Silent Hill Alchemilla Release: Mehr Informationen zu Silent Hill Alchemilla, weitere Spiele & mehr findest du auf delvalptcruisers.com Silent Hill: Alchemilla schickt euch – wie sollte es auch anders sein? – einmal mehr in das nebelige Terror-Städtchen. Das Besondere: Im Spiel. Silent Hill: Alchemilla ist eine von Fans erstellte Modifikation auf Basis der Source-Engine von Valve. Die kostenlose Total-Conversion soll die.
Silent Hill - Alchemilla: Fan-Mod als Hommage an Silent Hill und TrailerSilent Hill Alchemilla - Fan film. Gefällt Mal. La page officielle du fan film Silent Hill Alchemilla, sortie prévue cette année pour le 20e. Silent Hill Alchemilla Release: Mehr Informationen zu Silent Hill Alchemilla, weitere Spiele & mehr findest du auf delvalptcruisers.com Der Titel lautet Silent Hill: Alchemilla und wurde mit Hilfe der Source-Engine erstellt. Dabei handelt es sich um keinen Remake, sondern um ein.
Silent Hill Alchemilla Walkthrough VideoSilent Hill Walkthrough (Normal) - #5 - Alchemilla Hospital
The window this time is a hellish wall that has a perpetually bleeding hole in it, into which the toy rabbit is pulled. Looks enticing. Walk right up to this hole, reach in, and prepare to complete the displayed-button sequence to avoid getting an arm ripped off.
Alex will automatically take the Robbie figure. With the toy rabbit obtained, backtrack to the gate with Joshua, watching out for swarms in the corridor on the way to the Nurse's Center.
Use the Robbie figure to unlock the gate. Skip down to the end of the corridor, to the 2F elevator door. Press the button on the walls there to call down the elevator.
Silent Hill: Homecoming Wiki Guide. Last Edited: 13 Sep pm. Page Tools Edit Classic Edit Beta Flag View History. Finding the Combat Knife and the Operation Theater Key Continue to the 2F Women's Restroom.
Finding the Toy Move to the corridor outside the 2F Operating Room to find Joshua again on the other side of another locked gate. File:Shh Enter the station.
Pass through another door, and make your way around some desks. Exit the station The Fire Chase Your goal is to run as fast as you can through a maze while being chased by fire.
There is a really tight corner where you must hop around a wheelchair, so be careful to not get stuck here. The Truth 1 All the doors are now locked except for two: you can save your game in the Exam Room, but more importantly your goal is the basement stairwell.
Some important plot points are revealed here. We also finally learn the name of our protagonist: Norman Wexler.
You can also find Lisa Garland's iconic diary entry from SH1 in the corner. When you are ready for the weirdest and most challenging part of the game, exit the room Nowhere 1 You find yourself in the East wing of the first floor of the hospital.
In this corridor, do not pay attention to either the stairwell or lounge doors, as they teleport you between each other. The director's office will lead to Room of the Apartment level the room with the hook puzzle.
The kitchen will lead to one end of a morgue. The medicine room will lead to the opposite end of the morgue. The morgue room is the most critical part of this level, allowing you to gain teleportation abilities.
In the front room, pick up the mannequin arm on the crate and attach it to the mannequin in the room. This will give you a clue to the morgue locker puzzle coming up.
The note told you to open the lockers in the opposite way of how they appeared in the photo. You must do this for both locker sides.
The order is: Open Closed Open Open Closed Open Closed Open 5 Opening the morgue lockers in this order has transformed the front door into a teleportation door it no longer leads to the first floor.
Turn around and exit the morgue through the front door. You will teleport to the East wing of the 2nd floor.
The west wing is blocked off by barbed wire. If you turn around, the door you just came from is now locked with a keypad.
Room will teleport you to the West wing of the 2nd floor past the barbed wire. So enter Room to teleport over there. You will find a door with an arm holding the door shut.
This door is linked to the mannequin in Apartment Room Remember this door. You must do this to enable the next step.
The Nurse Center is now Happy Burger. Go to the middle of the restaurant and retrieve the doll from the hook remember, you had to read the note in Room before being able to take this doll.
You will now see 4 shapes. This is a clue for the combination to the keypad in the East wing. The number of sides equals code numbers.
The keypad combination is Inside you will find a key at the far end. Head to the keypad and enter the code You are now on the first floor again.
Go to Apartment Room and to the back bedroom. Use the key on the box to find a note for a new morgue locker combination. You are about to open up a 2nd teleportation door.
Close all the doors on the right side. The note you picked up tells you the following: A. The second locker on the bottom remains closed since it has no body.
From this locker, move left one and open. From this locker, move up one and right one and open. From this locker, move down one and right one and open.
Open the fourth locker on the top row, since it has no body. This combination will turn the door at the rear of the morgue into a new teleportation door that takes you to the third floor.
So remember that now the front door leads to the 2nd floor, and the rear door leads to the 3rd floor. Go to the third floor.
Inside you'll find a mannequin arm in one of the cabinets. You now need to regain access to the first floor so you can attach the arm on the mannequin in room What you have to do is disable the front door's teleportation ability.
Go to the left side lockers and open or close ONE door. Harry leaves to head there. At the end of the game, Nowhere takes the form of Alchemilla Hospital.
In Silent Hill 3 , Heather Mason does not physically visit Alchemilla Hospital; however, inside the Order's church , she discovers a hidden room that resembles Alessa's sickroom.
In it, she finds one of the Tarot cards necessary for the game's final puzzle. This manifested apparition of Alessa's sickroom is more of a symbolic reference to Heather's awaking memories, rather than an actual passage to Alessa's sickroom in the hospital.
Alex Shepherd is a soldier on his way home. Having seemingly been wounded in action, Alex spent some time in a hospital for treatment.
The game opens with a nightmare sequence, involving Alex searching for his brother, Joshua Shepherd , who can be seen running through the corridors of Alchemilla Hospital.
He finds a combat knife and encounters the first monster of the game, a Nurse , which provides the player with an opportunity to practice melee combat.
Also obtained for the first time are the health drink and first aid kit. While there is no boss battle in this level, the Bogeyman makes his lingering presence known to Alex.
At the beginning of the level, silhouettes are seen committing vile acts on the patients, with each patient representing one of the sacrificed children of Shepherd's Glen Scarlet Fitch , who is being dismembered; then Nora Holloway , who is being strangled; then Joey Bartlett , who is buried alive.
Joshua being there represents the fact that Alex escaped death at the cost of Joshua's life. During the course of the game, it is made known to the player that Alex was not a wounded soldier, but rather, a mental patient.
Adam Shepherd would have been against sending Alex to Silent Hill, a town for which he shows disgust. In the "Hospital" ending, Alex awakens in a mental hospital, possibly Alchemilla, strapped down on a table.
He is told by the man standing over him, who sounds suspiciously like Deputy Wheeler , that he needs to take responsibility for his actions and accept the present.
The man who stands behind him appears to be Adam. He is then administered an electric shock. This reveals that throughout the game, the patient in Room was in fact Alex.
The reason Alex specifically dreams of Alchemilla Hospital is alluded to in a newspaper article in the Shepherd's Glen Town Hall. When he was eight years old, Alex was involved in an accident that left him trapped in a school bus on the Toluca River during a freak thunderstorm.
Alex nearly died of hypothermia but was saved by Dr. Martin Fitch , who came to his aid and kept him warm while fire crews took four hours to free them.
Set in the low-visibility anytown of Silent Hill, you play as a man confused by the unusual nature of the town and assaulted by creepy happenings.
There are no monsters or combat, rather your job is to survive the town's torment by completing a series of tasks and puzzles. I spent a few minutes wondering around its creepy buildings, and it seems well constructed.
Now enter the hospital through the double doors to your right. If you look on the bulletin board you should be able to find a map of the layout of the hospital, as well as a notepad to save your game if you want to.
Then you should see a turn in the hallway in which you should follow to know what to do or get information about what's going on.
The only problem is that there's only one door that will be unlocked which will be the Examination Room. After you enter the room you'll encounter someone but he'll fire at you mistaking you for another one of those "monsters", but Dr.
Michael Kaufmann doesn't seem to know what is going on this town but how well will you trust him about what he tells you. He'll say that he fell asleep and when he woke up the town was like you see it, but it appears that he shot one of those flying "demon" creatures.
Of course, Harry will ask Kaufmann if he had seen a little girl, but Kaufmann asks about Harry's wife, and Harry tells him that she died four years prior to this event.
Kaufmann will tell you that your daughter doesn't have much to stand on because of the creatures that are walking through the town. After the discussion, Dr.
Kaufmann will mention that there's no point staying with what's going on and whatnot. After Kaufmann leaves the room head to the door on your left, to go behind the receptionist desk.
While behind the receptionist desk grab the first aid kit and head back to the Examination Room. Once back there head to the door that was on your right and through the Medicine room.
In the room, you'll find a newspaper and you'll notice an article is missing from the newspaper.
Now go out the far door to get to the [east wing] of the hospital, there you should find an unlocked door in the right-hand corner of the room.
This will take you to a doctor's office. While you're in the office be sure to pick up the map which should be for the "basement" of the hospital.
Now go through the [wooden] door to the south and you'll be in the conference room, on the table there should be the "Basement Key". After you picked up the key head back into the hallway and go to the nearest double doors, you should enter the kitchen.
While in the kitchen be sure to pick up one of the plastic bottles that are on the counter because you'll never know if you'll need it for anything.
Now leave the kitchen and check the next door on your right, the Director's Room. Be sure to look it over, but you'll notice that whole bunch of items on the other side of the desk.
Head over to the items and there should be a glass vial with some kind of substance. If you picked up the plastic bottle from the kitchen you should be able to pick or in some words "suck" up the remaining of the substance in the bottle for later use.
What is this substance going to be used for is uncertain at the moment but you'll soon find out what to use it for? Once you have done that leave the room and then you'll find out that the elevator is dead, due to power loss.
There should be a door down to the right of the elevator and there you should be able to use the "Basement Key" you found in the conference room.
You'll have to take the stairs, but be careful because there are cockroaches at the bottom flight of stairs when you reach the "basement" of this crazy hospital.
Once down in the basement of the hospital, you'll notice that there are 4 rooms down there, but you will only be able to access one of those 4 rooms.
The room that is accessible is the Generator Room, so head to the Generator Room which is the next door down from the stairway. You have to turn the flashlight to be able to see anything in there.
You should see a panel on the generator that's open, go investigate it and then you should manage to turn the power for the elevators.
Now you must head back to the first floor but you can now either use the stairway or the elevator to get there.