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Log In Sign Up. Keep me logged in on this hazel street silent hill 3 free download Forgot your username or password? Don’t have an hazel street silent hill 3 free download Sign up for free! What do you need help on? Cancel X. Would you recommend this Guide? Yes Hazel street silent hill 3 free download Hide. Send Skip Hide.

Message Sent. All rights reserved. If you feel that this FAQ has helped you in any way and you wish to thank me, feel free to do so by appropriately rating it wherever possible. Thank you. Shakespeare Anthology Second Floor Patient Wing Keypad Dead Streeh Briefcase Crematorium Oven Door Tarot Card Door Split Worm Memory of Alessa The God Copy the code from the Table of Contents above for the section you would like to visit.

Konami is back with Silent Hill 3 as the conclusion to the story that started in It is atreet truly beautiful hazel street silent hill 3 free download stret game for its era, and while it might not reach the storytelling heights of Silent Hill 2, it surpasses it with disturbing horror and imagery that places this entry amongst the genre’s best.

I hope everyone enjoys it and that this FAQ proves helpful on your adventure and any subsequent runs thereafter. Everything you really need to know about ahzel game is contained within this document, including an extremely in-depth walkthrough that in received a heavy rewrite and re-organization to be more user-friendly and easy to navigate, along with more heavily-detailed puzzle solutions.

Beyond that, you’ll find a speed walkthrough, how to achieve all endings and acquire all unlockables, sttreet full item list, roster of memos, and even some extra content like nazel lyrics and a list of trivia or „cool and scary things“ to find in the game. You’ll even find a star ranking guide to help you achieve a perfect ranking, which was also hazel street silent hill 3 free download bolstered and re-written in the latest update to vownload rather in-depth. It’s a very hard thing to achieve 10 stars sulent Silent Hill 3, but with difficulty comes great reward and I suggest those with the skill and patience to go for it, using that guide as needed.

Beyond that, my philosophy while writing guides is to be as detailed as possible and provide all relevant information so the player is never confused жмите сюда hazel street silent hill 3 free download aspect. Therefore узнать больше find especially the walkthrough here hazel street silent hill 3 free download hazeo very detailed, as if I’m taking the journey with you.

I took that even further in my more recent rewrite to make things as clear and efficient as possible for all players to navigate through the game.

Be sure to use the Table of Contents and section codes to guide you through this FAQ, adobe creative suite 3 web premium download free download don’t forget to check out the unlockables на этой странице secrets section for anything you missed, gree with some notable references to Silent Hill 2, some great horror films, and even some striking similarities to its sequel, Silent Hill 1.

With the main goal of modernizing the walkthrough to allow for more precise navigation увидеть больше the user rather than endless paragraphs, I have done that while cleaning up the rest, downlaod was all originally written when I was a teenager.

This FAQ now uses helpful section codes, the walkthrough is a bit more streamlined and organized while puzzles go into much more depth. I’m now very happy to leave this FAQ as is, confident it’s in a much more user-friendly state. Added 10 star ranking section to the ranking section, added song lyrics, edited the whole walkthrough and the whole FAQ.

Final update. Added more memos in the memo section and aligned them the way they are in the game. Also added more credits and fixed some typos. The rest of the memos and other things including my personal review should be done soon, so keep your eyes open. Q: Why did Europe get it so much earlier than the rest?

A: Who knows. Perhaps because they got SH2 quite late. A: No, not this time. A: Yes, something exclusively for North America. Q: How many versions are there of Silent Hill 3? A: As rownload there are three. A: It is an absolute disaster, worse than SH2 HD, and I highly advise against playing it as your first experience as it may do permanent damage to your perception of an otherwise very well-built game.

Firstly the voices have all been replaced by new actors and while some are somewhat okay, their tones and performances do not fre within the scope of the game and endless nuances are completely gone. To make it worse, liberties have been taken with the dialogue including some entirely changed lines.

Eilent, the sound design is a complete mess with different sounds used at so many wrong places, some sounds missing entirely, wrong music playing at different times, ending abruptly or incorrectly looping, while the sound in general нажмите сюда comes off as very buggy and rushed. In a game where sound is so crucial to its atmosphere, this is absolutely unacceptable.

Beyond that, frame rate is stuttery and certain gameplay attributes are quite buggy, such as Heather’s movement. If you do play the HD Collection version, I implore you to understand that you are playing the absolute worst version of the game imaginable and streer any perceptions you may have about it may not apply at all to the original game. Otherwise, refer to below for a method leaps and bounds better to play this game in HD or higher stgeet with all original assets and design intact.

Q: What is silnet definitive way to play this game today? Its character models and environmental detail stand out even today. Therefore when hazel street silent hill 3 free download PC version is played in p or hilo it holds up insanely well. Haael truly is a beautiful game жмите сюда played this way and I could not recommend it enough.

If you’re thinking you want to avoid the hassle of getting the PC version or wondering if yill PC can even run it in HD, it does not require high performance at all as it’s an old game, and can easily be connected to a TV via HDMI and played with a modern controller via USB. It completely blew me away and Downloadd grateful it exists. But again, do whatever you can to play the PC version in HD It is a technical marvel even today. Q: About how long does hazel street silent hill 3 free download take to complete this game?

A: Probably about 6 hours your first time, ranging from hours for most people. It took me just shy of 6 hours my first time. A: Go up to whatever is mentioned and press X for Heather to provide a comment or to get a closer look.

In the hazel street silent hill 3 free download of your inventory, find the item mentioned and select the „Examine“ option. Q: Перейти can’t find a certain item, can you help me? A: 10 feature update 1903 microsoft free find all slient locations and where to use them in the Item List downloa, although all the information is just as well in the walkthrough.

Q: I can’t solve a certain puzzle, hilll you help me? A: Find that puzzle in the walkthrough for жмите heavily-detailed analysis of each solution. Refer to the table of contents for the puzzle section hazel street silent hill 3 free download, while the smaller mini-puzzle events are contained in the walkthrough as well. Q: Can you help hazel street silent hill 3 free download find the nearest save point?

A: Check the Save Point Locations section. Q: Dilent running a lot slower than I was before. Why is this? A: You must have the Bulletproof Vest equipped. While it provides additional protection, it comes at the cost of speed.

Q: What is this „Silent Hill 2 Reference“ thing in the walkthrough? A: If you have a completed SH2 save file on your memory card, you doownload experience four minor references to it at the locations specified.

Q: How do you unlock the Unlimited Submachine Gun? A: Beat the final boss with a melee weapon. You can use guns but the last hit has to be with hkll melee weapon. I recommend the Hazel street silent hill 3 free download. The final boss section in the walkthrough explains a helpful strategy. A: It’s called „Playing the Game“, a few sections before the walkthrough.

Q: I haven’t played any other SH game. Strreet I understand what’s going on? A: The first half of the game is fairly stand-alone, but the rest ties quickbooks desktop 2021 version lot into SH1 with certain characters and its general story so you’ll be a bit lost and a certain event halfway will lose all its emotional impact.

I would recommend playing SH1 first if you can but either way SH3 is a fantastic horror experience on its own. A: Its story is completely unrelated so not quite, but in SH3 you do revisit a familiar section of the town and one of its major gree, so eilent will hazel street silent hill 3 free download out on that feeling of familiarity.

Additionally you can experience four references to SH2 if you have a completed save file on your memory card, although only minor and just for fun. Q: How many endings are in this game? A: Only three. And the first time through you can only receive the Normal ending. Q: How do you unlock eilent Heather Beam? A: Kill a total of or more enemies посетить страницу источник your save file.

For Silent Hill 3 on the PlayStation 2, Hazel Street Subway Station Map by StarFighters Hazel Street Station is a subway station located beneath the Central Square Shopping Center and is the second location Heather Mason visits in Silent Hill 3. She does so in order to get back to her apartment, located on Bergen Street and accessible via subway. Unlike . Oct 29,  · Watch more Silent Hill 3! replace.me?list=PL5dr1EHvfwpMVkPAQ3aF91HHJsUweeEYn Halloween Horror Month Master Playlist: https://www.y.

Claudia Wolf Age: 30 Claudia is a very peculiar woman of bright, blonde hair, pale complexion and no eye brows, who chooses to walk around barefoot. Heather first meets her in a back mall hallway and questions what is happening with the monsters, to which Claudia replies it is the hand of God. Unbeknownst to Heather at this point, Claudia is the high priestess of the Order who is seeking out Heather, whom she explains before slipping away is the one who will lead „us“ to paradise with blood-stained hands.

Vincent Smith Age: Called Father Vincent by his followers, Vincent is a young priest with brown hair and glasses who serves in the Order alongside Claudia. However he makes his intentions clear that he is not on her side but rather wishes to help Heather. From their first meeting in the Hilltop Center, Heather understandably isn’t sure how much she can trust the man, who comes off as manipulative and often carries a suspicious smirk on his face as he tries to get under her skin.

But Heather may not have a choice but to trust him as her only inside source to help fight back against Claudia, making him a valuable albeit uncertain ally. Has normal-sized legs and a peculiar, twitching head with a large mouth on the front. Bears a strong resemblance to the Mandarin from Silent Hill 2.

Closers in the endgame’s Church take on a transformative, greenish appearance while becoming stronger and faster. Attacks: Most often Closers will thrust one of their large club-like arms forward at Heather, which inflicts a fair amount of damage but is very slow and telegraphed. Sometimes they may extend a sharp blade from the arm, doing even more damage. Additionally Closers may swing their arms around their body to hit Heather at close range, so be careful while circling and attacking them.

Strategy: Despite its lumbering size, the Closer is a truly pathetic fighter that moves at a slow enough speed to easily run by it or even dodge all its attacks at close range. Therefore the best strategy is to just ignore them, especially in higher numbers. But if you do wish to fight them, the Handgun is probably the most reasonable way to kill them from beyond their range, backing up while firing if they’re approaching you.

Usually they die when dropped with the Handgun, but otherwise may require a kick to finish off. The Shotgun is a bit slow but you can bait them into an attack or just run behind them and blast away. The SMG’s rapid fire works great too but there’s really not much ammo for it. If you are going to try a melee weapon, try the Katana or Steel Pipe and sidestep around them between hits to dodge their attacks.

Numb Body Appearance: A malformed, bipedal body with no arms, pale purple in colour with bloody veins all over and what looks like a large single eye on its head. Makes sounds similar to goats or lambs and comes in sizes small, medium and large. No fries with that. Attacks: Since they have no arms their only attack is a lunging headbutt. Try to avoid this by attacking from a distance or circling around them to attack from behind or the side. Strategy: These guys are fairly aggressive despite their most common small size and slower speed, but they generally don’t take more than a good melee weapon to kill.

Be wary of their lunging jump forward in attempt to bat you, and smack away with the Katana or Steel Pipe while sidestepping around them to make it difficult for them to hit you. They often come in groups, so consider using the Handgun to take them out more quickly and safely.

Even so, they can usually be lured out one by one where you can safely kill them away from their buddies. Always finish them off with a kick if still squirming when down. In the subway and underpass you’ll encounter large Numb Bodies. These creatures are even more aggressive and powerful, and evasive measures are even more important, but when properly positioned you can still take them down with the Steel Pipe.

If in a hurry or surrounded by several of them, the Shotgun can make quick work of them from close range and the Handgun works quite well although lacks the stopping power as these larger creatures power towards you. Double Head Appearance: A dog wrapped in bandages with its head split in half, perhaps like a roasted dead dog come to life.

Often howls for backup. Attacks: Most commonly they jump and bite at Heather, inflicting minimal damage. From the ground they will often grab a hold Heather’s leg and give it a solid chew, hurting her more. Stay away from their mouths and attack their sides or rear to avoid this, but mash the shoulder and directional buttons if caught. Strategy: Double Heads like to run around a lot and can be a pain to fight, which is why the Handgun is the most efficient way to deal with them, beyond simply running past which is always doable.

Then again they’re not too threatening and so saving your ammo by using the Steel Pipe or Katana is a good idea if you wish to kill them. Try to sidestep around them and avoid their mouths so they can’t bite you while fighting them. A helpful tool against them is using beef jerky to distract their attention, allowing you to run past or sneak up to attack them. The same goes for Double Heads already distracted by a piece of meat, a regular occurrence in the game.

Just run past them or beat them down with a surprise attack, and always finish them off with a kick. Note that Double Heads will often howl to call in nearby reinforcements, who howl back before arriving on the scene. Quickly kill them or leave the area before you get surrounded. Pendulum Appearance: Two half torsos and heads connected, with sharp blades on each head and larger blades extending from its body on both sides that it uses to walk. Most often found flying through the air while making very loud and distinctive screeches.

Attacks: Pendulums will charge forward to slice you with the blades on their spinning heads while in the air, or poke at your with their blade legs while hovering.

When found standing, Pendulums will slice you with their blade legs if approached. Suggested Weapon s : Submachine Gun, Shotgun. Strategy: The best strategy with Pendulums is always to simply run away since they’re such a nuisance to deal with, regularly come in multiples and are often out of reach.

If you must kill them, the Shotgun works well from close range, often dropping them in one blast. While they are mostly spinning through the air, sometimes they’re found walking on the ground.

Be sure to kill them before they fly unless you’re just running past them. The Submachine Gun also works well on them due to its rapid fire, but you’ll usually have to manually adjust your aim to hit them and there’s not much ammo available for the gun.

They will also lunge towards you once you first shoot them so keep up your fire to drop them before they reach you. The Handgun isn’t effective at all as these creatures deflect their bullets from the front. In general it’s highly recommended to ignore these enemies, especially on Hard. Insane Cancer Appearance: An incredibly obese and disgusting creature of bulbous proportion and cancerous flesh with open sores.

Its face appears to be crushed inward as if punched in. Always found initially lying down. Attacks: Mostly they will swing their arms to smack Heather, but can also charge her and tumble her over.

Due to lazily lying around, you may never witness an attack if you run past or blast them quickly, but be careful if they do stand since they can surprise you with their speed by running after you. Strategy: Insane Cancers are always found lying on the ground and in every instance can always simply be run past, even in tight corridors by pushing past as they stand.

Therefore you don’t need to fight a single one but if you wish to, the Shotgun is probably your best bet with its strong power. The Submachine Gun also handles them quite well, and for melee weapons the Stun Gun is surprisingly effective. As soon as they stand, get in a close shock and watch them fall down. Kick them continuously and repeat the process if they stand up again. Once an Insane Cancer is dead it will deflate, so always keep attacking until that happens, no matter how many kicks or bullets it takes.

Slurper Appearance: The general form of a human covered in leather-like flesh, with a large extended nose like an anteater and bulbous hands like boxing gloves.

Attacks: From a distance they will charge Heather to bowl her over, while up close they’ll grab a hold of her leg and chew her out. Wiggle the shoulder and directional buttons to escape more quickly. If you don’t stand up quickly enough when knocked over they may hover over and bite you. Suggested Weapon s : Handgun Silenced , Shotgun. Strategy: Slurpers are easily the most annoying enemies in Silent Hill 3 due to their speed and frequency in high numbers, made worse by roaming tight and dark hallways, waiting to lunge from around the corner and knock you down.

Slurpers are attracted to light and sound, so a helpful strategy is to turn off your Radio and Flashlight except when it helps you see them , and put the Silencer on the Handgun to prevent others from rushing to your position. When in closer range, the Shotgun works well with its power, but its slow speed can tie you up, making the Silenced Handgun more preferable. While Slurpers are already lying on the floor, the will also play dead after attacking a few times, ready to pounce on Heather if she approaches for a kick.

Don’t be fooled and keep firing from a distance until you hear it die or see blood pour out. Melee weapons are very ineffective on Slurpers due to their speed and low stance, so forget about them altogether. Also note that jerky can help distract and guide Slurpers, allowing you to run past or position them better for attacks. Nurse Appearance: A female nurse in a dirty white blouse and skirt uniform with a nurse cap and high heels, carrying a steel pipe or revolver. While similar to Silent Hill 2’s Nurses including their slumped posture, they have normal dark hair and faces, smeared with blood patches over their lipstick, and wear longer skirts.

They breathe loudly and let out screams when attacked. Location s : Brookhaven Hospital, Nightmare Hospital. Attacks: Nurses with pipes will swing normally or lunge forward, inflicting even more damage. Revolver nurses will shoot from moderate distances and inflict a lot of damage, while they can pistol-whip from up close. Nurses can also run and chase after you, closing a medium distance in a hurry to smack or shoot you. Strategy: Just as in Silent Hill 2, Nurses are dangerous and should be attacked from a safe distance with the Handgun back up while firing if close , while the Shotgun works great for crowd control or quick kills from up close.

The SMG works just as well if you have the ammo for it. All Nurses carry weapons and are quite strong, so using melee weapons is too risky and opens you to attacks. While most carry pipes, a few Nurses wield revolvers that will take a big chunk out of your health if you get hit.

Always keep an eye out for what they’re holding and immediately rush to take out revolver Nurses before the others to remove the biggest threat. Scraper Appearance: A humanoid wearing brown robes, red gloves and a threaded sack over its face.

It wields a blade in each hand and strongly resembles the Missionary boss but is much weaker. It also carries a slight resemblance to Pyramid Head from Silent Hill 2. Location s : Church. Attacks: Scrapers will slice you with their blades, inflicting moderate to heavy damage.

They are also sneaky creatures and will often spawn out of nowhere behind you or appear right around a corner, ready to attack an unsuspecting Heather. Strategy: While threatening in appearance and with their attacks, Scrapers are incredibly weak and usually drop in a single Shotgun blast, which is the best method to kill them.

The Submachine Gun does nicely despite limited ammo, and the regular Handgun’s bullets usually get deflected, but equipping the Silencer will cover the muzzle flash and prevent this. But due to Scrapers‘ lethal weapons and moderate movement, it’s best to use the Shotgun to drop them asap. As you can see, the Submachine Gun and Shotgun are the most effective weapons available. Refer to detailed descriptions of each below.

Since ammo is scarce, it’s important to master your melee arsenal. Note that unlike Silent Hill 2, how tightly you press X does not dictate your attack, but rather if you’re pressing or holding it. Refer to each weapon below for its specific attacks. Knife „It’s a switchblade for self-defense. Better with than without it against those monsters. Since it’s so small it can only be used at extremely close range, and it’s very weak so you’ll need to regularly avoid enemy attacks while fighting with it.

To do this, sidestep around enemies with L1 and R1 while attacking them. This can actually work fairly well on Numb Bodies, and somewhat on Double Heads but that’s about it. Honestly, if your only weapon choice is the Knife, it’s probably better just to run. To use the Knife, hold R2 and press X to deliver a regular swing, or hold X to perform a quick thrust attack. Don’t expect to kill many enemies with this pathetic weapon; you should be happy if you manage even a single kill with it.

This weapon is held by Heather from the start of the game, both in her nightmare and in the mall. Steel Pipe „A steel pipe, about 3 feet long. Not very powerful, but not hard to use. It is best used against Double Heads, Numb Bodies, and can even take down Closers as long as you stay on the move and circle around them.

Hold R2 and hit X to perform an overshoulder swing, or press it a few times for a series of swings. Hold X for a more powerful overhead downward swing and hold forward while holding X for a thrust attack. It should immediately become your primary weapon upon acquiring since the Knife is near useless and you’ll want to save Handgun ammo. Maul „Like a big round pointy hammer.

It’s super heavy, but at least it’s got some oomph. The Maul can be great on Closers as long as you avoid their slow attacks, but it’s generally too slow for smaller, faster enemies and will regularly bounce off walls in narrow corridors. Hold R2 and press X to swing it across, or hold X to perform a powerful overhead downward swing, although quite slow.

The Maul is found on the tipped over locker in the first actual room in the Underpass beside the map, on the upper level. Despite being found here, it’s not a great place to use it since there’s so many narrow hallways that it can collide with. Katana „This is a short katana, about 2 ft. Pretty powerful and easy to handle. It essentially makes every other melee weapon obsolete upon acquiring midway through the game and is very effective against most standard enemies and the final two bosses, although firearms are still safer for the bigger and faster enemies like Slurpers, Insane Cancers and so on.

Hold R2 and press X to do an overshoulder swing, or multiple presses for a series of swings. Hold X for a more powerful overhead downward slice, or hold forward while holding X to deliver a thrust. The Katana is a super important weapon you can pick up from the shelf in the Gallery of Fine Arts storage room in the northeast corridor of 5F inside the Hilltop Center.

Do not miss it. Stun Gun „High voltage to zap the bad guys. It has to touch ‚em, though, so it’s very short-range. A battery holds enough charge for just four shocks so use them wisely.

Hold R2 to raise the Stun Gun and press X to unleash the high-voltage current into a nearby enemy. Since it requires batteries, you must reload it when empty. Despite it technically shooting an electric projectile, this is considered a melee weapon due to its short range and it isn’t really a firearm either. The Stun Gun isn’t found until around halfway through the game where it is available in the open top drawer of Heather’s bedroom dresser in Daisy Villa Apartments. All behaving quite differently, hold R2 to ready and use X to fire.

Always reload in your inventory during combat, or use the new in-game reload function by equipping the right ammo and pressing R3, but only away from enemies. Handgun „Holds 10 rounds of ammunition. Small and not powerful, but easy to use. It’ll usually drop enemies in around bullets and can additionally be equipped with the Silencer to be hide the muzzle flash and dramatically reduce its volume, although it will also slightly weaken your bullets.

Hold R2 and press X to fire the Handgun, holding X to continuously fire bullets until your enemy drops. A very wise strategy is to back up while firing if an enemy is approaching you, or to sidestep while firing or even approach certain enemies to be in a good position to quickly kick when they drop. The Handgun is an unmissable weapon found very early in the game in a cutscene inside the women’s clothing store on the first floor of Central Square Shopping Center. Shotgun „Holds 6 rounds of ammunition.

It’s hard to handle, but has great range. Although it’s a little slow to use, it holds six shells and has a wide blast radius although narrower than SH2 with a lot of power, best used on bigger, tougher enemies.

Using the Shotgun is as simple as holding R2 and blasting with X. Be careful not to position yourself in a bad spot to get hit after your shot due to its slow handling speed, although most standard enemies may drop in a single shot. The Shotgun is found inside a gift box in the abandoned open subway car at the south of Platform 2 in Hazel Street Subway Station.

Submachine Gun „Holds 32 rounds of ammunition. Great for its continuous firing. Sadly, you won’t get much ammo at all for the thing, otherwise it might make the game a bit too easy. Therefore I’d recommend saving all its ammo for bosses where it’ll be most useful, but if you wish to use it wherever that’s fine too cause you’ll only get a few clips for it anyway. To use the SMG, hold R2 and X to continuously fire, or wisely use your ammo in shorter bursts to stay on top of it and not waste anything.

Use the left analog stick to aim up, down, left and right as needed. Because of this aim control you cannot walk while aiming.

Additionally you can equip the Silencer to attach it to the gun and be more discreet but at a small cost of power. The Submachine Gun is located by the elevator in the basement hallway of Brookhaven Hospital. Refer to the Unlockables and Secrets section for more details.

Bulletproof Vest „It’s heavy under a jacket, but it should protect against a monster’s attacks. Blocking attacks with the vest will prevent all damage entirely, except for heavy and unblockable attacks. The tradeoff however, is that the vest is heavy and will really slow Heather down, limiting her to a slow jog and removing the ability to strafe leaving sidestepping as the only side option.

So it’s more effective in tighter hallways during combat rather than when you expect to be moving around a lot. Either way, it’s entirely the call of the player to decide to use it since there are pros and cons. But it’ll likely be very helpful when engaging in melee combat, general close-quarters fighting, and even more effective when combined with blocking.

The Bulletproof Vest is found on the far clothing rack in the clothing store in the north 1F hall of the Nightmare Mall. Silencer „Put it on a handgun or submachine gun to muffle the blasts.

It seems to be a little weaker though. This will allow you to be more discreet in hallways with multiple enemies, or prevent the Missionary or Scrapers from blocking your bullets. To use the Silencer, equip it while using the Handgun or Submachine Gun and it’ll automatically attach. When you switch back and forth between these two guns, the Silencer will remain attached as long as it’s equipped. The Silencer is found on the fifth floor of the Construction Site, hidden in the newly-plastered wall across from the hole in the floor.

Use a melee weapon to break it open and grab it. Perfume „This stuff smells a little strange. Therefore it should normally never be used, but it can prove helpful when trying to kill lots of enemies, such as going for the Possessed ending where even damage helps as well or even a star ranking. Health Drink „It’s full of nutrition and should help me recover at least a little of my strength. It will recover a quarter of your health, good for healing smaller wounds of light blue or yellow status, or multiple drinks for heavier damage.

First-Aid Kit „This will help me patch up my wounds fairly well, I think. If lighter yellow, consider just using a Health Drink, but go ahead and combine the two for serious wounds in deep red or maybe use an Ampoule if critically injured. Ampoule „This is the stuff! It’ll wipe out all the pain and help recover my strength.

Therefore you shouldn’t use them if you can still take a bit more damage and only if your health status is a deep throbbing red. While you can reload in the inventory while hovering your equipped gun or the ammo itself, you can also equip the ammo and use R3 as a shortcut for an in-game reload, but be sure to do this away from enemies.

Handgun Bullets „Bullets for a handgun. You may even find additional packs in various places if low on ammo, so keep an eye out for them and also try to conserve your ammo and use melee weapons when it’s not totally necessary. Shotgun Shells „Ammunition for a shotgun. Each pack normally contains six shells which give a heavy punch with a wide range. If surrounded, consider using some shells for some quick crowd control.

Submachine Gun Bullets „Ammunition for a submachine gun. Therefore this weapon won’t be too helpful for you outside of small bursts, and you’ll find its 32 bullet capacity flies by quickly so prepare to reload or make your escape. Stun Gun Battery „A battery for a stun gun. Just like firearms you’ll have to reload your batteries after emptying their charge. Be sure to give it a try and see what you think. Beef Jerky „Processed, dried meat. Sometimes it’s just enough to distract monsters.

It doesn’t always work so don’t count on it saving you if enemies are already well aware of you, but it’s a small little way that can help you from time to time to get an enemy to come chomp on it. Jerky comes in packs of four and can be used from your inventory, but the most practical way is to equip it and then press R3 during gameplay to drop one. Drop any more as you wish and watch out for any incoming enemies. Refer to below for all its options. Opening Movie Before reaching the main menu a teaser movie will play, showing off clips from the game.

Idle at the main screen if you wish to see it again. New Game Self-explanatory, this advances you to select your Action and Riddle Level for a new game. Note that this should only be used the first time you play time game, instead moving on to Extra New Games to continue your file and use any unlockables. Read more about it below. This allows you to start a new game while keeping any unlockables and continuing your file to let you achieve more endings and unlock more extra items.

Continue This option lets you continue from your most recent save upon death or after a soft reset. After a death it will return you to your last save or the beginning of the area you were in if you hadn’t saved there.

It is only available if you have a save on your memory card. Load Use this to access the Load menu where you can view and choose from all your saves. Options In the Options menu you can change a bunch of settings such as display and audio settings as well as more gameplay related functions. Press L1 or R1 to access the Extra Options menu for more. Refer to the Options and Extra Options menus below.

Extra Costume Unlocked after completing the game once, use this option to enter in various codes to unlock extra costumes. You may be given codes in the end ranking screen but they must first be entered here before they can be used in-game.

In order to save your game you’ll need to find and examine red circular insignias over the game. To start things off you will need KB to save a new file on your memory card and can save up to 40 slots on each card. Consider saving in multiple slots over the course of the game in case you wish to load a previous save, although feel free to overwrite files if you don’t need them anymore. But be sure to never overwrite your main file that has any unlockables if you ever start a fresh New Game instead of an Extra New Game.

Each additional game clear will unlock the next level up to x5. Unlike Silent Hill 1 and 2, the inventory this time is segmented according to items, weapons and supplies to make navigation less cluttered. View the diagram below for a breakdown of the menu while you can read more about each function farther down. Usually what it Supplies is and where it was found. View the Health System section to learn what each colour means. Maps This option will switch over to your map if you have it, revealing your current position and what’s around you.

Instead of using this option, simply press Triangle during gameplay for greater convenience. Memos This is where you’ll find important documents you’ve read throughout the game, including puzzle riddles, codes or general lore. So instead of returning to them in-game you can view them here at a quick glance. Refer to the Memos section of this FAQ for the full roster of memos. Options This lets you access the Options menu without quitting the game, where you can change the various options listed above, including the Extra Options.

Items In this section you will find all your key items or essentially anything that isn’t a weapon or supply. If it is not already highlighted, select the Items title to display your items in the main portion of the inventory. Weapons This switches to the weapons tab where you can view, equip and reload all your weapons. When you get a new weapon you will find it here. Supplies Lastly this is the tab where you’ll find all health and ammo supplies as well as beef jerky.

This tab will be helpful whenever you wish to heal or reload your weapons or you can reload in the Weapons tab. Most of the time you can adjust it and even move the camera behind Heather by holding L2 and moving it around with the right stick.

This is very helpful for fighting bosses or just generally staying on top of where you’re going. Also pay attention to sudden camera angle changes or specific angles that hint towards certain items or other environmental details.

Once found, hit Triangle to view the map to see your current location and what’s around you on the current floor, or use the left analog stick to change floors. Heather will mark open doors as arrows, locked doors as solid lines, impassable doors as squiggly lines, and other various points of interest as circles or other markings. Don’t ever feel ashamed for frequently checking the map as it’s an incredibly valuable tool and perfect for reorienting or reminding yourself of where to go.

You will find these two items fairly on in the mall and both are valuable tools to help you on your journey. Your Radio will emit static to alarm you to any nearby monster and your Flashlight will allow you to see in the dark and pick up certain items. Note that you can adjust the Radio volume in the inventory or turn it off altogether, which helps you be more discreet.

The Flashlight can also be turned on and off by pressing Circle, which again can be helpful for avoiding enemies in dark hallways.

Running Running doesn’t make you a wussie, but instead it’s often the best solution. While you may need to clear out certain rooms or halls to investigate more closely or avoid being hounded, running by them is always a very safe solution and certainly helps you conserve ammo.

Running Slow and Sluggishly If you find yourself running rather slowly and unable to strafe, you’re likely wearing the Bulletproof Vest. While this limits damage to the player, it’s quite restrictive so decide what’s more important to you. Ammo Conservation There is even less ammo in Silent Hill 3 than the previous two games, so conservation is more important than ever. Don’t go killing every enemy you see, and don’t waste ammo on enemies that can be handled effectively with melee weapons.

Try to build up your ammo hoard for tougher enemies and bosses. Conserving Health Items You’ll also receive fewer health items than previously, so it’s important to use them wisely. And save all Ampoules for when your health status is flashing deep red to make the most of them. Searching Areas A majority of the game consists of thoroughly searching rooms and hallways to find key items, memos and supplies.

Therefore you’ll want to be at least somewhat comprehensive in your search. Check carefully around each room and pay attention to any suggestive camera angles and note that Heather turns her head towards any nearby item and also unlocked doors.

If stuck, refer to your map to see if there’s any rooms you may have missed. Doors will be either open, locked, broken-locked or just shut tight and can’t be opened. If a door is locked, you’ll either get a key to open it, or you’ll have to get to the other side where you can unlock it, but if a door just won’t open then you can forget about it. Note that Heather stares at unlocked doors when nearby.

Memos Throughout the game you’ll come across various notes and literature, some pertaining to puzzles including codes with others serving as lore. You’ll generally know when a riddle will need to be solved due to obvious wording, but make sure to read these very carefully as some puzzles are incredibly intricate and difficult to solve. Some may even try to catch you off guard with a little trick that you may not have thought of, so keep an open mind.

Codes You will find several codes on your journey for unlocking doors and keypads. Having a pen and paper handy can be helpful for quick reference, although you can always find any written codes in the Memos section of your inventory once found. Nightmare Areas On multiple occasions you will experience a transformation of one area to a nightmare version, a common theme in the series. Just about everything in these transformations change beyond the general layout of each building.

Your map will therefore still be your key but all the earlier information will be reset. Different doors may be locked and unlocked, some places may be blocked off entirely and some new areas may exist that didn’t before.

Keep an eye out and treat each transformation as its own new area. This way you can load a previous save or start a new game. For strategies for each enemy including suggested weapons, refer to the Enemies section of this FAQ. Targeting Enemies Just like its prequels, Silent Hill 3 uses an auto-aim or lock-on aiming system. With a weapon equipped, hold R2 to raise it or aim at the enemy and press X to swing or shoot. It’s helpful to move towards or away from enemies while shooting, depending on the enemy and how aggressive they are.

If you wish to only press R2 as a toggle instead of holding, you can change it in the Extra Options menu. A few bullets and a kick counts as a fighting kill cause the kick killed it. Beat it down and to death with a melee weapon also acts as a fighting kill, while you must deliver the finishing blow with a firearm to count as a shooting kill. Always stay on top of nearby enemies when fighting, and avoid reloading in-game to open yourself to attack. Instead do so from the inventory.

Fighting Multiple Enemies Fighting a number of enemies at the same time is never a good idea as it opens you to the constant threat of attack. In rooms with multiple enemies, try to lure them one by one to an isolated spot from the rest and take them out that way. If you have the Shotgun or even the SMG, it can also be helpful in clearing groupings of enemies or knocking them down to quickly finish them off with kicks.

Be sure to switch back and forth between appropriate weapons, including multiple firearms and also melee weapons depending on how urgent matters are.

Kicking Enemies Another common theme in Silent Hill games, you will want to kick downed enemies to finish them off before they get up. It costs you no ammo and deals a lot of power, despite a single kick not automatically spelling death like in the previous games. Instead it may take multiple kicks to kill a downed enemy so keep on kicking until you hear their death note or see blood pouring out. Note that you can still kick enemies after they’re dead, so don’t confuse yourself into thinking a still and silent enemy is alive, unless it’s a Slurper playing dead to fool you.

Pushing Enemies Whenever you find an enemy blocking your way, you can use your smarts and just push past it while avoiding a fight, especially if it’s a slower enemy. Always run at the gap between an enemy and a wall or another object rather than directly into them for the most efficient route past them.

You’ll find this is especially helpful for Insane Cancers, big tough enemies that you will never have to fight since you can always just push past them. Surrounded You’ve gone and done it again, haven’t you? You got yourself surrounded. This can be a somewhat common occurrence due to enemies in high frequency in certain areas. When surrounded, either turn to the SMG or Shotgun for crowd control if you have it or push you way out where the safest gap is located.

Sometimes that may involve running between a small gap between two enemies, pushing them both slightly to either side. You may take a hit in some cases, but you should be able to escape. Escaping Grapple Attacks Some enemies have attacks that grab a hold of Heather as they continue to damage her. The longer you’re attacked by these, the more damage you will take. To escape more quickly, mash the shoulder and directional buttons.

This is highly recommended to avoid redundantly holding another button in a game where you’ll be running almost all the time. If you ever do wish to walk, simply hold Square while moving. Strafing While using 3D control tank controls , you will be able to sidestep and strafe with L1 and R1.

You will find strafing very helpful if using 3D since it allows you to quickly escape to the side instead of turning and then moving, so use it to your advantage. Note that just like normal running, your strafing speed will be decreased when out of stamina. And if using 2D control, there is no strafing since you can immediately run in whichever direction you want.

At the same time, it comes at the cost of mobility, slowing Heather’s running and turning speeds while removing your ability to strafe but you can still sidestep. Therefore the player must decide if it’s worth the tradeoff. The vest is found on a clothes rack in the women’s clothing store on the first floor of the Nightmare Mall.

Blocking For the first time in the Silent Hill series, you have the ability to block attacks. While in caution mode R2 with your weapon raised , press Square and Heather will adjust her hands accordingly to block an incoming attack for about a second-long window. This almost completely nullifies standard attacks, limiting damage by about Once mastered, blocking can dramatically help you in combat and allow you to immediate counter fire upon successful execution, or even leave you with a window for a safe melee attack or two.

It may be natural to not bother with blocking or even forget the option exists, but when used properly it is immensely helpful and rather crucial in limiting damage for a star ranking in particular. Reloading As always, you have the choice to reload your guns live in-game or while paused in the inventory menu.

I recommend always doing it safely in your inventory when around enemies to avoid an untimely reload that get you hit. However Silent Hill 3 adds manual in-game reloads where Heather doesn’t have to unload a magazine to do so.

To do this, you must equip the ammo for your weapon under the Supplies tab of the inventory, then press R3 during gameplay to reload. I’d advise avoiding this around enemies and bosses unless you’re certain you can do so safely, and instead just use your inventory.

In this section we’ll cover all aspects of finding and using them. Be sure to check every door you come across to search every room, finding all key items and supplies inside. Items that aren’t keys will have to be used from your inventory while standing in front of the target.

Certain items aren’t effective on their own and must be combined first. See below for more details. Additionally you can examine certain items for more details, providing clues for their usage. First, stand in front of your target and enter your inventory. Find the first item and select „Combine“, then move to the next item no back required. If it’s a two item combination you can simply use the second item to mix them, or in a three item mix you’ll need to combine the first two items and use the third.

Note that you can add the final item to the mix too but it’s an unneeded step since whatever you use gets added to what’s already combined. You’ll notice which items are included in your mix so far under the Items tab on the left side before using. Also understand that many items that can’t be combined with anything may have Combine as an option, so don’t let that confuse you if it otherwise doesn’t make sense. This will help you assess not only where to use items but also what to do with the more confusing ones, since you may not know just by picking up an item that there’s something rattling around inside it, but Heather will certainly notice when examined.

So be sure to use this function whenever unsure about an item. Equipping supplies like ammo, health and jerky allows you to reload, heal or use them with R3 in-game. Other items can be worn or used by equipping them to receive their benefits. This does not mean to go and waste your supplies knowing you will get more because you’ll struggle even more, but know you will have some backup supplies if you’re having a hard time. Keep an eye out for them and note what you find may be slightly different than what’s stated in the walkthrough.

Health Status In the top left corner of your inventory you’ll see a real-time screenshot tinted a certain colour with a square pulse moving at a certain speed.

This indicates your current health level, with the legend below. Additionally your controller may vibrate once your health dips into the red. Health Supplies In order to keep on top of your status you’ll need to find and use health supplies, spread out in high frequency. Keep an eye out and look for Health Drinks, First-Aid Kits and Ampoules, which recover a quarter, half and your full health, respectively.

Recovering Health Always stay on top of your health by checking your inventory status and use health items to stay healthy. Do this by finding the Supplies tab and using one of the three health items mentioned above. Additionally you can equip a supply and press R3 in-game to use it as long as you have more in your inventory.

This can speed things up in difficult areas where you may be hit often. I’d suggest keeping with the default of Type B which is most similar to previous games in the series, but feel free to try A which swaps a few button inputs around. Refer to each below for an understanding of how they work. Visit the Options menu to change it. If I could give a recommendation, I would suggest keeping the default 3D. While SH2’s 3D control was a bit clunky, SH3’s is instead incredibly smooth and fluid to the point that I’d say it feels much nicer to play with than to constantly change directions per camera angle with only slightly more open control.

That and it’s incredibly easy to turn with a sharp radius in 3D, including tight stairwells. Give it a chance and you’ll see that this game may have the best implementation ever of tank controls in a survival horror game. If that’s towards the camera, you’ll move towards it. Use left and right to turn your character accordingly, while back on the analog stick will step Heather backward.

Pushing left or right all the way will turn Heather while standing still. Turn while holding forward to keep momentum. I suggest using this method due to how seamlessly it works with the game, but ultimately it comes down to your preference. Pressing to the left will move your character to the left of the camera no matter where they were facing. Note that since camera angles change fairly often, you will have to adjust your movement every time to keep going in the same direction.

Since movement is completely open without restriction, there is no need for strafing or a quick turn since you can turn immediately in any direction. The free movement is nice, but having to adjust for every angle can get a tad bothersome, which is why I recommend 3D, but go with what works best for you.

Press L1 or R1 in the Options menu to access and change the following settings. Blood Color and Volume This is purely visual so go with what you like.

I recommend normal blood colour to keep the serious tone, but green can look nice on additional playthroughs.

I’d say Much is the way to go for Blood Volume, but it’s your call. With this option set to Reverse, it switches. I highly recommend switching it since you’ll be running for the majority of the game. If you ever do wish to walk, just hold Square. Map This option controls whether your map will be fully zoomed-in or out every time you view it, but either way you can press X in the map to zoom in and out anyway.

I’d suggest just leaving this as default. Noise Effect This is a filter that fills the screen with „noise“, otherwise known as static. This creates a visual look that imitates an old, gritty horror film. Honestly though, with Silent Hill 3 as beautiful as it is perhaps the best looking PS2 game out there , I’d suggest turning it off to experience it in its highest detail without muddying it up.

Or if you plan to play the game multiple times, keep it on for the first go and then turn it off to see what you think of the difference. It is truly stunning turned off and thankfully it is your choice from the start if you wish to do so, unlike previously in the series.

Display Mode Here your options are either normal or sharp, whether you want the game displayed more sharply and potentially jagged or default with some blending to smoothen the graphics. I’d suggest leaving it as is. Bullet Adjust You must first complete the game to unlock this option, upon which you can set it to x1 or x2, potentially multiplying every ammo pickup in the game accordingly. Each additional game clear will add another level, up to x5. You’ll find this helpful for playing on Hard or the Extra difficulties, and while going for a star ranking.

Beginner Mode This first must be unlocked by dying times on Easy or Normal Action Level, upon which you will be informed that Beginner has been added to the Extra Options. Find it there to enable it while playing on Easy or Normal, while it cannot be used after starting on Hard. The benefit of Beginner is that you cannot die from regular enemy attacks. Silent Hill 3 generally isn’t a super tough game, especially on Easy, so I’d suggest avoiding Beginner entirely unless you’re really having a hard time.

Enemy and boss attacks will vary in damage, speed and overall aggression depending on which level you choose, in addition to their health. This also determines how many items and supplies will be found. Read each difficulty below for a general understanding of what they entail. Beginner This must first be unlocked by dying times on Easy or Normal Action Level, upon which you’ll be asked if you wish to change to Beginner, which you can do immediately or at a later point in the Extra Options.

You cannot switch to Beginner from Hard. On Beginner, enemies will be much less frequent, less powerful, slower, do less damage, grab you for a brief period only, and will generally not require kicks to kill. Boss fights will be very brief, supplies will be available in high frequency, your firearms will magically be reloaded upon raising them, melee weapons will not deflect off walls, and you cannot fall down holes. I’d recommend avoiding this difficulty unless completely new to the genre and really struggling.

Easy Enemies on Easy will be less frequent, have half the health requiring bullets to drop , move slower, inflict less damage, grab a hold of you for less time, and often not require kicks to kill.

Boss fights are noticeably shorter and weaker, supplies are more abundant, firearm clips will magically reload as you prepare to shoot, melee weapons do not deflect off walls, and you cannot fall down holes.

Normal This is how the game is meant to be played. Enemies have their standard numbers, strengths bullets to drop , speeds, power and generally have to be kicked after dropping with melee weapons and the Shotgun.

Boss fights are their normal length while still reasonable, supplies are fairly available, you have to reload your weapon manually in-game or in the inventory, melee weapons deflect off walls, but you still cannot fall down any holes. Hard Enemies are more common, stronger bullets to drop , faster, inflict more damage, grab a hold of you longer, and almost always must be kicked after dropping with melee weapons and the Shotgun , often multiple times.

Boss fights last much longer with more health, supplies are less abundant, you always have to manually reload in-game or in the inventory, melee weapons deflect off walls, and you can fall down holes while running if not careful and if you don’t pull back while teetering on the edge. Additionally, Heather will stumble and bump into walls and doors while running at full speed, can be insta-killed by the Split Worm’s special attack if not careful, and in the Borley Haunted Mansion must lower herself by holding R2 to avoid getting hit by the spikes.

In an Extra New Game, the opening hallways of the Underpass will drain Heather’s health but will not kill her. Easy Puzzles are very simplified if not spelled out to you, requiring very little analysis or action, and in some cases are bypassed entirely.

Some items required for Normal and Hard will not be present or needed, while others will be easier to acquire. Normal Default puzzle difficulty with riddles most people should be able to solve with some thinking, but nothing too advanced or overly difficult.

Some may require only a slight bit of creativity to solve. Hard Riddle difficulty increases dramatically with multiple puzzles requiring extremely deep analysis and multiple reads to understand. Riddles have confusing elements to throw you off while some verses may be vague. A very creative mind is required, some liberties in thought or the usual process may have to be made, and knowledge of outside literature is required for at least one puzzle. This stands as the hardest individual riddle difficulty in the entire series and is intended for an intellectual mind.

Those not so experienced in the genre may want to consider Easy Action Level, but Normal Riddle Level is still rather reasonable and doesn’t cut small pieces out of the game like Easy. Hard Action Level should be off limits unless confident in your abilities and experienced in the genre, and I’d avoid Hard Riddle Level your first time unless ready for an extreme intellectual challenge.

Even on additional playthroughs Hard Riddle Level will likely give you headaches, but this guide is always here to help you. Beating that will unlock Extreme 2, while you can keep upping the ante until you reach Extreme X 10 , the hardest Action Level in the game and a supreme challenge.

For these levels, take Hard and multiply it accordingly to have some idea of what you’re up for, including a health bar half the size as Hard for all levels and increasing enemy damage. You will certainly want to use Bullet Adjust x5 to give yourself a proper chance. While choosing your difficulty in the main menu, use the left and right buttons to toggle between the Extreme levels you’ve unlocked. Normally, you must hold Square while moving to run, otherwise you will walk.

Switching it will make running your default movement, which you’ll be doing the majority of the time, while you can then use Square to walk if ever desired. This is a must for convenience’s sake. Also while the Noise Effect gives the game a bit of an old horror film look, I recommend turning it off to showcase the beautiful graphics as one of the best-looking games of its time.

You can turn it off in the Extra Options. Additionally, since this is a finely-crafted horror game, I recommend playing at nighttime with the lights off and the volume turned up.

A good sound system or headphones work very well to immerse you in its terrifying atmosphere. Trust me, it’s more rewarding to fully enable it to frighten you and give you the best experience possible. Therefore health and ammo pickups, enemy locations and numbers may vary on other difficulties, although all riddles and puzzles will be thoroughly explained for all difficulties.

Understand that Silent Hill 3 has an adaptive difficulty that assesses how badly you need health and ammo supplies and dishes them out accordingly in certain locations.

For health, you may find one or two Health Drinks or instead two First-Aid Kits or perhaps even an Ampoule and a First-Aid Kit in some areas, or you may find nothing at all if you have an abundance already. This walkthrough includes supplies that will always be there while pointing out locations where what you’ll find may be slightly different or even not there at all.

So understand that you may not find exactly what is written, but for the most part you’ll still find health or ammo where listed. This walkthrough was also written with the Playstation 2 version in mind, thus you will see PS2 button inputs like „X“ come up often. If playing other versions, keep in mind your button inputs may be different. Silent Hill 2 Reference!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Go wild with these items while you have them as you’ll soon see why.

Head through the large door to your left to start your journey. Souvenir Shop Pathway Say hello to your first enemies, a Double Head dog and a giant Closer deeper in. Feel free to fire at them but you can just as well run past every enemy here. The souvenir shop can be accessed by the storefront sign, but there’s nothing of interest inside. Continue past the huge Closer patrolling nearby and slip through the small brown door at the end of the path. To the Mountain Coaster Run past the two Closers and through the gate.

Take a left past the ticket booth and under the „Mountain Coaster“ sign. Climb the stairs to the top, avoiding or killing the annoying Pendulum creature on your way. The control room door at the top is locked so pass through the gate directly onto the tracks. Follow the track until a cutscene plays. Heather awakens in Happy Burger. After calling home, she slips into the ladies‘ room to get away from a detective named Douglas that wants to speak with her. Douglas is still creeping outside so you’ll have to find another path.

Head through the window into the alley. This weapon cannot be seen in your inventory but is always equipped when holding no other weapon. You will see two red Halo of the Sun crests floating over Heather’s head, signifying its availability. To unlock it, kill or more enemies across however many runs it takes in your save file and then it will be available in your next Extra New Game.

Read more in the Unlockables and Secrets section. Alleyway With boxes blocking your left, head the other way down the alley and step through the door there, since a van blocks the alley farther down. Deliver the killing blow to the final boss with a melee weapon to unlock. Office Hallway Back inside, follow the pathway to the right, past locked double doors on the left wall, and go through the double doors at the end of the hall.

First Floor Mall Hallway Back in the normal part of the mall, you’ll notice a dirty floor and some muffled sounds coming from the nearby shop which has its shutters partly down. Enter the store under the shutters. Then move through that door and up the stairwell to the second floor. Second Floor Office Hallway In this hallway you’ll hear and encounter a new enemy type called the Numb Body. Save your Handgun ammo for now and consider just running past these guys, or experiment with the rather pathetic knife if you wish.

Ignore the first Numb Body and instead take the right path up to the northwest. Enter the storeroom beside the large bulletin board on the right wall. In here you’ll find a Double Head eating something in the corner. Note that you can drop a piece of jerky from your inventory to attract the attention of Double Heads. Exit the room. Deeper towards the camera is a skid of wood with a key underneath it, but it’s out of reach for Heather so we’ll have to come back later.

Exit to the hall and head back east, moving through the southernmost door there to the center of the mall. Finish the game with more fighting than shooting kills to unlock, or just finish the game twice.

Getting the Key Under the Skid Now back in another regular mall section, run ahead and enter Helen’s Bakery. That should work for the hidden key from earlier. Before you leave you can read a flyer on the other counter, but it’s not very interesting. Finish the game with more shooting than fighting kills to unlock, or just beat the game twice. Additionally you will notice an appropriate adjustment to the flyer on the counter.

Head back to the north hallway and re-enter the storeroom where the out of reach key was last door on the right. Since the creative key name provides no hint for its use, examine it to find „My Bestsellers“ on the tag, which sounds like a bookstore.

Back in the office hall, more Numb Bodies have spawned so make your way past them to the mall section again. Take a right and run past a Closer to see a „My Bestsellers“ sign above what looks like a bookstore. My Bestsellers Bookstore Along the right wall in the bookstore you’ll find a bunch of books have fallen off the shelf. It’s time to solve the game’s first puzzle. Additionally there may be another clue written beside the door depending on your riddle level.

Refer to the clues and their solutions below. EASY: Here there will be no clue by the back door because it’s simple enough already. Check the books on the shelf where the two others fell and you’ll see numbers drawn on their spines, but of course two are missing.

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Oct 29,  · Watch more Silent Hill 3! replace.me?list=PL5dr1EHvfwpMVkPAQ3aF91HHJsUweeEYn Halloween Horror Month Master Playlist: https://www.y. Apr 17,  · A blind & commentated Let’s Play / Playthrough / Walkthrough of the PC version of the survival-horror game about Heather Mason on a quest for her father into. Hazel Street Station is a subway station located beneath the Central Square Shopping Center and is the second location Heather Mason visits in Silent Hill 3. She does so in order to get back to her apartment, located on Bergen Street and accessible via subway. Unlike .
Oct 29,  · Watch more Silent Hill 3! replace.me?list=PL5dr1EHvfwpMVkPAQ3aF91HHJsUweeEYn Halloween Horror Month Master Playlist: https://www.y. Apr 17,  · A blind & commentated Let’s Play / Playthrough / Walkthrough of the PC version of the survival-horror game about Heather Mason on a quest for her father into. Silent Archives tiene cobertura completa y todo lo que necesitan saber los fans de Silent Hill sobre esta franquicia dedicada al genero del survival horror. Buscar en este sitio Estación Hazel Street. Hazel Street Station is a subway station located beneath the Central Square Shopping Center and is the second location Heather Mason visits in Silent Hill 3. She does so in order to get back to her apartment, located on Bergen Street and accessible via subway. Unlike . Jan 01,  · A: Yes, something exclusively for North America. Q: How many versions are there of Silent Hill 3? A: As of there are three. First came the original PS2 release in all regions, then the PC port and then much later the HD remaster in the HD Collection for PS3 and Xbox Q: How is the Silent Hill HD Collection version of Silent Hill 3?
 
 

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You got yourself surrounded. This can be a somewhat common occurrence due to enemies in high frequency in certain areas. When surrounded, either turn to the SMG or Shotgun for crowd control if you have it or push you way out where the safest gap is located.

Sometimes that may involve running between a small gap between two enemies, pushing them both slightly to either side. You may take a hit in some cases, but you should be able to escape. Escaping Grapple Attacks Some enemies have attacks that grab a hold of Heather as they continue to damage her.

The longer you’re attacked by these, the more damage you will take. To escape more quickly, mash the shoulder and directional buttons. This is highly recommended to avoid redundantly holding another button in a game where you’ll be running almost all the time. If you ever do wish to walk, simply hold Square while moving. Strafing While using 3D control tank controls , you will be able to sidestep and strafe with L1 and R1.

You will find strafing very helpful if using 3D since it allows you to quickly escape to the side instead of turning and then moving, so use it to your advantage. Note that just like normal running, your strafing speed will be decreased when out of stamina. And if using 2D control, there is no strafing since you can immediately run in whichever direction you want.

At the same time, it comes at the cost of mobility, slowing Heather’s running and turning speeds while removing your ability to strafe but you can still sidestep. Therefore the player must decide if it’s worth the tradeoff. The vest is found on a clothes rack in the women’s clothing store on the first floor of the Nightmare Mall.

Blocking For the first time in the Silent Hill series, you have the ability to block attacks. While in caution mode R2 with your weapon raised , press Square and Heather will adjust her hands accordingly to block an incoming attack for about a second-long window. This almost completely nullifies standard attacks, limiting damage by about Once mastered, blocking can dramatically help you in combat and allow you to immediate counter fire upon successful execution, or even leave you with a window for a safe melee attack or two.

It may be natural to not bother with blocking or even forget the option exists, but when used properly it is immensely helpful and rather crucial in limiting damage for a star ranking in particular. Reloading As always, you have the choice to reload your guns live in-game or while paused in the inventory menu. I recommend always doing it safely in your inventory when around enemies to avoid an untimely reload that get you hit.

However Silent Hill 3 adds manual in-game reloads where Heather doesn’t have to unload a magazine to do so. To do this, you must equip the ammo for your weapon under the Supplies tab of the inventory, then press R3 during gameplay to reload.

I’d advise avoiding this around enemies and bosses unless you’re certain you can do so safely, and instead just use your inventory. In this section we’ll cover all aspects of finding and using them. Be sure to check every door you come across to search every room, finding all key items and supplies inside. Items that aren’t keys will have to be used from your inventory while standing in front of the target.

Certain items aren’t effective on their own and must be combined first. See below for more details. Additionally you can examine certain items for more details, providing clues for their usage. First, stand in front of your target and enter your inventory. Find the first item and select „Combine“, then move to the next item no back required. If it’s a two item combination you can simply use the second item to mix them, or in a three item mix you’ll need to combine the first two items and use the third.

Note that you can add the final item to the mix too but it’s an unneeded step since whatever you use gets added to what’s already combined. You’ll notice which items are included in your mix so far under the Items tab on the left side before using. Also understand that many items that can’t be combined with anything may have Combine as an option, so don’t let that confuse you if it otherwise doesn’t make sense.

This will help you assess not only where to use items but also what to do with the more confusing ones, since you may not know just by picking up an item that there’s something rattling around inside it, but Heather will certainly notice when examined.

So be sure to use this function whenever unsure about an item. Equipping supplies like ammo, health and jerky allows you to reload, heal or use them with R3 in-game.

Other items can be worn or used by equipping them to receive their benefits. This does not mean to go and waste your supplies knowing you will get more because you’ll struggle even more, but know you will have some backup supplies if you’re having a hard time. Keep an eye out for them and note what you find may be slightly different than what’s stated in the walkthrough.

Health Status In the top left corner of your inventory you’ll see a real-time screenshot tinted a certain colour with a square pulse moving at a certain speed.

This indicates your current health level, with the legend below. Additionally your controller may vibrate once your health dips into the red.

Health Supplies In order to keep on top of your status you’ll need to find and use health supplies, spread out in high frequency. Keep an eye out and look for Health Drinks, First-Aid Kits and Ampoules, which recover a quarter, half and your full health, respectively.

Recovering Health Always stay on top of your health by checking your inventory status and use health items to stay healthy. Do this by finding the Supplies tab and using one of the three health items mentioned above. Additionally you can equip a supply and press R3 in-game to use it as long as you have more in your inventory.

This can speed things up in difficult areas where you may be hit often. I’d suggest keeping with the default of Type B which is most similar to previous games in the series, but feel free to try A which swaps a few button inputs around.

Refer to each below for an understanding of how they work. Visit the Options menu to change it. If I could give a recommendation, I would suggest keeping the default 3D. While SH2’s 3D control was a bit clunky, SH3’s is instead incredibly smooth and fluid to the point that I’d say it feels much nicer to play with than to constantly change directions per camera angle with only slightly more open control.

That and it’s incredibly easy to turn with a sharp radius in 3D, including tight stairwells. Give it a chance and you’ll see that this game may have the best implementation ever of tank controls in a survival horror game.

If that’s towards the camera, you’ll move towards it. Use left and right to turn your character accordingly, while back on the analog stick will step Heather backward.

Pushing left or right all the way will turn Heather while standing still. Turn while holding forward to keep momentum. I suggest using this method due to how seamlessly it works with the game, but ultimately it comes down to your preference. Pressing to the left will move your character to the left of the camera no matter where they were facing.

Note that since camera angles change fairly often, you will have to adjust your movement every time to keep going in the same direction. Since movement is completely open without restriction, there is no need for strafing or a quick turn since you can turn immediately in any direction. The free movement is nice, but having to adjust for every angle can get a tad bothersome, which is why I recommend 3D, but go with what works best for you.

Press L1 or R1 in the Options menu to access and change the following settings. Blood Color and Volume This is purely visual so go with what you like. I recommend normal blood colour to keep the serious tone, but green can look nice on additional playthroughs. I’d say Much is the way to go for Blood Volume, but it’s your call. With this option set to Reverse, it switches. I highly recommend switching it since you’ll be running for the majority of the game.

If you ever do wish to walk, just hold Square. Map This option controls whether your map will be fully zoomed-in or out every time you view it, but either way you can press X in the map to zoom in and out anyway.

I’d suggest just leaving this as default. Noise Effect This is a filter that fills the screen with „noise“, otherwise known as static. This creates a visual look that imitates an old, gritty horror film.

Honestly though, with Silent Hill 3 as beautiful as it is perhaps the best looking PS2 game out there , I’d suggest turning it off to experience it in its highest detail without muddying it up. Or if you plan to play the game multiple times, keep it on for the first go and then turn it off to see what you think of the difference.

It is truly stunning turned off and thankfully it is your choice from the start if you wish to do so, unlike previously in the series.

Display Mode Here your options are either normal or sharp, whether you want the game displayed more sharply and potentially jagged or default with some blending to smoothen the graphics.

I’d suggest leaving it as is. Bullet Adjust You must first complete the game to unlock this option, upon which you can set it to x1 or x2, potentially multiplying every ammo pickup in the game accordingly. Each additional game clear will add another level, up to x5. You’ll find this helpful for playing on Hard or the Extra difficulties, and while going for a star ranking. Beginner Mode This first must be unlocked by dying times on Easy or Normal Action Level, upon which you will be informed that Beginner has been added to the Extra Options.

Find it there to enable it while playing on Easy or Normal, while it cannot be used after starting on Hard. The benefit of Beginner is that you cannot die from regular enemy attacks.

Silent Hill 3 generally isn’t a super tough game, especially on Easy, so I’d suggest avoiding Beginner entirely unless you’re really having a hard time. Enemy and boss attacks will vary in damage, speed and overall aggression depending on which level you choose, in addition to their health. This also determines how many items and supplies will be found. Read each difficulty below for a general understanding of what they entail.

Beginner This must first be unlocked by dying times on Easy or Normal Action Level, upon which you’ll be asked if you wish to change to Beginner, which you can do immediately or at a later point in the Extra Options. You cannot switch to Beginner from Hard. On Beginner, enemies will be much less frequent, less powerful, slower, do less damage, grab you for a brief period only, and will generally not require kicks to kill.

Boss fights will be very brief, supplies will be available in high frequency, your firearms will magically be reloaded upon raising them, melee weapons will not deflect off walls, and you cannot fall down holes. I’d recommend avoiding this difficulty unless completely new to the genre and really struggling. Easy Enemies on Easy will be less frequent, have half the health requiring bullets to drop , move slower, inflict less damage, grab a hold of you for less time, and often not require kicks to kill.

Boss fights are noticeably shorter and weaker, supplies are more abundant, firearm clips will magically reload as you prepare to shoot, melee weapons do not deflect off walls, and you cannot fall down holes. Normal This is how the game is meant to be played. Enemies have their standard numbers, strengths bullets to drop , speeds, power and generally have to be kicked after dropping with melee weapons and the Shotgun.

Boss fights are their normal length while still reasonable, supplies are fairly available, you have to reload your weapon manually in-game or in the inventory, melee weapons deflect off walls, but you still cannot fall down any holes.

Hard Enemies are more common, stronger bullets to drop , faster, inflict more damage, grab a hold of you longer, and almost always must be kicked after dropping with melee weapons and the Shotgun , often multiple times. Boss fights last much longer with more health, supplies are less abundant, you always have to manually reload in-game or in the inventory, melee weapons deflect off walls, and you can fall down holes while running if not careful and if you don’t pull back while teetering on the edge.

Additionally, Heather will stumble and bump into walls and doors while running at full speed, can be insta-killed by the Split Worm’s special attack if not careful, and in the Borley Haunted Mansion must lower herself by holding R2 to avoid getting hit by the spikes.

In an Extra New Game, the opening hallways of the Underpass will drain Heather’s health but will not kill her. Easy Puzzles are very simplified if not spelled out to you, requiring very little analysis or action, and in some cases are bypassed entirely.

Some items required for Normal and Hard will not be present or needed, while others will be easier to acquire. Normal Default puzzle difficulty with riddles most people should be able to solve with some thinking, but nothing too advanced or overly difficult.

Some may require only a slight bit of creativity to solve. Hard Riddle difficulty increases dramatically with multiple puzzles requiring extremely deep analysis and multiple reads to understand.

Riddles have confusing elements to throw you off while some verses may be vague. A very creative mind is required, some liberties in thought or the usual process may have to be made, and knowledge of outside literature is required for at least one puzzle.

This stands as the hardest individual riddle difficulty in the entire series and is intended for an intellectual mind. Those not so experienced in the genre may want to consider Easy Action Level, but Normal Riddle Level is still rather reasonable and doesn’t cut small pieces out of the game like Easy.

Hard Action Level should be off limits unless confident in your abilities and experienced in the genre, and I’d avoid Hard Riddle Level your first time unless ready for an extreme intellectual challenge.

Even on additional playthroughs Hard Riddle Level will likely give you headaches, but this guide is always here to help you. Beating that will unlock Extreme 2, while you can keep upping the ante until you reach Extreme X 10 , the hardest Action Level in the game and a supreme challenge. For these levels, take Hard and multiply it accordingly to have some idea of what you’re up for, including a health bar half the size as Hard for all levels and increasing enemy damage.

You will certainly want to use Bullet Adjust x5 to give yourself a proper chance. While choosing your difficulty in the main menu, use the left and right buttons to toggle between the Extreme levels you’ve unlocked. Normally, you must hold Square while moving to run, otherwise you will walk. Switching it will make running your default movement, which you’ll be doing the majority of the time, while you can then use Square to walk if ever desired. This is a must for convenience’s sake.

Also while the Noise Effect gives the game a bit of an old horror film look, I recommend turning it off to showcase the beautiful graphics as one of the best-looking games of its time. You can turn it off in the Extra Options. Additionally, since this is a finely-crafted horror game, I recommend playing at nighttime with the lights off and the volume turned up.

A good sound system or headphones work very well to immerse you in its terrifying atmosphere. Trust me, it’s more rewarding to fully enable it to frighten you and give you the best experience possible. Therefore health and ammo pickups, enemy locations and numbers may vary on other difficulties, although all riddles and puzzles will be thoroughly explained for all difficulties.

Understand that Silent Hill 3 has an adaptive difficulty that assesses how badly you need health and ammo supplies and dishes them out accordingly in certain locations. For health, you may find one or two Health Drinks or instead two First-Aid Kits or perhaps even an Ampoule and a First-Aid Kit in some areas, or you may find nothing at all if you have an abundance already.

This walkthrough includes supplies that will always be there while pointing out locations where what you’ll find may be slightly different or even not there at all. So understand that you may not find exactly what is written, but for the most part you’ll still find health or ammo where listed.

This walkthrough was also written with the Playstation 2 version in mind, thus you will see PS2 button inputs like „X“ come up often. If playing other versions, keep in mind your button inputs may be different. Silent Hill 2 Reference!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Go wild with these items while you have them as you’ll soon see why. Head through the large door to your left to start your journey. Souvenir Shop Pathway Say hello to your first enemies, a Double Head dog and a giant Closer deeper in.

Feel free to fire at them but you can just as well run past every enemy here. The souvenir shop can be accessed by the storefront sign, but there’s nothing of interest inside.

Continue past the huge Closer patrolling nearby and slip through the small brown door at the end of the path. To the Mountain Coaster Run past the two Closers and through the gate. Take a left past the ticket booth and under the „Mountain Coaster“ sign. Climb the stairs to the top, avoiding or killing the annoying Pendulum creature on your way. The control room door at the top is locked so pass through the gate directly onto the tracks. Follow the track until a cutscene plays. Heather awakens in Happy Burger.

After calling home, she slips into the ladies‘ room to get away from a detective named Douglas that wants to speak with her. Douglas is still creeping outside so you’ll have to find another path. Head through the window into the alley. This weapon cannot be seen in your inventory but is always equipped when holding no other weapon.

You will see two red Halo of the Sun crests floating over Heather’s head, signifying its availability. To unlock it, kill or more enemies across however many runs it takes in your save file and then it will be available in your next Extra New Game. Read more in the Unlockables and Secrets section. Alleyway With boxes blocking your left, head the other way down the alley and step through the door there, since a van blocks the alley farther down. Deliver the killing blow to the final boss with a melee weapon to unlock.

Office Hallway Back inside, follow the pathway to the right, past locked double doors on the left wall, and go through the double doors at the end of the hall. First Floor Mall Hallway Back in the normal part of the mall, you’ll notice a dirty floor and some muffled sounds coming from the nearby shop which has its shutters partly down. Enter the store under the shutters.

Then move through that door and up the stairwell to the second floor. Second Floor Office Hallway In this hallway you’ll hear and encounter a new enemy type called the Numb Body. Save your Handgun ammo for now and consider just running past these guys, or experiment with the rather pathetic knife if you wish.

Ignore the first Numb Body and instead take the right path up to the northwest. Enter the storeroom beside the large bulletin board on the right wall. In here you’ll find a Double Head eating something in the corner. Note that you can drop a piece of jerky from your inventory to attract the attention of Double Heads. Exit the room. Deeper towards the camera is a skid of wood with a key underneath it, but it’s out of reach for Heather so we’ll have to come back later.

Exit to the hall and head back east, moving through the southernmost door there to the center of the mall. Finish the game with more fighting than shooting kills to unlock, or just finish the game twice. Getting the Key Under the Skid Now back in another regular mall section, run ahead and enter Helen’s Bakery.

That should work for the hidden key from earlier. Before you leave you can read a flyer on the other counter, but it’s not very interesting. Finish the game with more shooting than fighting kills to unlock, or just beat the game twice. Additionally you will notice an appropriate adjustment to the flyer on the counter.

Head back to the north hallway and re-enter the storeroom where the out of reach key was last door on the right. Since the creative key name provides no hint for its use, examine it to find „My Bestsellers“ on the tag, which sounds like a bookstore.

Back in the office hall, more Numb Bodies have spawned so make your way past them to the mall section again. Take a right and run past a Closer to see a „My Bestsellers“ sign above what looks like a bookstore.

My Bestsellers Bookstore Along the right wall in the bookstore you’ll find a bunch of books have fallen off the shelf. It’s time to solve the game’s first puzzle. Additionally there may be another clue written beside the door depending on your riddle level. Refer to the clues and their solutions below. EASY: Here there will be no clue by the back door because it’s simple enough already.

Check the books on the shelf where the two others fell and you’ll see numbers drawn on their spines, but of course two are missing. This will fully reveal the code, which is random each time.

Put these books out of order. Note where the code on different books potentially lines up and put them beside each other, slowly revealing the code until you can put them all together in the correct order. Click a book to remove it and add it back from the small box in the corner. Once done you’ll have the randomized code right in front of you.

HARD: „In here is a tragedy art thou player or audience? Be as it may, the end doth remain: all go on only toward death. The first words at thy left hand: a false lunacy, a madly dancing man. Hearing unhearable words, drawn to a beloved’s graveand there, mayhap, true madness at last. As did this one, playing at death, find true death at the last.

Killing a nameless lover, she pierced a heart rent by sorrow. Doth lie invite truth? Doth verity but wear the mask of falsehood? Ah, thou pitiful, thou miserable ones! Still amidst lies, though the end cometh not, wherefore yearn for death?

Wilt thou attend to thy beloved? Truths and lies, life and death: a game of turning white to black and black to white. Is not a silence brimming with love more precious than flattery? A peaceful slumber preferred to a throne besmirched with blood. One vengeful man spilled blood for two; Two youths shed tears for three; Three witches disappeared thusly; And only the four keys remain. Ah, but verily In here is a tragedy art thou player or audience?

There is nothing which cannot become a puppet of fate or an onlooker, peering into the cage. Unfortunately this riddle genuinely requires some serious outside knowledge to solve, so we’re going to have to dive into some of Shakespeare’s works. Which works?

Well, only the five books you have. In your inventory you can examine each anthology to learn which Shakespeare work it contains. They are as follows: Shakespeare Anthology 1: Romeo and Juliet Shakespeare Anthology 2: King Lear Shakespeare Anthology 3: Macbeth Shakespeare Anthology 4: Hamlet Shakespeare Anthology 5: Othello Since there’s no written numbers on the book spines this time, you’ll have to use the anthology numbers with the books inserted in the correct order as per the riddle to determine the code.

Let’s get started. We continue on. The rest of the verse explains the plot of our first work, which is Hamlet. Through a ploy of a play, he learns his uncle did kill his father after all. The „beloved’s grave“ he was drawn to is that of Ophelia, his girlfriend who fell into a genuine spiral of madness and drowned herself.

Claudius and Laertes secretly agreed to coat Laertes‘ sword with poison and also spike Hamlet’s wine. During the fight, Laertes‘ sword strikes Hamlet, but they both drop their swords which get switched up as Hamlet picks up the poisoned one and strikes Laertes with it.

Hamlet denies his mother’s offering of the spiked wine, unbeknownst to her, and so she decides to drink it instead. She dies from the poison, which finally propels Hamlet with the courage to avenge his father and kill Claudius, with Hamlet and Laertes also dropping dead once the poison kicks in and thus, „mayhap, true madness at last. As two teenage lovers from two feuding families, Juliet’s potential marriage to Romeo required a complicated plan.

To avoid an unwanted marriage with another man, Friar Laurence suggests Juliet to drink a poison to put her into deep sleep for 48 hours, fooling her family into thinking she’s dead and allowing her to later elope with Romeo, thus „playing at death“.

He is referred to as a „nameless lover“ because he explains earlier to Juliet that names are artificial and meaningless, and that they are in love with each other and that’s all that matters, regardless of any feud. Upon awakening to Romeo’s actual dead body for which she was responsible, Juliet can’t bear the sorrow and pierces her heart with a dagger to „find true death at the last. This theme is most profound in Macbeth in which the titular character, teased by prophecies from three witches and egged on by his wife, kills the king to succeed the throne.

A series of lies and deception follows, including Macbeth and his wife purporting that their servants killed the king while in their home. Macbeth is further deceived through the same three witches that told him of the earlier prophecies, adding that he won’t be killed by a man born of a woman and won’t be defeated as king until the nearby forest approaches his castle, leading him to believe he cannot be killed and has no fear of being vanquished.

But alas, Macbeth’s castle is approached by an army using the forest’s tree leaves as camouflage, and Macduff, who was born of a caesarian section and technically not „of a woman“ in this bizzaro world, kills Macbeth. And thus Macbeth receives a taste of his own medicine through the deception.

This verse can also be interpreted as the lies and deception in Othello, specifically of Captain Iago turning General Othello on his wife amongst several other characters, and while the correct code can still be obtained with that assumption, the next verse is the one that applies to that piece of work as we’re about to uncover.

There is a board game where pieces turn from black to white and white to black. The name of that game is literally „Othello“ originally known as Reversi with slightly different rules , deriving from the play. Connecting it further and the reason for the derivation, Othello the play retains the recurring themes of black and white, even with its main character General Othello being a black man who marries a white woman named Desdemona, opening up the story into racism albeit transcended by Othello.

Along with the black and white are „Truths and lies, life and death“. Captain Iago plants the falsehood that Desdemona is having an affair with Lieutenant Cassio and fabricates it further with deception.

Othello believes his dear Desdemona, whom he calls a pearl a symbol of perfection and purity due to its white colour , has blackened through a supposed affair and deception, furthering the black and white themes. This also leads him to kill his beloved before learning of the truth. One could possibly interpret this verse as referring to Macbeth or even King Lear and still get the correct code, but the theme of black and white strongly ties it instead to Othello.

At the beginning Lear announces he will step down and hand the throne to the daughter that declares the most love for him. Goneril and Regan suck up and flatter him, receiving large portions of the kingdom, while Cordelia who actually does genuinely love him unlike her sisters, refuses to play the game of flattery. This explains the first two lines. Lear then banishes Cordelia, and his remaining two daughters turn on him once they have the power, eventually turning on each other as well.

With Cordelia returning in command of the French forces, she reunites with Lear who has now turned crazy, but both are captured. With Goneril arrested for treason, she poisons her sister Regan and stabs herself, while Cordelia is hung and Lear dies with her in his arms.

And thus the story ends with the throne besmirched in blood. It is possible one may confuse this verse for Macbeth killing his own king to usurp him because of the second part and you can still end up with the correct code , but the silence and flattery themes clearly point to King Lear. But we have one number too many for a four-digit code, and we have more to go in the riddle. As Anthology 4, that number will bump to 8.

Thus we remove anthology 3, „And only the four keys remain. Note that there is still some margin for error or allowance for different interpretation in this riddle. Even if you identify the third work to be Othello, the fourth to be Macbeth or King Lear, or the fifth to be Macbeth, you can still end up with the resulting code of after removing Macbeth’s number 3. That said, the solution we’ve explained here is the one that makes the most sense for each corresponding work.

Back Hallway and Elevator Out in the hall, Heather meets Claudia in a confusing cutscene. Once she leaves, all you can do is enter the elevator.

Oddly you’ll find no control panel inside but it’ll move on its own. Pick it up and the elevator doors will open. It can also alert them to your presence, although it’s fairly negligible. Adjust the volume or turn it off and on in your inventory. Step outside into what appears to be another, creepier elevator that will take you to a transformed version of the mall. Well, this is great It’s got to be. Not even a kid could believe in this.

But when am I gonna wake up? Follow the hallway to the west and go through the door directly ahead at the fork. Make your way north past any Double Heads and through the double doors. First Floor West and Northwest Hall: Finding the Flashlight In the room ahead of you, you’ll only find a ladder that you can’t reach so remember it for later.

Ignore the two Closers in the main hall and take the north hall past another one. Move around the corner and enter the room beside the ladies‘ room. Read the note on the wall suggesting to turn off the lights, and do so by examining the switch beside it. You’ll notice a splash of light coming from the boxes in the corner. Exit the room with your new light source. Note that while it’s very helpful to see and required to pick up some items in dark areas, it can alert enemies to your presence, so consider turning it off at various moments when trying to be sneaky.

This item won’t be here and isn’t needed on Easy Riddle Level. Knock on the fully closed stall and walk away, only to be invited back for another look. Examine the toilet in the open stall without blood all over it. Select „Yes“ to remove the blockage. Heather wimps out but not without slandering our boy James. Done in the washroom, head east and move under the twisted shutter at the end of the hall. First Floor North Hall: Women’s Clothing Store Avoid the Closer and Double Head and enter the familiar store under the partly-closed shutter.

Note that you must have the Flashlight and have it on to pick up both these items. Collect it in the storage room beside the ladies‘ room in the previous hall if you missed it. Note that due to its weight and nature, Heather won’t be able to run as fast while wearing it. It’s helpful if damage is a serious concern of yours, but otherwise mobility may be more important. Give it a try and see what you think. You’ll hear something fall if you check the other door here but there’s nothing to be found.

Leave the store, head back under the dented shutter to the previous hall and make your way to the midwestern part where the escalators to the subway are on your map.

Enter the room on the north side of the hall. First Floor West Hall: Shop with Ladder Move deeper into the room for a very suggestive camera angle revealing a ladder. Ascend the ladder to the second floor. Second Floor West Hall Up here, head past the nice scenery of corpses on stretchers. Past the escalators you’ll find a TV showing static.

Examine it for a familiar but faint image from the first Silent Hill. You’ll be greeted by three Numb Bodies so keep on your toes. Be wary of the Closer in this hall. The easternmost door here is locked, but you can access the shop at the southwest end of the hall it’s accessible from both sides. If examined, Heather says something is rattling around inside it so we’ll have to look for a way to break it open. Done on 2F for now, exit to the west hall and climb the escalators to 3F. Enter the restaurant through the right double doors.

Exit the restaurant through the same doors. To the east you’ll find a locked door with an inscription and a place to insert a small stone. Kill the Closer if you wish to read this or it may beat you down. We’ll have to remember it for later anyway. There’s an open washroom down the northern hall past a Double Head but there’s nothing inside, so head back down to 2F with your new key. This is a great melee weapon, so much better than the Knife and fairly user-friendly. Be sure to use it while saving up Handgun ammo.

Exit the cafe through the other doors. Heading to the East Hearing Numb Bodies patrolling, use them as batting practice with your new weapon.

There’s a locked door here at the east, but along the southeast wall you can slip through the pale orange double doors. Exit the baked bakery through the other door. Moth Hallway: Preparing the Insecticide Follow the pathway to the noisy fan and turn it off disregard it on Easy Riddle Level where you can’t and won’t need to.

Head through the door to find a swarm of moths blocking the hallway ahead. On Easy Riddle Level the hallway will be empty and you can proceed normally, but we’ll have to solve a mini-puzzle on Normal and above. Remember the Detergent you just acquired and the Bleach much earlier in the mall? On their own they’re not very lethal but upon examining them Heather discovers they can be dangerous when mixed. The fan in the previous hall must be turned off to allow the formula to linger and work its magic.

Heather will concoct the insecticide and then run out of the room as it stings her eyes. Therefore you must turn the fan back on to clean up the air. Do so and head back in the hall to discover the insects have all been killed. Back in the insect hall, move down the long hallway past the dead bugs and enter the room north of the stairs second door on the right.

Exit the room and head through the northeast pale orange door to find a Closer. Ignore it and pass through the other door to the eastern hall. Second Floor Mall East Hearing noisy Pendulums for the first time since your nightmare, avoid them like the plague and be quick in here.

Head west along the path, passing a stretcher and a Double Head, then enter the next shop on the north side through the dirty double doors. On the right table here you’ll find a vise to crack something open. Looks like it may fit into the 3F mall door. Leave the room. Heading Back to the West Run west past any Double Heads and move through the orange door there after unlocking it.

There’ll now be Pendulums in here too, great. Make your way back to the cafe at the southwest of this balcony hall, ignoring any Pendulum or Numb Body on way. There’s more Numb Bodies in here and you’ll want to kill them to get past. Kill the first one quickly with the pipe and then move around the counter to bat the other one. Leave through the door behind the counter. In the office hall, either slip through the more northern room that’ll be full with new Numb Bodies, or run past the Closer in the hall and move through the empty southeastern shop to the western hall.

Consider saving your game with the TV save point in the hall due to an upcoming boss fight and head up the escalators to the third floor. Third Floor: Past the Moon Door If the Closer is still up here, consider killing it or just act quickly.

You may hear Numb Bodies patrolling, but it’s from another floor. Follow the pathway around to the ladder and start your descent. Where to? Who knows Heather eventually reaches the bottom where a giant purple worm comes to say hello, but the ladder gets destroyed behind her and it’s time for the first boss fight. The giant worm will emerge from one of the six tunnels and open its protective shell.

Take this opportunity to shoot it times until it closes its shell. Hold L2 at all times to center the camera on the worm so you can see what you’re shooting. The worm will retreat back into the tunnel and re-emerge from another one, possibly on the other side. Hold L2 and the camera will aim towards the tunnel the worm will next appear from, so get ready to set up shop and start shooting once it opens its head. Always stop shooting as soon as it begins to close its head and be prepared to strafe or run out of the way since it may snake forward to another hole, possibly bumping you on the way.

Repeat the above strategy until the worm drops dead. However this will open you up to potential attacks and stuns. Read below for how to deal with them and consider which approach you’d rather. But if you do prevent it from leaving and avoid its attacks, you’ll get more chances to shoot it at each hole. If low on ammo or wanting to try a different strategy, you can always use the Steel Pipe, but be prepared to block the Split Worm’s attacks every few swings or so.

There is an effective strategy where you can thrust times, block and repeat. It does require mastering to perform well since the worm can easily knock you down for long periods if you’re not well-positioned or too slow to attack.

It is generally only recommended for experienced players and is actually the most effective strategy to end this battle in the least amount of time on Hard. Another is a dangerous lunging bite attack that can reach you as long as you’re standing in front of it at any distance, but it’ll telegraph this with a screech and backward head movement before lunging. Avoiding it is as simple as strafing left or right away from the center of the screen.

Note that while this attack does moderate to heavy damage on Normal and below, it is a one-hit kill on Hard, so look out and avoid it when it comes. The worm can also bump into you while crossing the floor to another tunnel, inflicting minimal damage, but it moves incredibly slowly and you should always be able to escape from its path.

Additionally, the worm has a ground pound move that does no damage but staggers Heather for about a second. Be careful cause it often follows up with the biting lunge, so get ready to dodge it asap. After around 15 Handgun bullets on Normal and up to around 35 on Hard or more if you shoot its shell , the Split Worm will drop to the floor, ending the fight. Find and pass under the partly-closed shutter ahead to the next hall.

Leave the joint and pass through the series of doors on your right for a cutscene. Heather meets Douglas again but Heather splits to head home via the subway. Move forward and take a left across to the other side of the open hall.

You can read a newspaper about a fatal subway accident on the ticket machines. If you examine the information sign here, Heather will reveal that the Bergen Street train on Platform 3 is how she plans to get home. Continue around the corner and through the turnstiles by the ticket office. Head down the stairway near the map to the floor below. To witness this special event, you must first read the article about the subway accident on the ticket machine in the concourse.

There’s also an occult magazine on the platform 4 staircase that will help explain things but it is not required reading to witness this event.

Read on below. Platform 4 Once down the stairs from the concourse, take the south stairs and read the aforementioned occult magazine. Then continue down the stairs to platform 4. Head west along the tracks and if you’ve read the newspaper article a cutscene will begin to play.

Remember this St. Renata platform 4 is the very scene of the accident Heather will be pushed onto the tracks and a train horn will sound. Quickly turn around and climb back up onto the platform press X or it’ll ram you and be Game Over. The train won’t come at all if you escape in time. And that’s it. Fairly minor but a nice little experience. Continue through the door past it and approach the phones to hear a single ring, but there’s no phone to answer.

Head east and if you check the platform stairs to the south, platform 1 is blocked off and there’s a chain with a bolt and nut locking platform 2. Remember it for later and use the northwest stairs to head down to platform 1. While you may be tempted to jump on the tracks to navigate past gates on the platform or elsewhere, attempting this will result in death by subway train with one obvious exception later on.

You have been warned. Watch out for the patrolling Double Heads and corner around to the stairs underneath the set you just came down platform 1, west side. Head back up to the platform and cross the grated tracks to reach and descend the stairs on the platform 2 side. Now you’ll be on the other end of the previous blocked hall. Return to the platform and head back up the stairs on the platform 1 side to the connecting hallways above.

Pass through and down to the south part of platform 2. I’d recommend you keep using the Pipe and Handgun while building up more Shotgun ammo for now. Hearing a noise inside, you’ll meet a new enemy back by the stairs called an Insane Cancer. These guys have way too much health and are slow enough to just run past every time. Ignore him and the stairs, and instead run along the track and head around and down the other set of stairs farther down.

Connecting Hallway Follow around the corner to find the stairs for platform 4 and 3 ahead. You’ll only find Double Heads on platform 4, so continue ahead and descend the stairs to platform 3. Platform 3 East You are now on the eastern side of platform 3 which was inaccessible from the other side.

Continue east until the camera angle changes to reveal a door on the tracks with red glow above it. Drop down on the tracks, and avoid exploring elsewhere but the door or you may die by subway train. Head left to check the door on the tracks and find it has a broken lock Uh oh Act very quickly and waste no time fighting the dogs.

Run right past them and climb back up on the platform press X. Note that you cannot climb up right beside the railing but instead a bit past it. A cutscene will play just as you try to climb and Heather will narrowly avoid getting hit. The train then comes to a stop and the doors open on the very last car at the back. Boarding the Train Take a moment to mourn the three Double Heads who got murdered by the train and begin your way west.

You want to board the train but all the doors on this side are closed. Continue west and move through the gate along the tracks, unlocking it first. Past the Double Heads, the next gate has no door so you’ll have to ascend the stairs and head down on the other side. It’s time for a subway ride. Pass through to the next car to find medium-sized Numb Bodies which you should be able to run past, or just use the Steel Pipe to batter them. The third car with no lights has no enemies, but the fourth has a large Numb Body you’ll probably want to kill to get past safely.

The Handgun can take care of it by the time it reaches you. Note that at any point if you try to head back to a previous car, you’ll find yourself on the outside of the rearmost car, with all previous cars having been dropped. Just be careful to not move forward or you’ll fall off and die in a cutscene. Oh, clumsy Heather Car 7 has a fat Insane Cancer blocking the way, but fear not. Just run at its right side and you’ll slip past before it can fully stand up. Skip through the empty eighth car and the train will stop in a cutscene in the ninth car.

Find the open door and leave the train to the mysterious platform. Continue along the wall to the left and pass through the blue door at the end. This is something else. All I know is Avoid the Numb Body and Pendulums in here and go through the blue door to the left, along the right wall a bit down.

Staying in these hallways will drain your health on Hard Action Level, so proceed through them as quickly as you can. Don’t bother healing until later as the effect cannot kill you and will only keep draining additional health.

Ignore the Numb Bodies in here or just beat down the first one and pass through the right door, since the hallway only loops around with nothing to find. Up ahead three Numb Bodies will emerge from a short hallway. You can just wait for them to come out while standing back and then run where they came from and through the blue door.

Right beside it is a new weapon called the MAUL stabbed into a bloody, fallen locker. It’s a powerful weapon but somewhat difficult to use due to its slow speed. Exit through the other blue door. Southwest Corridor Mind the large Numb Body and two smaller ones down the hall. With more Numb Bodies around, head back the other way and take the right opening to and through the large end door.

South to North Passage Head down the hall to be greeted by Pendulums. Carefully cross between the two by the blue door to move through it and say goodbye. It looks like there’s a metal pipe on the ground here but you can’t pick it up. Continue through the door down the long hall to the north corridor. Take a right to head east and pass through the large door at the right end. Eastern Corridor Ignore the first right hallway for now as a large Numb Body approaches.

Consider killing it along with another one that follows. Take the second hallway and enter the small room. Beside the save point is a kerosene heater. Exit the room and use the other hallway opening to access the northern small room, past a new flock of Numb Bodies.

In here you’ll find ladder leading down but the area is filled with water. Use the switch on the right side to drain the room below and head down the ladder. Lower Level Sewer Find the stairs and move up a couple flights to pass through the end door. Continue over the bridge and through the door down the long stairway. Now in a sewer, take a right to head south. You may soon encounter a large Numb Body. Either beat it down or jump down into the water where it can’t reach you to get past it.

Climb back up if you need to and head through the blue door at the right end. Garbage Room Climb the steps and enter the room on the other side of the bridge note the enemy corpse below as you do. Heather will point out some interesting trash items if you look around. Leave the room, and you may notice the enemy corpse is now missing from under the bridge Head back east to the sewer.

Lower Level East Move around and through the large white door here. Navigate past a large Numb Body and small ones to move through the blue door to the left. The memo serves as a warning for the next room, along with more scattered papers on the floor that according to Heather confirm the fate of the two mentioned.

Note the fallen Danger sign and pass through the other door. Bloody Walkway: Monster or Myth? Do not cross the walkway as is or you will die. The author mentioned if only they had a hand grenade But you do have something a little more creative. Heather will plug it in and toss the running hair dryer into the water to kill the monster. Now you can cross safely to the other side. If you lie even once, you’ll lose your pipe and get nothing back. Do not throw in any pipes again or you will lose them permanently.

Despite their snazzy looks, these pipes are no stronger than the regular one and will even lower your ranking by one small star if used, just like any other extra weapon. Note that you will always be able to acquire the pipes here in any Extra New Game, having beaten the game previously.

Escaping the Sewer Leave through the bloody exit door. In another sewer, drop down and climb up the other side to make your way south along the right wall. Careful of the four Pendulums here, find the west opening and go through the door at the end. Head down and up the stairs to pass through the other door.

Make your way up the metal staircase and use the ladder to exit the underground passage. Then enter the building through the nearby double doors. It looks like somebody was living here. Continue up and enter the fifth floor. Fifth Floor Pass through the other door in the hall to a larger room. Move ahead and around the right corner to notice a section of the wall that looks different from the rest, almost like the re-plastered walls from the first Metal Gear Solid Perhaps some of Snake’s handiwork?

Equip or unequip it as you wish. The Silencer can also be used with the Submachine Gun found later in the game. Examine the mattress and drop it down the hole, then hop down yourself. Third Floor Two floors below via the crumbled ceilings, find the broken wall ahead and pass through to the scaffolding outside. Move quickly to avoid the Pendulums and follow the path around the corner to Heather’s left.

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Nurses can also run and chase after you, closing a medium distance in a hurry to smack or shoot you. Strategy: Just as in Silent Hill 2, Nurses are dangerous and should be attacked from a safe distance with the Handgun back up while firing if close , while the Shotgun works great for crowd control or quick kills from up close.

The SMG works just as well if you have the ammo for it. All Nurses carry weapons and are quite strong, so using melee weapons is too risky and opens you to attacks. While most carry pipes, a few Nurses wield revolvers that will take a big chunk out of your health if you get hit. Always keep an eye out for what they’re holding and immediately rush to take out revolver Nurses before the others to remove the biggest threat. Scraper Appearance: A humanoid wearing brown robes, red gloves and a threaded sack over its face.

It wields a blade in each hand and strongly resembles the Missionary boss but is much weaker. It also carries a slight resemblance to Pyramid Head from Silent Hill 2. Location s : Church. Attacks: Scrapers will slice you with their blades, inflicting moderate to heavy damage.

They are also sneaky creatures and will often spawn out of nowhere behind you or appear right around a corner, ready to attack an unsuspecting Heather.

Strategy: While threatening in appearance and with their attacks, Scrapers are incredibly weak and usually drop in a single Shotgun blast, which is the best method to kill them. The Submachine Gun does nicely despite limited ammo, and the regular Handgun’s bullets usually get deflected, but equipping the Silencer will cover the muzzle flash and prevent this.

But due to Scrapers‘ lethal weapons and moderate movement, it’s best to use the Shotgun to drop them asap. As you can see, the Submachine Gun and Shotgun are the most effective weapons available. Refer to detailed descriptions of each below. Since ammo is scarce, it’s important to master your melee arsenal.

Note that unlike Silent Hill 2, how tightly you press X does not dictate your attack, but rather if you’re pressing or holding it. Refer to each weapon below for its specific attacks. Knife „It’s a switchblade for self-defense. Better with than without it against those monsters. Since it’s so small it can only be used at extremely close range, and it’s very weak so you’ll need to regularly avoid enemy attacks while fighting with it.

To do this, sidestep around enemies with L1 and R1 while attacking them. This can actually work fairly well on Numb Bodies, and somewhat on Double Heads but that’s about it. Honestly, if your only weapon choice is the Knife, it’s probably better just to run. To use the Knife, hold R2 and press X to deliver a regular swing, or hold X to perform a quick thrust attack.

Don’t expect to kill many enemies with this pathetic weapon; you should be happy if you manage even a single kill with it. This weapon is held by Heather from the start of the game, both in her nightmare and in the mall.

Steel Pipe „A steel pipe, about 3 feet long. Not very powerful, but not hard to use. It is best used against Double Heads, Numb Bodies, and can even take down Closers as long as you stay on the move and circle around them. Hold R2 and hit X to perform an overshoulder swing, or press it a few times for a series of swings. Hold X for a more powerful overhead downward swing and hold forward while holding X for a thrust attack.

It should immediately become your primary weapon upon acquiring since the Knife is near useless and you’ll want to save Handgun ammo. Maul „Like a big round pointy hammer. It’s super heavy, but at least it’s got some oomph. The Maul can be great on Closers as long as you avoid their slow attacks, but it’s generally too slow for smaller, faster enemies and will regularly bounce off walls in narrow corridors.

Hold R2 and press X to swing it across, or hold X to perform a powerful overhead downward swing, although quite slow. The Maul is found on the tipped over locker in the first actual room in the Underpass beside the map, on the upper level. Despite being found here, it’s not a great place to use it since there’s so many narrow hallways that it can collide with. Katana „This is a short katana, about 2 ft. Pretty powerful and easy to handle. It essentially makes every other melee weapon obsolete upon acquiring midway through the game and is very effective against most standard enemies and the final two bosses, although firearms are still safer for the bigger and faster enemies like Slurpers, Insane Cancers and so on.

Hold R2 and press X to do an overshoulder swing, or multiple presses for a series of swings. Hold X for a more powerful overhead downward slice, or hold forward while holding X to deliver a thrust. The Katana is a super important weapon you can pick up from the shelf in the Gallery of Fine Arts storage room in the northeast corridor of 5F inside the Hilltop Center. Do not miss it. Stun Gun „High voltage to zap the bad guys.

It has to touch ‚em, though, so it’s very short-range. A battery holds enough charge for just four shocks so use them wisely. Hold R2 to raise the Stun Gun and press X to unleash the high-voltage current into a nearby enemy. Since it requires batteries, you must reload it when empty. Despite it technically shooting an electric projectile, this is considered a melee weapon due to its short range and it isn’t really a firearm either.

The Stun Gun isn’t found until around halfway through the game where it is available in the open top drawer of Heather’s bedroom dresser in Daisy Villa Apartments. All behaving quite differently, hold R2 to ready and use X to fire. Always reload in your inventory during combat, or use the new in-game reload function by equipping the right ammo and pressing R3, but only away from enemies.

Handgun „Holds 10 rounds of ammunition. Small and not powerful, but easy to use. It’ll usually drop enemies in around bullets and can additionally be equipped with the Silencer to be hide the muzzle flash and dramatically reduce its volume, although it will also slightly weaken your bullets. Hold R2 and press X to fire the Handgun, holding X to continuously fire bullets until your enemy drops. A very wise strategy is to back up while firing if an enemy is approaching you, or to sidestep while firing or even approach certain enemies to be in a good position to quickly kick when they drop.

The Handgun is an unmissable weapon found very early in the game in a cutscene inside the women’s clothing store on the first floor of Central Square Shopping Center. Shotgun „Holds 6 rounds of ammunition. It’s hard to handle, but has great range. Although it’s a little slow to use, it holds six shells and has a wide blast radius although narrower than SH2 with a lot of power, best used on bigger, tougher enemies.

Using the Shotgun is as simple as holding R2 and blasting with X. Be careful not to position yourself in a bad spot to get hit after your shot due to its slow handling speed, although most standard enemies may drop in a single shot. The Shotgun is found inside a gift box in the abandoned open subway car at the south of Platform 2 in Hazel Street Subway Station. Submachine Gun „Holds 32 rounds of ammunition.

Great for its continuous firing. Sadly, you won’t get much ammo at all for the thing, otherwise it might make the game a bit too easy. Therefore I’d recommend saving all its ammo for bosses where it’ll be most useful, but if you wish to use it wherever that’s fine too cause you’ll only get a few clips for it anyway. To use the SMG, hold R2 and X to continuously fire, or wisely use your ammo in shorter bursts to stay on top of it and not waste anything.

Use the left analog stick to aim up, down, left and right as needed. Because of this aim control you cannot walk while aiming. Additionally you can equip the Silencer to attach it to the gun and be more discreet but at a small cost of power.

The Submachine Gun is located by the elevator in the basement hallway of Brookhaven Hospital. Refer to the Unlockables and Secrets section for more details. Bulletproof Vest „It’s heavy under a jacket, but it should protect against a monster’s attacks. Blocking attacks with the vest will prevent all damage entirely, except for heavy and unblockable attacks. The tradeoff however, is that the vest is heavy and will really slow Heather down, limiting her to a slow jog and removing the ability to strafe leaving sidestepping as the only side option.

So it’s more effective in tighter hallways during combat rather than when you expect to be moving around a lot. Either way, it’s entirely the call of the player to decide to use it since there are pros and cons. But it’ll likely be very helpful when engaging in melee combat, general close-quarters fighting, and even more effective when combined with blocking. The Bulletproof Vest is found on the far clothing rack in the clothing store in the north 1F hall of the Nightmare Mall.

Silencer „Put it on a handgun or submachine gun to muffle the blasts. It seems to be a little weaker though. This will allow you to be more discreet in hallways with multiple enemies, or prevent the Missionary or Scrapers from blocking your bullets. To use the Silencer, equip it while using the Handgun or Submachine Gun and it’ll automatically attach.

When you switch back and forth between these two guns, the Silencer will remain attached as long as it’s equipped. The Silencer is found on the fifth floor of the Construction Site, hidden in the newly-plastered wall across from the hole in the floor. Use a melee weapon to break it open and grab it. Perfume „This stuff smells a little strange. Therefore it should normally never be used, but it can prove helpful when trying to kill lots of enemies, such as going for the Possessed ending where even damage helps as well or even a star ranking.

Health Drink „It’s full of nutrition and should help me recover at least a little of my strength. It will recover a quarter of your health, good for healing smaller wounds of light blue or yellow status, or multiple drinks for heavier damage.

First-Aid Kit „This will help me patch up my wounds fairly well, I think. If lighter yellow, consider just using a Health Drink, but go ahead and combine the two for serious wounds in deep red or maybe use an Ampoule if critically injured. Ampoule „This is the stuff! It’ll wipe out all the pain and help recover my strength. Therefore you shouldn’t use them if you can still take a bit more damage and only if your health status is a deep throbbing red.

While you can reload in the inventory while hovering your equipped gun or the ammo itself, you can also equip the ammo and use R3 as a shortcut for an in-game reload, but be sure to do this away from enemies.

Handgun Bullets „Bullets for a handgun. You may even find additional packs in various places if low on ammo, so keep an eye out for them and also try to conserve your ammo and use melee weapons when it’s not totally necessary. Shotgun Shells „Ammunition for a shotgun. Each pack normally contains six shells which give a heavy punch with a wide range. If surrounded, consider using some shells for some quick crowd control. Submachine Gun Bullets „Ammunition for a submachine gun.

Therefore this weapon won’t be too helpful for you outside of small bursts, and you’ll find its 32 bullet capacity flies by quickly so prepare to reload or make your escape.

Stun Gun Battery „A battery for a stun gun. Just like firearms you’ll have to reload your batteries after emptying their charge. Be sure to give it a try and see what you think. Beef Jerky „Processed, dried meat. Sometimes it’s just enough to distract monsters. It doesn’t always work so don’t count on it saving you if enemies are already well aware of you, but it’s a small little way that can help you from time to time to get an enemy to come chomp on it.

Jerky comes in packs of four and can be used from your inventory, but the most practical way is to equip it and then press R3 during gameplay to drop one. Drop any more as you wish and watch out for any incoming enemies. Refer to below for all its options. Opening Movie Before reaching the main menu a teaser movie will play, showing off clips from the game. Idle at the main screen if you wish to see it again.

New Game Self-explanatory, this advances you to select your Action and Riddle Level for a new game. Note that this should only be used the first time you play time game, instead moving on to Extra New Games to continue your file and use any unlockables.

Read more about it below. This allows you to start a new game while keeping any unlockables and continuing your file to let you achieve more endings and unlock more extra items. Continue This option lets you continue from your most recent save upon death or after a soft reset. After a death it will return you to your last save or the beginning of the area you were in if you hadn’t saved there. It is only available if you have a save on your memory card.

Load Use this to access the Load menu where you can view and choose from all your saves. Options In the Options menu you can change a bunch of settings such as display and audio settings as well as more gameplay related functions. Press L1 or R1 to access the Extra Options menu for more. Refer to the Options and Extra Options menus below. Extra Costume Unlocked after completing the game once, use this option to enter in various codes to unlock extra costumes.

You may be given codes in the end ranking screen but they must first be entered here before they can be used in-game. In order to save your game you’ll need to find and examine red circular insignias over the game. To start things off you will need KB to save a new file on your memory card and can save up to 40 slots on each card. Consider saving in multiple slots over the course of the game in case you wish to load a previous save, although feel free to overwrite files if you don’t need them anymore.

But be sure to never overwrite your main file that has any unlockables if you ever start a fresh New Game instead of an Extra New Game. Each additional game clear will unlock the next level up to x5. Unlike Silent Hill 1 and 2, the inventory this time is segmented according to items, weapons and supplies to make navigation less cluttered.

View the diagram below for a breakdown of the menu while you can read more about each function farther down. Usually what it Supplies is and where it was found. View the Health System section to learn what each colour means. Maps This option will switch over to your map if you have it, revealing your current position and what’s around you.

Instead of using this option, simply press Triangle during gameplay for greater convenience. Memos This is where you’ll find important documents you’ve read throughout the game, including puzzle riddles, codes or general lore. So instead of returning to them in-game you can view them here at a quick glance. Refer to the Memos section of this FAQ for the full roster of memos.

Options This lets you access the Options menu without quitting the game, where you can change the various options listed above, including the Extra Options. Items In this section you will find all your key items or essentially anything that isn’t a weapon or supply. If it is not already highlighted, select the Items title to display your items in the main portion of the inventory.

Weapons This switches to the weapons tab where you can view, equip and reload all your weapons. When you get a new weapon you will find it here. Supplies Lastly this is the tab where you’ll find all health and ammo supplies as well as beef jerky. This tab will be helpful whenever you wish to heal or reload your weapons or you can reload in the Weapons tab.

Most of the time you can adjust it and even move the camera behind Heather by holding L2 and moving it around with the right stick. This is very helpful for fighting bosses or just generally staying on top of where you’re going. Also pay attention to sudden camera angle changes or specific angles that hint towards certain items or other environmental details. Once found, hit Triangle to view the map to see your current location and what’s around you on the current floor, or use the left analog stick to change floors.

Heather will mark open doors as arrows, locked doors as solid lines, impassable doors as squiggly lines, and other various points of interest as circles or other markings. Don’t ever feel ashamed for frequently checking the map as it’s an incredibly valuable tool and perfect for reorienting or reminding yourself of where to go. You will find these two items fairly on in the mall and both are valuable tools to help you on your journey.

Your Radio will emit static to alarm you to any nearby monster and your Flashlight will allow you to see in the dark and pick up certain items. Note that you can adjust the Radio volume in the inventory or turn it off altogether, which helps you be more discreet. The Flashlight can also be turned on and off by pressing Circle, which again can be helpful for avoiding enemies in dark hallways. Running Running doesn’t make you a wussie, but instead it’s often the best solution.

While you may need to clear out certain rooms or halls to investigate more closely or avoid being hounded, running by them is always a very safe solution and certainly helps you conserve ammo. Running Slow and Sluggishly If you find yourself running rather slowly and unable to strafe, you’re likely wearing the Bulletproof Vest. While this limits damage to the player, it’s quite restrictive so decide what’s more important to you.

Ammo Conservation There is even less ammo in Silent Hill 3 than the previous two games, so conservation is more important than ever. Don’t go killing every enemy you see, and don’t waste ammo on enemies that can be handled effectively with melee weapons. Try to build up your ammo hoard for tougher enemies and bosses. Conserving Health Items You’ll also receive fewer health items than previously, so it’s important to use them wisely.

And save all Ampoules for when your health status is flashing deep red to make the most of them. Searching Areas A majority of the game consists of thoroughly searching rooms and hallways to find key items, memos and supplies. Therefore you’ll want to be at least somewhat comprehensive in your search. Check carefully around each room and pay attention to any suggestive camera angles and note that Heather turns her head towards any nearby item and also unlocked doors.

If stuck, refer to your map to see if there’s any rooms you may have missed. Doors will be either open, locked, broken-locked or just shut tight and can’t be opened. If a door is locked, you’ll either get a key to open it, or you’ll have to get to the other side where you can unlock it, but if a door just won’t open then you can forget about it. Note that Heather stares at unlocked doors when nearby.

Memos Throughout the game you’ll come across various notes and literature, some pertaining to puzzles including codes with others serving as lore. You’ll generally know when a riddle will need to be solved due to obvious wording, but make sure to read these very carefully as some puzzles are incredibly intricate and difficult to solve. Some may even try to catch you off guard with a little trick that you may not have thought of, so keep an open mind. Codes You will find several codes on your journey for unlocking doors and keypads.

Having a pen and paper handy can be helpful for quick reference, although you can always find any written codes in the Memos section of your inventory once found. Nightmare Areas On multiple occasions you will experience a transformation of one area to a nightmare version, a common theme in the series.

Just about everything in these transformations change beyond the general layout of each building. Your map will therefore still be your key but all the earlier information will be reset. Different doors may be locked and unlocked, some places may be blocked off entirely and some new areas may exist that didn’t before.

Keep an eye out and treat each transformation as its own new area. This way you can load a previous save or start a new game. For strategies for each enemy including suggested weapons, refer to the Enemies section of this FAQ. Targeting Enemies Just like its prequels, Silent Hill 3 uses an auto-aim or lock-on aiming system.

With a weapon equipped, hold R2 to raise it or aim at the enemy and press X to swing or shoot. It’s helpful to move towards or away from enemies while shooting, depending on the enemy and how aggressive they are. If you wish to only press R2 as a toggle instead of holding, you can change it in the Extra Options menu.

A few bullets and a kick counts as a fighting kill cause the kick killed it. Beat it down and to death with a melee weapon also acts as a fighting kill, while you must deliver the finishing blow with a firearm to count as a shooting kill.

Always stay on top of nearby enemies when fighting, and avoid reloading in-game to open yourself to attack. Instead do so from the inventory. Fighting Multiple Enemies Fighting a number of enemies at the same time is never a good idea as it opens you to the constant threat of attack. In rooms with multiple enemies, try to lure them one by one to an isolated spot from the rest and take them out that way. If you have the Shotgun or even the SMG, it can also be helpful in clearing groupings of enemies or knocking them down to quickly finish them off with kicks.

Be sure to switch back and forth between appropriate weapons, including multiple firearms and also melee weapons depending on how urgent matters are. Kicking Enemies Another common theme in Silent Hill games, you will want to kick downed enemies to finish them off before they get up. It costs you no ammo and deals a lot of power, despite a single kick not automatically spelling death like in the previous games.

Instead it may take multiple kicks to kill a downed enemy so keep on kicking until you hear their death note or see blood pouring out. Note that you can still kick enemies after they’re dead, so don’t confuse yourself into thinking a still and silent enemy is alive, unless it’s a Slurper playing dead to fool you.

Pushing Enemies Whenever you find an enemy blocking your way, you can use your smarts and just push past it while avoiding a fight, especially if it’s a slower enemy. Always run at the gap between an enemy and a wall or another object rather than directly into them for the most efficient route past them.

You’ll find this is especially helpful for Insane Cancers, big tough enemies that you will never have to fight since you can always just push past them. Surrounded You’ve gone and done it again, haven’t you? You got yourself surrounded. This can be a somewhat common occurrence due to enemies in high frequency in certain areas.

When surrounded, either turn to the SMG or Shotgun for crowd control if you have it or push you way out where the safest gap is located. Sometimes that may involve running between a small gap between two enemies, pushing them both slightly to either side. You may take a hit in some cases, but you should be able to escape. Escaping Grapple Attacks Some enemies have attacks that grab a hold of Heather as they continue to damage her. The longer you’re attacked by these, the more damage you will take.

To escape more quickly, mash the shoulder and directional buttons. This is highly recommended to avoid redundantly holding another button in a game where you’ll be running almost all the time. If you ever do wish to walk, simply hold Square while moving. Strafing While using 3D control tank controls , you will be able to sidestep and strafe with L1 and R1. You will find strafing very helpful if using 3D since it allows you to quickly escape to the side instead of turning and then moving, so use it to your advantage.

Note that just like normal running, your strafing speed will be decreased when out of stamina. And if using 2D control, there is no strafing since you can immediately run in whichever direction you want. At the same time, it comes at the cost of mobility, slowing Heather’s running and turning speeds while removing your ability to strafe but you can still sidestep.

Therefore the player must decide if it’s worth the tradeoff. The vest is found on a clothes rack in the women’s clothing store on the first floor of the Nightmare Mall. Blocking For the first time in the Silent Hill series, you have the ability to block attacks. While in caution mode R2 with your weapon raised , press Square and Heather will adjust her hands accordingly to block an incoming attack for about a second-long window.

This almost completely nullifies standard attacks, limiting damage by about Once mastered, blocking can dramatically help you in combat and allow you to immediate counter fire upon successful execution, or even leave you with a window for a safe melee attack or two. It may be natural to not bother with blocking or even forget the option exists, but when used properly it is immensely helpful and rather crucial in limiting damage for a star ranking in particular.

Reloading As always, you have the choice to reload your guns live in-game or while paused in the inventory menu. I recommend always doing it safely in your inventory when around enemies to avoid an untimely reload that get you hit. However Silent Hill 3 adds manual in-game reloads where Heather doesn’t have to unload a magazine to do so.

To do this, you must equip the ammo for your weapon under the Supplies tab of the inventory, then press R3 during gameplay to reload.

I’d advise avoiding this around enemies and bosses unless you’re certain you can do so safely, and instead just use your inventory. In this section we’ll cover all aspects of finding and using them. Be sure to check every door you come across to search every room, finding all key items and supplies inside. Items that aren’t keys will have to be used from your inventory while standing in front of the target.

Certain items aren’t effective on their own and must be combined first. See below for more details. Additionally you can examine certain items for more details, providing clues for their usage.

First, stand in front of your target and enter your inventory. Find the first item and select „Combine“, then move to the next item no back required.

If it’s a two item combination you can simply use the second item to mix them, or in a three item mix you’ll need to combine the first two items and use the third. Note that you can add the final item to the mix too but it’s an unneeded step since whatever you use gets added to what’s already combined. You’ll notice which items are included in your mix so far under the Items tab on the left side before using.

Also understand that many items that can’t be combined with anything may have Combine as an option, so don’t let that confuse you if it otherwise doesn’t make sense.

This will help you assess not only where to use items but also what to do with the more confusing ones, since you may not know just by picking up an item that there’s something rattling around inside it, but Heather will certainly notice when examined. So be sure to use this function whenever unsure about an item.

Equipping supplies like ammo, health and jerky allows you to reload, heal or use them with R3 in-game. Other items can be worn or used by equipping them to receive their benefits. This does not mean to go and waste your supplies knowing you will get more because you’ll struggle even more, but know you will have some backup supplies if you’re having a hard time. Keep an eye out for them and note what you find may be slightly different than what’s stated in the walkthrough.

Health Status In the top left corner of your inventory you’ll see a real-time screenshot tinted a certain colour with a square pulse moving at a certain speed.

This indicates your current health level, with the legend below. Additionally your controller may vibrate once your health dips into the red. Health Supplies In order to keep on top of your status you’ll need to find and use health supplies, spread out in high frequency.

Keep an eye out and look for Health Drinks, First-Aid Kits and Ampoules, which recover a quarter, half and your full health, respectively. Recovering Health Always stay on top of your health by checking your inventory status and use health items to stay healthy.

Do this by finding the Supplies tab and using one of the three health items mentioned above. Additionally you can equip a supply and press R3 in-game to use it as long as you have more in your inventory.

This can speed things up in difficult areas where you may be hit often. I’d suggest keeping with the default of Type B which is most similar to previous games in the series, but feel free to try A which swaps a few button inputs around. Refer to each below for an understanding of how they work. Visit the Options menu to change it. If I could give a recommendation, I would suggest keeping the default 3D. While SH2’s 3D control was a bit clunky, SH3’s is instead incredibly smooth and fluid to the point that I’d say it feels much nicer to play with than to constantly change directions per camera angle with only slightly more open control.

That and it’s incredibly easy to turn with a sharp radius in 3D, including tight stairwells. Give it a chance and you’ll see that this game may have the best implementation ever of tank controls in a survival horror game. If that’s towards the camera, you’ll move towards it. Use left and right to turn your character accordingly, while back on the analog stick will step Heather backward. Pushing left or right all the way will turn Heather while standing still.

Turn while holding forward to keep momentum. I suggest using this method due to how seamlessly it works with the game, but ultimately it comes down to your preference.

Pressing to the left will move your character to the left of the camera no matter where they were facing. Note that since camera angles change fairly often, you will have to adjust your movement every time to keep going in the same direction. Since movement is completely open without restriction, there is no need for strafing or a quick turn since you can turn immediately in any direction.

The free movement is nice, but having to adjust for every angle can get a tad bothersome, which is why I recommend 3D, but go with what works best for you.

Press L1 or R1 in the Options menu to access and change the following settings. Blood Color and Volume This is purely visual so go with what you like.

I recommend normal blood colour to keep the serious tone, but green can look nice on additional playthroughs. I’d say Much is the way to go for Blood Volume, but it’s your call. With this option set to Reverse, it switches. I highly recommend switching it since you’ll be running for the majority of the game. If you ever do wish to walk, just hold Square.

Map This option controls whether your map will be fully zoomed-in or out every time you view it, but either way you can press X in the map to zoom in and out anyway. I’d suggest just leaving this as default. Noise Effect This is a filter that fills the screen with „noise“, otherwise known as static. This creates a visual look that imitates an old, gritty horror film. Honestly though, with Silent Hill 3 as beautiful as it is perhaps the best looking PS2 game out there , I’d suggest turning it off to experience it in its highest detail without muddying it up.

Or if you plan to play the game multiple times, keep it on for the first go and then turn it off to see what you think of the difference. It is truly stunning turned off and thankfully it is your choice from the start if you wish to do so, unlike previously in the series.

Display Mode Here your options are either normal or sharp, whether you want the game displayed more sharply and potentially jagged or default with some blending to smoothen the graphics. I’d suggest leaving it as is. Bullet Adjust You must first complete the game to unlock this option, upon which you can set it to x1 or x2, potentially multiplying every ammo pickup in the game accordingly.

Each additional game clear will add another level, up to x5. You’ll find this helpful for playing on Hard or the Extra difficulties, and while going for a star ranking. Beginner Mode This first must be unlocked by dying times on Easy or Normal Action Level, upon which you will be informed that Beginner has been added to the Extra Options. Find it there to enable it while playing on Easy or Normal, while it cannot be used after starting on Hard.

The benefit of Beginner is that you cannot die from regular enemy attacks. Silent Hill 3 generally isn’t a super tough game, especially on Easy, so I’d suggest avoiding Beginner entirely unless you’re really having a hard time. Enemy and boss attacks will vary in damage, speed and overall aggression depending on which level you choose, in addition to their health. This also determines how many items and supplies will be found. Read each difficulty below for a general understanding of what they entail.

Beginner This must first be unlocked by dying times on Easy or Normal Action Level, upon which you’ll be asked if you wish to change to Beginner, which you can do immediately or at a later point in the Extra Options.

You cannot switch to Beginner from Hard. On Beginner, enemies will be much less frequent, less powerful, slower, do less damage, grab you for a brief period only, and will generally not require kicks to kill. Boss fights will be very brief, supplies will be available in high frequency, your firearms will magically be reloaded upon raising them, melee weapons will not deflect off walls, and you cannot fall down holes.

I’d recommend avoiding this difficulty unless completely new to the genre and really struggling. Easy Enemies on Easy will be less frequent, have half the health requiring bullets to drop , move slower, inflict less damage, grab a hold of you for less time, and often not require kicks to kill. Boss fights are noticeably shorter and weaker, supplies are more abundant, firearm clips will magically reload as you prepare to shoot, melee weapons do not deflect off walls, and you cannot fall down holes.

Normal This is how the game is meant to be played. Enemies have their standard numbers, strengths bullets to drop , speeds, power and generally have to be kicked after dropping with melee weapons and the Shotgun.

Boss fights are their normal length while still reasonable, supplies are fairly available, you have to reload your weapon manually in-game or in the inventory, melee weapons deflect off walls, but you still cannot fall down any holes. Hard Enemies are more common, stronger bullets to drop , faster, inflict more damage, grab a hold of you longer, and almost always must be kicked after dropping with melee weapons and the Shotgun , often multiple times.

Boss fights last much longer with more health, supplies are less abundant, you always have to manually reload in-game or in the inventory, melee weapons deflect off walls, and you can fall down holes while running if not careful and if you don’t pull back while teetering on the edge. Additionally, Heather will stumble and bump into walls and doors while running at full speed, can be insta-killed by the Split Worm’s special attack if not careful, and in the Borley Haunted Mansion must lower herself by holding R2 to avoid getting hit by the spikes.

In an Extra New Game, the opening hallways of the Underpass will drain Heather’s health but will not kill her. Easy Puzzles are very simplified if not spelled out to you, requiring very little analysis or action, and in some cases are bypassed entirely.

Some items required for Normal and Hard will not be present or needed, while others will be easier to acquire. Normal Default puzzle difficulty with riddles most people should be able to solve with some thinking, but nothing too advanced or overly difficult.

Some may require only a slight bit of creativity to solve. Hard Riddle difficulty increases dramatically with multiple puzzles requiring extremely deep analysis and multiple reads to understand.

Riddles have confusing elements to throw you off while some verses may be vague. A very creative mind is required, some liberties in thought or the usual process may have to be made, and knowledge of outside literature is required for at least one puzzle. This stands as the hardest individual riddle difficulty in the entire series and is intended for an intellectual mind.

Those not so experienced in the genre may want to consider Easy Action Level, but Normal Riddle Level is still rather reasonable and doesn’t cut small pieces out of the game like Easy. Hard Action Level should be off limits unless confident in your abilities and experienced in the genre, and I’d avoid Hard Riddle Level your first time unless ready for an extreme intellectual challenge.

Even on additional playthroughs Hard Riddle Level will likely give you headaches, but this guide is always here to help you. Beating that will unlock Extreme 2, while you can keep upping the ante until you reach Extreme X 10 , the hardest Action Level in the game and a supreme challenge. For these levels, take Hard and multiply it accordingly to have some idea of what you’re up for, including a health bar half the size as Hard for all levels and increasing enemy damage. You will certainly want to use Bullet Adjust x5 to give yourself a proper chance.

While choosing your difficulty in the main menu, use the left and right buttons to toggle between the Extreme levels you’ve unlocked. Normally, you must hold Square while moving to run, otherwise you will walk. Switching it will make running your default movement, which you’ll be doing the majority of the time, while you can then use Square to walk if ever desired. This is a must for convenience’s sake.

Also while the Noise Effect gives the game a bit of an old horror film look, I recommend turning it off to showcase the beautiful graphics as one of the best-looking games of its time. You can turn it off in the Extra Options. Additionally, since this is a finely-crafted horror game, I recommend playing at nighttime with the lights off and the volume turned up. A good sound system or headphones work very well to immerse you in its terrifying atmosphere.

Trust me, it’s more rewarding to fully enable it to frighten you and give you the best experience possible. Therefore health and ammo pickups, enemy locations and numbers may vary on other difficulties, although all riddles and puzzles will be thoroughly explained for all difficulties.

Understand that Silent Hill 3 has an adaptive difficulty that assesses how badly you need health and ammo supplies and dishes them out accordingly in certain locations. For health, you may find one or two Health Drinks or instead two First-Aid Kits or perhaps even an Ampoule and a First-Aid Kit in some areas, or you may find nothing at all if you have an abundance already.

This walkthrough includes supplies that will always be there while pointing out locations where what you’ll find may be slightly different or even not there at all. So understand that you may not find exactly what is written, but for the most part you’ll still find health or ammo where listed. This walkthrough was also written with the Playstation 2 version in mind, thus you will see PS2 button inputs like „X“ come up often. If playing other versions, keep in mind your button inputs may be different.

Silent Hill 2 Reference!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Go wild with these items while you have them as you’ll soon see why. Head through the large door to your left to start your journey. Souvenir Shop Pathway Say hello to your first enemies, a Double Head dog and a giant Closer deeper in. Feel free to fire at them but you can just as well run past every enemy here.

The souvenir shop can be accessed by the storefront sign, but there’s nothing of interest inside. Continue past the huge Closer patrolling nearby and slip through the small brown door at the end of the path.

To the Mountain Coaster Run past the two Closers and through the gate. Take a left past the ticket booth and under the „Mountain Coaster“ sign.

Climb the stairs to the top, avoiding or killing the annoying Pendulum creature on your way. The control room door at the top is locked so pass through the gate directly onto the tracks. Follow the track until a cutscene plays. Heather awakens in Happy Burger. After calling home, she slips into the ladies‘ room to get away from a detective named Douglas that wants to speak with her. Douglas is still creeping outside so you’ll have to find another path.

Head through the window into the alley. This weapon cannot be seen in your inventory but is always equipped when holding no other weapon. You will see two red Halo of the Sun crests floating over Heather’s head, signifying its availability. To unlock it, kill or more enemies across however many runs it takes in your save file and then it will be available in your next Extra New Game.

Read more in the Unlockables and Secrets section. Alleyway With boxes blocking your left, head the other way down the alley and step through the door there, since a van blocks the alley farther down. Deliver the killing blow to the final boss with a melee weapon to unlock.

Office Hallway Back inside, follow the pathway to the right, past locked double doors on the left wall, and go through the double doors at the end of the hall. First Floor Mall Hallway Back in the normal part of the mall, you’ll notice a dirty floor and some muffled sounds coming from the nearby shop which has its shutters partly down. Enter the store under the shutters.

Then move through that door and up the stairwell to the second floor. Second Floor Office Hallway In this hallway you’ll hear and encounter a new enemy type called the Numb Body. Save your Handgun ammo for now and consider just running past these guys, or experiment with the rather pathetic knife if you wish.

Ignore the first Numb Body and instead take the right path up to the northwest. Enter the storeroom beside the large bulletin board on the right wall. In here you’ll find a Double Head eating something in the corner. Note that you can drop a piece of jerky from your inventory to attract the attention of Double Heads.

Exit the room. Deeper towards the camera is a skid of wood with a key underneath it, but it’s out of reach for Heather so we’ll have to come back later. Exit to the hall and head back east, moving through the southernmost door there to the center of the mall. Finish the game with more fighting than shooting kills to unlock, or just finish the game twice. Getting the Key Under the Skid Now back in another regular mall section, run ahead and enter Helen’s Bakery.

That should work for the hidden key from earlier. Before you leave you can read a flyer on the other counter, but it’s not very interesting. Finish the game with more shooting than fighting kills to unlock, or just beat the game twice.

Additionally you will notice an appropriate adjustment to the flyer on the counter. Head back to the north hallway and re-enter the storeroom where the out of reach key was last door on the right. Since the creative key name provides no hint for its use, examine it to find „My Bestsellers“ on the tag, which sounds like a bookstore.

Back in the office hall, more Numb Bodies have spawned so make your way past them to the mall section again. Take a right and run past a Closer to see a „My Bestsellers“ sign above what looks like a bookstore. My Bestsellers Bookstore Along the right wall in the bookstore you’ll find a bunch of books have fallen off the shelf. It’s time to solve the game’s first puzzle. Additionally there may be another clue written beside the door depending on your riddle level.

Refer to the clues and their solutions below. EASY: Here there will be no clue by the back door because it’s simple enough already. Check the books on the shelf where the two others fell and you’ll see numbers drawn on their spines, but of course two are missing.

This will fully reveal the code, which is random each time. Put these books out of order. Note where the code on different books potentially lines up and put them beside each other, slowly revealing the code until you can put them all together in the correct order. Click a book to remove it and add it back from the small box in the corner. Once done you’ll have the randomized code right in front of you.

HARD: „In here is a tragedy art thou player or audience? Be as it may, the end doth remain: all go on only toward death. The first words at thy left hand: a false lunacy, a madly dancing man. Hearing unhearable words, drawn to a beloved’s graveand there, mayhap, true madness at last. As did this one, playing at death, find true death at the last. Killing a nameless lover, she pierced a heart rent by sorrow. Doth lie invite truth? Doth verity but wear the mask of falsehood?

Ah, thou pitiful, thou miserable ones! Still amidst lies, though the end cometh not, wherefore yearn for death? Wilt thou attend to thy beloved? Truths and lies, life and death: a game of turning white to black and black to white.

Is not a silence brimming with love more precious than flattery? A peaceful slumber preferred to a throne besmirched with blood.

One vengeful man spilled blood for two; Two youths shed tears for three; Three witches disappeared thusly; And only the four keys remain. Ah, but verily In here is a tragedy art thou player or audience? There is nothing which cannot become a puppet of fate or an onlooker, peering into the cage. Unfortunately this riddle genuinely requires some serious outside knowledge to solve, so we’re going to have to dive into some of Shakespeare’s works. Which works? Well, only the five books you have.

In your inventory you can examine each anthology to learn which Shakespeare work it contains. They are as follows: Shakespeare Anthology 1: Romeo and Juliet Shakespeare Anthology 2: King Lear Shakespeare Anthology 3: Macbeth Shakespeare Anthology 4: Hamlet Shakespeare Anthology 5: Othello Since there’s no written numbers on the book spines this time, you’ll have to use the anthology numbers with the books inserted in the correct order as per the riddle to determine the code.

Let’s get started. We continue on. The rest of the verse explains the plot of our first work, which is Hamlet. Through a ploy of a play, he learns his uncle did kill his father after all. The „beloved’s grave“ he was drawn to is that of Ophelia, his girlfriend who fell into a genuine spiral of madness and drowned herself.

Claudius and Laertes secretly agreed to coat Laertes‘ sword with poison and also spike Hamlet’s wine. During the fight, Laertes‘ sword strikes Hamlet, but they both drop their swords which get switched up as Hamlet picks up the poisoned one and strikes Laertes with it. Hamlet denies his mother’s offering of the spiked wine, unbeknownst to her, and so she decides to drink it instead. She dies from the poison, which finally propels Hamlet with the courage to avenge his father and kill Claudius, with Hamlet and Laertes also dropping dead once the poison kicks in and thus, „mayhap, true madness at last.

As two teenage lovers from two feuding families, Juliet’s potential marriage to Romeo required a complicated plan. To avoid an unwanted marriage with another man, Friar Laurence suggests Juliet to drink a poison to put her into deep sleep for 48 hours, fooling her family into thinking she’s dead and allowing her to later elope with Romeo, thus „playing at death“.

He is referred to as a „nameless lover“ because he explains earlier to Juliet that names are artificial and meaningless, and that they are in love with each other and that’s all that matters, regardless of any feud. Upon awakening to Romeo’s actual dead body for which she was responsible, Juliet can’t bear the sorrow and pierces her heart with a dagger to „find true death at the last. This theme is most profound in Macbeth in which the titular character, teased by prophecies from three witches and egged on by his wife, kills the king to succeed the throne.

A series of lies and deception follows, including Macbeth and his wife purporting that their servants killed the king while in their home.

Macbeth is further deceived through the same three witches that told him of the earlier prophecies, adding that he won’t be killed by a man born of a woman and won’t be defeated as king until the nearby forest approaches his castle, leading him to believe he cannot be killed and has no fear of being vanquished. But alas, Macbeth’s castle is approached by an army using the forest’s tree leaves as camouflage, and Macduff, who was born of a caesarian section and technically not „of a woman“ in this bizzaro world, kills Macbeth.

And thus Macbeth receives a taste of his own medicine through the deception. This verse can also be interpreted as the lies and deception in Othello, specifically of Captain Iago turning General Othello on his wife amongst several other characters, and while the correct code can still be obtained with that assumption, the next verse is the one that applies to that piece of work as we’re about to uncover.

There is a board game where pieces turn from black to white and white to black. The name of that game is literally „Othello“ originally known as Reversi with slightly different rules , deriving from the play.

Connecting it further and the reason for the derivation, Othello the play retains the recurring themes of black and white, even with its main character General Othello being a black man who marries a white woman named Desdemona, opening up the story into racism albeit transcended by Othello.

Along with the black and white are „Truths and lies, life and death“. Captain Iago plants the falsehood that Desdemona is having an affair with Lieutenant Cassio and fabricates it further with deception. Othello believes his dear Desdemona, whom he calls a pearl a symbol of perfection and purity due to its white colour , has blackened through a supposed affair and deception, furthering the black and white themes.

This also leads him to kill his beloved before learning of the truth. One could possibly interpret this verse as referring to Macbeth or even King Lear and still get the correct code, but the theme of black and white strongly ties it instead to Othello.

At the beginning Lear announces he will step down and hand the throne to the daughter that declares the most love for him. Goneril and Regan suck up and flatter him, receiving large portions of the kingdom, while Cordelia who actually does genuinely love him unlike her sisters, refuses to play the game of flattery. This explains the first two lines. Lear then banishes Cordelia, and his remaining two daughters turn on him once they have the power, eventually turning on each other as well.

With Cordelia returning in command of the French forces, she reunites with Lear who has now turned crazy, but both are captured. With Goneril arrested for treason, she poisons her sister Regan and stabs herself, while Cordelia is hung and Lear dies with her in his arms.

And thus the story ends with the throne besmirched in blood. It is possible one may confuse this verse for Macbeth killing his own king to usurp him because of the second part and you can still end up with the correct code , but the silence and flattery themes clearly point to King Lear. But we have one number too many for a four-digit code, and we have more to go in the riddle. As Anthology 4, that number will bump to 8. Thus we remove anthology 3, „And only the four keys remain.

Note that there is still some margin for error or allowance for different interpretation in this riddle. Even if you identify the third work to be Othello, the fourth to be Macbeth or King Lear, or the fifth to be Macbeth, you can still end up with the resulting code of after removing Macbeth’s number 3. That said, the solution we’ve explained here is the one that makes the most sense for each corresponding work.

Back Hallway and Elevator Out in the hall, Heather meets Claudia in a confusing cutscene. Once she leaves, all you can do is enter the elevator. Oddly you’ll find no control panel inside but it’ll move on its own.

Pick it up and the elevator doors will open. It can also alert them to your presence, although it’s fairly negligible. Adjust the volume or turn it off and on in your inventory. Step outside into what appears to be another, creepier elevator that will take you to a transformed version of the mall. Well, this is great It’s got to be. Not even a kid could believe in this. But when am I gonna wake up?

Follow the hallway to the west and go through the door directly ahead at the fork. Make your way north past any Double Heads and through the double doors.

First Floor West and Northwest Hall: Finding the Flashlight In the room ahead of you, you’ll only find a ladder that you can’t reach so remember it for later. Ignore the two Closers in the main hall and take the north hall past another one. Move around the corner and enter the room beside the ladies‘ room.

Read the note on the wall suggesting to turn off the lights, and do so by examining the switch beside it. You’ll notice a splash of light coming from the boxes in the corner. Exit the room with your new light source.

Note that while it’s very helpful to see and required to pick up some items in dark areas, it can alert enemies to your presence, so consider turning it off at various moments when trying to be sneaky. This item won’t be here and isn’t needed on Easy Riddle Level.

Knock on the fully closed stall and walk away, only to be invited back for another look. Examine the toilet in the open stall without blood all over it. Select „Yes“ to remove the blockage. Heather wimps out but not without slandering our boy James. Done in the washroom, head east and move under the twisted shutter at the end of the hall. First Floor North Hall: Women’s Clothing Store Avoid the Closer and Double Head and enter the familiar store under the partly-closed shutter.

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Numb Body Appearance: A malformed, bipedal body with no arms, pale purple in colour with bloody veins all over and what looks like a large single eye on its head. Makes sounds similar to goats or lambs and comes in sizes small, medium and large. No fries with that.

Attacks: Since they have no arms their only attack is a lunging headbutt. Try to avoid this by attacking from a distance or circling around them to attack from behind or the side. Strategy: These guys are fairly aggressive despite their most common small size and slower speed, but they generally don’t take more than a good melee weapon to kill.

Be wary of their lunging jump forward in attempt to bat you, and smack away with the Katana or Steel Pipe while sidestepping around them to make it difficult for them to hit you. They often come in groups, so consider using the Handgun to take them out more quickly and safely. Even so, they can usually be lured out one by one where you can safely kill them away from their buddies.

Always finish them off with a kick if still squirming when down. In the subway and underpass you’ll encounter large Numb Bodies. These creatures are even more aggressive and powerful, and evasive measures are even more important, but when properly positioned you can still take them down with the Steel Pipe. If in a hurry or surrounded by several of them, the Shotgun can make quick work of them from close range and the Handgun works quite well although lacks the stopping power as these larger creatures power towards you.

Double Head Appearance: A dog wrapped in bandages with its head split in half, perhaps like a roasted dead dog come to life. Often howls for backup. Attacks: Most commonly they jump and bite at Heather, inflicting minimal damage. From the ground they will often grab a hold Heather’s leg and give it a solid chew, hurting her more. Stay away from their mouths and attack their sides or rear to avoid this, but mash the shoulder and directional buttons if caught. Strategy: Double Heads like to run around a lot and can be a pain to fight, which is why the Handgun is the most efficient way to deal with them, beyond simply running past which is always doable.

Then again they’re not too threatening and so saving your ammo by using the Steel Pipe or Katana is a good idea if you wish to kill them.

Try to sidestep around them and avoid their mouths so they can’t bite you while fighting them. A helpful tool against them is using beef jerky to distract their attention, allowing you to run past or sneak up to attack them. The same goes for Double Heads already distracted by a piece of meat, a regular occurrence in the game. Just run past them or beat them down with a surprise attack, and always finish them off with a kick.

Note that Double Heads will often howl to call in nearby reinforcements, who howl back before arriving on the scene. Quickly kill them or leave the area before you get surrounded. Pendulum Appearance: Two half torsos and heads connected, with sharp blades on each head and larger blades extending from its body on both sides that it uses to walk.

Most often found flying through the air while making very loud and distinctive screeches. Attacks: Pendulums will charge forward to slice you with the blades on their spinning heads while in the air, or poke at your with their blade legs while hovering. When found standing, Pendulums will slice you with their blade legs if approached. Suggested Weapon s : Submachine Gun, Shotgun. Strategy: The best strategy with Pendulums is always to simply run away since they’re such a nuisance to deal with, regularly come in multiples and are often out of reach.

If you must kill them, the Shotgun works well from close range, often dropping them in one blast. While they are mostly spinning through the air, sometimes they’re found walking on the ground. Be sure to kill them before they fly unless you’re just running past them. The Submachine Gun also works well on them due to its rapid fire, but you’ll usually have to manually adjust your aim to hit them and there’s not much ammo available for the gun.

They will also lunge towards you once you first shoot them so keep up your fire to drop them before they reach you. The Handgun isn’t effective at all as these creatures deflect their bullets from the front.

In general it’s highly recommended to ignore these enemies, especially on Hard. Insane Cancer Appearance: An incredibly obese and disgusting creature of bulbous proportion and cancerous flesh with open sores. Its face appears to be crushed inward as if punched in. Always found initially lying down. Attacks: Mostly they will swing their arms to smack Heather, but can also charge her and tumble her over.

Due to lazily lying around, you may never witness an attack if you run past or blast them quickly, but be careful if they do stand since they can surprise you with their speed by running after you. Strategy: Insane Cancers are always found lying on the ground and in every instance can always simply be run past, even in tight corridors by pushing past as they stand.

Therefore you don’t need to fight a single one but if you wish to, the Shotgun is probably your best bet with its strong power. The Submachine Gun also handles them quite well, and for melee weapons the Stun Gun is surprisingly effective. As soon as they stand, get in a close shock and watch them fall down. Kick them continuously and repeat the process if they stand up again.

Once an Insane Cancer is dead it will deflate, so always keep attacking until that happens, no matter how many kicks or bullets it takes.

Slurper Appearance: The general form of a human covered in leather-like flesh, with a large extended nose like an anteater and bulbous hands like boxing gloves. Attacks: From a distance they will charge Heather to bowl her over, while up close they’ll grab a hold of her leg and chew her out. Wiggle the shoulder and directional buttons to escape more quickly. If you don’t stand up quickly enough when knocked over they may hover over and bite you. Suggested Weapon s : Handgun Silenced , Shotgun.

Strategy: Slurpers are easily the most annoying enemies in Silent Hill 3 due to their speed and frequency in high numbers, made worse by roaming tight and dark hallways, waiting to lunge from around the corner and knock you down. Slurpers are attracted to light and sound, so a helpful strategy is to turn off your Radio and Flashlight except when it helps you see them , and put the Silencer on the Handgun to prevent others from rushing to your position.

When in closer range, the Shotgun works well with its power, but its slow speed can tie you up, making the Silenced Handgun more preferable. While Slurpers are already lying on the floor, the will also play dead after attacking a few times, ready to pounce on Heather if she approaches for a kick.

Don’t be fooled and keep firing from a distance until you hear it die or see blood pour out. Melee weapons are very ineffective on Slurpers due to their speed and low stance, so forget about them altogether.

Also note that jerky can help distract and guide Slurpers, allowing you to run past or position them better for attacks. Nurse Appearance: A female nurse in a dirty white blouse and skirt uniform with a nurse cap and high heels, carrying a steel pipe or revolver.

While similar to Silent Hill 2’s Nurses including their slumped posture, they have normal dark hair and faces, smeared with blood patches over their lipstick, and wear longer skirts. They breathe loudly and let out screams when attacked. Location s : Brookhaven Hospital, Nightmare Hospital. Attacks: Nurses with pipes will swing normally or lunge forward, inflicting even more damage.

Revolver nurses will shoot from moderate distances and inflict a lot of damage, while they can pistol-whip from up close. Nurses can also run and chase after you, closing a medium distance in a hurry to smack or shoot you. Strategy: Just as in Silent Hill 2, Nurses are dangerous and should be attacked from a safe distance with the Handgun back up while firing if close , while the Shotgun works great for crowd control or quick kills from up close.

The SMG works just as well if you have the ammo for it. All Nurses carry weapons and are quite strong, so using melee weapons is too risky and opens you to attacks. While most carry pipes, a few Nurses wield revolvers that will take a big chunk out of your health if you get hit. Always keep an eye out for what they’re holding and immediately rush to take out revolver Nurses before the others to remove the biggest threat.

Scraper Appearance: A humanoid wearing brown robes, red gloves and a threaded sack over its face. It wields a blade in each hand and strongly resembles the Missionary boss but is much weaker. It also carries a slight resemblance to Pyramid Head from Silent Hill 2. Location s : Church. Attacks: Scrapers will slice you with their blades, inflicting moderate to heavy damage.

They are also sneaky creatures and will often spawn out of nowhere behind you or appear right around a corner, ready to attack an unsuspecting Heather. Strategy: While threatening in appearance and with their attacks, Scrapers are incredibly weak and usually drop in a single Shotgun blast, which is the best method to kill them. The Submachine Gun does nicely despite limited ammo, and the regular Handgun’s bullets usually get deflected, but equipping the Silencer will cover the muzzle flash and prevent this.

But due to Scrapers‘ lethal weapons and moderate movement, it’s best to use the Shotgun to drop them asap. As you can see, the Submachine Gun and Shotgun are the most effective weapons available. Refer to detailed descriptions of each below. Since ammo is scarce, it’s important to master your melee arsenal. Note that unlike Silent Hill 2, how tightly you press X does not dictate your attack, but rather if you’re pressing or holding it. Refer to each weapon below for its specific attacks. Knife „It’s a switchblade for self-defense.

Better with than without it against those monsters. Since it’s so small it can only be used at extremely close range, and it’s very weak so you’ll need to regularly avoid enemy attacks while fighting with it.

To do this, sidestep around enemies with L1 and R1 while attacking them. This can actually work fairly well on Numb Bodies, and somewhat on Double Heads but that’s about it.

Honestly, if your only weapon choice is the Knife, it’s probably better just to run. To use the Knife, hold R2 and press X to deliver a regular swing, or hold X to perform a quick thrust attack. Don’t expect to kill many enemies with this pathetic weapon; you should be happy if you manage even a single kill with it. This weapon is held by Heather from the start of the game, both in her nightmare and in the mall.

Steel Pipe „A steel pipe, about 3 feet long. Not very powerful, but not hard to use. It is best used against Double Heads, Numb Bodies, and can even take down Closers as long as you stay on the move and circle around them.

Hold R2 and hit X to perform an overshoulder swing, or press it a few times for a series of swings. Hold X for a more powerful overhead downward swing and hold forward while holding X for a thrust attack.

It should immediately become your primary weapon upon acquiring since the Knife is near useless and you’ll want to save Handgun ammo.

Maul „Like a big round pointy hammer. It’s super heavy, but at least it’s got some oomph. The Maul can be great on Closers as long as you avoid their slow attacks, but it’s generally too slow for smaller, faster enemies and will regularly bounce off walls in narrow corridors.

Hold R2 and press X to swing it across, or hold X to perform a powerful overhead downward swing, although quite slow. The Maul is found on the tipped over locker in the first actual room in the Underpass beside the map, on the upper level. Despite being found here, it’s not a great place to use it since there’s so many narrow hallways that it can collide with. Katana „This is a short katana, about 2 ft.

Pretty powerful and easy to handle. It essentially makes every other melee weapon obsolete upon acquiring midway through the game and is very effective against most standard enemies and the final two bosses, although firearms are still safer for the bigger and faster enemies like Slurpers, Insane Cancers and so on.

Hold R2 and press X to do an overshoulder swing, or multiple presses for a series of swings. Hold X for a more powerful overhead downward slice, or hold forward while holding X to deliver a thrust.

The Katana is a super important weapon you can pick up from the shelf in the Gallery of Fine Arts storage room in the northeast corridor of 5F inside the Hilltop Center. Do not miss it. Stun Gun „High voltage to zap the bad guys. It has to touch ‚em, though, so it’s very short-range.

A battery holds enough charge for just four shocks so use them wisely. Hold R2 to raise the Stun Gun and press X to unleash the high-voltage current into a nearby enemy. Since it requires batteries, you must reload it when empty. Despite it technically shooting an electric projectile, this is considered a melee weapon due to its short range and it isn’t really a firearm either. The Stun Gun isn’t found until around halfway through the game where it is available in the open top drawer of Heather’s bedroom dresser in Daisy Villa Apartments.

All behaving quite differently, hold R2 to ready and use X to fire. Always reload in your inventory during combat, or use the new in-game reload function by equipping the right ammo and pressing R3, but only away from enemies.

Handgun „Holds 10 rounds of ammunition. Small and not powerful, but easy to use. It’ll usually drop enemies in around bullets and can additionally be equipped with the Silencer to be hide the muzzle flash and dramatically reduce its volume, although it will also slightly weaken your bullets. Hold R2 and press X to fire the Handgun, holding X to continuously fire bullets until your enemy drops.

A very wise strategy is to back up while firing if an enemy is approaching you, or to sidestep while firing or even approach certain enemies to be in a good position to quickly kick when they drop.

The Handgun is an unmissable weapon found very early in the game in a cutscene inside the women’s clothing store on the first floor of Central Square Shopping Center. Shotgun „Holds 6 rounds of ammunition. It’s hard to handle, but has great range. Although it’s a little slow to use, it holds six shells and has a wide blast radius although narrower than SH2 with a lot of power, best used on bigger, tougher enemies. Using the Shotgun is as simple as holding R2 and blasting with X.

Be careful not to position yourself in a bad spot to get hit after your shot due to its slow handling speed, although most standard enemies may drop in a single shot. The Shotgun is found inside a gift box in the abandoned open subway car at the south of Platform 2 in Hazel Street Subway Station.

Submachine Gun „Holds 32 rounds of ammunition. Great for its continuous firing. Sadly, you won’t get much ammo at all for the thing, otherwise it might make the game a bit too easy. Therefore I’d recommend saving all its ammo for bosses where it’ll be most useful, but if you wish to use it wherever that’s fine too cause you’ll only get a few clips for it anyway. To use the SMG, hold R2 and X to continuously fire, or wisely use your ammo in shorter bursts to stay on top of it and not waste anything.

Use the left analog stick to aim up, down, left and right as needed. Because of this aim control you cannot walk while aiming. Additionally you can equip the Silencer to attach it to the gun and be more discreet but at a small cost of power. The Submachine Gun is located by the elevator in the basement hallway of Brookhaven Hospital. Refer to the Unlockables and Secrets section for more details.

Bulletproof Vest „It’s heavy under a jacket, but it should protect against a monster’s attacks. Blocking attacks with the vest will prevent all damage entirely, except for heavy and unblockable attacks. The tradeoff however, is that the vest is heavy and will really slow Heather down, limiting her to a slow jog and removing the ability to strafe leaving sidestepping as the only side option.

So it’s more effective in tighter hallways during combat rather than when you expect to be moving around a lot. Either way, it’s entirely the call of the player to decide to use it since there are pros and cons. But it’ll likely be very helpful when engaging in melee combat, general close-quarters fighting, and even more effective when combined with blocking. The Bulletproof Vest is found on the far clothing rack in the clothing store in the north 1F hall of the Nightmare Mall. Silencer „Put it on a handgun or submachine gun to muffle the blasts.

It seems to be a little weaker though. This will allow you to be more discreet in hallways with multiple enemies, or prevent the Missionary or Scrapers from blocking your bullets. To use the Silencer, equip it while using the Handgun or Submachine Gun and it’ll automatically attach.

When you switch back and forth between these two guns, the Silencer will remain attached as long as it’s equipped. The Silencer is found on the fifth floor of the Construction Site, hidden in the newly-plastered wall across from the hole in the floor. Use a melee weapon to break it open and grab it. Perfume „This stuff smells a little strange. Therefore it should normally never be used, but it can prove helpful when trying to kill lots of enemies, such as going for the Possessed ending where even damage helps as well or even a star ranking.

Health Drink „It’s full of nutrition and should help me recover at least a little of my strength. It will recover a quarter of your health, good for healing smaller wounds of light blue or yellow status, or multiple drinks for heavier damage. First-Aid Kit „This will help me patch up my wounds fairly well, I think.

If lighter yellow, consider just using a Health Drink, but go ahead and combine the two for serious wounds in deep red or maybe use an Ampoule if critically injured. Ampoule „This is the stuff! It’ll wipe out all the pain and help recover my strength. Therefore you shouldn’t use them if you can still take a bit more damage and only if your health status is a deep throbbing red. While you can reload in the inventory while hovering your equipped gun or the ammo itself, you can also equip the ammo and use R3 as a shortcut for an in-game reload, but be sure to do this away from enemies.

Handgun Bullets „Bullets for a handgun. You may even find additional packs in various places if low on ammo, so keep an eye out for them and also try to conserve your ammo and use melee weapons when it’s not totally necessary. Shotgun Shells „Ammunition for a shotgun. Each pack normally contains six shells which give a heavy punch with a wide range.

If surrounded, consider using some shells for some quick crowd control. Submachine Gun Bullets „Ammunition for a submachine gun. Therefore this weapon won’t be too helpful for you outside of small bursts, and you’ll find its 32 bullet capacity flies by quickly so prepare to reload or make your escape. Stun Gun Battery „A battery for a stun gun. Just like firearms you’ll have to reload your batteries after emptying their charge. Be sure to give it a try and see what you think.

Beef Jerky „Processed, dried meat. Sometimes it’s just enough to distract monsters. It doesn’t always work so don’t count on it saving you if enemies are already well aware of you, but it’s a small little way that can help you from time to time to get an enemy to come chomp on it.

Jerky comes in packs of four and can be used from your inventory, but the most practical way is to equip it and then press R3 during gameplay to drop one.

Drop any more as you wish and watch out for any incoming enemies. Refer to below for all its options. Opening Movie Before reaching the main menu a teaser movie will play, showing off clips from the game. Idle at the main screen if you wish to see it again. New Game Self-explanatory, this advances you to select your Action and Riddle Level for a new game. Note that this should only be used the first time you play time game, instead moving on to Extra New Games to continue your file and use any unlockables.

Read more about it below. This allows you to start a new game while keeping any unlockables and continuing your file to let you achieve more endings and unlock more extra items. Continue This option lets you continue from your most recent save upon death or after a soft reset. After a death it will return you to your last save or the beginning of the area you were in if you hadn’t saved there.

It is only available if you have a save on your memory card. Load Use this to access the Load menu where you can view and choose from all your saves. Options In the Options menu you can change a bunch of settings such as display and audio settings as well as more gameplay related functions. Press L1 or R1 to access the Extra Options menu for more. Refer to the Options and Extra Options menus below. Extra Costume Unlocked after completing the game once, use this option to enter in various codes to unlock extra costumes.

You may be given codes in the end ranking screen but they must first be entered here before they can be used in-game. In order to save your game you’ll need to find and examine red circular insignias over the game. To start things off you will need KB to save a new file on your memory card and can save up to 40 slots on each card. Consider saving in multiple slots over the course of the game in case you wish to load a previous save, although feel free to overwrite files if you don’t need them anymore.

But be sure to never overwrite your main file that has any unlockables if you ever start a fresh New Game instead of an Extra New Game.

Each additional game clear will unlock the next level up to x5. Unlike Silent Hill 1 and 2, the inventory this time is segmented according to items, weapons and supplies to make navigation less cluttered. View the diagram below for a breakdown of the menu while you can read more about each function farther down. Usually what it Supplies is and where it was found. View the Health System section to learn what each colour means. Maps This option will switch over to your map if you have it, revealing your current position and what’s around you.

Instead of using this option, simply press Triangle during gameplay for greater convenience. Memos This is where you’ll find important documents you’ve read throughout the game, including puzzle riddles, codes or general lore. So instead of returning to them in-game you can view them here at a quick glance. Refer to the Memos section of this FAQ for the full roster of memos. Options This lets you access the Options menu without quitting the game, where you can change the various options listed above, including the Extra Options.

Items In this section you will find all your key items or essentially anything that isn’t a weapon or supply. If it is not already highlighted, select the Items title to display your items in the main portion of the inventory. Weapons This switches to the weapons tab where you can view, equip and reload all your weapons. When you get a new weapon you will find it here. Supplies Lastly this is the tab where you’ll find all health and ammo supplies as well as beef jerky. This tab will be helpful whenever you wish to heal or reload your weapons or you can reload in the Weapons tab.

Most of the time you can adjust it and even move the camera behind Heather by holding L2 and moving it around with the right stick. This is very helpful for fighting bosses or just generally staying on top of where you’re going. Also pay attention to sudden camera angle changes or specific angles that hint towards certain items or other environmental details. Once found, hit Triangle to view the map to see your current location and what’s around you on the current floor, or use the left analog stick to change floors.

Heather will mark open doors as arrows, locked doors as solid lines, impassable doors as squiggly lines, and other various points of interest as circles or other markings. Don’t ever feel ashamed for frequently checking the map as it’s an incredibly valuable tool and perfect for reorienting or reminding yourself of where to go.

You will find these two items fairly on in the mall and both are valuable tools to help you on your journey. Your Radio will emit static to alarm you to any nearby monster and your Flashlight will allow you to see in the dark and pick up certain items.

Note that you can adjust the Radio volume in the inventory or turn it off altogether, which helps you be more discreet. The Flashlight can also be turned on and off by pressing Circle, which again can be helpful for avoiding enemies in dark hallways. Running Running doesn’t make you a wussie, but instead it’s often the best solution.

While you may need to clear out certain rooms or halls to investigate more closely or avoid being hounded, running by them is always a very safe solution and certainly helps you conserve ammo. Running Slow and Sluggishly If you find yourself running rather slowly and unable to strafe, you’re likely wearing the Bulletproof Vest.

While this limits damage to the player, it’s quite restrictive so decide what’s more important to you. Ammo Conservation There is even less ammo in Silent Hill 3 than the previous two games, so conservation is more important than ever.

Don’t go killing every enemy you see, and don’t waste ammo on enemies that can be handled effectively with melee weapons.

Try to build up your ammo hoard for tougher enemies and bosses. Conserving Health Items You’ll also receive fewer health items than previously, so it’s important to use them wisely. And save all Ampoules for when your health status is flashing deep red to make the most of them. Searching Areas A majority of the game consists of thoroughly searching rooms and hallways to find key items, memos and supplies.

Therefore you’ll want to be at least somewhat comprehensive in your search. Check carefully around each room and pay attention to any suggestive camera angles and note that Heather turns her head towards any nearby item and also unlocked doors. If stuck, refer to your map to see if there’s any rooms you may have missed. Doors will be either open, locked, broken-locked or just shut tight and can’t be opened.

If a door is locked, you’ll either get a key to open it, or you’ll have to get to the other side where you can unlock it, but if a door just won’t open then you can forget about it. Note that Heather stares at unlocked doors when nearby.

Memos Throughout the game you’ll come across various notes and literature, some pertaining to puzzles including codes with others serving as lore. You’ll generally know when a riddle will need to be solved due to obvious wording, but make sure to read these very carefully as some puzzles are incredibly intricate and difficult to solve.

Some may even try to catch you off guard with a little trick that you may not have thought of, so keep an open mind.

Codes You will find several codes on your journey for unlocking doors and keypads. Having a pen and paper handy can be helpful for quick reference, although you can always find any written codes in the Memos section of your inventory once found. Nightmare Areas On multiple occasions you will experience a transformation of one area to a nightmare version, a common theme in the series.

Just about everything in these transformations change beyond the general layout of each building. Your map will therefore still be your key but all the earlier information will be reset. Different doors may be locked and unlocked, some places may be blocked off entirely and some new areas may exist that didn’t before.

Keep an eye out and treat each transformation as its own new area. This way you can load a previous save or start a new game. For strategies for each enemy including suggested weapons, refer to the Enemies section of this FAQ. Targeting Enemies Just like its prequels, Silent Hill 3 uses an auto-aim or lock-on aiming system. With a weapon equipped, hold R2 to raise it or aim at the enemy and press X to swing or shoot.

It’s helpful to move towards or away from enemies while shooting, depending on the enemy and how aggressive they are. If you wish to only press R2 as a toggle instead of holding, you can change it in the Extra Options menu. A few bullets and a kick counts as a fighting kill cause the kick killed it. Beat it down and to death with a melee weapon also acts as a fighting kill, while you must deliver the finishing blow with a firearm to count as a shooting kill.

Always stay on top of nearby enemies when fighting, and avoid reloading in-game to open yourself to attack. Instead do so from the inventory. Fighting Multiple Enemies Fighting a number of enemies at the same time is never a good idea as it opens you to the constant threat of attack.

In rooms with multiple enemies, try to lure them one by one to an isolated spot from the rest and take them out that way.

If you have the Shotgun or even the SMG, it can also be helpful in clearing groupings of enemies or knocking them down to quickly finish them off with kicks. Be sure to switch back and forth between appropriate weapons, including multiple firearms and also melee weapons depending on how urgent matters are. Kicking Enemies Another common theme in Silent Hill games, you will want to kick downed enemies to finish them off before they get up.

It costs you no ammo and deals a lot of power, despite a single kick not automatically spelling death like in the previous games. Instead it may take multiple kicks to kill a downed enemy so keep on kicking until you hear their death note or see blood pouring out.

Note that you can still kick enemies after they’re dead, so don’t confuse yourself into thinking a still and silent enemy is alive, unless it’s a Slurper playing dead to fool you.

Pushing Enemies Whenever you find an enemy blocking your way, you can use your smarts and just push past it while avoiding a fight, especially if it’s a slower enemy. Always run at the gap between an enemy and a wall or another object rather than directly into them for the most efficient route past them.

You’ll find this is especially helpful for Insane Cancers, big tough enemies that you will never have to fight since you can always just push past them. Surrounded You’ve gone and done it again, haven’t you? You got yourself surrounded. This can be a somewhat common occurrence due to enemies in high frequency in certain areas. When surrounded, either turn to the SMG or Shotgun for crowd control if you have it or push you way out where the safest gap is located.

Sometimes that may involve running between a small gap between two enemies, pushing them both slightly to either side. You may take a hit in some cases, but you should be able to escape.

Escaping Grapple Attacks Some enemies have attacks that grab a hold of Heather as they continue to damage her. The longer you’re attacked by these, the more damage you will take.

To escape more quickly, mash the shoulder and directional buttons. This is highly recommended to avoid redundantly holding another button in a game where you’ll be running almost all the time. If you ever do wish to walk, simply hold Square while moving. Strafing While using 3D control tank controls , you will be able to sidestep and strafe with L1 and R1. You will find strafing very helpful if using 3D since it allows you to quickly escape to the side instead of turning and then moving, so use it to your advantage.

Note that just like normal running, your strafing speed will be decreased when out of stamina. And if using 2D control, there is no strafing since you can immediately run in whichever direction you want. At the same time, it comes at the cost of mobility, slowing Heather’s running and turning speeds while removing your ability to strafe but you can still sidestep. Therefore the player must decide if it’s worth the tradeoff.

The vest is found on a clothes rack in the women’s clothing store on the first floor of the Nightmare Mall. Blocking For the first time in the Silent Hill series, you have the ability to block attacks. While in caution mode R2 with your weapon raised , press Square and Heather will adjust her hands accordingly to block an incoming attack for about a second-long window.

This almost completely nullifies standard attacks, limiting damage by about Once mastered, blocking can dramatically help you in combat and allow you to immediate counter fire upon successful execution, or even leave you with a window for a safe melee attack or two. It may be natural to not bother with blocking or even forget the option exists, but when used properly it is immensely helpful and rather crucial in limiting damage for a star ranking in particular.

Reloading As always, you have the choice to reload your guns live in-game or while paused in the inventory menu. I recommend always doing it safely in your inventory when around enemies to avoid an untimely reload that get you hit. However Silent Hill 3 adds manual in-game reloads where Heather doesn’t have to unload a magazine to do so. To do this, you must equip the ammo for your weapon under the Supplies tab of the inventory, then press R3 during gameplay to reload.

I’d advise avoiding this around enemies and bosses unless you’re certain you can do so safely, and instead just use your inventory. In this section we’ll cover all aspects of finding and using them.

Be sure to check every door you come across to search every room, finding all key items and supplies inside. Items that aren’t keys will have to be used from your inventory while standing in front of the target. Certain items aren’t effective on their own and must be combined first. See below for more details. Additionally you can examine certain items for more details, providing clues for their usage.

First, stand in front of your target and enter your inventory. Find the first item and select „Combine“, then move to the next item no back required. If it’s a two item combination you can simply use the second item to mix them, or in a three item mix you’ll need to combine the first two items and use the third.

Note that you can add the final item to the mix too but it’s an unneeded step since whatever you use gets added to what’s already combined. You’ll notice which items are included in your mix so far under the Items tab on the left side before using. Also understand that many items that can’t be combined with anything may have Combine as an option, so don’t let that confuse you if it otherwise doesn’t make sense. This will help you assess not only where to use items but also what to do with the more confusing ones, since you may not know just by picking up an item that there’s something rattling around inside it, but Heather will certainly notice when examined.

So be sure to use this function whenever unsure about an item. Equipping supplies like ammo, health and jerky allows you to reload, heal or use them with R3 in-game. Other items can be worn or used by equipping them to receive their benefits.

This does not mean to go and waste your supplies knowing you will get more because you’ll struggle even more, but know you will have some backup supplies if you’re having a hard time. Keep an eye out for them and note what you find may be slightly different than what’s stated in the walkthrough. Health Status In the top left corner of your inventory you’ll see a real-time screenshot tinted a certain colour with a square pulse moving at a certain speed.

This indicates your current health level, with the legend below. Additionally your controller may vibrate once your health dips into the red. Health Supplies In order to keep on top of your status you’ll need to find and use health supplies, spread out in high frequency. Keep an eye out and look for Health Drinks, First-Aid Kits and Ampoules, which recover a quarter, half and your full health, respectively.

Recovering Health Always stay on top of your health by checking your inventory status and use health items to stay healthy. Do this by finding the Supplies tab and using one of the three health items mentioned above.

Additionally you can equip a supply and press R3 in-game to use it as long as you have more in your inventory. This can speed things up in difficult areas where you may be hit often. I’d suggest keeping with the default of Type B which is most similar to previous games in the series, but feel free to try A which swaps a few button inputs around.

Refer to each below for an understanding of how they work. Visit the Options menu to change it. If I could give a recommendation, I would suggest keeping the default 3D.

While SH2’s 3D control was a bit clunky, SH3’s is instead incredibly smooth and fluid to the point that I’d say it feels much nicer to play with than to constantly change directions per camera angle with only slightly more open control. That and it’s incredibly easy to turn with a sharp radius in 3D, including tight stairwells. Give it a chance and you’ll see that this game may have the best implementation ever of tank controls in a survival horror game.

If that’s towards the camera, you’ll move towards it. Use left and right to turn your character accordingly, while back on the analog stick will step Heather backward. Pushing left or right all the way will turn Heather while standing still. Turn while holding forward to keep momentum. I suggest using this method due to how seamlessly it works with the game, but ultimately it comes down to your preference. Pressing to the left will move your character to the left of the camera no matter where they were facing.

Note that since camera angles change fairly often, you will have to adjust your movement every time to keep going in the same direction. Since movement is completely open without restriction, there is no need for strafing or a quick turn since you can turn immediately in any direction.

The free movement is nice, but having to adjust for every angle can get a tad bothersome, which is why I recommend 3D, but go with what works best for you. Press L1 or R1 in the Options menu to access and change the following settings.

Blood Color and Volume This is purely visual so go with what you like. I recommend normal blood colour to keep the serious tone, but green can look nice on additional playthroughs. I’d say Much is the way to go for Blood Volume, but it’s your call. With this option set to Reverse, it switches.

I highly recommend switching it since you’ll be running for the majority of the game. If you ever do wish to walk, just hold Square. Map This option controls whether your map will be fully zoomed-in or out every time you view it, but either way you can press X in the map to zoom in and out anyway.

I’d suggest just leaving this as default. Noise Effect This is a filter that fills the screen with „noise“, otherwise known as static. This creates a visual look that imitates an old, gritty horror film. Honestly though, with Silent Hill 3 as beautiful as it is perhaps the best looking PS2 game out there , I’d suggest turning it off to experience it in its highest detail without muddying it up.

Or if you plan to play the game multiple times, keep it on for the first go and then turn it off to see what you think of the difference. It is truly stunning turned off and thankfully it is your choice from the start if you wish to do so, unlike previously in the series.

Display Mode Here your options are either normal or sharp, whether you want the game displayed more sharply and potentially jagged or default with some blending to smoothen the graphics. I’d suggest leaving it as is. Bullet Adjust You must first complete the game to unlock this option, upon which you can set it to x1 or x2, potentially multiplying every ammo pickup in the game accordingly. Each additional game clear will add another level, up to x5.

You’ll find this helpful for playing on Hard or the Extra difficulties, and while going for a star ranking. Beginner Mode This first must be unlocked by dying times on Easy or Normal Action Level, upon which you will be informed that Beginner has been added to the Extra Options.

Find it there to enable it while playing on Easy or Normal, while it cannot be used after starting on Hard. The benefit of Beginner is that you cannot die from regular enemy attacks. Silent Hill 3 generally isn’t a super tough game, especially on Easy, so I’d suggest avoiding Beginner entirely unless you’re really having a hard time. Enemy and boss attacks will vary in damage, speed and overall aggression depending on which level you choose, in addition to their health.

This also determines how many items and supplies will be found. Read each difficulty below for a general understanding of what they entail. Beginner This must first be unlocked by dying times on Easy or Normal Action Level, upon which you’ll be asked if you wish to change to Beginner, which you can do immediately or at a later point in the Extra Options. You cannot switch to Beginner from Hard. On Beginner, enemies will be much less frequent, less powerful, slower, do less damage, grab you for a brief period only, and will generally not require kicks to kill.

Boss fights will be very brief, supplies will be available in high frequency, your firearms will magically be reloaded upon raising them, melee weapons will not deflect off walls, and you cannot fall down holes.

I’d recommend avoiding this difficulty unless completely new to the genre and really struggling. Easy Enemies on Easy will be less frequent, have half the health requiring bullets to drop , move slower, inflict less damage, grab a hold of you for less time, and often not require kicks to kill.

Boss fights are noticeably shorter and weaker, supplies are more abundant, firearm clips will magically reload as you prepare to shoot, melee weapons do not deflect off walls, and you cannot fall down holes. Normal This is how the game is meant to be played. Enemies have their standard numbers, strengths bullets to drop , speeds, power and generally have to be kicked after dropping with melee weapons and the Shotgun. Boss fights are their normal length while still reasonable, supplies are fairly available, you have to reload your weapon manually in-game or in the inventory, melee weapons deflect off walls, but you still cannot fall down any holes.

Hard Enemies are more common, stronger bullets to drop , faster, inflict more damage, grab a hold of you longer, and almost always must be kicked after dropping with melee weapons and the Shotgun , often multiple times. Boss fights last much longer with more health, supplies are less abundant, you always have to manually reload in-game or in the inventory, melee weapons deflect off walls, and you can fall down holes while running if not careful and if you don’t pull back while teetering on the edge.

Additionally, Heather will stumble and bump into walls and doors while running at full speed, can be insta-killed by the Split Worm’s special attack if not careful, and in the Borley Haunted Mansion must lower herself by holding R2 to avoid getting hit by the spikes. In an Extra New Game, the opening hallways of the Underpass will drain Heather’s health but will not kill her. Easy Puzzles are very simplified if not spelled out to you, requiring very little analysis or action, and in some cases are bypassed entirely.

Some items required for Normal and Hard will not be present or needed, while others will be easier to acquire. Normal Default puzzle difficulty with riddles most people should be able to solve with some thinking, but nothing too advanced or overly difficult. Some may require only a slight bit of creativity to solve. Hard Riddle difficulty increases dramatically with multiple puzzles requiring extremely deep analysis and multiple reads to understand. Riddles have confusing elements to throw you off while some verses may be vague.

A very creative mind is required, some liberties in thought or the usual process may have to be made, and knowledge of outside literature is required for at least one puzzle. This stands as the hardest individual riddle difficulty in the entire series and is intended for an intellectual mind.

Those not so experienced in the genre may want to consider Easy Action Level, but Normal Riddle Level is still rather reasonable and doesn’t cut small pieces out of the game like Easy. Hard Action Level should be off limits unless confident in your abilities and experienced in the genre, and I’d avoid Hard Riddle Level your first time unless ready for an extreme intellectual challenge. Even on additional playthroughs Hard Riddle Level will likely give you headaches, but this guide is always here to help you.

Beating that will unlock Extreme 2, while you can keep upping the ante until you reach Extreme X 10 , the hardest Action Level in the game and a supreme challenge. For these levels, take Hard and multiply it accordingly to have some idea of what you’re up for, including a health bar half the size as Hard for all levels and increasing enemy damage.

You will certainly want to use Bullet Adjust x5 to give yourself a proper chance. While choosing your difficulty in the main menu, use the left and right buttons to toggle between the Extreme levels you’ve unlocked. Normally, you must hold Square while moving to run, otherwise you will walk. Switching it will make running your default movement, which you’ll be doing the majority of the time, while you can then use Square to walk if ever desired.

This is a must for convenience’s sake. Also while the Noise Effect gives the game a bit of an old horror film look, I recommend turning it off to showcase the beautiful graphics as one of the best-looking games of its time.

You can turn it off in the Extra Options. Additionally, since this is a finely-crafted horror game, I recommend playing at nighttime with the lights off and the volume turned up. A good sound system or headphones work very well to immerse you in its terrifying atmosphere. Trust me, it’s more rewarding to fully enable it to frighten you and give you the best experience possible.

Therefore health and ammo pickups, enemy locations and numbers may vary on other difficulties, although all riddles and puzzles will be thoroughly explained for all difficulties.

Understand that Silent Hill 3 has an adaptive difficulty that assesses how badly you need health and ammo supplies and dishes them out accordingly in certain locations. For health, you may find one or two Health Drinks or instead two First-Aid Kits or perhaps even an Ampoule and a First-Aid Kit in some areas, or you may find nothing at all if you have an abundance already. This walkthrough includes supplies that will always be there while pointing out locations where what you’ll find may be slightly different or even not there at all.

So understand that you may not find exactly what is written, but for the most part you’ll still find health or ammo where listed. This walkthrough was also written with the Playstation 2 version in mind, thus you will see PS2 button inputs like „X“ come up often. If playing other versions, keep in mind your button inputs may be different.

Silent Hill 2 Reference!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Go wild with these items while you have them as you’ll soon see why. Head through the large door to your left to start your journey. Souvenir Shop Pathway Say hello to your first enemies, a Double Head dog and a giant Closer deeper in. Feel free to fire at them but you can just as well run past every enemy here. The souvenir shop can be accessed by the storefront sign, but there’s nothing of interest inside.

Continue past the huge Closer patrolling nearby and slip through the small brown door at the end of the path. To the Mountain Coaster Run past the two Closers and through the gate.

Take a left past the ticket booth and under the „Mountain Coaster“ sign. Climb the stairs to the top, avoiding or killing the annoying Pendulum creature on your way. The control room door at the top is locked so pass through the gate directly onto the tracks.

Follow the track until a cutscene plays. Heather awakens in Happy Burger. After calling home, she slips into the ladies‘ room to get away from a detective named Douglas that wants to speak with her. Douglas is still creeping outside so you’ll have to find another path.

Head through the window into the alley. This weapon cannot be seen in your inventory but is always equipped when holding no other weapon.

You will see two red Halo of the Sun crests floating over Heather’s head, signifying its availability. To unlock it, kill or more enemies across however many runs it takes in your save file and then it will be available in your next Extra New Game. Read more in the Unlockables and Secrets section. Alleyway With boxes blocking your left, head the other way down the alley and step through the door there, since a van blocks the alley farther down.

Deliver the killing blow to the final boss with a melee weapon to unlock. Office Hallway Back inside, follow the pathway to the right, past locked double doors on the left wall, and go through the double doors at the end of the hall. First Floor Mall Hallway Back in the normal part of the mall, you’ll notice a dirty floor and some muffled sounds coming from the nearby shop which has its shutters partly down.

Enter the store under the shutters. Then move through that door and up the stairwell to the second floor. Second Floor Office Hallway In this hallway you’ll hear and encounter a new enemy type called the Numb Body. Save your Handgun ammo for now and consider just running past these guys, or experiment with the rather pathetic knife if you wish.

Ignore the first Numb Body and instead take the right path up to the northwest. Enter the storeroom beside the large bulletin board on the right wall.

In here you’ll find a Double Head eating something in the corner. Note that you can drop a piece of jerky from your inventory to attract the attention of Double Heads.

Exit the room. Deeper towards the camera is a skid of wood with a key underneath it, but it’s out of reach for Heather so we’ll have to come back later. Exit to the hall and head back east, moving through the southernmost door there to the center of the mall.

Finish the game with more fighting than shooting kills to unlock, or just finish the game twice. Getting the Key Under the Skid Now back in another regular mall section, run ahead and enter Helen’s Bakery. That should work for the hidden key from earlier. Before you leave you can read a flyer on the other counter, but it’s not very interesting. Finish the game with more shooting than fighting kills to unlock, or just beat the game twice.

Additionally you will notice an appropriate adjustment to the flyer on the counter. Head back to the north hallway and re-enter the storeroom where the out of reach key was last door on the right. Since the creative key name provides no hint for its use, examine it to find „My Bestsellers“ on the tag, which sounds like a bookstore. Back in the office hall, more Numb Bodies have spawned so make your way past them to the mall section again.

Take a right and run past a Closer to see a „My Bestsellers“ sign above what looks like a bookstore. My Bestsellers Bookstore Along the right wall in the bookstore you’ll find a bunch of books have fallen off the shelf.

It’s time to solve the game’s first puzzle. Additionally there may be another clue written beside the door depending on your riddle level. Refer to the clues and their solutions below. EASY: Here there will be no clue by the back door because it’s simple enough already. Check the books on the shelf where the two others fell and you’ll see numbers drawn on their spines, but of course two are missing.

This will fully reveal the code, which is random each time. Put these books out of order. Note where the code on different books potentially lines up and put them beside each other, slowly revealing the code until you can put them all together in the correct order. Click a book to remove it and add it back from the small box in the corner. Once done you’ll have the randomized code right in front of you.

HARD: „In here is a tragedy art thou player or audience? Be as it may, the end doth remain: all go on only toward death. The first words at thy left hand: a false lunacy, a madly dancing man. Hearing unhearable words, drawn to a beloved’s graveand there, mayhap, true madness at last.

As did this one, playing at death, find true death at the last. Killing a nameless lover, she pierced a heart rent by sorrow. Doth lie invite truth?

Doth verity but wear the mask of falsehood? Ah, thou pitiful, thou miserable ones! Still amidst lies, though the end cometh not, wherefore yearn for death? Wilt thou attend to thy beloved?

Truths and lies, life and death: a game of turning white to black and black to white. Is not a silence brimming with love more precious than flattery? A peaceful slumber preferred to a throne besmirched with blood. One vengeful man spilled blood for two; Two youths shed tears for three; Three witches disappeared thusly; And only the four keys remain.

Ah, but verily In here is a tragedy art thou player or audience? There is nothing which cannot become a puppet of fate or an onlooker, peering into the cage. Unfortunately this riddle genuinely requires some serious outside knowledge to solve, so we’re going to have to dive into some of Shakespeare’s works. Which works? Well, only the five books you have. In your inventory you can examine each anthology to learn which Shakespeare work it contains. They are as follows: Shakespeare Anthology 1: Romeo and Juliet Shakespeare Anthology 2: King Lear Shakespeare Anthology 3: Macbeth Shakespeare Anthology 4: Hamlet Shakespeare Anthology 5: Othello Since there’s no written numbers on the book spines this time, you’ll have to use the anthology numbers with the books inserted in the correct order as per the riddle to determine the code.

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It doesn’t matter how many times through the game it takes you as long as you keep continuing your file with Extra New Game. A: What you find depends on both your action level but also how well you’re doing with ammo and health since this game uses adaptive difficulty. Q: How come there are bugs blocking the hallway in the mall?

They weren’t there last time. Q: How do I get past the bugs blocking the mall hallway? Then turn off the fan outside the hall and combine and use the two items while standing over the bucket near the door in the bug hall. Then turn the fan back on to clear the fumes away. Q: There’s a big monster blocking the exit hallway in the Nightmare Hilltop Center. How do I kill it?

A: You can’t. You must find the end of the fairy tale to find out what to do. A: They must be used separately. First open the doors with the Jack, then drop the Rope down. Q: I was in the Nightmare Hospital 3F storeroom and the room got all screwy and the door was locked so I died.

What was I supposed to do? A: The door is only locked for a certain amount of time while the room is transforming. It allows you to sit back and enjoy the show, although your health starts draining once the transformation is done and you will die once it hits zero. Always find the door and leave as soon as the transformation is complete. It may be a little hard to see but it’s there. Q: I don’t have any ammo left and I think I’m close to the last boss.

Am I screwed or what? A: You’re okay. You can beat the last boss with a melee weapon with a fairly reliable strategy just as long as you’re quick on your feet and go for attacks when the window is open. It may take a while on Normal or Hard Action Level, but it’s still very doable. You’ll also unlock an extra weapon for killing it with a melee weapon.

Q: I still have Shakespeare books from back in the mall. Do they have any use or can I get rid of them? A: If you didn’t put them back on the shelf cause you already knew the code, then you can’t get rid of them for the rest of the game and they have no use but to clog your inventory.

This happened to me as well my first time. Q: Do you know the lyrics for the spoken songs in SH3? A: Yes, check the Song Lyrics section. All the lyrics for every song are in there. She calls her father to inform him she’ll be home soon as man in a brown overcoat observes her. Annoyed by his presence, Heather says her goodbyes and frees up the phone, but the man wishes to speak with Heather instead.

He introduces himself as Douglas Cartland and explains that he’s a detective. Someone would like to speak to Heather about her birth and needs just half an hour of her time. Suspicious of him from the start, Heather declines and slips into the nearby ladies‘ room to escape her follower, and there begins a long journey reconnecting Heather with her mysterious past, which is uncovered along the way.

With a freckled face and dyed blonde hair and dark roots, Heather has a short temper and isn’t afraid to show some attitude. She isn’t shy, but knows who she should and shouldn’t trust and is very much daddy’s girl. As a teenager, she has no full-time occupation but works various side jobs including babysitting. Douglas Cartland Age: Late 50s Douglas is a middle-aged private detective with grey hair and a beard who approaches Heather in the mall.

Douglas explains that there’s someone who wants to speak to her about her birth, but Heather ignores him. As she later finds out, Douglas was hired by Claudia to track Heather down.

Soon realizing he had been lied to and used, Douglas instead turns to help Heather on her journey, holding no hard feelings for her behaviour and distrust towards him. Claudia Wolf Age: 30 Claudia is a very peculiar woman of bright, blonde hair, pale complexion and no eye brows, who chooses to walk around barefoot. Heather first meets her in a back mall hallway and questions what is happening with the monsters, to which Claudia replies it is the hand of God.

Unbeknownst to Heather at this point, Claudia is the high priestess of the Order who is seeking out Heather, whom she explains before slipping away is the one who will lead „us“ to paradise with blood-stained hands. Vincent Smith Age: Called Father Vincent by his followers, Vincent is a young priest with brown hair and glasses who serves in the Order alongside Claudia. However he makes his intentions clear that he is not on her side but rather wishes to help Heather.

From their first meeting in the Hilltop Center, Heather understandably isn’t sure how much she can trust the man, who comes off as manipulative and often carries a suspicious smirk on his face as he tries to get under her skin. But Heather may not have a choice but to trust him as her only inside source to help fight back against Claudia, making him a valuable albeit uncertain ally. Has normal-sized legs and a peculiar, twitching head with a large mouth on the front.

Bears a strong resemblance to the Mandarin from Silent Hill 2. Closers in the endgame’s Church take on a transformative, greenish appearance while becoming stronger and faster. Attacks: Most often Closers will thrust one of their large club-like arms forward at Heather, which inflicts a fair amount of damage but is very slow and telegraphed.

Sometimes they may extend a sharp blade from the arm, doing even more damage. Additionally Closers may swing their arms around their body to hit Heather at close range, so be careful while circling and attacking them. Strategy: Despite its lumbering size, the Closer is a truly pathetic fighter that moves at a slow enough speed to easily run by it or even dodge all its attacks at close range.

Therefore the best strategy is to just ignore them, especially in higher numbers. But if you do wish to fight them, the Handgun is probably the most reasonable way to kill them from beyond their range, backing up while firing if they’re approaching you.

Usually they die when dropped with the Handgun, but otherwise may require a kick to finish off. The Shotgun is a bit slow but you can bait them into an attack or just run behind them and blast away. The SMG’s rapid fire works great too but there’s really not much ammo for it. If you are going to try a melee weapon, try the Katana or Steel Pipe and sidestep around them between hits to dodge their attacks. Numb Body Appearance: A malformed, bipedal body with no arms, pale purple in colour with bloody veins all over and what looks like a large single eye on its head.

Makes sounds similar to goats or lambs and comes in sizes small, medium and large. No fries with that. Attacks: Since they have no arms their only attack is a lunging headbutt. Try to avoid this by attacking from a distance or circling around them to attack from behind or the side. Strategy: These guys are fairly aggressive despite their most common small size and slower speed, but they generally don’t take more than a good melee weapon to kill.

Be wary of their lunging jump forward in attempt to bat you, and smack away with the Katana or Steel Pipe while sidestepping around them to make it difficult for them to hit you. They often come in groups, so consider using the Handgun to take them out more quickly and safely.

Even so, they can usually be lured out one by one where you can safely kill them away from their buddies. Always finish them off with a kick if still squirming when down. In the subway and underpass you’ll encounter large Numb Bodies.

These creatures are even more aggressive and powerful, and evasive measures are even more important, but when properly positioned you can still take them down with the Steel Pipe. If in a hurry or surrounded by several of them, the Shotgun can make quick work of them from close range and the Handgun works quite well although lacks the stopping power as these larger creatures power towards you.

Double Head Appearance: A dog wrapped in bandages with its head split in half, perhaps like a roasted dead dog come to life. Often howls for backup. Attacks: Most commonly they jump and bite at Heather, inflicting minimal damage. From the ground they will often grab a hold Heather’s leg and give it a solid chew, hurting her more. Stay away from their mouths and attack their sides or rear to avoid this, but mash the shoulder and directional buttons if caught.

Strategy: Double Heads like to run around a lot and can be a pain to fight, which is why the Handgun is the most efficient way to deal with them, beyond simply running past which is always doable.

Then again they’re not too threatening and so saving your ammo by using the Steel Pipe or Katana is a good idea if you wish to kill them. Try to sidestep around them and avoid their mouths so they can’t bite you while fighting them. A helpful tool against them is using beef jerky to distract their attention, allowing you to run past or sneak up to attack them. The same goes for Double Heads already distracted by a piece of meat, a regular occurrence in the game.

Just run past them or beat them down with a surprise attack, and always finish them off with a kick. Note that Double Heads will often howl to call in nearby reinforcements, who howl back before arriving on the scene. Quickly kill them or leave the area before you get surrounded. Pendulum Appearance: Two half torsos and heads connected, with sharp blades on each head and larger blades extending from its body on both sides that it uses to walk.

Most often found flying through the air while making very loud and distinctive screeches. Attacks: Pendulums will charge forward to slice you with the blades on their spinning heads while in the air, or poke at your with their blade legs while hovering. When found standing, Pendulums will slice you with their blade legs if approached. Suggested Weapon s : Submachine Gun, Shotgun.

Strategy: The best strategy with Pendulums is always to simply run away since they’re such a nuisance to deal with, regularly come in multiples and are often out of reach. If you must kill them, the Shotgun works well from close range, often dropping them in one blast. While they are mostly spinning through the air, sometimes they’re found walking on the ground. Be sure to kill them before they fly unless you’re just running past them. The Submachine Gun also works well on them due to its rapid fire, but you’ll usually have to manually adjust your aim to hit them and there’s not much ammo available for the gun.

They will also lunge towards you once you first shoot them so keep up your fire to drop them before they reach you. The Handgun isn’t effective at all as these creatures deflect their bullets from the front. In general it’s highly recommended to ignore these enemies, especially on Hard.

Insane Cancer Appearance: An incredibly obese and disgusting creature of bulbous proportion and cancerous flesh with open sores. Its face appears to be crushed inward as if punched in. Always found initially lying down. Attacks: Mostly they will swing their arms to smack Heather, but can also charge her and tumble her over. Due to lazily lying around, you may never witness an attack if you run past or blast them quickly, but be careful if they do stand since they can surprise you with their speed by running after you.

Strategy: Insane Cancers are always found lying on the ground and in every instance can always simply be run past, even in tight corridors by pushing past as they stand. Therefore you don’t need to fight a single one but if you wish to, the Shotgun is probably your best bet with its strong power. The Submachine Gun also handles them quite well, and for melee weapons the Stun Gun is surprisingly effective. As soon as they stand, get in a close shock and watch them fall down.

Kick them continuously and repeat the process if they stand up again. Once an Insane Cancer is dead it will deflate, so always keep attacking until that happens, no matter how many kicks or bullets it takes. Slurper Appearance: The general form of a human covered in leather-like flesh, with a large extended nose like an anteater and bulbous hands like boxing gloves.

Attacks: From a distance they will charge Heather to bowl her over, while up close they’ll grab a hold of her leg and chew her out. Wiggle the shoulder and directional buttons to escape more quickly. If you don’t stand up quickly enough when knocked over they may hover over and bite you.

Suggested Weapon s : Handgun Silenced , Shotgun. Strategy: Slurpers are easily the most annoying enemies in Silent Hill 3 due to their speed and frequency in high numbers, made worse by roaming tight and dark hallways, waiting to lunge from around the corner and knock you down. Slurpers are attracted to light and sound, so a helpful strategy is to turn off your Radio and Flashlight except when it helps you see them , and put the Silencer on the Handgun to prevent others from rushing to your position.

When in closer range, the Shotgun works well with its power, but its slow speed can tie you up, making the Silenced Handgun more preferable. While Slurpers are already lying on the floor, the will also play dead after attacking a few times, ready to pounce on Heather if she approaches for a kick.

Don’t be fooled and keep firing from a distance until you hear it die or see blood pour out. Melee weapons are very ineffective on Slurpers due to their speed and low stance, so forget about them altogether.

Also note that jerky can help distract and guide Slurpers, allowing you to run past or position them better for attacks. Nurse Appearance: A female nurse in a dirty white blouse and skirt uniform with a nurse cap and high heels, carrying a steel pipe or revolver. While similar to Silent Hill 2’s Nurses including their slumped posture, they have normal dark hair and faces, smeared with blood patches over their lipstick, and wear longer skirts. They breathe loudly and let out screams when attacked.

Location s : Brookhaven Hospital, Nightmare Hospital. Attacks: Nurses with pipes will swing normally or lunge forward, inflicting even more damage.

Revolver nurses will shoot from moderate distances and inflict a lot of damage, while they can pistol-whip from up close. Nurses can also run and chase after you, closing a medium distance in a hurry to smack or shoot you.

Strategy: Just as in Silent Hill 2, Nurses are dangerous and should be attacked from a safe distance with the Handgun back up while firing if close , while the Shotgun works great for crowd control or quick kills from up close. The SMG works just as well if you have the ammo for it. All Nurses carry weapons and are quite strong, so using melee weapons is too risky and opens you to attacks.

While most carry pipes, a few Nurses wield revolvers that will take a big chunk out of your health if you get hit. Always keep an eye out for what they’re holding and immediately rush to take out revolver Nurses before the others to remove the biggest threat.

Scraper Appearance: A humanoid wearing brown robes, red gloves and a threaded sack over its face. It wields a blade in each hand and strongly resembles the Missionary boss but is much weaker. It also carries a slight resemblance to Pyramid Head from Silent Hill 2.

Location s : Church. Attacks: Scrapers will slice you with their blades, inflicting moderate to heavy damage. They are also sneaky creatures and will often spawn out of nowhere behind you or appear right around a corner, ready to attack an unsuspecting Heather.

Strategy: While threatening in appearance and with their attacks, Scrapers are incredibly weak and usually drop in a single Shotgun blast, which is the best method to kill them. The Submachine Gun does nicely despite limited ammo, and the regular Handgun’s bullets usually get deflected, but equipping the Silencer will cover the muzzle flash and prevent this. But due to Scrapers‘ lethal weapons and moderate movement, it’s best to use the Shotgun to drop them asap.

As you can see, the Submachine Gun and Shotgun are the most effective weapons available. Refer to detailed descriptions of each below. Since ammo is scarce, it’s important to master your melee arsenal. Note that unlike Silent Hill 2, how tightly you press X does not dictate your attack, but rather if you’re pressing or holding it.

Refer to each weapon below for its specific attacks. Knife „It’s a switchblade for self-defense. Better with than without it against those monsters.

Since it’s so small it can only be used at extremely close range, and it’s very weak so you’ll need to regularly avoid enemy attacks while fighting with it. To do this, sidestep around enemies with L1 and R1 while attacking them. This can actually work fairly well on Numb Bodies, and somewhat on Double Heads but that’s about it. Honestly, if your only weapon choice is the Knife, it’s probably better just to run.

To use the Knife, hold R2 and press X to deliver a regular swing, or hold X to perform a quick thrust attack. Don’t expect to kill many enemies with this pathetic weapon; you should be happy if you manage even a single kill with it.

This weapon is held by Heather from the start of the game, both in her nightmare and in the mall. Steel Pipe „A steel pipe, about 3 feet long. Not very powerful, but not hard to use. It is best used against Double Heads, Numb Bodies, and can even take down Closers as long as you stay on the move and circle around them. Hold R2 and hit X to perform an overshoulder swing, or press it a few times for a series of swings. Hold X for a more powerful overhead downward swing and hold forward while holding X for a thrust attack.

It should immediately become your primary weapon upon acquiring since the Knife is near useless and you’ll want to save Handgun ammo. Maul „Like a big round pointy hammer. It’s super heavy, but at least it’s got some oomph. The Maul can be great on Closers as long as you avoid their slow attacks, but it’s generally too slow for smaller, faster enemies and will regularly bounce off walls in narrow corridors. Hold R2 and press X to swing it across, or hold X to perform a powerful overhead downward swing, although quite slow.

The Maul is found on the tipped over locker in the first actual room in the Underpass beside the map, on the upper level. Despite being found here, it’s not a great place to use it since there’s so many narrow hallways that it can collide with. Katana „This is a short katana, about 2 ft. Pretty powerful and easy to handle. It essentially makes every other melee weapon obsolete upon acquiring midway through the game and is very effective against most standard enemies and the final two bosses, although firearms are still safer for the bigger and faster enemies like Slurpers, Insane Cancers and so on.

Hold R2 and press X to do an overshoulder swing, or multiple presses for a series of swings. Hold X for a more powerful overhead downward slice, or hold forward while holding X to deliver a thrust.

The Katana is a super important weapon you can pick up from the shelf in the Gallery of Fine Arts storage room in the northeast corridor of 5F inside the Hilltop Center. Do not miss it.

Stun Gun „High voltage to zap the bad guys. It has to touch ‚em, though, so it’s very short-range. A battery holds enough charge for just four shocks so use them wisely. Hold R2 to raise the Stun Gun and press X to unleash the high-voltage current into a nearby enemy. Since it requires batteries, you must reload it when empty.

Despite it technically shooting an electric projectile, this is considered a melee weapon due to its short range and it isn’t really a firearm either. The Stun Gun isn’t found until around halfway through the game where it is available in the open top drawer of Heather’s bedroom dresser in Daisy Villa Apartments.

All behaving quite differently, hold R2 to ready and use X to fire. Always reload in your inventory during combat, or use the new in-game reload function by equipping the right ammo and pressing R3, but only away from enemies.

Handgun „Holds 10 rounds of ammunition. Small and not powerful, but easy to use. It’ll usually drop enemies in around bullets and can additionally be equipped with the Silencer to be hide the muzzle flash and dramatically reduce its volume, although it will also slightly weaken your bullets. Hold R2 and press X to fire the Handgun, holding X to continuously fire bullets until your enemy drops. A very wise strategy is to back up while firing if an enemy is approaching you, or to sidestep while firing or even approach certain enemies to be in a good position to quickly kick when they drop.

The Handgun is an unmissable weapon found very early in the game in a cutscene inside the women’s clothing store on the first floor of Central Square Shopping Center. Shotgun „Holds 6 rounds of ammunition. It’s hard to handle, but has great range. Although it’s a little slow to use, it holds six shells and has a wide blast radius although narrower than SH2 with a lot of power, best used on bigger, tougher enemies.

Using the Shotgun is as simple as holding R2 and blasting with X. Be careful not to position yourself in a bad spot to get hit after your shot due to its slow handling speed, although most standard enemies may drop in a single shot. The Shotgun is found inside a gift box in the abandoned open subway car at the south of Platform 2 in Hazel Street Subway Station.

Submachine Gun „Holds 32 rounds of ammunition. Great for its continuous firing. Sadly, you won’t get much ammo at all for the thing, otherwise it might make the game a bit too easy.

Therefore I’d recommend saving all its ammo for bosses where it’ll be most useful, but if you wish to use it wherever that’s fine too cause you’ll only get a few clips for it anyway. To use the SMG, hold R2 and X to continuously fire, or wisely use your ammo in shorter bursts to stay on top of it and not waste anything. Use the left analog stick to aim up, down, left and right as needed. Because of this aim control you cannot walk while aiming. Additionally you can equip the Silencer to attach it to the gun and be more discreet but at a small cost of power.

The Submachine Gun is located by the elevator in the basement hallway of Brookhaven Hospital. Refer to the Unlockables and Secrets section for more details.

Bulletproof Vest „It’s heavy under a jacket, but it should protect against a monster’s attacks. Blocking attacks with the vest will prevent all damage entirely, except for heavy and unblockable attacks.

The tradeoff however, is that the vest is heavy and will really slow Heather down, limiting her to a slow jog and removing the ability to strafe leaving sidestepping as the only side option.

So it’s more effective in tighter hallways during combat rather than when you expect to be moving around a lot. Either way, it’s entirely the call of the player to decide to use it since there are pros and cons. But it’ll likely be very helpful when engaging in melee combat, general close-quarters fighting, and even more effective when combined with blocking. The Bulletproof Vest is found on the far clothing rack in the clothing store in the north 1F hall of the Nightmare Mall.

Silencer „Put it on a handgun or submachine gun to muffle the blasts. It seems to be a little weaker though. This will allow you to be more discreet in hallways with multiple enemies, or prevent the Missionary or Scrapers from blocking your bullets. To use the Silencer, equip it while using the Handgun or Submachine Gun and it’ll automatically attach. When you switch back and forth between these two guns, the Silencer will remain attached as long as it’s equipped.

The Silencer is found on the fifth floor of the Construction Site, hidden in the newly-plastered wall across from the hole in the floor. Use a melee weapon to break it open and grab it. Perfume „This stuff smells a little strange.

Therefore it should normally never be used, but it can prove helpful when trying to kill lots of enemies, such as going for the Possessed ending where even damage helps as well or even a star ranking.

Health Drink „It’s full of nutrition and should help me recover at least a little of my strength. It will recover a quarter of your health, good for healing smaller wounds of light blue or yellow status, or multiple drinks for heavier damage. First-Aid Kit „This will help me patch up my wounds fairly well, I think.

If lighter yellow, consider just using a Health Drink, but go ahead and combine the two for serious wounds in deep red or maybe use an Ampoule if critically injured. Ampoule „This is the stuff! It’ll wipe out all the pain and help recover my strength.

Therefore you shouldn’t use them if you can still take a bit more damage and only if your health status is a deep throbbing red. While you can reload in the inventory while hovering your equipped gun or the ammo itself, you can also equip the ammo and use R3 as a shortcut for an in-game reload, but be sure to do this away from enemies.

Handgun Bullets „Bullets for a handgun. You may even find additional packs in various places if low on ammo, so keep an eye out for them and also try to conserve your ammo and use melee weapons when it’s not totally necessary.

Shotgun Shells „Ammunition for a shotgun. Each pack normally contains six shells which give a heavy punch with a wide range. If surrounded, consider using some shells for some quick crowd control. Submachine Gun Bullets „Ammunition for a submachine gun. Therefore this weapon won’t be too helpful for you outside of small bursts, and you’ll find its 32 bullet capacity flies by quickly so prepare to reload or make your escape.

Stun Gun Battery „A battery for a stun gun. Just like firearms you’ll have to reload your batteries after emptying their charge. Be sure to give it a try and see what you think. Beef Jerky „Processed, dried meat. Sometimes it’s just enough to distract monsters. It doesn’t always work so don’t count on it saving you if enemies are already well aware of you, but it’s a small little way that can help you from time to time to get an enemy to come chomp on it. Jerky comes in packs of four and can be used from your inventory, but the most practical way is to equip it and then press R3 during gameplay to drop one.

Drop any more as you wish and watch out for any incoming enemies. Refer to below for all its options. Opening Movie Before reaching the main menu a teaser movie will play, showing off clips from the game.

Idle at the main screen if you wish to see it again. New Game Self-explanatory, this advances you to select your Action and Riddle Level for a new game. Note that this should only be used the first time you play time game, instead moving on to Extra New Games to continue your file and use any unlockables. Read more about it below. This allows you to start a new game while keeping any unlockables and continuing your file to let you achieve more endings and unlock more extra items. Continue This option lets you continue from your most recent save upon death or after a soft reset.

After a death it will return you to your last save or the beginning of the area you were in if you hadn’t saved there. It is only available if you have a save on your memory card. Load Use this to access the Load menu where you can view and choose from all your saves.

Options In the Options menu you can change a bunch of settings such as display and audio settings as well as more gameplay related functions. Press L1 or R1 to access the Extra Options menu for more. Refer to the Options and Extra Options menus below. Extra Costume Unlocked after completing the game once, use this option to enter in various codes to unlock extra costumes. You may be given codes in the end ranking screen but they must first be entered here before they can be used in-game.

In order to save your game you’ll need to find and examine red circular insignias over the game. To start things off you will need KB to save a new file on your memory card and can save up to 40 slots on each card. Consider saving in multiple slots over the course of the game in case you wish to load a previous save, although feel free to overwrite files if you don’t need them anymore. But be sure to never overwrite your main file that has any unlockables if you ever start a fresh New Game instead of an Extra New Game.

Each additional game clear will unlock the next level up to x5. Unlike Silent Hill 1 and 2, the inventory this time is segmented according to items, weapons and supplies to make navigation less cluttered. View the diagram below for a breakdown of the menu while you can read more about each function farther down. Usually what it Supplies is and where it was found. View the Health System section to learn what each colour means.

Maps This option will switch over to your map if you have it, revealing your current position and what’s around you. Instead of using this option, simply press Triangle during gameplay for greater convenience.

Memos This is where you’ll find important documents you’ve read throughout the game, including puzzle riddles, codes or general lore. So instead of returning to them in-game you can view them here at a quick glance. Refer to the Memos section of this FAQ for the full roster of memos.

Options This lets you access the Options menu without quitting the game, where you can change the various options listed above, including the Extra Options.

Items In this section you will find all your key items or essentially anything that isn’t a weapon or supply. If it is not already highlighted, select the Items title to display your items in the main portion of the inventory. Weapons This switches to the weapons tab where you can view, equip and reload all your weapons.

When you get a new weapon you will find it here. Supplies Lastly this is the tab where you’ll find all health and ammo supplies as well as beef jerky. This tab will be helpful whenever you wish to heal or reload your weapons or you can reload in the Weapons tab. Most of the time you can adjust it and even move the camera behind Heather by holding L2 and moving it around with the right stick.

This is very helpful for fighting bosses or just generally staying on top of where you’re going. Also pay attention to sudden camera angle changes or specific angles that hint towards certain items or other environmental details. Once found, hit Triangle to view the map to see your current location and what’s around you on the current floor, or use the left analog stick to change floors.

Heather will mark open doors as arrows, locked doors as solid lines, impassable doors as squiggly lines, and other various points of interest as circles or other markings.

Don’t ever feel ashamed for frequently checking the map as it’s an incredibly valuable tool and perfect for reorienting or reminding yourself of where to go. You will find these two items fairly on in the mall and both are valuable tools to help you on your journey. Your Radio will emit static to alarm you to any nearby monster and your Flashlight will allow you to see in the dark and pick up certain items. Note that you can adjust the Radio volume in the inventory or turn it off altogether, which helps you be more discreet.

The Flashlight can also be turned on and off by pressing Circle, which again can be helpful for avoiding enemies in dark hallways. Running Running doesn’t make you a wussie, but instead it’s often the best solution.

While you may need to clear out certain rooms or halls to investigate more closely or avoid being hounded, running by them is always a very safe solution and certainly helps you conserve ammo.

Running Slow and Sluggishly If you find yourself running rather slowly and unable to strafe, you’re likely wearing the Bulletproof Vest. While this limits damage to the player, it’s quite restrictive so decide what’s more important to you.

Ammo Conservation There is even less ammo in Silent Hill 3 than the previous two games, so conservation is more important than ever. Don’t go killing every enemy you see, and don’t waste ammo on enemies that can be handled effectively with melee weapons.

Try to build up your ammo hoard for tougher enemies and bosses. Conserving Health Items You’ll also receive fewer health items than previously, so it’s important to use them wisely. And save all Ampoules for when your health status is flashing deep red to make the most of them. Searching Areas A majority of the game consists of thoroughly searching rooms and hallways to find key items, memos and supplies.

Therefore you’ll want to be at least somewhat comprehensive in your search. Check carefully around each room and pay attention to any suggestive camera angles and note that Heather turns her head towards any nearby item and also unlocked doors.

If stuck, refer to your map to see if there’s any rooms you may have missed. Doors will be either open, locked, broken-locked or just shut tight and can’t be opened. If a door is locked, you’ll either get a key to open it, or you’ll have to get to the other side where you can unlock it, but if a door just won’t open then you can forget about it. Note that Heather stares at unlocked doors when nearby.

Memos Throughout the game you’ll come across various notes and literature, some pertaining to puzzles including codes with others serving as lore. You’ll generally know when a riddle will need to be solved due to obvious wording, but make sure to read these very carefully as some puzzles are incredibly intricate and difficult to solve.

Some may even try to catch you off guard with a little trick that you may not have thought of, so keep an open mind. Codes You will find several codes on your journey for unlocking doors and keypads.

Having a pen and paper handy can be helpful for quick reference, although you can always find any written codes in the Memos section of your inventory once found. Nightmare Areas On multiple occasions you will experience a transformation of one area to a nightmare version, a common theme in the series.

Just about everything in these transformations change beyond the general layout of each building. Your map will therefore still be your key but all the earlier information will be reset. Different doors may be locked and unlocked, some places may be blocked off entirely and some new areas may exist that didn’t before. Keep an eye out and treat each transformation as its own new area. This way you can load a previous save or start a new game. For strategies for each enemy including suggested weapons, refer to the Enemies section of this FAQ.

Targeting Enemies Just like its prequels, Silent Hill 3 uses an auto-aim or lock-on aiming system. With a weapon equipped, hold R2 to raise it or aim at the enemy and press X to swing or shoot. It’s helpful to move towards or away from enemies while shooting, depending on the enemy and how aggressive they are.

If you wish to only press R2 as a toggle instead of holding, you can change it in the Extra Options menu. A few bullets and a kick counts as a fighting kill cause the kick killed it. Beat it down and to death with a melee weapon also acts as a fighting kill, while you must deliver the finishing blow with a firearm to count as a shooting kill. Always stay on top of nearby enemies when fighting, and avoid reloading in-game to open yourself to attack.

Instead do so from the inventory. Fighting Multiple Enemies Fighting a number of enemies at the same time is never a good idea as it opens you to the constant threat of attack. In rooms with multiple enemies, try to lure them one by one to an isolated spot from the rest and take them out that way. If you have the Shotgun or even the SMG, it can also be helpful in clearing groupings of enemies or knocking them down to quickly finish them off with kicks.

Be sure to switch back and forth between appropriate weapons, including multiple firearms and also melee weapons depending on how urgent matters are. Kicking Enemies Another common theme in Silent Hill games, you will want to kick downed enemies to finish them off before they get up. It costs you no ammo and deals a lot of power, despite a single kick not automatically spelling death like in the previous games.

Instead it may take multiple kicks to kill a downed enemy so keep on kicking until you hear their death note or see blood pouring out. Note that you can still kick enemies after they’re dead, so don’t confuse yourself into thinking a still and silent enemy is alive, unless it’s a Slurper playing dead to fool you.

Pushing Enemies Whenever you find an enemy blocking your way, you can use your smarts and just push past it while avoiding a fight, especially if it’s a slower enemy. Always run at the gap between an enemy and a wall or another object rather than directly into them for the most efficient route past them.

You’ll find this is especially helpful for Insane Cancers, big tough enemies that you will never have to fight since you can always just push past them. Surrounded You’ve gone and done it again, haven’t you? You got yourself surrounded. This can be a somewhat common occurrence due to enemies in high frequency in certain areas. When surrounded, either turn to the SMG or Shotgun for crowd control if you have it or push you way out where the safest gap is located.

Sometimes that may involve running between a small gap between two enemies, pushing them both slightly to either side. You may take a hit in some cases, but you should be able to escape. Escaping Grapple Attacks Some enemies have attacks that grab a hold of Heather as they continue to damage her. The longer you’re attacked by these, the more damage you will take.

To escape more quickly, mash the shoulder and directional buttons. This is highly recommended to avoid redundantly holding another button in a game where you’ll be running almost all the time. If you ever do wish to walk, simply hold Square while moving.

Strafing While using 3D control tank controls , you will be able to sidestep and strafe with L1 and R1. You will find strafing very helpful if using 3D since it allows you to quickly escape to the side instead of turning and then moving, so use it to your advantage. Note that just like normal running, your strafing speed will be decreased when out of stamina.

And if using 2D control, there is no strafing since you can immediately run in whichever direction you want. At the same time, it comes at the cost of mobility, slowing Heather’s running and turning speeds while removing your ability to strafe but you can still sidestep. Therefore the player must decide if it’s worth the tradeoff.

The vest is found on a clothes rack in the women’s clothing store on the first floor of the Nightmare Mall. Blocking For the first time in the Silent Hill series, you have the ability to block attacks. While in caution mode R2 with your weapon raised , press Square and Heather will adjust her hands accordingly to block an incoming attack for about a second-long window. This almost completely nullifies standard attacks, limiting damage by about Once mastered, blocking can dramatically help you in combat and allow you to immediate counter fire upon successful execution, or even leave you with a window for a safe melee attack or two.

It may be natural to not bother with blocking or even forget the option exists, but when used properly it is immensely helpful and rather crucial in limiting damage for a star ranking in particular. Reloading As always, you have the choice to reload your guns live in-game or while paused in the inventory menu. I recommend always doing it safely in your inventory when around enemies to avoid an untimely reload that get you hit. However Silent Hill 3 adds manual in-game reloads where Heather doesn’t have to unload a magazine to do so.

To do this, you must equip the ammo for your weapon under the Supplies tab of the inventory, then press R3 during gameplay to reload. I’d advise avoiding this around enemies and bosses unless you’re certain you can do so safely, and instead just use your inventory. In this section we’ll cover all aspects of finding and using them. Be sure to check every door you come across to search every room, finding all key items and supplies inside.

Items that aren’t keys will have to be used from your inventory while standing in front of the target. Certain items aren’t effective on their own and must be combined first. See below for more details. Additionally you can examine certain items for more details, providing clues for their usage. First, stand in front of your target and enter your inventory.

Find the first item and select „Combine“, then move to the next item no back required. If it’s a two item combination you can simply use the second item to mix them, or in a three item mix you’ll need to combine the first two items and use the third.

Note that you can add the final item to the mix too but it’s an unneeded step since whatever you use gets added to what’s already combined. You’ll notice which items are included in your mix so far under the Items tab on the left side before using. Also understand that many items that can’t be combined with anything may have Combine as an option, so don’t let that confuse you if it otherwise doesn’t make sense.

This will help you assess not only where to use items but also what to do with the more confusing ones, since you may not know just by picking up an item that there’s something rattling around inside it, but Heather will certainly notice when examined.

So be sure to use this function whenever unsure about an item. Equipping supplies like ammo, health and jerky allows you to reload, heal or use them with R3 in-game. Other items can be worn or used by equipping them to receive their benefits. This does not mean to go and waste your supplies knowing you will get more because you’ll struggle even more, but know you will have some backup supplies if you’re having a hard time.

Keep an eye out for them and note what you find may be slightly different than what’s stated in the walkthrough. Health Status In the top left corner of your inventory you’ll see a real-time screenshot tinted a certain colour with a square pulse moving at a certain speed.

This indicates your current health level, with the legend below. Additionally your controller may vibrate once your health dips into the red. Health Supplies In order to keep on top of your status you’ll need to find and use health supplies, spread out in high frequency.

Keep an eye out and look for Health Drinks, First-Aid Kits and Ampoules, which recover a quarter, half and your full health, respectively. Recovering Health Always stay on top of your health by checking your inventory status and use health items to stay healthy. Do this by finding the Supplies tab and using one of the three health items mentioned above. Additionally you can equip a supply and press R3 in-game to use it as long as you have more in your inventory.

This can speed things up in difficult areas where you may be hit often. I’d suggest keeping with the default of Type B which is most similar to previous games in the series, but feel free to try A which swaps a few button inputs around. Refer to each below for an understanding of how they work. Visit the Options menu to change it.

If I could give a recommendation, I would suggest keeping the default 3D. While SH2’s 3D control was a bit clunky, SH3’s is instead incredibly smooth and fluid to the point that I’d say it feels much nicer to play with than to constantly change directions per camera angle with only slightly more open control. That and it’s incredibly easy to turn with a sharp radius in 3D, including tight stairwells. Give it a chance and you’ll see that this game may have the best implementation ever of tank controls in a survival horror game.

If that’s towards the camera, you’ll move towards it. Use left and right to turn your character accordingly, while back on the analog stick will step Heather backward. Pushing left or right all the way will turn Heather while standing still.

Turn while holding forward to keep momentum. I suggest using this method due to how seamlessly it works with the game, but ultimately it comes down to your preference. Pressing to the left will move your character to the left of the camera no matter where they were facing.

Note that since camera angles change fairly often, you will have to adjust your movement every time to keep going in the same direction. Since movement is completely open without restriction, there is no need for strafing or a quick turn since you can turn immediately in any direction.

The free movement is nice, but having to adjust for every angle can get a tad bothersome, which is why I recommend 3D, but go with what works best for you. Press L1 or R1 in the Options menu to access and change the following settings. Blood Color and Volume This is purely visual so go with what you like.

I recommend normal blood colour to keep the serious tone, but green can look nice on additional playthroughs. I’d say Much is the way to go for Blood Volume, but it’s your call. With this option set to Reverse, it switches. I highly recommend switching it since you’ll be running for the majority of the game.

If you ever do wish to walk, just hold Square. Map This option controls whether your map will be fully zoomed-in or out every time you view it, but either way you can press X in the map to zoom in and out anyway.

I’d suggest just leaving this as default. Noise Effect This is a filter that fills the screen with „noise“, otherwise known as static. This creates a visual look that imitates an old, gritty horror film. Honestly though, with Silent Hill 3 as beautiful as it is perhaps the best looking PS2 game out there , I’d suggest turning it off to experience it in its highest detail without muddying it up. Or if you plan to play the game multiple times, keep it on for the first go and then turn it off to see what you think of the difference.

It is truly stunning turned off and thankfully it is your choice from the start if you wish to do so, unlike previously in the series. Display Mode Here your options are either normal or sharp, whether you want the game displayed more sharply and potentially jagged or default with some blending to smoothen the graphics. I’d suggest leaving it as is. Bullet Adjust You must first complete the game to unlock this option, upon which you can set it to x1 or x2, potentially multiplying every ammo pickup in the game accordingly.

Each additional game clear will add another level, up to x5. You’ll find this helpful for playing on Hard or the Extra difficulties, and while going for a star ranking.

Beginner Mode This first must be unlocked by dying times on Easy or Normal Action Level, upon which you will be informed that Beginner has been added to the Extra Options.

Find it there to enable it while playing on Easy or Normal, while it cannot be used after starting on Hard. The benefit of Beginner is that you cannot die from regular enemy attacks. Silent Hill 3 generally isn’t a super tough game, especially on Easy, so I’d suggest avoiding Beginner entirely unless you’re really having a hard time.

Enemy and boss attacks will vary in damage, speed and overall aggression depending on which level you choose, in addition to their health.

This also determines how many items and supplies will be found. Read each difficulty below for a general understanding of what they entail. Beginner This must first be unlocked by dying times on Easy or Normal Action Level, upon which you’ll be asked if you wish to change to Beginner, which you can do immediately or at a later point in the Extra Options.

You cannot switch to Beginner from Hard. On Beginner, enemies will be much less frequent, less powerful, slower, do less damage, grab you for a brief period only, and will generally not require kicks to kill. Boss fights will be very brief, supplies will be available in high frequency, your firearms will magically be reloaded upon raising them, melee weapons will not deflect off walls, and you cannot fall down holes.

I’d recommend avoiding this difficulty unless completely new to the genre and really struggling. Easy Enemies on Easy will be less frequent, have half the health requiring bullets to drop , move slower, inflict less damage, grab a hold of you for less time, and often not require kicks to kill. Boss fights are noticeably shorter and weaker, supplies are more abundant, firearm clips will magically reload as you prepare to shoot, melee weapons do not deflect off walls, and you cannot fall down holes.

Normal This is how the game is meant to be played. Enemies have their standard numbers, strengths bullets to drop , speeds, power and generally have to be kicked after dropping with melee weapons and the Shotgun.

Boss fights are their normal length while still reasonable, supplies are fairly available, you have to reload your weapon manually in-game or in the inventory, melee weapons deflect off walls, but you still cannot fall down any holes. Hard Enemies are more common, stronger bullets to drop , faster, inflict more damage, grab a hold of you longer, and almost always must be kicked after dropping with melee weapons and the Shotgun , often multiple times.

Boss fights last much longer with more health, supplies are less abundant, you always have to manually reload in-game or in the inventory, melee weapons deflect off walls, and you can fall down holes while running if not careful and if you don’t pull back while teetering on the edge. Additionally, Heather will stumble and bump into walls and doors while running at full speed, can be insta-killed by the Split Worm’s special attack if not careful, and in the Borley Haunted Mansion must lower herself by holding R2 to avoid getting hit by the spikes.

In an Extra New Game, the opening hallways of the Underpass will drain Heather’s health but will not kill her. Easy Puzzles are very simplified if not spelled out to you, requiring very little analysis or action, and in some cases are bypassed entirely. Some items required for Normal and Hard will not be present or needed, while others will be easier to acquire. Normal Default puzzle difficulty with riddles most people should be able to solve with some thinking, but nothing too advanced or overly difficult.

Some may require only a slight bit of creativity to solve. Hard Riddle difficulty increases dramatically with multiple puzzles requiring extremely deep analysis and multiple reads to understand. Riddles have confusing elements to throw you off while some verses may be vague.

A very creative mind is required, some liberties in thought or the usual process may have to be made, and knowledge of outside literature is required for at least one puzzle. This stands as the hardest individual riddle difficulty in the entire series and is intended for an intellectual mind. Those not so experienced in the genre may want to consider Easy Action Level, but Normal Riddle Level is still rather reasonable and doesn’t cut small pieces out of the game like Easy.

Hard Action Level should be off limits unless confident in your abilities and experienced in the genre, and I’d avoid Hard Riddle Level your first time unless ready for an extreme intellectual challenge. Even on additional playthroughs Hard Riddle Level will likely give you headaches, but this guide is always here to help you.

Beating that will unlock Extreme 2, while you can keep upping the ante until you reach Extreme X 10 , the hardest Action Level in the game and a supreme challenge. For these levels, take Hard and multiply it accordingly to have some idea of what you’re up for, including a health bar half the size as Hard for all levels and increasing enemy damage.

You will certainly want to use Bullet Adjust x5 to give yourself a proper chance. While choosing your difficulty in the main menu, use the left and right buttons to toggle between the Extreme levels you’ve unlocked. Normally, you must hold Square while moving to run, otherwise you will walk. Switching it will make running your default movement, which you’ll be doing the majority of the time, while you can then use Square to walk if ever desired.

This is a must for convenience’s sake. Also while the Noise Effect gives the game a bit of an old horror film look, I recommend turning it off to showcase the beautiful graphics as one of the best-looking games of its time.

You can turn it off in the Extra Options. Additionally, since this is a finely-crafted horror game, I recommend playing at nighttime with the lights off and the volume turned up.

A good sound system or headphones work very well to immerse you in its terrifying atmosphere. Trust me, it’s more rewarding to fully enable it to frighten you and give you the best experience possible.

Therefore health and ammo pickups, enemy locations and numbers may vary on other difficulties, although all riddles and puzzles will be thoroughly explained for all difficulties.

Understand that Silent Hill 3 has an adaptive difficulty that assesses how badly you need health and ammo supplies and dishes them out accordingly in certain locations. For health, you may find one or two Health Drinks or instead two First-Aid Kits or perhaps even an Ampoule and a First-Aid Kit in some areas, or you may find nothing at all if you have an abundance already.

This walkthrough includes supplies that will always be there while pointing out locations where what you’ll find may be slightly different or even not there at all. So understand that you may not find exactly what is written, but for the most part you’ll still find health or ammo where listed. This walkthrough was also written with the Playstation 2 version in mind, thus you will see PS2 button inputs like „X“ come up often.

If playing other versions, keep in mind your button inputs may be different. Silent Hill 2 Reference!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Go wild with these items while you have them as you’ll soon see why. Head through the large door to your left to start your journey. Souvenir Shop Pathway Say hello to your first enemies, a Double Head dog and a giant Closer deeper in.

Feel free to fire at them but you can just as well run past every enemy here. The souvenir shop can be accessed by the storefront sign, but there’s nothing of interest inside. Continue past the huge Closer patrolling nearby and slip through the small brown door at the end of the path. To the Mountain Coaster Run past the two Closers and through the gate. Take a left past the ticket booth and under the „Mountain Coaster“ sign.

Climb the stairs to the top, avoiding or killing the annoying Pendulum creature on your way. The control room door at the top is locked so pass through the gate directly onto the tracks. Follow the track until a cutscene plays.

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Apr 17,  · A blind & commentated Let’s Play / Playthrough / Walkthrough of the PC version of the survival-horror game about Heather Mason on a quest for her father into. Hazel Street Station is a subway station located beneath the Central Square Shopping Center and is the second location Heather Mason visits in Silent Hill replace.me does so in order to get back to her apartment, located on Bergen Street and accessible via subway.. Unlike the previous area, the shopping center, the station is not wholly corrupted by the Otherworld. ModTheSims – Hazel Street subway – Silent Hill 3 + new version requiring less expansionsEstimated Reading Time: 5 mins. Oct 29,  · Watch more Silent Hill 3! replace.me?list=PL5dr1EHvfwpMVkPAQ3aF91HHJsUweeEYn Halloween Horror Month Master Playlist: https://www.y.

Забудьте об. Поехали. Свет от фары пробежал по цементным стенам. – В главный банк данных попал вирус, – сказал Бринкерхофф.

Hazel Street Station is a subway station located beneath the Central Square Shopping Center and is the second location Heather Mason visits in Silent Hill replace.me does so in order to get back to her apartment, located on Bergen Street and accessible via subway.. Unlike the previous area, the shopping center, the station is not wholly corrupted by the Otherworld. Silent Archives tiene cobertura completa y todo lo que necesitan saber los fans de Silent Hill sobre esta franquicia dedicada al genero del survival horror. Buscar en este sitio Estación Hazel Street. Apr 17,  · A blind & commentated Let’s Play / Playthrough / Walkthrough of the PC version of the survival-horror game about Heather Mason on a quest for her father into.

Фонтейн стоял очень прямо, глядя прямо перед. У Бринкерхоффа был такой вид, словно он вот-вот лишится чувств. – Десять секунд. Глаза Сьюзан неотрывно смотрели на Танкадо.

First, stand in front of your target and enter your inventory. Find the first item and select „Combine“, then move to the next item no back required.

If it’s a two item combination you can simply use the second item to mix them, or in a three item mix you’ll need to combine the first two items and use the third. Note that you can add the final item to the mix too but it’s an unneeded step since whatever you use gets added to what’s already combined. You’ll notice which items are included in your mix so far under the Items tab on the left side before using.

Also understand that many items that can’t be combined with anything may have Combine as an option, so don’t let that confuse you if it otherwise doesn’t make sense. This will help you assess not only where to use items but also what to do with the more confusing ones, since you may not know just by picking up an item that there’s something rattling around inside it, but Heather will certainly notice when examined.

So be sure to use this function whenever unsure about an item. Equipping supplies like ammo, health and jerky allows you to reload, heal or use them with R3 in-game. Other items can be worn or used by equipping them to receive their benefits. This does not mean to go and waste your supplies knowing you will get more because you’ll struggle even more, but know you will have some backup supplies if you’re having a hard time.

Keep an eye out for them and note what you find may be slightly different than what’s stated in the walkthrough. Health Status In the top left corner of your inventory you’ll see a real-time screenshot tinted a certain colour with a square pulse moving at a certain speed.

This indicates your current health level, with the legend below. Additionally your controller may vibrate once your health dips into the red. Health Supplies In order to keep on top of your status you’ll need to find and use health supplies, spread out in high frequency. Keep an eye out and look for Health Drinks, First-Aid Kits and Ampoules, which recover a quarter, half and your full health, respectively.

Recovering Health Always stay on top of your health by checking your inventory status and use health items to stay healthy. Do this by finding the Supplies tab and using one of the three health items mentioned above. Additionally you can equip a supply and press R3 in-game to use it as long as you have more in your inventory. This can speed things up in difficult areas where you may be hit often. I’d suggest keeping with the default of Type B which is most similar to previous games in the series, but feel free to try A which swaps a few button inputs around.

Refer to each below for an understanding of how they work. Visit the Options menu to change it. If I could give a recommendation, I would suggest keeping the default 3D. While SH2’s 3D control was a bit clunky, SH3’s is instead incredibly smooth and fluid to the point that I’d say it feels much nicer to play with than to constantly change directions per camera angle with only slightly more open control. That and it’s incredibly easy to turn with a sharp radius in 3D, including tight stairwells.

Give it a chance and you’ll see that this game may have the best implementation ever of tank controls in a survival horror game. If that’s towards the camera, you’ll move towards it.

Use left and right to turn your character accordingly, while back on the analog stick will step Heather backward. Pushing left or right all the way will turn Heather while standing still. Turn while holding forward to keep momentum.

I suggest using this method due to how seamlessly it works with the game, but ultimately it comes down to your preference. Pressing to the left will move your character to the left of the camera no matter where they were facing. Note that since camera angles change fairly often, you will have to adjust your movement every time to keep going in the same direction. Since movement is completely open without restriction, there is no need for strafing or a quick turn since you can turn immediately in any direction.

The free movement is nice, but having to adjust for every angle can get a tad bothersome, which is why I recommend 3D, but go with what works best for you. Press L1 or R1 in the Options menu to access and change the following settings. Blood Color and Volume This is purely visual so go with what you like.

I recommend normal blood colour to keep the serious tone, but green can look nice on additional playthroughs. I’d say Much is the way to go for Blood Volume, but it’s your call. With this option set to Reverse, it switches. I highly recommend switching it since you’ll be running for the majority of the game. If you ever do wish to walk, just hold Square. Map This option controls whether your map will be fully zoomed-in or out every time you view it, but either way you can press X in the map to zoom in and out anyway.

I’d suggest just leaving this as default. Noise Effect This is a filter that fills the screen with „noise“, otherwise known as static. This creates a visual look that imitates an old, gritty horror film. Honestly though, with Silent Hill 3 as beautiful as it is perhaps the best looking PS2 game out there , I’d suggest turning it off to experience it in its highest detail without muddying it up. Or if you plan to play the game multiple times, keep it on for the first go and then turn it off to see what you think of the difference.

It is truly stunning turned off and thankfully it is your choice from the start if you wish to do so, unlike previously in the series. Display Mode Here your options are either normal or sharp, whether you want the game displayed more sharply and potentially jagged or default with some blending to smoothen the graphics. I’d suggest leaving it as is. Bullet Adjust You must first complete the game to unlock this option, upon which you can set it to x1 or x2, potentially multiplying every ammo pickup in the game accordingly.

Each additional game clear will add another level, up to x5. You’ll find this helpful for playing on Hard or the Extra difficulties, and while going for a star ranking.

Beginner Mode This first must be unlocked by dying times on Easy or Normal Action Level, upon which you will be informed that Beginner has been added to the Extra Options. Find it there to enable it while playing on Easy or Normal, while it cannot be used after starting on Hard. The benefit of Beginner is that you cannot die from regular enemy attacks. Silent Hill 3 generally isn’t a super tough game, especially on Easy, so I’d suggest avoiding Beginner entirely unless you’re really having a hard time.

Enemy and boss attacks will vary in damage, speed and overall aggression depending on which level you choose, in addition to their health. This also determines how many items and supplies will be found. Read each difficulty below for a general understanding of what they entail.

Beginner This must first be unlocked by dying times on Easy or Normal Action Level, upon which you’ll be asked if you wish to change to Beginner, which you can do immediately or at a later point in the Extra Options.

You cannot switch to Beginner from Hard. On Beginner, enemies will be much less frequent, less powerful, slower, do less damage, grab you for a brief period only, and will generally not require kicks to kill. Boss fights will be very brief, supplies will be available in high frequency, your firearms will magically be reloaded upon raising them, melee weapons will not deflect off walls, and you cannot fall down holes.

I’d recommend avoiding this difficulty unless completely new to the genre and really struggling. Easy Enemies on Easy will be less frequent, have half the health requiring bullets to drop , move slower, inflict less damage, grab a hold of you for less time, and often not require kicks to kill. Boss fights are noticeably shorter and weaker, supplies are more abundant, firearm clips will magically reload as you prepare to shoot, melee weapons do not deflect off walls, and you cannot fall down holes.

Normal This is how the game is meant to be played. Enemies have their standard numbers, strengths bullets to drop , speeds, power and generally have to be kicked after dropping with melee weapons and the Shotgun. Boss fights are their normal length while still reasonable, supplies are fairly available, you have to reload your weapon manually in-game or in the inventory, melee weapons deflect off walls, but you still cannot fall down any holes.

Hard Enemies are more common, stronger bullets to drop , faster, inflict more damage, grab a hold of you longer, and almost always must be kicked after dropping with melee weapons and the Shotgun , often multiple times. Boss fights last much longer with more health, supplies are less abundant, you always have to manually reload in-game or in the inventory, melee weapons deflect off walls, and you can fall down holes while running if not careful and if you don’t pull back while teetering on the edge.

Additionally, Heather will stumble and bump into walls and doors while running at full speed, can be insta-killed by the Split Worm’s special attack if not careful, and in the Borley Haunted Mansion must lower herself by holding R2 to avoid getting hit by the spikes. In an Extra New Game, the opening hallways of the Underpass will drain Heather’s health but will not kill her. Easy Puzzles are very simplified if not spelled out to you, requiring very little analysis or action, and in some cases are bypassed entirely.

Some items required for Normal and Hard will not be present or needed, while others will be easier to acquire. Normal Default puzzle difficulty with riddles most people should be able to solve with some thinking, but nothing too advanced or overly difficult.

Some may require only a slight bit of creativity to solve. Hard Riddle difficulty increases dramatically with multiple puzzles requiring extremely deep analysis and multiple reads to understand. Riddles have confusing elements to throw you off while some verses may be vague. A very creative mind is required, some liberties in thought or the usual process may have to be made, and knowledge of outside literature is required for at least one puzzle.

This stands as the hardest individual riddle difficulty in the entire series and is intended for an intellectual mind. Those not so experienced in the genre may want to consider Easy Action Level, but Normal Riddle Level is still rather reasonable and doesn’t cut small pieces out of the game like Easy.

Hard Action Level should be off limits unless confident in your abilities and experienced in the genre, and I’d avoid Hard Riddle Level your first time unless ready for an extreme intellectual challenge.

Even on additional playthroughs Hard Riddle Level will likely give you headaches, but this guide is always here to help you. Beating that will unlock Extreme 2, while you can keep upping the ante until you reach Extreme X 10 , the hardest Action Level in the game and a supreme challenge. For these levels, take Hard and multiply it accordingly to have some idea of what you’re up for, including a health bar half the size as Hard for all levels and increasing enemy damage.

You will certainly want to use Bullet Adjust x5 to give yourself a proper chance. While choosing your difficulty in the main menu, use the left and right buttons to toggle between the Extreme levels you’ve unlocked. Normally, you must hold Square while moving to run, otherwise you will walk.

Switching it will make running your default movement, which you’ll be doing the majority of the time, while you can then use Square to walk if ever desired. This is a must for convenience’s sake. Also while the Noise Effect gives the game a bit of an old horror film look, I recommend turning it off to showcase the beautiful graphics as one of the best-looking games of its time.

You can turn it off in the Extra Options. Additionally, since this is a finely-crafted horror game, I recommend playing at nighttime with the lights off and the volume turned up. A good sound system or headphones work very well to immerse you in its terrifying atmosphere. Trust me, it’s more rewarding to fully enable it to frighten you and give you the best experience possible.

Therefore health and ammo pickups, enemy locations and numbers may vary on other difficulties, although all riddles and puzzles will be thoroughly explained for all difficulties.

Understand that Silent Hill 3 has an adaptive difficulty that assesses how badly you need health and ammo supplies and dishes them out accordingly in certain locations. For health, you may find one or two Health Drinks or instead two First-Aid Kits or perhaps even an Ampoule and a First-Aid Kit in some areas, or you may find nothing at all if you have an abundance already. This walkthrough includes supplies that will always be there while pointing out locations where what you’ll find may be slightly different or even not there at all.

So understand that you may not find exactly what is written, but for the most part you’ll still find health or ammo where listed. This walkthrough was also written with the Playstation 2 version in mind, thus you will see PS2 button inputs like „X“ come up often. If playing other versions, keep in mind your button inputs may be different. Silent Hill 2 Reference!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Go wild with these items while you have them as you’ll soon see why. Head through the large door to your left to start your journey.

Souvenir Shop Pathway Say hello to your first enemies, a Double Head dog and a giant Closer deeper in. Feel free to fire at them but you can just as well run past every enemy here. The souvenir shop can be accessed by the storefront sign, but there’s nothing of interest inside. Continue past the huge Closer patrolling nearby and slip through the small brown door at the end of the path. To the Mountain Coaster Run past the two Closers and through the gate.

Take a left past the ticket booth and under the „Mountain Coaster“ sign. Climb the stairs to the top, avoiding or killing the annoying Pendulum creature on your way. The control room door at the top is locked so pass through the gate directly onto the tracks.

Follow the track until a cutscene plays. Heather awakens in Happy Burger. After calling home, she slips into the ladies‘ room to get away from a detective named Douglas that wants to speak with her. Douglas is still creeping outside so you’ll have to find another path.

Head through the window into the alley. This weapon cannot be seen in your inventory but is always equipped when holding no other weapon. You will see two red Halo of the Sun crests floating over Heather’s head, signifying its availability. To unlock it, kill or more enemies across however many runs it takes in your save file and then it will be available in your next Extra New Game.

Read more in the Unlockables and Secrets section. Alleyway With boxes blocking your left, head the other way down the alley and step through the door there, since a van blocks the alley farther down. Deliver the killing blow to the final boss with a melee weapon to unlock. Office Hallway Back inside, follow the pathway to the right, past locked double doors on the left wall, and go through the double doors at the end of the hall. First Floor Mall Hallway Back in the normal part of the mall, you’ll notice a dirty floor and some muffled sounds coming from the nearby shop which has its shutters partly down.

Enter the store under the shutters. Then move through that door and up the stairwell to the second floor. Second Floor Office Hallway In this hallway you’ll hear and encounter a new enemy type called the Numb Body. Save your Handgun ammo for now and consider just running past these guys, or experiment with the rather pathetic knife if you wish. Ignore the first Numb Body and instead take the right path up to the northwest.

Enter the storeroom beside the large bulletin board on the right wall. In here you’ll find a Double Head eating something in the corner. Note that you can drop a piece of jerky from your inventory to attract the attention of Double Heads. Exit the room. Deeper towards the camera is a skid of wood with a key underneath it, but it’s out of reach for Heather so we’ll have to come back later.

Exit to the hall and head back east, moving through the southernmost door there to the center of the mall. Finish the game with more fighting than shooting kills to unlock, or just finish the game twice. Getting the Key Under the Skid Now back in another regular mall section, run ahead and enter Helen’s Bakery. That should work for the hidden key from earlier. Before you leave you can read a flyer on the other counter, but it’s not very interesting.

Finish the game with more shooting than fighting kills to unlock, or just beat the game twice. Additionally you will notice an appropriate adjustment to the flyer on the counter.

Head back to the north hallway and re-enter the storeroom where the out of reach key was last door on the right. Since the creative key name provides no hint for its use, examine it to find „My Bestsellers“ on the tag, which sounds like a bookstore. Back in the office hall, more Numb Bodies have spawned so make your way past them to the mall section again. Take a right and run past a Closer to see a „My Bestsellers“ sign above what looks like a bookstore. My Bestsellers Bookstore Along the right wall in the bookstore you’ll find a bunch of books have fallen off the shelf.

It’s time to solve the game’s first puzzle. Additionally there may be another clue written beside the door depending on your riddle level. Refer to the clues and their solutions below.

EASY: Here there will be no clue by the back door because it’s simple enough already. Check the books on the shelf where the two others fell and you’ll see numbers drawn on their spines, but of course two are missing. This will fully reveal the code, which is random each time. Put these books out of order.

Note where the code on different books potentially lines up and put them beside each other, slowly revealing the code until you can put them all together in the correct order. Click a book to remove it and add it back from the small box in the corner. Once done you’ll have the randomized code right in front of you. HARD: „In here is a tragedy art thou player or audience? Be as it may, the end doth remain: all go on only toward death.

The first words at thy left hand: a false lunacy, a madly dancing man. Hearing unhearable words, drawn to a beloved’s graveand there, mayhap, true madness at last. As did this one, playing at death, find true death at the last. Killing a nameless lover, she pierced a heart rent by sorrow.

Doth lie invite truth? Doth verity but wear the mask of falsehood? Ah, thou pitiful, thou miserable ones! Still amidst lies, though the end cometh not, wherefore yearn for death? Wilt thou attend to thy beloved? Truths and lies, life and death: a game of turning white to black and black to white. Is not a silence brimming with love more precious than flattery? A peaceful slumber preferred to a throne besmirched with blood. One vengeful man spilled blood for two; Two youths shed tears for three; Three witches disappeared thusly; And only the four keys remain.

Ah, but verily In here is a tragedy art thou player or audience? There is nothing which cannot become a puppet of fate or an onlooker, peering into the cage. Unfortunately this riddle genuinely requires some serious outside knowledge to solve, so we’re going to have to dive into some of Shakespeare’s works.

Which works? Well, only the five books you have. In your inventory you can examine each anthology to learn which Shakespeare work it contains. They are as follows: Shakespeare Anthology 1: Romeo and Juliet Shakespeare Anthology 2: King Lear Shakespeare Anthology 3: Macbeth Shakespeare Anthology 4: Hamlet Shakespeare Anthology 5: Othello Since there’s no written numbers on the book spines this time, you’ll have to use the anthology numbers with the books inserted in the correct order as per the riddle to determine the code.

Let’s get started. We continue on. The rest of the verse explains the plot of our first work, which is Hamlet. Through a ploy of a play, he learns his uncle did kill his father after all. The „beloved’s grave“ he was drawn to is that of Ophelia, his girlfriend who fell into a genuine spiral of madness and drowned herself.

Claudius and Laertes secretly agreed to coat Laertes‘ sword with poison and also spike Hamlet’s wine. During the fight, Laertes‘ sword strikes Hamlet, but they both drop their swords which get switched up as Hamlet picks up the poisoned one and strikes Laertes with it. Hamlet denies his mother’s offering of the spiked wine, unbeknownst to her, and so she decides to drink it instead. She dies from the poison, which finally propels Hamlet with the courage to avenge his father and kill Claudius, with Hamlet and Laertes also dropping dead once the poison kicks in and thus, „mayhap, true madness at last.

As two teenage lovers from two feuding families, Juliet’s potential marriage to Romeo required a complicated plan. To avoid an unwanted marriage with another man, Friar Laurence suggests Juliet to drink a poison to put her into deep sleep for 48 hours, fooling her family into thinking she’s dead and allowing her to later elope with Romeo, thus „playing at death“. He is referred to as a „nameless lover“ because he explains earlier to Juliet that names are artificial and meaningless, and that they are in love with each other and that’s all that matters, regardless of any feud.

Upon awakening to Romeo’s actual dead body for which she was responsible, Juliet can’t bear the sorrow and pierces her heart with a dagger to „find true death at the last. This theme is most profound in Macbeth in which the titular character, teased by prophecies from three witches and egged on by his wife, kills the king to succeed the throne. A series of lies and deception follows, including Macbeth and his wife purporting that their servants killed the king while in their home.

Macbeth is further deceived through the same three witches that told him of the earlier prophecies, adding that he won’t be killed by a man born of a woman and won’t be defeated as king until the nearby forest approaches his castle, leading him to believe he cannot be killed and has no fear of being vanquished. But alas, Macbeth’s castle is approached by an army using the forest’s tree leaves as camouflage, and Macduff, who was born of a caesarian section and technically not „of a woman“ in this bizzaro world, kills Macbeth.

And thus Macbeth receives a taste of his own medicine through the deception. This verse can also be interpreted as the lies and deception in Othello, specifically of Captain Iago turning General Othello on his wife amongst several other characters, and while the correct code can still be obtained with that assumption, the next verse is the one that applies to that piece of work as we’re about to uncover.

There is a board game where pieces turn from black to white and white to black. The name of that game is literally „Othello“ originally known as Reversi with slightly different rules , deriving from the play.

Connecting it further and the reason for the derivation, Othello the play retains the recurring themes of black and white, even with its main character General Othello being a black man who marries a white woman named Desdemona, opening up the story into racism albeit transcended by Othello. Along with the black and white are „Truths and lies, life and death“. Captain Iago plants the falsehood that Desdemona is having an affair with Lieutenant Cassio and fabricates it further with deception.

Othello believes his dear Desdemona, whom he calls a pearl a symbol of perfection and purity due to its white colour , has blackened through a supposed affair and deception, furthering the black and white themes. This also leads him to kill his beloved before learning of the truth.

One could possibly interpret this verse as referring to Macbeth or even King Lear and still get the correct code, but the theme of black and white strongly ties it instead to Othello. At the beginning Lear announces he will step down and hand the throne to the daughter that declares the most love for him. Goneril and Regan suck up and flatter him, receiving large portions of the kingdom, while Cordelia who actually does genuinely love him unlike her sisters, refuses to play the game of flattery.

This explains the first two lines. Lear then banishes Cordelia, and his remaining two daughters turn on him once they have the power, eventually turning on each other as well.

With Cordelia returning in command of the French forces, she reunites with Lear who has now turned crazy, but both are captured. With Goneril arrested for treason, she poisons her sister Regan and stabs herself, while Cordelia is hung and Lear dies with her in his arms. And thus the story ends with the throne besmirched in blood. It is possible one may confuse this verse for Macbeth killing his own king to usurp him because of the second part and you can still end up with the correct code , but the silence and flattery themes clearly point to King Lear.

But we have one number too many for a four-digit code, and we have more to go in the riddle. As Anthology 4, that number will bump to 8. Thus we remove anthology 3, „And only the four keys remain. Note that there is still some margin for error or allowance for different interpretation in this riddle. Even if you identify the third work to be Othello, the fourth to be Macbeth or King Lear, or the fifth to be Macbeth, you can still end up with the resulting code of after removing Macbeth’s number 3.

That said, the solution we’ve explained here is the one that makes the most sense for each corresponding work. Back Hallway and Elevator Out in the hall, Heather meets Claudia in a confusing cutscene.

Once she leaves, all you can do is enter the elevator. Oddly you’ll find no control panel inside but it’ll move on its own. Pick it up and the elevator doors will open. It can also alert them to your presence, although it’s fairly negligible.

Adjust the volume or turn it off and on in your inventory. Step outside into what appears to be another, creepier elevator that will take you to a transformed version of the mall. Well, this is great It’s got to be. Not even a kid could believe in this. But when am I gonna wake up? Follow the hallway to the west and go through the door directly ahead at the fork. Make your way north past any Double Heads and through the double doors.

First Floor West and Northwest Hall: Finding the Flashlight In the room ahead of you, you’ll only find a ladder that you can’t reach so remember it for later. Ignore the two Closers in the main hall and take the north hall past another one. Move around the corner and enter the room beside the ladies‘ room. Read the note on the wall suggesting to turn off the lights, and do so by examining the switch beside it. You’ll notice a splash of light coming from the boxes in the corner.

Exit the room with your new light source. Note that while it’s very helpful to see and required to pick up some items in dark areas, it can alert enemies to your presence, so consider turning it off at various moments when trying to be sneaky. This item won’t be here and isn’t needed on Easy Riddle Level. Knock on the fully closed stall and walk away, only to be invited back for another look. Examine the toilet in the open stall without blood all over it. Select „Yes“ to remove the blockage.

Heather wimps out but not without slandering our boy James. Done in the washroom, head east and move under the twisted shutter at the end of the hall. First Floor North Hall: Women’s Clothing Store Avoid the Closer and Double Head and enter the familiar store under the partly-closed shutter. Note that you must have the Flashlight and have it on to pick up both these items. Collect it in the storage room beside the ladies‘ room in the previous hall if you missed it.

Note that due to its weight and nature, Heather won’t be able to run as fast while wearing it. It’s helpful if damage is a serious concern of yours, but otherwise mobility may be more important. Give it a try and see what you think. You’ll hear something fall if you check the other door here but there’s nothing to be found.

Leave the store, head back under the dented shutter to the previous hall and make your way to the midwestern part where the escalators to the subway are on your map. Enter the room on the north side of the hall. First Floor West Hall: Shop with Ladder Move deeper into the room for a very suggestive camera angle revealing a ladder. Ascend the ladder to the second floor. Second Floor West Hall Up here, head past the nice scenery of corpses on stretchers.

Past the escalators you’ll find a TV showing static. Examine it for a familiar but faint image from the first Silent Hill. You’ll be greeted by three Numb Bodies so keep on your toes.

Be wary of the Closer in this hall. The easternmost door here is locked, but you can access the shop at the southwest end of the hall it’s accessible from both sides. If examined, Heather says something is rattling around inside it so we’ll have to look for a way to break it open. Done on 2F for now, exit to the west hall and climb the escalators to 3F. Enter the restaurant through the right double doors.

Exit the restaurant through the same doors. To the east you’ll find a locked door with an inscription and a place to insert a small stone. Kill the Closer if you wish to read this or it may beat you down. We’ll have to remember it for later anyway. There’s an open washroom down the northern hall past a Double Head but there’s nothing inside, so head back down to 2F with your new key. This is a great melee weapon, so much better than the Knife and fairly user-friendly.

Be sure to use it while saving up Handgun ammo. Exit the cafe through the other doors. Heading to the East Hearing Numb Bodies patrolling, use them as batting practice with your new weapon. There’s a locked door here at the east, but along the southeast wall you can slip through the pale orange double doors. Exit the baked bakery through the other door.

Moth Hallway: Preparing the Insecticide Follow the pathway to the noisy fan and turn it off disregard it on Easy Riddle Level where you can’t and won’t need to. Head through the door to find a swarm of moths blocking the hallway ahead. On Easy Riddle Level the hallway will be empty and you can proceed normally, but we’ll have to solve a mini-puzzle on Normal and above.

Remember the Detergent you just acquired and the Bleach much earlier in the mall? On their own they’re not very lethal but upon examining them Heather discovers they can be dangerous when mixed. The fan in the previous hall must be turned off to allow the formula to linger and work its magic. Heather will concoct the insecticide and then run out of the room as it stings her eyes. Therefore you must turn the fan back on to clean up the air. Do so and head back in the hall to discover the insects have all been killed.

Back in the insect hall, move down the long hallway past the dead bugs and enter the room north of the stairs second door on the right. Exit the room and head through the northeast pale orange door to find a Closer.

Ignore it and pass through the other door to the eastern hall. Second Floor Mall East Hearing noisy Pendulums for the first time since your nightmare, avoid them like the plague and be quick in here. Head west along the path, passing a stretcher and a Double Head, then enter the next shop on the north side through the dirty double doors. On the right table here you’ll find a vise to crack something open. Looks like it may fit into the 3F mall door. Leave the room. Heading Back to the West Run west past any Double Heads and move through the orange door there after unlocking it.

There’ll now be Pendulums in here too, great. Make your way back to the cafe at the southwest of this balcony hall, ignoring any Pendulum or Numb Body on way. There’s more Numb Bodies in here and you’ll want to kill them to get past.

Kill the first one quickly with the pipe and then move around the counter to bat the other one. Leave through the door behind the counter. In the office hall, either slip through the more northern room that’ll be full with new Numb Bodies, or run past the Closer in the hall and move through the empty southeastern shop to the western hall. Consider saving your game with the TV save point in the hall due to an upcoming boss fight and head up the escalators to the third floor.

Third Floor: Past the Moon Door If the Closer is still up here, consider killing it or just act quickly. You may hear Numb Bodies patrolling, but it’s from another floor. Follow the pathway around to the ladder and start your descent. Where to? Who knows Heather eventually reaches the bottom where a giant purple worm comes to say hello, but the ladder gets destroyed behind her and it’s time for the first boss fight.

The giant worm will emerge from one of the six tunnels and open its protective shell. Take this opportunity to shoot it times until it closes its shell.

Hold L2 at all times to center the camera on the worm so you can see what you’re shooting. The worm will retreat back into the tunnel and re-emerge from another one, possibly on the other side. Hold L2 and the camera will aim towards the tunnel the worm will next appear from, so get ready to set up shop and start shooting once it opens its head.

Always stop shooting as soon as it begins to close its head and be prepared to strafe or run out of the way since it may snake forward to another hole, possibly bumping you on the way.

Repeat the above strategy until the worm drops dead. However this will open you up to potential attacks and stuns. Read below for how to deal with them and consider which approach you’d rather.

But if you do prevent it from leaving and avoid its attacks, you’ll get more chances to shoot it at each hole. If low on ammo or wanting to try a different strategy, you can always use the Steel Pipe, but be prepared to block the Split Worm’s attacks every few swings or so.

There is an effective strategy where you can thrust times, block and repeat. It does require mastering to perform well since the worm can easily knock you down for long periods if you’re not well-positioned or too slow to attack.

It is generally only recommended for experienced players and is actually the most effective strategy to end this battle in the least amount of time on Hard. Another is a dangerous lunging bite attack that can reach you as long as you’re standing in front of it at any distance, but it’ll telegraph this with a screech and backward head movement before lunging. Avoiding it is as simple as strafing left or right away from the center of the screen.

Note that while this attack does moderate to heavy damage on Normal and below, it is a one-hit kill on Hard, so look out and avoid it when it comes. The worm can also bump into you while crossing the floor to another tunnel, inflicting minimal damage, but it moves incredibly slowly and you should always be able to escape from its path. Additionally, the worm has a ground pound move that does no damage but staggers Heather for about a second.

Be careful cause it often follows up with the biting lunge, so get ready to dodge it asap. After around 15 Handgun bullets on Normal and up to around 35 on Hard or more if you shoot its shell , the Split Worm will drop to the floor, ending the fight.

Find and pass under the partly-closed shutter ahead to the next hall. Leave the joint and pass through the series of doors on your right for a cutscene. Heather meets Douglas again but Heather splits to head home via the subway. Move forward and take a left across to the other side of the open hall. You can read a newspaper about a fatal subway accident on the ticket machines.

If you examine the information sign here, Heather will reveal that the Bergen Street train on Platform 3 is how she plans to get home. Continue around the corner and through the turnstiles by the ticket office. Head down the stairway near the map to the floor below. To witness this special event, you must first read the article about the subway accident on the ticket machine in the concourse.

There’s also an occult magazine on the platform 4 staircase that will help explain things but it is not required reading to witness this event. Read on below. Platform 4 Once down the stairs from the concourse, take the south stairs and read the aforementioned occult magazine.

Then continue down the stairs to platform 4. Head west along the tracks and if you’ve read the newspaper article a cutscene will begin to play. Remember this St. Renata platform 4 is the very scene of the accident Heather will be pushed onto the tracks and a train horn will sound. Quickly turn around and climb back up onto the platform press X or it’ll ram you and be Game Over.

The train won’t come at all if you escape in time. And that’s it. Fairly minor but a nice little experience. Continue through the door past it and approach the phones to hear a single ring, but there’s no phone to answer. Head east and if you check the platform stairs to the south, platform 1 is blocked off and there’s a chain with a bolt and nut locking platform 2. Remember it for later and use the northwest stairs to head down to platform 1. While you may be tempted to jump on the tracks to navigate past gates on the platform or elsewhere, attempting this will result in death by subway train with one obvious exception later on.

You have been warned. Watch out for the patrolling Double Heads and corner around to the stairs underneath the set you just came down platform 1, west side. Head back up to the platform and cross the grated tracks to reach and descend the stairs on the platform 2 side.

Now you’ll be on the other end of the previous blocked hall. Return to the platform and head back up the stairs on the platform 1 side to the connecting hallways above. Pass through and down to the south part of platform 2. I’d recommend you keep using the Pipe and Handgun while building up more Shotgun ammo for now. Hearing a noise inside, you’ll meet a new enemy back by the stairs called an Insane Cancer. These guys have way too much health and are slow enough to just run past every time.

Ignore him and the stairs, and instead run along the track and head around and down the other set of stairs farther down. Connecting Hallway Follow around the corner to find the stairs for platform 4 and 3 ahead. You’ll only find Double Heads on platform 4, so continue ahead and descend the stairs to platform 3. Platform 3 East You are now on the eastern side of platform 3 which was inaccessible from the other side.

Continue east until the camera angle changes to reveal a door on the tracks with red glow above it. Drop down on the tracks, and avoid exploring elsewhere but the door or you may die by subway train. Head left to check the door on the tracks and find it has a broken lock Uh oh Act very quickly and waste no time fighting the dogs. Run right past them and climb back up on the platform press X.

Note that you cannot climb up right beside the railing but instead a bit past it. A cutscene will play just as you try to climb and Heather will narrowly avoid getting hit. The train then comes to a stop and the doors open on the very last car at the back. Boarding the Train Take a moment to mourn the three Double Heads who got murdered by the train and begin your way west. You want to board the train but all the doors on this side are closed. Continue west and move through the gate along the tracks, unlocking it first.

Past the Double Heads, the next gate has no door so you’ll have to ascend the stairs and head down on the other side. It’s time for a subway ride. Pass through to the next car to find medium-sized Numb Bodies which you should be able to run past, or just use the Steel Pipe to batter them.

The third car with no lights has no enemies, but the fourth has a large Numb Body you’ll probably want to kill to get past safely.

The Handgun can take care of it by the time it reaches you. Note that at any point if you try to head back to a previous car, you’ll find yourself on the outside of the rearmost car, with all previous cars having been dropped.

Just be careful to not move forward or you’ll fall off and die in a cutscene. Oh, clumsy Heather Car 7 has a fat Insane Cancer blocking the way, but fear not. Just run at its right side and you’ll slip past before it can fully stand up. Skip through the empty eighth car and the train will stop in a cutscene in the ninth car. Find the open door and leave the train to the mysterious platform. Continue along the wall to the left and pass through the blue door at the end.

This is something else. All I know is Avoid the Numb Body and Pendulums in here and go through the blue door to the left, along the right wall a bit down. Staying in these hallways will drain your health on Hard Action Level, so proceed through them as quickly as you can. Don’t bother healing until later as the effect cannot kill you and will only keep draining additional health.

Ignore the Numb Bodies in here or just beat down the first one and pass through the right door, since the hallway only loops around with nothing to find. Up ahead three Numb Bodies will emerge from a short hallway. You can just wait for them to come out while standing back and then run where they came from and through the blue door.

Right beside it is a new weapon called the MAUL stabbed into a bloody, fallen locker. It’s a powerful weapon but somewhat difficult to use due to its slow speed. Exit through the other blue door. Southwest Corridor Mind the large Numb Body and two smaller ones down the hall. With more Numb Bodies around, head back the other way and take the right opening to and through the large end door. South to North Passage Head down the hall to be greeted by Pendulums.

Carefully cross between the two by the blue door to move through it and say goodbye. It looks like there’s a metal pipe on the ground here but you can’t pick it up.

Continue through the door down the long hall to the north corridor. Take a right to head east and pass through the large door at the right end. Eastern Corridor Ignore the first right hallway for now as a large Numb Body approaches. Consider killing it along with another one that follows.

Take the second hallway and enter the small room. Beside the save point is a kerosene heater. Exit the room and use the other hallway opening to access the northern small room, past a new flock of Numb Bodies. In here you’ll find ladder leading down but the area is filled with water. Use the switch on the right side to drain the room below and head down the ladder.

Lower Level Sewer Find the stairs and move up a couple flights to pass through the end door. Continue over the bridge and through the door down the long stairway. Now in a sewer, take a right to head south. You may soon encounter a large Numb Body. Either beat it down or jump down into the water where it can’t reach you to get past it. Climb back up if you need to and head through the blue door at the right end. Garbage Room Climb the steps and enter the room on the other side of the bridge note the enemy corpse below as you do.

Heather will point out some interesting trash items if you look around. Leave the room, and you may notice the enemy corpse is now missing from under the bridge Head back east to the sewer. Lower Level East Move around and through the large white door here. Navigate past a large Numb Body and small ones to move through the blue door to the left. The memo serves as a warning for the next room, along with more scattered papers on the floor that according to Heather confirm the fate of the two mentioned.

Note the fallen Danger sign and pass through the other door. Bloody Walkway: Monster or Myth? Do not cross the walkway as is or you will die. The author mentioned if only they had a hand grenade But you do have something a little more creative.

Heather will plug it in and toss the running hair dryer into the water to kill the monster. Now you can cross safely to the other side. If you lie even once, you’ll lose your pipe and get nothing back. Do not throw in any pipes again or you will lose them permanently. Despite their snazzy looks, these pipes are no stronger than the regular one and will even lower your ranking by one small star if used, just like any other extra weapon. Note that you will always be able to acquire the pipes here in any Extra New Game, having beaten the game previously.

Escaping the Sewer Leave through the bloody exit door. In another sewer, drop down and climb up the other side to make your way south along the right wall. Careful of the four Pendulums here, find the west opening and go through the door at the end.

Head down and up the stairs to pass through the other door. Make your way up the metal staircase and use the ladder to exit the underground passage. Then enter the building through the nearby double doors. It looks like somebody was living here. Continue up and enter the fifth floor. Fifth Floor Pass through the other door in the hall to a larger room. Move ahead and around the right corner to notice a section of the wall that looks different from the rest, almost like the re-plastered walls from the first Metal Gear Solid Perhaps some of Snake’s handiwork?

Equip or unequip it as you wish. The Silencer can also be used with the Submachine Gun found later in the game. Examine the mattress and drop it down the hole, then hop down yourself. Third Floor Two floors below via the crumbled ceilings, find the broken wall ahead and pass through to the scaffolding outside.

Move quickly to avoid the Pendulums and follow the path around the corner to Heather’s left. When the camera angle changes, jump through the window to the building next door.

I think I’ll pass on this one. Follow the corridor all the way to the other end and enter the room there beside the boxes. Between the first set of shelves is a mannequin with a head. Take a look at it for a comment from Heather, then head to the other side of the shelf.

Hope you didn’t wet yourself. Leave the room and take the first right door around the corner to the center of the floor. The door on Heather’s left leads to a large room with two Double Heads and an Insane Cancer and nothing else, so stay away. Enter the next room beside it. Exit to the main 2F hall when done.

Out here you’ll find the west elevator doors slightly open, but we can’t do anything for now. Take the nearby stairwell up to the fifth floor. Make your way down the hall, mindful of the three Numb Bodies. The door to the left of the red light just has an Insane Cancer in it. Around the second corner, enter the first room on the left. But before leaving on Easy, be sure to collect a new weapon on this floor mentioned just ahead.

Exit the room and pass through the door straight ahead after unlocking it. Move ahead and enter the Gallery of Fine Arts through the double doors by the standing sign.

Head through the nearest door to the northeastern hall. This item won’t be here on Easy Riddle Level as it isn’t necessary.

Head the other way down the hall and enter the last room on the right. Immediately equip this thing which should become your primary melee weapon for the rest of the game.

Exit back to the main 5F hall through the gallery and descend back down to 3F. Heather will get the ROPE inside. Now head to the west elevator on this floor with the partly-opened doors. Descend to the second floor.

Head back past the elevators and take a right. Admire the interior displays here if you wish and pass through the next door north. Now in a storeroom, head around the bathtub for a suggestive angle. Examine the tub for a cutscene and transition to the other side, followed by a soothing, familiar voice By a world of someone’s nightmarish delusions come to life Exit via the other door.

In the hall you’ll encounter new enemy type called a Slurper. These things are sneaky and super annoying to deal with. Consider turning your Flashlight off to make it harder for them to find you, and attach the Silencer to the Handgun if you have it. Also drop some Beef Jerky here and there to distract them.

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Ancient Jewels: the Mysteries of Persia 1.

 
 

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