Silent Hill 4
Page Tools.You will wake up to the screams of someone begging for help. Begin walking around the circular area in a clockwise rotation, and open the second door on the right. Grab the Pistol Bullets and read the note on the wall. Exit the room, and travel clockwise to find the Exploration Memo lying on the ground. Read it, and carry on. You will find that man that was screaming for help just a moment ago. You can explore the other unlocked rooms to find a noose along with a suicide note, and a new type of enemy: the Toadstools.
These things can be easily avoided. Head for the south most door and enter. Once inside, grab the Guard's Diary next to the hole.
Silent Hill 4 1nm1022263. Oscars Best Picture Winners Best Picture Winners Golden Globes Emmys San Diego Comic-Con New York Comic-Con Sundance Film Festival Toronto Int'l Film Festival Awards Central Festival Central All Events. Silent Hill 4: The Room is the fourth installment in the Silent Hill survival horror series, published by Konami and developed by Team Silent. Unlike the previous installments, which were set primarily in the disturbed town of Silent Hill, this game is set in the fictional town of South Ashfield, and is focused on the character of Henry.
Refrain from traveling home unless you'd really like to save, as we have more exploring to do. Head through the western door and you will notice a ladder.
The ladder and the stairs ahead both lead to the same area, and there are some angry Wall Men if you choose the stairs, so do yourself a favor and go down the ladder. Upon descending, you will want to travel down the spiral stairs.
There's a Saint Medallion along the way, which will protect you from Ghosts whenever you decide to use it (although we suggest saving all of your Ghosts items for later in the game). Despite the horrific sounds, this hall is safe.Once you've arrived at floor B2, go through the door and equip that 6-Iron or whatever melee weapon you've brought along, because you might have to kill off around a dozen Hummers, if you happen to aggravate them. Grab the Water Prison Exit Key from the book holder to the immediate right, and read the instructions.
Afterwards, carry on and enter the hole in this room to return to room 302. Head to your front door and read the April 4th entry into the Red Diary that has been slipped underneath it.
This is a fairly big key to the plot, so get prepared to absorb it in.When you try to turn the power on the television off, it will stay on. Very, very creepy. You can spy in on Eileen, if you'd like, or watch Frank bicker with a tenant. Sometimes you'll spot Eileen swatting flies away or something like that. Enter the hole after you clear out your inventory space by throwing the Saint Medallion and some ammo in the trunk, then head back up to 1F via the ladders. Use the Water Prison Exit Key on the east door in this door, and proceed through the door. You will be on the outer rim of the building, with another option: stairs, or ladders.
Choose the ladders, as you won't have to fight the Hummers that lurk here, and you won't miss any items, either.You don't have to stop off at the double doors, since there's nothing inside except Tremers, a new type of enemy that is very pesky. They don't do much damage, but if you accidentally step on them or get too close to the wall, you will take damage. Go through the double doors at the very top and walk around to the opposite side of the locked door. Turn the valve here, and head out of the door and down one ladder to reach the double doors to the third floor. Enter at your own risk.Upon entering the third floor, you will meet with Billy and Miriam Locane, otherwise known as the Twin Victims. This is the scary, two-headed baby enemy that you've likely been dreading/excited to see. Equip the Pistol and begin walking clockwise.
They are hard to spot, due to the room being circular and all. There's a bunch of Tremers here that will take your aim off of the Twin Victims. The scariest part about those things is the way they stay in that same position before they attack.
On the map, around the '1 O'clock' region of the circular area you will find a box of Pistol Bullets inside a room with two Wall Men. In one of the next few rooms is a bunch of Toadstools surrounding a Prisoner Diary on the table on the left.
You can't have your pudding if you do not eat your meat! Collect it, and after you've entered all of the rooms, you will realize that there are three different holes that you can drop in to. Drop into the '8 O'clock' region several times until you reach the basement level.Upon reaching the basement level, you will be inside of the shower room. Also bathing with you today are two hot twins!
Sadly, it's the Twin Victims. There are two pairs of Twin Victims in this room, so this will become quite frantic very quickly. If you'd prefer to just run away, the door is to the left and will need to be unlocked first.
If you will stay to fight them, quickly pump six bullets into each of them and smash their bodies down with your shoe. Exit the door, and climb up the ladder to the surveillance room.Once you're up here, read the 1F Surveillance Room Report, which is awfully disturbing but full of information that we can use to our advantage. Head up the ladder and read the next report. Go up the next ladder to reach the third floor, and read the final memo on the wall. Move the valve one turn towards the right. This will free the prisoner, whose name is Andrew DeSalvo, down below. Now, we will have to return all the way below and watch the cut-scene, which explains a lot of the nonsense with that little boy.After the cut-scene, it will start raining Toadstools.
Use your Steel Pipe to play whack-a-mole, and exit through the unlocked door. Head up the ladders all the way to the third floor, and go through the '4 O'clock' door. Jump in the hole, and grab the Stun Gun on the table. This is optional, but with IGN Guides, we make games easier, and packing a deadly Stun Gun around will certainly make things much easier. Drop all the way down and exit through the now-unlocked door. Head back up the ladder to the surveillance room.On the second floor, turn the valve left or right four times (x4).
With this done, head upstairs to the third floor and turn the valve to the right once (if you have the Stun Gun). If you do not have the Stun Gun, turn the valve to the right twice. With this out of the way, head down once again and all the way up to the third floor. Midnight club street racing soundtrack. Head to the '1 O'clock' region and enter the door. Drop all the way down to reach this kitchen that we've heard so much of.
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Take the Watchfulness Placard and enter the code 0302.With Andrew DeSalvo's murder being the third that we have witnessed thus far, and with surviving one of the most disturbing areas in the game (or series, depending on how you see things), head into the bathroom for another grim discovery. Exit the bathroom and head to the door to read the Red Diary entry, and look out the peephole for a very disturbing conversation between Eileen and Frank. Frank will slip a blood covered note under your door, so read it. Afterwards, drop off anything you don't need in your inventory box and save your game before jumping into the next hole.Video walkthrough.