Silent Hill 3 - Extreme 10/HARD Mode Speed guide Title: Silent Hill 3 Producer: Konami For: Windows PC MSWord: Courier New Created: 8/10/2004 Modified: By: Ghidrah Submitted: EMaul: Ghidrah_@hotmail.com Revision Date: __________________________________________________ If anyone wishes to use this guide on their site, I would like to know. I don't have a problem with its use by others on Gaming forums, FAQ sites, or being copied for personal use. I'd like to know if it's to be used on a site though, just so I could drop by to ensure it hasn't been altered. So please send me your sites URL. ______________________________________________________________________ As with all my guides, find some legit trick I missed, I'll give you credit for it in the guide and an insert amendment to the guide where it will be used. As long as the trick, shortcut, etc., etc., can be validated by me without the use of any kind of cheat codes if (codes) exist for the PC version of the game. ______________________________________________________________________ MENU 1. BRIEFING (crap) 2. CONTRACTIONS (often used words or phrases) 3. GAME OPTIONS 4. WALKTHROUGH (areas 1 through 9) 5. FIN 6. END GAME STATS ______________________________________________________________________ 1. BRIEFING As with all gaming, in particular speeding, results depend on the ability of the player to maneuver through the playing field. To have the route through that field memorized to minimize damage and the time spent acquiring the items necessary to complete objectives. That being said, I'm sure there will be faster times out there waiting to be clocked by speeders. This guide is for fast time, not gold stars. When gold is achieved, it is because it has to do with completing an objective within the game's time requirement only. For me, in general, the Silent Hill 3 story images are more disturbing than in the previous two games. It seems to be darker and more blurred meant to confuse the senses and disorient the player. Having the pile near the picture window on the south side of the living room blows big time chunks, glare sucks! I get yelled at for taking the comforter off the back of the couch and hanging it over the curtains to darken the living room, and then not putting it back when I'm done. She just doesn't understand how totally draining it is to run for miles through depressing environments and to do battle with horrendous demons in a selfless act to save humanity from a living hell on Earth! You'd think she would appreciate what I've done for her and our children and gratefully put the comforter back for me! However, for me, the creep factor from SH1 isn't there. I'm thinking it may be the "First Game Thrill Factor" that accounts for this phenomenon. In defense of my theory are the Resident Evil and Dino Crisis series games. Anyone who has played each of the games chronologically in each or either series may attest to the fact that RE1 and DC1 were creepier than later installments. This being an Extreme 10/Hard mode guide you should be aware if you aren't already, the AI in the extreme modes above level 7 is "BRUTAL" it's much faster and accurate, it deals out way more damage than in hard mode and takes much more damage before it succumbs to your attack. Critters do make it through Heather's attacks for a counter. Considering the narrow hallways and dark bloody areas in both versions of the Construction site and Hospital plus the monster gang meetings in the church you will be hard pressed to stay healthy. It also becomes exceedingly difficult to attain the required goals for gold stars, in particular Shecky, Lenny the Rotten and Claudia. I have been able to drop the other two bosses well within the time frame, but, Shecky, Lenny and Claudia seem to be hanging around a tad longer with each difficulty level and pushing the time limit envelope in level 10. I'm not sure if they're taking more damage, they are slicker or both. Heather's stamina One good way to gauge it as you climb to and through the Extreme levels is to note the distance where her running speed slows down. I gauge this at the beginning of the game. I start from where Heather begins running in the bathroom and climbs out of the window to the malls exterior door. Ignore the SMG to the left of the window and run directly towards the Van. In Easy mode, Heather will reach the Van and then the door at full speed. Normal mode, Heather will slow up about 10 feet from the door on her return from the Van. Hard mode, Heather will slow down about 20 feet from the door. Extreme mode, Heather will not make it to the van before slowing down; she'll slow down about 10 feet from the door after jumping out of the window. Note: From hard mode on, Heather has become a klutz; she seems to have lost the ability to consistently approach a door on the run and enter without slamming into and bouncing off of it first. I've been attacked by PLATS, LPSTs and BPCs more times than I care count. Don't expect all or any Meds to be in their usual spots from extreme level 7 and up. I haven't been paying too much attention to the ammo, but I swear at the Construction site, two boxes appeared on a desk in the office where you pick up the rope and map. To avoid some damage, you are going to fire at AI you were able to ignore below level 7. You shouldn't have to kill any of them; you're just knocking them down to clear a path for Heather. The only AI outside of the Boss that gets killed is the LPST in the Bar on the 2nd floor of the Mall. Apparently the rest are just knocked down. The two slashers shot at in the Church, aren't added to the kill list even if the seem to disappear. It seems that not only is Heather's stamina altered to slow down sooner, but she is weaker health wise and receives more damage from the AI attacks. The number of monster things that you see in easy and normal mode doesn't change in the extreme levels. That's a plus eh! Nevertheless, the denizens of extreme mode are much more accurate than previous SH AI and dodging won't be as effective. Your tactics must change somewhat from the lower extreme modes to reflect the additional strengths of the AI. For example, Platypussessess, up to Extreme 3 I had been able to outwit them. I was attacked on occasion, but I could avoid contact 80+% of the time. From X4 on, I've had to resort to using the (YERKY) a meat like substance they like almost as much as the rotting carcasses lying about. However, you must still use extreme caution when they're in the area. From level 7 on, the Plats may slam Heather on their way to the meat, or may be ignoring the meat entirely, I'm not entirely sure about that though. Boss fights pretty much remain the same, only a slight change from the easier modes. Targeting in level 10 is not guaranteed, so you must be closer to ensure good hits. The AI is faster and their moves are slightly more random. For your first few times through level 10, I suggest saving before each boss fight for safety sake. Don't use continues, they pile up to fast, the object of the game is to do it in the fewest saves possible. Although, while writing this guide and braining out the fastest and safest ways to deal with the AI, I saved before every boss and a few other places that proved difficult. ______________________________________________________________________ 2. CONTRACTIONS Light ON= (LON), Light Off= (LO), Giant Walking Attack Dog Suit= (GWADS), Platypus= (PLATS) Lunging Pink Sausage Thing= (LPST), Butterfly Pork Chop= (BPC) Big Lunging Pink Sausage Thing= (BLPST), Quick Turn= (Q/T) Waste Of Flesh= (WOF), Sub Level= (SL), Line Of Sight= (LOS) Over Head Door= (OHD), Wrecked Over Head Door= (WOHD) Severe Damage= (SD) __________________________________________________________ 3. GAME OPTIONS Keyboard/Controller Functions The game manual does suggest using a USB Game Pad, I'm sure I may eventually buy one, I more or less stink with the key board. I'm buying more PC games, subsequently; blowing huge chunks at keyboard operation is a definite drawback in the gaming arena. I am making progress and becoming more adept at the keyboard though. Nonetheless, what I do notice, at all the game sites I go to and or have guides at is that the PC end of the game guide set is dismal for SH3. Odd, I'm told that PC gaming is older and big, however, look in the SH3 PC FAQ section and all you see are guides for PS2. I played through SH3 twice before I figured out how to shoot up, down, left and right with the SMG, three times before I figured out how to adjust the bullet multiplier. The game manual doesn't divulge the info, and I was getting tired of being mou'd on by low moving critters. It isn't a problem if they're at a distance; however, if they're up high or make it close, you're toast. There aren't many keys to push, at least in my version of the game, and I'm basically happy with the key configuration. I have big hands and they don't voluntarily squeeze close enough together to stay on the correct keys for accurate control and I still have to look at the keyboard to ensure the correct key or combination of keys are pushed. This part, (GAME OPTIONS) is mostly for the Meat Puppets like me, who are keyboard PC game inept, i.e., have a difficult time figuring out how to make things work. Many of the settings I've left as default, the few I've changed, were to make control better for me; I suggest you play around with them to find what suits you best. A small suggestion, while configuring your set-up take note of an items default setting before you change it, just in case you don't like what you've done, getting back to -0- is a good thing. BUTTON CONFIG, default settings, altered settings *; MOVEMENT: pretty much a standard for most games; Q; left turn, W; forward, E; right turn A; left strafe, S; back, D; right strafe ENTER; Enter/click left mouse. CANCEL; Escape/click right mouse. SKIP; click mouse wheel. ACTION; TAB/click left mouse. CAUTION; Right mouse button. RUN/GUARD; left shift QUICK TURN; tap strafe left and right simultaneously. ITEM SCREEN; 1,* MAP; 2,* LIGHT; R,* RECOVERY/RELOAD; F,* SEARCH/VIEW; SPACE BAR,* While in search view, CAMERA MOVEMENT; arrow keys/ move mouse to left or right. ** ZOOM; Z, (must be holding TAB for it to zoom in) QUICK SAVE; F5, QUICK LOAD; F9 OTHER OPTIONS; SUBTITLES, On/Off; if you're playing for the first few times and need to know what's being said keep it on. I keep it off. BRIGHTNESS LEVEL; I max it, (7) helps me see better without the light on. The critters are attracted to the light. VIBRATION; On/Off; Keyboard off; Game Pad whatever you prefer. SOUND; I use headphones, and keep it on stereo BGM VOLUME; I keep it to 3, to lessen the distraction, all the extra noise gets in the way. SE VOLUME; Max it out to hear the critters, tres importante when you can't see them. CONTROL TYPE; 3D. WALK/RUN CONTROL; Reversed, NOISE EFFECT; Off CONFIGURATION; RESOLUTION; 1024X768, SCREEN MODE; Full, RENDERING RESOLUTION; 1024X1024, REAL TIME SHADOW; Off LOW HEALTH INDICATOR; (On) you need to know when Heather is hurtin' for certin'. BULLET ADJUSTMENT; Once you have cleared one game and created a Next Game, you get to adjust the ammunition multiplier. To do this, enter "OPTIONS" in the main menu, at the top of this new window, you have directional arrows, click once to the right and scan down the list and highlight "BULLET ADJUST" with the cursor, now, use the keyboards directional arrows to adjust the multiplier as high as it will go. After 6 games, I'm only getting 5X. This is a great option, especially if you're into speeding and trying to eliminate many of the bloody pick ups. The rest of the settings are at default, the ones I messed with give me a crisp picture and still let me push the frame rate to keep shutter or strobe down. NOTES: * (I've changed the location of these often used keys to put them close to the movement keys. INVENTORY is "1"; MAP is "2", light is "R" and RECOVERY/RELOAD is "F". The RECOVERY/RELOAD option allows you to reload the selected weapon before the ammo runs out, medicate Heather before she croaks from damage or whatever other item you have equipped. It becomes a handy option when your target has moved off and you don't want to wait to run out of ammo, Auto load, often comes at unsuitable moments, and takes forever when you're using the SG. For some instances like with Lenny the Rotten, you must use "Manual Reload" from inventory to cut reload time down, auto and quick reload isn't fast enough. So, "Quick Reload" keeps a full clip or tube between conflicts. ** (I find the Q and E keys do a decent job, albeit a spastic one of changing the left and or right camera angles. They rotate the camera 360 degrees in either direction whereas the left and right arrow keys are limited to about 45 degrees in either direction. You do need to use the up and down arrows to see up and down.) __________________________________________________________ 4. WALK THROUGH Load the game, once you have the main menu in front of you, enter OPTIONS. Click the window arrow for the next option screen, locate and highlight "BULLET ADJUST" use the right cursor arrow to raise the bullet count to X5. Click exit and save. Click Extra New Game, then the Extreme level you're playing at, and then Hard Riddle. (Where in the lower modes you were able to dodge the AI in certain areas, you won't be able to in the extreme modes. You will be forced to shoot to stay healthy) You can read Game Options for the set up I use while playing, adjust your settings to suit if you don't like mine. I try to limit all distractions, and the SH series games have enough of them. 1. MALL 1st floor (X out all the cut scenes) Heather appears in the bathroom, run to window and exit room. Turn right, run down the ally and enter the door on the right. Turn right at the intersection, run the length of the storage area hallway to and through the double doors at the end. Enter the 1st floor Mall shopping area, turn left, enter the "BOUTIQUE" (X cut scene), pick up the ammo, load the pistol and equip the ammo for it. Exit the room from the rear door. Run an "S" turn into the short hallway on the left and exit through the door. Climb the stairs to the 2nd floor storage area. (I'm calling this type of monster Lunging Pink Peanut Thing, hence known as LPST. These guys have a wicked fast lunge when you get close; they seem to defy the laws of physics. They can hit you coming or going, even if they're facing in the other direction. If there's more than one, and they're bunched up figure on getting hit) 2nd floor Enter the corridor the LPST is in, it is almost always in the middle and about half way down the hallway moving toward or away from Heather. Move close enough to alert it, pull over to one side of the hall and stop. Wait for the LPST to move over to your side of the corridor. Back up if you need to so as to ensure your path around the LPST, and then swing around it thereby passing without damage. Enter the 2nd floor shopping area of the Mall. Enter the "BAKERY", pick up the (TONGS), and then return to the 2nd floor storage area. Be mindful of the LPST, luring it to the side if necessary. Turn left at the intersection and enter the last door on the right. Pick up the HD and ammo and use the tongs for the (KEY) and exit the room. (4 LPSTs) At least 3 of them will be close; they will have about 5 to 6 feet of space between them. Count on taking at least one hit. If you don't fall to the floor, keep going. Sometimes you can slam into one and slide off without damage, but don't count on it happening with all LPSTs.) Weave through them and don't hang around, if they gang you restart. (I think they may get a little confused with the weaving when there are more than 2 of them. If you don't get hung up on one, you can make it through) Return to the shopping area, turn right from the door and run to the "BOOK STORE". (There are big things walking around the shopping area. They're slow compared to the LPSTs, but they can smack you with their big honkin' arms. The arms have a long spike thing that shoots out from it causing fatal damage to Heather. They remind me of giant walking attack dog suits, hence known as GWADS) Run to the rear of the Book store, pick up the ammo on the way and open the door. (8352) (X cut scene with Claudia) Head south to the elevator enter, (X all cut scenes) Pick up the (RADIO), shut it off and exit the elevator. (There are at least 3 split faced BPCs in this area and one is very close, so don't flop around. The body style of the BPCs remind me of a chunky old Mastiff I knew named pork chop, add the split face in and you have butterfly pork chop, hence known as BPCs) Make two right turns out of the elevator; (careful of the BPC) follow the hallway to the intersection and enter the door directly across. Get the (MEDS) and exit the room. Turn left and run by the last BPC. Pass through the double doors to the west end of the 1st floor shopping area. Avoid the 3 GWADS patrolling the shopping area. Run forward; tap (S/V) to locate the other hallway. Run its length, turn right at the corner and enter the 2nd door on your left. Pick up the (LIGHT) and the ammo and exit. Turn left and enter the next door on your left. Pick up the (BLEACH) and exit the room. Turn left, run to the WOHD (wrecked overhead door). Turn right and run as you tap (S/V) avoiding the GWADS and possibly 2 BPCs. Enter the (BOUTIQUE); pick up the (HANGER) and exit the room, Return to the WOHD and to the shopping area, there may be up to 4 GWADS and one of them may be in the bathroom hallway. Once in the open shopping area, turn right, run to the last OHD on the right and enter. Run to the base of the ladder and use the hanger. Climb to the 2nd floor, run to the right side of the 3rd floor stairs (LO) and climb. Enter the 1st door on the right, (RESTAURANT) move to the dog and take the (COOKED KEY). Move to the rear of the room, get the HDs, and exit. Return to the 2nd floor via the same side of the stairs. Turn left, run passed the TVs and the (SAVE SYMBOL) to the last door on the left. (LON), (JEWLERY SHOP) Take the (WALNUT), (LO) and exit the room via the rear door. (1GWADS) Bear left run the hallway and enter the short hallway on the right, move to the door at the end and use the cooked key. (BAR), Pick up the HDs and exit via 2nd floor shopping area door. Bear right around the center area to the double doors on the right, (LON), pick up the (DETERGENT) and exit through the rear door. Run to the fan at the end of the hallway and shut it off. Enter door on left, combine the bleach and detergent, "X cut scene", start the fan and re-enter door. Run the hallway and enter the 2nd door on the right. Pick up ammo and jerky and exit room. (LO) Turn right run to intersection, turn right and enter door on left. (1 GWADS) Run through the room and exit to the huge open shopping area with two big holes in the floor. Turn left and run across the center area. There're a couple of BPCs and a new thing. (Not sure about these guys, they appear insectoid, they can walk on their needle legs, if that's what they are, and they can stab you with them. They can also float or fly around. When they do, they rotate and or swing. For the most part, they can be ignored if you have the room to avoid them. On the lower levels I have made it by them on narrow walkways, even when there has been more than one and they were grouped close. If you shoot at one and hit it, it will make a bee line to you wicked fast and likely hit you hard. They are best avoided whenever possible. Hence known as bugs) You will approach a narrow walkway, run through it to the opposite side of the shopping area and enter the double doors on the right. (TORTURE ROOM?), Move to the stretcher with the vise and use it on the walnut acquiring the (MOON STONE). Exit the room, turn right, run to and exit the shopping area through the door. (Hope one of the bugs doesn't smack you) Run clockwise around the central area to the double doors of the BAR on the right. Avoid the first two LPSTs by quickly moving counterclockwise around the perimeter of the room and running behind the bar. Unload enough rounds into the LPST behind the bar to drop it and then kick it till you can pass. (In the upper extreme modes, the LPST is too difficult to pass in such a narrow area without taking damage.) Exit the restaurant to the storage area. Be mindful of the GWADS and return to the 2nf fl. shopping area via the Jewelry store. Turn right, run to the left side of the 3rd floor stairs and climb. Hold (S/V) as you run to the door at the opposite end of the small 3ed floor area. Quickly use the Moon stone on the door. Run to the ladder, reload the pistol and climb down the ladder. (X cut scene). (CONSIDER SAVING BEFORE CLIMBING DOWN) MALL BOSS (Shecky the Uncircumcised) (Severe Damage (SD) hits resonate through the room. The sound is quite different when penetrating his hide. Make sure you use the quick load between each emergence. Even though you aren't hitting him through the mouth all the time, I believe the hits are cumulative; you can see the little blood spurts on contact. I have relied on (SD) hits alone and it does take longer. You always begin the fight from the same spot in the room. What does change is Shecky's entry point. Unlike the earlier extreme levels, you no longer have guaranteed target lock. You may be surprised to notice that Heather is now firing at the wall instead of Shecky. I think there may be a distance/accuracy limiter that kicks in on Ext 10. You must stay closer to Shecky to ensure target lock let alone (SD) hits) (XCS) As soon as you are free, if it isn't obvious that Shecky is approaching from the rear or the tunnel to her left, press and hold S/V to locate him. Strafe left to position Heather directly in front of Shecky, unless he is emerging from the same side. If this is the case, then you'll have to run to and turn into him for the face off. Hold S/V to keep him in front you and fire two (SD) rounds into his face. (From this point, one of three events will take place; 1. Shecky may move off, it usually happens if you fire off more than 2 rounds into his mouth. He'll either back into the same tunnel or move off into a different one on the other side of the room. 2. Preferably, he'll slam the floor allowing what I consider the best sequence to continue. 3. Shecky will remain maw open and kind of wavering about for a few seconds longer than usual.) If Shecky follows option #1 and moves on, (still holding S/V), begin firing and follow him across the room as he exits. Position Heather in front of the middle tunnel of that side, reload and quick spin to put the tunnels behind her for the next sequence. If Shecky follows option #2, screams and slams the floor, (continue holding S/V) as soon as he slams the floor, begin firing as you strafe to the left or right. Don't fire off more than 6 rounds during the strafe and Shecky lunge across the room. Wait for him to retract and open up his maw again before you empty the rest of your clip. Hopefully, you'll make two more (SD) hits on him before he moves off. If he slowly moves off across the room, follow up with another clip. Then position Heather at the middle tunnel, reload and quick spin for the next sequence. (From here you can get the #2 option to repeat. If after Shecky opens up his maw for the second time, you only fire two rounds, hopefully (SD) he will go through a second lunge sequence. I got a triple lunge event once in all the 18 runs through the game. I'm not sure whether the double or triple lunge is a good thing or not, only one time did I get below 2 minutes when I was able to get a double.) Option #3; Shecky maintains an open maw and wavers a bit longer than usual. Hopefully, fire off two more (SD) rounds and then he'll close up and move on. If he slowly moves off, follow up with another clip. Then position Heather in front of the middle tunnel, reload and quick spin for the next sequence. This event is one good reason to continue to hold (S/V). (To avoid the lunge, you must be the distance of his opened flaps and then some to remain upright and undamaged) If Shecky moves on, continue holding (S/V) begin firing and follow him to the other side of the room. Reload; position Heather in front of the middle tunnel and quick spin for the next sequence. As at the beginning sequence, press "S/V" as Shecky returns to locate him if he isn't approaching Heather from the tunnels to her rear. Repeat the above procedure until Shecky falls. Sometimes Shecky will blast across the room after a firing sequence, so be alert at all times to avoid a knock down. I truly hate being knocked to the floor, (X cut scene) and head for the partially opened OHD. Run toward the foyer's glass doors, turn right, enter the restaurant and pick up all the goodies. Make sure you get the "JERKY" in the rear left end of the room. Exit the room, and pass through the glass doors. (X the cut scenes) Continue on to the Subway. ______________________________________________________________________ 2. SUBWAY Follow the corridor to the intersection, turn right, continue and pass through the door. Continue to the Concourse, "Sub Level 1", hence known as (SL1) (big open area) Turn hard left toward and through the only open turnstile. (There are 5 sets of stairs in the (SL1); the important set is the south stairs and happens to be closest to you after passing through the turnstile). Run down the (South) stairs to (SL2), make two rights and run through the door. Bear left, across to the northeastern end of (SL2). Short hallway, turn left, (LO) and down to Platform 1A. (Big room, 2, 3 or 4 BPCs, 2 sets of stairs down.) Make two hard rights out of the stairwell, run along the wall, two hard rights and down the stairs. Take the HD and return to big room above. Turn left, run across the big room to the east side and down the 2nd set of stairs. Take the (NUTCRACKER), and then return to "SL2". Run to the (CHAINED GATE), use the nutcracker and head down to Platform 2A. Enter the subway car and pick up the ammo and shot gun. Arm and load the SG. Exit the car to find two blubber things, one is thoroughly blocking the stairs up and the other is lying down in your way but not blocking your route to the next set of stairs down. (Waste of Flesh hence known as "WOF",) Ignore both WOFs, run to the opposite end of the room and take the stairs down. Run down the stairs, make two rights, and run to and down the 2nd set of stairs on the right to Platform 3B. Run to the end of the platform; notice the lighted door down on the tracks. Climb down and access the door, you can't get in. Turn, avoid the 3 BPCs, run back to the platform and climb it before the train smacks you. Now, you must run to the opposite end of the series of long platforms. Pass the 1st set of stairs; pass through the gate and avoid the 2 BPCs. Run the length of the room to the stairs at the end. Run up and over the 3rd set of stairs to the end of the platform. Pick up the one HD on the bench (LO) and enter the train car. Unless your health meter is flashing fast, you should be able to survive a hit. If you are flashing fast, take an HD before leaving the 1st car, and then if you get hit, you can keep going. The train ride has a low difficulty, just keep running. The first car with LPSTs has 3, the aisle is narrow, and the LPSTs are close together and fast. I almost always make it through them without damage. The second car with LPSTs has 1 BLPST and 1 LPST. Run up to the BLPST so that you can shot gun it to the floor at the intersection. You need the room to get around it. Drop the 2nd LPST to run around it. One more car will have a WOF, which is always easy to pass. One lighted car has SG rounds on a bench on the left. The next car has 2 boxes of pistol ammo on the right as you enter the car. (X cut scenes) Exit the last car, turn left and run to the door at the far end of the platform. ______________________________________________________________________ 3. SEWERS Most of the uglies big, small and floating are more or less easily avoided if you are halfway decent at dodging. A few will have to be put down to pass safely. (The bloody walls area drains health fast. However, if your health meter starts fast flashing don't worry too much, you won't die, at least I haven't so far) (LON) Run down the bloody stairs, turn right and run through the door at the end of the corridor. Turn left, weave through the bugs and enter the only door on the right. (1LPST), (LO), Run to and through the door on the right. (3 LPSTs) Move forward enough to see the first LPST exit the opening on the left and turn away. As the 2nd LPST exits, it will turn left or right. Run toward the opening, swing wide right and then hard left into the opening sliding along the left wall. Pass the 3rd LPST, and enter the door. (LOCKER ROOM) Pick up the (MAUL), (Q/T) and take the FAK off of the shelf. Exit via the other door. (1BLPST and 2LPSTs) Turn right, run up to and fire one round into the BLPST dropping it to the floor. Run past it to the first door on the right, (LON) pick up the (BOTTLE, JERKY & HD). (LO) Return to the corridor. (The LPSTs are closer together now, and the big one will be flopping about on the floor.) Cross the wall on the opposite side the hallway, turn left, and then right at the intersection and run through the OHD. (3 bugs) Run to and through the first door on the left, you'll be running between two of the bugs to reach the door. Run to and through the door at the end of the corridor. (Dumb bloody cut scenes) Turn right and run, turn right at the intersection and pass through the OHD. (3LPSTs, 1 BLPST, (LO) Proceed to the 2nd narrow corridor on the right; enter the room at the end. (LON) Pick up the ammo on the desk, the (OIL) from the heater and the HDs on the other side of the desk. (LO) Return to the corridor, turn left, stay close to the wall on the left and enter the narrow corridor on the left. Pass through the door at the end of the hall, (LON) put the oil into the pump's tank, start the pump and climb down the ladder. Bear left; run up the stairs, bear right to the 2nd set of stairs. Exit the door at the top of the stairs, run to the end of the long corridor with stairs and exit. Jump down into the water, (LO) turn right and run the long and narrow walkway past the 2 BLPSTs. Once passed the BLPST on the right, a door will show up on the right, climb up to the walkway, run to and enter the door on the right. We have another long corridor with stairs, and a door at the end. Pick up the (DRYER) and Ampoule. Back to the sewer, drop down to the water, More often than not, one of the BLPSTs is walking past the OHD and goes for Heather. Pump only enough rounds to drop it, then climb up and enter the OHD. (LO) There are 3 LPSTs near the intersection and 1 BLPST approaching from the right side of the intersection. Stay along the left wall and pass the first LPST. Turn hard left avoiding the BLPST. Scrape Heather's shoulder against the left wall as you pass the second and third LPST. Swing right and enter the door on the right. Pick up the HD, exit the room from the other door, plug the dryer into the socket and toss it into the water. Exit the room at the other end. Turn right and enter the door at the end. Drop down into the water, climb up the other side. Turn left and follow the narrow walkway to the opening on the right. Enter the door at the end. (You're now off the map) Run the length of the long corridor and two sets of stairs to the end. Bear left in this big room along the wall to the stairs. Climb the stairs to the top and then the ladder to the surface of Silent Hill. ______________________________________________________________________ 4. CONSTRUCTION SITE (The Platypussessess at the end of the Construction site are evil and brutal requiring patience to maneuver through them.) Building (1) Run clockwise around the building, to the double doors on the right. Eyeball the boxes on the left as you pass to the door pick up the HDs if there are any there. Climb the stairs to the 5th floor. Move to the far end of the room and pass through the door on the right. Run into the large room, run to the left of the mattress and take the ammo. Push the mattress into the hole and arm with the Maul. Locate the discolored patched area at the corner of the wall and pound it with the maul for the (SILENCER). Pick up the HD to the right of the hole in the floor and drop down into it. (X CS) Run to and through the hole in the wall to the scaffolding, (2 bugs). (LO) Turn left, run the length of the scaffolding to and through the open window on the right. Building (2) 2nd Fl; Exit the small room, turn left and run to ("Store Front Poseables") on the left. (Try to find poseables in the dictionary.) Run out into the elevator hallway, turn left, and run passed the elevators to the Stairwell door and enter. (Careful, sometimes there are 2 BPCs in your way; it wouldn't hurt to take a HD to get out of the red) Climb to and enter the 5th floor. 5th Fl; Turn left, run past the elevators, turn left and enter the double doors on the left. Pass through the room to the door on the right at the far end. Turn left, run to and pick up the (SCREWDRIVER). Return to the Elevator hall; via the (Gallery of Fine Arts Door). Cross the hallway to the (KNM Auto Parts) door. (A large J shaped hallway) (3 LPSTs) (LO) Make one right turn and run about a quarter of the way to the end. Move to the right or left side; stop and wait luring the first LPST over to your side. Swing around the LPST and continue on to the next two LPSTs and the right turn at the end. The two LPSTs are easy to pass, take the first door on the left (Office). (LON) Pick up the HD on the front desk and the (JACK) off the shelf on the far left rear. Exit the room, cross the hallway to the (KNM Auto Parts) door, unlock it and exit this hallway. From here, make your way to the Stairwell and back to the 3rd floor door. 3rd Fl; Turn left, run pass the elevators, turn left at the intersection and pass through the (MONICA'S DANCE STUDIO) door. Turn right and enter the 1st door on the left. Move to the desk with the jammed drawer and use the screwdriver on it. Take the (ROPE), and pick up the (MAP, I still get turned around in this building). Exit the room, turn left run to and enter the 2nd door on the left, (LOCKER ROOM) take the HD from the locker. Return to the elevator hall and to the partially open elevator doors. Use the jack and then the rope on the doors to the 2nd floor. 2nd Fl; Make two rights to the short hallway and straight to the (ECHO) door. Cross the room, take the yerky, (LO) turn right and pass through the door. Stay to the left side of the room when passing through to avoid the LPSTs. Examine the tub. (X CS) Exit the room, through the other door, take the ammo from the wheel chair (LO) and exit this room through the other door. Turn left and enter the door at the end of this hall. (LON) Follow the short narrow hall to the (VINCENT ROOM) (X CS) Take all the Meds and the bottle of (OXYDOL) from the cabinet and exit this room from the other door. Turn left to the door at the end of the short narrow hallway. (LO) (1 Plat 2 BPCs) Exit the door at a run; make two left turns and one right to the elevator and enter, (careful of the BPCs). (LON), push for the 1st floor. (XCS) 1st Fl; Make three left turns into the short hallway. Enter the door on the left at the end of the hallway, (BARROOM) (1 WOF) Stay close to the bar while running around it to the refrigerator and take the (PORK). (Q/T) and tap (S/V), for camera perspective. Run to the table with the SG ammo, take it and exit the room before the WOF gets up and clobbers you. Return to the elevator and to 5th floor, (XCS) 5th Fl; (LO) Make two lefts and one right and enter the door with the light over it at the end of the short hallway. (1 BPC, 2 Plats) Turn left run to intersection, turn right and enter door at end of short hallway. Pick up the (MATCHES) and return to the hallway. Step left, drop meat, step right, watch for the Plat and the BPC and run. Stay to the right side of the hallway, run about halfway down the hallway and drop another Jerky. It's pretty dangerous now, the BPC is loose and there's a plat in the dark. Strafe left and run the rest of the way to the door. (About 2/3rds of the time, I can make this run without dropping meat, about 80% of the time if I drop meat halfway and about 90+% of the time if I drop at the door and halfway along the hallway) Enter the door directly across from the one you just passed through, run to the big picture on the wall, stand facing the trash barrel. Combine the Pork, Oxydol and Matches and click use. (X CS), and enter the new door, turn right move down the stairs, (LO), and enter the door on the right. 4th Fl; (There are a total of 8 platypuses in these 2 winding corridors, 5 in the first section. Both corridors are very dark, the Plats are fast and difficult to see, I recommend taking a med to get you into the green) Strafe left, drop the meat, sidestep, to the right. (S/V) for the Plat, stay on the right side and move about 2/3rds the distance to the inside corner and wait a second. (Sometimes one or two Plats will blast around the corner and knock Heather over on their way to the meat) If not, move to the corner, drop meat, sidestep to the left, move to the outside corner, turn right and (S/V) for the Plats. Let them pass you, stay to the left and run to the next inside corner, drop meat, sidestep to the right, move to the outside corner, turn and (S/V) for the Plats. Wait for them to see the meat before running by. Repeat this maneuver at the next inside corner if you haven't already passed all 5 Plats and exit the hallway. Enter the next hallway, Most times, this first leg of the hall is empty and often the second leg is too. If so move into the 3rd section at the outside corner turn and (S/V) the length of the hallway. Most likely you'll see them on their way toward Heather. Drop some meat, and then sidestep to the left. (S/V) for Plats them move to the next inside corner and repeat the maneuvers mentioned until you exit through the door at the end of the corridor. (Always use the (S/V) to locate the Plats and be patient enough to let the Plats go for the bait) Take the coin off the desk, and use it on the vending machine, (LIFE INSURANCE KEY) (X CS). (1 BPC 2 plats) Exit the room, Strafe left, if Plats drop meat, if not move to the inside corner and drop meat. Strafe right, move to the outside corner and turn left. If clear run to and unlock the door with the light over it. Continue running, make one left turn and a right turn to the elevator and enter. Push for the 1st floor. 1st Fl; Make two lefts and one right out of the elevator to the door at the end of the short hallway. Unlock it with the Life Insurance Key. (LO) Turn left, stay to the left and run to the inside corner. Drop meat, sidestep right, run to the outside corner and turn left. (S/V) for a Plat, if one is close, wait for it to cross over toward the meat before running by it. Stay to the right side, as you make your way to the last door on the left, eyeball for the 2nd Plat. If Plat #2 is not stationary but is moving toward you, drop meat and sidestep to the left. Enter the door on the left, move to and read the papers on the stretcher. Exit the room, follow the corridor back to the 2nd door on the right and enter. Run to the intersection, turn left, run to the end of the hall and out of the double doors. ______________________________________________________________________ 5. OUTSIDE, ON THE STREET Arm and load the pistol. Turn left and start running, stay on the sidewalk, eventually an alley on the left turns up, take it. Run all the way to the steps leading to the back door of the apartment building Heather and her dad live at. You might want to save here. Run to Rm. 102 and use the key to enter. (X CS all the way up to the roof) ______________________________________________________________________ APARTMENT ROOF BOSS MANNY THE SLASHER This is the fastest method with the least amount of ammo used that I've found to date for smoked Manny, minus the silenced "Unlimited SMG". (Albeit a tad dangerous if you cluster it up) (LON), enter inventory, attach the silencer to the pistol load it, and ensure that the (SG) is fully loaded and in the weapons ready slot. "SUPPLIES", equip SG ammo. Return to the roof. Follow this pistol maneuver exactly and you shouldn't miss one round! Once on the roof, tap the fire button three times. (Manny will be on you and may even thrust at Heather but it will miss). Once the third round has been fired, strafe to the left or right. As you begin the strafe, quickly fire off two more rounds. (Don't release the trigger on the last two rounds Manny has run off about 40% of the time when I have released between the last two. About 70% of the time, Manny goes down on the 4th round) Manny will drop on the 4th or 5th round. You need to have him close to ensure good hits and to see him drop. As soon as he drops, (LO), take one step back, switch to the SG, return to the roof. From this point on, you'll be using the SG. Press and hold (S/V) to keep Manny in (LOS). Fire off 2 rounds, after the first round he may begin to rise from the deck, if not, put a 3rd round into him. (Another reason for holding (S/V) is to see whether Manny turns to or away from Heather when he rises up from the deck. He is so close that if he is facing away from Heather, you can get off another round and drop him for another salvo.) In either case, release the trigger after the 2nd or 3rd round, at this point, he will be up and may be moving toward Heather, if away, follow the italicized info above. If he's facing Heather, even though he's close, approach him at a run to disrupt his possible attack; swing around to his side or rear and fire a close up to drop him again. Manny is much smarter and faster in the upper extreme modes, so you must be accurate and prepared for him to turn with Heather as she swings around Manny. Press and hold (S/V) you may get 2 or 3 more rounds into him before he rises up again. Tap your reload button while Manny rises. Don't fret if he runs off, use the left or right turn buttons to follow him, he'll stop shortly and begin searching for Heather again. Run up to and behind him to repeat the above process. Sometimes he isn't facing Heather and doesn't take off at a run; he walks off, giving you the time to make it close for another salvo. With this method, I have taken him out with as few as 4 pistol and 12 SG rounds and no Meds. On average, it's 5 pistol and 15 SG rounds. The real bennies come into play if you have to chase him and take him down near the penthouse area or at a corner of the roof. If he is between you and the penthouse/fence and or parapet, he seems to jamb up brain wise; he stands, and walks or runs off toward the walls or fence. The barriers prevent forward motion but he continues to walk. Showing his backside and giving you a soft target for a faster kill. I "THINK" the hit ratio depends on fire rate and distance from target. My reason for strafing left or right instead of just backing away is to maintain close proximity to Manny. I have taken him out in 7 seconds using the (USMG) till he drops and 1 SG round to the back. The rest of the time I take him out in just over a minute. From the end of the Slasher fight, "X" out all the cut scenes to Heather standing, run to her room and get the stun gun and batteries. Leave the room and exit the apartment through the kitchen. Turn right to the intersection in the hallway, turn left and exit the building. "X out all the cut scenes to Heather standing in the Jack's Inn room. I hate jumping the car ride to Silent Hill, for me, its one of those moments in video games that makes them worth playing. Killer music with a great FMV, but what are you gonna do when you're speeding. ______________________________________________________________________ 6. SILENT HILL JACK'S INN & HEAVENLY NIGHTS Exit the room, run straight out (North), into the street, (Nathan Ave.) There are BPCs and bugs on the street. Turn left, stay on the sidewalk, and proceed to Carroll St. Turn onto Carroll move over to the sidewalk on the right side of the road and turn into the Night Club's alley, up the stairs and through the door. Pick up the FAK and Jerky on the table and the SG ammo off the bar and exit to the street. Turn right and continue on to the Hospital's front entrance. ______________________________________________________________________ 7. BROOKHAVEN HOSPITAL (Note: there are more gun toting nurses in the hospital that can chunk Heather from a moderate distance regardless of whether she's lights on or off. The Platypussessess in the alternate Hospital are evil and brutal requiring patience to maneuver through them.) 1st Fl; Enter the front door, run to and through the door directly in front of you. Stop, turn right and take the HD in the cabinet. Exit the room, (2 Nurses, 1 in either direction) turn right, run to the elevator, enter press for the 2nd floor. 2nd Fl; Three right turns out of the elevator into the short hallway. Enter the last door on the left, (Woman's locker room). Take the (NAIL POLISH REMOVER) from the locker and leave the room. Make two right turns to the 2nd floor ward doors on the left. 4896 unlocks the doors. Arm with the SG. (LO), (2 Nurses, 1 with a gun, easy to pass) Turn right, run to the end of the hallway and enter rm. (M4) on the left. Stop the alarm and note the time. Move to the briefcase, use the clock time, (MILITARY TIME) on the combination lock and take the (CAMERA). Return to the elevator and drop down to the 1st floor. 1st Fl; Make two rights out of the elevator to the Ward double doors. (LO), (3 nurses, 1 with a gun, spread out, easier to pass on the way to C4 than on the way back) Enter the ward, turn right and enter rm. (C4) on the left. Move to the head of the bed farthest from the door. Use the (NAIL POLISH REMOVER) take the (STAIRWELL KEY) (Q/T) Return to the elevator hall, use the key on the stairwell door and move down into the basement. BASEMENT Take the SMG ammo, pass the wheelchair and enter the door on the right, (STOREROOM). Move to the blood smear on the wall and use the camera. Write down the combination, exit the storeroom and pick up the SMG off the floor. (Q/T) Return to the stairwell and make your way to the Roof. ROOF (3 GWADS)Weave through them; take the SMG ammo off of the barrels, (Q/T) and run down to the 3rd floor. 3rd Fl; Move to the 3rd floor ward's double doors. Use the combination from the camera picture, (LON), pass through the door, turn right and enter the door on the left, room (S1), 1 HD. (Q/T) Exit room, turn left, beat feet to bench, grab the jerky and (LO). Run toward the end of the hallway and enter room (S12) on the left. (3 Nurses, 1 with a gun, will appear from nowhere along the length of the corridor as you pass the elevator. Moderate danger if they bunch up around the bench, in this case, you'll have to chunk them if so, use the SG) One nurse appears around room (S10), just before you get to (S12) Once in room (S12), pick up the phone and (X CS) (Q/T) Exit the room and return to the elevator hall. Once in the elevator hall, take the stairwell to the 2nd floor door and enter. 2nd Fl; Once in the 2nd floor elevator hall, enter the 2nd floor ward. Turn right and run to the end of the hallway to the (M) door. MAZE Here's the route in a nut shell, (R), (R), (L), (R), (R), (L) to door. Enter, (L), (R), (L), and turn around, (L) to door. (L), (L) to symbol, (action button), (X CS) straight to and through the door. Climb the ladder to the top, turn right and pass through the door. ALTERNATE HOSPITAL 3rd Fl; (2 Plats, usually one is very close and the other may be anywhere between the elevator and the other end of the hallway. Ensure you have meat equipped in inventory. About 50% of the time I'm able to pass both without incident but those ain't good enough odds) Turn left and move to the inside corner. Drop the meat, strafe to the right move to the outside corner and turn left. (S/V) (LON) begin your run to the opposite end of the hallway. Whether you see the plat is at the opposite end of the hall or not, drop meat just passed the elevator area, strafe left, and run for the double doors at the end. It's a big red room with the hole in the middle, exit through the door at the other end. (3 Plats, dangerous) Turn left; (LO) press S/V move 3/4ths the way forward to the inside corner. Drop meat, strafe right, run along the walls and enter the elevator. Push for the 2nd floor, exit the elevator. 2nd Fl; Make three rights into the short hallway and enter the last door on the left. (LON)Take the (BAG) and HD from the waste barrel, (LO) and exit the room. (There are 2 Plats and 1 nurse with a gun). Drop meat, run forward and turn right as you go and run to the elevator. Push for 3rd floor and exit. 3rd Fl; Keep the wall close to Heather's left, swing wide right back to the big red room, (LON), and exit through the other door. (2 plats, often, one at each end of the corridor, usually easy) Enter the 2nd door on the right, (Examining room) put the blood in the bag and exit this room. Return to the elevator via the big red room. Enter the elevator hall, turn left, (S/V) If Plata are in this end of the hall drop meat strafe to the right side of hall, run to elevator and press for B3. If not, run to the corner, drop the meat, strafe to the right and run to the elevator. B3 CREMATORIUM Move to the oven door lock, push 9271, take the (CREMATORY KEY), return to the elevator push for the 1st floor and exit the elevator. 1st Fl; Straight out of the elevator, hit the wall, turn right, run to the end of the hall, unlock and enter the door on the right. (1 pipe nurse, easy) Exit the room past the nurse. Enter hallway, (3 Plats, 1 Gun nurse, moderate) drop meat, strafe right and run 2/3rds distance to bench. Move left to wall, drop meat, strafe right and wait for last two plats to pass the bench. Ignore nurse, run to and enter the last room at the end of the hall, (C5). Spread the blood on the table, (X CS), "Inventory", and arm with the SG. Ensure that your health is at least in the green that SG rounds are equipped and climb down. X out for Lenny HOSPITAL BOSS LENNY THE ROTTEN To date, I haven't found a reliable and consistent method to quickly deal with Lenny; even the USMG is useless on him in the extreme modes. When he's moving through the water, he's untouchable. If you're too close when he rises, he'll smack you. Lenny is too unpredictable; he doesn't stay still long enough for a proper Katana slashing. If and when you do luck out and catch him, only the slower overhead attack makes contact. (NOTE; if you're playing during the day and you have screen glare or the room is too bright, Lenny completely disappears with lights off. Even though Heather turns her head when holding the "CAUTION" button, it's too distracting to have the light off). (While researching techniques, I did luck out and make one take down at one minute and twenty-eight seconds in extreme 4. In general, the times are almost always at or above the 2 minute mark. So if you're going for the gold, I suggest saving before confronting Lenny and reloading from there instead of using the CONTINUE option). I believe your time depends on a number of things, 1. Whether you hit him from the front, side or back. 2. Distance from target 3. Whether you have adequate Heather control to follow him. 4. Constant S/V control. 5. How efficient you are on getting back into inventory for reloading. I'm not too sure yet whether the light being off or on matters much, although, I'm leaning toward (LO) for the chase and (LON) for the shooting. I have had fast completions with the light off after the first series of rounds. I also have fast times with the light on during each encounter. (With the light off, follow Lenny around the room watching for him to slow down. Move within ten feet, preferably beside him, turn the light on just before he rises from the water and press and hold "CAUTION and FIRE", you need to press caution first or she won't reliably lock onto him before you fire off the first round) Your hope is to have him thrash about in the water for a salvo of at least six rounds. If you're in front of him and too close, he'll rise out of the water and smack you. This isn't a good thing when using the SG, because you can't retreat while shooting. That in mind, this is my current method for dealing with Lenny. Spill the blood, (XCS) Inventory, ensure that SG shells are equipped and a fully loaded SG is in Heather's hands. Climb down; (XCS), Hold CAUTION/FIRE/BACK, Heather will take one step back and fire off one round as the flooded room materializes. Hope Lenny goes into a splashing fit. If so, continue firing on him, always keeping count of the number of rounds fired. If he crawls off, tap the RELOAD/RESAMPLE button, (LO) and begin stalking Lenny. This situation happens more often than not. As soon as you fire off the 6th round, release the CAUTION/FIRE and begin fast tapping the INVENTORY button. Reload the SG manually and quickly return to the job of chunking Lenny. (Believe it or not, RELOAD/RESAMPLE isn't fast enough to keep him on the floor for a second salvo. Even though manually loading through Inventory takes longer, virtual time must stop when in inventory.) If you are lucky and fast enough, he'll stay down for another 6 if not, he might stand for round or two and then drop under for a crawl about. Tap RELOAD/RESAMPLE to ensure that you have 6 in the tube, (LO), hold down (S/V), and begin to follow Lenny about the room. Try to stay near the middle of the room, between short walls. (Room is rectangular, long walls are ends with rotating gears and protruding steel girders and short walls are the bare ones. The Room is broken up into 4 quarters, |25|50|75|100|; stay within the 50 and 75 sections.) This allows you to spend less time running about and more time turning to keep track of the rotten one. Lenny never contacts the long walls, so this puts him within your prime firing range at the long ends of the room "IF" you stay within the ends of the |50 and 75| boundaries. If you're following Lenny and you see him slow down, you know that he will be rising within a few seconds. I believe your optimum firing positions are from the side and in front of him. If you are behind him, most likely he will stay down for 6 or fewer rounds then take off or stand. If you take him from the side, (my preference) and he stays down for the first 6 rounds, begin tapping INVENTORY as soon as the 6th round has been fired for a manual reload and quickly return, firing as you reappear. Most times, I get 10 to 12 into him, a couple of times; I've pumped 18 into him before he took off. If you take him from the front, ensure that you are at least 10 feet from Lenny, or he'll rise up and swat Heather. A swipe from his flipper arm will screw your timing. Most of the time, I get at least 7 to 8 rounds into him from the front a few time 10 rounds. In all cases, as soon as he drops down and crawls off, quick load, (LO) and begin stalking his rotten butt till you get the ending cut scene. 1st Fl; Exit the room, turn right and run the length of the corridor to the door on the left at the end. Exit the hospital through the front door, (X CS) Return to your room at the Jack's INN and (X CS) with Vincent. Beat feet to the Amusement Park. ______________________________________________________________________ 8. LAKESIDE AMUSEMENT PARK Enter the amusement park, pass the bloody bunnies, bear to the left (LO) and enter the door on the left, (SOUVENIR AVENUE). (2 GWADS), Turn right, circle around to the (SWEET FACTORY, bunny sign to right of door), enter, (LON) move around the center table and pick up the Ampoule. Turn around grab the jerky off the counter, turn left swing around the counter to the selves at the far left end of the store. Inspect the cookie boxes, and then begin to leave. Listen for the boxes to crash to the floor as you leave, then return to the fallen boxes and pick up the (ROLLER COASTER KEY) (LO) Exit the store, turn right, and fire enough rounds into the closest GWADS to drop him. Run past the second one to the lighted door with the (MOUNTAIN COASTER) sign above and enter. (2 BPCs) Run straight out from door to the metal gate. (2 BUGS) Turn left, run through the cue to the (Mountain Roller Coaster Platform) sign on the metal fence. Turn right, climb the stairs to the control room (LON) and use the key on the door. (Sometimes a bug makes its way to the open side of the ladder and can damage Heather as she climbs. You may have to stop and drop the bug to avoid damage). Grab the HD in the control room, shut the coaster motor off and exit the control room for the tracks. Run the tracks till you get the cut scene, "X" it and keep "Xing" till Heather is standing. Turn around, run to and enter the haunted house enclosure. BORLEY'S HAUNTED MANSION (Unless you ace the maze 80+% of the time, I suggest you seriously consider saving at the Borley steps) Follow the cue around past the ticket booth with the save symbol. (It pays to have the route down in memory). 1st Run; L, R, L, R, R, L, R, L. 2nd Run; L, R, L, R, R, L, R, L. Continue moving from one room to the next. Be careful of the spike ceiling. From the spike room to the outside, you're in the hallway maze and chased by the deadly noisy red light thing, as you know, don't let it touch you. (Frankly, my success rate on this maze, (2 in 5) is dismal at best. Rote knowledge of the route and no amount of practice seem to improve my odds. Aside from the Plats, for me, this is the most frustrating segment of the game, so I save. In extreme 10, the sphere of influence of the red light has expanded, taking its toll on Heather. Whereas in the lower modes the area directly in front of an exit door allowed Heather a respite from the run, now there's no guarantee, only the area after passing through the door is safe. I was hoping the (S/V) button would help but no joy.) OUTSIDE (2 GWADS) Press and hold (S/V) as you run through the opening in the wooden fence. (1 BPC 1 GWADS) (CAROUSEL AREA), Run along the fence to Heather's left, turn left at the opening to the metal gate at the end. Pass through the gate and straight to and through the next gate (bugs GWADS). The bench to the left has SG ammo and an HD. Run the perimeter of this room, up the stage steps and pick up the shoe. Pick up the chain on the bleachers and return to the carousel area. Attach the chain to the gate, climb onto the carousel, locate the hub and attach the chain to the bar on it. Move into the carousel control room take the ammo and start it up. (X CS) Exit the control room, enter the gate and (X out the Douglas cut scene). Exit straight through the gate, turn right and enter the "PURPLE" door on the right. Take the mask and exit the room, enter the next door on the right and move to the mannequins. Put the shoe on the right and the mask on the left then exit the room through the other door at the far left end. (2 BPCs 1 BUG) Run straight out to the wall, turn right and pass through the busted opening in the fence. Run straight to the next gate on the left. CAROUSEL BLOWING INANIMATE HORSES AWAY Climb onto the (CAROUSEL); Ensure that you are armed with the SG. Move to the first moving horse on the right instead of the left. The objective is simple; you still have tons of SG ammo and can pick up more in the Church. If you don't flop around you can easily move from one horse to the next. You can kill a horse with one shot from the front side and rear as long as you are pointing directly at it, close enough and it is below the halfway point in its cycle. Always keep track of the number of rounds fired and quick load between horses or while waiting on an up stroke. (It takes two to three overhead hits to stop the horse when using the Katana, and more with any other melee weapon. It takes one round to stop it with the SG. I discovered this during a game when I forgot to pick up the Katana) CAROUSEL BOSS 4 GOTH GIRLS FROM HELL This is the fastest method I've found so far outside of the (USMG). Load the SG, move toward the approaching GG. When she gets close stop and wait for her to start her attack. The attack sound provided by the game is obvious, fire as soon as you hear the attack sound, if you get the timing right, you won't have to move from this point unless she runs off. Hold your ground; wait for the attack sound and fire, the 1st GG died in 5 SG rounds GG1 is usually the one that takes off for a run. This method works for all four incarnates, but, with a slight variation for #4. You need to get in close; you'll hear her chamber a round as you run around the carousel looking for her. Do not approach her from the front, move to the side of a horse and wait for her or approach her from the rear. Wait for the attack sound and fire. GG #4 takes considerably more ammo to drop, it will be a great help if you have a clear "Line Of Sight". You need (LOS) to keep close enough to prevent her from emptying a clip or two into Heather. Heather can take being pistol whipped more times than by the lead expelled from it. GG will likely rise up 2, possibly 3 times depending on the number of good hits you put into her. If any of the GGs runs off, your only recourse is to run her down. Try to stay in the middle aisle; (between the horses) I've never seen her move to the outer perimeter of the carousel. She either stays in the middle aisle or moves toward the hub. It's best to approach them from their rear, you get more rounds off before she tries to guard. When complete, exit the carousel via the narrow ramp to and through the squishy tunnel to the door at the end. Follow the next tunnel to the end, climb the stairs to the door and enter the Chapel. ______________________________________________________________________ 9. CHURCH X the cut scene. Arm with the SG, run to the altar, take the (EYE OF NIGHT) tarot card, and exit the door on the right. (LO) Follow the hallway to the intersection on the left, turn left and enter the door. (2GWADS) Exit the room through the other door on the same side. Turn left, run to the intersection, turn left again and run by the WOF that's sitting or lying on the floor to the door. Move over to the painting of the angel and wait for the invisible crying child to walk through the painting. Once done, keep tapping action, enter the door and pass through the door at the other end. (Slasher) A long narrow "L" shaped walkway with the elevator. Drop the Slasher with a close up round, your life will be easier in the future. Run to and enter the last door on the right. (LIBRARY) Get the (MOON) tarot card, (X CS) take the book and return to the elevator. 2nd Fl; Make a right turn to door on the left, long hallway with a Slasher, easy to pass. (MORGUE) Pick up the (HANGED MAN) tarot card and the ammo. Return to the elevator area, pass it and enter the 4th door on the right. (2 bugs and 1 Slasher) Another long narrow "L" shaped hallway. Turn right, run to the Slasher and drop it with a close up then enter the last door on the right. 1st door on left, (2 GWADS) exit this room from the far left end. Long hallway, run toward the end, when the camera change occurs stop, look for the "d" on the wall and wait for the invisible crying child. Once she passes through the wall, access the wall; pass through this room to (ALESSA"S RECOVERY ROOM) Take the (FOOL) tarot card from the book, the ampoule from the desk and exit the room to the long hallway. Turn right, WOF lying down in front of door, enter door. (3GWADS) Remain on the right side of the room while running till you pass the second GWAD. Pass through door at the far left end. Turn left and left again at the end of the long hallway to door at end of short hall, (ALESSA"S BEDROOM). Take the (BRASS KEY) off the wall, exit the room and return to the elevator and then the 1st floor. 1st Fl; Turn right, enter the door on the left and exit at the other end. (LON) Turn left and exit the door at the end. (WOF) Stay close to the wall on Heather's right, run past him, turn right at the corner and enter the first door on the right. (Full of Slashers and Platypus disorienting) Swing hard left through the room to the door on the same side at the other end. (Bloody Hallway) Turn right, then bear left, unlock door at the end of the short hallway. Run to the opening on the left, turn into it take the door on the left, avoiding the WOF. (It takes too long to kill it and I've never made it past this one without damage.) (SCHOOL ROOM) Exit from the other end. Go straight to the 2nd door on the right; take the (HIGH PRIESTESS) tarot card and leave. Return to the bloody hallway via the school room. (Bloody Hallway) Turn right and enter the door on the left. (Disorienting room with Platypus and Slashers, keep your light on for this room, it helps orient Heather as she passes through) Exit through the door same wall at other end. Surprise, this is a first, the WOF is waiting for me at the door. (One other time, both WOFs were laying down blocking the intersection, most of the time it moves back to its default position) Turn left at the intersection and pass through the door. Run to and enter the door on the right just passed the fallen angel picture. Run to and enter the elevator for the 2nd floor. 2nd Fl; Everything around Heather is getting bloody and blobby. Exit the elevator, turn left, run to and enter the 4th door on the right. (2 bugs) Turn right, run to and enter the last door on the right. Return to Alessa's room at the end of the hallway. (ALESSA's ROOM) Complete the tarot card puzzle on the door. THIS IS A REAL GOOD PLACE TO SAVE; (The boss fight is a trying and long event.) Run the long narrow hallway to the big room, turn right and pass through the big double doors. X the cut scene, swallow the red pill from the locket, (X CS) and drop into the hole. ______________________________________________________________________ END BOSS CLAUDIA QUEEN BIATCHA (The routine is basic, the least dangerous and most reliable method I have found to deal with Claudia. In extreme levels below 8 after the low swipe, a close up blast to the head with the SG works for 3 cycles and only on the right side of the room, never the left. After the 3rd attempt, instead of swiping and standing, she sends out a set of flames you can't avoid and wrecks your rhythm to boot. I never got a decent time trying this either. Basically, I think the pistol and SMG method puts more lead into Claudia over the period of conflict and this may be what the AI is looking for. Healing from damage, I've found that the equivalent of 3 HDs keeps Heather strong enough to take a flame hit. 1 HD and one FAK provide the same protection. Any less and she'll die, any more and it's a waste of meds.) Back up to the wall, arm with the pistol. Begin firing and strafe to your preferred end of the arch. Continue to fire as Claudia drops down and swipes. The second round after the swipe will produce the flames that ark around the ring and homes in on Heather. I begin my strafe after the 1st round following the swipe. Continue firing while strafing from one edge of the ring to the other avoiding the fire that spews forth. Maintain this regimen, strafing from left to right while firing. You can tell when Claudia is getting annoyed; she begins sending two fire thingies out. She is beginning to feel the damage when she starts sending the flames out faster. (After Claudia quickens the pace of the flames, she'll randomly, send out a blisteringly fast one that will catch you off guard and Heather will take damage. This happened three times on my last game eating up a total of 9 HDs. Once Claudia sends out the first set of fast flames, I change tactics.) I usually take a hit when she sends out the first set of fast flames, so, 3 HDs will heal you up to light blue, return and fire off the pistol as you strafe to one of the ends. Once Claudia drops I fire off one round after the swipe and enter inventory. Reload the pistol, switch to the SMG, load it and return to Claudia. Return to the room and fire off a burst into Claudia. As soon as the flame starts up, stop firing, release CAUTION/FIRE and strafe to the opposite side of the ring. Use the forward button along with strafe to keep Heather properly oriented and moving a tad faster than the flames. Otherwise, she's likely to turn into the spikes and slow down enough to take a hit from the flame. Once at the other end of the ring, enter inventory, reload the SMG, switch back to the pistol, and return to the room firing at Claudia. As soon as she drops, follow the previous instruction for the rest of the conflict. This will take some considerable time, hopefully less than 8 minutes. ______________________________________________________________________ 5. FIN Begin "Xing out the cut scenes to the results screen and take note of your efforts. The extreme 10 game is just that, extremely frustrating for anyone expecting to move through the game without damage. Not that I consider myself a top line player, but when one is accustomed to playing, staying healthy and not having to shoot at things because of clever maneuvering and guile, SH3 X10/hard will set you straight by taking your ego down a notch. Be aware, when you complete X10, you get another shirt for Heather "Gangster Girl". I feel complete now that I have it don't you? I prefer to stay with her default outfit, so the rest of them are just taking up space in the Items section of inventory. ______________________________________________________________________ 6. GAME RESULTS I've saved the stats for extreme action level games 8, 9 and 10 for comparisons. Note that level 10 is after the fifth time through. I had way too many restarts to end up with the 3 saves; frankly, it took most of the fun out of playing. Even though I eliminated Claudia on the first attempt, I ended up using half of my meds before confronting her. I had consumed all but two ampoules before finishing her off. Ending type Normal Normal Normal Action Level 8 9 10 Riddle Level Hard Hard Hard Clear Time 1:10:19 1:12:18 1:11:17 Shecky 1:44 1:53 1:54 Manny :59 1:04 109 Lenny 1:25 2:01 1:57 Goth Girl 1:29 1:51 1:31 Claudia 8:03 7:55 7:56 Clear # 12 13 18 Save & Cont. 7 7 3 Item Number 110 110 113 Kill by Shoot 9 9 9 Kill by Fight 0 0 0 Damage 683 901 920 Note; while researching AI avoidance, kill techniques and writing, I saved before each boss, once at the construction site, once at the Hospital and once at the steps of Borley Mansion. Running the guide after writing, I eliminated all saves but the Construction Site, Hospital and Borley Mansion. So far, I can't reliably make it passed the Platypus things in the Construction site or at the Hospital and I'm lucky to make it through Borley Mansion on the second or third and even forth try. I suppose, I'll go back and try for an all gold star game on normal mode to complete all the things the game lays out for you.