heights Cemetery map in the first room you come across, the Old Crypts room. From here, go to the East Garden room. You’ll trigger a short cutscene of a man digging a grave. Head left from where he is and jump down to trigger a cutscene.

* CUTSCENE: Alex is attacked by a Feral – a hideous, skinless dog.

Defeat the Feral to obtain the Eddie’s Legacy Achievement. Take the Odd Stone Plate from the busted fountain, and climb up out of the pit (it’s underneath the word “East” on the Cemetery map).

There’s a Health Drink in the small gazebo by the gate with vines – grab it, and rattle the gate to the Bartlett Family Mausoleum to learn that it’s locked.

Go down the path for Family Crypts North, to the third box on the bottom (from the map view), and squeeze through the hole to find yourself in Family Crypts Mid. Head East one room and check the North crypt for a Health Drink. Head due South from there into another crypt and duck under the hole by the displaced grave due East to get through, and squeeze through the hole in the Southern crypt to exit Family Crypts Mid and arrive in Founders Row.

Go through the southern-most gate and hop down to the lower level, then duck under and climb up to be just outside of the Founders Garden. There’s nothing here, so just head on through and go up the stairs to the West Garden.

Here you’ll find two plaques that talk about reuniting two things to make something whole and reveal the way – there’s also a Strange Stone Plate to grab. Head up the middle path to the gate and place the Odd Stone Plate and the Strange Stone Plate to open it and head to the Front Entrance – follow this around and you’ll find yourself on the other side of the impassable section of road where the trucker first dropped you off in Shepherd’s Glen.

Shepherd’s Glen

Head down Main Street past the S.G.P.D. 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.


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.


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.


Head forward, and you’ll find a grate with a valve by it. Rotate it by pressing A repeatedly, and Elle will slip through and hold the gate open for you. Head forward and left, and climb up onto the ledge. Follow the path around. Step down into the water, and watch out for the Lurkers. Follow the path to the next place to climb up, and grab two boxes of Pistol Ammunition off the top of the propane tank at the end of the area.

Step down into the next path, and equip the Steel Pipe. Climb up on the left ledge and use the pipe to pry open the fence gate, and rotate the handle – you’ll see water being drained from somewhere. Head further down the tunnel to find another ledge – climb up it, and walk forward to use the Save Point. The room behind it contains the Sewer Map, and a box of Shotgun Ammunition.

Take a look at your map to familiarize yourself with where you’ve been – you started at the far left Gate, and entered through Gate 13 into Gate 4. You went left from Gate 4, and used the Bilge Control Valve to drain water out of the Bilge Tank. Gate 12 is the bricked up gate you saw at the last ledge.

Head to the Bilge Tank area, climb down, cross it, and climb back up. Head down to Gate 8, taking the East tunnel dead end to collect a Health Drink. Open Gate 8, and then head back to Gate 4, avoiding or defeating the enemies along the way. Elle will open Gate 4, so duck under and start towards Sluice Drain. Stop in at the offshoot to the right to grab some Shotgun Ammunition. Defeat the two Needlers you encounter, and climb up the ledge and down the ladder to the Sluice Drain. Head across the bridge to the Spillway.

There’s a Lurker in the water, so defeat it so Elle can cross the Spillway. When you climb up on the far side, climb up the ladder. Pull the lever, kill the Needler, and head to the far West end to collect a box of Pistol Ammunition and Shotgun Ammunition. Head out of the East door, and North to drop down. There’s a Save Point in the room to the East, so save your game, then head towards the Main Drain Chamber.

When you arrive at the Main Drain Chamber, head to Gate 15, and open it using the valve. Elle tells you there’s no way to open it from her side, and you’ll have to face off against three Needlers – use the Combat Knife to slice them until they go on the defensive and back away from you, then shoot them in the head with the Mk 23 Handgun. Alternatively, you can finish them off with the Mk 23 Handgun. When they’re defeated, you have to face off against a Siam – use the same tactics as the first one you defeated.

When Siam is beaten, Gate 15 opens. Walk down the tunnel, climbing up the left-hand ledge to grab a photo of Nora Holloway. You’ll spot Elle’s radio, sitting in a pile of blood – follow the trail to the ladder and climb up.

* CUTSCENE: Alex climbs up out of the manhole right in front of his house.

Shepherd’s Glen

There’s barbed wire covering your door, so don’t bother trying to go back home. Instead, follow Wheeler’s advice from the Police Station and try to get to Dr. Fitch’s – it’s off Main St. Walk towards Main St. to get a radio call from Wheeler, who’s on his way to Fitch’s office. Alex agrees to meet him there, and marks the location on his map – guess where you need to go?

When you get on Main St., a cutscene plays of Alex finding Dr. Fitch leaving bloody footprints and carrying a well-used scalpel around. He flees from you back into his office, so follow him on in.

Dr. Fitch’s Office

Look in the reception area to find a Health Drink, then walk down the hallway to the last door on the right – you’ll find a photo of Scarlet Fitch, and a locked case on a dresser. When you leave the room, Nurses appear – use the Combat Knife to combo them to death, and you’ll notice the door that’s now open. Enter the room.

Inside the room you’ll find a Serum, a Small Key, and a document to Dr. Fitch from the Psychiatric Department of Alchemilla Hospital. Use the Small Key on the case on the little girl’s dresser to trigger a cutscene.

Chapter Six – Hell Descent

Chapter Six Objectives

1. Investigate the area.
2. Find Joshua.

* CUTSCENE: Alex finds a creepy doll, that ages and decays in seconds – he then faints, and reawakens in a Hellstate.

You’ll obtain Scarlet’s Doll. Head down the narrow path to your left and climb down to find Josh. He’ll run to your right, but you won’t catch him – besides, it dead-ends. Head left instead, down the stairs, and take the first right path and jump across. Tap A repeatedly to remedy the failed leap across, and head left.

Jump across into the hole, then across the broken fan. There’s a doll to your right that instigates a fight with a Smog – leave it alone and drop down into the hole. You’ll fight Swarms, and find a box of Pistol Ammunition. Drop down the next area, and continue forward – you’ll see a sign that says “Staff only beyond this point”. You’ll come to a wide gap to jump across, so do so and climb the stairs beyond.

When you reach the top of the stairs, keep an eye out left for an area to drop down. Head up the stairs to find a Health Drink, then head back down them. As you descend the stairs, you’ll see Josh run by – go to where he started to find a Child’s Drawing. There’s a Smog down here, as well, so defeat or avoid it and continue towards where Josh ran off to. Jump across to the path, then head left and drop down.

Head down the narrow path and climb down the ladder. Head left and drop down, and jump across the lava gap. You’ll see a cage, and a place to step down on your right – do so, and climb down the ladder. You’ll find some pipes you can squeeze through, and a fan to duck under. Behind the fan is the Crowbar(which replaces the Steel Pipe), so grab it and head back to where you first dropped down. There’s another place to jump across – do so now.

Step down, then climb down the ladder – you’ll see a spinning fan to your left. Pull the lever on the wall to stop the fan, then duck under it to continue forward. Drop down at the end of the stairs, and turn around to find a fan you can duck under – and catch a glimpse of Josh, running away from you, again. As soon as you duck under the fan, there’s a Child’s Drawing for you to collect.

Head to your right, then left, and you’ll run up to three fans – two spinning, one broken. Duck under the broken one to find two doors, one of which is locked. The other must be cut open with your Combat Knife. Squeeze through to find a lever that’ll stop the spinning fan to your left. Pull it, and duck under the fan, then drop down the hole made by the other stopped fan.

Follow the path around to find the Fan Puzzle.

* Fan Puzzle

There are six fans, labeled 1 through 6. The lever for fan 1 is broken, and no fan that is already on can be turned on. You switch power from one fan to another, so go ahead and duck under fan 3 and 2 and grab the Serum before you start. Head to the right side and switch power from fan 5 to fan 4, then switch power from 4 to 3, then from 3 to 2. Then, switch power from fan 6 to fan 5, then from 5 to 4, then from 4 to 3. This clears a line of fans to duck under to get to the area behind the broken Exit door.

Climb down the ladder and use the Save Point to save your game. Climb down the next ladder, and you’ll see Josh run away from you – follow him. A path will materialize in the wall that looks like a hallway, and the lights will cut off – head down the hallway. At the end of it, you’ll see an industrial door that you must open. Dr. Fitch awaits just inside – talk to him with the Dialog Scenario, and give him the doll when the option appears – he’ll begin bleeding profusely, and a giant monster will appear from his blood, holding him. Fitch asks it to forgive him, and it bites his head off – so is the boss Scarlet introduced.

BOSS: Scarlet

Whack the monster’s legs until they crack and break – it’ll fall, giving you a chance to smash its arms. When all of its limbs are maimed, you’ll see the X context clue appear – tap it, then press A repeatedly to mangle the monster. It’ll reform as a spider.

Stay back from it when it becomes a spider, and it’ll crawl up the walls to the roof. A scream notifies you that it’s ready to pounce – tap B when it appears to dodge it. It’ll fall to the ground – run up and stab it with X. Three times will destroy it, and give you the Blood Donor Achievement.

* CUTSCENE: As Alex pulls the crowbar from the monstrosity, a key flies out. He suddenly is jerked through the pool of blood, back into the normal version of Dr. Fitch’s office. He finds the key there.

Chapter Seven – Town Hall

Chapter Seven Objectives

1. Explore the Town Hall.

* You’ll get the Founders Key. You’ll need to head to the Town Hall from here.

Shepherd’s Glen

Run straight to the Town Hall to avoid taking any unnecessary damage, and enter. Aren’t you glad we already went through here?

Town Hall

You’ll find a Smog blocking the left-hand hallway – head down the right one and enter the Save Point room to save your game. From there, hack open the door in the left-hand hallway to find a picture of Alex’s ancestor. Push the bookshelf over and grab the Child’s Drawing on the wall. Enter the middle room and use the key on the Cross keyhole in the pedestal to open a path underground. Follow it, and defeat the Nurses that appear.

There are four books in this room – read through them, then examine the cross to obtain the Ceremonial Dagger. A flashback informs you that it’s the key to open Adam’s door in the “SECRET” section of Alex’s basement. Use the dagger to unlock the door between the two books across from the entrance, and follow the tunnel until you find a ladder. Use it, and you’ll find another door to use the Ceremonial Dagger on to unlock. When you open it, you’ll find yourself back in Founders Garden of the Rose Heights Cemetery.

Rose Heights Cemetery

Walk over to the door across from where you are and unlock it to find another Serum. There’s a Health Drink in the furthest upper left corner of the Founders Garden area. Head back to the Founders Row, duck into the gap and follow the newly opened path. At the end of the hall behind the two Smogs are a box of Shotgun Ammunition, and a First Aid Kit. Duck into the next gap and climb up. Head back through the Crypts, using the Fire Axe to hack open the boarded entrance in Family Crypts North to obtain the Chrome Hammer Pistol. There’s also a Save Point in Family Crypts North, so save your game.

Continue backtracking to your backyard, avoiding the Smogs when possible.

Alex’s House

First, head in through the backdoor and use the Fire Axe to break down the barricade on the door to the dining room, and collect the First Aid Kit there. Then, head back outside and enter the basement through the backyard entrance.

Head to the “SECRET” area on your map and use the Ceremonial Dagger to unlock Adam’s Hunting Room. There’s a Bluesteel Shotgun in here, and the Attic Key, so grab them. Head upstairs to the attic, and unlock the door with the Attic Key. Head through the door into the attic. Check the North section for a photo of Alex. Push the bookshelf over to find a door.

* CUTSCENE: Alex has a vision of Adam giving Joshua an important ring, and making him swear to never show it to anyone, not even Alex.

When you enter, you’ll find a document of Adam Shepherd’s honorable discharge, and a book puzzle.

* Attic Book Puzzle

Slide the pieces to form the coat of arms on the flag above the table. It’s rather easy; just slide them around until the flag matches. For a hint, the open spaces will be in the top corners. Finish it to get a Letter from my father for Alex, and a Map of Silent Hill. Leave the attic, and head downstairs to trigger a cutscene.

* CUTSCENE: Alex demands information from his mother, but members of the Order, who kidnap his mother, attack them. The house undergoes a transformation as a Hellstate occurs, and Alex awakens.

Chapter Eight – The Attic

Chapter Eight Objectives

1. Escape the house.
2. Solve each puzzle.

* YouTube: Silent Hill: Homecoming -56- Attic Puzzle (Time: 2:06)
* NOTE: You still have a map of this area – it’s slightly different, but still available.

First things first – defeat the Schism that appears. Walk into the kitchen and collect the Frowning Mask from the stand. Grab the Health Drink, and head through the single door to the East to find two bodies on either side of a cross – it’s another puzzle, but you don’t have everything you need yet.

There’s a lever by the stairs, pull it to open the way into the attic. Head upstairs, and push the large piece of furniture in the room leading to the attic to obtain the Heart of Darkness Medal. Head to the attic, and move through the now-typical obstacles (squeeze through, duck under, hop over) until you reach the East side – there you’ll find a Fallen Star Medal and a Jacket. The Jacket is where you’ll be placing the Medals you collect – head to the West side of the attic to acquire the Vile Acts Medal. Head back to the Jacket, and place the Medals in the following order – Fallen Star Medal, Heart of Darkness Medal, Vile Acts Medal. This will cause one of four runes around the exit will light up.

Head back to the 2nd floor, and grab the Meat Cleaver from the bureau. Then, head through the double doors, jump across the gap, and grab the Stuffed Rabbit from the bathtub, and the Indifferent Mask from the stand by the mirrors. Head back downstairs, and pull the lever again to open the door to what was Josh and Alex’s room. Head in, read the creepy message on the wall, and examine the document by the door to hear about the lobotomy from Alchemilla Hospital again. Set the clock in the room to 2:06 to open the four windows. Place the Stuffed Rabbit in the lit window to cause a rune to glow at the exit. Cut open the door by the clock to find a Butcher Knife and a Child’s Drawing. Head downstairs to the room Alex’s mother was in and collect the Angry Mask and save your game.

Open the door to the kitchen and head back to the Cross Puzzle, and place the Indifferent Mask on the body facing South, and the Frowning Mask on the body facing North. Another rune around the door will glow. Time to head into the basement.

When you enter the basement, work your way through and defeat the Lurker that appears. Duck under the pipes, squeeze through the gap, and cut open the door. You’ll be in the Hellstate version of Adam’s Hunting Room – grab the Bogeyman Knife from the Schism body hanging on the wall. Place the knives in your inventory in their spots on the board, and the Bogeyman Knife in the Schism head laying there to cause a third rune to glow around the exit.

Go to the exit and use the door – the house will revert to it’s normal state. Alex will exit.

* CUTSCENE: Elle shows up, and tells Alex she can’t find her mother. Wheeler calls Alex on the radio, and Alex asks him to get them a boat to get to Silent Hill. Alex and Elle talk on the boat as they head to Silent Hill, until the Order shows up and kidnaps Elle. Alex is knocked off the boat into the water, and awakens in a foggy area.

Chapter Nine – Dark Times

Chapter Nine Objectives

1. Find Elle.
2. Search for a way into the prison.
3. Disable the electric prison gate.

* NOTE: You already obtained the map for this area when you found the Map of Silent Hill in Alex’s attic.

Work your way up the stairs, jumping across gaps and climbing the ladder, and duck through the gap to Sagan St. Walk across the street to trigger a cutscene.

* CUTSCENE: Wheeler calls Alex on the radio, and informs him that he and Elle were taken to the prison.

You’ll want to stop at the Bait Shop and duck through the gap to find a box of Pistol Ammunition, a Child’s Drawing, and a Save Point. Head across the plank bridge to the front of the Overlook Penitentiary to find out that the entrance isn’t accessible. Go out the West door to the next section of the map. You’ll see a gate circled on Simmons St., and the Toluca Lake Water and Power building will be circled.

Head to the gate.

* CUTSCENE: Alex calls Wheeler to tell him the rear gate is electrified – the Order is running power directly from Toluca Lake Water and Power to do it, so Alex is going to head there to shut it off.

Head to the Boiler Room.

Boiler Room

Head down the stairs. There’s a Lurker here, so be careful when moving around in the water.

Grab the Health Drink from near the northernmost boilers, and head up the West stairs.

Head West out of the alley, and go through the gates on your left to find a Serum on the bench. It’s the indent of the Alchemilla Hospital. Head North up Wilson St. and into the Toluca Lake Offices.

Toluca Lake Offices

Read the newspaper, and grab the Pistol Ammunition in the top right corner of the Reception room. Head North the Lower Landing, then West to the Office. Grab the Health Drink, then go south and jump the gap to find a Save Point. Hack open the door to continue.

Head into the Kitchen to find the Toluca Lake Water and Power Key. Head back to the Lower Landing, and use the key on the locked door to get into the Toluca Lake Water and Power building.

Toluca Lake Water and Power

There are some Order members here – defeat them, and earn yourself the Out of Order Achievement. Move south and climb up the ledge. Climb the ladder and walk over to the shelf to collect two boxes of Rifle Ammunition. There’s a First Aid Kit in the top left corner of the 2nd floor, so grab it, use the valve for generator bank B, and head back downstairs.

There’s some Pistol Ammunition near the bottom right area of the 1st floor, be sure to grab it. Use the valve for generator bank A, then head upstairs and use the valve for generator bank C. This is the proper order to shut down the systems – use the Turbine Control switch after the short cutscene to kill the power. More Order members will appear, head back out to the Toluca Lake Offices.

Toluca Lake Offices

Stop by the save point to save your game, then head out of the Toluca Lake Offices and back to the Boiler Room.

Boiler Room

Head back through the Boiler Room, defeating or avoiding the Lurker when it appears, and exit through the North back onto Simmons St. When you reach the now-safe gate, a Siam will bust through. Defeat it with whatever weapon you’re comfortable with, and head through the gate.

Overlook Penitentiary, Outside

When you first walk through the gate, be sure to grab the Health Drink from the upper left corner, and the Pulaski Axe from the back of the broken down truck. Head North, and wind your way back to the front of the penitentiary.

Chapter Ten – Prison

Chapter Ten Objectives

1. Find Elle.
2. Find Wheeler.
3. Defeat Asphyxia.

When you first enter, you’ll be in Visitor Security – hook a left and use the Save Point to save your game. Walk forward to receive a transmission from Wheeler telling you that he’s in Cellblock B, so head around the barred reception room and through the door. Head into the Lower Guard Room to your right and pull the lever to unlock the gate.

Hack through the barricade into the Visitors Booths, and grab the First Aid Kit. At the end of this hall is another gate like the first one, but the switches are broken. Break the glass to your left and hop over into the other side of the Visitors Booths. When you exit, you’ll be in a large room with a staircase – the Overlook Penitentiary Map is on the West wall.

Head into the little supply closet to the South and grab the Health Drink, then go up the staircase.

Work around and jump across the gap to get into the upper-left building. Pull the lever in here to unlock the entrance to the upper wing of Cellblock B. You’ll encounter two Order members – walk slowly enough and they won’t notice you, giving you time to kill the first one with the Mk 23 Handgun, and the other one with a quick melee weapon (two shots to the head will kill them). In cell B5 you’ll find a newspaper clipping about the degradation of Shepherd’s Glen, but nothing of worth is found in B8 – B6. Pull the lever on the wall to open the door to the stairwell.

You’ll be in the lower wing of Cellblock B, head into the room that connects to the Shower Area to find a box of Rifle Ammunition. Head West into the area with cells B9 – B14 to fight two more Order members – they fall easily enough to combos from the Ceremonial Dagger. Wheeler is in a cell here – pull the switch on the wall to release him.

Wheeler will inform you that they took Elle to Solitary. Suddenly, a Siam appears – pull out the Pulaski Axe and beat it down. It destroys the way that you came from, so Wheeler will go unlock another gate for you. Head through the only available path to 2nd floor.

When you get up there, stop in the busted open Upper Guard room to retrieve a Child’s Drawing. Follow Wheeler, jump across the gap, and duck through the gap to find another switch. Pull it to open the locked gate to let you back into the upper wing of Cellblock B where you started. Head back to the room you first entered up here so Wheeler can find the control panel for the prison’s gate system – it magically works for him. He’ll tell you to head around to the door leading to the upper wing of Cellblock A – do so now.

After Wheeler unlocks the door for you, head North through the double doors and continue North – Wheeler will try to open the gate, but it’ll be damaged. Head back inside and he’ll unlock the stairwell leading down to the 1st floor.

You’ll be in the lower wing of Cellblock A. Transmission interference will cause Wheeler to shout for you, and a Needler will appear – take him down. Wheeler will open the gate to the Shower Room, so head that way. Two Needlers will attack, so defeat them (combos from the Ceremonial Dagger work well). The only shower stall with a light has a breachable passage – whip out the Pulaski Axe to break your way into the Boiler Room.

Head North out of the Boiler Room, and up the stairs.

There’s a Save Point here, so save your game. Go north, following the path, and you’ll find a jammed set of double doors. Alex will call Wheeler, who tells him to head back – get moving. Head back to the Save Room, and down the stairs.

There’s a metal gate that’ll slide open here, so head through it. Follow the available path and you’ll wind up in the lower wing of Cellblock A (A9 – A14). Head up the stairs and grab the Health Drink from the shelf, then jump across the gap and enter cell A20 to find a Radio Wire. Head back downstairs, duck into the gap of cell A11, squeeze through into cell A10, and grab the Loose Wire from the headlight. Head back upstairs and use the Radio Wire in the Junction Box in the Upper Guard Room. Head out of the 2nd floor exit, and enter the door on your right to find a Scrap of Wire. You’ll have to head out of the bottom floor exit to find the keypad before you can put the Loose Wire in the Junction Box, so go ahead and do that to find the Penitentiary Wire Puzzle.

* Overlook Penitentiary Wire Puzzle

Just like the one at the Grand Hotel, you’ve got five wires in this order at the top – white, green, yellow, blue, red. The proper order to wire the bottom is (from left to right) – red, white, green, blue, yellow. This restores power to three switches – one in the room with the junction box, and two downstairs. It also restores power to the keypad. Pull the switch in the room with you and jump across to the cell that opens to obtain a Serum. Head back downstairs and use the other two switches to gain some clues – prisoner 110391 can help you, so input 1110391 in the keypad to unlock the door to solitary confinement.

* CUTSCENE: Alex finds his mother on a cross – and has a decision to make.

You’ll need to decide whether or not to kill Alex’s mom – this affects which ending you get. As soon as you pick one or the other, the game will transition to Hellstate.


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.

Congratulations! You’ve completed Silent Hill: Homecoming!

Posted: December 29th, 2009
Categories: games, walk through, xbox, zombies
Tags: , , , , ,
Comments: No Comments.

Sunrise Oversteps The Mark

Please PASS THIS ON to fellow Australian’s you know, and SIGN THE PETITION countering Sunrise’s attempt to have our social networking sites regulated!

In Australia, there’s a morning show called Sunrise. It’s a pop vox piece with news, current affairs, and very hack journalism. Normally it’s harmless, but today they had a special on ‘school bullying’, I listened with interest, having suffered at the hands of bullies, and even at times become one myself, it’s an interesting aspect of growing up that people tend to overlook as far as an emotional and psychological developmental factor in life.

I thought their piece was cute, and as always they ran their usual implementing social justice using their huge fan list and a petition, up until I heard the advert they’re running to promote their campaign. This time they’ve gone too far.

They wish to urge the Australian government to appoint an independent regulator for social media sites. No. Sunrise, no. You will get signatures and support from idiots who don’t realise the danger of what you are suggesting. I am sure that Facebook, Myspace, or Twitter as corporations will lose all respect for our molly coddled nation, with our notorious breach of civil liberties as far as Stephen Conroy’s conjob of the ‘great firewall of australia’ as the government intends to censor our net, or the fact our government do not feel our citizens are old or mature enough to decide on their own entertainment with video games and a lack of R18+ (therefore if a game isn’t suitable for 15 year olds it’s banned) but having our government go to these corporations and say “Sup guise, we want this net nanny to sit on your boards or we’re packing up our toys and going home.” is just ridiculous.

Sunrise needs to google “net neutrality” and get in touch with the people it’s attempting to represent in an ad hoc fashion and appreciate that whilst they will always get a ground swell of bleeding heart viewers, they can, and in this instance have, overstepped the mark. We are not a dictatorship, and our Government interferes with the average citizens life far more than it should in any democratic culture in this nation as it is. This is a DANGEROUS PRECEDENT to attempt to set.

Please PASS THIS ON to fellow Australian’s you know, and SIGN THE PETITION countering Sunrise’s attempt to have our social networking sites regulated!

Posted: December 14th, 2009
Categories: general, journalism, lifestyle, politix
Tags: , , , ,
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Norway Spiral, Sky Phenomena

A true UFO was spotted in the early hours of the 9th of November, 2009 in Norway. What started off as a blue light soaring up from behind a mountain stopped mid-air, quickly morphing into a giant spiral white spiral on the end of a concaved cone of light, bending far more than a cone of light should in on itself then hung in the sky for about ten to twelve minutes, depending on the eyewitnesses’ account. It then disappeared completely. It was filmed by dozens of people from different angles, with one piece of footage zooming in to the end of the cone of blue light, depicting what appears to be a large plume of red hued smoke similar to that of a very lage bush fire.

Different responses have occured, with various special interest groups offering vague explainations from atmospheric phenomena to large hadron collider paranoia through to a ‘failed icbm test by the Russians’, the latter usually coming with the caveat that it was from an ‘anonymous source within the Russian military’ (see: bullshit).

Other less outlandish theories even dabble in the fourth dimensional cross-over, a natural worm hole opening, through to a micro galaxy collision with our atmosphere, the latter of which often cites the vacuous hole left behind as a mini black hole after the micro galaxy collapsed in on itself, shedding it’s orbiting mass.

The mainstream media has run with the ‘runaway rocket’ story far too swiftly and buried it pretty fast, as a google search will yield as far as very little material being out there on it outside of batshit insane conspiracy theorist sites. Thankfully a lot of Norwegians upped their footage to YouTube so we’re inundated with footage but very few reasonable sources are willing to talk or comment about it.

Any and all of the potential explanations, regardless how outlandish, may be possibilities, but all I’m going to do right now is show you some photos and some video and let you make up your own minds, please comment if you find this interesting.

Images: –










Videos: –

Potential explainations: –

Mystery as spiral blue light display hovers above Norway | Mail Online

Spiral UFO puts Norway in a spin | The Sun |News

Awesomely bizarre light show freaks out Norway | Bad Astronomy | Discover Magazi…

Giant Mysterious Spiral Takes Over the Skies of Norway – Giant Spiral – Gizmodo

Finally, Depeche Mode T!

Finally, Depeche Mode T!

Originally uploaded by BaSH PR0MPT

Good solid teamwork is essential for this award, no wonder it takes forever to get. I noticed a friend of mine, hebebebe was playing L4D2 Dark Carnival, I wasn’t intending on touching the xbox today at all, but I had to give it a shot.

His team was full, so I grabbed a random campaign of Dark Carnival with noobs, ran them to the end so they could get their 20G for finishing it, I joined late and they didn’t grab the gnome.

Figured I’d try one more time, but his game was full and I landed in the last part of the campaign with someone carrying a gnome lurking in a corner. Worth a shot I thought, so I threw out the fireworks and petrol and fell back to a defensive position laying down a supressive fire across the rear of the stadium, the other players to my shock did the same! They knew basic tactics and teamwork. WTF?!

Long story short teamwork made the difference, with our backs to a wall at all times we put up a hell of a fight and I emptied my klash three times into the horde before the chopper landed. At this point you get a huge rush of zeds and a tank pop out, I ran straight to the best pull zone and molotov’d the lot and got the tank on me asap, went down pretty fast but bought enough time for the team to retreat to the evac chopper! I knew that as long as the gnome got on board we’d all get it, but I was still shocked to see (30G – GUARDIN’ GNOME) appear on my screen!

So much effort for something so trivial, but hell, it’s a depeche mode shirt, how awesome is that shit?

Big congrats to BeatsTheBear and RedSox4Ever23 for the epic win, one more victory in World War Z! 😉

Click here for the walk through on how to get it!

Reactive Space Table

Reactive Space Table

Originally uploaded by BaSH PR0MPT

I used to work for a certain government department that shared a site with a few random types of businesses, one of which was a small rental by a company called Marblo. This company produces ‘marblonite’, or snazzy looking glowing translucent surfaces you see in chic and overpriced nightclubs. I clearly remember my first encounter with it in the raw, a glowing space age looking plank jutting vertically from a plastic blow moulded footing advertising the company, and the sting when I touched it inappropriately and grabbed the metal tabs that were hooked up to the mains.

This appears to be of a similar nature, however it functions as a reactive surface. It was developed as part of an investigation into ‘reactive space,’ and is a pressure sensitive surface which starts to glow with the slightest touch. Be it objects being placed on it, or hand prints, et cetera

It’s definitely snazzy, I’d say it’s replay value would be low though, but it’s definitely a fun step into open creativity as far as the thought of it being used in bars or clubs, depending on how long it remains glowing it’d be interesting to see what creativity is unleashed by drunks. 😛

Deceloped by KLOSS, it’s only 2 cm’s thick and powered by 12V and is apparently completely waterproof. They promise that they’ll be available commercially for use as an architectural component within the retail and leisure industry in the very near future.

Click here for more on KLOSS and this little hypercolour gone mad invention.

Posted: December 1st, 2009
Categories: design, gadget
Tags: , , , ,
Comments: No Comments.

L4D2 Depeche Mode Shirt

I’ve wasted far too long on this, my team were absolute newbs. To get the Depeche Mode t-shirt in Left 4 Dead 2 you have to find a gnome named Chomsky, a familiar fellow to people who have played Half Life 2, where you meet him to complete the achievement of “Little Rocket Man”.

To get him you have to play the Dark Carnival campaign and find the target shooting amusement ride type thing and score over 720, best to have multiple players shooting at once with at least one rear guard.

This is where things get hard, a player has to carry the bastard to the end of the campaign, which means obstructed vision and inability to shoot your weapon. Fine if you make a newb carry it, awkward if you’re the strongest character and good with a forearm.

I was forever dropping it to save the newbs. After god knows how many runs the rescue chopper landed, just when I was about to board it one of the newbies ran up hopped in and hit X, making the chopper leave without me. Fml.

I want my god damned Depeche Mode shirt. Speaking of Depeche Mode, their new album sucks.

Posted: November 26th, 2009
Categories: L4D2, music
Tags: , , , , ,
Comments: 1 Comment.


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