Silent Hill: Downpour Walkthrough
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The scares never sleep in Silent Hill: Downpour. The next entry in the long-running series of survival-horror games takes a turn from previous entries, involving an all-new story with an all new creative and musical director. Instead of focusing on the intermittent Silent Hill mythology, Downpour follows inmate Murphy Pendleton as he escapes his Prison Bus and finds himself on the mystery boulevards of the titular town.
Featuring a limited inventory of breakable weapons, you won’t be able to fight every terror featured in the town. Often, you’ll have to run for your life. Combat is just one part, with puzzles returning to prominence. Puzzles are so important that there’s a separate difficulty setting for each puzzle. Despite that familiar feature, the town itself has opened up and now features side-quests that take you deeper into the mysteries laying beneath the surface.
Join Game Front as we delve into the thick fog and find what’s hidden beneath the surface. For more extra information on the eight game in this frightful franchise, check out the achievements, trophies, and cheats.
Check back soon for new updates to our comprehensive walkthrough.
Intro
Follow the onscreen button commands and walk down the corridor. Press A to open the blue double doors. Turn on the four shower faucets on the wall to the left and the other four on the opposite wall.
Pick up either the knife or pipe over on the bench in the left corner. Following the cutscene, you get to go to town on the fat dude. After you break the first weapon, go pick up the other one and attack him again.
After you wake up, follow the security guard down the corridor (deja vu).
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Get Back to the Highway
Following the crash, head around to the front of the bus, crouch under the fallen tree and head down the path. Turn left through the narrow opening between the rocks where the flock of birds just flew from.
Pick up the flashlight next to the body. Head back through the opening and stay to the right as the path veers off. After you walk between the rock and the tree, carefully cross over the tree to get across the chasm.
Following the cutscene, you’ll have the moral dilemma of either saving the female security guard or letting her fall to her death. Following your decision, move toward the rock wall to climb up it.
Turn left down the road. Pick up the map on the bench at the gas station. Walk over to the gas pump and pick up the red wrench on the floor. Turn back around and use the wrench to bust open the padlock on the door next to the bench.
Climb up the ladder. Walk past the the wheelchair and drop off the roof. Turn right around the rim of the gap and crouch through the narrow opening under the pallet. Head around to the front of the building and up the stairs.
Head around and enter through the doors.
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Devil’s Pitstop
Pick up the tokens on the table. After you notice the machine is missing from the wall, turn around and head back through the double doors. Head down the stairs and turn right to take you back to the highway.
Turn right down the highway and head over to Devil’s Pitsop. Following your conversation with the mailman, head around to the right side of the building and crouch under the opening in the fence.
Break the padlock on the door. Head down the hallway and through the door at the end of the hallway. Get some money from the cash register, then head back around the counter.
Walk to the other end of the diner and grab the map on table in the right corner. You can also find a walkie-talkie on the seat to the left. Head down the hallway past the Jukebox and grab the First-Aid kit of the wall to the right.
Turn back around, then turn right through the door leading to the kitchen. Go straight, pick up another First-Aid kit on the wall to the right. Walk around to the other side of the burners to turn off the gas.
Break the fire alarm on the wall to the right to help put out the fire. After the ceiling starts disintegrating and you start losing your mind, turn around and turn the red valve to prevent the water from reaching the breaker box.
After the door opens across the room, head through and up the crazy-long flight of stairs. Head down the freaky-looking corridor. Walk over to the shiny frame on the wall and rotate it.
Head through the hidden door that opens. After more trippiness ensues, turn down the hallway to the left. Press A to knock over objects as you sprint away from the red mist.
When you get to the next room, head through the doorway on the right. After you make the first turn to the left, stay straight till the end, then go right. Head through the doorway, turn right and crawl through the tiny crawl space.
Head through the gate, where you will slide down a long slope and have to navigate around some dangerous spikes. Once you land, go forward, walk past the furniture and head up the stairs.
Turn the red valve at the top. Head back down the stairs and turn left through the doorway. Rotate the frame on the wall, head back down the stairs, which will lead you to another set of stairs.
Cross over, turn left into the cell and rotate the frame on the wall. After the cell wall disintegrates, go forward and head up the steps that appear that lead to a bedroom. Head through the next doorway and onto the catwalk.
As the red mist begins its pursuit of you again, turn right after you go down a few steps and follow it around to where there will be another red valve—turn it. Continue along the catwalk and turn right up the stairs.
After you go in a circle and head back down the stairs, continue straight this time through the doorway and sprint up the stairs. Once the mist disappears, turn back around. Open the door to lead you back to the kitchen.
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Escape from Devil’s Pitstop
Move forward and open the door on the right. Turn right down the hallway, follow it around and open the door on the right. Over in the room to the right, there will be a key on a table next to the vase—pick it up.
Open the door in the left corner (next to the end of the cupboards) and head down the stairs. Pick up the First-Aid kit on the gasoline can, then make two quick lefts and head down the hallway.
Break the padlock on the gate and head through. Turn right through the opening between the planks of wood. Head to the back and pick up the piece of wire on the gas can. Turn back around, go forward, turn left and head back through the open gate.
Go forward and turn right at the dead end for a cutscene. After that use your wrench (or whatever weapon you have) and unload on the scary-looking chick. Use Y to block her swipe attacks, then hit her with a few swings.
After she’s dead, exit the room, turn left up the stairs and open the door. Quickly pick up the knife on the floor, then shake the left analog stick back and forth to block out the horrible screeching sound.
You’ll be slightly disoriented, so keep your finger on Y to block her attacks. Once you regain your vision, use the knife to kill her. Open the door in the back left corner. Head down the hallway, make the turn and then head up the stairs.
Use the key you picked up earlier and open the door at the top. Turn through the door on your right. Walk around to the bedroom and grab the power cord from inside the drawer to the right of the bed.
Exit the room, head back down stairs and turn right down the hallway. Follow it around, turn right through the door at the window, then turn right into the kitchen. Head through the door on the right to get back down to the basement.
Turn right and head for the area of light in the next room. Turn left and walk onto the little lift. Inspect the panel, then use the piece of wire you picked up and use it to fix the panel.
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Sky Tram Ticket
Exit the lift and enter through the door into the shack on the right. Pick up the knife on the table to the right if you want, then pick up the clothes on the bed to change into them.
Exit the room, turn right and go around the building. Exit through the open gate, where some crazy chick will then put you in a sleep hold. Knock here off, then carve her up.
Turn left and use the crank on the breaker to turn it on. Head back through the gate and enter through the door on the right. Walk to the back of the room and use your game tokens that you got from awhile back to play the game. All you have to do is guide the three balls in the respective holes at the top (right ball goes in the right hole, center into the center, etc.). This will give you your “free ticket.”
Exit the room and turn right. In he space between all of the trees on the right, squeeze between the building on the left and the blue trash bin. Use the rusty old you key picked up to unlock the lock and open the gate.
Sprint past the three shrieker chicks and turn right on the road. Turn left up the path at the big sign, then head up the stairs at the souvenir shop. Walk around, head through the double doors and use your ticket to enter through the turnstile on the right and board the sky tram.
Exit the tram, turn right through the double doors and head down the stairs. Head through the door in the far right corner. Head through the door across from the fridge.
Grab the First-Aid from the white shelf. Head through the door in the right corner. Pick up the lighter on the table over to the left, next to the sewing machine. Move forward, pick up the axe on the floor and use it to break through the boarded-up door.
Walk through the door that will take you back out to where you were. Use the axe to break through the boarded-up door over to the left. Open the door, turn left and grab the key off the key rack.
Head back outside and go up the stairs. Exit through the double doors and use the key to unlock the door across the way. Head through the open door on the other side of the railing. Pick up a map on the wall to the right, then head outside for a cutscene.
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Caverns
After talking with the gentleman, turn around and head into the entrance to Devil’s Pit. Go left and take the elevator down. Exit and head outside.
Go around the corner where you see the body being dragged and kill the shrieker. But you’ll also have to take care of her friend, who will ambush you from the left. Make sure to avoid their shrikes or it will leave you vulnerable to the other’s attacks.
Continue forward, head down the stairs and cross the bridge. About halfway thorugh it will break and you’ll have to switch between RT and LT to climb back up. After you get up, turn left and turn the red crank over to the left to open the door.
Head through and pick up the pick-axe on the left. Use it to break down the boarded up walkway to the right and head through. Open the door on the other side and head through.
Head up the stairs to the right (use your lighter; it will be dark) of the entrance of the elevator door, which will be locked. After you get up the stairs, it’s important that you drag the box over to left under frame over to the right (right in front of the “Water Chute sign).
After you cross over the bridge it’s time for the water pump puzzle. First you have to drain the cave. To do this, first rotate the valve on the left to the left three times (so that the device is now catching the water). Then rotate the middle valve twice so that the water continues to flow. Finally, rotate the one on the far right once to the left.
Cross back over the bridge, duck under the the partially-closed door (that’s what the box was for!), head back down the stairs and take the elevator down for a cutscene. After you get back to your feet, follow the tracks.
After you pass the mine cart, you’ll have to kill off another one of those shrieker chicks that will try to scare you. With here dead, cross the bridge over on the right, pushing the mine cart out of the way.
Move through the opening on the left and head downstairs. Pick up the booklet on the door, then open it and head through. Pick up the First-Aid kit on the stack of boxes and head out the next door and move forward.
Ahhhh!!! Whip out your pick-axe (there’s one back in the room if you don’t have one) and carve that beast up. He’s pretty annoying since he’ll continually jump back up to the ceiling. Just watch out for and block his claw swipes when he drops back down.
After you finish him off, head down the stairs. Use you pick-axe to break the boards blocking the ladder. Climb up it, head down the stairs and cross the bridge. After the loud crash, continue along to the next elevator and take it up for a cutscene. Here you’ll have the option to console or taunt JP.
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Escape from Silent Hill
Following the scene, head around to the right. Turn the valve to open the doors and head through. Continue up the path, dunk under the fallen beam and continue to follow the path. Once you get to the area with the light, have your pick-axe ready because there will be two of those big mineshaft monsters who will drop from the ceiling.
With them dead, head left up the stairs and turn into the doorway. Move straight forward, break down the boarded up doorway and use the explosive device in the room.
Exit the small room, break the glass case over on the left wall for a First-Aid kit and head back down stairs. Head down the next set of steps to the lowest level, run past the two monsters (if you don’t feel like dealing with them) and run up the steps and through the open door.
Turn left into the elevator and take it down. Kill the shriker chick, then go down the steps and on into the next area. Walk over to the train controls. The code is: A-B-D-C. Hop onboard the train and enjoy the creepy ride.
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Finding the Radio Station
Following the cutscene, head on up the stairs. Turn left and go straight up the next set of stairs. Walk around the power lines (yes, it will hurt) and use the controls over to the left.
After the gate opens, head up the steps and walk through the open gate. Continue forward. After you cross over the bridge part, turn right, then make a left and jump through the window frame.
Pick up the nearby map, then turn left and head out the partially open door. Head around the building to the left and turn right dow the stairs. Once you get to the bottom, use a weapon to break through the boarded-up door.
Turn left and crawl through the hole in the wall. Cross the street and head in between the railings, past the mailbox and down the path between the fence and the brick wall. Continue forward through the open gate and down the stairs.
Turn right down the path and kill the shrieker. Turn left and head through the open gate. Pick up the flashlight on the box at the corner of the building, then proceed forward on the right side of the building.
Turn right down the street and go until it dead ends. Turn right and head through the break in the brick wall. Carefully cross over the narrow plank to get to the other side. Pick up the First-Aid kit on the white shelf on the wall, then break through the boarded-up door (there’s a cool red axe in the corner if you need it).
Walk through the break in the wall and pick up paining on the left. Cross back over the plank and head back through the break in the wall. Turn right and kill the fool with the mask, then through the open gate.
Continue forward through the next opening out onto the road. Turn left down the road. After you get to the save point, turn left down the street. At the dead end, go left through the open gate and continue down the side yard between the two buildings.
Walk to the back of the area and pick up the long hook to the right of the bench. Take that, go stand under the ladder and use it to pull the ladder down. Climb up the ladder and walk around to the left. After you turn the corner, go left over the narrow makeshift bridge.
Climb through the window of the other building. Open the drawer near the door for a First-Aid kit, then go through the door. Walk around the table and go through the next door.
Go left down the hallway and turn right through the door. Go left into the bedroom and grab the bullets from the drawer on the opposite side of the bed. Exit the room and turn left down the hallway.
Head up the stairs and turn right through the doorway. Head down the hallway, read the note on the door to the right and open it. Turn left through the bathroom. Walk into the bedroom and pull the the bed frame away from the wall. Reach down and take the stolen items from the bin.
Exit the room, head downstairs to the bottom floor and go straight through the doorway for a cutscene. Turn around and through the alley between the two buildings. Head through the open gate and kill the fool who will attack you from the right.
Head straight down the road. After you pass the first cross street, your pass some blue stairs on the left. Walk past those, then turn left up the steps and head through the open gate into a park area.
Go left and after you pass the fountain and turn left down the stairs. Go through the open gate and head through the door on the left for a cutscene.
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Centennial Building
Head through the next door. Pick up the map on the wall, then head around the bars and through the door. Once in the parking garage turn left around the corner and head for the fire truck. Pick up the hose to carry it over to the nearby gate. Rut back to the truck and press A to use the controls and pump out the water.
Head over to the police car, open the trunk and grab UV flashlight. Grab a weapon and use it to break the padlock on the gate, then head downstairs. Head down the hallway and pick up the security card on the wheelchair.
Head back up the stairs where there will be three of those ceiling-crawling monsters waiting for you. If you don’t want to mess with them (which you won’t), turn right, then make a right at the next corner. Get to the gate, pull out the key card and use it to unlock the gate.
Turn left through the doorway. Grab the First-Aid kit on the wall, turn back around and press the button on the table to see the security camera feed. Head back through the open gate, go straight and head through the double gates which should now be open. Press A top open the elevator doors, then take it down.
Pull out your flashlight and pick up the red axe to the right. Follow the path around (don’t be alarmed by the spooky noises). When you get to the end, hop over the box on its side. Go right and break through the boarded up walkway.
Continue forward, squeeze through the tight space, then kill the shrieker chick that will sneak up on you. Turn left and head through the door at the dead end. Pick up the map on the left then proceed forward.
Following the huge crash, turn left and follow the path around. Examine the creepy mannequin to the left, then turn around and push the ladder over to the left to the far left wall. If you have a weapon in your hand drop it, and climb up the ladder.
Proceed forward and head through the door. Turn right, pick up the map on the wall, then go through the door on the right. Head around to the next door. Walk past the elevator and turn right down the stairs.
Pull out the UV flashlight and follow the lines to the right. After you hear the glass break, turn around and avoid the attacks of the silhouette figure. Turn around, run past it and pick up the fire extinguisher on the wall—use that to kill her.
Continue to follow the lines to the elevator, then turn right and head through the door. Walk around the boxes and enter through the door on the right. Turn right and head down the long hallway. Turn through the door on the right (where the footprints lead to).
Pick up the gun next to the typewriter and examine the corpse in the chair to pick up an ID. Exit the room, turn left and use the ID card to gain access through the door on your left down the hall.
Examine the desk on the right. The mess off papers should read “851136” to complete the puzzle (it’s kind of tricky, but not that you have the numbers, you don’t really have to complete it if you don’t want to). Exit the room and go through the door directly across from you. Walk around the desk and through the next door in this room.
Turn right and head through the door in the hallway. Turn left and head up the stairs. Turn right through the door, then input the code you just discovered (851136) into the key pad to open the door on the right.
Go through the next door, then another door in the tiny hallway. Turn right, test out that gun and shoot the shrieker chick. Proceed forward and head through the door on the right. Walk over to the box (the UV light will reveal footprints) to climb up to the upper level.
Walk forward and pick up the map on the wall, then turn around and climb through the big hole in the wall on the left. Walk around the hole in the ground in the next room. Pick up the First-Aid kit next to the lamp on the left, then carefully cross over the wooden beam.
Once you cross the first one, pull out your gun and shoot and kill the three silhouette figures in the doorway to the right. Cross the next beam and turn right. Continue past the doorway and enter the next doorway on the right where you will find some bullets on the desk.
Exit and enter through the other doorway. Turn left and hop through the hole in the wall. Go around and follow the footsteps to the ladder. Here it won’t ask you to press A, just stand an wait in front of the ladder for a second, then he’ll start to climb down.
At the bottom, turn and exit through the door on your left. Enter through the door right across from you. Follow the footsteps to the left and pick up the slides on the desk. Exit the room and head back up the ladder.
Go left into the next room and pick up a weapon in this room before heading through the double doors in the back right corner.
Fight off the attacking silhouettes and run to the back of the room toward the elevator. In order to prevent the silhouettes from continuing to appear, press A to move the wheelchair from the elevator.
After you enter the elevator, you’ll have to fight off another silhouette, just for good measure. Head back inside the elevator. After you use the controls and he complains about a key card, highlight the second floor and take it down.
Turn right and head through the door. Walk around all of the junk and through the next door. Turn right and head through the door. Walk toward the projector (the front) on the right and pull out the slides. This will reveal the combination for the safe in the other room.
Exit through the door, go right and head for the safe. From left to right, the combination is: IX-VI-I (or 9-6-1). Head inside and examine the hanging corpse for an ID card. Head through the open doorway for a trippy scene.
Exit back through the vault door. Cross diagonally and head through the door to eventually get back to the elevator. Use the ID card, then select 18 to take you to the radio room.
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Return of the Red Mist
Head forward and enter through the door on the left for a cutscene. Following that, head out the nearby door. Turn right down the hall and turn left through the next door. Go right into the next room and pick up the diluent on the table.
Pick up the First-Aid on the wall as you exit the room, then use the diluent and douse the pile of clothes in the corner. Then pull out your lighter to set it on fire. Once the fire alarm goes off, go stand near the fire exit.
The return of the red mist! Pull down the cage on the left, then quickly turn the red valve to open the doors. Stay straight up the slope, then make the left. After your drop down, turn right, then make a quick left.
After you go down the two slopes, turn left past the blue car and up a couple slopes. When you see a blue van in the wall, turn right. Go straight up and then down the slope, knocking down the cages along the way.
When you get to what looks like a dead end, turn left through the camouflaged doors. Make a quick left after knocking down a cage and follow the path around and up the slope. Turn right, go right through the mist, then go left at the dead end.
You’ll then be facing a mirror and in the mirror you’ll see a red lever on the wall that actually won’t be on the wall! However, walk over to the “Manual Override sign and press A to turn the imaginary valve.
Head straight through the open door. More red mist! Head through the door that opens and turn the valve at the dead end to open another door. Follow the corridor all the way around. When you get to the area with all of the bars, head through the doorway in the far left corner.
Dodge the falling car (?), go right. After the vent falls, turn left, then turn right past another falling car. Follow the corridor around to the left. This will take you all the way to a dead end with a lever—pull on it and head through the doors.
Head through the next two doorways. Whoa! After you end up on the ceiling, stand over the desk, press A to open the door and head through it. Go forward toward the green light and through the open gate. Head around and into the lift that will automatically take you down.
After the cage drops you off, turn right and head through the doorway. Not again! Head forward and sidestep the falling cages. After you reach the Exit sign and fall through the hole in the ground, head forward and grab the First-Aid kit on the wall.
Go left and move past those demonic things spitting red mist. Turn right at the end and pull the lever on the wall to open the big doors. Carefully walk around the falling cages as you proceed forward—you’ll also have to kill a couple shrieker chicks.
When you get to the doorway, turn the gold frame on the wall on the left. Head down the stairs, through the doorway and into a rather bizarre room. Here, use the controls on the left and time it before you press A right before the spinning clock hand passes in front of you.
Once you finally get it close enough to you to cross, do so toward the middle. As you step onto the next hand, it will start to spin. Carefully walk across. Once you get to the end, it should stop and you can walk through the doorway it drops you off at.
Head down the long corridor. Stay to the right, where you will have to deftly walk through some spinning blades. (Note: on the last one, you have to wait for it to stop—it moves too fast otherwise.)
Head up the stairs, cross the bridge and stand on the emblem in front of the two huge blades. Once the emblem lights up, go through the blades, which will slow down for you. Head up the bridge and then up the stairs. After they collapse, you’ll have to sidestep a few obstacles before a cutscene.
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Monastery
Cross the street and turn left down the sidewalk. After you pass the abandoned movie theater, turn right through the open gate. Head up the stairs and open the gate at the top.
Walk out into the street. After the cop car pulls up, a ton of those shriker chicks will appear. Instead of fighting them, just run straight up the street, which will ben around to the left. Head through the open gate on the right and up the road, which will take you to the entrance of the Monastery at the top.
Following the cutscene, head through the opposite door. Turn left and head through the door in the left corner. Pick up the First-Aid kit on the wall to the left, then squeeze through the hole in the wall.
Pick up the bullets from the inside of the drawer on the right. Turn around, walk over to the center book shelf and standing on the right side of it, hit A repeatedly to pull it out of the way to reveal a spooky tunnel.
Pull out your flashlight and head forward. Head through the red curtains and pull the axe out of the corpse. Pull out your UV light, take out the five mannequins, then follow the footsteps down the corridor. Head through the doorway, pick up the axe in the wall on the right (behind the bookcase), then squeeze between the hole in the wall in the left corner of the room.
Turn left through the doorway. Stay to the left and use the axe to break down the boarded-up door. Head inside and go forward for a cutscene.
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Learn the Bogeyman Rhyme
Turn through the door on the right. Pick up the First-Aid kit next to the door on the left, then head through the door. Now outside, go forward. Before you get to the stairs, turn right and make another right through the door.
Head through the hall, through the next door and up the stairs. Turn through the door on the right and cross the beam. Head through the door that just exploded and down the stairs.
Pick up the First Aid kit on the wall, then through the door. Turn right and head around the chasm. After you inspect the locked gate, continue around to the back of the pews.
Following the earthquake, head over toward the pillar closest to the gate and use your axe to chop the rope to lower the chandelier. Go walk behind it and tap A repeatedly to pull it back, then press X to release it. Repeat this process to break through the gate.
Read the book up on the podium, then turn right through the door. Walk around the edge and head up the stairs. Go forward, head through the door, walk through all the clutter and head through the next door.
Turn right in the hallway and go through the door on the left. Kill the shrieker chick, then go left and hope through the window. Turn left and head through the door. Go right down the end of the hallway and open the gate at the ned.
Kill the shrieker chick coming down the hall. Go down the hall and turn through the door on the right. Pick up letter on the desk in the back right corner, then head through the door on the opposite side of the classroom, but make sure you grab the boat hook leaning on the book shelf to the right (you will need this later!).
You can pick up a gun on the floor behind the desk to the right, then exit the this room and then exit the classroom. Go right and enter through the door at the end of the hallway.
Turn left, and then turn left again where there will be a ladder partially hanging next to a lamp on the wall. Stand under it and using that boat hook you picked up in the last room, use it to pull down the ladder.
After you climb up the ladder, you’ll have to solve this tricky Hansel and Gretel stage puzzle. First, walk to the back and go left through the door. Pick up the lever on the shelves on the left wall. Next, go grab the record from the drawer on the right.
Exit the room, put the record on the gramophone from your inventory and put the lever on the device that operates the backdrop mechanism.
From there, the directions are as follows: 1)Dim the lights (the red lever on far right wall) 2)Play the gramophone 3)Light center stage (rotating the spotlight) 4)Pull lever No. 1 5)Pull lever No. 2 6)Use the rain device (the spinning thing in the back left corner that you rotate; make sure you turn it enough so you start seeing rain!) 7)Use the thunder device (the piece of sheet metal you hit with the gong).
Climb down the ladder and whip out that flashlight. Turn left and go through the hole in the wall. Follow the path around (which will be extremely dark). Run past the enemies until you get to the cabin, then enter inside.
Go forward and examine the brown chest on the right to complete a puzzle. The complete picture is of a little girl holding a doll (there is a beach ball on the right side of her and a shovel and sandcastle in the upper left corner).
After you obtain the blackboard eraser and another part of the poem, turn around and destroy the two mannequins. Open the door to exit and…you’re back on the stage! Run past all the seats and exit through the door on the left.
Run down the hallway, turn right through the open gate and turn right up the stairs. Pull out your gun and kill the monster on the left. Enter through the door on the right and go use the eraser on the blackboard over to the left.
Following the trippy cutscene, turn around and head through the door that just opened at the other end of the room. Walk around the table, pick up the note, then head through the next door.
Walk past the ball on the floor and go through the next door. If you go diagonally through the door to your right, you’ll find a First-Aid kit around the corner. After you exit that room, turn right and head through the doorway at the end of the hall.
Turn right and get the fire axe on the backside of the pillar if you want. Then turn around and ross over to the other side. Go all the way around, carve up the shriker chick, then break through the boarded-up door to the left.
Go through the door on the left (with the creepy red curtains). Pick up the note on the table to the right, then continue around to the right into the next room. Go straight and hop through the window to enter the kitchen.
Go through the door on the right. Take out the shrieker chick, then squeeze through the whole in the wall. Go left through the door and walk around the hole to the door on the other side.
Turn left and go through the door in the left corner. Get behind one of the beds holding one of the shrieker chicks and push it across the room toward the x-ray machine. Once she’s in it, use the controls on the left.
Repeat this step with the other two shriekers. The third one will have a note and key inside her. Stand at the side of here bed after you pull her away from the x-ray machine and press A to search her. Use the left analog stick to move your hand around, then press A to grab the objected when prompted to.
Exit out the door, turn right and go left down the stairs. Go through the door on your right. Turn right and head through the door in the back left corner. Hop through the window to the right and use the key you just pick up to unlock the door.
Now outside, either carve up that monster that ambushes you, or run past him, turn right and head through the door. Proceed forward for a cutscene.
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Red Mist Part III
Head forward through the large opening and down the corridor. After the walls start to dissolve, head down the hallway to the right and through the door. Follow the the little girl through the next two doors.
At the area with the two statues, squeeze through the whole in the wall behind the statue on the left. Turn right and continue to follow the little girl. At the part where the glass breaks, go left and squeeze through the hole in the wall.
Head down the stairs and follow the path around. Head up the stairs when you reach them, go through the door and continue following the girl. After you get to the part where the makeshift bridge collapses beneath you, turn left and head down the corridor and flee from the red mist.
Make sure you keep your eyes open because there will be an opening on the right with a ramp—go up it (or else you’ll be running in circles). Pull down the cage and head up the stairs. Open the door, sprint across the courtyard and head through the next door.
Go right once inside the dungeon and stay to the right at the fork. You’ll then have to slide past some spikes down a narrow hallway. After you get through, pick up the First-Aid kit next to the door, then head through.
Take out the shrieker chick, put avoid the middle of the area to so you don’t get hit by the swings from the guy in the gas mask. Move forward along the right side, take out the next shrieker chick, then head through the whole in the wall that is created by the gas mask guy.
Turn right down the path and pick up the First-Aid kit next to the door, then head through. Go down to the next door walk down the stairs and walk through the door. Head down the corridor and go through the door.
Although this looks like deja vu, walk down the stairs and this time walk past the nasty thing spitting red mist, go down the next set of stairs and through the door (with the painting of the girl going down the hallway next to it).
After you go down the hallway and open the next door, the signs should read “2 Stairs.” Go up the stairs, through the open gate, past the door, up the next set of stairs and through that door (again, with the picture of the girl in the hallway next to it).
Head down another hallway, through the door, then go toward the balcony. Go right up the steps, up to the stage, down the steps on the other side and turn right through the door.
Go examine the weird-looking door on the right. Head inside and pick up the blue candles. When you turn back into the next room, destroy the two mannequins, then head out of that room, turn right and shoot the mannequins on the stack of boxes.
Head up the steps, back across the stage and through the door on the other side. Head up the stairs. Grab the First-Aid kit on the wall to the right, then pull on the red lever to lower the curtain and then the red lever to lower the chandelier.
Head down the four flights of stairs, head down the hallway and kill the monster around the turn. Head through the door, walk over to the chandelier and place the blue candles you have on it. Pull out your lighter and light them. Head back up the stairs and raise the chandelier using the lever.
Head back down the stairs and up onto the stage. Walk behind the set and through the trippy maze. When you arrive in the next room, pull on the bell on the platform. Walk up the steps to the right, go to the end of the platform and ring the next bell. Walk down to ground level and ring the third bell.
Walk up the nearby steps as all of that nasty dark blood stuff falls from the ceiling. After the floor fills up, you’ll have to walk through it to the doors on the other side. Walk up the stairs and climb the ladder at the top.
Walk through all of the floating papers to the back of the room. Walk toward the little girl and the monster in the wheelchair for a cutscene.
Head forward through the trees. Pick up the shovel in the ground to the right and turn right down the stairs. Go through the gate and go toward the water where the Bogeyman will appear.
Stay back from him, pull out your gun and unload on him (make sure you aim for hte head). Once he drops to a knee, run up to him and use the shovel to take him out. Repeat this process again to kill him.
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DJ Ricks’ Boat
Squeeze through the hole in the nearby wall for a short cutscene. Head through the sewer tunnel and climb the ladder when you reach it to get back outside. Walk down the steps and turn left down the winding street.
After you pass under the bridge and the row of houses, turn left up at the intersection. Enter through the door on the left and climb up ladder on your right inside of this tiny room. Pull on the lever to lower the bridge, then pick up the Harmony object on the pox and the fire axe if you want.
Exit back out the door and turn left down the bridge. Once you arrive at the dead end (in front of the big rig), turn left down the street. The street will eventually turn into a path that will curve around to the left—when it does, turn left down the shoddy little ramp to get to DJ Ricks’ boat.
Turn right down the bridge, stand in front of his boat and pull out the key from your inventory to use it.
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Escape from Prison
Exit your cell and turn right. Go to the end and turn left through the open gate. Walk over to the beam that just fell and mash A to create a makeshift bridge, then carefully cross over it.
Head up the steps into the center watchtower, then climb down the ladder. Grab the axe next to the double doors, pick up the map on the wall next to the stairs, then head down them.
Pick up the psychological report on the desk, then head down the next set of stairs. Pick up the flashlight and the ID card of the dead guard. Head up the stairs. The code for the safe is 11752, which will allow you to get the device need to pick up the shotgun on the wall (make sure you keep your ax after you get the shotgun).
Head up the next flight of stairs and use the key to open the double doors. Turn right, follow the catwalk around and head down the stairs. Open the door, open the last locker on the left and pick up the walkie-talkie. Open the locker on the opposite side to pick up the shotgun/pistol shells.
Exit the room, turn left and head inside the room up ahead. Go down the stairs to Block A2, then turn left. Go till it dead ends, then turn right. Walk toward the ball that mysteriously rolls out of the cell. Turn left into that cell and head down the tunnel.
Pick up the letter on the desk to the left. After you turn around, you’ll teleported back to a regular cell. Turn left and head into the entrance of Block A2—with your shotgun ready. Take out the monster that will come charing through the bars up the steps.
Head up the steps and exit out to A3. Turn left and use your ax to break the padlock. Squeeze past the junk on the left, shake free from the monster, run away from him, duck under the beam and watch him get fried.
Turn right at the dead end. Use the controls on the left to turn off the electricity. Continue around to the right and use your ID card to open the double doors. Grab some shotgun ammo from the gun racks on the left, then head over to the control board.
Once the big red button pops up, press it so it turns green. After you turn around, you’ll have a crazy hallucination. Exit the room, turn right, then go left all the way to the dead end. Turn left again, then turn right through the open doors with the green light about it.
Open the door on the left—it will only happen half way, so you’ll have to squeeze through. Open the locker and pick up the letter to get some background on the prison. You can also find a First-Aid kit in the locker to the right.
Turn around, go through the open door and press the red button on the control panel. Make sure you walk to the window to the right and drop off all of your inventory items. Squeeze back through the door, pick up your items and turn left through the now-open double doors.
Head down the hallway, pull out that shotgun and unload on the three monsters. With them dead, turn left down the hallway with the light above it. Go to the end, break through the boarded-up doorway on your right and grab the First-Aid kit on the wall to the right if you need it.
Exit the room and go diagonally into the room across from you. Make your first left and cross over through the next doorway. Turn right, pick up the forensic flashlight and the note on the floor. Shine it up on the ceiling to see a big 2.
Turn around, exit through the doorway and use the UV light to follow the footsteps (hmm…there’s that No. 2 again). Pick up the note on the table, then continue to follow the footsteps.
Pull the box away from the wall to reveal a 3 before turning left through the doorway. Follow the footsteps to the back of this room. Press the red button on the device in the corner, then shine your light on the spinning contraption, where you will see a 4.
Follow the footsteps in the opposite corner of the room and turn around where you will see a 5 on the table. Turn right, then turn left out into the lit hallway. Go right and enter the code you just learned into the key pad on the left: 2-2-3-4-5.
Pick up the shotgun shells on the self, then grab the nearby box on the floor and push it over toward the vent on the left. Move forward to step on top of the box, then open your inventory and use the quarter dollar you picked up earlier (from the safe) and use it to take off the vent cover.
Quickly mash A to crawl away from whatever is following you. After the cutscene, pull out your shotgun and take out the two monsters at the other end of the cafeteria. Use your ID card to swipe the device on the wall to the left (with the white light). Head through the gate that opens and up the stairs to the left.
Go left and follow the catwalk around. Head through the doorway, pick up the note on the table and there’s another one in one of the lockers in the corner. Walk past the railing and turn right down the stairs.
Turn left into the hallway and use your shotgun to kill the monster that will attack you from the left. Go straight down the next hallway and head through the double doors at the end on your left.
Walk to the back of the shower area and grab the crime evidence from the locker (you’ll also notice the number cards 3 and 4).
Turn around and go examine the blood stain on the floor where card No. 1 is. Next, go check out No. 2 in the sink to the left to pick up a prison shank. Examine No. 3 around the corner to pick up a badge. Then things get creepy…
Head to the double doors at the opposite end of the room (where the blood is flowing from). Go examine the body for a short cutscene.
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Final Red Mist Chase
Run down the stairs and through the corridor. Stay left at the part with the three doorways. After the slight turn, stay on the path, but watch out for the falling blade that you have to pass under.
After you pass under another blade and do a 180, go left and follow the arrows. Go left and then left again. After you pass under another blade, the red mist will be getting dangerously close. Stay straight, then go left at the fork. Under two more blades, then go left down the long corridor.
Once the hallway narrows, carefully navigate your way past the spikes. Once you reach the platform, press the button on the right to lower a lift. Hop on and pick up the shotgun shells.
When the lift stops, pull out that shotgun and light up some fools. Once the lift drops down to the next level, pull out your flashlight again and use your shotgun to kill the three monsters.
If you are facing the center tunnel, turn down toward the opening on your right (the other two will be closed off). Press the red button on the control board to regain power. Grab the First-Aid on the wall on the opposite side, then head back out onto the lift.
The lift will stop yet again, and more enemies will come out for your shooting pleasure. Once they are all dead, the lift will break. Exit off to the left and turn left down the long catwalk.
Go to the end, then hop up on the step on the left. Pick up the First-Aid kit on the floor, then head up the ladder. Make your way down and climb down the ladder on the other side. Head down the stairs and then another ladder.
One final flight of stairs will take you down to the bottom level. Head through the doorway and then down the path. Sidestep the two falling cages. After the bridge collapses, alternate between RT and LT to climb back up.
Head through the freaky-looking doors. Walk to the backside of the center contraption and turn the red valve. After the universe shifts, turn right through the doorway.
Turn right down to the end of this room. Walk behind the pipes hanging downing and press the button to turn on the spotlights. You’ll notice that this will force the monsters below you in this mirror universe to retreat. Once the lights go off, hit the button again, then quickly run diagonally to the right and press the button here to lock the right monster in the cage.
Repeat this process with the monster on the left side (there are separate controls on the left side to drop the left cage). Walk through the cages and turn the valve on the contraption at the other end of the room.
After the universe flips again, walk back between the cages and press the button on the new device. Go flip the universe again, turn around, go right through the doorway and then head through the next open doorway.
Stand on the emblem on the floor and wait for the two top blades to stop spinning. When they do, quickly run along the wall to the right. Stand on the emblem in this corner, then carefully run diagonally across to the other corner (yes, you will make it). Stand on this emblem, then take off along the wall to reach the next doorway.
Turn left in the room with all of the trees. Turn the valve in the center to flip the universe, then head for the exit. Head down the long corridor and drop through the hole in the ground.
Turn right and head up the stairs. Go forward and press A to use the spotlight. You’ll then have to guide the monsters into the caged area on the left. Since they hate the light, use the edge to lead them into the cage, then leave the spotlight in the middle of the opening of the cage.
Turn right back down the catwalk, then go left through the door. Pull down on the lever to lock the cage doors and head through the next door. Head down the stairs, walk through the light and go pick up a crowbar that will located in the dark next to the blue box.
Run down the path to the left of the stairs and break the padlock on the door. Head forward and climb up the ladder on the right. Turn right and head for the other spotlight. Hit it with your crowbar to turn it on and like before, herd the monsters (three of them this time) through the open gates on the left.
This one will be trickier because the light will flicker on and off, but once you get all three inside, leave the light on at the cage doors, then quickly sprint down the catwalk, turn left into the building and pull on the lever to lock them in.
Exit the room and head back down the same ladder. Go diagonally to the right through the open gate and turn the red crank to open the big doors. Squeeze through and head through the doors just up ahead.
Head through the open gate, then go left and head through the open gate. Duck through the hole in the wall and exit the cell. Turn right and head up the stairs (yeah, more red mist!), then make a hard right down the catwalk and follow it all the way around.
Break free from the monster from the cell, then after the next turn, head up the stairs to the right. Sprint down the catwalk to the right to the end, then turn up another flight of stairs. Go left through the falling blades and follow the catwalk all the way around to the other side, where it will drop you off to a lift on the left.
Pick up the shotgun on the wall (keep the crowbar, too) and the First-Aid kit. Walk over into the next room. Walk up to the scale on the left and place the badge, shank and crime evidence on the scale to open the door.
Head through the doors and down the catwalk. Go up the steps and turn right. Run past the controls on your left, turn right and wait for the platform to lower—when it does, hop on. Pick up the First-Aid and shotgun shells on the wall, then turn on the spotlight and shine it at that thing’s face (watch out for flying chairs).
Take the lift back down, then walk over to the near by control screen is and mash A to pull out the red tube. Continue around to the right (watch out for his hand swipes) and head up the next platform. Repeat the process of shinning the light, then going down and unplugging the nearby red tube.
Head back down the stairs you past to get to the outer catwalk ring. Turn left and follow it all the way around. Watch out for flying chairs and keep in mind that enemies will come out an attack you as you make your way around. (Tip: Make sure you look inside the cells you pass because some of them will have First-Aid kits for health.)
Once you get to the bridge to cross back to the inner ring, move around the cage that falls, turn right and head up the platform. Just like before: light to face, unplug red tube. Run over and do the same for the fourth and final tube for a cutscene.
After a bizarre cutscene, you’ll now be the Bogey Man and have to fight off those monsters as you chase down that chick. Eventually, she will shoot you down and you’ll be left to view to final scene of the game. (Note: There are multiple endings to this game.)
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