Silent Hill 4: The Room Walkthrough (English) (#3989)
Silent Hill 4: The Room Walkthrough (English)
A. Beginning
You begin in your bedroom. Take this time to look around. Check out the
objects and scenery. When you're satisfied, move on to the next room. From here, check out this room and all the things in it. Be sure to check the wall above the small desk. Keep looking around until a cutscene begins.
You are now back in your bedroom. While trying to leave, a cutscene begins.
Afterwards, you can investigate again. You'll notice that you can now look out your window. Do so to see a short cutscene, then exit with the cancel button.
Leave the bedroom when you're ready.
Now, you can explore your apartment. First, go to take the note from next to the bookshelf. On the way, Henry may notice the trunk. If not, check that next. Also, notice the red notebook under the lamp by the window. This is your save point. Come back here whenever you need to save.
Check out the bathroom and washing machine room. Then, move to the kitchen to open the refrigerator. There is a wine bottle and chocolate milk. You will need the chocolate milk later, but the wine bottle is a weapon which I don't recommend. For now, you should probably leave them both in the chest.
Move on by checking the door. After the cutscene, pick up the note from under the door. You should hear something crumbling nearby. This is your cue to move on. Head to the bathroom.
After the cutscene, take the pipe from the hole. It's a melee weapon, the one you'll be stuck with for a little while. After that, enter the hole. Once
inside, crawl to the end of the hole.
B. The Subway
After the cutscene, move forward towards the end of the hall. The doors at the end of the hall to your right are locked, so just go talk to the woman. After that, continue down the same hall. Continue until you pass the bathrooms. A cutscene will start. Afterwards, equip the pipe and kill the dogs. I recommend charging hits, then stepping back while they charge at you, then hitting them with the charged hit. Remember to step on them. If you don't step on them while they're knocked down, they will get back up. the same is true of all enemies in this game.
Check both bathrooms. Notice the hole in the women's bathroom, then leave.
Keep going in the same direction as before. In the next room, kill the dog.
Then, after briefly checking the surroundings, move on, remembering the
turnstiles for later. Kill the two dogs in this hall. The gate to the right is
locked, so move to the end. Check both sides of the split at the end of the
hall. Both are blocked, but the one to the right has pistol ammo.
Having nothing else to do, return to the women's bathroom and go through the hole there. You will wake up in your room, and any life you lost will slowly recover. Go into the next room. The table that had the face over it in the opening scene is now out of place. Check it to straighten it out. Take the pistol, read the note on the wall, then look at the hole itself. After the
cutscene, press the cancel button to go back to the apartment. You will hear the phone ringing. Go to your bedroom to answer it.
After the phone call, return to the main room. You'll hear a strange sound.
Check the peephole of your door to see a short cutscene. Notice the 15 bloody handprints on the wall. Afterwards, head back to the bathroom and back through the hole.
You will notice that the hole no longer leads to where it used to. Instead, it
leads to where you came back to your room through the hole in the women's bathroom. This is because the hole in your room will lead to whichever portal you last used to return to your room. Anyway, moving on, take the token from the "statue" in the open stall. This is for the Lynch Street line, so your next goal is naturally the turnstile that leads to Lynch Street. Use the token on the turnstile to pass through. You still have more to use later. Go down the stairs to see a cutscene.
The enemies in this portion can not be killed, so it's best not to try. You
can knock them down, but they will get up again very quickly. As fast as you can, move down the stairs to the right. If the ghosts get too close to you, it will hurt you, so don't spend any more time here than necessary. Besides, there's nothing up here of interest anyway.
Notice Cynthia on the train. You have to open the doors to get her out. Notice the vending machine with something similar to "18" written on it. The doors here are locked, so don't bother. Move quickly, as the ghosts are still after you. Enter the top car of the train. There will be a red button to your right.
Push it. Leave that car, and go back down to get Cynthia.
Your next objective is to get to the other side. To do this, you must cross
between the train cars, working your way up or down in between each car. Enter the car that Cynthia was trapped in. Immediately cross right. Move up and go left into the same car. Check the toy box. Open the door towards the front of the train. Exit the first door to your right. Go upwards, then enter the train to the right. Take the door down. Exit to your left, continue down, then go right into the same car. Take the door down into the next car. Go down further and finally exit to your right.
You're now on the opposite platform. The door closest to you is locked. Don't bother with it. Take the stairs up. Grab the pistol bullets and go back down.
Continue alongside the train to the door at the top. Take the hole if you need to heal or save, but otherwise, go down the ladder. Don't go down the fork in the hall. Go straight and up that ladder. Take the pistol bullets and check the door to unlock it. Go back down the ladder. This time, take the fork in the path.
Follow this hall until the door at the end. Kill the 5, count 'em, 5 dogs, or
just run from them. Take the 9-Iron from the train, and check the engineer's station at the top to notice the lever is missing. Take the health drink from the bottom of the escalator, but don't go up yet. There is a hole back to the apartment at the end of this hall. I suggest you take it if you are missing any life, as the next part can be very life-consuming.
As you should always do, check your apartment for any changes. Check out the window, check your peephole, check Eileen's room. Any of these might have interesting scenes going on. See if you have any new notes to read. In general, check for anything new. Once healed and ready, go back through the hole and up the escalator.
This part has a few strategies. You can try to run by hugging the outer rail,
trying to avoid the enemies. This works a lot of the time, but if your timing
isn't good enough, you may get killed. You can also approach slowly, wait for them to attack, then run by. This method will always work if you're good enough at it, but it's also the most difficult. Finally, you can shoot each one as it approaches. It will take two handgun bullets to bring each one down.
However, this is risky because auto-aim sometimes aims for one that's already dead instead of the one about to kill you. Use any combination of these methods you want, and hopefully you'll make it through okay. Use the health drink if you must, but I don't recommend it.
Once done with the escalator, take the fork to the left for some pistol ammo.
Then go up the stairs, check out the scene, and take the plate off the door.
Enter the door for a cutscene. Remember the number you see.
You wake up in your room yet again. After the cutscene, check the window for yet another cutscene. Go to the main room. Check the standard apartment stuff. When you go to the peephole, you may notice there are now 16 bloody handprints. When you're done exploring, grab the chocolate milk from the box, put the plate you got off the door in the box, go back to the bathroom and go through the hole.
C. Forest
When you wake up in the forest, the first thing you should notice is the well
to your right. You can't see in it, so just go down the path. There is a lot
of writing around this area, but you can't read it, so don't concern yourself
with it. Go through the gate. The next area is empty. Remember there's a hole there and go through the door at the end. In this area, you will meet the wasp enemies. Although they are annoying, there is not an infinite amount of them, so you can kill them to give yourself an easier time. Again, don't forget to step on them to finish them off. Take the pistol bullets and move on to the next room. More wasps, kill them or just run. Your choice. Go on to the next room. Check the extremely ugly car for two notes, then go to the next room.
Talk to the guy here, then continue in the same direction to the next room.
Three dogs here. Kill them or just run to the next room. Same in this room.
Three dogs. Again, kill or run. Check the notice on the door, then go in it.
Check out the surroundings here. Interesting. You can't go in the house, as it is locked right now. So, you have to choose one of the three doors going out.
The next three paths can be done in any order, but you have to do them all to get everything. I recommend going clockwise, although it doesn't matter. So, since we started from the north-east path, the south-east path is next.
The south-east path starts with 4 dogs and a wasp. Very annoying. Move on. The next room is empty. Keep going. The next room is empty except for some trees.
The roots resemble hands. Keep this room in mind and move to the next room. Here we have a 6-Iron and a hole to the apartment, but that's about it. So, make your way back to the house to take the south-west path.
The south-west path starts with an empty room. Keep going. Here, a new ghost will appear. Run from him, notice the hole, and get out of there. In the next room, you'll immediately see a kid. Approach him to see a cutscene. Now, explore the room, especially the dug-up grave. Notice the number on it. You'll notice a door straight ahead from your entrance. It's locked. After exploring,
head back to the house to take the final, north-west path.
The north-west path begins with 3 dogs and a couple wasps. Again, very
annoying. Next room. A few wasps. Not too big of a deal. Keep going. You can find a medical kit on the floor here, as well as a hole on the wall. But,
other than looking at Toluca Lake, that's all this place is good for. Head
back to the house.
You'll notice the guy from the rock is here now. Talk to him. He tells you
he's got something important, but he's really thirsty. That's why we brought
along the chocolate milk. Give it to him. He gives you a spade. It has writing on it, so read it. It talks about a hand holding onto the ground, opposite of where the lake and house meet. Well, we just saw the lake. It was north-west.
That means the place you're looking for should be south-east. And, indeed it is. Remember that the third room of the south-east path had tree roots that looked like hands. So, head on over there.
Go behind the trees so that the camera changes to show the "hands". Use the spade right on the hands. You'll get a key. However, this key says that
whoever holds it wanders for eternity. What does this mean to you? Well, try to go back to the house. Didn't work out so well, did it? So, next you must figure out how to get the key to the house. Stumped? I guess that's why you're here. Take it back to where you found it, then keep going in that direction, so you reach the room with the hole. Go up the stairs and in the hole, watching out for the ghost.
Head to the main room and put the key in the box, along with whatever else you don't need at the time. Then, check your apartment if you want, and head back through the hole. Since you don't have the key, you won't loop on the way back to the house. Once at the house, use the hole there to go back to your room.
Retrieve the key from the box and head back through the hole. Use the key to open the house and stroll on in.
Finally, in the house itself. Look around, but don't go to the left side just
yet. Check around the right side. Check the note at the bottom of the
bookshelf. Check the broken lock upstairs. When you're ready, move to the left side of the house. Check the diary on the floor with the candle holders. After reading that, you'll notice the door there has opened. Take the plate on it and go in. You'll see a cutscene. Again, notice the number.
You'll wake up in your apartment to a radio broadcast. Your doorbell will be
ringing. Go to the peephole for a cutscene. You may notice there are 17 bloody handprints now. After the cutscene, do all your normal apartment stuff. Check whatever you want. After you're done checking, put away the plate and whatever else you want to in the box. Now is probably a good time to save if you haven't in a while. Once you're all ready, go trough the hole in the bathroom.
D. Prison
We begin on the first floor of the circular prison. The first thing to do is
check these rooms. I will number them like a clock, with numbers increasing as we progress clockwise. So, facing east, the first room is number 1. Broken. Room 2: Pistol ammo and a note on the wall. Room 3: Broken, but there's a note on the floor in front of it. Room 4: Locked. But, this is obviously your goal. Room 5: Just some slugs. Room 6: Broken. Room 7: Note on the bed. Room 8: Ew, mushrooms. Kill them or just leave again. So, move on to the only door leading outside. There's a hole and two doors. From facing the hole, the door to your left is locked. Go right.
You're now headed downward. Ugh. Wall monsters. But, they're easier to avoid because you have a wider hall this time. Directly below the first ladder is a double door. It's locked from the inside, so keep moving. About another half circle down you'll see a saint medallion. Hang onto it, these are valuable.
Finally, go through the door at the end of the hall.
Once inside, circle down until you see a door. Go through. Inside is the
broken generator and an unusual door. You can't go through it, so head back out. There are now wasps. I suggest you kill them. The only other things here are the hole and the sign near the base of the stairs you came down. Check the sign to take a key. This is for the locked room we saw when we first left the circular portion of the prison. Go there.
You're now outside. You can either take a ladder or the spiral ramp. I suggest you take the ramps, although it really doesn't matter. When you come to the door, go in. Another circular set of rooms. This time, we start at the bottom, so the first room to check is number 5 (to the left). Broken. Room 6 is blocked by mushrooms. Kill them to go in. Also, it's a good idea to knock down and step on any slugs in the area, as they can hurt you by dropping onto you from the ceiling. Unfortunately, we find room 6 to be broken. Room 7: Broken. Room 8: Diary on the table. Room 1: Bottles full of black powder? Well, you can't do anything with them, so move on. Room 2: Broken. Room 3: Broken. Room 4: Note on the wall. Head back outside.
Continue upwards until the next door. Go in here. Yet another circular set of rooms. You start at the bottom, so same pattern as last time. Room 5: Books. None checkable, though. Room 6: Hole in the floor. Odd. Don't jump in, though.
It may just lead back to the second floor. Keep going. Before you get to room 7, you may notice the new enemy. For reference, I'll call it a "twin". Kill or dodge it, then go to room 7. Another hole, but this one has a bloody bed. Room 8: Note and clothes. Move on. Room 1: Wall monsters and pistol ammo. Hmmmm.
Killing the one above the ammo isn't too hard, so go for it. Room 2: Another hole? Room 3: Mushrooms. Kill them and grab the notes. Room 4: Clothes on the floor. Go back outside.
Keep going up until the next door. Go through to see a door with a symbol on it. It's locked. Go to the opposite side, then turn the handle there. The
power is now on in the third floor. This means there are two new notes to read in rooms 4 and 5 there. Now, with that all taken care of, it's time to jump down one of the holes. Check the map on the third floor. Compare it to the map of the second and first floor. All of the holes on the third floor lead to broken doors on the second floor, so that doesn't help. However, on the first floor, only room 6 is locked, so that's the answer. Enter room 6 on the third floor, then jump down all the way to the basement.
You're now in the shower room. Immediately kill the twins and unlock the door there. Go through it, turn right, and unlock the door there. The door straight ahead is locked. Go up the ladder. First check the memo. Now you need to align the bloody beds. Check each of the rooms. Find the one with the bloody bed.
Remember its location relative to the ladder. Go up the ladder to the second floor. Check the memo here. Check the rooms again for the bloody bed. Use the crank to align the bloody bed on this floor with the ground floor. Go to the third floor, get the memo there, remember the number. Do the same thing with the crank to align this bed to the other two. You'll notice a cutscene after you turn the crank once. However, this does NOT mean you're properly aligned.
You still have to turn more before you're ready to leave.
Return to the basement for yet another cutscene. Take the spirals or the
ladders to return to the third floor from the outside. Remembering the clock
number system we've been using, go to room 1. Jump all the way down to the basement. You're now in the kitchen. Kill the mushrooms, then enter the double-door to go to the south. Unlock the door there, then return to the kitchen. If the mushrooms have returned, kill them. Go through the door to the west. Remove the plate and enter the door, using the combination from the memo on the third floor. If it says that it's too dark to read, the lights aren't on in the basement. This means one of two things. First, you didn't open the water gates from the top floor, or, much more commonly, you haven't aligned the second and third floor bloody beds with the first floor bloody bed. If this is the case, go back and do it. Watch the cutscene. You should notice the pattern of the numbers you've seen so far.
You're back in the apartment. Check the bathroom first. After that, do all the normal apartment stuff. Check for notes, manage your inventory, save. Whatever you need to do. I suggest you drop off the plate you've gotten. If you want, check the peephole to see a new handprint on the wall. When you're all ready, go through the hole in the bathroom yet again.
E. Store Complex
You begin in a hall. Run all the way through until you're at the car. The door is broken. Continue down the stairs. You'll see a new, monkey-like enemy type.
I suggest you kill them, as they're quite annoying. The door there is broken
as well. Continue down the stairs. Headed for the door, you'll see a cutscene.
Afterwards, kill the monkeys and go through the door. Inside, you'll see a
ghost, impaled with a sword. First, take the key from his hand. Then, take the sword out of his pathetic corpse. Use the new key on the door to leave. The other doors in that room are broken. Don't bother.
Continue down the next room, taking the stairs and watching out for the ghost.
Go to the next room, and take the handgun bullets from there. Continue to the next room, where you'll find a 5-Iron and a baseball bat. I suggest you take the bat, as it's better than the pipe, but the golf club is up to you. I
probably wouldn't bother if you still have a working golf club. Notice the
hole here, then take the exit straight ahead of where you came in, as the
exit is locked.
Continue down these stairs until the next room. This is the pet store, and
there are three dogs. Kill them, as it's hard to avoid them here. Take the key from the shelf on the left of the "Food and Accessory" aisle. There are a few wasps on the wall near the empty cage, so kill them. Leave through the door here, go down the stairs, avoiding the ghost. The next room is empty, but check it out anyway.
Return all the way to the sports store where you found the baseball bat. The key from the pet store is for that door. Use the key, and go on in. In here, there are five monkeys, two of which drop down from above when you reach the bottom of the stairs. Try not to let them corner you. The door is broken. Keep going down the hall. The door here is broken. Go into the elevator. After a cutscene, you will be on the bottom floor. Ignore this. Go up to the top floor. Exit the door opposite the one you came in. Go all the way down this hall, avoiding the ghosts, to get a spade weapon and another Sword of Obedience.
Return to the bottom floor, get the pistol bullets from the opposite hall,
then enter the elevator again to go down a ladder on the opposite side. The
ladder across from your entrance leads to a platform that doesn't go anywhere, so return to the basement. There is a health drink near the broken pillar in the middle of the room. Continue down the hall here, killing the mushrooms, until you reach the ladder at the opposite side. Go up it.
The door to your right is broken, and the one ahead of you is locked. Move on down the U-shaped hall. There are three dogs and two monkeys, so be very careful. All the doors here are locked, so keep going all the way through. The next hall has an unbelievable five monkeys, one of which has a golf club. You can take it if you want, but you may not want to waste inventory space. Head through the door when you're ready.
Go down the stairs and to the door at the corner. The next sets of stairs have leeches, so kill them and proceed through the door. There are leeches here, too, so if you're low on health, watch out. Take the axe on the table, and read the memo on the bar. To find out this answer, you must go back to your apartment. There is conveniently a hole right here. Once back inside, check your peephole for an odd message. Look out your window at the sign, remember the last four numbers, and go back through the bathroom hole to the bar. Use the numbers from the sign to open the door and go through.
After a brief cutscene, begin the long journey up the stairs. Ghosts will
chase you, so keep your speed or they may hurt you. When you finally reach the top, take the plate from the door, and enter the door. Watch a cutscene and notice the number, as though you couldn't have guessed it by this point.
You're back in your apartment. Go into the main room to hear a radio
transmission. Then, check out the window for an interesting observation. Check for any new notes, check the peephole, use the box, the usual stuff. You should probably save here. When you're ready, go through the hole in the bathroom.
F. The Apartments
You start this world in a hallway. Room 301 is open, so go inside. There are a diary and a red paper among the large quantity of pornography. Next, go inside the photo room. Check the red pictures to get two keys. Then check the journal there. Notice the hole in towards the back of the main room. Leave back into the hall. Put the red piece of paper under your door (Room 302). Rooms 303 and 304 are locked, so leave this hall. On the stairs is a man. You can talk to him if you want, but don't take the doll he offers you. Continue downstairs to the bottom floor. Use the mailbox key to open the mailbox at the bottom of the stairs. Then go to the west hallway.
From here, you can open room 105 with the Superintendent’s Key. Once inside, pick up the apartment keys, as well as the two red pieces of paper. Read the memo that was next to the red papers. Then go read the diary in the bedroom at the end of the hall. Now, with the apartment keys, it's time to explore people's rooms. You may be chased by ghosts during this part, so either avoid them, or use the Sword of Obedience on them when you've knocked them down to pin them. Equipping a Saint Medallion will also make fighting them easier, but it's entirely voluntary.
Start with Room 106. Go all the way down the hall to the left. You'll see a
medical kit, and a phone. Dial the number on the phone. After that, leave. In Room 107, you will find nothing. Move on to the east wing of the bottom floor.
There are two dogs in this hall. Relatively easy to kill with the axe. So,
continue exploring rooms. In Room 104, there are some wasps. Kill them for convenience's sake. There's nothing else here, so leave. In Room 103, there are nothing but broken doors. Continue on. In Room 102, there are leeches in the kitchen. Open the refrigerator and examine the bloody mess to get the other half of the torn red paper from the super's room. Leave this room after exploring. If you want, you can return to the front of Room 302 to drop off the remaining red papers. Anyway, in Room 101, there are many tempting guns, but you can't actually take any of them. Tragic. There are, however, pistol bullets you can pick up. There is also a note in the bookcase at the back of the hall. That being the last room, move on to the second floor.
Start on the west wing of the second floor. There are three dogs here. Kill
them now or wait until they see you. Your choice. In Room 205, there is a
cassette on the table with the weights on it. The rest of the room is empty.
Move on. Room 206 has two dogs, but nothing else. Room 207 has a revolver on the chair, and a bloody wastebasket to look at. There is also a putter in the room at the end of the hall, but that's it. Move on to the east wing.
Start with Room 204. Completely empty. In Room 203, there is a bloody shirt in the room at the end of the hall. Check it for another red paper. In Room 202, you finally get to answer the phone that's been ringing. You can also check the paintings for insight into your neighbors. There is nothing in Room 201 except a few wasps. Move up to the third floor, remembering NOT to pick up the doll on the stairs. It will only cause you hassle later, and you can't use it for anything. Just leave it.
There is only one room to check on the third floor. Room 304 has some pistol bullets in the bedroom, but that's it. Room 303's key is missing from the ring, and your room is still stuck. Put any remaining red papers under your door and proceed through the hole in the hall back to your room. In your room, feel free to put away the apartment keys, as they're all unlocked. Then, read all the red pieces of paper from under your door. You will realize that the key to Room 303 is now magically next to your bed, between the bed and the window. Now, hurry back through the hole, and back up to Room 303. Use the key and head on in. You'll see a cutscene with yet another number.
You wake up in your apartment. Check the new note under your door and pick up the talisman from next to it. Do all your standard apartment stuff yet again.
Check Eileen's room for an odd surprise. Then, look out your window for a
cutscene. Save, and when your ready, head to the bathroom.
Surprise. No more hole. So, keep exploring. You should notice there is a mark on the laundry room wall. Examine it to see it looks like a demon. Use the talisman you just got on this spot in the wall. There are now four
indentations on that wall, and you just happen to have four plates in your
box. Coincidence? No. Get the plates from the box, and use them one the
indentations in the wall. The top indentation is the orange plate. The bottom
indentation is the purple plate. The left indentation is the pink plate. The
right indentation is the yellow plate. Once all these are placed, you have
yourself a brand new hole to use. It works the same way as the old one, so
head on through.
G. The Hospital
You will wake up in a hospital room during a cutscene. You begin in the first
floor main hall. There are a lot of wasps here. Kill them. Then, go back into
the room you woke up in (the emergency room). Nothing to pick up, but a new enemy type. I'll call them nurses, although that's not ever established. Go back to the main hall. The room all the way north is broken, but on the way there, you will see a cutscene and get a purse. Hang onto it for now. The room across from the emergency room is the office. There is a paper-cutting knife (melee weapon) on the desk. Take the other door to enter the reception room.
Check the lit-up board for a cutscene. Then read the memo on the desk opposite the screen. Leave through the other door.
The double-door opposite where you came out is broken. The room south of the broken door leads to a second emergency room. There is a health drink on the small shelf. That's it for here. The room opposite that exit (the washroom) has a hole, but nothing else. The room south of the washroom, the doctor's lounge, has a medical kit on the table, and that's all. Across from that room is the supply room. There are two nurses here, as well as an ampoule. Take it.
Back in the hall, go south to the elevator. It doesn't work, so take the door
next to it. These are stairs. Go up to the next floor.
On the second floor, call the elevator with the button next to it. You will
notice wheelchairs are running around. They can hurt you, so try to avoid them. As for the next part, the rooms here are RANDOM. Makes writing this portion rather difficult. So, instead of explaining all the possible combinations, I will simply say what it was for me. Using a kind of unusual numbering system, on the map, it will look like this:
L11 R11
L10 R10
L09 R09
L08 R08
L07 R07
L06 R06
L05 R05
L04 R04
L03 R03
L02 R02
L01 R01
Stairs
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