Silent Hill Alchemilla Walkthrough

  1. Silent Hill: Homecoming Game Guide & Walkthrough by gamepressure.com. SH: Homecoming Guide. Alchemilla Hospital. You will receive Alchemilla's Finest achievement (10 p.). Now go to the Men's Restroom. To get there, squeeze through a crack in the wall, near the place the nurse came from. Silent Hill: Homecoming Game Guide.
  2. This walkthrough gives you only the basic information to progress through the main storyline of the game and is mainly for the players who got lost or stuck at some puzzle, but don't want any additional spoilers and wish to explore on their own for the most part.
  3. Cheryl is seen in a cutscene and she crosses the wide road. In the depths of the fog, follow her down the street, and Harry will notice her in an alley. Continue your pursuit down the long alley, and you'll hear the sound of a gate near the end, which Cheryl goes through. Do the same and move through the left gate at the end of the alley.
Alchemilla

Once out of the Silent Hill Town Center, run right, avoiding the darker versions of the Air Screamers – the “Night Flutters”. Run straight and soon the concrete will turn into grating. You will see windmills on either side. Run to the right and continue straight. You are now on Sagan St. Of the alternate Central Silent Hill. The children were evacuated to the nearby Alchemilla Hospital in Silent Hill to recuperate after their ordeal. During the evacuation, the situation took another terrifying turn. His leg trapped by the partially crumpled front of the vehicle, brave 8-year-old Alex Shepherd was unable to move.

Old Silent Hill

The beginning of the game is mainly fighting and trying to get some idea of your surroundings. There are clues and items hid in virtually all of the far corners, so if you can hold your own witht he monsters, it’s worthwhile to explore. Bullets are often hid in the alleys. Worry about surviving first, killing monsters second, and solving the puzzles last. This strategy guide is very simplified so you can keep your goals in mind. They are in no particular order except for #1, the cafe, which is where you start. There are only three buildings you can get into immediately without any keys.

* THE CAFE: A seemingly safe place, until a ghoul flies through the window! You’ll pick up the radio, a knife, and some health drinks here, as well as noticing the clipboard which you use to save your progress.

* THE CONVENIENCE STORE: Pick up some powerups, and you can save here whenever you’re North of the cafe. If you’ve beat the game with Good+ end, you can get the channeling stone here.

* BASKETBALL COURT: Go through the alley behind the cafe to get a key.

* POLICE CAR: At the Eastern end of Finney St., you’ll find a key inside the trunk of a police car.

* TREE BRIDGE: At the Southern part of Ellroy, there’s a house and mailbox across a short void. Walk to the porch by way of the fallen tree for a key and a powerup.

* THE DOGHOUSE: After reading the note on the West end of Matheson St., find the bloody doghouse on Levin St. After killing the dogs, pick up the key inside the doghouse. Now go inside the (people) house and begin unlocking the back door.

* THE SCHOOL: After unlocking the triple-locked door, leave the yard and head Southwest to reach the school. You’ll meet scores of demons on your way.
Midwich elementary

n the first room you’ll find a map. Continue to hall. The reception area has bullets and notes, read them. The infirmary has health and a save point. Go through the courtyard, killing any mumblers you see, and go into the door on the other side. Prepare to fight more mumblers. Head to the left hallway and upstairs. Go through the first set of double doors you see and into the lab. equipment room. Get the chemical and use it on the hand in the lab. Take the medallion to the clock tower in the courtyard and put it in the appropriate place. Come back upstairs and go to the music room. Read the poem on the wall, if you can’t figure out the piano puzzle click here for hint. Take the silver medallion to the clock tower. Now make your way to the basement by way of the 2f library and library reserve (it’s never easy, eh?). Press the button in the boiler room and come back once more to the clock tower. Enter the door on the front.

Alternate Midwich school

If you thought the school was too easy, you were right. Now you need to do it all over again, sort of. Watch out for mumblers! They’re everywhere! Some roaches here and there too. First off, go through the unlocked door and kill the mumblers. Get the ball from the storage room,t hen you can get the classroom key from the courtyard. Back in the hallway with the storage room, enter the ‘hall’ and check the table for a key card. Go through the classrooms to make your way to the infirmary area. Save if you want, then use the key card in the reception room. Check men’s bathrooms (1f and 2f), women’s is an elevator. Go through teacher’s rooms. You can use the ball on the roof now. Then head to the 2f locker room by way of the classrooms for a key. Take this to the library reserve. Check items and books in here, continue to library. Kill mumbler, then exit the other door to get to the hallway. Use classroom key on the first door, go through the door between the classrooms and exit, killing or running from mumblers. Take stairs down. You can unlock the 1f gate and save now if you want, then go down to the basement. Check storage for items, then go to boiler room for an annoying puzzle.

When you get it right, go through to meet the lizard. Shoot him a few times, then, giving yourself plenty of space to back up, arm the shotgun and wait for him to open his mouth. Shoot him in the mouth a few times. Repeat all this until he dies. Cutscene. Get the K. Gordon key and exit the school.
Balkan Church

Watch the cutscene, get the items, the key and the Flauros. Head further down Bloch st, stopping at gas station if you want for items. Go to Bridge Control room, use key. Gasoline Tank (in store) – NEXT FEAR (get this first, then use it on the item of your choice)
Chainsaw (see map, “Cut-Rite Chainsaw” store) – NEXT FEAR
Rock drill (under bridge control room) – NEXT FEAR
In Next Fear mode, you can choose to get either the chainsaw or the rock drill, NOT both (unless you’ve beat the game twice). Use the drawbridge key on the drawbridge. When it comes down, you can access Central Silent Hill.

Central Silent Hill

There’s not much to be found in Central Silent Hill besides the Police Station (items, save) and the Hospital. Go to hospital. Go through the only unlocked door and find the HOSPITAL MAP behind the counter. Go back through the door to find another door, which leads to the rest of the first floor. The bottle in the kitchen is used to pick up some of the liquid in the director’s office. Go to the doctor’s office to find the basement map, and through the other door to get the basement key. Head to the basement. Got to the generator room to get the elevators working. Try every floor until a 4th floor button appears.

After picking up the green antique shop key Dahlia left at the hospital, head to the Antique shop (it’s near the top of the map). Here you’ll get an axe and then find yourself talking to Lisa. Now you can leave the Antique Shop, but things look different outside. Keep to Harry’s left as you head down the street, and go in the hole in the fence to find the Town Center. After the TV sequence, go upstairs to the Jewelry Shop and pick up some items. Then head toward the worm thing in front of you to fight the Worm Boss. You can find the rifle in the window below. Just keep moving, and when it rears its ugly head, shoot. He’ll curl up and make a way for you to get out. Head back to the Hospital, save, and go to the exam room to find Lisa.

Alchemilla Hospital

Go to main hall and try every door in order. Go through the doctor’s office and the next room for a key and a map. Get a bottle from the kitchen. Use it on the mess in the director’s room. Then take the basement stairs. Check the doors. Come back to exam room, meet Dahlia. She’ll leave you an Antique shop key. Items Checklist:

# Basement key — Found on the table in 1st floor conference room.
# Plastic bottle — Empty bottle found in the kitchen of the hospital.
# Unknown liquid — Found in a broken vial in the Hospital Director’s room.
# Hammer — Emergency hammer. Highly damaging, but hard to use. Found in boiler room.
Alt. Hospital

# Video tape — Nothing on the label. 302
# Plate of “Cat” — Square, yellow plate with a picture of a “Cheshire Cat.” Found in room 306.
# Plate of “Turtle” — Square, blue plate with a picture of a “Mock Turtle.” Found in men’s room, 3F.
# Blood pack — 200ml blood pack. Found in the hospital storage room.
# Plate of “Hatter” — Square, green plate with a picture of a “Mad Hatter.” Room 204.
# Basement storeroom key — The hospital basement storeroom key found in the operating room.
# Disinfecting alcohol — Isopropyl alcohol bottle. Found in Intensive Care Unit.
# Plate of “Queen” — Square, red plate with a picture of a “Queen of Hearts.” Found in director’s office, 1F.
Antique Shop

Take Koontz and Simmons to the Antiques shop. Use key. Push bookshelf. Cutscene. Go through and examine altar, get axe off wall. Come back. The Town Center is right next door, look for the hole in the fence to enter. Go upstairs. Cutscene. Enter first door on the left for items and leave room, continuing toward the weird thing munching on a corpse. Cutscene. Grab rifle. When the worm comes out of the ground, make sure you’re moving to avoid getting sprayed. Then shoot a few times. Continue until it’s dead. It’ll break a hole for you in the glass. How sweet. Now go straight back to the hospital (though you can stop at the Police station for more items). Cutscene. Leave and go up steps nearby. Avoid moth boss’s green clouds by strafing, shoot it as much as possible. When it dies, go downstairs and head back toward Old Silent Hill by way of the bridge. You’ll automatically end up at the water works.
Sewers 1

Kill any baddies, basically stick to the walls until you find the unlocked door. After the long hall, make a left then a right. You’ll find an office type space, get the map and the key. Check map, now you want to get to the bottom ladded. You’ll use the key on the way. Go up. Now you want to take the long narrow hall (check map often, it’s easy to get turned around here) and go down to the wider hallway. Keep going until you get the key. Some monsters will appear, just outrun them. Keep going until you get back through the same hallway you just came through, use key on locked door and exit sewers.
Resort Area

As soon as you climb the ladder, pick up the handgun bullets and head for the billboard. There’s a map on it. Head to Annie’s bar (if you want, but it will affect your ending), where you”ll see a monster chewing on Kaufman. Watch the CG sequence, then steal Kaufman’s wallet. Now head to Indian Runner and unlock the door. Grab the items and thoroughly check out the area behind the counter. Now head to the motel ad use the rear entry code. Check everything in here, pick up the magnet on the couch. Then go out into the parking lot and use the key on Kaufman’s hotel room (#3). Check the dresser and use the magnet for another key, which you can take back to the garage by the office and use on the motorcycle. You know you’ve done everything right when Kaufman appears again, completely ungrateful considering you saved his life. Now you can head down Sanford St, past the garages, and find the boat. A movie sequence follows, after which you will head toward the lighthouse. But be careful, there are all sorts of those monkey men (among other things) on the way. You need to go up and down a lot of steps.
Sewers 2

This time it’s more straightforward, but there are more monsters. There’s just one level too. Check map, just continue along, watchig out for enemies and dead ends. Run away from enemies whenever possible here and make your way to the other ladder.
Amusement Park

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Go around and explore, but watch out for zombies: they like the ferris wheel too. There’s a save clipboard. Head to the carousel, watch the sequence. If you want the good ending, resist the urge to kill Cybil. Instead, elude her bullets until she discards the gun. Walk up to her (she’ll try and choke you) and throw the “unknown liquid” on her. Get BEHIND her. Watch the movie sequence. Ew. Alessa and Dahlia will show up in a minute.
Nowhere

Ophiel Hallway:
Last door is the zodiac puzzle. Other unlocked door leads to a storage room and morgue. Enter both, grab item, reenter storage for a diary.

Unlocked door beside Hagith:

Unlocked doors take you to the basement, in second basement room find a screwdriver and pliers.

door beside Ophiel: turn corner in this hallway to go to rooms with the camera and Aratron key (use screwdriver). The door next to where you entered leads to the jewelry room, where you find important items. Traktor scratch pro 3.

Alchemilla

Hagith: elevator. Take to 3F, use camera on paintings for door solutions. Go through to get items and Bird cage key. 1F and 2F just warp you to different hallways (main hallway, and hallway inside the main hallway unmarked door.)
Bird cage room:

Next to Phaleg door, main hallway. Use key from 3F.

Shower room:

Directly across from Bird cage room. Use pliers.

antique shop:

other side of phaleg. Items and save point. Clock with key, need to solve zodiac puzzle first.

Phaleg Hallway:

enter first door on right, DON’T take the dagger until you’ve used the ring on the chain. Go to next door, same side. Gather items, open jellybeans for a key. Go through other door to watch the video tape from the hospital if you want to. go through the Bethor door on the left side of phaleg hall. Push button. Go back to main hall. Take the third door (2nd from antiques), take last door in this hall and grab the key. Back to Phaleg. Go to 2nd door on left, grab item. Use Aratron key on 3rd door on right. Watch scene. Grab item. Enter last door on left, save, use all 5 items you collected on the door. Equip strongest weapon for final boss fight. Use strafe buttons to avoid lightning, then shoot a few times and repeat.
Items list:

* Pliers: basement room 2
* Screwdriver: basement room 2
* Plate of Time: from solving Zodiac puzzle in Ophiel hall
* Crest of Mercury: found in morgue
* Aratron key: Last door though hall (unmarked door to right of Ophiel). Use scrwdriver. Generator needs to be turned off before you can grab it.
* Camera: only door on the other side of hall from the Aratron key (mentioned directly above)
* Ring of contract: Unlocked door through door next to antique shop.
* Ouroboros: Phaleg hall, last door on right (Aratron key needed)
* Dagger of Melchior: Kitchen (1st door on right, Phaleg hall) Ring of contract needed to fix chain.
* Ankh: 2nd door on left, Phaleg hall
* Bethor key: in jellybeans, storage room (middle door on right, Phaleg hall)
* Bird cage key: 3rd floor, after solving door puzzles
* Hagith key
* Phaleg Key
* Ophiel Key
* Stone of time: from Zodiac Puzzle

Tags: walkthrough

Beginning

Leave the bathroom and check the car outside for a map. (If you’ve beat it before, you might want to check the floor in the corner for the Channeling Stone.) Go down the steps and run through the forest. Check the well if you want, then continue until you come to a cemetery. Cutscene. Continue until you’re in the streets. Head down the main road past the flower shop and you’ll see a cutscene. Follow the smears of blood and you’ll come to an alley (there’s a fence partly open, you can save inside and pick up some heath if you want). Continue down the alley until you reach a non-paved, fenced-in area. Keep going. You’ll see a hole you can climb through, get the board, cutscene. Kill the monster and head back the way you came. Scene. Once you’re back on the street take the first st to your right and go into the first alley on your right. Check the dead guy. Continue down Katz st to find the apartment gate.
Woodside Apartments

There’s a map and a save square on the wall (through the only unlocked door). Head upstairs to 2f. Examine the unlocked rooms in this hallway before continuing anywhere else, you’ll get a flashlight (but a monster will attack right afterward, be prepared). Head back to the staircase and up to 3f. Cutscene. Drat… Examine unlocked door in same hallway to get a better weapon and head back down. Hey, what’s that sound north of here? Head down the narrow hallway and look through the bars. Then take the nearest door, there should be a key on the shelf nearby. Use it on room 202 and check the hole inside. Bzzz. Bzzzzz.

Now head back to the room you were just in and use the key on the clock. The writing on the wall gives you a hint what to do with the clock hands. Push the clock to get through to the next area. Highlight for the solution set the hands to 9:10

Here there is a health drink and a game save. Leave through the apartment door (as opposed to the hole) and go through the next door to the stairway. Go upstairs and go in the first unlocked door for a cutscene. Afterwards there is a key in the closet. Take it downstairs to go through to the courtyard. Kill the baddies in the pool and check the baby carriage. Go through the other door in the courtyard, cutscene in room 101. 104 has handgun bullets and a cutscene. Go through to the end of the 1f hall to get the canned juice and exit through this door, you’ll end up in the area where you first came in from the street. Go back into the other main door and up to 2f to use the canned juice in the laundry room (the one without a door). Go back down and outside, the trash chute is near the same door on the outside. Check it twice for a coin and an article. Head through fire escape past room 202.

Blue Creek Apartments

Examine the toilet for a combination, use it on the safe in the next room for some ammo. Go to the hall and go through the door with the EXIT sign to find a map of this area. Room 109 has a cutscene and you get another coin and a knife. 105 has White Chrism (if you’ve beat the game before) and a coin puzzle. Solve this to get a key. Use it on 209 and save in the room on the other side of the balcony. Go back out and use the stairwell key.

Cutscene. Dodge Pyramid Head until he runs away. Just keep out of his way and use the strafe buttons.

Go down stairs when all is clear and exit.

Items:

* map (in first stairs area)
* coin (prisoner) room 109
* Knife room 109
* White Chrism: 105 (only if you’ve already beat the game)
* Room 209 key: from solving coin puzzle, 105
* stairwell key: room next to 209, accessed by walking across balcony
streets again

Head to Rosewater Park. Keep going through until you can see the lake. Cutscene. Head to gas station and examine car for a pipe. Examine newstands. Go to bowling alley, keep going through until you see Eddie and Laura. Head back out and go through the alley with Maria. Try the door and she’ll open it for you. Head up stairs and out the other door. Keep going until you’re at the hospital. Enter.

Brookhaven Hospital

Directly on your left is a map of the building. Go into the door in front of you for a save and a key. Kill any monsters and go upstairs to the locker room for a shotgun and a bent needle. Examine the jacket in the room across the hall for a key to the 1F examination room. The board inside has a code on it.

Go back to the 2F hall and take the first door to the right. There is a code on the typewriter. Go into the unlocked rooms across the hall for another key and items. Go to the third floor via the stairs.

Go into the wing through the doors and use the code on the door at the end. You’ll get a scene in S3 and there is a key in the desk. Health up and go to the roof. Cutscene. Check your health.

Go into the special treatment rooms to find a code. Draw it and try to figure out what each number could be (it can be ambiguous, and numbers can be upside down or backwards). Input all possible combinations of this number into the lock at the end of the main wing of this floor until it opens. Hey, what a prize for all that work!

Go into the shower room and combine the hair and needle on the drain. Save game in S11. Head to elevator. Cutscene. Shoot the hanging guys, keeping out of their way with the strafe buttons.

Alternate Hospital

You can save here. M6 has a battery and a key. Go to the main stairwell and make your way to the basement. Pick up the copper ring. The day room has something in the fridge. and take the elevator for a cutscene. answers (highlight) Q1: 00x, Q2: X00, Q3: 00X. Use the answers on the box in the 3f storeroom for some goodies. Save. Back to the hall with the lady’s picture on the door. Use the rings on it. Run! RUN! Run to the elevator and don’t stop. Cutscene. Go to the director’s room (1F) for a lobby key. Exit.
Streets/Park/Historical Society

From the hospital you need to travel in a southeast direction, towards Saul Street. There will be a gate/door to go through. Near where you come out of the door is an RV, enter it for a save point and items. Near the corner of Saul and Lindsay (it’s on the map) is a house with a letter and a wrench. Head back up to Rosewater Park. Go down until you find the statue (it’s not far from the west entrance, down a couple of sets of stairs). Check behind it and use wrench. Head up Nathan Ave. to the Historical Society.

You can save in here. Check the paintings and cases if you want, then head down through the hole. And down. And down… Make a right in the hallway and come to a room with a hole. Jump down, then beat the walls with a pipe or plank. The door on the right has a key inside. Use your battery when you need it, the check the locked door. The keys that are blank need to be pushed, there are only 6 possible combinations, try them until it opens. If there are less than 3 blank keys, try combinations of the two keys that are blank. Don’t mind the bugs. Jump down.

Toluca Prison

Grab the health items and the “Tablet of Gluttonous Pig.” The second desk on the left has the Prison map. Go into the door leading to the U-shaped cells and showers on your left, kill baddies, take the left hand part and go into the stall to get the “Seductress” tablet. Exit area. Go to the left hallwith cells (the right is locked for now) and check the cells to get a Wax Doll. The doors in the middle of this hall lead to a small area with bullets and a large prison yard. Get the bullets if you want, then continue to the other cellblock. Check the cells for the Tablet of Oppressor and some .unique… paintings. Now you need to check out the prison yard. There’s a platform in the center, use the tablets on it. When you exit you’ll automatically get a Horseshoe. Now head through the second cellblock area and out the other side.

The first door opposite you has a first aid kit, you can go to another hall via the next room. Come back into the other side of the first-aid kit room to get the lighter. Other doors in this area are a bathroom with a savepoint, and an office with lots of ammo and a hunting rifle. Go through the metal gate in the hall and examine the floor panel. Combine the lighter, wax doll, and horseshoe on it. Continue. Go through the double doors in this next area and through the morgue. You’ll have to jump down another hole. Get into the elevator and pick up the items. When you get to the bottom (finally….) you’ll come to a room with a newspaper and a save point.
Labyrinth

This area really isn’t as hard as it looks. James will draw a map as he goes, so in this first area you may want to walk around first, killing the few baddies, and don’t go down any ladders. Directly across from you is a door with wires across it. The T-shaped area takes you down to a circular area and Pyramid Head’s lair, you don’t have to go down there (yes, he’s in the hall there) but he’s easy to avoid and if you go into the door in there, you get his Great Knife (not very useful, but cool-looking). Otherwise, run into the next closest hallway and down. Kill baddies and run to the end of this underground hall and up the ladder. You should see a weird-looking cube with faces on it. For easy/normal, press right once and up twice. In hard, it’s random, so just keep trying and turning around to see if it worked. Go down the steps in the puzzle room and watch the scene. Return and examine the fuse box for wire cutters. Take these back to that first door with wire across it.

Make a right and go down the ladder, and go up the first ladder you come to. Go up, then take the other ladder down. Go around this area (check map) and up the semi-hidden hallway. Take ladder up. Get bullets. Take other ladder down. Take the first left ladder. Take the next left path. You end up in an area with a locked door and steps leading to another door. Go in this door, watch cutscene, and when you return you can get through the locked door. Save game. Walk through hall for a cutscene or three. Equip shotgun and kill the monster.

Continue to next hall. Note the hanged men in the first door, and go to the next door around the bend. Read the poem, figure out who is innocent (go back to hanged men if necessary) and pull one noose. If you do this right, there will be a key in the hanged men room. If not, there will be monsters in the hall. Go through the door next to the noose-room and use the key. Keep going through the hall until you reach a door. Keep going through the unlocked door to get items until you reach a cemetery. Examine graves, pick up items. Jump into the grave in the corner. Ha. Now you’ll meet Eddie again. Equip shotgun. Shoot him until he enters the next room. Pick up ammo. Continue. Strafe around, shooting him before he fires (hopefully, otherwise heal quickly) and shoot him several times until he falls. Go through the large doors. There is a barrel with a save point.

Toluca Lake

Watch the cutscene closely, you’ll see the lighthouse light before he pushes off the dock, and notice that he pushed off in a DIFFERENT direction! Turn slightly to the right until you see it again, steer toward it, correcting your direction as necessary. When you get close enough, you’ll see a cutscene.

Lakeview Hotel

Before entering, check the fountain to the left for an item. Then enter and get the map from the wall. There is a Fish Key in the the Restaurant (and a cutscene). When you leave, watch out for enemies. Equip Shotgun. Go into the area with the 2 narrow staircases, go to basement elevator to get a can of Thinner. Go to the main hall of 1F for a save point and a key in the recpetion area, then head up the stairs to the right hand door. Check map and enter the Cloak room. Get items, use Fish key on the suitcase for the 204 key. Use it on room 204. Pick up the Elevator Key on the desk, then go through the hole in the wall and examine the bed. Use thinner, notice code, use it on the suitcase on the floor. Get music box. Head to the other wing of this floor and use the key on the door beside the elevator.

Save. Go into elevator, read notice. Put every damn thing you have (yes, even weapons and health) onto the shelf. Re-enter. Go to 1F. Get the map. Ignore the brightly-lit blue door in front of you and check every other unlocked door first. You should have a videotape, can opener, and another music box before you go to the blue door.

Check the map before you go, note the boiler room. Bear left in the basement hall (you can’t fight) and go through the second door you come to. Enter to get health and the bar key. Continue bearing left in the hallway to come to the other end, it’s better-lit. Go into the door at the very end, ignoring enemies. Pick up items, use can opener on can. Go into the bar. Use light bulb on lamp, leave the bar through the other door. Ignore enemies! Run up the steps around the corner, back up to the main hall, go up big staircase and enter the left hand door to get back to the elevator room. Get your items back and head back to the main hall. Check out the music box, use the music boxes (where they go depends on difficulty). Basically:

Cinderella: Shoe/midnight
Snow White: Beauty/awoke from death
Little Mermaid: no words/happy

click the names above for screens of where to find them

Play music box, get the stairwell key. Use on the 3f stairs (back to the narrow staircases). Enter 312. Use tape on the VCR. Cutscene.

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Alchemilla Hospital

Alt. Hotel

If you have the dog key you can enter the Observatiob room. You can enter the reading room downstairs if you want to listen to the headphones or get the Crimson Ceremony book. The rooms now magicall transport you around, to avoid this nonsense just take the top right door, then follow that hall to the far end. You need to use the elevator to get to the basement. It’s now quite flooded. Run through to the stairwell for a cutscene. Leave through door, you end up in the normal stairway. Go up. Run through hall to the door at the very end. Save point.

Cutscene. Fire shots now and then while running in a circle. They’re slow. Eventually a cutscene will take over. Examine the bodies for two eggs (Pyramid Heads lay eggs! Who knew?). Use these on the doors, enter a door. Continue to hall. You can listen to the entire conversation if you want, or leave early.

Silent Hill Alchemilla Game

Run up steps. Cutscene. Use hunting rifle, fire one shot at a time then run/strafe to acoid attacks and repeat. She’ll eventually fall. You can now hit her with any weapon (the Great Knife is fun). Watch ending.

Silent Hill Hospital Walkthrough

Tags: walkthrough