Silent Hill 2 does not shoot. Passage. Normal population complexity

ADSAD-Passage Silent Hill 2.

Submier

Mary do not really be here?

If you pass the game a second time, do not forget to take a stone (Channeling Stone) in this room. And go out into the street ... Re-read the letter of Mary. Where this is a secluded place. The whole city was a secluded place for us. Maybe in the park .....

Eastern part of the city. (Map number 2)

Run around the city using a map. In a van (in the lower left corner of the map circled) in it Save and note "Waiting for you in Neely" s Bar ". Take a card at the bar, after which the end of the Martin St. will be marked on your map. And the Wood Side Apartment building will notice. Glass in the bar you will notice the inscription written by blood. She says "there was a hole. Now she disappeared. "Now run on Martin St. And take the key from Wood Side Apartment, and then go there. Before the entrance to the left on the wall there will be an inscription" The door that wakes up the darkness, opens in nightmares. "NEELY NEELY ST . Lies a dead man. Around the scattered sea of \u200b\u200brecords from his diary can read.

Wood Side Apartment. (Card number 3)

Going to the building, turn on the left and take the map. Run to the second floor in the room 205 behind the flashlight. There, there will be a tenderloin from a newspaper next to the sewing machine, which is about it. "The road to tomorrow" the first step towards healthy life is not to hurt. It may look primitive, but it is very important. Instead of being treated after you get sick, it's better to simply hurt from the very beginning. In addition, you must support a positive, optimistic look at life. No need to worry about what happened in the past. It is better to go outside and play outdoors at least sometimes, in a room to sit in the room and read complex books. It does not threaten you and finally ahead of the blizzard to read.

Now run on the 3rd floor. To the left behind the bars will be the key, try to reach it. Good reaching the key. You all spoiled a strange girl. Now you do not get the key. Yes, and the girl, let out, runs away. Who is she? Okay, we still get to the key. Go to room 301. There was clearly not a weak disassembly all the walls are isolated by bullets, and the sleeves are scattered on the floor. Take the gun there :). Now run on the second floor to the room 208. You hear the wild cry of the coming from the north. Faster run to the room 208 may have time to see Kam suffer sinners. :) On the way through the slide you will notice the pyramidogol. Tell me thanks that he is not doing until you. In the room 208, go to the chair. The head of this apartment is not lucky. Who did this? Palace took him for sins. The owner left you the key from the room 202 on the shelf. Take it. In the room 202, in the room with dead butterflies (by the way, you will still see these butterflies). There is a hole in the wall. What you have left. Yes, nothing remains, turn the hand. The asshole, and imagine what to him.

Now you got the key from the clock. Run now in the room 208. To the first of your riddle "The mystery of old hours." Read the tip written on the coffee table ..

All different growth, all the time on the way, can not have three more peacekeepers to find. Henry is slow and low, Scott Fidget rushes for sunrise

The text may vary from the difficulty level, but the point is that:

Henry - Hours (hour arrow) MildRed - Minutes (minute arrow) Scott - Seconds (Second Arrow).

Now go to the room with a clock. And look at the wall opposite them. I think now everything is clear to you. Cracks next to the names are the clock arrows. Open the clock using the key. Install time on them. We come with side, it will be written there. "The scars of the past will cut the nail that holds time." Scars we saw on the wall. The nail of time is the clock. Nus is pushing. Well, if you still have a silenk, then you will find a passage to the next room. Forward and with the song. Go to the second stairs and rise to the 3rd floor. Go to the room 307. Now you are faced face to face with this monster. Though through the closet, but turn, you will not be able to scare your gun. In the closet you will find the key to the courtyard. Take that ill-fated key from the fire entrance, which you never gave to get. Collect all the floor on this floor (we will not return anymore), then leave him through the right staircase. Take on the first floor "juice packaging". And go out into the street through the second way. Now go through the first entrance to the house and go to the courtyard, take a "coin with a snake" and go to the room 105 sound in it is a gentle, albeit pulls. :). In the toilet you will meet Eddie:

You could not withstand the nerve from the guy from the type of corpse it simply turns. He constantly repeats that he did not kill him (which leads to reflections). He told that he was hidden here from monsters, which here go and that he is from another city. What led him here? It is not known and he is not going to leave here.

Rise up the stairs at the end of the corridor and go to the second floor to the place marked with a circle. Next, apply on the garbage pot "Juice" (nonsense). Go outside, go to the left and go to the transition. There you take a "coin with an old man" and recordings from the newspaper.

Today, the police announced that Walter Sullivan, arrested on the 18th of this month for the terrible murder of Billy Locan and his sister Miriya, committed suicide in his chamber in the early morning of the 22th. According to the police, Sullivan used a tablespoon to hit himself in the neck, damping the carotid artery. When the guards came to him, Salivan was already dead from the loss of blood, the spoon was two inches in her neck. Old classmate Walter Sivanne from the native city of Pleasant River said: "He was not like a guy who was able to kill the children. But I remember, before he was arrested, he mumbled some strange things. Type" He tries to kill me he is trying punish me. Monster ... Red Devil. Forgive me, it was not me. "Then classmate added." Now I think he went crazy. "

These records will then be very important for us. Now we run on the second floor and open the fire input. Yes, with such a fire exit during a fire, you can jump out of the window, but the next window is open. Perelezazy.

Blue Creek Apartment. (Map number 3)

In the first room, go to the toilet and make a presets. In the toilet, you will find a wallet, the cipher will be recorded in it. four<< 1>\u003e Vv4.<< 3>\u003e (This is one of the combinations) Now go to the next door, there will be a safe in the corner (marked with a red circle).

"Safety's mystery."

In the wallet can be indicated numbers. Depending on the complexity. If the complexity is normal or easy, then there will simply be numbers and where to twist, and if difficult, then Roman numbers will be added there, for example, V \u003d 5, then Vv4 \u003d 5 + 5 + 4 and so on. The arrows indicate which way to turn. Put the first digit as you want the rest by the specified arrows.

On the 2nd floor there will be only one open number 209, but there will be a note "Dear Tim. I have to go on a business trip, so I'm leaving. I left the key of the grandfather David (you know where he lives, right, the key in the room near the stairs on first floor). I'll be back, as I can, so look after the house. " The only thing I can say about this, the key in the room is 105 (damn like verses :))). Get out on the staircase and take the building on the left side. Now run on 1 floor in number 109. There will be the last coin. And meeting with Angela.

Angela is very bad ... you managed on time. She surrendered and almost committed suicide, but you as a true psychiatrist persuaded her not to do this. She told you that her mother lived in this house, but she does not agree something. You told her about her wife, that you are looking for her. She for some reason it was picky, but one is not a faithful of your word and she flared and ran away, leaving her tool on the table. In no cases, do not explore the knife Angela if you do not want the ending with suicide. Take the latest coin and run in 105 number.

Here you have to "puzzle 3 coins."

The first place of one who is unrelated, silent and empty, heartless and fearless. Next to him, he sends the one who busies the seat of the servant next to the throne. A dozen legs, but not one heel, the one who is invisible next to him goes away. Seductress of dreams Another hell, lying on the man and closer to the lady. A man and a woman see everything casually to the call of the crow. Silent and hidden, can be two. You will not see it there. Return them to where they can be and blessings will come down at you. I say it with the northern star behind. Sun birth is the beginning of history.

You can consider this charander in different ways can be started as with the snake "the seducer of dreams Creator Hell, lying on the person and closer to the lady. A man and a woman see everything casually to call Crow." So from the coin of the convict's coam in her color "The Birth of the Sun is the beginning of the story .." Who likes. In general, everything is so (empty), (the coin of the old man), (empty), (coin of the snake), (the coin of the convict - women.), On other levels of complexity, everything looks like this. Easy level of riddles. (The old man's coin), (empty), (coin of the snake), (empty), (the coin of the convict - women). Normal level of complexity of mysteries. (Empty), (the old man's coin), (the coin of the convict - women), (empty), (snake coin). Do not forget to take in this room "Holy Ela". It is necessary for the ending "rebirth".

Now we return to the room 209. They go through the balcony to the number 208, there we take the key from the exit. Next to the key there is a picture on it written the following. "Like the coins asked in a foggy sky, our souls should under their sinful weight, go down to the ground, having lost their light. To justify the sins that they committed. When three times, going down, they will sing. Happiness to them will come to them. The first note is not Must be horty. Although everything is cracked all the sins. The keeper of life and the keeper of the shame of the sins of the second are even more scarce. Although they will come to the dawn of the old man. The soul is shapeful shudder in fear. Excess, quiet hunger sat down. At all in sins, it loosely loose The most important sinners, its place is definitely. And if he is lucky his soul will be anointed. " I can not explain it. What I didn't understand what I did not understand. :)

We go to the exit at the end of the second floor blue door. Another meeting with the pyramido-head. Shoot on it is useless just run away from it. All over the room until they hear Siren, and it will not leave. Be careful, the blow to his knife will kill you instantly. When water comes down, and fall off the pyramidogol, go outside to the park.

Park (map number 4)

That ended the rod for dark corridors of houses. Now run to the park. On the way, you notice the tighter girl on the wall: the girl reads some kind of letter. And in general somehow he says little and then she suddenly tells you in the face that you did not love Mary. But before you have time to say, she runs away.

This is the place to which you so sought. Mary can be here. In the park, instead of his wife, you meet Maria. She is very similar to your wife. She said that no one saw in the park. You remember the hotel and begin to understand where your wife is. Maria knows where the hotel is so that she will go with you. Attention with this lady you can spend a lot of time, and you can not depend on how you will behave this and will be the ending. In the center of the coastal side there is a monument. It is written on it "in memory of 67 dead from the disease, resting at the bottom of the lake." (Without prubing inscription, but soon we will learn to continue.) In the center of the park there is another monument, but we will return to him. Coming out of the park you fall into the western part of the city.

Western city (map number 4)

Here it is the road to the hotel. On Texxon Gas Take the book "Forgotten Memories" You have to take it, if you want to get the ending "Rebirth." Next, run along the highway to the destroyed bridge there, you will take the map where PETE "S BOWLING - Rama.Maria hates bowling so that you have to go alone. Yes, and better in a fast pace. And then you will eat it without you :) Listening is not good , I did it once, it turns out okay. It turns out Eddie from somewhere, and the police are hunting for him. I'm going to go. And again runs away, well, at least now we know her name. Eddie told you that her name is Laura. You call Eddie Catch it out, because in this city is dangerous. What Eddie says that Laura said that she herself would cope. Strange!? Take the cartridges at the very bottom and run to the street. Mary did not catch up with Laura, but I saw where she ran. Do not force Maria repeat everything twice to get the ending "Maria." Run there, from where Maria came out. Detty, children clearly do not climb there. Maria tells you another way.

Where did the Mary of the flow of the keys of one God know. (He worries member :)). In short, anyone would not be, but she opened the door. Come in Heaven "S Night. Take a first-aid kit and go through another way out. You almost caught up with a laur, but she suddenly runs away to the hospital. Well, forward to the hospital.

Hospital. (Map number 5)

On the right near the exit you will find the plan of the hospital. On the table next to the preservation is "Dr. Record." In the direction of the registration room, there are paper and the "Bull key." Close to the second floor. In the room with a gun there are Mishutka. It's not the task of shifting, something that all the virus began to act :) In the room, on the contrary, in the gown of the doctor (sadist), the key from the study room. In the Cabinet M2 Take the "Key of Lumpier." In the room with the first-aid kit, read the paper stuck in the circuit breeder: on one of them the code 4263 is written (changing) there is nothing more on this floor. Go down to the first floor in the study room. On the board in the next room, the code is written from the door. Code for this month "T". Last month was "x", and before that "z". What will happen next. That's all that they can do with four numbers. Does a combination of doors to patients need to be changed so often. The race is solved easily. The letter "T" is the location of the numbers. That is, "1328". In cases of light and normal levels of riddles, a password is written there. Now we go for the 3rd floor. We introduce the password at the door to the chambers to patients. Collect everything and go into the s3 room. Master feels bad. So you have to leave it here. Visit it more often. Use the "key from the roof" from the bedside tables and run to the roof. On the roof you will find a diary. ATTENTION If you do not want the ending "suicide", do not read it.

From where the pyramidogol turned out to be on the roof, it is not clear, but you repeat the feat of the suicide, and maybe it was dropped from the roof? We were more lucky that we stayed alive. Just around. On the inscription wall "if Josez looks calmly, then it can be removed from the camera." Well, let's go, visit his room. On the wall of blood, something is written. 4 numbers so as not to forget I wrote them on the wall. This is my secret name. This is the last password that we lacked. To open the box from the S14 room. It is written on the wall of blood. Depending on the complexity of the riddles, it will be more difficult to read. On the way to the room with a drawer, look at Maria. The box of the box. Use two Key Key Key and Lyapice Key to remove the chains from the box. Now, on the push-button lock, type the password that was in the typewriter. In my case - it is 4263. Now there is a cipher on the drum lock, which was written on the wall of blood 9728. Inside you will find hair. Now go to the shower and combine there "hair" and "hook." A little washing, we take out the key from the elevator. They go to the elevator and eat on the first floor. Collect the cartridges and go to the C2 room. Finally you found a laur. She began to argue that Mary she knows because they lay together in the same Chamber. Somewhere a year ago. She is lying or not lying it is not clear, but your wife died 3 years ago. You take the laur with you. Laura says that in this room a letter from Mary. And you like full sucker are running on this bike. Laura Vaz closes in the room. This is your first boss. More precisely bosses. Take a shotgun and beyt these ones.

After the victory you are transferred to an alternative world.

Alternative hospital. (Map number 6)

You are in the park. Around you darkness. Here you must apply a stone (Channeling Stone), which you took in the toilet at the beginning of the game. And you will see a strange glow in the sky. (You need to end with UFOs). Now you can go to the hospital and horrified as it has changed. Sit down to the elevator and go to the 2nd floor. There in the ward M6 read the note: "I was locked inside the basement. It was small and dark. I'm very frightened. I dropped my valuable ring there. But I never return there." Next to the note will be the battery and the key from the very basement of the refrigerator to open the fridge in the "Day Room". They will not end, so we eat on the 3rd floor for Maria. :) Immediately to the left of the elevator you will see a strange door. On the wall depicted picture of a woman. Her hands are not drawn, they go beyond the picture. Mary did not turn out where you left her. Go to the right staircase and go down to the basement. When you go to the basement, then immediately on the left there will be a wardrobe all the bloody fingerprints. Move it. And leave your mark on it. :) You will not have time to go there. You will miss the name. This is not Mary. Mary hysteria. She wants that you would think about her more and did not leave her one. Each, women, why Mary surrendered to this Laura, in my opinion, she is not bad without us. But what to do after, because it makes it look for this sympathy girl. Feels like she, what should defend it. Go down the stairs below and select a copper ring there. Now in the elevator. And here there is something not likely, the broken radio begins to make strange sounds. And suddenly ... you hear a human voice:

"- Hey, hello to everyone! Thank you for tuned to our frequency. Welcome to another release of the transfer" Prize or Life ". Here you either answer and win a big prize, or do not answer and get punishment. Everything depends on you. II our Happy, and maybe not a happy player, today is James. James Sunderland! Are you ready to start a "prize or life"? And so your first question. Carousel, a house with leaders, American roller coats, damn wheel and tea cups. Silent Hill is a house The place of entertainment, which loves both children and adults. Question: What is this place of entertainment?

First: Country of fantasies. Second: Silent Hill: Amusement Park. Third: Lake Coast: Entertainment Place. Okay, fast to the issue number 2. In Silent Hill, a terrible murder was committed several years ago. Brother and sister played on the road when they were attacked and did not crude an ax on the part. Torn skin, swollen bones, spray blood and finally ... What a terrible tragedy, what a terrible end of innocent lives. Question: What was the name of the killer committed this act.

First: Walter Sullivan. Second: Skot Faerbanks. Third: Eric Hein. Now the third and last question. The south of the lake is an abandoned old district called South Valley. From there to Palville, the central part of the rest in the north-west of the lake there is only one road at which you can go. Only one road. The third and last question: what is the name of this road?

First: Bachman RoadVorth: Rendell Streetteret: Nathan Avenue, this is our last question. Did you understand everything? When you know the answers, go to the storage on the third floor for your prizes! But be careful if you make a mistake ... Thanks to everyone that was on our wave. Before the meeting! "Yes, it's hard to understand this phenomenon and it is difficult for me. :) On the third floor it is too early for us, but do not worry, we will definitely go there. :) We go to the refrigerator on the 2nd floor. Major sighs that you have a lot of silk type, To open the refrigerator, but in the end helps you open it. How strangely there is a missing ring.

Well, now it's time for 3 floor. In the storage "Store Room".

Mystery drawer with a prize. In fact, it is not even a riddle, but a test for attentiveness and memory. The answer to the first question is very simple. In the riddle, these or other sights of all sorts of cities are listed. If you remember the "Silent Hill Sightseeing Brochure (taken in the 104th issue), then you will not be difficult to name the attraction of the city. Digit 3. The answer to the second question. Here, in my opinion, and so everything clearly read the cuts from the newspapers found in the garbage chute with the old man's coin. Figure 1. And the last question. Which street passes along the Lake "Toluca". For what road? Let's see the city map. :) Digit 3. Our prize in the form of 5 row for a shotgun and 2 ampoules. Now to a strange door with hands, next to the elevator. We put on her two rings and the door opens. Immediately, on a descent from the stairs, you will find a note "I took the key of the director - the key from the museum. I hid it for a praying woman when I went out on a day walk. I picked it up, but I did not cradle it. I am not a criminal."

Go down to the bottom. Having reached the swirling staircase going deep down, better survive. After you go to the door, start running without stopping. I will not say, Maria does not have time in the elevator. All your attempts to save it are doomed. It is better to accept yourself with this. After the moment in the elevator and the Muson, who accompanied this, I had no better condition than him. We leave from the elevator on the first floor of the hospital. We go to the unique open room. Take the key on the table and update the map. What is not a brave, to look at it through the abyss, not enough brave to look at yourself. Truth can be found only moving forward. Follow the map, there is a letter and wrench boosts, of course, well, not that ... how, by the way, Laura appeared again. A strange girl walks like in the summer on a walk. Iosting the hospital behind the hospital, Maria and sad memories of her, we go out into an alternative city.

Alternative city (map number 7)

You punge yourself for not saved Marijunting to the right lower corner of the map to Saul St. Street. And go to the bloody tunnel. There you will meet the hallmarks. To get out of this tunnel, you need to kill them all. You fall into the eastern part of the city. Visit the next difference "s bar. There you will notice in addition to the inscription on the glass, the inscription on the wall that says:" If you really want to see Mary, you must die. But you will not go to the place where Mary, but to another. "Now blow over the wrench. The place of his location on the map is marked with black. The place where he lies, you will understand right away. Next to him lies with a letter. True. True Always betray people. Part of the abyss is in the old museum. The key to the museum is in the park. At the feet of a praying woman, in the ground, in the box. To open it, you need a wrench. My patient burned it there. I knew, but nothing I didn't make it difficult to keep such a thing near. I did not seek the truth, I needed calm. I also saw them. I ran away, but I managed to close the museum. Now no one goes there. If you are not going to stop, James. I pray the Lord You will send you grace. Now go to the end of Katz st. Now I think you understand the meaning of the inscription "The door that wakes up the darkness, opens in nightmares." Forward to the western part of the city. Next, your way lies in the park. Let's come to the monument praying Women. On the monument it is written: "Strucks pursuit I am Christians. Jennifer Caroll lived in honor and pride. What happened here will not be forgotten. "Go for a monument. Chokokoko buried. Well, after a long training, we still have to the truth. Original Larka and even on the screws. How, by the way, we picked up a wrench. Now that We are the key from the museum, we go to Nathan Avenue. And they spawn almost to the very end (not yours). Welcome to the Silent Hill Museum. Here you will find a lot of interesting things :).

Historical society building

Beautiful picture, do not find. And Personals are all familiar. In the next room, take an obsidian Cup. It is necessary for the ending of rebirth. Let's go down the next long staircase. The total number of steps is a staircase, more than in Buddhist temples. When I reached this place. I was very surprised by the question. "Jump to the pit", "yes" or "no." Now it has come to decide. With landing you. You need to find a weak point in the wall and break it (iron pipe, chainsaw, head at worst end). We find a room with a key on the floor, pick it up and .... change the battery in the flashlight. I hope you took it. In the darkness it was pleasant. I begin to start the action and do not shoot in any case. By this, you are threatened with a bunch of cartridge and health. To open the door, we have to guess the riddle. There is nothing difficult in it. Figures that you need will be lost. We select cipher and ... leave here. Now we go in a strange view of the room. I just break the tower from her. Apply the key on the door

I think now it does not make sense to explain what you need to do.

Prison (map number 8)

Eddie completely lost his head. He is tormented by the mania of persecution and other mental illness. Shining a person. He realized that it was quite easy to do. Then he said he was joking. But it stands in this doubt. Like the dining room, and go to the second table, there take a prison card, then return to the first door, which leads through the cameras and in the penultimate chamber, where books are scattered through black magic everywhere. Take a doll from wax. Now in the opposite similar sector, in one of the chambers you will find pictures of an unknown author. In flight the burning house of 436 people in locked what the authors wanted to say, I do not know. It can just be intimidated, and maybe ... the next chamber is the "oppressor" sign. In the shower, take the sign "seducer". And we go outside to the scaffold. :) I can't call this mystery, just sticking these 3 signs, or rather the "seductive", "oppressor" and "voracious pig". You will hear a confirmation sound that they all hanged and then return back. When you come to the door, then find the horseshoe. Someone left her for happiness. Now go to the main entrance, and in the negotiation take a lighter. Do not forget to grab the rifle there.

Now you have to open the lid. We combine on the cover of the horseshoe, a lighter and a doll from wax - we get a handle. Well, now it's not so scary to jump even rather usual. In this time it was possible to not jump so much. You just got into the basement. It's not a basement. That's how pancake. This jump you remember for a long time and regret more than once that they put there. Yes, again. We are unknown where. James already doubted, and whether he should jump somewhere again. Worth it. We are at the entrance to the mines.

He, sit down on the elevator and go below. :)) Riding for a long time, so collect while the cartridges and a first-aid kit.

Labyrinth (map number 9)

Immediately on the output from the elevator, save just in case. When the next location comes to a fork. Turn left. Having reached two stairs, go down to any of them. There are at the bottom of the housing and pyramidogol. Your task is to get into the central room and pull the pyramido-head weapon from there. Now return back and go to the right. At the end there is a very entertaining puzzle. If you go to the room behind the cube and carefully inspect it, then you will notice that it is in the form of Cuba. In this cube there are holes. You, Belite Cube, must compare the hole on your side and with the opposite. Decide yourself, as in which direction you turn it. So, when you decided to get down this puzzle down and there you will see, actually, the thematic screensaver of the game. Major did not suffer almost, although it is possible. You begin to doubt that she died there, although all the time you have happened before your eyes.

Maria is trying to give you to understand that she is alive, but she speaks somehow not in his own way. She says from Mary. He tells what you did in the hotel that removed the video tape. It is difficult to figure it out here, who speaks with you. We'd have it, it should be saved from there. You ask her to wait here. While you will not find the passage to Nei. Fighting from Mary (or Mary). In the wall in the brush there will appear nippers. I apply a nippers on a bandaged passage. After the end of this is not a large labyrinth. You will see the preservation and newspaper. You hear the voice of Angela. It seems that she found her father. Angela is a strange father. He is also your next boss. Because of the small space, you will not be able to fight with him, but for a long time he will still not stand it. All gradually begin to go the sum in this strange city. Angela beat his father, and when she met him alive again, he finally moved. Now, and your psychiatrist's abilities will not save it. There is nothing more here. We have a mystery with six hanged. (The puzzle is examined at the Hard level.) Only sinless can help you here. You get mistaken and you will get your award in the most terrible form .. I don't want to die. But tomorrow I will go thirteen steps. Anyone, answer me, why should I die in the morning? Another plated believes to me. "Because they are crazy, that's why" he says. Of course, I know his opinion will not change anything. "Now you know why I beat them," he muttered .This, who was executed yesterday. The one who said he was selling a dream, said that it was not true. But the one who executed the day after tomorrow for theft of children shouted that it was true. That which was executed today, said. "They will kill me anyway." He was caught on a fake money, so he had no chance. That, who always smiles quietly, said. "I am happy that I will soon be with her." I don't want to die. I just want to go home. But I know that this will not. Although I did nothing. This crime weighs on me. But save me. This is not justice. They crave blood, and I am a sacrificial lamb. If you remember, then in prison to the scaffold goes just 13 steps. (This is so to the place). At different levels of complexity, both text and the unparthaligation differ. Light level: kidnapper. Normal level: ancestor. A complex level: a counterfeit. Hold for the appropriate rope and move the key. In case you do not properly jerk, then in the transition 3 demon will appear. Now run to the lattice with handcuffs. Drinking handcuffs to twist the Branca is much easier. As you can understand this, but Mary died again. ..

In the cemetery, if you honor the buried there, you will find a lot of familiar names, among them there are yours. You have nothing left how to go down into it, but before this is better to continue. Again deep stairs long corridors, but I think you are accustomed to this.

And here is the old familiar Eddie. The current now around him is the corpse, and he is not going to blame him, but directly says that he interrupted them all. And you also do not like it, so we get a shotgun and a climb of it. When he understands that it is tight, and there is a person with a shotgun. He decides to discharge a little atmosphere. Follow him. Eddie begins to tell the sad story of his life, as everyone mocked him, and how he revenged everyone. Your attempts to calm him do not lead to anything. The city urged him as you for sins. Cum with him. So still one person in this city has become less. That's how the farther you leave, the more we lose. The labyrinth ended, and with him and the life of Mary with Eddie.

On a wooden jetty, use a stone (channeling stone). You will notice three flying plates. Need to end with UFOs. Now sit in the boat. You have to sail through the foggy lake Toluka. Sophisticated, there is no float on the lake. If you have noticed, before it goes into the boat opposite you burned the lighthouse. You started left from it, so turn the boat to the right to a guiding star and swim in her direction. Yes, I almost forgot, if you meet in the lake a strange thing like the island. Do not even try to swim to her, and then you will be another legend of the lake ...

Hotel (map number 10)

If you have listened to my tips, then less than one and a half minutes you must step up to the pier. That's what you were striving for, the hotel in which you spent time from Mary. What would not come back to the street, in the fountain with fish take the casket "Mermaid ". Immediately at the entrance to the left you will find a hotel map. There will be marked 312 number, actually the number in which you lived with Mary. Get down to the basement and take the solvent of the paint. In the restaurant you meet the laur. She gives you a letter that I left Mary.Moy dear Laura, I leave this letter from Rachel, whatever you got it when I won't be. I am right now in a quiet place. Please forgive me that I did not say goodbye. Do not pain, Laura. Do not swear with my sisters. Laura, about James ... I know that you hate it, because you think he did a bad thing with me, but please give him a chance. He can sometimes be arrogant, and he is not often laughing. But inside he truly a good man. Laura ... I love you like my own daughter. If everything had developed differently, I would definitely adversely. Happy birthday to Laura.This friend Forever Mary.

After reading the letter, and learning that the birthday of the laur was not long ago. You begin to understand that Mary did not die three years ago. Laura has another letter from Mary, but she dropped him somewhere, and quickly runs away to look for it. In the library, on the rack of issuing keys, there is a note.

Mr. James Sunderland. Appearance, which you have forgotten here, is stored in the office on the first floor. Do not forget there to take the key from 312 rooms. On the second floor in "Cloak Room", with the help of a fish key that you took in a restaurant. Open the suitcase. There you will find the key from 204 rooms. There now, we actually go. In the 204 room on the table lies with the service elevator, and in the next 202 room a small puzzle. On the bed lie photos. One of them depicts the mashed paint of the suitcase lying nearby. We use paint solvent in the photo. We will use this password in the suitcase nearby. And we get the casket "Cinderella". Now moving to the service elevator. The elevator is terribly chicron. He is not able to work if you have at least some thing in the inventory, so you have to leave on an empty shelf next to the elevator. Now go down on the 1st floor in office space. Immediately on the outlet of the elevator to the left you will find a map. In offices, take the video tape and opening. Go down on the stairs, on the contrary, in the basement. In the Boler, take the key from the bar. Now immediately run into the kitchen.

Using a canning knife. Open the bank. There you will find a light bulb. (Yes ... Yes ... Affect :)))) In the bar, screw the light bulb in a flashlight lying on the rack. Now open the door with the key and quickly run for your little things. Now we take a gun in your hands and show all this four-year who here is the owner. Return to office offices, only by another way and pick up the Snow White box there. Now we go to the library to the musical cabinet. Codes All caskets will be in their places, then the key from the third floor will come out instead. Now rising on the third floor. If you have a dog key, entering the observatory, you will finish the game and receive the dog's ending :). We go into the number 312. If we apply Channeling Stone near the window, then if you used it everywhere, where it is written in the description, we get the ending UFO and end the game.

Well, if you do not like all these endings, then continue to play .. We put the video tape into a tape recorder and look a terrible truth. This film dates back to three years ago and therefore the quality is not from the best, but you begin to remember what happened here three years ago.

That's how you loved her greatly. Like Othello Dzentemon. Laura takes. You tell her everything as in spirit. What it is very grieved. Actually, you are not easier from this. But when Laura runs away, suddenly hear a familiar voice from the radio. This is your wife calling you. Everyone is not stuffed there, leave the room and you again fall into an alternative world.

Alternative hotel (map number 11)

Go down to the second floor. Take there the book "Malinovaya Ceremony". It is necessary for the ending of rebirth. When you come to the rooms, you go to the last. From it you immediately postpone the right side of the hotel. Further, whatever your skill is getting lost. :) When you get out of the basement. The last time you will meet Angela. Already lost all the remnants of the mind. At first, I call you my mother then asks you a knife to end with your fear forever. He received a knife. Angela goes into the fire. The fire surrounds her and ... Now you and Laura remained the only living people in the whole city. When you come to a huge door to the library, you will definitely survive. Perhaps this is the last time you can do it. Moriate once every time they kill, but now you see it in one. It is finally that all this happens with you because of your sins, and you will forever see how Maria dies.

You have a difficult fight. Perhaps even the most difficult in the whole game, but also to die here will be pretty heavy. The rifle holds. Pyramido heads cum suicide life. Remove eggs from their corpses and insert them into the door. When you go to any. When you get out of the hotel, be careful with the tunnel. It affects the ending of the game. Going out on the street, go upstairs. There will be your wife to wait.

Your wife is in essence, it turns out to be someone not understandable. It complains about your loneliness and the like, as a result, turns into a demon and throws upon you. Compared to the previous battle. This fight will be a children's prank. You finish pretty quickly with it. Well, that's all. The demon is defeated. Come to him and achieve. Now look ending.

If you have problems with the passage of the game Silent Hill 2You can always take advantage of our advice and information to action. We describe the steps in detail that you need to do to fully go through the game. Silent Hill 2.. In the most difficult places, we add pictures that can help you. Passage Silent Hill 2 Read on our site.

Path to the city

Go down the stairs and follow the long winding path to the gate of the cemetery. Nearby is the well, the day of which is a red square save sheet. Come on the cemetery. Passing a little forward. You will see a girl sitting near the grave. After a small dialogue, you will learn that her name is Angela and some more information about it. Go to the opposite gate and go to the track.

City

Go to the west of Sanders Street. Near the crossroads with Lindsay Street You will see the bloody traces and disappearing in the fog of someone's silhouette. Take care in his direction. He will lead you to a dead end. Persoam through a wooden fence and go into the arch. Hmm ... where does this crash come from?

Now the streets of the city are walking monsters. You can just run them. Pay attention to the sidewalks - Very often you can find bottles with therapeutic drink. Go on Saul Street, while the roadside does not see a parked trailer. Go to it and look around. Read a note that says Nelly's Bar. James will celebrate this place on the map - it is where you need to go there.

Get out of the trailer and, focusing on the map, follow the marked place. Go to Nelly's Bar and take the map. It marked the place on Martin Street. You need to go there.

Go to the Wood Side Apartments on Katz Street.

Apartments Wood Side

Open the gate key and enter the courtyard of the apartment. Kill the creature or quickly run out of the room. Rise on the 3rd floor. In the corridor behind the grille on the floor you will see the key. As soon as you try to raise it, the little girl will pick up and push him off. Now you do not reach him.

Go to room number 301. Go down to the 2nd floor. You will hear someone's cry. Come to the room number 208. The grille is standing a strange creature with a pyramid head. At the moment it is not dangerous. Go to room number 208.

Go to room number 202. Open the door and go into a room filled with butterflies.

Go to room №208 again. In the room on the table lies notepad with a mystery. In the next room there are large outdoor hours. Open them with the key and move the arrows at 21:10 [Details on the "Riddles" page]. You will hear a click. Move the clock and go through the next room across the hole in the wall.

Go to room №101. Go to the restroom, from which the sounds are coming. You will meet a young man, whose name is Eddie. After a small dialogue, climb on the 2nd floor and open the fire stairs door. Jumping out the window, you will find yourself in a nearby building - Blue Creek apartments.

Blue Creek Apartments

Go to the toilet. I pull off the wallet from the toilet. Complete to the next room with a safe. In order to open it, you will need to turn the gauge handle according to the code written on a piece of paper from a wallet [Details on the "Riddles" page]. Open your safe and take 4 packs with pistol cartridges. Go to the stairs.

Boss Pyramid Head.

The very creature with the head in the form of a pyramid, which recently met on your way. The boss is pretty light. Constantly run away from it in the opposite sides of the room to avoid the deadly blow to the tesac. Shoot it is useless. After a certain period of time, depending on the level of complexity of the game, the siren and monster will begin to roar. After that, descend down the stairs and go out.

Rosewater Park

Passing a little forward, you will see the one young girl sitting on the wall, which dropped the key in the apartment. After a short dialogue, the girl will run away again, as before. Go forward. Come in the park. There you will meet a new character - Maria, a girl who is an accurate copy of the deceased James wife. After dialogue, she join you. Protect it from monsters so that they have appreciated the damage as possible to her. Get out of the park.

Bowling PETE'S BOWL-O-RAMA

Go to Nathan-Avenue. At the end of the street, check the card lying next to the corpse. After that, go to the Bowling Pete's Bowl-O-Rama. Mary will stay to wait for you outside. Inside you will meet Eddie and the little girl, which, as Eddie, is the name of Laura. It will not be possible to talk to her again, because it will run away again. After a conversation with Eddie, go through the room and go through the other door. Maria saw the swollen Laura, but could not stop her. Go to the right, then through the fence. Laura slipped through a small crevice near Heaven's Night Bar. We do not climb there, but fortunately, Mary has a bar from the bar. Go through the bar and coming out, run right on Carroll Street. You will see how Laura will run to the hospital. Take care for her.

Toluca prison

Go to the largest room is the courtyard, in the center of which is worth the scaffold with three loops. Do not pay attention to strange rusties. Insert your tablets in three holes. You will hear a man's cry. Go to exit. Return to the main hall and go in the southern direction. In the floor you will see the hatch without a handle. Use the horseshoe, a doll from wax and lighter to open the hatch. Jump down.

You will find yourself in the basement. Go to the only open door. The room will be a big hole, jump into it. Open the door and jump into another hole.

Labyrinth

Come in the elevator. Doors will close and he will lower you to the bottom floor. When the elevator stops, exit from it and go into the door next.

The card will be drawn as passing. Go left to the wall, then left again, then right, and once again right. At the bottom will go Pyramid Head and Monsters under the grille. Climb up the stairs.

In the center of the room will stand a cube, on the edges of which are depicted. Turn the cube so that the green eyes are directed down. Return to the very beginning and pads snack the wire, a frozen road. Follow numerous corridors, focusing on the map. When you come down before saving, read the newspaper and save.

Boss Abstract Daddy.

Passing a little further, you will hear a cry. James will go to the room and see that Angela hit some kind of creature. Do not approach it too close and do not stand for a long time in one place. The difficulty lies in the fact that the room is too small and to run away almost no place. It is best to use a shotgun against this boss. After the victory, Angela will achieve a monster. After that, leave the room.

Go to the door to the right. There will be six hanged. Look at the signs on their faces. Remember their location. Then go to the next room with six hinges. It is necessary to pull the loop of that hanged, whose executed unfairly. If you select not that loop, monsters will appear in the corridor. Correct Option:

simple level - kidnapper

normal level - ancestor

sophisticated level - counterfeit

Boss Eddie

Go through the corridor. Come at the door at the end. After the dialogue, it becomes clear that Eddie is configured against you. He will shoot him, after that he will leave you. Take care of him and shoot it finally. It is not so strong, so you kill him - a pretty simple task.

Lake Toluca

Use a channel stone on the pier to obtain the ending UFO [only when re-passing]. Sit into the boat and swim in the side of a white point, visible through the fog veil.

Hotel Lake View.

Go to the lobby (Lobby) and inspect the music box. There will be three niches for music boxes. Insert the box "Mermaid" into the left niche.

Use the channel to obtain the ending UFO [only when re-pass]. In the room you will find a TV and a video recorder. View video tape. Now much begins to clarify. After watching the video tape will follow the conversation with Laura. After her care, you will hear Mary's voice from the radio. Everything around changed again.

Alternative Hotel Lake View

Get out of the room. The flashlight does not work. Go down to the 2nd floor. Go to the reading room (Reading Room). On the table you will see the headphones. Take advantage of them and listen to the conversation from the past.

Go to the number 202. You are teleported to the number 219. Go along the corridor to the elevator. Go down on it to the basement and go to the Venus Tears bar. Get out in the hall and follow the stairs. You will meet Angela, which after the dialogue will go up and disappear in flame languages.

Go back. Climb the stairs to the top. Go to the only open door. Come to double doors. You will see ten sheets of saving. Save and come in.

Boss Pyramid Head.

After a small scene, two pyramido-heads will attack you. This is the most difficult battle in the game. If you have a lot of healing tools in the inventory, then you can use huge tessel against bosses - it is not very fast in use, but it makes a big damage. Either use a rifle, you will need to spend a large number of cartridges.

The most suitable tactic of the battle: Stand in the angle of the room and shoot in monsters, as soon as they approach you close enough, run into the opposite corner and continue to shoot. Perform these actions until you kill them.

Boss Mary.

You will find yourself in a long corridor. While you run to the door at the end of the corridor, listen to the monologue. Come on the door and climb the stairs to the top. After the dialogue, Mary attacks you, which has become a monster. It is enclosed in a cage similar to bed. Near it will attack a big tentacle, and being in the distance - send moths. It is pretty easy to win. Use a rifle or shotgun and will not stand on the spot.

the end

That's it. You have passed the game. Now you can observe one of several endings.

Silent Hill 2. - Dumb continuation of the cult (alas, only on PlayStation) is a horror of four years ago Silent Hill. The quiet American city, embraced by eternal fog and the eternal secret - a great place to start soul-patient history in the spirit of Hitchcock or Lovecraft.

Silent Hill 2 itself does not open any new horizons in the long-established Action / Adventure genre, and if you played games like Alone in the Dark, Ecstatica. or Resident Evil.The interface development and management should not deliver absolutely no problems. For all others, we briefly run on the main details.

Interface

The game interface consists of a single window called key I.. With this screen you can see the contents of your hero's pockets ( Inventory.), evaluate the state of his health ( Status.), examine all documents found during the game, notes and the like ( Memos.), examine the map of the area ( Map), as well as "combine" several items in one ( Combine.). Almost all the same you can do with hot keys.

When choosing an item from a non-storage bag, you can also carry out several options: inspect the subject closer ( Examine.), use it by appointment ( Use) Well, and other actions depending on the type of object. For example, a flashlight or portable radio can be turned on or off ( ON / OFF.).

Weapons, Items and Battle Tactics

Throughout the game, you will have to fight a lot of things to fight with various generations of the other world, so remember one characteristics of all your opponents: even being defeated, after a while they are miraculously to rush and again rush into battle, so that by imagining the moment And waiting when the dead should be launched, go to the body of the disease and click the "Actions" button. So your hero with a powerful blow of the boot nimbles the zombies to the ground than it will come forever and calm down.

Board (Plank)

You start the battle with evil, having at your disposal just a simple wooden bar with rusty nail at the end. The weapon is quite weak and effectively only against monsters in the early stages of the game. Sharks with two or more zombies in this case it is better to avoid - fraught with sharp losses of health.

Steel Pipe (Steel Pipe)

More effectively, but still not comparable in power with firearms. It appears closer to the middle of the game and can only be used in the event of a sharp deficit of cartridges.

Pistol (Handgun)

The first firearms at your disposal. For the "calmness" of the weakest zombie enough three to five shots. It acts trouble-free and practically does not have a deficit in ammunition. From explicit advantages - can recharge on the go. Ten charges are simultaneously fond of the cartridge.

Shotgun

Thunderstorms of all zombies that are not believed to the sacred caste "bosses". One, maximum two shots - and the road is free to come. From explicit flaws - lower rate and recharge rate. Simultaneously contains six rounds in the store.

Hunting Rifle Hunting

Hunting weapon sample XIX century. Extremely powerful and exceptionally slow. Four cartridges in the store, long reloading and unsurpassed firing indicators. Appears in the later stages of the game and is used only against the strongest monsters.

HEALTH BOTTLE)

A typical object in your storage is a bottle with therapeutic elixir. Restores about 20% of your character's health.

First Aid Set (First-Aid Kit)

A first-aid kit Restores about 50% of health.

Ampoule (ampoule)

Medical ampoule with antibiotic. A very powerful antibiotic restores 100% health.

Remember that although Silent Hill 2 is pretty a linear game, but many clashes with monsters can be avoided, just ... running past them. This is especially true of those episodes when the action takes place outdoors. If you confront each zombie goned in the game, any ammunition is elementary to finish with the finish.

Never forget about the beneficial properties of a pocket portable radio. In the case of an approach of the "other terrestrial object", a cracking and a terrible noise will be broken from the dynamics, signing about the degree of enemy proximity.

Flashlight is your compass in the impenetrable darkness. With the help of a flashlight you can not only see the terrain, but also, for example, read inconspicuous inscriptions on the walls, watch documents or explore the area map.

By the way, about the map. Constantly (especially if you are going to use our passage) Check with the map to determine your location. Alas, there is no compass in the game, so for the north it is conditionally accepted the top of the card, and by the West and East - according to its left and right side.

Take yourself to the rule to inspect eVERY Room B. anyonethe room where you appear in the game. If the entrance to the room is blocked, a characteristic wavy line appears on the map, and if it is easy to locate, but it can also be opened with a key - on the map a greasy red feature is evaporated.

Your health status you can evaluate only visually using the menu Status.. The opposite screen is not one hundred percent, but satisfactory, red - health is clearly less than fifty percent. When a flashing red cross appears at the bottom of the game screen, this is a sure signal that it is time to use the first-aid kit.

Well, the last, the most important advice is always trying to argue logically. This applies to both the entire passing of the game in general and some mysteries in particular. Although the action of the plot is full of secrets and mystics, there is nothing more interesting - unlucky logic and pure mind in the ravous problems. Good luck in Silent Hill!

Passage

Difficulty level

In Silent Hill 2 Before the start of the game, you are free to choose the level of complexity for puzzles ( Puzzle.) and for battles ( Combat.). The first parameter directly affects the complexity of some riddles, so, with light ( Easy.) level you get almost a direct response to all questions in randomly met at the level of documents, and when hard ( Hard) Even direct prompts can be encrypted. The level of complexity of the fighting affects the number and vital energy of monsters occurring along the path, as well as the duration of their "coma". So, at the difficult level of complexity, the monsters do not die at all, even after the brutal finishing of the legs.

This passage is written for normal ( Normal) Settings for complexity and puzzles, and fighting.

Restless dreams

I am increasingly and more often see you in my troubled dreams. I remember you. I think of you. I wait you. There, in Silent Hill, in our special place ... What do not say, always unexpectedly receive letters from his own wife. Especially if she died three years ago ...

A man who encompasses the early morning haze over the lake and endlessly scrolling the same lines from a mysterious letter - James Sunderland, our Cequent Alter-Ego. Three years ago, he and his wife Mary had a whole month in the quiet American town of Silent Hill, lived in a hotel, in the room 312, and spent whole days in the park at the lake. Mary died, and James left. If it were not for this letter, everything would be so simple and so ordinary. If not a letter ...

So, after a small correspondence acquaintance with James, look around. We are at the very entrance to Silent Hill, near a small abandoned diner. "Our special place" - maybe this is a park near the lake? Be that as it may, you need to check all the options. Go to the James Snatcher parked near the Spacker and take a map of Silent Hill from the salon and near the pointer on the right side of the screen, descend down the steps.

Go constantly in the same direction, and you will not leave the path, the path will wad, go down and understood up, but still stubbornly continue the movement until you see the well. Inside the well is a mysterious object similar to a red square. In the future, on the game, you will more than once will meet such "squares", with their help you can save or erect the game, however, as proud owners of the PC version of the game, it may not be needed - the developers allowed us to persist and revive at any convenient place .

Leave the well and keep moving down the path. In lowland a terrible fog with visibility not further than ten-fifteen meters. Get used to the best meteorological conditions soon we will not be waiting. Go along the path until you see the iron gate. After passing through them, you will fall in the cemetery. Hello ... Sorry ... Yes, I did not want to scare you. Are you looking for someone? In the cemetery you will meet with a strange woman named Angela, apparently, crazy. It seems she is looking for his mother, but why in a cemetery? And how to understand all these nonsense about "evil fog there, in the city"? Be that as it may, listen to the enthela to the end, go to the gate near the collapsed chapel, on the road to Silent Hill.

Misty morning Silent Hill

Stop and carefully examine the card taken from the car so as not to get lost on the foggy streets of the city. The place where we turned out are called Wilts Road (Wiltse Road), the road leading to the city gate. Run in the only possible direction, bypassing abandoned cars and inverted trucks, and pass through the gateway on Sanders Street). On the opposite side of the street - a small flower shop. On the table near the entrance, take the first-aid kit and move down the street before intersection with Lindsey Street. Someone shadow flashed ahead and disappeared in the fog, leaving the thick blood trail. Forgets about caution, go around Lindsay Street on a bloody trail. On the way, you will meet a bottle with a healing drink, just in case, capture it and continue moving to WanzS Road (Vachss Road), where the trail turns and goes into a dead end.

Continue to follow the trail. On the right side of the street there is a small fenced with an iron grid of the courtyard, and in the table, there are two more bottles with a healing drink. Capturing trophies, move to the end of the Wachs Road, until you hear a strange noise. It looks like a crackling radio crash. The noise is coming because of the fallen scaffolding near the entrance to the tunnel - make your way through the fallen boards and ...

Thank God that the board with a rusty nail turned out to be at hand. Take this improvised sword of the preparation and get ready to resist something similar to the stigma of the burnt human remains. Zombies, and this is exactly what the first blow is applied. Crazy with the dead, inspect the find. Yes, really broken radio. Enter the menu of personal belongings and make sure the radio is on (ON). Now, whenever nearby, the ominous dead will be nearby, the radio will warn us with a characteristic crackle.

Returning to the Wachs Road back to the city, you will find that it is literally flooded with zombies, carelessly stunning through the streets or spending in dark corners. Inspect the card and try to plan further actions. It is impossible to return to Wilt Road, the road is blocked, it means that you need to find some way to the park near the lake located in the north. I want to warn in advance that for whatever street you go to the park, at the end of each road you will be expecting a dead end, but it will still be worthwhile to wander around the surroundings and look for useful things like bottles with healing liquid, first-aid kits and pistol cartridges.

Move to the end of Saul Street (Saul Street) and, stumbled upon the next dead end at the end of the way, go to the trailer parked on the left side. Carefully examine all the contents of this house on wheels until you find a piece of paper that reports about "something interesting" in the Neely Street bar. Get out of fresh air and move to a new mark that appears on your card. A couple of zombies walked around the rear entrance to the bar, go inside the room and take the card from the table. This is the same map of Silent Hill, but with some additional marks, in particular, the incomprehensible symbol set near the Martin Street deadlock.

Go to Martin Street, be careful - some zombies can suddenly appear from under the wheels on the roadside of cars. At the end of the street, you will notice a confused corpse. Name him and, having broken the key from the house (Apartment Gate Key), look at the card again. This house is also marked by a special symbol at the end of Katz Street. Having reached the cast iron gate, open them with the key found and enter the patio.

House with the ghosts

The lattice slammed behind his back, separating us from the vanity of the people of the dead, but leading to the sorrowfully abandoned house. After catching the inner courtyard, you quickly make sure that the left wing of the building is locked and possible only one way forward - through wide oak doors on the right. Once inside the building, first of all capture the evacuation plan with a fire with the left wall (Map of the Apartment Building). According to this plan, you can focus in the same way as on the common map. Featuring a bottle with a healing drink and just in case shry the door in the lobby (alas, locked), go up the stairs and rise to the second floor.

After a short battle with the revived dead in a narrow corridor, look at the locality and read the map. So, on the second floor, in fact, just a few rooms we need, the rest or locked from the inside are either blocked. First of all, learn a small open room to the right of the staircase. This is what is called public laundry, combined with garbage chute. Inspect the garbage chute, and James will say that inside seems to be stuck "something interesting", but take out "it" there is no possibility. Well, forget for a while.

Get out of the laundry, follow with the map and follow the apartment number 205. Amazing dwelling ... and even more amazing mess. Pay attention to the mannequin, glowing by some unnatural light. Come closer and remove the pocket flashlight from it. Excellent, now we have something to highlight your way! As soon as you get a flashlight, as a kind of creature, first who resembled the second dummy, rises from the floor and goes into the frontal attack. Get acquainted with our new zombie friends: mannequins.

Come in Apartment No. 208 and carefully inspect the entire room. On the table next to the phone lies an inconspicuous notebook with poems like this: "Henry is the lowest and slow, Mildred is a long and fast, and Scott is the smallest and clever of all." In Apartment number 208 there is another room with a huge wall clock and a strange inscription on the wall. Light the inscription in the flashlight, and you will see three arrows with signatures: "Henry, Mildred, Scott". The mystery is easier simple: Henry is an hour arrow, Mildred - minute, and Scott - second. It remains only to turn the arrows, but ... the next problem: the clock is locked on the key. We'll have to look.

Laura, with her you

Go out into the corridor. More on the second floor there is nothing remarkable, go to the end of the corridor, go to the staircase and climb the third. Hmm ... who guessed it to put the grille right in the middle of the corridor? Carefully inspect the corridor, and you will notice something similar to the key to the steel rods. So there is - the key, however, when trying to reach it, the unknown little girl and a dexterous blow will appear to appear, the key will take the key away the key. This is still becoming a closer look.

So, there is nothing to do, you will have to temporarily do without a key. Getting rid of zombies in the corridor, inspect all available doors. In Apartment No. 303, take a few bottles with a healing drink and a cartridge box, go out into the corridor and go to Apartment No. 301. Here, obviously, some kind of fucking maniac, there is no living place on the walls from traces of shots, well, and the "Environment of Crime" itself lies in a small cart in the middle of the room. A police gun (Handgun), just what is needed for a successful confrontation by our otherworldly friends.

Go down to the second floor and move along the corridor until you hear someone sinister cry. Apparently, they shouted in some apartment opposite the exit. Run to the apartment number 208 and ... who will rock it through the broken grid? Well, yes, it does not matter, go into the room and ... It seems that I shouted this poor fellow, renting near the TV. But where did he come from? Once again, we wait for the whole room and on the shelf near the wall, find the key from the apartment number 202 (Key to Room 202). After having done all the way on the corridor, approach the room number 202, unlock it with the key and enter the inside. Do not pay attention to butterflies fluttering in the flickering light, the inhabitant of the apartment number 202 was once an experienced entomologist. Inspect the room and pay special attention to a huge hole in the wall, combined with some kind of sticky aliens. Sharpness, shove your hand inside - and voila! Key from the door of the clock (Clock Key).

Return to Apartment No. 208, go into a room with a clock and open the door. So, everything that is left now is to put the arrows on the clock correctly, according to the drawing on the opposite wall. Remember: Henry - hour arrow, Mildred - minute, well, and Scott - second. When the arrows get up to the desired position, the click, and the invisible constipation opens. Go around the clock and that there are strength pushing them aside. The opened passage in the wall leads to the room from the opposite side of the corridor lattice. In the crushed kitchen, take a bottle with a medicinal drink from the table and go out into a common corridor. A strange creature seems to ... Gone, but where? Go to the north, go to the staircase through the door, take the cartridges and rise up on the third floor. First, take the Fire Escape Key and proceed to inspect the room. Most apartments are locked, only in the room number 303 you can get a first-aid kit, a bottle of therapeutic elixir and packaging of cartridges, and in the room number 307 ...

It would be better for you not to enter the room number 307, James. A kind of terrible creature with a head, like a huge pyramid (Pyramid Head), in our eyes, jokingly dealt with two mannequins, but, frightened by shots, retirmed, leaving one on one with a cold later and mad with a knocking heart. When the video author is over, inspect the room and take the key from the entrance door (Courtyard Key) from that cabinet in which James was hiding.

Once again in the corridor, go to the opposite way out, open the door and go down to the staircase. Continue the descent until you reach the first floor. Plastic packaging of orange juice (Canned JUICE). And this is what we went through all the tests? Be that as it may, take the trophy, unlock the entrance door with the key and go to pain your familiar courtyard. You still remember "something", stuck in the garbage chute on the second floor? The packaging of the juice is pretty heavy, and if you lose it in the garbage chute, then ... well, you understand the course of thoughts.

So, go to the door in the right wing, rise to the second floor, turn into the "laundry" to the right and boldly throw the package on the package stuck in the garbage disposal. Go down to the patio and come to the trash can between the doors. In the packaging of the garbage, an old magazine will be discovered with an article about the local maniac, who killed two children and committed suicide, and something more interesting is a silver coin with an elder profile (Old Man Coin). Collecting the trophies, come back to the right wing of the building, with the help of the key from the entrance door, unlock the back door on the first floor and leave the yard on the other side. In the wide pool in the middle of the courtyard, three friends of Zombies have already born. Carefully shoot all the three, jump over the side and study the contents of a baby carriage in the center of the pool. Another coin, this time with the minted snake (Snake Coin). Carefully looking at the map, you will realize that the whole house was back up the bottom, with the exception of the first floor locked earlier. Send the foot on the first floor and go to Apartment No. 101. Scenic corpse crushed by a fridge, and sound, sound ... Where does this sound come from? Take the cartridges from the table and unlock the door to the next room ...

No, I did not kill, I did not kill anyone, they are all dead! .. This city! A kind of huge, really a huge citizen with a clearly frustrated stomach, on his knees, confess the toilet, in parallel trying to get acquainted with us. So, his name is Eddie, in Silent Hill he got completely accidentally and, hiding from monsters, locked in this room. Is it true that you say Eddie? I swear, I did not kill anyone!

Well, take care of yourself, a big guy.

Well, more in this house there is nothing remarkable. Lift to the second floor, look at the card again and go straight to the fire exit and open the door with the key .. Hmm ... Looks like the house is so old that the fire staircase was removed during the construction of a neighboring building. There is nothing to do, you will have to jump in the next window and go through another house.

House with closed safe and crazy woman

The layout of this house is very similar to the planning of the one from which you just escaped - the same floors, the same stairs, even the design of the premises in something similar. Well, yes no time to think about design. So, after looking around, head to the bathroom and get ready for one not very pleasant procedure, namely: immersion hands right in the toilet to enjoy a useful note. The note contains some combination of numbers, but for what? Oh, why, in the next room just stands locked safe. Go to the safe and type the desired combination. The arrows on the note indicate, in which direction you have to rotate the handle, and the arrows - on which number to stop the rotation. The episode with the safe is not important for the successful passage of the game, however, opening the iron box, you will receive as well as four cartridges. Take a bottle with medicinal potions from the kitchen and leave the room.

Zombie zombies ... Looks like we can not leave anywhere from them. Suppressing the resistance of undead, try to open the doors to other apartments, but all of them, alas, will be locked. Only on one apartment (№209) will hang a note from some Lina, reporting that he took the key to the uncle, living in the room near the stairs to the first floor. By remembering useful information, go to the staircase and go down. For the convenience of orientation, do not forget to grab the next fire enacuation plan (Map of the West Apartment Building) lying on the stairs. Go down to the first floor, take away from the "Laundry", exactly the same as in the house with ghosts, the first-aid kit and go to the apartment number 109. Why did it immediately become a little ... scratching. Take a few rounds from the sofa and open the door to the next room.

Ah, are you again? James, my name is James. And my name is Enegela. The second acquaintance with Angela came out somewhat stretched. And he would still, try to talk to a woman with obvious signs of mental disorder and a huge knife in shaking hands. Did you find your mom? Not. She lived in this house? I do not know. So, all you know is that she lived in this city? Enegela did not see neither Mary nor her mother. Something strange is going on with this woman, and she runs away, leaving our scary knife as a souvenir (Angela "s Knife). After graduation, inspect the room and take from the same coffee table as a knife, a coin with a woman's profile ( PRISONER "S COIN).

Go out into the corridor and go to the room that a certain Lin mentioned in a note on Apartment No. 209. There is nothing remarkable in the room, except for a strange secret man near the wall. The secretor has no lock, no key well, but there are several small holes on its surface (so coincidence!), By diameter exactly suitable for the coins we found. On the back side of the secreter - a sign with poems: "Left old man, and on the right one who crawls, between them who captives". Method of simple logical reasoning and elementary selection, lay coins into the holes in this order: to the second left - a coin with an old man, in the extreme right - coin with a snake, and in the third left - a coin with a woman-captive woman. The secreter opened, and inside the key of Lina from room number 209. (Lyne House Key).

Familiar Dear Go to room №209, open it with the key and go to the balcony. Amazing planning - Balconies in Apartment No. 209 and №208 were common. Go to Apartment No. 208, take a few rounds and a key from the staircase (Apartment Stairway Key) from the bed. Outside the room, go through the eastern corridor to the door on the staircase, open it with the key and ...

"Pyramid"

Our recent acquaintance of the pyramid seems to come to say hello. It is impossible to kill this feast, but on the contrary it can happen quite - enough to look at a huge Sword-Tesz in his "hand". Tactics to combat this monster will be only one - movement, shot, movement. The room in which the battle will occur is a small sushi patch in the ocean of raw basement. If your pistol has enough charges, act as follows: Run into the angle and while the pyramid will deploy your heavy sword, do exactly five shots, reload the gun on the run and rush to the opposite edge of the room. So, running out of one edge to another and not giving a pyramid to use their weapons, continue to fill the monster until water suddenly comes down and the angry pyramid is not returned to the basement by the iron staircase. Run after the Supostat, open the doors and go out ... on the street.

SECOND PAGE

Gloomy day in Silent Hill

The morning has long passed, but the fog still did not dissipate. The pyramid was somewhere contacted, and we again remained alone in our strange war with a silent city. We did not forget that we went through two terrible homes only to get into the western part of the city and get to the park near the lake? Check with the map and start moving along the road to the north. Already you will go away from home, how suddenly it will arise on the wall ... Hey, is it not you knocked out my key there, in the house?! What do you want? Maybe I am!A little girl who strongly sprinkled the blood in a terrible house with ghosts, now carelessly sends on a high wall and reads some kind of paper. What are you in your hands, a letter? What do you care! You still did not love Mary! Mary? You know her, hey, stand! The girl disappears as suddenly, without clarifying the situation.

Continue to move along the North Road, turning with the map and, passing the tunnel, you will eventually get into the park. Well, one of the solutions is already close. After waging a little on a relatively safe park, you can discover several boxes with cartridges and bottles with a healing makeup, but, be that as it may, your main goal is the Northern Park Navel near the water itself. Once on the embankment, go to the observation platform, how suddenly ... Mary? No, my name is Maria. A woman who is surprisingly similar to the late wife of James, the same voice, the same face, other clothes and hairstyle. But this is not Mary, it's just a woman who woke up in the morning and saw the fog ... All people left, and who did not go, turned into monsters. Electricity disappeared, disappeared telephone connection ... So she came to the park, hoping to meet at least one living soul. But this park ... It was our "special place." "Special"? But wasn't there any others? Hotel! The hotel on the other shore of the lake, in which they spent the whole month three years ago. That's what kind of "special place" could say Mary in his letter.

Maria, which for known reasons does not want to stay alone, imposed on the path with us. From now on, Maria will not do not need to follow us, and now, during the fights with the revived dead, you need to follow not only for your health, but also for Maria, because in case of her death, the game will end at all as much as I would like. Get out of the park in the direction that Maria will indicate you, passing all the zombies and mannequins falling along the path. Check with the map and move on the road to the north, envelope the lake and leading to the hotel. If you have woke up by the Mania of the researcher, you can simultaneize all the way on the way at home, courtyards and buildings, but pay special attention to the Texxon Gas Station), where in the car you can deal with a new cold weapon, instead of the table with a nail, - Steel pipe (Steel Pipe), as well as several cartridge boxes and bottles with a healing mixture.

Continuing to move north, you will eventually find that the road breaks down and the bridge is destroyed in front. Next to the cliff lies someone's corpse (apparently - a policeman), carefully wait for his pockets, and you will find a map of Western Silent Hill with a special note - Piet's bowling club (PETE "S BOWL-O-RAMA). Bowling club It is slightly south of the road from the place where the bridge is destroyed. When the place marked on the map, Maria suddenly refuses to go inside. Well, we will have to go one. Come to the central entrance and open the door. Hmm ... because of the locked Doors comes someone's wrongful talk. We pass through the white door to the right of the entrance and, while you will ride a raving tables and a raised shelves, you have to hear a part of the conversation of the Laura and Eddie, the most "big guy" with a frustrated stomach. A, James, hello, and I got acquainted with Laura. A big guy, as if a pizza blends and swears, which does not know this girl, no where she comes from. He knows only that she is looking for some kind of woman. Mary ... or how is it there? Damn, the girl ran away literally from under the nose! Funge on the street and after a short conversation with Maria, run behind the laurea.

Move along the alley on the right side of the bowling club until you reach the gate lattice. Fold right and run along the alley until you see the laur, stretching the stumbled in the opening between the walls. We do not pass after her, but here Maria comes to the rescue, it is not known where the key has gotten and opened the neighboring door. Hmm, well, thanks for that. Once inside some premises, apparently, the nightclub, take the first-aid kit from the chair and go out to the street across the opposite door. Go down the street until you see the laur, hiding behind the doors of some kind of building, and enter the room after it ... And yet, that's what is strange: why from all buildings in such a rather big city, like Silent Hill, damned girl chose a crazy house?

Clinic for mentally ill

The building of historical society is extremely deserted tonight.

Before you start searching for a laur, take the hospital plan from the wall at the entrance to the hospital with all its rooms, chambers, viewing and offices. With the fact that half doors are locked, and the other half opens with a variety of keys, the labyrinth is rather small. Strengthen the corridors, having learned in the shooting of a new kind of zombie - acknowledged nurses with ulcers, and then start one after another to open all available doors. Few, such as receiving (Reception Office), through which you can go to the document room (Document Room), will be open. In this room, read all the documents found, especially those that concern violent patients. Also pay attention to handwritten paper in which someone admits that it has got "this key". "This key" is here (Purple Bull Key). More on the first floor we have nothing to do yet. Elevator, alas, not working, so the top will have to climb the old good steps. Well, well, there is nothing to moan, dismissed bones.

Once on the second floor, get rid of the zombie nurses and proceed to examine the terrain. First, look at the men's men's locker room (Men "s Locker Room) and from the Kalak's pocket, take the key from the watch (Examination Room Key), go to a parallel door and inspect the women's locker room (Women" s Locker) - there in one of the lockers you will find - For a long time, a shotgun is a shotgun (Shotgun). Now it is incomparably easier to prevent the sympathy monsters. Continue the study of the premises. In the same room for women, pay attention to the toy teddy bear, that it is in it ... hmm ... Fishing hook (Bent Needle) - in the farm will fit. Go out into the corridor and explore the clinic on. In the observation room No. 3 (Examination Room 3), in addition to certainly useful in the farm, you can find a typewriter with an afflicted sheet containing a spare message and "code code". What is this "box", we still have to find out, but I will remember the code, and even better write down.

Next, you can stroll along the corridor with rooms, numbered with Litera M. Almost every of them you will find something useful: a first-aid kit, cartridges or a bottle with therapeutic elixir. In the room m2 you will find another mysterious key (Lapis Eye Key). Having finished the inspection, go down to the first floor and open the examination room again, from where, without losing time, immediately go to the doctor's office (Doctor "s Lounge). In addition to the valuable box of cartridges for a shotgun and several worthless papers, in the office There is a wall list for a variety of marks. Examine it and remember the code from the door leading to the wing of the building, allotted under the chambers for the patients. More on the first floor we have nothing to do, hold all the remaining non-residential health workers and go up on the third floor.

Well, it's time for the decisive confrontation. Boldly discharge your shotgun in all the cure zombies, do not regret the shoes of the dotapti defeated and move the level deploy. Near the door in the wing leading to the patient's chambers (numbered by the Litera S), remember the code seen on the first floor. Enter it on the code lock and go into an extensive hall. Tactic remains the same - suppress the resistance of our non-living friends and start the methodical inspection of each room for the search for useful things. And move it to the room S3. Maria, what's wrong with you? I'm tired, I'm just tired. Well, the better, let Mary relax, and take the roof key from the bedside tables and go out into the corridor. In the S11 room there is an enclosed chain and locked into several locks of the box, which contains something clearly very valuable. Remember this place and continue searching the las. What remains? Only shower (SHOWER ROOM), come to the room and carefully inspect the drain. Inside, it is clearly something lies, but do not reach your hand - too narrow cells in the grid. The fishing hook also does not reach, it means that there is still lacking.

Well, all available rooms are inspected, almost all locked rooms are open, so only one thing remains - the roof, only there we have not been looking for. Climb the stairs to the uppermost flight, unlock the door and go out on fresh air. Over Silent Hill slowly descends the evening, and with him the night darkness, and we need to hurry. Inspect the roof, try to open locked doors and carefully examine the battered notebook, which turned out to be a diary of some patient. Rain, today it rains again. It does not stop from the same time, as I got into this damn clinic. What do they want from me? What will they do with me? I dont know. Strengthen the roof some more and try to approach the Lifter locked booth (Elevator Control Room). Suddenly some noise will be heard, and ... Pyramid! An old acquaintance will suddenly arise behind his back and from all over the spirit of James with his terrible sword. Creek, Flying, Blow and Darkness ...

You will be on the third floor, in the locked chamber for "violent" patients (Special Treatment Room). After breaking the roof, you fell down, so urgently correct health with the first-aid kit or several bottles with a healing elixir and try to explore the room. All doors are closed, except for one, the middle chamber, densely smeared blood. To the left of the entrance door to this camork, try to disassemble the inscription made on the wall made by blood. Strange, but this is another code. Remember it and go to the common corridor.

So, let's see what we have: two mysterious keys and two no less mysterious code, one in a hurry written on the printed machine, the other, apparently in the fading of madness, - blood on the wall of the chamber. Isn't it enough to open a mysterious box in the chamber S11? Go to the ward and alternately use Lapis Eye Key and Purple Bull Key on the box. The chains disappeared, it remains to open code locks. Dial the code that you saw on the printed sheet on the electronic code panel, and the second code written by blood, type on the code lock. But what is it, what?! All these torments for the sake of cotton pads and clap whose long hair! What disappointment ... although ... a second, and what if you bind a pretty durable hair to the fishing hook and try to get something "something", stuck in a shuffle. Go to the shower on the other end of the corridor and check the entire operation using an improvised fishing rod, through the Combine menu item. Combine hair (hair) and hook. Excellent, we got just what is needed - the key from the elevator (Elevator Key). Open with a newfound key, the plug near the door in the corridor, call the elevator and go down to the first floor, in the wing C.

By already many times spent the scheme, start learning all the premises. Try to open the C1 room, take a few boxes with cartridges in the C3 room and go into the C2 room. Well, it is necessary: \u200b\u200bin the city, sising by the dead, in a crazy house, crooked people of someone's blood and complete testimonies of terrible torment of patients, Laura sits quietly in a quiet room and plays with a teddy bear. Laura, tell me, do you know Mary? Yes, we were friends with her when she lay in the hospital. So. But it is impossible, Mary died. No, she is alive, she wrote a letter. Teached the opportunity to see a mysterious letter, James heads after Laura. And ... enters the next trap. The tricky girl locks the already beginning to go crazy James in observation and ... Laura, open, do you hear? Immediately open the door! .. But she will no longer open.

"Live meat"

Another "boss", rather even two "bosses", with whom we have to fight because of the fools of the las, a little terrible pyramid. Two mutant, similar to the huge pieces of revived pair meat, appear under the ceiling and, slowly moving to the wheelchair suspended to the ceiling, try to grab James with their terrible tentacles. Tactics here is the same as during a fight with a pyramid - move, move and move again, only this time instead of a gun for violence over these monsters, use a shotgun. Let the two mutants as close as possible, then make a series of shots, run into the opposite corner of the room, reload and wait again when they are suitable for a close distance. As soon as the last of Monsters is lifeless marching in his "stroller", will conquer Siren, and James, from a long fatigue, will fall unconscious.

Night in a madhouse

What happened while we were without feelings are called "substitution of spaces". Silent Hill lives in two horseshoes - in the image of the city of mysterious mist and in the image of the city as if coming from the parallel world. Outstanding, hellish world. Universe concentrated evil. Night came, and the former silent Hill is no longer. Welcome to the World of Crazy Night, James.

So, we woke up in the garden of the sinister clinic. On the street rain, the night is descended over Silent Hill, and the crazy house is still crazy. Go back the rooms in the corridor with a Literary C - in addition to the sinister graffiti there also appeared several gifts like first-aid kits and cartridges. Sit on the elevator and go up to the second floor. Continue to clean all rooms in the Corridor M to many times spent the scheme. In the chamber M6, in addition to a set of a first-aid kit and a cartridge box for a gun, inspected a picture on the wall, you will find the basement key (Basement Storereom Key) and a fresh battery (Dry Cell Battery). Read a note next to the picture ... Hmm ... It seems someone reorganized the ring in the basement, but does not want to return for him "for some reasons." Pretty remember this message and continue "bypass". In the rest room (Day room) in the middle of the hall lies a huge refrigerator. What, James, do not open, I needed a porridge more? Apparently, no help here can not do. Go out into the corridor, call the elevator and rise to the third floor.

In the corridor with a letter S, everything is still, except for the fact that Maria disappeared from the chamber S3 ... it was not enough, we start active searches. Open the door to the overall wing and go to the staircase. On the roof there is nothing to do, so we descend the stairs to the lowest level and with the help of the key found the door to the basement. Emptiful, do not find? Try to push the wardrobe from the wall and ... Maria? Where were you? Did you find a laur? I was so frightened, everything was gone, this ... This night! After a short exchanging experience, Maria joins the team again. We continue the study: descend the stairs to the opening of the closet and in the opened cellar take a cheap copper ring from the floor (Copper Ring). There is nothing more here: go back to the staircase, go up onto the third floor, call the elevator and go down to the second floor.

What was it? Suddenly, the radio, before only quietly worried in his pocket, broke out by a real concert on requests! Vote Says something strange, some questions similar to the questions of radio beaches. If you listen carefully to all the performance, then get three questions:

1. What is the name of the park in the northern part of Silent Hill?

2. What was the name of the maniac who killed two children? and

3. What is the name of the road leading from Silent Hill to Palville?

The one who corrects questions correctly may come to the warehouse on the third floor and get his own at and-and-and-of!As in a long time already a riddle with a safe, it is a radio simulation - optional for passing, but an interesting episode of the game. If you want to participate in this peculiar quiz, get up on the elevator on the third floor, come to the storeroom locked on the electronic lock and click on the electronic console the correct answer options: in the first row button number 1, in the second - No. 2 and in the third - Number 3. In case of success as a reward, you will receive as many as five boxes with cartridges for a shotgun and two medical ampoules.

Having finished quiz, descend back to the second floor, go to the living room and with the help of a joint effort with Maria, open the fridge on the floor. ??? bone ring (Lead Ring) ... hm, where can the ring come in handy? Maybe you drew attention to the female portrait near the elevator appeared on the third floor? The hands of the drawn woman look quite like real ... So, go up on the third floor, use both rings found in the portrait, and cheers! - a secret door, long-awaited exit from a dead end. Come into the opened passage and the stairs start going down down.

Having reached the lower level, go with Maria along a long corridor. Pyramid! Again here, the old scoundrel. It is simply unrealistic to deal with insidious festivals in such a narrow space, so that there is a spirit run right along the corridor, not paying attention to the rapid breathing behind his back. Forward, forward, forward and ... The door behind the back begins to close, Maria desperately pulls his hands, the pyramid comes closer. James!.. The door slams down, and Maria is no more.

The elevator comes to the first floor. Do we have a desire to continue searching or not, but you need to go further. Once in the office of the director (Director "s room), look at the card on the table. A new direction has been opened, and the way: back to East Silent Hill, from there again to the park at the lake, where the treasure is buried in a secret site, and then in the historical society Silent Hill Historical Society (Silent Hill Historical Society). Take the Hospital Lobby Key from the table and leave the Cursed Clinic through the central door.

Darkness over Silent Hill

The night descended over the city, the streets are sissed by woken zombies, and our way back, on the streets of Silent Hill, is very difficult. Check with the map, select Direction and start smoothly to move back to the city. In principle, for the sake of saving the cartridges, you can not join the contractions with numerous dead, but then forget about the collection of all useful gifts scattered along the roadside, and just rush forward, periodically controlling the route on the map.

Run the Carroll Street (Carroll Street), turn on Rendell Street. From there, move to the south of Monson Street (Monson Street) and in the east Saul Street (Saul Street) turn into a long tunnel. Be careful - you will have to run through the lattice floor, followed by several dead. Just do not stop in place, and you are easily bypassing this dangerous area. At the end of the way, open the gate and ... nothing reminds? We came there, from where they started. If you want to replenish the supply of medicines, you can look into the old trailer on the side of the side and shake the first-aid kit. Once again, look at the card and move to the "Mexican Restaurant Gonzalez" (Gonzales "s Mexican Restaurant). On the steps of the entrance door, someone specially left for you a letter and a wrench (Wrench). Take things and carefully read the Message: about Statues of a praying woman that stands in the park at the lake, is hidden something important. Well, we will go there.

To get into the park, we will no longer have to go through a terrible ghost house. This time everything is much simpler - go to Katz Street, move to the West and at the end of the way, open a locked door previously leading to the western part of Silent Hill. Still not paying attention to the fissal zombies, get to the park, go to the western part of it and look for a small platform with a stone statue. Looks like a prayer woman? .. completely. Go around the statue from the rear and carefully inspect the suspicious tubercle behind it. Throwing the land, open the detected box using a wrench and take the old bronze key (Old Bronze Key).

The penultimate part of the puzzle is solved, and now our path lies only in one direction - the historic society Silent Hill, marked in the northern part of your card. Familiar highway run to mark on the map, take the first-aid kit near the central gate and with the help of an old bronze key unlock the front door.

Historical Society Silent Hill

At first, without a card, it will be quite problematic to navigate, so listen to the advice carefully. Through the only door, enter the central premises of society and, if there is a desire, you can explore the paintings raised along the walls. Pay special attention to a huge panel depicting ... Yes, pyramid! The pyramid standing with his sword against the background of the milquaine prisoners of Toloksky prison. Come in the next room and through a huge hole in the wall go down. Get down, yes, you are kidding!? In fact, the descent is not just a , it is extremely, arch, maxi, impossible, extremely, surprisingly a right. You will descend all the lower, and below, and below, but do not worry, in the end, somewhere away the door is immediately, and you will enter a kind of underground housing.

Hmm, it seems, there were no living people in this room for years ... or maybe two hundred. The document lying on the table belongs to the first half of the last century, and the speech in it goes about quite ordinary things. After watching the terrain and grappling the first aid kit, go to the next room. Since we still do not have a card, try to focus and carefully listen to the instructions on the route you need to follow in order to find a way out. So, turn the right go to the right and follow the fork, then turn right again, ignore the door and turn around and go to the door, from where you came from. Surprised? This corridor is not as simple as it seems. Once in a completely new premises, we fall into a dead end. The only output is to jump into the apparent bottomless hole in the floor. Well, ahead - jump, flight, hit.

How stupid! According to his own will, please fall on the bottom of a deep well, from which there is no exit! However, do not lose hope: go around each centimeter of the well wall. Continue as long as James says that I noticed something strange. Stop in the place, take a ready-made board or steel pipe and start that there is a break through the wall. In the end, the brick will crack, and through the secret passage you can penetrate further. Step over the raw sewage until you notice the door on the right wall; Come inward and past the floor lattice go to the next door. In a small room, grab the key from the lattice (Spiral-Writing Key) and ... Damn it, as the inefficiency of the battery, ... And what is this damned rustle? Quickly until the worst thing happened, use the battery, found in the clinic for mentally ill, on the flashlight, turn on the light and start the huge beetles who came to get huge from all sides. When arthropods calm down a little, look for a way out. Activate the panel with the slammed door and prepare for the solution of the next, not too complex puzzle. See, only three numbers from nine are highlighted on the console? You need to choose the necessary combination of the press of these three buttons most in the world in the world - a bust. Try, not so much options.

Freed from a terrible room, go back to the room with a grid and open the lock on the floor. Well, risk another time? Jump down.

Third Page

Dungeon

Eddie? What are you doing here, a big guy? How, damn this fat man got here? You know, James, actually kill not so scary. You just take a gun, apply it like this and ... Bach! Eddie is clearly not in himself, like Enegela, he somewhere got a weapon somewhere (huge sizes of Colt) and plots something not very kind. Coldly sprinkled with a big guy, explore the room in which we were listed. So, it is very similar to the prison, yes, in fact, it is an old, abandoned underground prison of the time of last century. Take two bottles of therapeutic mixture from the room, a strange "Tabletonous Pig" sign) and leave the room into the corridor. Go forward along the corridor past the lattices and doors and in the opposite end of the corridor on the table Take the prison plan (Map of the Prison). At the end of the corridor, go to the left door and go to the shower. Go around the entire room around the perimeter and take the "Seductive Table" tab (Tablet of "The Seductress").

Even in the endless sea of \u200b\u200bfog every traveler has its own guide star.

Having finished the study of the area, look at the map: see two complexes of prison premises, the Northern and South ??? prison wings, consisting exclusively of small born Camorok? First of all, we should examine the northern block. Do not pay attention to the zombies lying from behind the bars, try simply do not approach them and close to the inspection of other rooms. Alternately, try to open each of the lattice doors, for some of them there are cartridges or medicines, and in the second from entering the camera some bitted sorcerer-vouvela take the wax figure (WAX DOLL).

The southern prison unit is much more interesting - first of all the camera of the artist, drawn by obviously unhealthy paintings, and in the second - the fourth on the left camera, in which there is a "oppressor tablet" (Tablet of "The Oppressor"). Since there is nothing more in the prison block, go through a wide door to a huge room in the eastern part of the prison. A strange place? .. Hmm, apparently, here were carried out by sentences, as unambiguously spoken in the center of the huge Hall of Eshafot. Carefully look at the top of the scaffold and three holes at its base. About a miracle, they seem to be perfect for our signs. Insert all three plates in the foot of the scaffold and ... and nothing. In the confused feelings, go to the exit and take it unknown from where the horseshoe weighing. Well, horseshoe - a symbol of happiness. We will hope for him.

Through the prison block, go to the western part of the prison and begin to ascend all the premises falling on the path. In the meeting rooms, fenced in the middle of the bulletproof glass, it makes sense to go both through the eastern and the western door - it is quite possible that pleasant surprises in the form of cartridges or the aidhechkops will come across and on the other side. In the South Meeting Room on the east side, take a lighter (Lighter), the thing is unconditionally useful in every adventure game. In the northern meeting room, glass is broken, go through a break to a western corridor and proceed to examine the utility rooms. Among other things, in no case do not miss the weapon storage room (Armory), where an excellent hunting rift can be borrowed from extensive prison stoves (Hunting Rifle) and two cartridge boxes.

So, deadlock. All outlets are closed, there is nowhere to run, and come back, actually, too. However, there is still a mysterious hatch in the southern part of the corridor, but it does not work in any way - there is not enough pen. Turn on the mixture at full power and prepare for the decisive impact of the intelligence on the damned burial lid! Enter the menu of your items and with the Combine button, combine the lighter, the wax figure and horseshoe. Logic is simple: the wax melted on the lighter will flood the hole in the hatch cap, and the horseshoe frozen in the resulting mass serves as an excellent handle! Open the hatch and ... just not it again! Jump down into the bottomless hole.

Falling did not have long. Waking up after impact, leave the room in the double door. What, right, terrible place. Prison morgue, leave the unwriting room through the only door and go to ... You know, and so you can earn a pretty phobia and start to be afraid of heights. Another hole in the ground and this time seems to be the deepest. A, was not, breathe deep and jump down. Once in an elevator mine, sit down on the elevator and slowly and sadly go down.

Underworld

Time and space seems to have long ceased to exist in Silent Hill. Is there Silent Hill himself? The time bill is irretrievably lost. Life seems to frozen in some indefinite existent kitel. In the underground world, where it was not easy to bring James, we will have to do without a card, but still some plan of premises will be drawn up automatically, since the surrounding about something strangely resembles a tangled labyrinth.

Go, it doesn't matter in which direction, bypassing the intersection and bypassing deadlocks until you see the staircase. Stairs in this room are somewhat and no matter which one you go down, they will all lead you into the same raw basement. In the basement, be careful and quickly run dangerous areas on Earth, from where you can get the tentacles of bloodthirsty zombies from behind the bars. In addition, in the same basement on the water, the pyramid's murderer, this time, however,, not strongly striving to strip James. Without driving the go, run away from the pyramid, constantly holding the right wall. In the end, you will notice the staircase that goes underground. Get down down, go along the corridor and go down the next stairs. Passing to the end of the next corridor, you will see a strange iron room and a stone block in the form of a human head.

The essence of the next puzzle is relatively simple - turning the block up and on the sides, you change the direction and color of the eyes of the stone "face". Depending on your actions, the iron architecture is also changing accordingly. You need to achieve this position of the stone head so that the hole in the surface of the iron room has to be exactly on the southern wall and thus opened the passage to the new room. When the right position is installed, go through the door in the iron room, come to the lattice ...

Maria! But how? I thought you died there in the clinic, when the elevator remained outside the door.Maria behaves truly strange. She claims that he does not remember anything that happened, he does not know about any clinic and something badly burst about the hotel on the shores of the lake. Do you remember how we spent time there? Maria ... Or after all, Mary?! Discouraged James will stop further questions and depart from the lattice. It is urgent to find the path in her room. Return to the room with a stone head and carefully inspect the electrical protection near the stairs. Someone forgot inside the plug (Wire Cutters), take away and descend on the stairs back into the damp basement. After passing along the corridor, get to the passage, closed with wire, and with the help of a bustard, free yourself. Lock the stairs down, turn the right in the corridor, then on the newly opened corridor to the stairs and again down. Next, follow exactly the map, bypassing numerous descents and lifts on stairs. Remember one major rule - in each room there is one input and one output, it does not matter whether the staircase is up or falling down. Bypassing the seven corridors in a row, you will find yourself in a small lobby, littered with bleeding newspapers. And with the door, also sealed with newspapers. Run on a muted cry, coming from the room, go to the door ...

"Father Anter

Enegela? Enegela was in Western: some terrible monster, whom a crazy woman seems to take care of his own father, is approaching the depths of the room with clearly unkind intentions. Do not lose self-control, take a picture of a shotgun (he is much rapidly a gun that will only serve as a plus in such a closed room). And start the planned shelling of the Supost. Tactics remain unchanged: two shots are a sharp jerk in the opposite side of the room, again two shots. The situation is complicated by the fact that in the place where there is a TV, it is possible for a time to "get stuck", which will give a monster a chance to throw on James. The bite of this mahina is pretty painful, so after each unsuccessful maneuver, do not forget to kilize the healing elixir from the girlfriend.

After the monster is defeated, try to talk to Angela, but you can hardly wait for intelligible answers. The woman finally went crazy, and we hardly help her.

Room with hanged

Get out of the room after Angela and open the only remaining door in the corridor. In the new hall, open the nearest door and carefully inspect the room. This is another room for executions. Six hanged hanging slender rows. Complete by each of them, reading the tablets on the chest, and remember, for which each of them was executed. Go out into the corridor and go on the door opposite. This room is identical to the one where they were hung, except that empty loops hang from the ceiling. Carefully read a short poem on a tin plate at the wall. This is a typical "poetic mystery" explaining who was a criminal, and who turned out to be hanged for anything. If you do not know English very well, take advantage of a simple tip: the Arsonist was innocent of all criminals. Pull out the empty loop corresponding to the one on which the arsonist hung in the previous room, and go back to the corridor. Return to the room with hanged and under the place where it hung an innocent, take the key (The Key of Persecuted). Continue to move along the corridor until you see a massive water crane, chained to the wall with handcuffs. Using the key found, open your handcuffs, turn the faucet and go down the downstairs. In the next cellar cheese, go, without turning on the crossroads, right and go to the door.

Maria (if it was Maria) dead. Dead again. And again we came too late to prevent something ... Leave the sorrowfully, roll up in the hallway and go down the stairs.

Updated in the cemetery, a hotel's seaflings and collect all sorts of ammunition and several medical ampoules. You can read the inscriptions on the graves. On one of the monuments knocked out "Walter Helvanivan" - remember, that strange maniac who killed two children? Three graves are empty, however, there are already inscriptions on the tombstones: "Enegela Orosko", "Eddie Dombrovski" and ... "James Sunderland." The graves for us and for our acquaintances. Someone in Silent Hill has already planned all our fate in advance ... jump on the bottom of the grave with your own name.

"Eddie"

It seems under the cemetery, someone prudently placed a real underground refrigerator. Eddie? It is you again? What are you doing here? No, James, what are you doing here? A big guy came from the coils, he waves his huge colt, threatens, trying to justify himself, breaks down and, without preparing, attacks James. This dog! They shouted to me all, for the fact that I killed a damned dog! But kill the dog is so easy! Eddie's fighting tactics are pretty simple: constantly fill the fat man from a shotgun, running around the room from time to time and, waiting for a response shot, quickly reload and continue the shelling. When Eddie can not stand, the battle will be moved to the next room - a huge refrigerator. Be careful - the fat man can hide behind a carcass. Since there are more than extensive spaces around, it is worth changing a shotgun on a gun. Four-five shots - and crazy, wheezing, stretching on the floor. Enough, James, now late to repent and kill. Big guy is dead.

Waterway

After the fight with Eddie, leave the refrigerator on the fresh air, towards the upstream over Silent Hill New morning. Go to the lake and go to the pier. If you can't get to the hotel on land, then we will try to blade. Sit on the boat and go on a journey through a misty lake. The most important thing is not to lose the orientation in the space during the navigation. I hide on the right paddle and eat a little around - somewhere in the fog, you will see a weakly shimmering light like a small star. Direct the boat directly to the light, and in the end you are approaching the deserted shore.

Hotel at Lake

He did not change at all over the past three years. All the same hotel at the lake. The same sad. And as if abandoned one on this quiet shore. Go with a pier and climb the stairs to the hotel's patio. Take a walk along the terrace and pay attention to the non-working fountain. On his side lies a small music box with a figurine of the Mermaid ("Little Mermaid" Music Box). Take the box and through the central door are entering the hotel.

Once in the lobby, immediately turn left from the door and take the hotel map for guests from the wall "Guest Planning". Carefully examine all three pages of the plan and ... On the square of the rooms 312 someone wrote "Waiting for you ...". It was a number in which James and his wife stayed three years ago. So, rather, rather, upstairs! But - alas, if you run down the road up the stairs - there will only be a cast iron grille and a dead end on the stairs on the third floor. We will have to go around. First we walk on the first floor. Go along the corridor to the right restaurant "On the Lake Beach" ("Lake Shore" Restaurant), enter the central entrance, take the key from the table (Fish Key), go to the piano ... Laura! A nasty girl again with his jokes, but this time she looks markedly calmer and gives James a long-awaited letter from Mary. Judging by the date of letters and other indirect evidence, it is written a week ago, it means that Mary may be still alive. Laura is going on quickly, and James remains no longer in alone.

Go to the Central Hotel Hall (Lobby) and go to the administrator rack. Read a note left for you on the table. It says that the video tag, "left by you", is stored in the office on the first floor. Open the door near the rack and take the key from the number 312. Also pay attention to the ancient mechanical scarmer in the center of the hall. If you look carefully, then in its surface there are three small recesses for music boxes like your "mermaid". It remains to find the rest of two. Go to the central hotel corridor and the stairs are descended to the basement (Basement). There, getting rid of several nervous zombies, come to the end of the corridor, go to the broken lift and take the volatile fluid bottle (Thinner). So far, things on the first floor are over, take the rouge trees and go up to the second.

First of all, shoot the noisy zombies marching along the corridor, and then do the inspection of the premises. In the nearest room to you (Cloak Room), you can deal with first-aid kits and several boxes of diverse cartridges. Pay attention to the case lying on the table. Open it using the key found in the restaurant and take it off ... Another key, marked "204" (Key to Room 204). Well, now you can safely go to this number 204, unlock the door and pass inside. Hmm, as if Mamay went - a terrible mess, where he watches the administration? Take the key from the desk from the service elevator (Employee Elevator Key) and through a break in the wall go to the next room. The order is no better than in the previous one. Pay attention to the diplomat lying on the sofa: it is locked to a cunning code lock with an alphabone combination. Severe your eyes around the room and take a photo with a photo, painted with a black marker. Use on it a bottle with the withdrawing liquid - and Voila! We have a word-code for a diplomat. Discover the diplomat and take another music box from it, this time with Cinderella ("Cinderella" Music Box).

Go out into the corridor and head to the opposite wing of the building, where the service elevator is located according to the scheme (Employee elevator). Unlock the door with the key and come inside the lifter. So, the elevator, apparently, is designed for transporting not too heavy cargo, children or ballerinas - it is worth James to enter the cabin, how the overload signal is immediately distributed. There is nothing to do, you will have to somehow facilitate your weight and store all things from the inventory into the closet next to the elevator. Alas, the game does not understand the arguments like "a gun weighs all of some four hundred grams!", So everything will be downloaded, that is literally Everything, up to flashlight and paper notes. Is it not true, without a good shotgun in hand you feel almost naked? Getting rid of the ballast, boldly step in the elevator and go down.

Once in office premises, first of all, take the full scheme of the hotel (Hotel Map for Employees) at the board on the left, focusing on the found map, go to the service office (Office) and take from the safe you mentioned in the videotape notebook (CAN (CAN Opener). Arrange the remaining office space for the search for ammunition and in the pantry (Pantry) Take the latest music box, Snow White ("Snow White" Music Box). Since we do not climb on the elevator, you will have to get out through the basement. Go down to the stairs down and, by quick step bypassing the zombies, located in the corridor, run to the room with electrical room (Electrical Room). Take the first-aid kit and grab the Bar Key (Bar Key). Repeat with the card again and plan the further route - along the corridor in the bar, through the kitchen. Again the damned dead and quickly close the kitchen door behind them. You can already collect some trophies - take several bubbles with therapeutic fluid and with the help of canning knife, open the jar on the table. DON'T ANY GENERANCE THAT WHAT IS PUBLED ... LIGHTS! Take one of the light bulbs and across the opposite door go to the Bar "Venus Tears"). Hmm, the door is so simple not to open - the bar is too dark, and James elementally cannot distinguish the keyhole. Yes, it will be light: use a light bulb on a lantern lying on the bar, and open the door with a clean conscience.

UV, breaking out of the damned basement, run on the stairs up, straight to the second floor and lifter. Take all your things out of the closet and head with a calm heart, in the lobby. Remember the ancient mechanical scarmer? Use on it all three of your boxes in such a sequence: in the middle niche "Mermaid", in the right - "Cinderella", and in the left - "Snow Whole". Music will play, and a heavy grille will disappear from the stairs on the third floor. Close up, unlock door number 312 and go inside ...

The most ordinary number, exactly the same as he was and three years ago. Go to the VCR and insert the video tape into it with a three-year limit recording. Are you shooting again, James? You know, I am increasingly thinking about Silent Hill, about us and about this place. It seems to be saturated with a mystery, this is a lake, this fog. I would like to live all my life here ...No one could know that it will work. That this will actually happen that it was so or so it should have been. When Mary died in reality and did she die? Why did you kill your wife, James? Shock, confusion, panic. Laura, and are you here? I am guilty, I killed Mary. The world seems to finally overturned with fastening feet on a crazy head ...

Killer and his dead wife

Suddenly the turning radio awakens from long forgotten. Mary's voice is heard through interference, which is still calling somewhere towards him. But where? Run from the chair with the TV, look around. The hotel has changed noticeably, it is now not the hotel at the lake, in which we came. The same metamorphosis happened to him as with the clinic for mentally ill day. Although it seems that it has passed a hundred years. Get out of the number 312 and move on the steps to the second floor. To begin with, disappear with two rather fierce monsters in the corridor. It makes no sense in saving the cartridges now there is no, so use your hunting rifle. The right wing is locked, and the doors of the rooms in the left wing lead ... one to another. Going out of one room, you fall into the previous one, and so on. Enter the door with the number 202 and, being in the eastern wing, sit down on the elevator and go down to the basement.

So, it seems, during our absence somewhere broke the crane. Knee in the water is a modest bar and kitchen for first-aid kits and ammunition. When the search is over, go out to the service premises and rise up the stairs. Enegela? Mum! This time the crazy took James for his own mother. The staircase is arched with fire, and Enegela quietly rises up. Who really came crazy here?! This fire ... Here is hot like in hell! I'm already accustomed to, I always fought fire. As in the present hell. Enegela leaves, and we remain alone with progressive psychosis. Get out of the room ... And you will fall again on the stairs, but this time a real, not a hell of a staircase. Close up, go out to the first floor, and ... where did the hotel go? Where is the hall, where is the registry, where all? Sketch forward along a long corridor until you reach the lonely door at the end of the way. It seems that the mystery is already close. Dial full light air and open the door.

Maria! This time real, True Maria, which two pyramids kill in front of James. So what's the matter, there were always two of them! Maria was elected to punish James his death. Repeated, constant, continuing death. To punish James for killing your own wife.

"Two pyramids"

After the end of the execution, the pyramids will fall down and move to James. If you still have the cartridges for a shotgun, it is better to use it than a slow and smooth rifle. Main tactics: Shoot! In no case give the pyramids to divide, run from one corner to another and watch the damned creatures do not try to surround you and walked one by one. Shoot it does not matter to whom, the main thing is for a second, do not let go of your hands from the trigger. The shot - a run in the opposite corner, again shot, jog again, and so until the pyramids tired of the struggle are not leaving their own terrible swords. It seems ... the end?

Not yet. Go to each of the defeated creatures and remove two colored eggs (Scarlet Egg and Rust-Colored EGG). Insert these eggs into a niche at the door in the pedestal with the executed Maria and, through any of them, come out of the ominous room.

"Mary"

Run away in the seeming endless corridor. Memory is slowly restored, snapshots of the conversation of James and Mary pop up in the head, when she was still in a hospital with some strange risk. James, why did you come, James? Away, away from the shipment of the past. Run, without stopping, and at the end of the way, go through the door to fresh air.

Rain and gloomy noon, climb the tin staircase to the very top and somewhere there, in a broken window, you will be waiting for a deceased three years ago a wife. You see, James, and everything was conceived. Solved, from the very beginning. Silent Hill is not the place from where they come back. And the whole tragedy salt is that you will never get your Mary back.

"Mary" on your eyes will take your true appearance and in the image of a crucified head of the monster moves into the attack. You can withstand such an ondoor, only with a hunting rifle or shotgun. The construction site on which the battle occurs is quite extensive, so you have a place for maneuver. The catch lies in the fact that Mary attacks not only in the near distance, but also sat down on us clouds of poisonous moths, so long to stay in place is strictly contraindicated. Tactics are simple: a shot of a shotgun (or two shot of a shotgun), a waste, shot, departure. When the monster rushes from his supports and collapses to the ground, approach and merciless the creature, despite all Mary's plea.

Epilogue

Everything ended as it should have ends with any story that occurred in a small American town somewhere away from big roads. Last farewell, roar of the mattown motor, brake squeal - and Silent Hill plunges in fog and his long sinister silence ...

Supplements

Hotkeys

Traffic - cursor keys

Side traffic to the right / left - A., D.

Action - space

Cancel of any action - ESC

Run - left Shift

Inspection mode - S.

Hold the opponent on the sight - F.

Busting weapons - Q., E., 1-5

Recharge weapons - R.

Free hands - ~

Bad bag - I.

View card - M.

On off. Lantern - L.

Fast recovery of health care - H.

Fast saving - F5

Pause - P.

With all the wealth of choice ...

Another alternative is always! Silent Hill 2 is not as simple, and despite the rather linear plot, the authors have integer four different endings for the game. In addition to the standard end of adventure in Silent Hill, there are some more options for the possible development of events. However, to "open" other endings, a number of diverse actions should be made during the entire passage process.

For example, at the end of the game, being at the hotel at the lake, in the reading room (Reading room), finding a couple of headphones and carefully listening to a recorded conversation with their help, you can closer the chances of changing the junction. However, in the same case, you are obliged to carefully read the unknown diary, found on the roof of the clinic for mentally ill, examine the knife that Enegela gave you in the house with ghosts, and most of the game spend in the "beaten" condition with health, seeking zero.

Another version of the end of the story provides for direct reverse actions: constantly correcting health after the fights, ignoring the diary of the crazy and, having missed Mary's outpour after the battle after the battle with two pyramids, immediately heading to the final fight, you just regree the final.

But that's not all. In addition to several endings, there are a number of "hidden" objects in the game, and in particular weapons. So, having started the game on the second time, after the meeting with Angelo, on the road from the cemetery to the goal to the eastern part of Silent Hill, you will find ... a chainsaw that is stuck in a huge log. Or, traveling in the underground labyrinth after the dialogue has already taken place with Maria, who was behind the bars, you can return to the basement with the pyramid, quietly open locked up the door and get a huge sword. In Silent Hill 2, there is not one or even two secret bottoms, and we will try to reveal them in more detail in the nearest rooms in the heading "Masters Tips".

James Sunderland looks at his reflection in a closed mirror and is tired of rubbing his eyes. Does it really dream of him or is he really in a quiet hill? It seems that he actually went crazy if he arrived in this god forgotten town, obeying the request of a long-dead wife. "Or maybe she did not die, Jimmy? Maybe this is a draw, and Mary is waiting for you here to explain everything? You will forgive her?" - Carefully asks a voice inside Jim.
James turns away from the mirror - "You, you know that I ask her anything, if only she returned," he says quietly, and goes to the fog to meet with the unknown.
All that happens to Jim further depends on you. So, we start ...

Map and cemetery

Get out of the toilet and take a map of the car standing nearby. The card to use is extremely preferably, for there are marked the names of all the towns of the town.
Now go down the stairs down and run along the path until you see the gate ahead. Screaming and breathing behind the back should be ignore, you still do not touch you, while ... enter the gate - you were in the cemetery. The only live soul is a girl at the grave. Talk to her. It turns out that her name is Angela. After the conversation, go through the Western Gate and go on the way to Sanders Street.

Walk around the town

Turn on the Lindsay Street, on which someone's remains are smeared, and then go to the Vachss Road. Choose health drinks to the right on the sidelines. Go along the Vachss Road to the very end in the form of a wooden impressive. Slide the boards and take into the inside. Yeah, that's the first monster. Grab a stick with nails and disperse with Gadyunasha. They will achieve it, if necessary, otherwise they have a habit of reviving.
In addition to stick, you will find a radio that begins to show signs of concern when near Monsters. Take things and go to Lindsay Street. Turn to Saul Street and then on Martin Street.

Woodside Apartments.

Now it's not to drive down the street, without passing, without not to come across the next monster. Drove the road to the end of Martin Street, where the monster mock the corpse. Kill it and take the key from the corpus from the gate of Woodside Apartments. Go there and open the gate. Come in the house.
From the stand Take the building map. There is a bottle with a lifeful moisture. Close up the stairs. Come on the door on the second floor.
Go along the corridor to the apartment 205. Inside, inspect the remains of a person. The apartment has a lantern. Take it, and the monster will attack you. What to do - you know.
Go out and go to the apartment 210, on the way scoring a monster. Inside take the cartridges and go on the stairs on the third floor.
As soon as you climb, you will see the key that goes beyond the gate. Try to get the key, a little girl will appear and deftly throws it into the depths of the corridor. Bad girl!
Go to Apartment 301. Hooray, inside there is a shotgun! Well, you get off us again, a little girl ...
Go down to the second floor. Go to the apartment 208. So behind the gate of the monster, but it is not afraid of us. Come in the apartment. So, inside another dead man. On the shelf lies the key from 202 apartments. Go there. The kitchen is a drink, and the key has a key from the clock in 208 apartments. Go back in 208.

Riddle with a clock in 208 room

Come in the room with a clock. Use the 202 room key to open the clock. Now turn the arrows as long as you can hear a click. In my version, this happened at 21:10, but this indicator may vary depending on the complexity of the level.
Now try moving the clock from the scene. Hooray, they moved away, and they were a hefty hole in the next apartment. Well, the rats are found here! Take into the hole. You were on the other side of the gate. Go forward and climb the stairs on the third floor.

Third floor

Your task: get to the key that threw a little girl. Check on the map where it is, and run there. Take the key from the fire exit. Go to room 307. God, mine, what kind of urban is this?! Do not move and give the monster to leave. Then take the key from the cabinet from the courtyard and go out.

Go to the stairs in the East and go down to the first floor. Near the closed door lies the pack of juice. Raise it and go back to the second floor to the room with the garbage chute. Throw the juice into the garbage chute and go out.

Coin of trash and inner courtyard

Next to the entrance is the outlet opening of the garbage disposal, where you threw the juice. Now the old coin fell out of it - take it and enter the building. Use the courtyard key to open the door near the stairs. Come in - here is the pool. Jump into the pool and quickly choose from it - it will attract monsters. Load all monsters. After that, take a coin with the snake (Snake Coin).
Get out of the courtyard through the eastern door. Go to the room 101. Take the cartridges. Inside you will find the poor guise of Eddie. Talk to him and go out.
Climb on the second floor. In the left end of the corridor, use the key from the fire exit by opening it the blue door. Lord, another building!

Blue Creek Apartments

You are in the bedroom. Go to the toilet and find the sheet with the code. I wonder what would it? One thing is clear, not good. Native a room.

Yeah, here's safe. It's time to break it. Use a piece of paper to open a safe.
The main thing is to remember the Roman numbers and be able to add. If you get a combination like x3, then this means: x3 \u003d 10 + 3 \u003d 13 and so on. It seems nothing terrible. Inside there are four cartridge boxes. Thank you, they will come to us.
Go out and arm a stick. Find the door under the output sign. On the right there is a map of the apartment partnership at the blue stream. Take it. Go down to the first floor.
Take the cartridges in 109 apartments. Now go to the next white door, and you will come out ... No, not monster, and Angela. Watch the video. Take the knife and concluded coin (Prisoner Coin). So, now you have three coins, it's time to take a room 105 and hidden a riddle there.

Three mysteries

In the room 105, pay attention to the small bedside table with five circles. The decision of the riddle depends on the chosen level of complexity. So:

Simple level: OLD MAN coin in the first slot, Snake coin in the middle slot and prisoner coin in the last.
Normal level: OLD MAN coin in the second slot, Snake coin in the last slot and prisoner coin in the middle.
Complex level: OLD MAN coin in the second slot, Snake coin in the fourth slot and prisoner coin in the last.

If everything is correct, then the box will open, in which there is a key from the house of Lin (Lyne House). This Lin lives on the second floor - room 209. It's time to spend it.

Apartment 209.

Come and go to the balcony through which you can get into the room 208. Quick the key from the stairs and cartridges. Go out after 209 number, turn left and open the door key. Save! Get ready for a meeting with the first boss, but first look at the video.

Boss 1 - Pyramid

The main thing is that you have a shotgun and no less than forty cartridges to it. Stay as far as possible from the monster, do not let yourself hurt. Recharge the best in the menu, so that Jim does not crude while it does during the contraction. You can not shoot at all, the main thing: to hold out some time - the nerves sweat, but then save the cartridges.
After a couple of minutes of fruitless battle with the boss, you will hear the howl of the siren. Boss rushes down the stairs filled with water. Do not run after him, otherwise you will be finished, let me to leave. When water goes away, you can leave the damned place.

Park Pink Water

Go to the park where Jim rushed from the very beginning of the game - this is Rosewater Park (see the map). Watch the video. Talk to Laura - Girl, who has taken your key. Go on to the park. You came to the lake, and therefore, to the next video.
Hmm, you have a companion named Maria - to rejoice or be sad about this - I don't even know, for you have to protect the girl, watching her not bang. It is best to run and most importantly - gently shoot, so as not to shoot the mask itself. Get out of the park. Now you can or go in search of a decomposed corpse, or immediately go to Kegelban Piet (PETE "S Bowl-O-Rama).

Kehelban Piet.

Another video station. Laura will run away and leave you alone with Eddie. Talk to him and go out. Maria will show you a place where Laura ran. Go across the alley and enter the door that Maria will open for you. You found yourself in the hospital.

Brookhaven Hospital (Brookhaven)

Left take the hospital card. Go to the room with documents, to do this through the registry. Near the printing machine lies the bull lilac key. Read the magazine about the patient treated in this hospital. Forget that you are a gentleman and kill any lady that will meet on your way.
Use the map to find the stairs to the second floor. Go to the women's locker room. There you need to get the curve of the needle, stuck in the ivy bear and shotgun. Now go to the men's dressing room. It is terrible to think that you are waiting for you, after finding in feminine.
In the locker room is the key to the room for inspection. He lies in the pocket of a robe with blood. Go down and unfix the room for examining patients.
Inside take the cartridges and go up to the second floor. Go to the room number three. Take the first aid kit and check the copier in the printing machine. Write down or remember the number on a piece of paper. He will come in handy yet.
Now go to the M2 room and take the cartridges and the key of Lyapis (Lapis Eye Key). This is what the miracle is?
Go to the room M3 for cartridges and a drink "Health". Climb the third floor. The door leading to the rooms under the letter "S", on the castle. You need code.
Codes:
Light and normal levels - 7335
Complex level - 1328.
For curious - the tip is on the wall, on the first floor in the room for inspection.
After open the door, go to the s3 room. Maria will catch the patient and leave you - thank God. Take the roof of the roof from the table. You can immediately go to the roof, or you can walk around the rooms, collecting aid kits and cartridges, and also read the diary.
As soon as you decide to go further, you will understand that something or rather someone blocked the door. Ba, yes this is our old familiar - boss pyramidal ball! Check out the video and check with the card. You need to get on the third floor in the room of special therapy.
In one of the rooms, the whole wall is flooded with blood. Your task: to see the code from four digits on it. The higher the complexity, the more difficult it will be done.
Go to the second floor and check how things are at the Mashki. Go to the s14 room. Inside the box, for the opening of which you need 2 code and 2 keys. Use the "Lyapis Eye" key and the bull lilac key to remove the chains. Now enter the codes that you found in the hospital. Ugh you, inside a strand of someone's hair. And why did it need to lock it?
Now go to the shower and inspect the greeted gardens of the drain. Go to the inventory and connect the hair and needle. Select the key from the elevator on the third floor.
Go down on it on the first floor. Go to the C3 room and talk to Laura. Arm yourself with a shotgun, for you are waiting for the second boss.

Boss 2 - Hanging Warri

Speed \u200b\u200bshotgun on creatures and shoot. Two creatures, so be careful. When soak a sweet couple, then the third will appear, which will also have to kill.
UV, everything seems to tell you, looking at the corpses of enemies - but not! There will be sounds of an old radio and you will find yourself ... And where, in fact?

Evil Brookhaven Hospital.

Native C2 room for first aid kit. Now go to the elevator and go down to the second floor. Here you will wait for nurses and a handful of cartridges. Come in the M6 \u200b\u200broom and take batteries and the key from the base station. You will need the batteries rather soon, as the flashlight will begin to go out in your hands. Recharge them.
Batteries lie near a strange color symbol. Take a note nearby, as well as cartridges and a first-aid kit.
Return to the elevator and go up on the third floor. You will find yourself near the door. To open it you need two rings. Not about them was stated in the note that you just found.
Go to the S11 room and take cartridges and amulet. Read a note from which you will understand that the amulet makes the owner invisible for 20 seconds.
Return to the third floor. Open the warehouse key. Inside pushing the shelf. After a video with the participation of the Mushki, go down the stairs and take the copper ring. Return to the third floor.
Go down on the elevator to the second floor. Listen to the radio show and remember everything to say there.
Go to Day DAY on the second floor. Open the refrigerator. Mary will help you, and you will receive a leader ring (LEAD Ring). Return to the closed door on the third floor.

Radio show

On a closed box, you will see something similar:

1 2 3
01: O o o
02: O o o
03: O O O

Your task: Press the correct buttons. In the first row, press the number three button. In the second row, press the number one button. In the third row, the correct button number three.
When the box opens, you will find 5 boxes of cartridges and two amulet.
Go to the door on the third floor. Use the leader and copper rings. Go down the stairs. You will find yourself in a long tunnel.
It seems that the boss Pyramidal Baska still did not leave you alone. The only advice - run as quickly as possible. If the Masha perits, the game will be over. Therefore, run to the elevator and look a pretty sad video.
Then head to the director's office and take the key from the hospital. Look at the card and find a way out of the hospital.

Dark South Valley

Go south to Carroll Street, and then east to Rendell. Now south on Monson, where several things are scattered in the farm. Return to Saul Street. Your task is to get to the bar Nieli (Neely "s Bar).
Take a look into the window and take files from the bar. Now go to the restaurant "Gonzale" s Mexican Restaurant "in the valley. The shortest way is to the north by Neely" s Street, and then east of Sanders. Go to the north on Lindsay and pick up a note and a confusion wrench.
Return to Pink Water Park, to the place where Masha met. Come in the park and find a statue of a praying woman. Look for her brown stain and dig a hole. Remove the box and use the adjustable key to open it. Take the bronze key from the historic society of a quiet hill.
It is time, it's time to visit this most society that is west of the park.

Historical society of a quiet hill

Come in the only open room. Close in the hole in the wall and run through the tunnel over a couple of minutes. Go through the door and take the first-aid kit and cartridges. Go out through the adjacent door.
Find the room with a hole in the wall. Jerk. You found yourself in a well. Arm yourself with steel pipe. Tighten the walls around you for a secret door. Join your way into the sewer.
Go to the right to the only open door, but do not forget to kill cockroaches that firmly settled in the sewage.
Come and take away the key that is lying on the ground. Suddenly, you will go out a flashlight. Come in the menu and change the battery until it is too late. The door is closed, and you were attacked by nasty many-way creatures!

Tarakanya Door

Inspect the panel on which the buttons are located. Your task: Pick up the desired combination, and you need to press only on the glowing buttons. When you enter the correct code, go out of the room and go to the right. At the end of the corridor is a room with a hatch. Use the key (Spiral Writing Key) and go down.

Tuluka prison

So, under historical society was prison. Run to the nearest door, behind which Eddie is located. When Eddie leaves, a hotel is a room for pork skull and other necessary things. Get out and turn left. Get to the table where the map is. She's still useful for you.
Now visit the room on the right. Come in - this is a shower where you are driving a skip of the seducer. Look at the map to get to the lowest Hall in prison.

Head to a single open chamber and take the wax doll from it (WAX DOLL). Go to the right hall, and then north. Come into the room on the left and take the cartridges for the gun.
Go to the Northern Hall, to the right of you will be the seventh prison unit, where there is a plate with the inscription "Intended". Go to the largest courtyard, in the center of which is a staple with three loops. Here it is necessary to place the apartments found earlier. Place the signs in the correct order, and you will hear the cry of the killed person. Strange, but nothing else happens. Go out through the doors through which they came. Take the horseshoe above the door and go to the western corridor.
Go to the right door for the first-aid kit. Follow the door leading to another corridor. Come in the room near and find a lighter and a first-aid kit. Name of rooms near the hunting rifle. It is still useful for you.
Get out of the corridor and return to the hole leading to the sewer. Come in the menu and use the wax doll on the lighter. Now use the horseshoe, and the door to the sewer will be open. You will find yourself in the basement.
Go through the open door to the room with a hole. Find the elevator and ride until the next stop. Save.

Labyrinth

Main Council - Use the card, as the level will be accurate as it is passing.
Go to the right until you see the staircase leading down. Go down. Below the pyramidal heads are roaming, which you can get a rifle. Walk around and look at the map. The map will be the room marked with red, you need to go through the other. Inside you will find a pyramid tank knife. Take it and two boxes with cartridges. Return to the stairs, where came from. Go down to the place where the hole appeared.

Mystery with block

Go through the tunnel until you see the block with persons. You must rotate the cube until the face with red eyes appear on the top face, while green eyes do not appear on the bottom face.
When the entrance is open - enter. God, my, Mashka came to life! It would be necessary to free it. Return to the room with the block.
Take the nippers and come back to the top level. Find a blocked wire staircase and snack them. Go down. Go on the first stairs leading to the right. Go on tunnels. You can shove a little, but the exit is near.
Rear to several stairs and turn left. The pyramid tank wanders somewhere nearby. Raby is even higher and armed with a shotgun. Ahead of you waiting for the third boss.

It must be shooting from a shotgun, running around, as the boss is pretty awkward. After a dozen hooks, Gadyunysh divers. When he goes to his pyramid god, Angela, which you saved, will wash off without saying "Thank you." Go out for her. In one of the rooms there are six corpses with labels on the foreheads.

Mystery of six corpses

You must decide who from the criminals is not guilty, and pull for the faithful loop in the next room. Here are the right answers:

Light level: the kidnapper is not guilty.
Normal level: ancestor.
Sophisticated level: counterfeit.

Do not forget to remember the location of the corpses in the room. Return to the room. Take the Persecuted Key. Go out into the corridor and go to the room where you have not been. You are in the chamber of Mashka, but she has already managed to cool down to you. Some kind of mine found it!
Go to the gate on the cemetery. Save! Take the cartridges and go to the grave. Arm yourself with a hunting rifle. Jump down.

Boss 4 - Eddie

Immediately after the video, start to fill in Eddie. After 4-5, Eddie will run to the next room. Take a shotgun and run after him. Kill the reptile. After his death, leave the labyrinth.

Boat

You were behind the building of the Historical Society. The day came, which is already not bad.
Go to the pier. Close to the boat and row to the right. Soon you will see a pier near the hotel.
At the difficult level, everything is the same, just row will have to be independently.

Hotel overlooking the lake

Close the stairs and turn left. Near the fountain, find the music box of a small little mermaid. Enter the hotel.
On the left there is a card that must be taken. Go to the restaurant "on the shore of the lake." Inspect the piano and read the letter from Laura. Something becomes clear.
On one of the tables is a fish key (Fish Key). Monsters will appear, but they will be weaker than their boss. Run to a small staircase behind the door. Go down. Find the Bar "Tears Venus". It is closed. Next to the elevator lies a felt-tip pen with a solvent. Take it and go down to the first floor in the lobby.
Use the casket on the central podium on the left slot. From the cells for letters, take the key from the room 312.
Close the stairs to the top and turn right. Go to the room with a clock. Inside there is a suitcase that opens with a roet of fish. Take the key from 204 rooms. Go there and find the key from the working elevator (Employee Elevator Key). Check in a hole in the wall in the next apartment.
Pictures are lying on the bed. Use a felt tip with a solvent to find the hidden code. Use the found code to open the safe. Inside there is a casket casket. Get out and go to a running elevator. The locker is located near the elevator, where you must fold all your items from the inventory, otherwise you will not be able to ride the elevator.
Go down to the first floor. Take a regular map of the hotel with marked areas. Go to the storeroom and take the Cinderella box.
Go to the office near and take the video tape and canning knife. Go to the boiler room.
Inside, take the key on the right on the rope. Go to the kitchen. Inside there is a cansman. Open it with a knife and get a new light bulb for a flashlight. Go to the Bar "Tears Venus". Now, using a new light bulb, find the door and open it recently found the key (Bar Key). You will again find yourself in the corridor with an elevator. Climb the second floor to pick up left things. Go to the lobby and install the casket next to the mermaid. It remains to find the last casket. She is in the office next to the working elevator.
Take the Snow White Casket and go back to the lobby. Play with combinations of the box until you get the key from the third floor of the hotel.
Climb the third floor and go to the number 312. Inside, look at the video tape and talk to Laura. Get out of the room. Everything changed again. For the better?

Evil in a hotel overlooking the lake

Go to the second floor in the reading room. Listen to the conversation in the headphones. Go to the elevator. Then in the number 202, from where you get to the room 219. From there, run to the elevator and to the Baru of the Bears of Venus.
Come and take five health drinks. Run to the kitchen behind the cartridges.
Talk to Angela on the stairs of the staff. Damn, a fire began. Go down to the first floor.
In the office of the manager, take the cartridges. Now you need to run as quickly as possible along the corridor to the door. When you find yourself in the room, on the wall in front of you will be located nine points of conservation. Prepare a shotgun - the boss is waiting ahead ahead and, unfortunately, not one.

Bosses 5 - Two Pyramid Tanks

Now there are two of them, that is, the torment is twice as much. The main thing is not stood, but move and constantly shoot. If you have amulets left, it's time to remember them.
The number of hits is at least twenty. When using a hunting shotgun a little less, but you need to be more more.
When bosses give ends, run up to them and await. Take a rusty egg (Rusted EGG) and a crimson egg (Scarlet EGG) from their clad corpses. Go to the nearest doors. Insert the buggy egg into the right door, and the rusty is in the left. Come in any of the doors. Go through the hall, you can run, but you can sneak. At the end of the hall enter the door. Turn left and climb the stairs. At the top of you, the last boss is waiting for you (I will not say who, anyway, do not believe).

Boss 6 - Demon Town Tig Hill

The boss is not very terrible, it happened and worse. Arm yourself than you want, and the boss to the victorious end.
After the final video, close your eyes and sigh with relief. Your mission is over. Congratulations.

Location: Apartment Wood Side, 2nd floor, apartment 208.
In the room at the walls will stand large outdoor hours. You need to properly set the time, after that the clock will be able to move and go to the next room through the hole. For this you need to familiarize yourself with the mystery, which is written in a notebook lying on the bedside table.

Three Different Sizes,
Time on the Run.
Three Young Men Circlin '
Round The Sun.
Henry Is Short and
Very, Very Slow,
Scott CAN'T STOP,
He's always on the go.

Three different sizes
And time runs.
Three guys went
Around the sun circling.
Henry himself low
And not very much.
Don't stand cheerful Scott
He is always on the road.

Normal/

Three Needles Stand Of
Three Different Heights.
The Fat, The Tall and The Thin.
From Slow to Fast They
Move to the right.
Scott Rests Not On Three But Fifteen.

Three arrows,
They stand up together
Tolstoy, long and thin.
From unhurried to fast
They went to the right.
Scott got up for 15, and not 3.

Also pay attention to the inscription next to the scratches on the wall at around the clock:

Henry.
Mildred.
Scott.

Henry
Mildred
Scott

Henry's name ( H.enry) corresponds to the clock ( H.ours), Mildred ( M.iLDRED) - Minutes ( M.inutes), Scott ( S.cott) - Seconds ( S.eCONDS).
Pay attention to the scratches on the wall - they show the correct position of the arrows. Open the clock and move the arrows at 21:10. After that you will hear a click. Ready, pass is open.

Code from the safe

Location: Blue Creek Apartments, 2nd Floor, Apartment 203.
The room will stand a closed safe. The code from it wrote on a piece of wallet, which James will get out of the toilet bowl. This riddle is not mandatory for passage. But there are four packs with cartridges in the safe, so it is better to pick up them. The code will be different at different levels of complexity of mysteries, as well as it will constantly change.


10>>63
Decision:
Turn the handle so that the vertical pointer is on the "10" figure, then twist right to the number 6, then left to "14", and finally to the right to "3".

Gravity level of complexity of riddles:
9 \u003e\u003e V1x4
Decision:
You get the code from Roman and Arabic numbers. This code means the following: Scroll to the "9" knob, then right to "6" (because V1 \u003d 5 + 1 \u003d 6), then left to "12", and finally to the right to "14" (t. k. x4 \u003d 10 + 4 \u003d 14).


8 \u003e\u003e EI
Decision:
In this case, the code will consist of Arabic numbers and letters of the Latin alphabet. In this example, you must first scroll through the handle to the "8" digit, then to the right to "14", then left to "10", and finally to the right to "18".
Latin letters correspond to the numbers, starting with the figure 10, i.e. A-10, B-11, C-12, D-13, E-14, F-15, G-16, H-17, I-18, J-19, K-20.

Three mysteries

Location: Blue Creek Apartment, 1st floor, Apartment 105.
The room has a box with five round depresses for coins. You have the presence of three coins - "prisoner", "snake", "old man". They must be arranged in the recesses in a certain sequence. This will help you the mystery, written immediately. Text and solution differ depending on the level of complexity.

Light level of complexity of riddles:

To the right is the lady.
To The Left Is The Old One.
IN THE CENTER CRAWLS THE OTHER.

NOW JUST TWO SPACES REMAIN,
BUT FEAR NOT FOR NOW,
The Puzzle IS Done.
The Puzzle IS Done.

Right - lady. And on the left - the old man.
In the center someone else
On the ground Slavet.

Let two places of empty
Still remain
You do not be afraid, my friend,
After all, the mystery is simple.

Decision:
Elder | Empty | Snake | Empty | Prisoner
According to the text of the riddle, the lady is located on the right, i.e. In the extreme right, the "concluded" coin should be placed. Left is an old man, i.e. In the extreme left deepening there must be a coin "Old man". In the center we crawl the remaining, i.e. The "Snake" coin should be in the middle.

Normal population complexity:

Three Bright Coins In Five Holes Be
At One End Sits
The Seducer Of She

THE WIND FROM BEHIND
THE WOMAN DOTH PLAY

The Formless One,
NULL, Lies Furthest from the

THE OLD ONE BESIDE
The Serpent Sits Not.

TIS TO THE PRISONER'S LEFT
That He Doth Rot.

Three coins shine, five cells for them. The seducer of her from the edge somewhere arrived.

Behind the ladies of that
The wind blows easy

And relaxed, zero
he is far from them

Near the snake old man
Does not want to sit.

He from the captive on the left
It remained to drachly.

Decision:
Empty | Elder | Prisoner | Empty | Snake
The line "the seducer of it from the edge somewhere arrived" means that the "Snake" coin (reference to Adam and Eve) should be located with the edge - in the right recess. "Behind the ladies, the wind blows easily" - that is, the "concluded" coin should be located in the middle, and the wind is the penultimate empty deepening on the right. "And a relative, zero is far from them" - an empty deepening on the left. According to the last rows, it is clear that the "old man" coin should be to the left of the coin "Prisoner" - in the second recess on the left.

Gravity level of complexity of riddles:

First Lies The Seat Of
He who is peerless
Silent and Empty,
Heartless and Fearless
BESIDE HIM SITS ONE WHO KNOWS
THE PLACE OF THE SERVANT IS
NEXT TO THRONE

Dozens of Feet,
YET NOT A SINGLE TOE
The One That Is Hidden
BESIDE HIM DOTH GO
Seducer of Dreams,
Creature of Hades.
Lying Further From
Man and Closer to Lady

MAN AND WOMAN SEEING ALL
Heedless To The Raven's Call

Silent and Hidden The Two May Be
THEY BE NOT THERE FOR YOU TO SEE

RETURN THEM TO WHENCE
THEY WOULD BE.
And Blessing Shall
Descend on thee

I SPEAK THUS WITH
THE NORTH STAR BEHIND ME
The Birth of the Sun Is
The Start Of The Story

The first lie about who are fearless
Empty
Sound and quiet
Nearby is the one
Who knows the place
Servants near the throne
owners of their own

Dozen legs -
Not a single finger
Nearby is the one who is hidden
With him together one
Who is sinking
And in hell of it manit
He held away from a man
To the lady closer became the place to seek

Lady with a man everyone see
Crow clicch will not he

Quiet with hidden, possibly
There are noises to avoid victims

Since in place
Native to put
In short grace
Look at you

Molly with a polar star
behind back
Sun Birth
This story will start.

Decision:
Empty | Elder | Empty | Snake | Prisoner
On the first row, the riddles are clear that the first recess will be empty. The following says about Togo, "who knows that the place of servants near the throne of their owners" - this refers to the "Old Man" coin. The next line "Next is the one who is hidden" means the third empty deepening. In the following rows, it becomes clear that they belong to the "Snake" coin, which in turn is further from the man (the "old man" coins) and closer to the woman (the coin "prisoner"), so the "Snake" coins and "prisoner" will be In the last right recesses.

Extra level of complexity of mysteries:

Like Coins in the Hazy
Aether Tossed.
OUR SOULS MUST BY
Their Sinful Weight
Descend to Earth.
With Lightness Lost.
To "right" the sins
THAT THEY HATH LAID
WHEN THROCE IN FALLING THEY INTONE
THE HAPPINESS SHALL BE THY OWN

THE FIRST NOTE BE NOT BY
THE HORNED ONE RUNG
THOUGH IT BE THERE THAT
ALL SINS BE SPRUNG

The Bringer of Life and
THE BRINGER OF SHAME
THE SINS OF THE LATTER BE
Even More Tame.

Though Coming.
In The Aged One's Wake
THE FORMLESS ONE'S SOUL
in Fear Doth Quake

The Needless One, Silent,
WITH HUNGERS ALL SATED
IS LEAST THEN IN SIN
WITH HIS LUSSTS ALL ABATED

For the gravest of sinners
HIS PLACE BE AppOinted
AND IF He Be Lucky
May His Soul Be Anointed

Like coins that were thrown
in endless misty ether
Under the weight of sins, our souls are downward
Lost your light in this world
On the "right" sins all their achievement
What happened in life they
Three times in a row drown, disappearing
And you will be happy you will

Their first note will be executed
not horny himself
But next to he - sins to all
The source of the eternal one

Oh, life brings
And you bringing shame
You are both sinners, but the second in Geenne
The softer threatens the sentence

Soundless rapid steps
Holding behind the old man
His soul in fear of rest does not know
Lavain the bitter taste of sin

Not knowing only
your hunger forever is broken
Sin less than all he broke
I suppress all lust

Terrible fate for sinners
His sentence is waiting
But if lucky - it will be anointed
And the eternal peace will gain

Decision:
Elder | Empty | Snake | Prisoner | Empty
In the first lines it is said that coins must be placed according to the degree of sinfulness. Next is written about the one who is the source of all sins. With reference to biblical legends, it can be assumed that this refers to the "Snake" coin. The following says that the one who brings life, and the one who brings shame, both sinners, but the second less sin, therefore the "Snake" coin should be located left the "prisoner" coin. "Satlessly informed follows steps" - empty deepening. The following is told about the old man who has the least sin, therefore the "Old man" coin should be placed in the extreme left deepening.

Middle with door code

Location: Hospital Brookheven, 3rd floor.
In order to open the door in the wing of patients on the 3rd floor of the Brookheven Hospital, it is necessary to dial the right combination. This will help you entry in the recreation room of doctors (Doctor's Lounge) on the 1st Tham.

Light / normal level of complexity of riddles:

3rd Floor Patient Wing Hall - 7335

Wing of patients on the 3rd fl. - 7335.

Decision:
Everything is simple - code 7335

Silent / Extra level of complexity of mysteries:

The Pin Number This Month Is
"T". Last MONTH IT WAS "X"
And Before That It Was "Z".
But What Are her going to
Do NEXT MONTH? THAT'S ALL THEY
CAN Express With 4 Numbers.

Anyway Does The Door To The
Patient Wing Really Need To Have
Its Combination Changed This

Code number for this month
"T". Last month it was "X",
And in the last year it was "z".
But what they do in
Next month? That's all that
You can express 4 digits.

In any case, is it worth it
make a combination on door
In the wing of patients so often?

Decision:
The code corresponds to the letter "T". If you put it on top of the code panel, you can understand that you should dial the code 1328.