Silent Hill: Homecoming: Game Walkthrough and Guide

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September 21, 2022
16 minutes
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By Jonny Gamer

Silent Hill: Homecoming: Passage
Silent Hill: Homecoming: Game Walkthrough and Guide
Passage was written in “Normal” mode. In this mode, as opposed to the “Hard” mode, you get: less cruel enemies, less damage to health from their actions and an increased amount of ammunition. As for solutions of mysteries and strategies of passage, then there are no visible differences.

Level 1 – nightmare nightmare

First of all, we are freed from the belts (actively press on the left mouse button) which you are tied to a catal. Turn on the flashlight and proceed to inspect this chamber. We read a note to the left of double doors and pass through it in the nearby room. Open another door from which a bloody trail is stretched on the floor. We read another note that entered the board to the right of you. We approach the lattice to see her child (Joshua) busy drawing on a piece of paper. In order to open it you need to learn the six-digit code, you need to dial on the control panel. But we will “delight” a little later, but for now we go through the door to the right from the lattice. We look at the X-ray with the first half of the six-digit code – 624. The note on the table explains what we have to do to detect the second half of the picture and, accordingly, the second part of the code. Then look at the hospital map near the door, which you can later consider at any convenient moment.

We go out into the corridor, taking advantage of the door near you. The only unclosed door (the penultimate, room 203) is located on the right side of the corridor. Open it to go into a room with three incubators. We look at the middle incubator from which the child’s crying is coming. Now the door is closed, and the crying does not distract you from pressing things. We take a bubble with health and climbing in the room 204 through the not glazed opening in the wall. We read the guide to the fight lying on the table, then remove the X-ray from the wall and return to the room in which you found the first shot. Connect both pictures with each other to see the six-digit code – 624872. Drive these numbers on the control panel near the gate to open them and get the opportunity to go to the next area. Raise the picture from the floor and follow the side where the child ran away. On the way we save the game using a red symbol on the wall.

Silent Hill: Homecoming: Game Walkthrough and Guide

In the next room (toilet), pull out a glass knife and immediately use it against nurse. Thump to automatism to own a knife, because it is most effective in the near battle. When the enemy is defeated, we return to the door through which you went here and standing in front of her, we translate the right to see the hole in the wall. Make your way to the neighboring room through this the same hole and open the door to the left of you. We go to the stairs, by the way, when you trust with a wheelchair. We read a note on the wall, then climb upstairs. We split the glass, standing on the top platform and climb into the room. Kill two nurses using a knife as a weighty argument. Then the whole knife is explained to the monster’s teeth on the other side of the room to the right of the working TV and pass through the shaved jaws in the nearby room.

Keep the game in the room 303, we read a note on the bed and pass through the door. We go to the right on the corridor until we face the next danger in the form of a group of spiders of intending to attack you. We act as follows. We click on the gap, when the spider will be able to clutch into the body of the main character and then, very quickly and rhythmically davir on the right mouse button to, in the end, destroy the spider. We repeat these movements to the complete destruction of all spiders, to then go through the door located near the couch. We take a bubble with health with one of the shelves and come out of the room. Capture photos from the couch and go to the long door opposite the couch to go through it into the operating department.

Go down to the operating center. We destroy three nurses near the couch. We are looking for a monster closed jaw near you. We spawned them with a knife and pass through them on the staircase. Remove the drawing from the opposite wall and climb the stairs to the top level. Search the corpse on the couch and it gives your result. With the key in your pocket go down to the operating room and open the door, locked on the hanging castle. In the next room we find a note on the table. Open another door through which we pass to the room with lattices. Talk to Joshua. He asks you to help find him his favorite toy.

We go into the room in which we at the beginning of the level found an X-ray. Keep the game. Go to room 203 (with incubators). The toy is here and it pleases, but her someone slowly delays into the next room through a hole on the right wall. Boldly, pushing your hand into the hole and actively press on the left mouse button to stretch the hare. Take the toy boy. His reaction somewhat discourages us, but, nevertheless, the grille opens soon, and we can go ahead. We go along the corridor to the elevator and click on the call button to open the doors. In the cockpit, our hero after some thought is taking a button, and the elevator begins to descend down. So…

Level 2 – Glenn Shepherd

We are in the city. We step forward to the intersection. There we will meet the judge Holotay. Talking to her, we go to the West of the city, where the town hall is located. We go inside. In the large hall, in which you can get through double doors in front of us, we find a photo and study the book. We leave the hall through the southern door. Go to the door to the right of us. On the table we find a first-aid kit with a syringe inside. Come out of the room and go on the corridor to the right. There we will find two doors. First go to the door to the right and we communicate with the judge in the room. Then go to the door on the left and in the room we find a bottle with energy, as well as a storage point. Let’s leave the town hall.

Go to the house of Alex (marked with a red circle on the map). We go inside, climb the stairs to the second floor and go into the room of parents through bivalve doors. At the dresser near the door we find a letter, in the bathroom – Cassette. Come out of the room of parents. Come to the open door, and she immediately closes. Go to the room next to this door, in the room of Alex and Joshua. I take the lamp and watch flashback. Come to the bookcase. We look at it. We move the books in the left part and find the button on the back wall. Click on it to open a secret room. Inside it we will find a house map.

Come out of the room and go down the stairs to the first floor. There Alex will meet his mother. Communicating with her, he will hear the sounds coming from the basement. To get to him, go on wet trail. In the basement, Alex will meet a new kind of monster – crawling and throwing on us with LURKER claws. The method of his killing is simple – we are waiting for it when it approaches us close when it sketches, we see from him, and then attack him with a knife until he falls to the ground. In the back of the basement find a generator. It will be a garage gate control panel. Take it and go to the exit from the basement. To the left of us find the passage tightened by polyethylene. Cut the knife of polyethylene and entering the room, open the only door to see flashback. Let’s leave the basement and leave home outside.

We pass to the garage that is on the right. Open the gate with the help of the control panel and immediately proceed to battle with Lurker. Inside the garage from the table to the left of us we take the pipe. It can be used as a weapon. With the help of the pipe we open the cabinet in the back of the garage and get out of it canister. Let’s leave the garage.

Another Lurker will come out of the hole in the fence. Kill it and break through the hole, then through one more to be in the park. Here on the right on the wall we find a drawing of a child, and near the slide photo. On the south wall we find the grille. We are hacking it with the help of a pipe and through this passing leave the park. On the left in the alley we find a truck. We kill Lurker from under the truck, then use the Truck Gasbon Canor.

Return to the basement of the house Alex. On the generator we use canister. The door will open beside, and we can go to the back of the house. In the courtyard in plants we find a drink of health, on the wall drawing a child, and on the gate in the fence we find bags from which we can get a photo. Go to the house. We use the cassette on the answering machine to listen to it, and get a drink from the refrigerator. We leave home and through the gate in the fence we leave this level.

Level 3 – Lost Souls

We go to the cemetery and there the first thing on the plate we find a cemetery card. I step further through the only path until we get to the graveman. Next, we move to the pit, within which we have to fight with an evil dog. Destroying it, come to the fountain and take the stone plate lying on it. On the right side of us we are chosen from the pit. In the gazebo find a health drink. We go to the west to the scleps. In the second right, the save will be located. After saving the game, we leave from the crypt and run along the path to the right to the locked gate. We go into the crypt to the left of the gate and check through the hole in the wall in another crypt. Come out of it and run left to the locked gate. In the left crypt, you can find a bubble with health, and in the right break in the wall through which you can get into another crypt. Leaving him, run along the path right up to the locked gates. Go to the crypt along the right hand (peeling the gate signals us what to explore it). Tear in another crypt, taking the hole in the wall. We leave on fresh air (if you can call it fresh in this place) and get the knife to repel the attack of the evil dog soon. Follow the path to the deaf wall, then we pass through the gate to the left of you and jump into the hole right into the thick of small beams, which are happily harmless. We pass a little ahead, having learned the head at a certain point and, choose from the pit, clinging to your hands for brickwork. Go down the steps that lead to the empty garden. We run along the wall in the direction of two stairs indicated on the map. Raise on the right stairs. We study the memorial plate on the wall. Take the second plate from the pedestal of the non-working fountain. We use both plates on the gate behind you. The gate opens, and you can get out of the cemetery.

We go out from the parking lot and now we run to the west along the shrouded fog road. After the police station, Alex will meet the girl named Ell. She gives you a compact woka-current. We thank her and run to the southwest (in the lower part of your card). Go through the bridge. Further we are looking for the door in the fence, opening which you can go to the territory of the cemetery of old cars. We are looking around the hole in the fence nearby. You go there. We find entrance to the house in which a meeting with Curtis will occur. Take a conversation with him. Alex will try to exchange a broken revolver for good weapons. As a result of the transaction, Alex becomes the owner of the gun MK 23. Reggording a conversation with Curtis. We ask him about the clock. Remember time 2:06, which he will mention in a conversation. We go to the back room. We find in it a box with cartridges, health and card cemetery of old cars (where we are actually now). Come out of the house, not forgetting to say goodbye to the owner.

Now possessing cold weapons you can feel somewhat calmer. Is not it? The same way we leave from the landfill. Shot (or use a knife) Wild dog on the landfill. On the road we meet a living corpse, from which wild stench is coming. We go around by side and run on the road in the direction of the cemetery, on the way destroying the dog rugby behind you. Your goal in the cemetery is a family crypt bartlette. But before you get to him, you will get another live corpse on the way and the dog. Inside the crypt look at close range of coffin to see a cunning lock. I exhibit on the drawing and set the blocks in the same order. When they all will be in their places, pull down to the limit the topmost block. The coffin is open. Alex pulls out hours from him, which cause his hellish headache.

Silent Hill: Homecoming: Game Walkthrough and Guide

Level 4 – Hotel Silent Hill

So, we got to the Hotel Silent Hill. We go in the direction of a broken fire truck UU at the end of the street. Go to the right alley as soon as a live corpse appears from it. Follow the track that will lead you straight to the fire truck, more precisely, this multi-torque Mahina will hang over. Raise the ax and return with him to the hotel, the entrance to which is clipped by boards. We use the ax on the boards to get the opportunity to go to the hotel. We go through the corridor in the hall. We study a note on the registration rack, after which we take a hotel map from the keys. Jump over the elevator shaft when you get closer to it. Alex will have to work on the supply of electricity to the hotel. Take the key from the box.

Return to the street. Keep your ear in Egor because the corpses do not think to leave you alone. We open the gate to the right from the central entrance of the hotel. We look at the box with multicolored wires opposite the garbage containers. Recalling them from left to right from 1-5 as well as connectors at the bottom. Connect the wires with the connectors in this order:

Wire 1 (yellow) with 2 connector
Wire 2 (white) C 1 connector
Wire 3 (red) with 4 connector
Wire 4 (blue) with 3 connector
Wire 5 (green) with 5 connector

Silent Hill: Homecoming: Game Walkthrough and Guide

When all the wires are in their places, click on the switch to feed meals in the hotel. Return to the hall in which we call the elevator. In the cockpit, raise the box with cartridges and click on the active button on the control panel. When climbing the upper floors on the elevator, monsters with long limbs are thrown. We beat them off their attack using a knife, which is quite effective in this situation. After a complete stopping of the elevator, we immediately choose from it on the third floor, as it turned out later.

Cut the knife big picture to the right of you to access the number 302. We save the game and follow the side 301 numbers. Alex across the door will start talking to a woman living in this room. She wishes to get three postcards from Alex before she helps him. Perhaps proceed.

In the room 303 read the message on the wall, and in 304 letter. We pass to the central area of the third floor. Tool through the hole in the wall in number 307. In the room 308 we study the next letter and inscription on the wall. Number 309 locked, oddly enough. We go along the wall, looking for pinned skidboards. An ax destroy the boards and go to the room 309. Climb on the fourth floor using bedside table. We read the letter in the room 406 and go out into the corridor through the next room. Beat the attack of flying spiders and immediately go to the side of 403 rooms. We look inside the number through the hole in the wall. Now we go to the number 402. Weching the cabinet. In the bathroom Rooms 404 find a postcard on the shelf the first of three. Return to the number 402. We go out into the corridor and go to the right in the same direction as spiders. Before a bunch of garbage, Alex beaten to the floor, because he notices the figure of a monster with a pyramid on the head. After his care, we beat off the attack of spiders and go into the number 405, through which you can penetrate the number 407.
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