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i am really stuck on a part n silent hill 4 the room....i cant seem to light up all the rooms including the kitchen in the water prison world....i messed up a the start by turning the wheel before understanding what i was really doing...can light up other room and not kitchen..cant find stun gun either...what do i do?? i have have checked walkthrough guides on the internet but dont seem to work

2007-01-26 21:31:50 · 3 answers · asked by kiwitboi 1 in Games & Recreation Video & Online Games

3 answers

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.


or...

The Prison Revisited


You start at the top of an elevator. Go down in the cylinder in the center,
then exit through the door. You should recognize this area, but the man
chasing you is now more annoying than ever. Run down to the third floor. There
are three twins in this hall. Still using the same clock numbering system,
start with room 1.

Room 1 has a bloody bed and hole. Room 2 has a holy candle. Room 3 has wall
monsters, but nothing new. Room 4 has a hole, but no bloody bed. Room 5 has
mushrooms and a nutrition drink on the bed. Room 6 has pistol bullets on the
table. Room 7 has nothing but books. Room 8 has nothing.

At this point, you may want to jump into the basement from room 1. This will
prevent your companion from following you, leaving her safely in an empty cell
while you explore. You can then use the ladders instead of the spiral in order
to avoid a certain dual-pistol wielder.

Anyway, while in the basement, you may as well get your next objective. It's
in the room with the final cutscene from last time. So, starting from the
kitchen, go west, killing the mushrooms, to grab the prisoner's shirt. Moving
on, in the cafeteria, there is a saint medallion on one of the benches, and a
health drink on the table. Go into the hall, but don't skip the shower room
across the hall, as it has pistol bullets, guarded only by mushrooms. Also,
take the observation room ladder up to the third floor to grab Eileen's
leather sap, an excellent weapon.

In order to move on, you will need to soak the shirt you got in blood, so the
writing in wax will appear. To do this, you must go back to the bathtub in
your apartment. The quickest way is through the hole at the top of the
basement stairs, which now has a nutrition drink next to it. After soaking the
shirt in blood and reading it, head back to the prison.

From the note, you should know to go to the second floor. In this hall, there
are four twins and a lot of leeches. Once you're done with them, enter the
rooms. Room 1 is locked. Room 2 is locked. Room 3 is locked. Room 4 has a twin
and an old diary, as well as some new pistol bullets. Room 5 is your
destination. It has a Sword of Obedience under the bed. Room 6 is locked. Room
7 is locked. Room 8 has a holy candle and a baby in it. Back to the first
floor.

The first floor hall has two twins and a lot of wasps. After killing them,
begin checking rooms. Room 1 is locked. Room 2 is empty. Room 3 is locked.
Room 4 has some pistol bullets. Room 5 has a nutrition drink. Room 6 is
locked. Room 7 has a holy candle. Room 8 has mushrooms, but nothing else.

Heading down to the basement will activate a cutscene. This ghost is your next
target, as he has the key. To retrieve it, you must knock him down and impale
him with a sword. I suggest you use your silver bullet for this, as he won't
go down easily without it. Once you do, impale him and take his key. Then,
it's time to reclaim your companion from room 1 on the third floor. Equip her
with her new weapon and begin the trip back to the basement. Sadly, no more
ladders can be used, so you may want to knock out your stalker. There are also
some wasps, but no big deal.

Once safely back in the basement, take the medical kit from under the lamp
near the hole. Then, take the sword out of the ghost and head through the
locked door. There are six, yes, indeed, six twins in this hall. Kill them and
go through the door at the end.

Wow, the familiarity is overwhelming. Go back to your apartment and handle the
normal stuff. I really shouldn't need to mention what to do here by this
point. Probably a good idea to save. When you feel ready, go back through the
hole and through the door.

2007-01-26 21:45:38 · answer #1 · answered by Jake-Cun 3 · 0 0

Silent hill 1 and 3 are connected,as the girl you control in 3 is the baby you rescued in SH1 when shes a teen ager...thats right, her deceased father is Harry Mason the hero of Silent Hill 1. SH2 though an awesome game isnt connected to the original story other than the town, and SH 4: the room...i won't ecven try to figure that one out. They're all good games in thier own right though. SH 1 is by far the best story though and creepiest despite being only a 32-bit game heres one that should be remade for the next-gen consoles

2016-05-24 04:50:30 · answer #2 · answered by ? 4 · 0 0

i'm surprised you've stuck with it that long. it's crap and very slow. terrible game. i put it back in it's box, set fire to it and posted it back through gamestations door.

2007-01-26 21:37:15 · answer #3 · answered by Troubled Joe(the ghost of) 6 · 0 2

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