Silent Hill 3 Walkthrough :
This walkthrough for Silent Hill 3 [Playstation 2] has been posted at 10 Apr 2010 by Calisinoa and is called "Extreme Mode Speed Guide". If walkthrough is usable don't forgot thumbs up Calisinoa and share this with your freinds. And most important we have 21 other walkthroughs for Silent Hill 3, read them all!
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Walkthrough - Extreme Mode Speed Guide____ _ _ _ _ _ _ _ _ _____ / ___|(_) | ___ _ __ | |_ | | | (_) | | |__ / \___ \| | |/ _ \ '_ \| __| | |_| | | | | |_ \ ___) | | | __/ | | | |_ | _ | | | | ___) | |____/|_|_|\___|_| |_|\__| |_| |_|_|_|_| |___/ Silent Hill 3 Extreme Mode Speed Guide (Full course of the game, not half-course UFO ending) Version 1.2 08-05-03 thru 08-26-03 (remembered to upload update to gamefaqs on 10-9-03) ---------------------------------------------------- Silent Hill and subsequently mentioned characters are the property entirely of Konami. Konami is part of the Holy Trinity: Capcom, Konami and Square. Don't mess with them (Silent Hill, Metal Gear, and Castlevania belong to Konami). ---------------------------------------------------- J.R. Kerr wrote this FAQ. No one may edit any version of this FAQ that is to be shared. For your own personal use on one computer, you may edit out all this jargon or select bits of the tips you need. I will not profit from this FAQ in any way. Anyone may distribute or post this FAQ anywhere they like provided my name remain on it. I will use powerful internet voodoo to eat the soul of anyone who posts my FAQ without my name on it. I will only answer e-mail with no attachments, sizes under 6k at: jrkerrdog@hotmail.com I am also at geocities.com/jamesrkerr ---------------------------------------------------- CONTENTS : ---------- [01] Why did I decide to write this? [02] What is Extreme Mode? [03] Prerequisites for Playing Extreme Mode [04] Gameplay, Hand Positioning, + Interface [05] The Mall = 00m00s - 13m45s [06] The Subway + Train = 13m45s - 21m00s [07] Underpass + Harmful Veiny Hallways [08] Office Building [09] Missionary Made Easy = 1m56s w/ no damage [10] Do Not Read Maria's Poster [11] FIRST SAVE Point at Hospital Office = 50m42s [12] The Hospital: a) Stun-Katana the Unaware Nurses b) Maul the Jerky-eating Slurpers c) Low-Stamina Leonard [12] Streets, Amusement Park, + Borley Haunted Mansion a) Snipe at the Spinners b) SECOND SAVE Borley Entrance at 1h36m00s b) Ampoule Heat Run c) Staredown with MOA [13] Chapel - Finish in under 2h07m00s [14] Notes to Vincent Merken [15] Version History [16] Thanks --------------------------------------- WHY DID I DECIDE TO WRITE THIS FAQ? --------------------------------------- [00] I really want Brady guides to stop putting their writers under three day deadlines with a handful of programmer notes. Perhaps FAQs like these will encourage Brady to put together nicer souvenir material and more comprehensive writing to earn our dollars. Konami seems to understand already and they gave us the OST CD for free with the game to keep it from being just a rental. [01] Many online Silent Hill discussion forums seem to indicate that they have grown very frustrated with the Extreme Mode and stopped playing it already. I hope that showing a few tips helps to re-ignite the desire to keep examining and playing this game. [02] My buddy Rombie McGregor who wrote a great first time comprehensive FAQ didn't tell me NOT to write this. He is the sole source that I was able to use (Complete Walkthrough, Rombie, http://www.gamefaqs.com/console/ps2/game/32795.html) [03] There aren't any available cheat codes online as of this date involving codebreaker or action replay, so it seems believable that these codes (should they turn up later) will not really help you much with your speed (unless there is one for infinite stamina). Believe me when I say that infinite ammo or infinite health will not make you faster. [04] Most importantly, I love this game. I hope I get a couple good e-mails with well-thought-out tips. I'll thank you if you make a good argument to do something different/better. --------------------- WHAT IS EXTREME MODE? --------------------- [01] Extreme Mode is an "Extra New Game" feature that becomes available after you have cleared a Hard/Hard game. Apparently there are 10 levels of extreme play and from the main menu Extreme 1 will be replaced (no longer available) with Extreme 2 and so on until you reach Extreme 10. [02] In Extreme Mode, the monsters are not only stronger but their behavior changes drastically. If a dog bites your leg, he can chew you to death unless you struggle free by wiggling the D-pad with a lot of vigor. A purple line will appear under your green stamina bar, and it is VERY long in extreme mode. This purple line is the get-up meter. If you play for speed it is nearly unacceptable to ever be knocked down, and the monsters will generally kill you before you get up. [03] Heather begins with much less maximum health than in hard. She also begins with much less maximum stamina. There are not numbers attached to the life meter, but it is roughly half what you have in a normal game. There does not seem to be much distinction between how much health Heather has in Extreme 1 and 2 (I am only at Extreme 3 now). This makes an enormous difference in how hard and how fast Heather can hit with melee weapons. [04] You'll have to make a distinction between Speed Extreme play and Kill Extreme play. You just can't have both in Extreme Mode. In fact, they should have named Extreme mode as "Metal Gear Mode" because the gameplay is so different from when you played on Normal that it is almost a different game. If alerted, the monsters are nigh impossible to avoid with your diminished stamina; therefore, you must choose to sneak past the monsters quickly or to kill them from a safe distance with the pistol (which takes a long time). If you are a fiend, you can master the block feature, but it still takes forever to drop these monsters. ---------------------------------- PREREQUISITES FOR PLAYING EXTREME: ---------------------------------- [00] DONT LET ME SPOIL THE GAME It is essential that you not read this FAQ until you have played through at least TWICE. The first time you hopefully enjoyed and were scared by the noise effect, the scary ambient sounds, and the lack of items. The second time you hopefully went for the revenge ending on at least normal mode and got lots of experience killing tons of monsters. You will not get to do any of these things in Extreme Mode. I am leaving out big plot spoilers anyway. [01] BULLET ADJUSTER Take advantage of the bullet adjuster trick. If you have only cleared the game once, you can reload your "Alessa's Room" file and beat the God again to earn another system-file clear-point. This means that the system file will believe that you have beat the game five times, when in fact, you may have only beaten it once. This will earn you the ability to find 50 bullets from one box in a place where you used to find 20 bullets in two boxes. There is no ranking penalty for using the adjuster. [02] NO BONUS WEAPONS Forget about using the bonus weapons. You will have to pick them up or forfeit five stars for not collecting them, but you can't use these weapons. Mainly, you just don't need to. You won't even load the empty pistol in your hand until you get to the split worm, then you won't need any more than the x5 SMG clips that you normally find in the hospital. If that. All the bonus weapons have a LONG draw time and will guarantee that an extreme monster will have all the time in the world to locate you and chew you to death. [03] Accept the BEEF JERKY. It is now essential for dealing with the slurpers that crawl through and crowd the hospital hallways. At first I was using it on the dogs, but they are just as easily run from, so I highly suggest collecting all jerky but saving until the hospital. [04] BE QUIET Forget about the FLASHLIGHT, the radio, and the background music. I hope you enjoyed them all the first time you played, but they now will either get you instantly killed or disguise sounds that you need to listen for. The radio need to be turned off as soon as you get it. The radio never turns back on. The flashlight is a necessary evil. You have to have the light in order to pick up items (like the bleach), but it frustratingly turns back on in weird places to ensure that you get killed (like when you step out of the Lakeside Motel). If you are playing in one of the t-shirts, you can't see the light on your vest anymore... so you may want to consider playing in Heather's default costume. Personally I like the GangsterGirl skin because it is low contrast and you will be playing mostly in the dark for the whole run (easier on your eyes). [05] You need a lot of FREE TIME. While it is true that Konami will stop the clock while you are paused (unlike Resident Evil), it is best to refrain from interruption while you are playing so that you stay in the groove. It is nearly impossible to dodge a hallway full of nurses if you are coming back from seeing a movie. Try hard to run all the way through at once. [06] You know all the answers to the HARD PUZZLE Mode. The main reason to combine Hard Puzzle with Extreme Action is that it REALLY saves you a lot of time. The four hardest puzzles (Shakespeare, Eat You Poem, Cremated Puzzle, and Tarot Door) have answers that do not change on Hard Puzzle mode. On Normal Puzzle mode you must waste time figuring out the randomized four digit answers. I did not figure out these puzzles myself. I got the info from Rombie's FAQ, so if you need these answers... read his FAQ and write them on a note card to keep near the screen (preferably facing you). [07] SAVING Go ahead and save a lot if you are starting extreme. You'll have to do all this ten times to really finish. Try not to save until after the missionary: you had good practice getting that far when you did the UFO ending, right? I may not ever say to save, but feel free to save at every sigil you come across if you have to. Eventually you (and I) will finish this thing in 2 hours with no saves. [08] WEB LITERATE You ought to know the real names of these monsters from either the official website, or somebody else's FAQ. Please also forgive me for referring to these things as what they do (e.g.: hopper = numb body). Its less to write and interferes less with my inner-monologue. ---------------------------------------- GAMEPLAY, HAND-POSITIONING, + INTERFACE: ---------------------------------------- [00] Set the MUSIC VOLUME down to no lower than 2 bars. If you so desire, you can set it higher, but it will interfere with your ability to respond to sound-effect cues to do things. You do not need to waste extreme mode play time to do this. Load an old normal file and make the change... it will save to your system file and you won't have to do it again later. If you turn it all the way down, you won't hear the cinema-dialogue at all, which will disguise your cue to thump start and skip through cinemas that begin in darkness with only dialogue. [01] BLOOD COLOR I highly recommend that you change the blood color from anything but black or red. There are lots of black and red floors and it will sometimes be hard to tell if something is dead in the darkness. The purple or GREEN are really great. You can see your shots when they cause damage in the dark easier, and you can really tell when something is dead if you set the blood volume to "MUCH." Yeah, you can listen for a death cry, but sometimes you'll pile up three or four dead things and you need to make sure that they are deflated before you release the caution button and run for it. This is especially true of slurpers, who will play possum til you leave the room, but be in motion when you get back! [02] SEE-SAW THUMB ACTION Your right thumb needs to be positioned like a lever over the square and x buttons. Don't change the controls to "reverse." You need to have improved and constant control over whether Heather is running or opening a door. If you have it on reverse then you will need to hit both buttons at once to open a door after running to it... which is not as easy as seesawing your thumb from run to open. On extreme you must run continuously, and you will die if you smack into a door instead of opening it (dogs will get you). The trick is that you make the seesaw action happen right before a door... so that you stop running a split second before you collide and instead choose open... you will be pressing up on the D-pad throughout the process to engage the helpful door vacuum effect which will sometimes pull you over a monster blocking a door. [03] DO NOT KILL anything until you get to the subway train. The larger variety of Numb Bodies (hoppers) are ridiculously quick at lunging and are preferably killed from the shadows rather than run past; therefore, keep your middle finger off the R2 button. [04] Be prepared to see more LOAD TIME than room. Many rooms can be crossed faster than the next room will load. You will be staring at a black screen and waiting for more than half of your time (not game play time). This can get kind of boring. Try to stay frosty and think about the room ahead during these load times. You may want to throw on some relaxing ambient music in the background so that you don't bounce your controller off the floor as you die trying to do this the first few times. [05] The monsters are IN MOTION. They are not static until you activate them. If you know their circuit, you can wait until the best time to sneak past them. If you don't like some of my ideas about when to run for it, perhaps you can adjust to your own liking and use some time to save some health. Monsters can see your stamina bar, if it is low they will not let go of their "missile lock." So... [06] DOORS REFILL YOUR STAMINA. If you are willing to waste your real time for an increase in game clock time, you can use a door in a long hall to refill your stamina and run the rest of the hall faster. You will also gain better ability to dodge monsters. MASTER THE QUICKSPIN. Pressing L1+R1 will cause an instant reversal of Heather's position. If you are fast with it, you can be in and out a room before you see anything (perhaps you'll hear something in the room) and you'll be back in the hall with full stamina instants later. [07] AMPOULES Yes, we collect ampoules. No, you aren't saving them for bosses. The extreme bosses cheat if you use super stamina. You only need super stamina for the running parts of the street (x3), the borley haunted mansion red-heat run, and for healing up AFTER the carousel fight. okay, here we go... ---------------------------- THE MALL - STARTING EXTREME: ---------------------------- [00] You thump start to skip Happy Burger and Douglas cinemas. You start with a glowing red halo (ignore it), thump select to bring up options and hit R1 to access hidden options. Set bullet adjust to x5 and life meter to on. Equip a shirt if you must (I like the GangsterGirl for low contrast), but be sure to set the cursor back on Heather's pendant because all useable key items will appear to the RIGHT of it. Do not equip a weapon... the game will put an empty gun in your hand during one of the cinemas and you won't fire it until the split worm. Run forward to the window and seesaw (see hand positioning) out. Turn Heather left and run to the INFINITE SMG. Pick it up. Thump x to confirm receipt of the weapon. Quickspin and run straight down the alley. Spin slightly right and seesaw to get sucked through the door. [01] Run to the far end of this hall and seesaw through the double doors. Spin left and run to the open shutter. Angle slightly left and seesaw into the shutter. Thump start to skip cinema. Thankfully you don't have to see the bullets on the bench to pick them up... run a bit forward... pick up, confirm, quickspin and angle right and around the counter out. Do not open the near double doors, spin right and run into a camera angle change, quickspin and grab the MAP, spin right and open the stair doors. [02] You shouldn't smack the walls on the stairs if you turn wide and early. On the second floor there is a little hopper (Numb Body). Spin left and run straight down the left side of the hall (no faking out is necessary yet). [03] Run straight from the balcony door and angle right at the camera angle change to seesaw into the bakery. Spin left and grab the TONGS. Quickspin. Run forward with an arc to grab the FLAMETHROWER. Spin right and leave the bakery at a run. [04] Spin right and go back into the back hall. Dodge the hopper on the left again (he's on the other side of the hall where you left him). Around the big bend and after a small period of no doors is a door to the left... as you stop running you'll notice Heather looks down at the door handle to indicate she can open it. Open and squeeze L2 for hood-ornament view. Walk normally forward and grab the JERKY off the barrel. Quickspin and run out the room. The dog will not be alerted if you walk calmly toward the jerky. [05] Run to the end of the hall and grab the BEAM SABER. Quickspin and run. Open the door on Heather's left that she looks down at. Run into the room and angle toward the shelves. Confirm fast and hear two tones faster than you can read the text. Quickspin. Run. Thump select after squaring your toes with the pallet. Use Tongs to the Right of Heather's Locket. Skip cinema with Start. [06] In addition to the first hopper, there are three new ones to ambush you. Squeeze L2 and run forward and right. Past the first ambusher, angle left and dodge the second. Run straight past number two, three, and finally four. Don't forget to turn right at the corner and go back to the balcony. [07] On the balcony, spin out from around the near corner and go the other way from the bakery. You'll be sprinting past the Shuffler (Closer?) and seesawing into the Bookstore without a smack. Shufflers are always really easy to run past and this time you have a lot of room. [08] BOOKSTORE: Sprint straight through the bookstore to the counter and swerve around it. Score bullets. Quickspin. Confirm at the door. Input the unchanging Hard Puzzle Mode answer (see McGregor's FAQ). ______________ [09] Thump start to skip Claudia's cinema. Run forward and take the second turn into the elevator. Test door and panel. Wait. When the letterbox happens, thump start and skip a brief cinema. Pick up the RADIO. Immediately press select, set the cursor on the radio, turn the radio off, then set the cursor back on the lucky charm. Select the beef jerky in supplies and "equip" it. Step into the hellevator and thump start to skip Valtiel's cinema. [10] DOG AMBUSH: This is one of the worst spots in the game. You come off the helevator in the middle of a spotlight with two dogs walking their circuit, but toward you. If you move slowly out to the hall, you are going to die. You can try to use the left analog stick to set down some jerky in the spotlight, then back into the shadowy corner... but only one dog will be distracted. If you wait a few seconds, the dogs will move a short distance down the hall on their pre-planned circuit. This is when I run for it. I always get hit by one of the jumping dogs, but its preferable to being chewed on by both and instantly dying. You spin right, and angle right with a run from the helevator. Sprint around one corner and enter the door at the end of the hall (in darkness - no spotlights). [11] Pick up health drinks from the shelf inside this room, run to the desk to collect the ampoule. Quickspin and angle left with a run toward the door and seesaw out of here. Back in the hall spin/arc/run to Heather's left and pass on the right the dog chewing the meatbag in the darkest part of the hall yet. Notice he doesn't come after you. [12] Out in this room you are safe for a moment because you are in darkness, but a shuffler is coming toward you on his route. As you sprint toward him, you will be entering a spotlight and alerting him to your presence. Take this corner fast. Down at the middle of the hall is another spotlight and another shuffler. Swerve a little to Heather's right (Shufflers always stab with their right hand- to your left) and duck the corner right at the end of the hall. Seesaw into the door that Heather looks at right before the set-in double doors for the bathroom. The flashlight is stuck between the two cardboard boxes, and you really can't see it very well. Click circle to turn it off immediately. Spin left and confirm through two tones for bullets. Don't read the text. Quickspin and angle right with run then seesaw out of this room. [13] BLEACH: Back in the hall spin hard left and jog around the corner then seesaw into the bathroom. Run in and stop/spin left at the bleach. Toggle the light ON with circle, confirm through a tone for the BLEACH. Toggle the light back OFF. Spin left and run/seesaw out of the bathroom. [14] Spin left. Run down the empty dark hall to the busted shutter. Enter a short yet wide room with a shuffler and a dog. Run forward out and swerve to the shuffler's left (your right) and hopefully the dog will get snagged on the other side of the shuffler. Pass the yellowish double doors and go opposite for the half-open shutter. Toggle the light back ON to pick-up and confirm by tone for the BULLETPROOF VEST and the COAT HANGER. Turn the light back OFF with circle before you leave. [15] As you come back out, the dog may be gone if he collided hard with the shuffler (I think its a glitch). Spin right and run/angle right and seesaw back through the busted shutter. In the L-shaped phone back hallway, the two shufflers have reset and are at the start of their orbit walking away from you. You will not alert them by sound... but when you cross into the spotlight, they see you with eyes in the back of their head and turn around. Don't worry. Pass at a run on your right (their left). Turn right and run then angle right to pull through tannish double doors. [16] BOUTIQUE: Square your toes with the table and thump select to use the hanger. You have to begin climbing up, but when the cinema starts, thump start again to skip this little one. Begin facing a gurney. Run past with a curve to the left. Turn left hard at the up escalators. Take the one on Heather's right. You won't see this next shuffler ever. Spin right and hit the first greenish double doors. Run forward and arc out to avoid the table in the middle of the room. Circle back in to be square toed with the dog barbeque. Thump x to confirm through some text and a tone for the COOKED KEY. Quickspin. Run arcing left to duck into the near side of the bar and confirm through two tones for two health drinks. Quickspin, run with a wide arc around the bar and the table, seesaw out. Spin left and run down the other side of the escalator (Heather's right again). [17] HOPPER AMBUSH: You may not want to do this. If so, get to the back hall through the walnut room and forfeit only one box of bullets. Hit the doors before the static TV. Run fearlessly straight in to this room. Angle right slightly. At the camera change, toggle your light ON and confirm through a tone for bullets on the counter. You'll get hit in the back by one of the four hoppers in this room probably, but they are all now behind the hopper that hit you and won't come forward. You lose about 20% of your health from this hit if you take it. Quickspin and run forward angling right, then seesaw into a door that needs a double confirm to unlock and then open. [18] BACK HALL: Turn your light OFF. You'll barely see whats going on, but trust me. Run around the dark corner to your right. You'll see the faint highlight on the shuffler. Run straight along the edge of the hall on Heather's right. With the light OFF, this shuffler is real dumb and launches his hit from the middle of the hall and it will totally miss you. Know that you need to turn to Heather's left in the darkness past the shuffler. The door you need to go into has a light above it. Enter the room, square up to the case, confirm through the tone for a walnut and spin and run back out. The shuffler should still be in the dark corner of the hall where he launched his slow stab hit at you. Use his highlight to negotiate the turn in the hall without smacking up against a wall. Turn right a step after hitting the straightaway, take two/three steps and open a door that you can't see. [19] KITCHEN/BALCONY: Confirm through two tones for two health drinks. Grab the pipe (you will not be using the three pipes. Ever.). Hit the double doors. During the longer-than-usual blackout load time, try to remember that something bad is about to happen. You are dropped in sight of a spinner and a dog near a ledge. You can die instantly here by running madly forward and getting hit/pushed off the ledge. Spin carefully right and run forward... its okay if you hit/smack the column because the dog will waste time howling. Run past and open the first tannish door with a handle. [20] BAKERY: Run under the sculpted doorway and toggle the light ON. Spin right and grab the DETERGENT. Toggle the light back OFF. Quickspin. Run. Seesaw through the door. [21] Go long on this hall and stop short of smacking the fan switch. Thump confirm twice but not three times. Spin left. Open door. Spin left, thump select, combine bleach and detergent and use. Thump start to skip cinema. Spin left. Confirm twice. Spin left. Open door. Don't run... you'll hit the can. Hit run+R1 to strafe a bit, then run. Take two corners and a long stretch of hall with no doors. [22] TWO SETS OF TAN + BLUE DOORS: Take the first tan door on the way next to a blue door. You enter in a red glow. Run forward, angle left, confirm twice through two tones (for bullets... I think) then quickspin and run up and confirm for jerky. Spin right and run then seesaw out of the room. More load time than room again. Spin right out in the hall. Run. Take the next right. Take the tan door next to the blue door again. You will enter a nasty pitch black room with a shuffler in the middle. You won't see anything. Run along the wall to Heather's right, jog to the left, then frantically seesaw for a door you will never see. [23] EVIL BALCONIES + SPORTSHOP: The spinners are already in orbit toward you. Spin right and run long and pass two doors you can't open. Duck in for the center walkway, and be advised that a dog in orbit will only just be passing the sport shop door you need. Plow into his butt and push him out of your way. Seesaw into the shop. Keep your light OFF! Square up to the vise which is to Heather's right from the door... select, walnut, use. Confirm tones. Quickspin and angle left with run. Seesaw out of the room. Out on the balcony, the pushed dog is mad... but facing the wrong way. Run along the wall to Heather's right and thump madly to double confirm through a door you unlock. Now you are back at the first balcony area and you want to calmly spin right and run forward, swerving deep toward the wall in the wide area. Look for blue/brown doors immediately adjacent to double skin panels. [24] HOPPER KITCHEN AMBUSH: Run fearlessly forward in this room and angle to Heather's left. You'll be sliding past two hoppers who can't quite get missile lock on you in the dark. Circle the bar corner and slide along the edge of it to Heather's left... you should pass by the hopper behind the bar and wind up behind him (with him blocking the door). If you are good at getting the instantaneous seesaw vacuum then you will pull right over the top of this hopper and be free of this room without a hit. If the hopper knocks you down, then restart the game. You should only be about 10 minutes into gameplay time anyway. [25] BACK HALL TAKE THREE: Run forward and hang a left. Slide through the dark corner with the Shuffler again. Hit the door in the light. Run forward from door to door in the gallery. Spin right. Run past two TVs. Run up the right escalator because that shuffler is at the top of the one to the left. Swerve right toward the barbequed dog door and avoid seeing this shuffler ever. Stop at the crescent door. Do not read it. Thump select, moonstone, use. You are safe for a moment in an enemy-free balcony area, but be careful not to madly rush the edge and fall. You must climb down the first part of the stairs, but a cinema takes over. Skip it with start. [26] SPLIT WORM: You start with your light ON and an empty pistol in your hand. Keep your light on and squeeze L2+aim+fire+down. Heather will load the pistol and begin firing as you walk away from the worm. You need the light ON so that auto-aim actually works. You need to do this in under two minutes for a gold rank, but its only two stars, so don't beat yourself up if you err on the side of caution. The split worm will kill you instantly if you stop in front of him later. Vest or no vest. You just die. Keep the vest OFF. Don't try to learn new fingering to make square+strafe work yet... you'll mess up. Run, quickturn, spin and re-angle to always be 30 degrees to the side of the split worm at half-room or farther. You'll get three shots into his mouth if you are really having a good day. He gets really fast after about six shots to the mouth. You'll probably only pop him twice at a time there at the end. Unfortunately... you can't skip his death cinema. You can skip the cinema as soon as you see the fountain. Circle the fountain and pass through the half-shutter. [27] HAPPY BURGER: Its down at the end on the right. Merken would skip this, I'm sure... but I need that jerky for the hospital, so I clean out two confirm tones from past the save sigil and collect jerky from the back stool. Hit the glass doors and skip a cinema with Douglas. You have spent no more than fifteen minutes to get here. --------------- SUBWAY + TRAIN: --------------- [01] SUICIDE PUSHER'S BONUS FIRST AID KIT: Begin running. Take a right. Hit a little door. Curve deep into this next large room and swerve out to Heather's right to hit the NEWSPAPER on top of the phone booths. You need this. Quickspin. Run and angle right into the turnstiles and duck around their corner to grab the MAP. (You will not ever look at this map.) Quickspin and go down the closest stairs to the Heather's right. From down here, you go forward and left... squeezing L2 and left sticking up to see the Bergen Street 3 sign, but NOT that map you picked up. Down those stairs you'll see a TABLOID on the landing. Confirm through its text quickly. VERY IMPORTANT: You must go OUT to the yellow grated guard and WALK along the track. If you duck in by the benches, you launch the suicide pusher cinema, but will not get a first aid kit. At breathing, thump start and skip cinema. Quickspin. Confirm up the guard rail as train whistle blows. Run forward to the bench and receive FIRST AID KIT. [02] Back up two flight of stairs. Run forward and turn right at the red glow. Its a save sigil, but run past it and enter a little grey door past it. In the larger room, cross to the left side of the room between the poles. Turn left and left again to go down an open blue gate. [03] FAKE OUT MANY DOGS: I can't tell how many dogs are in here. In darkness it is hard to tell if I'm just seeing the same dog again. These dogs cheat. They immediately howl to indicate that they are programmed to know you are coming. They are not near you. Spin/Angle right and run, but kinda swerve right at the camera change or you will hit a grey beam (and die from dog chewing). Cross the room across the metal planks: the sound of your footsteps will change. Angle right and go down the first stairs. There will probably be a dog with you on the stairs all the way down, but the game will reset him farther from you on the way back up (use this to your advantage). Downstairs run forward a step or two, then stop and spin with L2 to see the NUTCRACKER. Jog up, confirm through a tone, Quickspin and use L2 again to see your turn for the stairs (Heather's left). Back up in dog hall the dogs have moved. You shouldn't really see them again, but they are behind you. Move across the metal step sound area and go down the stairs. Toggle light on and spin with L2 to see a health drink. Confirm with tones. Quickspin. Run up stairs. Circle out wide to Heather's left, but come back in to the UP staircase. [04] NUTCRACKER + SHOTGUN: At the top of the stairs run down the long skinny part of the hall and spin left to the chain. Select. Nutcracker. Use. Confirm. Run. Down you go. Darkness. Forward and to Heather's Left is a shadowed subway car. Toggle light ON. Enter car. Spin right. Confirm receipt of two shotgun shells. Spin left. Run. Angle right and confirm receipt of shotgun with text. Toggle light OFF. Run out of car and toward bench. Its okay to run past these insane cancers if you started from the benches, otherwise you would need to walk. Run around where you came down from (do not go up) and go down the stairs. Run forward. See clutter with L2. Turn right. Run to second right turn. Go down. Run to end of platform and jump onto rail. Run toward red door. Square firmly against red door before trying it. Notice that Heather looks at dogs who are not activated to leap before she tries the door. Immediately quickturn and run after confirming the locked door. You'll run to far side of track, but circle back after third jumping dog to the yellow guard grating and confirm. Thump start to skip the cinema. Run forward. Unlock, Confirm door. Run forward... possibly pushing against the side of a jumping dog (There are two dogs. You can push them in the butt with your shoulder while they are jumping and you are running). DO NOT RUN TOO FAR. You must angle right and go up these stairs. Continue running forward. Landing. Stairs. Down. At next platform toggle light ON and spin right to confirm receipt of health drink. Spin left and run angling left. Enter subway train. Thump start to skip cinema. [05] TRAIN: This is simple. Run Forward. If there are little hoppers, then run past them. If its a big hopper, then shoot it from the darkness (if available). Hoppers CANNOT get missile lock if you are standing in the darkness. Be careful about standing under a light. The hoppers do not have ears and they can't hear where you are running. The range of your shots determines their strength, and yes... one point blank shell will knock a big hopper over, but don't try it. Waste three shells from a safe distance to kill big hoppers. Don't try to run over a stumbled big hopper... squeeze L2 and watch for the little hopper to successfully walk through a deflated corpse, then run past him in the dark. The little hoppers can lunge over a dead body that you can't run over or push out of your way. Wait until the lit car where Heather glances down and left. She's looking at shells you can pick up with the light OFF. In the very next car you must turn your light ON and spin right, to confirm through TWO tones for bullets you will never see. In extreme mode, ONLY these three items are available on the train. At the Insane Cancer ask yourself if you feel lucky. If you feel lucky then drop him with two close blasts and then WALK forward and left pushing him out of your way. He won't slide all the way out of your way, but just enough that as he stands up... you can slide past a little more and use the seesaw vacuum to pull over his swinging arm and get sucked through the door right before he hits you. If you do not feel lucky, then spend six shells and multiple kicks to deflate this one. Its one car past him, a long blackout, then skip a cinema. [06] UNKNOWN STATION + HURTING VEINY HALLWAYS: Turn your light ON. Spin left and run. Spin right. Seesaw the door. The hall looks normal at first, but don't stop running. Light on. Once you can see the red door at the end of the hall, toggle the light OFF while you are running. YOU WILL LOSE 70% OF YOUR HEALTH. Thats right. This hall really hurts now. In the next room you are in total darkness and there are three spinners walking toward you. In darkness, navigate by their dim keylight and angle right, left, right between them. After the third toggle your light ON, and spin RIGHT for a blue door. Inside this door use some stuff to put your health back up. Switch the light back OFF! Run forward and angle RIGHT for a door near a little hopper coming at you. Run forward past the T intersection. Quickspin and L2. Three hoppers should come on their route out of the turn you need and walk down the hall. Go where they were. Hit a door in darkness. The next room is pitch black. Toggle light ON. Grab the MAUL, and the MAP from Heather's left. Quickspin. Grab the FIRST AID KIT from the shelves (hard to see). Spin left and leave. [07] BIG HOPPER SHADOW KILLS: This hall should have a big hopper coming at you. Squeeze L2. Do not release L2. Walk forward only so much that you can remain in shadow to thwart the hopper's missile-lock. You will need four shells to kill this big hopper from a safe distance. The hall is not wide enough to dodge his lunge. Don't try. You can run past the little hopper if you see a way with L2. Go to the end of the hall and turn right... you want to go to the end of this hall and get the shotgun shells off the barrel (toggle light ON/OFF) before you go for the WINE BOTTLE hallway because more hoppers populate the big room after you get the bottle. Come back from the barrels and the handrail thing, spin left, run to the lit blue door, run forward, toggle the light ON and confirm through two tones for stuff (I never see what it is because I'm standing in front of it) then angle over to the wine rack and confirm receipt of the wine bottle. Quickspin. Run. AMBUSH! Another big hopper! You are standing in a spotlight! He instantly gets missile-lock and is going to hit you no matter what you do. Try to run past him so that he only hits you in the back, and allows you to continue running. Angle left with this run and take a turn to Heather's right. Seesaw a door. There's a long dark hall with two waddling spinners. Zig-zag through them before they launch and exit left to a blue door. Then a long lit up straight gray hall. After this is a totally empty hall that you go right and right in and leave from the end door. [08] KEROSENE + GENERATOR F HALL Pretend this hall is a letter F. You can turn right twice, but pretend the door at the top isn't there. You aren't going in there. There are angry monsters and no items. From the start run forward, but not out of the shadows. Aim. L2. Blast the big hopper often until you hear his death cry. Repeat with the second big hopper. Take the second right and toggle the light on in this room with the KEROSENE. Square up. Select. Wine Bottle. Use. Confirm/Tone. Quickspin. L2 and see health drinks. Confirm receipt. Spin left. Toggle light OFF. Exit. Back out in the F Hall... WALK, do not RUN out to the end of your hall and watch a parade of three little hoppers walk past. Wait. Then run out and curve wide left, putting yourself into the next hall to your left. You didn't alert the hoppers. In the GENERATOR room running forward should put you up the stairs. Square your toes up to the hole, select, wine bottle, use, confirm. Slide with R1 to the switch and confirm Yes, then start/skip the cinema. Quickspin. Run and angle right to get down the stairs. Around the rail. If its still light OFF, then you have to confirm through some text. If you toggle the light ON, then you can get down the stairs faster. [09] HAIR DRYER Spin left in darkness toward a ramp. Up into a room. Spin right. Toggle light on. Spin left. Run up stairs. Spin left. Hit door. There's another long empty hall forward. Door. You'll be in a water channel room. Immediately press confirm and leap into the water. Run down the middle of the water channel splashing and making a lot of noise. The hoppers patrolling this area have no ears. You are going right first and then through a door and up some stairs. Running. In the compactor room, toggle the light back ON. Step to the room's middle and confirm receipt of the dryer. Quickspin and grab an AMPOULE from the far shelf. Quickspin and angle/run left out of this room. Jump into the water. Do not fear the patrolling Hopper in front of you. He can't see you. Wait til he is halfway across the wood plank to your right before you climb the step and enter the door in front of you. [10] CONTROL ROOM + BONUS PIPES Toggle your light ON briefly in the control room to collect a health drink on the desk. Thats all. Heather will look at a bunch of memos, but none of them save to your memo file, so don't mess with them. Leave through the door that used to say "Keep Out." Use the dryer. Thump start to skip the cinema. Run Forward. Opposite the tentacle, confirm your wish to drop the pipe. You can press start to skip through the vocals on water goddess. Just be honest. Get 3 pipes. I believe the two pipes are worth a gold star each for "bonus weapon collected ranking" because it is five stars total, and I know the heather/sexy beam do not count toward bonus weapon collection (because you start with them). If you skip the vocals, this should only take a few seconds. [11] SPINNER WATER CHANNEL: There are a few hallways beyond the Hair Dryer scene, but the important bit of business is one last hopper hallway. In this hall do not get confused and run deep into the hall and go right. That door is locked. This time you exit far left past the middle spotlight. There's a forked Hall, go straight... the left path is blocked anyway. There may be some gray stair hallways, go forward. At the room with the water channel, jump into the water. The spinners don't really hear you this time. Run left then turn right. These spinners have a crappy orbit. If you don't run toward your exit hall, then a spinner will go in before you and you'll take a hit sliding past him. If you do run, it will sound like he noticed you and is chasing you. Relax. Its just his route. He doesn't see you. There is one more stair, then outside to a rail set of stairs and up to a ladder. You come up outside the Office Building. Run quickly around the corners, at the red glow quickturn and hit double doors into the building. [13] OFFICE BUILDING + SILENCER: Inside toggle your light on. Run forward. Head spins. You spin left. Confirm two tones for health drinks. Leave light on. Resume. Hit the stairs and go all the way up. In the first hall stay away from that enticing bathroom. No need for scary music today. First thing in here, run forward, grab bullets, then health drink on far side of mattress, then quickturn and advance toward wall. On normal and easy mode, you have enough maximum stamina to hit this wall and break it from anywhere. Now in extreme mode... you need to be at full stamina and a step back from the wall so that the spiked ball part of the maul connects perfectly in order to break it. If you are standing right on the wall, then the handle connects, you get a lousy hit, and the wall won't break. Collect the SILENCER. Yay! You really need this in Extreme. Quickspin. Confirm your wish to drop the mattress. Run to the edge and you should just jump in without having to confirm. Your light is still ON. In the next room spin left and run toward the patched window. Toggle your light OFF then hit the window. Outside on the railing are spinners who don't see you even though you begin in the light. Spin calmly left and then run along the plank and turn left. Seesaw into the window. This little brown room has nothing. Snake to next door. [14] INSANE CANCERS CAN'T DANCE These office halls look purple in darkness. Run to the far end of the hall and thump the whitish door to enter the mannequin room. Don't look at soon-to-be-headless girl. Toggle light ON. Run around to confirm tones for bullet pickup. Exit. Light OFF. Take the door on your side of the hallway red light. In the next semi-H shaped room, run forward into another door with a light above it (use L2 if you don't see it) for the back hall of Monica's Dance Studio. Arguably, you could go upstairs and get the screwdriver + jack first, but I've become superstitious about that ampoule being there when I get back so I do this hall first (which only wastes 10 seconds anyway). Hit the door opposite you to enter the office. Run in and grab the MAP off the table. Spin left and leave. In the hall spin left, run to the end of the hall and angle left and pull through a door. There is a locker with a FIRST AID KIT and an AMPOULE. Confirm two tones. Go back down the hall and angle left for the door back to the elevator room. Squeeze L2. You are down by the bathrooms, and those are at the opposite end of the big room from the staircase door with a red light above it. There are two dogs. They are going to jump as you run past. Be cool. They won't be here when you come back. [15] AUTO-PARTS with JACK and SCREWDRIVER Take the stairs smooth, wide, and running to the 5th floor. The elevator room is clear. The door you want is toward the bathrooms then turn left. Use L2 to see the correct KMG door which is near the Art Gallery door. Do the Art Gallery first. Run forward dodging the couches, and thump on the whitish door in darkness. Forward and turn down the bent hall, its the hard-to-see door in the corner. This room is pitch black. Toggle the light ON. Confirm receipt of Katana. Quickturn. Exit. Run to other end of hall, not the blood swiped white door you came from, and grab the SCREWDRIVER off the box. Quickturn. Its a sharp circle (left) back to the door into the Gallery. Cross. Exit. Run across hall and seesaw into the KMG door. There is one U shaped hall now (the hell version has two L shaped halls). There are four little hoppers and they are spread out. Sneak toward one with the light off, then toggle light ON, and hold aim+fire+down to walk away while shooting each little hopper. The KMG Office is at the far end of the hall on Heather's left. In the Office toggle the light ON, grab the health drink from the desk, then grab the jack off the shelves and turn your light back OFF. Leave the office. Run straight across the hall to the |
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