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FLIPADELPHIIA 03-11-2012 04:04 PM

Side Quests, Collectables, Puzzles, Endings guide
 

:::THE WRITTEN PORTION IS NOW DONE AND READY TO USE ON RELEASE DAY:::

Its going to be some what difficult to write this guide in order, seeing as a lot of the puzzles and things you need to find are tied in with one another, but for the most part each section lists the items and quests in the order youll find them in the game. I might make a couple separate threads for the side quests and endings so alls you have to do is switch between tabs instead of searching for it all on one page.
I probably wont be writing the achievement guide, so whoever decides to make it is more than welcome to use any of my guides


Collectables

The only one Im going to be listing in this section is the Mysteries collectable, since most are not associated with any side quests and are found consistently. This also includes the 3 Poem Fragments for that achievement. Collectables needed for a side quest can be found in the side quest section.
**Note that the maps that you pick up does not count towards this achievement, unless its under the Mysteries tab in your book. So dont sweat it if you miss them.

It doesnt happen too often but if you pick up a collectable and die before the game saves, you have to go and re pick up that item. Shouldnt be too hard to figure out since you can just look in your journal

Mysteries

Mystery name - area - location

Devils Pit Flyer - Devils Pitstop - In the diners service area on a table near the kitchen door

Voyeurs Notes - Devils Pitstop - In the diners basement, on a coffee table

Newspaper Article (Accident)
- Devils Pit - In the deep mines, posted on the storage room door

Poem - Devils Pit - In the train station, posted on a hanging body

Police Report - Hillside - In the police station, on the floor east of the entrance

Crime Survey - Hillside - In the police station, on the floor past the barricade door

Crime Scene Photo (2) -
Hillside - In the southeast corner of the police station yard

Missing Poster
-
Hillside - Outside of the basement, on the ground near the sandbox

Crime Scene Photo (1) -
Hillside - On the balcony leading to pearl creek, attached to a barrel

Threatening Letter - Pearl Creek - In the apartment building, posted on a third floor door

Mothers Note
-
Pearl Creek - At the northwest corner of Lansdale Ave and Brite St (requires the "Ribbons" side quest)

Newspaper Article (Riot) -
Pearl Creek - Near the east end of Brite St, on the southern sidewalk

Addressed Envelope
-
Pearl Creek - Near the outside of the storage unit, at the north edge of Laymond Ave

Gallery Letter (1) -
Pearl Creek - In the art gallery, on the office sofa

Gallery Owners Note -
Pearl Creek - In the art gallery, on the office desk

Gallery Letter (2) -
Pearl Creek - In the art gallery, on the counter in the exhibit room

Memorandum
- Centennial Building - In the Centennial Buildings garage entrance, posted on the door


Internal Memorandum - Centennial Building - In the Centennial Buildings garage, in the police cars passenger seat


Incident Report - Centennial Building - In the library, on a desk hidden between the first floor stacks

Envelope Sketch - Centennial Building - Awarded for properly arranging the envelopes in room 105


Psychologists Flyer - Centennial Building -
In room 204, on the desk near the transition room to room 305

Psychologists Report - Centennial Building - In room 200, in a drawer near the north wall

Employee Review
- Centennial Building - In the vault, hidden in the pages of one the books


Film Splicing Guidlines
- Chastain Heights - In the movie theater, posted on the projector rooms wall


Newspaper Article (Abductions) - Chastain Heights - In the small park west of the movie theater, just north of a dig spot


Newspaper Article (Napier) - Chastain Heights - In the monasterys yard, on the ground near the fountain


Mothers Confession - Chastain Heights - In the locked apartment on Lamon St. (at the end of the "Ribbons" sidequest)


Poem Fragment 1
- St. Marias Monastery - In the monastery chapel, on the altar


Letter Home - St. Marias Monastery - In the orphanage, on the teachers desk in the first floor classroom


Technicians Notes
- St. Marias Monastery - In the orphanage, on a small desk in the theaters control room


Poem Fragment 2
- St. Marias Monastery - In the orphanage theater, in the trunk within the cottage


Fathers Day Card
- St. Marias Monastery - In the orphanage second floor, on an end table in the dormitory


Psychologists Evaluation (1) - St. Marias Monastery - In the orphanage, on a library table west of the second floor classroom


Psychologists Evalutation (2)
- St. Marias Monastery - In the orphanage, in the drawers in the office just north of the playroom


Condolence Letter
- St. Marias Monastery - In the hospice, on a table in the recreational area


Internal Memo - St. Marias Monastery - In the hospice, on a small table just inside the x-ray room


Psychologists Evaluation (3)
- St. Marias Monastery - In the hospice, inside the drawers in the small office near the x-ray room


Poem Fragment 3 - St. Marias Monastery - In the hospice, inside one of the x-ray room Screamers


Newspaper Article (Corruption) - Pleasant River - Along the north edge of Rice st, on a wooden porch near the parked van


Inscribed Snapshot
- Pleasant River - In the house north of Rice st, on a table in the first floor room

Funeral Announcement
- Pleasant River - In the house north of Rice st, on the bed in the mater bedroom

Psychiatric Evaluation
- Port District - In the house west of the drawbridge, on the floor near the broken mirror (after completing the "Mirror Mirror" side quest)

Handwritten Note
- Overlook Penitentiary - Appears on level A4, near the Northwest stairwell

Psychological Evaluation (Overlook)
- Overlook Penitentiary - In the A2 level of the guard tower, on the desk near the safe

Prisoners Letter (1) - Overlook Penitentiary - In a cell along the east edge of level A2, behind a shelf unit

Angry Letter - Overlook Penitentiary - Through a cell along the west edge of level A2, at the end of the leveled corridor

BOLO Alert - Overlook Penitentiary - On level A3, in a drawer in the security room

Magazine Article - Overlook Penitentiary - In block B, in a checkout room locker

Prisoners Letter (2) - Overlook Penitentiary - In block B, in a cell on the south side of the main hall

Prisoners Letter (3)
- Overlook Penitentiary - In block B, in a small room north of the workshops

Work Release Program Application - Overlook Penitentiary - In block B, on the drill press in the northern workshop

Newspaper Headline
- Overlook Penitentiary - In block B, at the edge of a table in the day rooms upper level

Whistleblowers Letter - Overlook Penitentiary - In block B, near the lockers in the day rooms upper level




Side Quests

A complete guide to all the side quests in the game can be found here





Pre-Order Codes

NOTE: Once you enter a code, you will be stuck with those items, even when you start any new games.

911977 - Gives you rifle and golf club

353479 - Gives you a Pistol 45 and a baseball bat.
171678 - Gives you nail gun and a special axe.

They can be used at:
  1. Entrance of Silent Hill after the Devil's Pit (room where you crawl through the hole to get to Hillside)
  2. House with Basement on Campbell St.
  3. Pearl Creek Subway (off Laymond Ave.)

FLIPADELPHIIA 03-11-2012 04:37 PM

Puzzle Solutions

I will be doing this by area and see how it goes with that format.

If your stuck on main story progression or have any questions, post here

All videos and pictures are made and uploaded by me and CrispyVictim

Devils Pitstop

Diner Safe
(Contents: Loaded Colt handgun)

While your chosen puzzle difficulty affects the behavior of the safes dials, all difficulties share the same code (26381) and starting dial position (42416)

Easy:

Turn dial 2 left one click
Turn dial 4 left two clicks
Turn dial 2 left three clicks. Dials 2 and 4 are now in position
Turn dial 1 right two clicks
Turn dial 3 right one click
Turn dial 5 left three clicks

Normal:
Turn dial 2 right one click
Turn dial 3 left two clicks
Turn dial 4 left two clicks
Turn dial 2 right three clicks. All trick dials are now in position
Turn dial 1 right two clicks
Turn dial 5 left three clicks

Hard:
Turn dial 2 right two clicks
Turn dial 3 left three clicks
Turn dial 2 right three clicks. Dials 2 and 3 are now in position
Turn dial 4 right one click
Turn dial 5 right five clicks. Dials 4 and 5 are now in position
Turn dial 1 left three clicks


Ticket Machine
(Prize: Free ticket, which is needed for main story progression)

To beat the Jail Break game, you must place three colored balls into the corresponding holes at the top of the machine. Each time you release a ball, the chamber fills with water. As it does, steer the floating ball around the obstacles and into the machine hole. If the ball falls into a trap, it returns to its starting position. Simply release the ball to make another attempt. The number of traps varies from between puzzle difficulties, but the objective is always the same

**the audio on my videos always becomes unsnycd when I upload them to youtube so just turn the volume off**



Devils Pit

Water Wheels

(Upper Caverns)
(Allows you to access previously flooded cavern to find first aid + pistol ammo)
(Allows elevator to be used for main story progression)
Easy
-Use the valve on the left to move the first trough forward (turn the valve left three times)
-Use the valve in the center to lower the second trough into position (turn the valve left two times)
-Use the valve on the right to move the third trough just far enough to catch the water (turn the valve once to the left)

While the pumps are active, retrieve the first aid kit and pistol bullets from the flooded cave
Return to the water wheels. Use the valve on the right to divert the water onto the wheel directly in front of you (turn the valve once more to the left). The lift is now active

Normal
The normal solution is pretty much the same as the easy solution, except that when you shift the water away from the first wheel, a large door slams behind you, blocking your way back downstairs. So to save you trouble:
-BEFORE TOUCHING THE VALVES, on your way to the valves, at the top of the stairs youll see a wooden crate. Slide that crate in between the large wooden doorway. This will prevent the door from completely closing shut when you adjust the valves

Hard
- Move to the top of the stairs, before getting to the valves, and drag the crate into position under the wooden door
-
Use the valve in the center center to lower the second trough into position (turn the valve left two times)
- Use the valve on the left to move the first trough forward (turn the valve left three times)
- Use the valve on the right to move the third trough just far enough to catch the water (turn the valve once to the left)
- While the pumped are active, retrieve the first aid kid and bullets from the flooded cave
- Return to the valves. Use the valve on the right to divert the water to the wheel directly in front of you (turn the left valve once more to the left). The lift is now active


**the audio on my videos always becomes unsnycd when I upload them to youtube so just turn the volume off**




Devils Pit Train Station Controls

(Allows the train to be used; needed for main story progression)

Press the buttons in the corresponding order:

Easy

Press the red button (marked E)
Press the blue button (marked A)
Press the orange button (marked C)

Normal
Press the blue button ( marked A)
Press the green button (marked B)
Press the gray button (marked D)
Press the orange button (marked C)

Hard
Press the gray button (marked D)
Press the red button (marked E)
Press the green button (marked B)
Press the blue button (marked A)



Hillside

Dispatchers Radio
(Hillside Police Station)
(Part of side quest "All Points Bulletin")

In order for this side quest to appear in your journal, youll need to walk around the streets until a patrol car "runs" into you. After that, approach the police station from the north (from McCammon St) and squeeze through the hole in the wall. Proceed to cross the beam and go into the dispatchers office. Activate the dispatch radio and input the following:

D375
C466
B557
A648



Pearl Creek

Stolen Goods
(Pearls Creek apartments)
(Associated with "Stolen Goods" side quest)

Solution the same for all difficulties:

  1. The Locket and Gold watch both belong on the third floor, across the hall from the apartment with the stolen goods. Find the table near the kitchen appliances and place the Locket in the case. Find the desk in the bedroom and place the Gold watch on the display hand
  2. The Money Box belongs on the second floor, in the apartment across the hall from the Hillside transition. Place the box in the childs bedroom next to the scattered coins on the nightstand
  3. The War Medal goes in the ground floor apartment, in the case on the bedroom nightstand.
Once youve placed the last item, the quest is complete. If you choose to, return to the original apartment with the goods to find some new clothes.



The Bank
(Pearl Creek Bank)
(Associated with "The Bank" side quest)

Not so much a puzzle as it is surviving waves of enemies. Each time you clear out a group of enemies, one the of the banks deposit boxes will open. When this happens, you only have a short amount of time to claim your reward and then return to the ground floor before the next wave arrives.

Waves:
(same for all difficulties)
  • Defeat one screamer to open a safety deposit box containing a first aide
  • Defeat two screamers to open a safety deposit box containing pistol bullets
  • Defeat one screamer and one brawler to open a safety box containing a Colt hand gun
  • Defeat two brawlers to open a safety deposit box containing pistol bullets
  • Defeat one screamer, one stabber, and one brawler to open a deposit box containing three first aide kits.
After the last one, the alarm stops and the quest is complete. Make your way back to the safety deposit boxes to get the rest of the items





FLIPADELPHIIA 03-11-2012 05:40 PM

Storage Unit Keypad
(Narrow alley north of the Pearl Creek underground entrance)

The code is 827
Inside you will find various items including a painting to pick up (discussed further in side quest section)


Centennial Building


Office Envelopes
(Room 105; must have ID card from room 104 to enter)

You must arrange the six envelopes on the desk to reveal a number.
Easy
: Three of the envelopes are already in place
Normal
: One of the envelopes are already in place
Hard
: None of the envelopes are in place

The final code will always be
851136
Use this code to unlock the door blocking the second floor offices



Vault Door
(2nd floor in the beginning area)

In order to unlock the vault door, you need to collect the projector slides from the mayors desk, in room 200. Then you must play them on the projector in the video archive room on the 2nd floor and figure out the combination to the vault.

The combination for all difficulties is IX-VI-I



Chastain Heights


Projection Room Keypad

(Theater room; needed to access the last film reel)
(Associated with "Cinema Virte" side quest)

After you locate the three film reels, you need to figure out the code.


The code is
9241



St. Marias Monastery

Cue Lights
(Theater)

Your chosen puzzle difficulty affects the number of legible tags and the content of the technicians notes. The action indicated by the cue light, however, is the same for all three puzzles:
  1. Flip the switch near the ladder to turn off the house lights
  2. Turn the gramophones crank to play the opening music
  3. Activate the spotlight and aim the beam at the center of the stage
  4. Activate the winch left of the spotlight to drop the first set into place
  5. Activate the winch right of the spotlight to drop the second set into place
  6. Spin the wooden cylinder to produce a rain effect
  7. Strike the hanging sheet metal to produce a thunder effect

X-Ray Machine
(Hospice)

To determine which of the screamers has the items you need, use the x-ray machine to scan each of the bodies. Roll a gurney into position, then activate the control panel to begin the scan. If the monitor indicate a clean x-ray, move the next screamer into the machine and repeat. When the monitor display a foreign object, when that screamer out and inspect it. Follow the on screen instructions to search the chest cavity. The closer you are to the objects, the more agitated the screamer becomes. Once youve located the item, grab it to trigger a cut scene. If youve succeeded, you automatically receive a key and poem fragment 3 (if youve collected the other two poem fragments, an achievement should unlock)



Pleasant River

Pleasant River Safe
(Two story house near the docks)
(Contains a Colt handgun)

While your chosen puzzle difficulty affects the behavior of the safes dials, all difficulties share the same code (16814) and starting dial position (42416)

Easy:

Turn dial 1 right three clicks
Turn dial 2 left four clicks
Turn dial 3 left four clicks
Turn dial 4 left two clicks
Turn dial 5 right two clicks

Normal
:
Turn dial 1 right three clicks
Turn dial 2 left four clicks. This also spins dial 3 into position
Turn dial 4 left two clicks
Turn dial 5 right two clicks

Hard:
Turn dial 2 left four clicks
Turn dial 5 right two clicks
Turn dial 3 right one click
Turn dial 1 right one click



Overlook Penitentiary


Guard Tower Safe

While your chosen puzzle difficulty affects the behavior of the safes dials, all difficulties share the same code (11725) and starting dial position (42416)

Easy:

Turn dial 1 right three clicks
Turn dial 2 right one clicks
Turn dial 3 left three clicks
Turn dial 4 left two clicks
Turn dial 5 left four clicks

Normal
:
Turn dial 3 right two clicks
Turn dial 2 right one clicks. Dials 2 and 3 are in position.
Turn dial 4 left two clicks
Turn dial 5 left four clicks
Turn dial 1 right three clicks

Hard:
Turn dial 3 right twoclicks
Turn dial 2 right one clicks
Turn dial 4 right one click
Turn dial 5 right right clicks
Turn dial 1 left one click



Workshop Keypad

Easy: 2345

Normal/Hard:
22345

FLIPADELPHIIA 03-11-2012 05:47 PM

Endings

As you play through the story, some of your actions and choices affect a secret score. Although you cant see the score, choosing the appropriate actions will ensure that you receive the desired result.
You start of with a score of 0. The choices you make during combat and special cut scenes will raise or lower this number:

- Sparing incapacitated enemies raises your score
- Killing incapacitated enemies lowers your score
- Attempting to save Cunningham at the ravine raises your score
- Leaving Cunningham at the ravine lowers your score
- Attempting to console JP Sater in Devils Pit raises your score

- Taunting JP will lower your score


Once you complete the finale, your total score determines which ending you get. There are a total of six endings, five for achievements; four regular and one special. The regular ones are:



"Forgiveness"
To get this ending, spare Cunningham with a total score above 0 (make all good choices)


"Truth and Justice"

To get this ending, spare Cunningham with a total score below 0 (make all bad choices)



"Full Circle"
To get this ending, kill Cunningham with a total score above 0 (make all good choices)


"Execution"
To get this ending, kill Cunningham with a total score below 0 (make all bad choices)


The two special ones are:


"Reversal" (not for an achievement)
To get this ending, you must die during the final fight

"Surprise!"
To get this ending, you will have to have already beaten the game once. On your second playthrough, finish the side quest "Digging up the Past" and then beat the game



If you kill a couple incapacitated enemies on your good play through doesn't necessarily mean your going to get the bad ending (you wont get the good behvior achievement though), because dialog choices you make weigh heavier than killing enemies. But dont kill every bad guy you see. And remember, you can still hit them with melee weapons, just dont hit them when there on the ground because theres a good chance theyll die after several hits.

After you beat the game once, you can reload last checkpoint and get the opposite ending. So to get all the different endings, 3 full playthroughs is needed (the third is for the ending you get for completing the digging up the past side quest)



Cinderkin 03-11-2012 06:18 PM

Good stuff man. Will most likely use this on my second run.

Born Apophis 03-12-2012 01:40 AM

Great work man... this guide will help me a lot, I'm playing it on "Hard" first, after that I will change to "Normal" to get all the possible endings and collectibles, as fast as possible, :drunk

Hoborg 03-12-2012 03:09 AM

Thanks for the early start. I will likely put this off until I can finish ME3. I hope by that time the guide will be complete.

I hope you will write the achievement guide as well. Looks great so far!

FLIPADELPHIIA 03-12-2012 02:03 PM

thanks guys. Ill do my best to get as many videos and pics up as I can. But ill def. have the written portion done by release

R6soldier 03-13-2012 08:59 PM

did anybody run into alocker? there is a keypad and i dont know the code..i looked at the guide but didn't see it there...i'm in the area after i used the train ride

FLIPADELPHIIA 03-13-2012 09:07 PM

Quote:

Originally Posted by R6soldier (Post 4948359)
did anybody run into alocker? there is a keypad and i dont know the code..i looked at the guide but didn't see it there...i'm in the area after i used the train ride

171678. this was the gamestop preorder code

R6soldier 03-13-2012 09:40 PM

Quote:

Originally Posted by FLIPADELPHIIA (Post 4948373)
171678. this was the gamestop preorder code

thank you...

chicken10der 03-14-2012 02:34 AM

i made the "good" choices for saving at the ravine and consoling JP then killed every single monster i ever came across in the game and still apparently had a score above 0 because i got ending C for killing cunningham, so the choices matter way more than the enemies

FLIPADELPHIIA 03-14-2012 02:36 AM

Quote:

Originally Posted by chicken10der (Post 4948998)
i made the "good" choices for saving at the ravine and consoling JP then killed every single monster i ever came across in the game and still apparently had a score above 0 because i got ending C for killing cunningham, so the choices matter way more than the enemies

yea the choices def weigh a lot heavier than killing. I think the only time the killing matters is if you make a good dialog choice and a bad one. then the deciding factor would be the amount of baddies you killed/knocked out

ComatoseCracker23 03-14-2012 02:47 AM

awesome guide, really beast to have this on release date. can't wait to dive into the game this weekend. thanks!

fbx 03-14-2012 02:58 PM

I've got another code for your guide. The first number locked safe back in the penitentiary is 11752. It's Murphy's prisoner number which is on the back of his prison clothes. You'll get a key which unlocks a weapons drawer with a shotgun nearby, might come in handy.

FLIPADELPHIIA 03-14-2012 03:09 PM

Quote:

Originally Posted by fbx (Post 4949899)
I've got another code for your guide. The first number locked safe back in the penitentiary is 11752. It's Murphy's prisoner number which is on the back of his prison clothes. You'll get a key which unlocks a weapons drawer with a shotgun nearby, might come in handy.

thanks man Ill try it out on my next run

Paranoyd 03-14-2012 05:03 PM

Having problem with the "Cue Lights" puzzle on St. Maria's.

I'm doing what you say... first I turn off the lights... then I turn the gramaphone's crank to start the music (well.. it doesn't play any music at all, just a weird noise). Then I activate the spotlights and put them to the center of the theater... and boom, all lights are up again and I have to start all over. Also, when I try to use the right crank (set [2]) it asks me to use an item that I don't have and you don't mention, so.. what am I doing wrong?. Am I missing something?.

Thanks in advance for your response.

Edit, excuse my stupidism.. didn't notice there was a door nearby.. what an asshole I am.

Puzzle solved.

FLIPADELPHIIA 03-14-2012 05:07 PM

Quote:

Originally Posted by Paranoyd (Post 4950108)
Having problem with the "Cue Lights" puzzle on St. Maria's.

I'm doing what you say... first I turn off the lights... then I turn the gramaphone's crank to start the music (well.. it doesn't play any music at all, just a weird noise). Then I activate the spotlights and put them to the center of the theater... and boom, all lights are up again and I have to start all over. Also, when I try to use the right crank (set [2]) it asks me to use an item that I don't have and you don't mention, so.. what am I doing wrong?. Am I missing something?.

Thanks in advance for your response.

Whats the item it asks you for?

When you perform an action correctly, the next cue light switches on. If you do it wrong, it starts over.

Paranoyd 03-14-2012 05:10 PM

I was missing the vinyl record that was nearby and a lever.. that I don't have, but just gonna have to look where it is. Can't be too far away.

FLIPADELPHIIA 03-14-2012 05:14 PM

Quote:

Originally Posted by Paranoyd (Post 4950120)
I was missing the vinyl record that was nearby and a lever.. that I don't have, but just gonna have to look where it is. Can't be too far away.

if your playing on easy or normal, the lever is on the theaters second floor. If your playing on hard, its on the first floor near the stage

chicken10der 03-14-2012 09:58 PM

i was able to use some money from the devil's stop cash register to buy a candy bar in an alleyway vending machine - does that do anything at all? i never found a use for it in my first playthrough

FLIPADELPHIIA 03-14-2012 10:02 PM

Quote:

Originally Posted by chicken10der (Post 4950766)
i was able to use some money from the devil's stop cash register to buy a candy bar in an alleyway vending machine - does that do anything at all? i never found a use for it in my first playthrough

Its for the Homeless side quest. I have it all detailed in the side quest section

chicken10der 03-14-2012 10:13 PM

and can i ask what happens in the "surprise!" ending

Jaques9843 03-15-2012 05:34 AM

Great guide, I've been using it to get the collectibles but I seem to have run into a problem. I'm in the vault in the centennial building and there's no collectible. I've searched every wall about 6 times now at very speeds and there is nothing. Any ideas? Can I come back here later in case it just isn't loading right?

FLIPADELPHIIA 03-15-2012 11:49 AM

Quote:

Originally Posted by Jaques9843 (Post 4951422)
Great guide, I've been using it to get the collectibles but I seem to have run into a problem. I'm in the vault in the centennial building and there's no collectible. I've searched every wall about 6 times now at very speeds and there is nothing. Any ideas? Can I come back here later in case it just isn't loading right?

yes you can go back to any area up until you get on the boat

EDIT: fyi going back to the cent can be glitchy for some people because of that mystery note thats on the door. Some people claim they can never open in back up, they only can see the note. So my advise would be do everything while your there, just in case

DreamDevice 03-15-2012 06:23 PM

There is a missing Mystery that is not on this list. Confirmed that the achievement WILL pop whether you find it or not. Here is an update:

Handwritten Note - Overlook Penitentiary - Appears on level A4, near the Northwest stairwell

Psychological Evaluation (Overlook)
- Overlook Penitentiary - In the A2 level of the guard tower, on the desk near the safe

Rick Letter (1) - Overlook Penitentiary - In a cell along the east edge of level A2, behind a shelf unit

Rick Letter (2) - Overlook Penitentiary - In a cell along the southwest of level A3, sitting on a desk

Angry Letter - Overlook Penitentiary - Through a cell along the west edge of level A2, at the end of the leveled corridor

BOLO Alert - Overlook Penitentiary - On level A3, in a drawer in the security room

Magazine Article - Overlook Penitentiary - In block B, in a checkout room locker

Suicide Letter - Overlook Penitentiary - In block B, in a cell on the south side of the main hall

Rick Letter (3)
- Overlook Penitentiary - In block B, in a small room north of the workshops

FLIPADELPHIIA 03-15-2012 06:27 PM

thanks dude

Punisher294 03-15-2012 09:03 PM

I just finished the game on hard mode & hard puzzle mode...I did not get any ending achievement. Is that even possible?

Edit: Nevermind, Turns out dying isn't an option.

Annalie 03-15-2012 11:41 PM

Do i have to use these annoying number safe puzzles? if they are not mandatory then ill gladly move on.

FLIPADELPHIIA 03-15-2012 11:45 PM

Quote:

Originally Posted by Annalie (Post 4952991)
Do i have to use these annoying number safe puzzles? if they are not mandatory then ill gladly move on.

which number safe puzzles? lol theres quite a few

if your talking about the ones that are like: "turn dial 2 right three clicks" etc etc then no not at all. they usually just have guns.


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