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  1. #1

    الحل الكامل للعبة silent hill origins على جهاز الpsp

    هذا حل لعبة silent hill origins بالعربي واذا تحبون بالانجليزي

    يلا نبداء الموضوع

    عربي:
    -بعد العرض ستجد نفسك على الطريق والضباب يحيط بك من كل مكان تابع السير وستجد على اليمين لوحة ترحيب للمدينة اكمل الطريق وسيظهر لك عرض يبين لك كيف يحترق البيت، ادخل البيت واصعد الدرج ثم توجه للباب الذي أمامك وبعد ذلك توجه لليسار بين النيران وستجد فتاة تحترق خذها معك وارجع للوراء لحيث باب الدرج المحترق ولكن لا تدخل من الباب بل اذهب يساراً ليسقط ترافيس ارضاً مع الفتاة وبعد ذلك اكمل تقدمك بين النيران ولا تقلق فسوف تقوم اليسا بإزاحتها وعندما تصل للباب الأخير افتحه ومن ثم اخرج من البيت من الباب الذي بجانب الدرج وتابع العرض.


    2- بعد العرض ستجد نفسك في المدينة الضبابية .. سايلنت هيل ... سيقوم ترافيس بالتقاط الخريطة بعد ذلك توجه للمستشفى المحددة على الخريطة وقم بالدخول، ستجد نفسك عند الاستقبال وبجانب الاستقبال نقطة حفظ، اكمل طريقك وقم بالدخول من الباب المزدوج ستجد نفسك في ممر جميع ابوابه مقفلة وتابع طريقك للباب المزدوج، هناك باب مزدوج في نهاية ممر على اليمين تذكره لأنك ستعود إليه لاحقاً واكمل طريقك وستواجه عرض لنرى فيه أحد الشخصيات القديمة ! إنه دكتور كوفمان !! بعد ذلك سيصعد الدكتور المصعد للطابق الثاني اتبعه للطابق الثاني وستجد على يسارك باب مزدوج ادخله ليظهر لك احد العروض وتواجه أول عدو لك في اللعبة وهو الممرضة، قم بالتقاط المطرقة واكسرها على رأسها، ثم ادخل للغرفة التي في النهاية، ستجد سرير مبلل ومرآة غريبة تبدو فيها الغرفة أكثر احمراراً، قم بفحصها والتقط المذكرة التي بجوار المرآة وعزم على الخروج ولكن قبل خروجك سيواجهك عرضاً بعده قم بالدخول إلى المرآة.
    مرحباً بك في "العالم الآخر" قم بالتقاط المشرط من على السرير والتقط الرئة البلاستيكية من الصندوق وشراب الصحة من الدولاب واخرج من الغرفة، ستقابل ممرضة قاتلها إن شئت ثم توجه للباب المزدوج الموجود في الجهة السفلية من الخريطة، من هذا الممر ادخل للغرفة 202 والتقط المذكرة والبيضة الذهبية واخرج ثم توجه للغرفة 204 وستجد صندوق لغز التقط المذكرة ثم اخرج من هنا لأنك ستعود لاحقاً، قم بالذهاب للسلالم وانزل للأسفل، في الطابق السفلي ستواجه ممرضات قم بالذهاب لليمين وستجد باب يحتاج للبيضة الذهبية قم بوضعها وادخل الباب، انت الآن في دورة المياه قم بنزع غطاء أحد المراحيض ثم خذ الكبد البلاستيكية وتوجه لمرآة دورة المياه وانتقل للعالم الحقيقي، ادخل احد المراحيض والتقط مفتاح جناح الموظفين وافحص احد الابواب وستجد AMY 31 دونها لديك وتذكرها ثم افحص الخريطة وتوجه لجناح الموظفين افتحه وتوجه لليمين وستجد على الحائط Lucy 23 دونها ايضا وتذكرها واكمل الطريق وخذ مفتاح غرفة الفحوصات والمحمصة ان شئت ثم اخرج، توجه لغرفة الفحوصات وستجدها في الخريطة عند باب الاستقبال، ادخل وستجد اشعة لفتاة قم بفحصها وستجد SARAH 19 والتقط الاعضاء البلاستيكية من على اليسار.
    والآن اتذكر الصندوق اللغز ؟ توجه إليه

    *لغز الصندوق الطبي*

    طريقة الحل:

    بما أنه لديك اسماء الفتيات واعمارهن فادرج ارقامهن كالآتي
    31 23 19
    وسيفتح لك الصندوق وستجد القلب البلاستيكي والآن توجه لغرفة الفحوصات وافحص الدمية

    *لغز الدمية*

    طريقة الحل:

    قم بوضع الاعضاء كالآتي في اماكنها :
    1- الامعاء
    2- المعدة
    3- الكبد
    4- القلب
    5- الرئتين


    وستخرج لك أعين الدمية قم بأخذها وتوجه لدورة المياه وانتقل للعالم الآخر من خلال المرآة واذهب لآخر الممر وستجد باب يحتاج للعينين، قم بادخال العينين وادخل من الباب وتوجه للباب الذي على اليمين وحاول تفادي الممرضات واذهب لحيث قمت بتركيب الدمية وستجد منظر مقزز، والآن اذهب للباب الذي على يسار باب الخروج من غرفة الفحوصات وسيظهر لك عرض ستواجه فيه أول الزعماء

    *الزعيم السترة المشدودة*

    المستوى : سهل

    قم بتفادي الغازات التي يخرجها من بطنه واحذر أن يقفز عليك بعد ذلك وجه له ضربات بأي سلاح واطرحه أرضاً

    التقط أحد أجزاء الهرم السحري، بعد العرض قم بحفظ اللعبة، هل تتذكر الباب الذي قلت عنه في البداية ؟ اذهب له واخرج منه ثم ستخرج لساحة المستشفى وستجد في أحد الزوايا مشروب للصحة خذه واخرج من المستشفى للأبد والآن يجب عليك التوجه لمستشفى بستان الأرز المحددة على الخريطة.

    3-جميع الطريق الرئيسية المؤدية للمستشفى مغلقه ما الحل ؟ لا يوجد سوى حل واحد اتجه لمحل الجزار !! بعد ذلك ادخل محل الجزار وستجد نقطة حفظ ثم تابع الدخول، سيظهر لك عرض وياله من عرض، تابع طريقك واخرج من هنا واتجه نحو مستشفى بستان الأرز ولكن احذر من اللعب كثيراً في الحديقة فهي ممتلئة بوحوش السترة المشدودة.
    عند دخولك للمستشفى اتجه شمالا وخذ المذكرة، استدر للخلف واتجه يميناً وادخل الباب المزدوج الذي على يمينك، اتجه للكرسي المتحرك والتقط المسدس وذخيرته، اتجه للمكتب والتقط شراب الصحة واخرج من هنا واستدر لليسار واتجه شمالا وادخل الباب على يمينك، التقط خريطة المستشفى من على الطاولة وستجد شراباً للصحة في نهاية الغرفة بالإضافة لمذكرة، اخرج من هنا واتجه لشرق المستشفى وسيظهر لك عرضاً، افتح الخريطة واتجه للمستودع وستجد به الآتي : حديد إطارات – 2 ذخيرة مسدس – مفك – شراب طاقة، بعد ذلك اتجه للسلالم وستجد نقطة حفظ، اصعد للطابق الثاني، ادخل من الباب المزدوج وستواجه اخطر الاعداء وهو العدو الخفي، احذر من مهاجمته كثيرا وحاول ان تتفاداه لأن ضربته مؤلمة جداً، اتجه نحو المخزن وستجد ممرض قاتلها وادخل المخزن وخذ طلقات البندقية والعلاج وعلبة الكحول إذا أردت، اخرج من هنا وافتح الخريطة واتجه لـTB Ward ستجد مذكرة ولغز وهو من اسهل الالغاز .
    الهدف من اللغز هو جعل الضغط يصل لأقصى درجة في جميع العدادات دون ان تتعدى الدرجة القصوى، اولا قم بضغط الزر الذي في اليسار ثم الوسط ثم اليمين ثم قم بتكرار العملية وستنجح، قم بأخذ المفتاح الذي خرج لك واتجه للسرداب، ولكن عند نزولك من الادراج وقبل دخول للسراديب ستجد في الطابق الاخير اداة مع ذخيرة المسدس .
    ادخل عن طريق الممر الطويل إلى السلالم الموجود في الشمال الشرقي من الخريطة واتجه للطابق العلوي، ولكن اذا احتجت للذخيرة تجاهل الخطوة السابقة واجعلها لاحقا وعند دخولك السرداب اتجه شمالاً ووادخل من الباب، اتجه شمالا ثم يميناً وادخل المستودع، ستجد هنا ذخيرة مسدس واداة اخرج من هنا، احذر فهناك وحوش متخفيون، اكمل طريقك في الممر واتجه يساراً، اقض على الوحش هنا وخذ قطعة الخشب واستدر واكمل طريقك لنهاية الممر وستجد شراب للصحة وذخيرة مسدس والآن ارجع للسرداب، اذهب للممر الطويل الذي يقودك للسلالم في الشمال الشرقي من الخريطة ولكن احذر الوحش في الممر، ستجد في الطابق السفلي من السلالم مشرط وشراب الطاقة واكمل طريقك للطابق العلوي، ادخل من الباب المزدوج، اذهب يميناً لآخر الممر وادخل من الباب لغرفة الاستجمام، ستجد هنا نقطة حفظ واذهب للبانيو الذي في الوسط وقم بإزاحة المياه واخرج من هنا واحذر من الممرضات هنا، وقم بالدخول لغرفة العناية بالنساء، هناك مرآة هنا ! قم بالدخول للعالم الآخر.
    ستجد ذخيرة مسدس على السرير، اخرج من هنا، ستجد في الممر زجاجة كحول خذها إن اردت، والآن اتجه للسلالم، ستجد في سلالم الطابق الثاني ذخيرة مسدس وعندما تنزل للممر الطويل في السرداب ستجد بعض الادوات، انزل للطابق الاول، ستجد هنا باب يحتاج لمفتاح تذكره، ستواجه عرضا يذكرك بماضي تراقيس، شاهده ان اردت وادخل غرفة النساء ستجد هنا شراب صحة وذخيرة مسدس اخرج من هنا عن طريق الباب الآخر، احذر من الوحش هنا وادخل دورة مياه النساء، ستجد سكين في نهاية الحمام والآن استدر لمرآة الحمام، اذهب للمرحاض المفتوح واسحبه والآن سيذهب المفتاح للطابق السفلي، قم بالخروج من هنا واحذر الوحش في الممر، ادخل لغرفة النساء الخامسة، ستجد اداة مع مذكرة وذخيرة مسدس ومفتاح مفقودات المرضى، اخرج من هنا وافتح الباب للطابق الاول ولكن لا تدخل واتجه يساراً ثم شمالاً ثم يميناً وافتح الباب المزدوج وادخله، ستجد ممرضتين هنا اغلق المصباح وفاجأهما بضربة ساحقة من الخلف، افتح المصباح وتابع طريقك، للأمام وارجع للممر الذي يحتوي على المستودع، وتابع طريقك لغرفة أغراض المرضى، استعمل المفتاح وادخل، ستجد على يمينك مذكرة وذخيرتين للبندقية وآلة كاتبة ان شئت، وهناك مرآة في الغرفة استعملها للعالم الآخر.
    اذهب لباب الخروج وستجد هنا بندقية مع ذخيرة انزعها واخرج، اذا اردت تجربة البندقية فجربها على الوحشين الموجودين هنا، اتجه يميناً ثم ادخل من الباب المزدوج ستجد ذخيرة بندقية مع علبة الادوية واداة، اخرج من هنا وتوجه لممر السلالم، ادخل المصبغة، ستجد شراب الصحة وذخيرة بندقية مع مذكرة، اخرج من المصبغة، اتجه للسلالم وادخلها، اتجه للسراديب، اذهب لغرفة الصمامات الشرقية، ستجد هنا مفتاح ارشيف المقابلات الآن ارجع لممر السراديب، اكمل طريقك للمستودع ولكن احذر من الوحوش، ادخل المستودع، ستجد هنا مطرقة وشراب صحة، استعمل المرآة، ستجد هنا اداة، اخرج من المستودع اصعد للطابق الثاني عن طريق السلالم، افتح الخريطة واتجه لارشيف المقابلات واستعمل المفتاح، ستجد هنا ذخيرة بندقية وسيظهر لك عرض لذكريات ترافيس، ادخل المرآة.
    اخرج من هنا، ادخل الدائرة الكبيرة في الوسط واتجه يمينا وادخل من الباب المزدوج للجانب الغربي من المستشفى، انزل من السلالم الغربية للسراديب الغربية، احذر من الوحش هنا واتجه للممر المؤدي للسلالم في الشمال الغربي من الخريطة، وستجد في هذا الممر وحوش حاول تفاديها، اصعد للطابق الاول واتجه يميناً لغرفة حبس الذكور، ستجد اداة على الكرسي مع مذكرة لحل لغز انظر لكل مريض وكل دواء سيحتاجه وتذكر اشكال الغرف سواء من الداخل او الخارج، ستجد في الغرف التالي :
    الغرفة الأولى : مشرط وحوله الدماء متناثرة
    الغرفة الثانية : ستجدها مقفلة ولكن تبدو عليها آثار الحرق من الخارج
    الغرفة الثالثة : ملابس نسائية مع الميك آب .
    الغرفة الرابعة : ستجدها موصدة بأقفال سجن من الخارج .
    الغرفة الخامسة : ستجد آثار اكل متعفن لم يأكل وميزان.

    الآن تذكر هذه الأشياء واتجه لغرفة الصيدلة، ستجد في غرفة الصيدلة نقطة حفظ ومشرط ولغز
    اخر تعديل كان بواسطة » χмσяєηχ في يوم » 28-04-2010 عند الساعة » 10:02


  2. ...

  3. #2

    Silent hill

    [COLOR="Purple"][SIZE="4"]*لغز الأدوية*

    طريقة الحل:
    هل تتذكر الغرف الخمسة ؟ الآن يجب اعطاء كل دمية دوائها
    الغرفة الأولى : وهي الدمية التي تقطع يدها ضع في فمها الدواء الاحمر.
    الغرفة الثانية : وهي الدمية الحمراء المحترقة ضع في فمها الدواء الازرق
    الغرفة الثالثة : وهي الدمية التي تلبس ملابس النساء ضع في فمها الدواء الاصفر .
    الغرفة الرابعة : وهي الدمية التي تمسك السكاكين ضع في فمها الدواء الاخضر .
    الغرفة الخامسة : وهي الدمية الهزيلة ضع في فمها الدواء الازرق.

    والآن لديك مفتاح غرفة الدكتور، اخرج من هنا واتجه للسراديب الغربية وادخل المستودع الغربي، ستجد هنا مرآة ادخلها.
    خذ المذكرة من على الطاولة واخرج من هنا، اتجه للسلالم، ستجد في سرداب السلالم اداة خذها واتجه للطابق الاول، اذهب شمالاً للدائرة، هناك ممرضتين في الدائرة اقتلهما اذا اردت، اتجه لغرفة الدكتور هاريس، ستجد هنا اداة ومذكرة ومفتاح على شكل رمز الانثى تقريباً، اخرج من غرفة الدكتور، اتذكر الباب الذي في العالم الآخر المقفل بعلامة غريبة ؟ اتجه للمرآة في دورة مياه النساء، ادخل العالم الآخر.
    اخرج من دورة المياه، اتجه شمالاً وضع المفتاح الذي وجدته في غرفة الدكتور هاريس، سيظهر لك عرضاً، انتظر!!!! لا تدخل الباب يجب ان تكون مستعداً ! اولا خذ الاداة بجانب الباب هناك نقطة حفظ بالغرفة احفظ اللعبة، استعد بالبندقية والذخيرة، انت الآن في مواجهة زعيم.

    *الزعيم ذكريات هيلين جرادي*

    المستوى : سهل

    انها والدة ترافيس !! احذر الاقتراب منها فهي تطلق الاشواك قم بالاستعداد بالبندقية وابتعد بعيداً عنها واضربها ثم ارجع وذخر وراوغ وكرر الطريقة حتى تصرخ وترتفع عن الارض وتموت.

    بعد ذلك ستأخذ قطعه من قطع المثلث السحري وترى عرضاً.


    4-قبل ان تخرج من مستشفى بستان الأرز التقط تذكرة المسرح من على الطاولة واخرج، سترى خلفية السيارة مفتوحة خذ مفتاح الممر واذهب يميناً، هناك زجاجة كحول إذا اردت، الآن لا تلعب بالحديقة واخرج من المستشفى فوراً وارجع للجزار، ولكن قبل الذهاب للجزار اتجه لأحد الكراجات امام المستشفى وستجد شراب الصحة مع اداة، وستجد في طريقك للجزار ادوات كثيرة في اطراف الشارع على الرصيف خذها واكمل طريقك للجزار، ستجد اداة معلقة على اللحم خذها واكمل طريقك .. ولكن ما هذا ؟ اين الممرضة ؟ اتبع الدم وسترى عند باب الخروج من الجزار ربطة الممرضة .. اخرج وسترى المشهد المروع، الآن اتجه إلى
    lumber yard واستعمل المفتاح الذي اخذته من السيارة، اكمل طريقك في هذا المكان المخيف والتقط الادوات والمذكرة واخرج من هنا، اتجه نحو المسرح ولكن ما هذا ؟ الطريق مغلق ! سنجد طريقاً آخراً ارجع للخلف وتتبع الدم، ستجد ان الدم يصعد للدرج اتبعه وادخل من الباب، خذ المحمصة والمفك وذخيرة المسدس من على الاريكة واتجه لغرفة النوم وخذ المذكرة، ادخل دورة المياه وخذ علبة الدواء وانزل في الفجوة، اذهب الى صندوق البريد وستجد ان الرقم 213، اخرج من هنا واتجه للمسرح، ضع التذكرة في كشك التذاكر وادخل من الباب، خذ خريطة المسرح وهناك نقطة حفظ ومذكرة بجانب باب المسرح، ادخل المسرح وسيظهر لك عرض، استدر للخلف واذهب شمالا ثم يساراً وادخل من الباب المزدوج، خذ الآلة الكاتبة اذا اردت وادخل من الباب العادي إلى خشبة المسرح، ستبدأ ذكريات ترافيس وعند وصولك لنهاية الخشبة خذ قطعة الخشب وادخل الباب، خذ المذكرة من الآلة والاثقال وذخيرة المسدس والسكين واحفظ ان شئت وادخل من الباب المجاور، استدر يساراً وادخل الباب المزدوج، استعد بسلاح يدوي وامس وسيظهر لك عرض تقاتل من بعده الدمية، اقتلها واستدر واذهب يسارا لآخر الممر وخذ الذخيرة، ادخل الباب الذي في الزاوية وخذ صفيحة الشمس والمسدس والذخيرة والمذكرة، اخرج من الغرفة، ادخل غرفة تغيير ملابس الرجال، خذ السيف واتجه للمرآة خذ المذكرة وادخل العالم الآخر.
    اخرج من هنا واذهب يميناً وادخل الغرفة حيث وجدت صفيحة الشمس، خذ مفتاح جناح البلكون والذخيرة، اخرج واحذر الدمى واذهب لغرفة تغيير ملابس الرجال مرة اخرى، اذهب للعالم الحقيقي من خلال المرآة.
    اذهب لصالة المسرح وخذ الأداة مع شراب الصحة واصعد السلالم، اقتل الدمية الغبية وخذ طلقات المسدس وادخل لقسم البلكون، ادخل لغرفة الاضاءة، خذ علبة الادوية من هنا والمفك وطلقات البندقية والمذكرة ومصابيح الاضاءة واحرج، ادخل من الباب المزدوج على اليسار واحذر من الوحش وادخل من الباب المزدوج على اليمين، انزل من السلالم وخذ شراب الصحة واكمل النزول واخرج من الباب، خذ صفيحة القمر من هنا وافتح الباب المزدوج الذي يقود للممر، خذ المطرقة من على اليمين واتجه لغرفة تغيير ملابس الرجال، ادخل للعالم الآخر.
    ادخل من الباب المزدوج للممر، اكمل طريقك للباب المزدوج الآخر، ادخل السلالم، اصعد السلالم، ادخل من الباب ، احذر فهناك 3 دمى اقتلهم لأنهم يشكلون خطر، والآن خذ صفيحة الشمس وضعها في يمين الباب وصفيحة القمر على يسار الباب وسيفتح لك ادخله، اصعد الدرج وافتح الباب، استدر يميناً ثم يساراً واحذر من الوحش هنا، اذهب لآخر الممر وادخل الباب يساراً، اقتل الدمية واذهب لآخر الممر وخذ القناصة مع الذخيرة وارجع لأول الممر وادخل الباب يساراًً، ستجد مرآة هنا استعملها واذهب للعالم الحقيقي.
    التقط المذكرة وشراب الصحة واخرج من هنا، استدر يميناً وادخل آخر باب في الممر، ستجد هنا نقطة حفظ اخرج من هنا، اذهب لآول الممر وادخل الباب، استدر يمينا واحذر الوحوش وخذ الذخيرة وادخل من الباب الذي بعد هذا الباب، انت الآن في ممر الاضاءة وفي مواجهة لغز صعب قليلاً

    *لغز الإضاءة*

    طريقة الحل :




    انت معك الآن 4 مصابيح مختلفة القوة
    125 , 250 , 500 , 750
    ويجب ان ترتبهم ترتيباً صحيحاً على قواعدهم ويجب عليك عمل الآتي
    b يجب ان تكون نصف d
    a+b يجب ان لا تفوق عدد c
    قوة d يجب ان لا تفوق a
    وبعدها افتح الدائرة
    إذاً سيكون الحل كالتالي :
    A = 500 w
    b = 125 w
    c = 750 w
    d = 250 w

    الان افتح الدائرة الكهربائية وانزل لغرفة التحكم التي بجانب خشبة المسرح.
    اسحب القاعدة الموجودة بجانب المكتب وسيرتفع ستار المسرح واخرج للخشبة، هناك مرآة كبيرة علما يبدو سنستغلها للذهاب لأماكن عديدة الآن اذهب لزاوية الخشبة وستجد غرفة تحكم الديكور اولاً لنقوم بسحب العصا السفلية في اليسار مع العصا العلوية في اليمين، ادخل المرآة، التقط المذكرات مع الادوات هنا وارجع للمسرح، اسحب العصا العلوية من اليسار والعصا الوسطية من اليمين، ياله من منظر مرعب ! ادخل المرآة، اذهب يساراً وفتش الشجرة المرعبة وستجد مفتاح مكتب المسرح، افتح الخريطة وتوجه لمكتب المسرح، احذر من الوحوش في الممر واستعمل المفتاح على المكنب، اقتل الدمية في الداخل والتقط عصا التحكم، اتجه لخشبة المسرح مرة اخرى، ضع عصا التحكم على لوحة التحكم واسحب العصا الوسطى من اليسار والسفلية من اليمين وعند دخولك المرآة ستواجه زعيم

    *الزعيم كلايبن*

    المستوى : سهل

    انه سهل جداً فهو بطيء وغبي وسوف يقوم بشحن طاقته والاندفاع للأمام والقاء ثقله امامه فقط قم بمراوغته ثم ضربه بالقناص من الخلف وستنتهي منه بثوان معدودة.

    بعد قتلك للزعيم ستلتقط القطعة الثالثة من المثلث السحري وسيظهر لك عرض وستجد نفسك بالمسرح والآن عليك التوجه للمنتجع لتتذكر ماضي ترافيس .

    -بعد العرض تقدم للدمية والتقط مفتاح المنتجع وسيظهر لك عرض، الآن اخرج من المسرح وافتح الخريطة، اتجه نحو سجلات الشرطة وادخل من الباب، اذهب للمكتب الصغير في الزاوية والتقط الذخيرة مع المذكرة ثم اخرج والتقط الذخيرة من على الطاولة والمذكرة اخرج من السجلات، الآن استدر يساراً واتجه للشمال نحو محل الكتب والتقط الادوات في مفترق الطريق ثم ادخله، التقط الرشاش والذخيرة من على مجسم ترافيس بملابس الجيش ثم افحص الكاشير، والآن يجب عليك استخدام رقم الغرفة هل تتذكر الغرفة التي لم تأخذ الرسائل من اسابيع ؟ انه 213 ادرجه على الكاشير وخذ المفتاح واخرج من المتجر، الآن انت اما المستشفى استدر حيث نقطة بداية اللعبة واكمل طريقك شمالاً وحاول تفادي الوحوش ثم ادخل السوق المركزي، التقط انبوبة العلاج من تحت الرف وفتش الأرفف لتجد ذخيرة واتجه للباب الخلفي للمتجر لتجد نقطة حفظ ومذكرة وشراب صحة واداة واخرج من هنا عن طريق الباب الخلفي، اتجه ناحية الصندوق والتقط شراب الطاقة ثم اكمل سيرك شمالا ثم استدر يميناً للممر ولكن احذر من الوحش وستجد شراب العلاج بجانب حاوية القمامة ثم امشي لنهاية الممر واستدر يميناً ثم تابع شمالاً وستجد المنتجع استعمل المفتاح لفتح الباب في الزاوية.
    هناك نقطة حفظ استعملها اذا اردت واستدر وادخل من الباب سيظهر لك عرضاً، التقط المذكرة وخريطة المنتجع واذهب لخلف الاستقبال والتقط مفتاح الغرفة 306 وانظر للغز هنا وسنحتاج للتواريخ وخاتم استدر واخرج من الباب الخلفي، استدر لليسار واصعد السلالم، ادخل الغرفة 302، التقط ذخيرة البندقية واحتفظ فيها واخرج من هنا، اتجه لنهاية الممر والتقط شراب الصحة وعد لحيث الدرج، اكمل طريقك نحو الجهة الثانية للغرف واحذر الوحش هنا، ادخل الغرفة 316، التقط الأداة واخرج، تابع لنهاية الممر وانزل من الدرج، ادخل الغرفة 308 واحذر من الوحش هنا والتقط الذخيرة من دورة المياه واخرج من هنا، اتجه للغرفة 306 واستعمل المفتاح، اذهب لدورة المياه وانتقل للعالم الآخر.
    التقط المذكرة واخرج من هنا، ادخل الغرفة 309 وخذ شراب الصحة واخرج، امض من الممرات إلى حيث غرفة المخزن ولكن لا تتجه لغرفة المخزن لأنها مقفلة، اذهب للغرفة 301 واحذر من الوحش، خذ علبة الادوية واخرج من هنا، اذا اردت رمح ادخل الغرفة 209 وستجده على المرحاض، ادخل الغرفة 503 واستعمل المرآة للعالم الحقيقي.
    اخر تعديل كان بواسطة » χмσяєηχ في يوم » 28-04-2010 عند الساعة » 10:04

  4. #3
    التقط المذكرة واخرج من هنا، اذهب للباب الاخضر المزدوج وخذ الاداة ثم ادخله، خذ ا لمذكرة والذخيرة وشراب الصحة وادخل من الفجوة في الحائط، يبدو ان هناك من يتجسس انظر من خلال الثقوب وسترى في احدهم ذكريات ترافيس تابعها ومن ثم انظر للمذكرة وسترى التاريخ محدد على اليوم 12، تابع سيرك لآخر الممر والتقط الصورة مع مفتاح مكتب المدير وانظر في الفجوة المجاورة وسترى مفاجأة، اخرج من هذا الممر وعد للغرف 500، اكمل طريقك شمالاً ثم يمينا وافتح الباب، امش في الممر واحذر الوحوش وافتح الباب في نهاية الممر، الآن لقد عدت لمكان وسبق قد دخلته اكمل شمالا من خلال الساحة ثم افتح الباب المؤدي لباب الاستقبال، افتح مكتب المدير باستخدام المفتاح، التقط المذكرة مع الذخيرة واخرج من الجانب الآخرج، افتح الباب الذي على اليسار ولا تدخله واكمل طريقك للغرفة 108، ستجد هنا سلاح جديد مع ذخيرة وشراب ا
    لصحة خذهم واخرج من هنا، اتجه للغرفة 106، خذ السكين والذخيرة واخرج، اتجه نحو القمامة وخذ قطعة الخشب ثم استدر واكمل طريقك شمالاً، يبدو ان هناك من تسبب بفوضى هنا .. استعد ببندقيتك والذخيرة وادخل المطبخ، انت الآن بمواجهة الجزار !!!

    *الزعيم الجزار*

    المستوى : متوسط

    احذر منه فهو يملك السكين العظيم وهو سريع الاستدارة وذكي جداً اذا كنت تملك بندقية او قناص فقط قم بالذهاب من خلفه واغراقه بمطر من النار وسينتهي اما اذا كنت لا تملك فبسرعة التقط الاداة وقم بطعنه عدة طعنات حتى يسقط ارضاً.

    بعد قتلك للجزار قم بالدخول للغرفة التالية، التقط المذكرة وهناك نقطة حفظ اذا شئت واخرج من هنا، ادخل الغرفة 102 والتقط الاداة والذخيرة واخرج، افحص الحوض وستجد قلباً في الوسط دعك منه واذهب لغرفة الألعاب، التقط الادوات وقطعة النقود واخرج من هنا، اتجه للمصبغة، التقط شراب الصحة ومذكرة الغسيل واذهب للغسالة وستواجه لغز

    *لغز الغسيل*

    طريقة الحل:

    توجد مذكرة تسمى مذكرة العامل قم بقراءتها وستجده يطلب من زميله ان يقوم بتشطيفة خفيفة ثم غسيل 60 ثم التصريف وبعد ذلك فتح الباب، وبالاستعانة بدليل الغسيل ضع قطعة النقود في الغسالة واعمل الآتي :
    اضغط على الدائرة التي بمنتصفها نقطة واحدة ثم اضغط على الكوب الذي به نقطتان وبعد ذلك العلامة المربعة التي بها خطوط وبعد ذلك المربع الذي يحتوي على دائرة وسيظهر لك مفتاح كيلوبترا.

    اخرج من المصبغة، اصعد عن طريق الدرج للطابق العلوي، اذهب لجناح كيلوبترا وافتحه بالمفتاح، التقط الذخيرة وصورة الجريمة ثم ادخل لدورة المياه وانزل من الحفرة، سيظهر لك عرض يبين لك مدى تأثير مخدرات على عقل ليزا، التقط المذكرة مع الذخيرة ارجع لدورة المياه واستعمل المرآة للعالم الآخر.
    احذر الوحش هنا والتقط صورة الجريمة ثم اخرج، انزل للحوض والتقط القلب ثم ارجع للساحة وادخل غرفة الغداء، التقط الخنجر ثم اخرج من هنا، اصعد للطابق العلوي عن طريق الدرج، اذهب لجناح نيرو واغرز الختجر في الباب وادخل، التقط الذخيرة وصورة الجريمة والاداة وانزل في حفرة دورة المياه، التقط علبة الصحة وادخل من الفجوة، اركض لآخر الممر وخذ صورة الجريمة وافحصها جيداً !!! استدر واخرج من الممر عن طريق الباب، التقط المذكرة واخرج للغرف 500، ادخل الغرفة 503، انتقل للعالم الحقيقي عبر المرآة.
    توجه للباب الاخضر المزدوج، استخدم الاداة الثقيلة لكسر القلب والتقط الخاتم واخرج من هنا، ارجع لغرفة الاستقبال.

    *لغز الرزنامة*

    طريقة الحل:

    الآن بعد فحص الخاتم لدينا تاريخان : يوم 12 من الرزنامة وشهر 6 من الخاتم ولكن السنة ؟ سنجدها على ميدالية ترافيس وهي سنة 1961 اذهب للرزنامة وضع التاريخ كالتالي :

    6-12-1961

    ضع الخاتم وسيخرج لك مفتاح الغرفة 500 غرفة والد ترافيس !!
    الآن بعد وضع المفتاح ارجع لقاعدة المفاتيح وستجد المفتاح معلق والآن ارجع للغرفة 503، انتقل من خلال المرآة للعالم الآخر.
    اخرج من الغرفة 503، افتح الغرفة 500، استعد بالرشاش وحفظ اللعبة وانزل من الدرج لتواجه احد الزعماء المحببين لترافيس
    *الزعيم ذكريات ريتشرد جرادي*

    المستوى : متوسط

    احذر منه فهو يملك قوى تضربك من بعيد وسيمسكك باستخدام اسواط فقد رش رأسه وستنتهي حياته بضربات عدة يذهب بها للجحيم وتأخذ أنت أحد أجزاء المثلث السحري

    6-و اخيرا انت الآن في سرداب المستشفى قم بالتقاط علبة الادوية مع الذخيرة واخرج منها، انتقل للغرفة التالية، التقط انبوبة الدواء مع الذخيرة، وقف على الدائرة وخذ آخر قطع المثلث السحري لتواجه لغز المثلث السحري .

    *لغز المثلث السحري*


    طريقة الحل:

    لوسط مثلا خذ القطعة التي يوجد بها رسمة الدائرة التي بها خط مائل وضعها مع الدوائر الأخرى لتكون الرسمة في الوسط ولكن يجب عليك حسن الاختيار حتى تستطيع تركيب الرسوم بشكل صحيح، انا لن استطيع مساعدتك في هذا اللغز لأنه يعتمد عليك، موفق !!

    بعد تركيب المثلث سيقوم بالومض وستظهر قوى غريبة اخرج من هنا من الباب المجاور، اذهب يمينا ثم يمينا مرة اخرى وادخل من الباب الاخير، اصعد السلالم واخرج من المستشفى لساحة المستشفى وسيظهر لك عرض، بعد العرض اتجه يساراً نحو الممر والتقط الخريطة المرسومة واتبع الخط الازرق في الخريطة وادخل السرداب، انت الآن في محل يعرفه أغلب عشاق سايلنت هيل وهو محل الخردة...، ادخل محل الخردة واتجه للفجوة، قم بالزحف لنهاية الفجوة وستجد نفسك في كنيسة، قم بحفظ اللعبة واستعد بكل طاقتك ثم ادخل الممر وسيظهر لك مشهد وبعده ستقوم بمواجهة الزعيم الأخير.

    *الزعيم كابوس أليسا*

    المستوى : متوسط

    قم بتفادي نيرانه وتفادي الأمطار التي يسقطها ولا تقترب عنده حتى لا يبطش بك ثم قم بامطاره بالرصاص وسينتهي بعد طلقات عدة.

    والآن استمتع بعرض النهاية ومبروك عليك إنهاء اللعبة
    اخر تعديل كان بواسطة » χмσяєηχ في يوم » 28-04-2010 عند الساعة » 10:06

  5. #4
    [There are no difficulty settings in Silent Hill ?rigins. The puzzles and
    combat are not overly easy and not too hard, so it should be a happy medium.
    Those looking for a real challenge will find it in achieving accolades, which
    are discussed later on.

    This game uses an item system like Silent Hill 3; that is, it may give you
    healing items in certain areas if you are lacking. I've gotten confirmation
    from Stevo99801 that the game will even upgrade healing items (e.g. - a health
    drink will turn into an ampoule) if you really need it. Because of this, it's
    difficult to get an accurate items listing. If I reference things you can't
    see, it's likely that the game figured that you didn't need them. Likewise, if
    you see things I missed, I must have either been doing well while playing or a
    bad job exploring.

    Note to PS2 version players: you guys got the short end of the stick when it
    comes to visibility. This walkthrough was written with the PSP, which lets you
    actually see your surroundings. Therefore, if something is referenced here
    that you can't find, keep mashing X and you will eventually find it. I promise
    I didn't imagine any items I picked up or list here!

    ========================================
    The Fire [fir]
    ========================================

    After the intro, Travis will find himself on the road, looking for the girl he
    avoided with his truck. The opening credits will continue to roll while Mary
    Elizabeth McGlynn sings you through. You'll be in control the entire time;
    just keep going down the road. Now would also be a good time to check your
    inventory. Travis comes fully prepared with a radio and a flashlight, as well
    as a keepsake from his past which will undoubtedly come in handy later. Past
    the city limits sign, Travis will see a house on fire and rush in to save the
    girl screaming inside.

    The path inside the house is linear, and the fire deals no damage to Travis
    whatsoever, only slows him down. Head upstairs first and then through the door
    right ahead of you at the top. Make your way around the next room to a freaky
    cultish set-up on the floor. With your charge in hand, make your way back the
    way you came, and Travis will fall through the floor. Here, whenever the path
    is blocked by flame, it will magically disappear, so simply continue your
    linear trek back to the front door. Outside, Travis faints among the sounds of
    sirens, one of which should sound familiar to Silent Hill veterans.


    ========================================
    Alchemilla Hospital [alh]
    ========================================

    In the foggy city, Travis will automatically pick up a town map and mark his
    destination. Go ahead and make your way straight there; you'll be back outside
    to explore more soon enough. However, if you want two HEALTH DRINKS, check the
    area with the benches west of the post office and the alley by the blocked
    stairs north of the hospital.

    In the hospital, take the PUBLIC NOTICE memo and the HOSPITAL MAP. By the
    information desk is your first save point, the red triangle on the wall. Every
    side room in this hall and the next are locked. In the next hall, a scene
    occurs by the elevator. Travis won't leave without answers, so chase the
    doctor to the second floor.

    In the next room, you'll get your first blast of white noise. A monster called
    a Nurse will then attack you. You can either pick up the nearby HAMMER or
    pound it with your fists. In any case, the Nurse will most likely grapple with
    you. If this happens, mash the X button repeatedly to avoid getting a syringe
    in your chest. Generally, Nurses are easy to take down with a few whacks of a
    melee weapon. The blows stop them in their tracks and you can continue to
    whale on them while they recoil. If you must fight them, it's an easy win.
    However, there's always the chance that they'll lunge with their weapons first.
    You don't get as many healing items as you do weapons, so choose your fights
    wisely. Enter Room 205 when it's dead. Grab the DOCTOR'S DIAGNOSIS memo and
    examine the mirror. Attempt to leave and then touch the mirror.

    Welcome to the "Otherworld". Grab the SCALPEL from the gurney, the PLASTIC
    LUNGS behind you, and the HEALTH DRINK from the cabinet. Turn your flashlight
    off and then go out to the hall. A Nurse is walking around, but you should be
    safe if your light is off and you walk instead of run. Through the door near
    the Nurse's Center, enter Room 202 to get the HURRIED NOTE and the GOLDEN EGG.
    A Nurse will be out in the hall now but is nowhere near you. In Room 204,
    you'll find a DRIP STAND next to a locked box with the BLOODY NOTE on it. This
    will be marked on your map; remember it since we'll be coming back to it. Out
    in the hall, you can grab a PORTABLE TV opposite the door. Head downstairs.

    There's a HAMMER in the stairwell right next to the second floor door and a
    HEALTH DRINK on the top of the stairs. On the first floor is a Nurse, an
    ALCOHOL BOTTLE melee weapon, and two locked doors. One of the locked doors
    leads to the ladies' restroom. If you examine the golden egg in your
    inventory, you'll see it fits the depression here, not to mention it's the only
    thing we have that even comes close to a "key". The egg is warm to the touch
    and larger than a hen's: it's a phoenix egg. Phoenix birds rise from ashes;
    we have a match.

    Inside, grab the STUDENT'S MNEMONIC by the sink, and then go to the stalls.
    One of the toilets has a loose back to it. Open the cistern for the PLASTIC
    LIVER. Why Travis would think these are important enough to carry is beyond
    me. Touch the mirror to get transported back to the "real world". Get the
    ENERGY DRINK behind you and check out the stalls. Make note of the "Amy, 31"
    written on the door and get the STAFF LOUNGE KEY in the next stall over.

    The staff lounge is through the door to your right and straight ahead. There's
    an ENERGY DRINK on the couch, a TOASTER on the counter underneath the EXAM ROOM
    KEY, a STAFF NOTICE to your left, and the cryptic "Lucy, 23" written on the
    wall by the door. Go back to the entrance hall to open the exam room. There's
    an ALCOHOL BOTTLE to your right. Ignore the operating dummy for now and grab
    the PLASTIC STOMACH and PLASTIC INTESTINE from the two sinks. Turn on the
    light of the X-ray box to see "Sarah, 19" written. The STAFF MEMO and a
    TYPEWRITER are on the nearby desk.

    Now, as to that anatomy doll, you might have guessed that all these plastic
    organs are supposed to fit in there. You're right, but what good is an anatomy
    doll that's missing pieces? If you put all your current pieces in, you'd
    notice a hole where the heart should go. Remember the locked box on the second
    floor? We need to open that for our heart. Use the mirror in the ladies' room
    to backtrack through the Otherworld to Room 204.

    ====================
    The Heart Box Puzzle
    ====================
    Read the Bloody Note to get the jist here. We need the "three beauties"
    for the key. Beauties means ladies in this sense, so our three beauties
    are Amy, Lucy, and Sarah (the names scattered around the hospital). The
    note also says "age before beauty". Each name came with a number. We can
    presume that those are the ladies' ages since we've no other clues.

    Amy, being 31, is the oldest. After her is Lucy at 23 and then Sarah at
    19. All you have to do to unlock the box is input those numbers from
    greatest to least. Therefore, the code is 312319. Your prize is the
    PLASTIC HEART.

    A Nurse will be right outside the door. Prepare to grapple, then either fight
    or run. Backtrack to the ladies' room, watching for at least one more Nurse.
    Go back to the exam room to confront our dummy again.

    =======================
    The Anatomy Doll Puzzle
    =======================
    This doll is pretty accurate, so placing the organs in the dummy in any
    order will not work. To figure the order, you need to read the Student's
    Mnemonic: "INside, STevie, LIttle HEnry LUrks." The letters highlighted
    in red (or capitalized in this walkthrough's case) are the clues for the
    order.

    IN = intestine
    ST = stomach
    LI = liver
    HE = heart
    LU = lungs

    Put the intestine at the leftmost (lower) portion of the doll. The
    stomach (the pinkish one) goes along the bottom part of the intestine
    (from our point of view). The liver (the darker piece) goes above the
    stomach. The heart goes in the middle of the right portion of the doll,
    and the lungs go on top of that. Eerily enough, the doll's GLASS EYES
    open, ready for plucking.

    These eyes act as another twisted key of sorts. The only other locked door is
    on the first floor of the Otherworld hospital. Backtrack through the ladies'
    room mirror and get ready to grapple as you go through the door. Check the
    other locked door in this passage to see a message about needing eyes to gaze
    into the future, the perfect place to use our new pair.

    Two Nurses stalk this new hall. Take out the closer one if you can without
    alerting the other down the way. Try to use one of your one-hit weapons by
    charging it and tossing it. A PORTABLE TV, HEALTH DRINK, and ENERGY DRINK are
    out in the twisted "lobby" that they were guarding. In the exam room, you'll
    find another, more realistic version of the anatomy dummy we played with
    earlier. (Her eyes are missing. Could that be our fault?) Behind her is a
    SCALPEL. Enter the doctor's office only after equipping a melee weapon of your
    choice
    .
    اخر تعديل كان بواسطة » χмσяєηχ في يوم » 28-04-2010 عند الساعة » 10:08

  6. #5
    ===============
    Straight-jacket
    ===============
    The first thing this monster is going to do is rush you. You're fighting
    in a pretty small space so don't bother running to get distance between
    you two, as this thing is pretty fast. Its only real attack is to spit
    acid at you. You should drop everything and run if you see it start to
    spit up. It can also harm you if it engages you in a grapple. This is
    different than the one with the Nurses. The Straight-jacket will jump up
    on you and hang on for dear life. Don't button mash. Instead, wait for a
    face button to appear on the screen. Hit it and then wait for another.
    Missing either one means you take damage.

    To fight this monster, stay in its face. If you have a durable melee
    weapon equipped, go to town. Odds are high that it will break and you'll
    be left with your fists. This is fine. As long as you keep punching, the
    monster won't get an attack in edgewise. You can also equip another
    weapon as long as you do it through your inventory. If you opt for a one-
    hit weapon like the alcohol bottle or the TV, it'll deal greater damage
    but be harder to use. Since this monster is so fast and it takes a while
    to lug a TV up to attack, you will take more damage than deal. Fighting
    with your fists may make the fight longer, but as long as you keep
    punching, you can win this without a scratch.

    Grab the FUTURE PIECE after the fight and prepare to black out. In the scene
    afterwards, we meet Lisa Garland and learn that the girl we tried to save,
    Alessa Gillespie, died in the fire. Everything in the hospital is locked up;
    that's our cue to leave. The exit is through the door past the ladies' room
    and to Travis' right.

    Outside, if you check your map, Travis will have marked Cedar Grove Sanitarium
    as the next destination. It seems he still wants answers, and Lisa might have
    them.


    ========================================
    To the Sanitarium [ss1]
    ========================================

    You'll be on the opposite side of the hospital outside. Check the upper right
    corner of this area (according to your map) to find a HEALTH DRINK. On the
    street, you'll hear white noise and a Straight-jacket will attack. It's worth
    it to fight this one since it's already seen you, but keep in mind that
    fighting every single monster you meet is not wise unless you want breathing
    room to explore. It's tough to sneak around them when it's bright out, and
    they will relentlessly chase you until you either kill them or enter a
    building. You'd think that this would be a great reason to fend them off, but
    the monsters in this game respawn like crazy. You may kill off one beast only
    to explore, come back, and find that the same one you just killed is coming
    back for more. Running really is the best option when it comes to fights in
    the street. When Travis tires and you've got monsters on your heels, use an
    energy drink to bring his stamina back up to full so he can continue running
    away.

    There's a piece of JAGGED WOOD at the northern end of Canyon Street. Going
    south, you should find an ENERGY DRINK, HEALTH DRINK, and BATON next to the cop
    car. There's a TOASTER in a trash can behind town hall. Both sides of Midway
    Avenue are caved in, but if you go to the east and up past the locked lumber
    yard, you'll find a HEALTH DRINK. South on Borden Street, you'll find an
    ENERGY DRINK in front of a house on your left and another even further south,
    on the lower left corner of Cielo and Borden. The upper left corner of Cielo
    and Borden hides a HAMMER behind a fence.

    East on Cielo Avenue, you'll find an ENERGY DRINK on the steps of city hall and
    a piece of JAGGED WOOD on the left side of the building. You'll find a MEAT
    HOOK by a dumpster south and to the right of here. The little grassy spot with
    the trees south of city hall houses more JAGGED WOOD.

    From Cielo, go to Low Street. You need to go through the butcher shop to reach
    Toluca Avenue. Inside is a save point and a HEALTH DRINK as well as a MEAT
    HOOK sticking out of a slab on the wall. Going through the back door reveals a
    gruesome sight. Grab the FIRST AID KIT on the wall and the nearby ENERGY
    DRINK. There's also a MEAT CLEAVER for you to take.

    Back outside in the ambience, go out on the main street and make a left to nab
    an ENERGY DRINK and TARGET PISTOL AMMO. Further down the street (still on the
    left side), you'll find a PARKING TICKET on the car. At the intersection of
    Toluca and Borden Street, you'll see a new enemy. The Carrion is a remembrance
    of all the poor animals Travis has made road kill of with his truck. Even
    though its front legs and neck appear to be broken, it will still chase you
    with great speed and can turn on a dime. Its one attack is to ram you; it can
    do this from great distance and for good damage. Try to catch them when
    they're unaware, circle them and attack, or just avoid them altogether. One-
    use melee weapons should take them down; use their charge attack if possible to
    avoid fighting close range.

    Keep going down the left hand side of Toluca Avenue for a red CRATE and
    (further down) more JAGGED WOOD. On the left hand side of Acadia Road, you'll
    find a WRENCH and a HEALTH DRINK on the hood of the car in the garage. Now
    head for the sanitarium. You should just run past all the Straight-jackets and
    Carrions to make it to the front door. If you want TARGET PISTOL AMMO, there's
    some hidden as the base of the fourth tree to Travis' left. There's also an
    ALCOHOL BOTTLE to the left of the entrance if you feel so inclined.


    ========================================
    Cedar Grove Sanitarium [cgs]
    ========================================

    Inside, get ready for quite an excursion. In the central foyer, look for a
    BATON on one of the couches to your right and head north to get the "MAGPIE"
    NOTE under the doctor's office door. Turn around and head right to the door
    marked "west solarium". By the wheelchair in the middle of the room is the
    TARGET PISTOL and two boxes of TARGET PISTOL AMMO. You really should save all
    the ammo you can for this. You shouldn't have to lift a finger to fight in
    this place until much later. And you will need that ammo later. On the nearby
    desk is a FILING CABINET and an ENERGY DRINK on another.

    Exit and go straight across the foyer to the east solarium. Inside is the
    SANITARIUM MAP. Further back in this room is an ENERGY DRINK and the STATUS
    REPORT 3/12/1960. Through the other door, you'll meet Alessa's mother. In the
    first storage room you see further down the hall, you'll net a TIRE IRON,
    TARGET PISTOL AMMO x2, a SCREWDRIVER, and an ENERGY DRINK. In the hall,
    there's a DRIP STAND by the laundry room. Enter the stairwell for a save
    point.

    Head up to the second floor. Here, you'll encounter what appears to be a
    haunted medical halo, actually a monster called a Remnant. These enemies are
    tougher than most and should be avoided completely. Bullets don't seem to do
    much damage; if you want to fight, try a melee weapon, though their attacks
    have an incredible range and are just plain freaky. Enter the storage room to
    fight a Nurse for SHOTGUN AMMO x2, a FIRST AID KIT, and two ALCOHOL BOTTLES.
    The door across from storage is jammed, but there's a WRENCH and ENERGY DRINK
    here.

    Past the staff lounge in the main foyer, you'll find Nurses. Your goal is the
    TB ward, as per the Magpie note. There's an iron lung with a key inside and an
    ENERGY DRINK on the chair on the opposite side of the room. Take the IRON LUNG
    WARNING and check the controls.

    ================
    Iron Lung Puzzle
    ================
    The goal here is to overload the machine so it malfunctions and opens. In
    messing with the button controls on the iron lung, you should notice that
    each button affects not only the meter above it but also any meters next
    to it. For example, the second switch from the left activates meters one
    and three as well as two. You need to get all the needles in the red
    without going over. To do this, (assuming the buttons are labeled 1-5
    from left to right) hit button one twice, button three twice, and button
    five twice. You should find the BASEMENT KEY at the head of the machine.

    Backtrack to the stairwell; you'll find a WRENCH and TARGET PISTOL AMMO by the
    chair outside the basement door. Use your new key. There's a DRIP STAND and
    TARGET PISTOL AMMO in the storage room in the next hall over. Don't bother
    going any farther than this. There's JAGGED WOOD by the boiler room, but three
    Remnants patrol the hall. If you really need TARGET PISTOL AMMO, you'll find a
    box at the western end of the hall.

    Sneak past the Carrion in the first hall you were in to get familiar with the
    east pipe room. Make note of the drain. Now go down the long diagonal hall
    marked "stairs". There's a MEAT HOOK on the right hand side of the wall if you
    want it. In the new stairwell, a RAZOR sits on the floor. Up on the second
    floor, two Nurses patrol. Go to the hydrotherapy room, our second Magpie stop.
    Activate the drainage control by the working tub to drain the water and the
    key. Don't even think about going to the pipe room downstairs to get it; it
    won't be there. Instead, go to the treatment room nearby to find a mirror you
    can use.
    اخر تعديل كان بواسطة » χмσяєηχ في يوم » 28-04-2010 عند الساعة » 10:09

  7. #6
    [The doll here guards TARGET PISTOL AMMO. Remnants guard the hall. There's an
    ALCOHOL BOTTLE on one of the desks out here. In the stairwell, there's TARGET
    PISTOL AMMO to your right. On the first floor is a save point. Check out the
    weird goings-on at female seclusion and check both doors of the nearby dorm for
    some audio. There's TARGET PISTOL AMMO in dorm 3. Straight-jackets are now
    out in the hall; sneak past them to the ladies' restroom. The shower room
    holds a KITCHEN KNIFE. Examine the mirror to switch worlds. Check the only
    toilet stall open and choose to flush it. That ringing noise Travis heard was
    that key. Resist the urge to go down to the basement because you still won't
    be able to reach it; it'll have fallen through the grate. Check the shower
    room before you leave...

    Sneak past the Remnants to dorm 5. In here is a BATON, the DUTY LOG, FEMALE
    SECLUSION memo, TARGET PISTOL AMMO, a TABLE LAMP, and the PATIENT BELONGINGS
    KEY. A TYPEWRITER and a TIRE IRON wait opposite the door in the hall. Unlock
    the stairs for future use but make your way out of the female wing and into the
    main foyer on this floor. We need to go to the patient belongings room, so
    sneak past all the Nurses and Remnants. In the property room, grab the SHOTGUN
    AMMO x2, STATUS REPORT 2/7/1961, and the TYPEWRITER to Travis' right. Back in
    the room is a mirror. You know what to do.

    Grab the SHOTGUN barring your exit, as well as the SHOTGUN AMMO on the floor.
    Two Carrions guard this foyer. In the dayroom, you'll find SHOTGUN AMMO, a
    FIRST AID KIT, and a POKER in a chair. Head for the eastern hall. Dodge the
    Remnant in the east solarium for a box of SHOTGUN AMMO and a FILING CABINET.
    There's a HEALTH DRINK, SHOTGUN AMMO, and the POLICE REPORT in the laundry
    room. Go to the stairwell; it's finally time to get that key we flushed.
    Outside the basement door is TARGET PISTOL AMMO towards the back.

    Slink past the two Remnants and go to the pipe room. You should find the
    INTERVIEW ARCHIVES KEY where the real world drain was. Go back and slink some
    more to the diagonal hall. Here, you'll find a MEAT HOOK, a HEALTH DRINK and a
    promise of goodies on the other side. Return to the Remnant's hall and enter
    storage for a mirror, a HAMMER, and an AMPOULE. Make use of the mirror.

    The archives room is on the second floor. Simply use the nearby basement
    stairs to jog up there and creep around the monsters to use your key. Another
    audio flashback kicks in upon entering. Grab the SHOTGUN AMMO and PORTABLE TV
    before stepping through the mirror. On the other side, there's a KATANA
    waiting by a shelf. Sneak past the Straight-jackets outside to enter the
    western corridor. Enter the stairs since the hallway is ruined.

    In the basement, a Carrion stands watch. Go up the diagonal hall to the other
    set of basement stairs. There's a HAMMER between the first and second floors.
    Your destination is the first floor male wing.

    In male seclusion, there are five cells, a BATON, and the CLIPBOARD. Pay
    attention to each cell. Number 1 has a RAZOR and a huge mess. Number 2 is
    scorched shut. Number 3 has a POKER sticking out of a well-dressed mannequin.
    Number 4 is barred shut, and number 5 is full of uneaten food and a scale. Go
    to the infirmary now, watching out for Nurses. There's a SCALPEL and a save
    point, as well as a freaky doll set.

    ====================
    The Doll/Pill Puzzle
    ====================
    There are five dolls lined up here to correspond with the five patients in
    seclusion. The clipboard you got tells you who gets what medication.
    Here's a reminder:

    cell 1: red pills
    cell 2: blue pills
    cell 3: yellow pills
    cell 4: green pills
    cell 5: blue pills

    Who is in which room? Room 1 was the one with the razor and the bloody
    mess. Kitchen knives could make that kind of mess, but the doll with the
    razor blade is the likelier bet since it's a perfect match with the razors
    in the room. The second doll from the right gets the red pill.

    Room 2 was set on fire. The charred doll seems a likely tenant, so he
    gets a blue pill.

    Room 3 had dresses and perfumes in it; the rightmost doll is wearing a
    dress, so he gets the yellow pill.

    Room 4 was barred shut like a prison cell. Considering what dolls are
    left, I'd say the homicidal-looking one with the kitchen knives is a good
    guess for number 4. He gets a green pill.

    Room 5 had the uneaten food and the scale. The middle doll is emaciated,
    most likely from an eating disorder like anorexia; he gets the other blue
    pill.

    To recap (if the dolls are ordered 1-5 from left to right):

    doll 1: green pill
    doll 2: blue pill
    doll 3: blue pill
    doll 4: red pill
    doll 5: yellow pill

    They'll give up DR. HARRIS' KEY.

    Go back to the stairwell and down to basement storage. Through the mirror,
    you'll find the AMBER INCIDENT REPORT and a WRENCH in the stairwell. Go up to
    the first floor. Unlock the door to the foyer and head for the doctor's
    office. Inside is a DRIP STAND, the JOCASTA ARTIFACT, and some shocking
    PATIENT NOTES. Be sure to pick up the CHILD'S DRAWING on the floor outside
    too. From here, make your way east on this floor to female seclusion.

    Go to the Otherworld through the women's restroom. If you want to make a short
    detour for supplies, go down the stairs near female seclusion to the basement.
    Down the diagonal hallway is SHOTGUN AMMO and TARGET PISTOL AMMO x2. Back at
    female seclusion, use the Jocasta artifact to open the door. After Lisa runs
    off, check the room for a BATON, a save point, and a host of drawings that get
    progressively more alarming around cell 5. Equip a firearm before heading in.

    =========================
    The Memory of Helen Grady
    =========================
    This monster should be fought from a distance. Spikes line the cage-like
    apparatus surrounding it, and these can be projected to great lengths to
    pull you in and stab you repeatedly. The spikes usually only come out
    after she comes down from the ceiling. She can also spit a cloud of
    poison gas, but she stays stationary while spewing. Both of these attacks
    are well avoided by staying away.

    She'll somewhat slowly pull herself along by her chains on the ceiling,
    trying to get close enough to strike. Stick to one corner of the room and
    pull off 3-4 shots. Then, run around to the opposite corner and fire some
    more. And that's basically it. Stick to the outer wall of the cell. The
    poison gas shouldn't reach you here, and it gives you enough time to
    squeeze off some shots before the monster catches up. She's slow, but not
    slow enough for you to write her off as an easy kill.

    The target pistol should be your weapon of choice, but the shotgun also
    works if you let the monster get a little close. Count your shots as you
    fire (6 for the pistol, 2 for the shotgun) and reload in the menu so
    you're not a sitting duck. If you didn't bring a firearm into this fight,
    equip a fast melee weapon, wait for her to do an attack so you can get
    close, hit the monster a few times and then run. This will make the fight
    much harder than it should be; there's no reason why you shouldn't have
    enough ammo to fight here unless you went all Rambo in the sanitarium and
    shot everything in sight. And even then you still should have some ammo
    if you took that last detour mentioned.

    Pick up the PAST PIECE when done. In the lobby, check the table opposite
    reception for a THEATRE TICKET. In the trunk of the car outside is the LUMBER
    YARD KEY. Unfortunately, Travis will not try to steal the car to make getting
    around town easier. Instead, we have to hoof it to the lumber yard on Midway
    Avenue.


    ========================================
    To the Theatre [ss2]
    ========================================

    Backtrack from Acadia to Toluca, through the butcher shop to Low Street, from
    Cielo to Midway, up to the lumber yard. You might have noticed some grotesque
    changes in the butcher shop as well as a BLOODY CAP with a message for help.
    Unfortunately, it's too late to do anything. (Why is a monster asking for help
    anyway? And why would Travis be concerned for a monster's well-being?) Chug
    your energy drinks to make sure you stay a step ahead of the monsters on the
    streets.

    After a short jaunt in the lumber yard, you'll find a HEALTH DRINK and a
    NEWSPAPER. A HAMMER lies further ahead. Out on the street, check the alley by
    the tavern for TARGET PISTOL AMMO. If you're itching for supplies, go south
    and head over to Ash Road. The yard on Travis' left will yield an ENERGY DRINK
    and a MEAT HOOK. There's more TARGET PISTOL AMMO between the southern houses
    on Ash, as far south as you can go. Go north on Industry Drive. When it
    curves to the right, head up to the left for TARGET PISTOL AMMO x2 and a CRATE.
    In another alley in this corner lies more TARGET PISTOL AMMO. If you go south
    on Acadia just a little bit, you should see a house on your right that has
    JAGGED WOOD and a HEALTH DRINK on the porch[/SIZE][/COLOR]
    اخر تعديل كان بواسطة » χмσяєηχ في يوم » 28-04-2010 عند الساعة » 10:11

  8. #7
    [COLOR="Purple"]Your real destination here is the Greenfield Apartments past the church.
    There's 2 ENERGY DRINKS, a HAMMER, and a BATON in the courtyard around the
    stairs. Upstairs is a TOASTER and a SCREWDRIVER on the counter and two boxes
    of TARGET PISTOL AMMO on the couch, as well as a TABLE LAMP on the table. In
    the bedroom is a NAPKIN, a RAZOR, and a huge mess. Grab the FIRST AID KIT in
    the bathroom and jump through the hole. Nothing is down here, but make note
    of mailbox 213 as you head out.

    Go across the street and into the fenced-in area to find SERVICE PISTOL AMMO,
    RIFLE AMMO, and a HEALTH DRINK. To the right of the theatre, in an alley, is
    more SERVICE PISTOL AMMO, a HEALTH DRINK, and a MEAT HOOK. Travis won't go any
    farther until he's gone to the theatre, so use your ticket at the booth and
    enter.


    ========================================
    Artaud Theatre [ath]
    ========================================

    Grab the THEATRE MAP from the bench. There's a WRENCH and a HEALTH DRINK on
    the west side of the lobby. A locked door is up the nearby stairs, along with
    some TARGET PISTOL AMMO. Downstairs, take the THEATRE PROGRAM PAGE by the
    auditorium for the message, "Caliban has it in his cave." Enter the auditorium
    for a disturbing meeting with Lisa. There's a HEALTH DRINK to the right of the
    stage in front of curtain control. Enter storage on the left to get a
    TYPEWRITER. Exit to the right. (Any other Silent Hill 2 fans instantly think
    that puppet at the back was a mannequin?)

    On the stage, an audio flashback will play. A piece of JAGGED WOOD lies
    outside of Curtain Control. The TECHNICIAN'S WARNING is taped to the switch,
    and IRON WEIGHTS are on the nearby desk. SERVICE PISTOL AMMO lies next to the
    save point and a KITCHEN KNIFE. A HAMMER is in the southern part of the next
    hall. Through the northern door, one of those puppets, Ariels, will come to
    life. They grapple the same way the Nurses do, so mash X and counterattack.
    Check the shelf it was guarding for a HEALTH DRINK.

    A PORTABLE TV is between the dressing rooms. The SUN TOTEM is in the
    director's office along with the SERVICE PISTOL, SERVICE PISTOL AMMO and a
    HANDWRITTEN DIARY PAGE. The service pistol replaces the target pistol in terms
    of power. You won't find much, if any, target pistol ammo anymore, so feel
    free to shoot it all you want to get the most out of it. Grab the HEALTH
    DRINK on the shelf behind you and exit to find an Ariel guarding an ENERGY
    DRINK and SHOTGUN AMMO. Everything else is locked or jammed, except for the
    men's dressing room, which houses a mirror, a KATANA, and PRODUCTION NOTES.
    Use the mirror.

    Ariels guard the narrow halls, and it's difficult to sneak past them. Luckily,
    you've got quite a bit in the way of strong melee weapons (katana, anyone?) so
    they shouldn't be a problem. Otherwise, use your target pistol. This is one
    of the few places where it's a better idea to fight. The BALCONY CORRIDOR
    KEY and some SERVICE PISTOL AMMO are in the director's office.

    A Carrion patrols the next hallway south of the dressing room. Sneak past to
    find a new, bloodier Straight-jacket in the next room. In the stairwell, check
    the railing on the landing for SERVICE PISTOL AMMO. An Ariel is on the second
    floor. Go to the door behind it to see two square depressions. Light and
    darkness. The Sun Totem we picked up fits the bill for the right hand slot.
    There's nothing more to do here, so backtrack to the mirror on the first floor.

    The balcony corridor was that one locked door upstairs, so backtrack through
    Curtain Control, storage, and the auditorium to the lobby stairs. Up here,
    you'll see an Ariel on the floor. They're still basically the same except they
    don't grapple. In the lighting box is a FIRST AID KIT and four bulbs of 750W,
    125W, 250W, and 500W. Grab the SHOTGUN AMMO, SCREWDRIVER, and WIRING NOTES as
    well. Crap, I smell a number puzzle coming up.

    Exit through the other side of the corridor and head south. A HEALTH DRINK
    waits on a box on the landing. Kill the Straight-jacket in the next room for
    the MOON TOTEM. Unlock the north door and sneak your way back to the mirror in
    the men's dressing room. Head south and upstairs to the door where we already
    placed our Sun Totem. Three Ariels now stand guard. You should try and take
    them out with a firearm since attacking one will alert the others and sneaking
    by them is pretty hard. Don't stay in one place or they will corner you.
    Either escape back out the door or run to the other side of the room. Put the
    Moon Totem on the left and enter.

    Take out the Carrion and the two Ariels further down through the last door on
    the left to claim a KITCHEN KNIFE and the awesome HUNTING RIFLE with RIFLE
    AMMO. Use the mirror in costume storage to switch realities. A KATANA lies on
    a shelf. Check the desk for the SKETCHES (and a horrible sound from behind
    you) and a HEALTH DRINK.

    An AMPOULE lies at the end of the hall outside past the Ariels. IRON WEIGHTS
    and a save point wait in the orchestra storage room. In the eastern hall,
    RIFLE AMMO sits in front of a catwalk door. On the only available catwalk,
    you'll find our next brain teaser.

    ==================
    Stage Light Puzzle
    ==================
    For this puzzle, you need four bulbs and the Wiring Notes. There are four
    lights here: A, B, C, and D. The four bulbs are 750 watts, 125 watts, 250
    watts, and 500 watts. The Wiring Notes hint at which ones go where.

    B is half the wattage of D.
    A + B must not exceed the wattage of C.
    D must not exceed the wattage of A.

    Let's start with B first. There's two options: 250 (half of 500) or 125
    (half of 250). If B is 250, then D is 500. This means A must be 750
    (since D can't exceed A), but this won't work since 750 + 250 is
    definitely more than 125, the only choice left for C.

    Therefore, B must be 125, and D is 250. A could be either 500 or 750, but
    remember than A + B can't go over C, so A must be 500 with C being 750.
    500 + 125 is less than 750, so we're in the clear.

    To recap:
    A = 500W
    B = 125W
    C = 750W
    D = 250W

    When they're in place, go to the end of the catwalk and flip the fuse
    switch. The lights will be on.

    Go south down the stairs to the first floor. Go to Curtain Control and flip
    the switch. Since the curtain's connected to the lights and they now have
    power, the curtain can be lifted.

    A large mirror is on the stage. SHOTGUN AMMO is hiding at the left hand side
    of the stage. There's nothing of interest through this mirror, surprisingly
    enough. Go to set control on the right hand side of the stage and mess around
    with the switches to see different pieces of scenery and props. If you match
    the scene with its correct prop, the mirror and the Otherworld are affected.
    Flip the first scenery switch for the forest, and then flip the second prop
    switch for the tree.

    Through the mirror lies Forest World. Head up the red-lit path to the right
    and grab the STAGE OFFICE KEY from the creepy tree. An audio clip will then
    chime in for a good, cheap scare.

    Back through the mirror, flip the third scenery switch and the first prop
    switch for Old Dusty Library World. Read the three memos on the table,
    "REPRESSION AND COERCION", "ASTRAL PROJECTION: THE PERFECT ASSASSIN?", and "AN
    ID TORN IN TWO". An AMPOULE, RIFLE AMMO x2, and the "MANIFESTATIONS OF
    DELUSIONS" memo are on a stand towards the back of the room.




    [/COLOR
    ]
    اخر تعديل كان بواسطة » χмσяєηχ في يوم » 28-04-2010 عند الساعة » 10:10

  9. #8
    Your next destination is the stage office room on the first floor. Watch out
    for the Carrion and multiple Ariel monsters on the way. Might as well blast
    them in such close quarters. Fight another Ariel in the office and take the
    PROP CONTROL LEVER as your prize. Yes, now you have to go back to the stage.
    Either run like hell or stand and clear a path through all the new monsters.
    Use your lever at the prop panel and flip it along with the second scenery
    switch. Caliban's Cave is now available. Equip your hunting rifle and head on
    in.

    =======
    Caliban
    =======
    Caliban is an absolute hulk, and it hurts my back just to watch him move.
    He's so slow that he should pose no real threat. His only attacks take a
    while for him to execute. One is when he raises his back legs and slams
    them to the ground, creating a shockwave that stuns Travis and sets him up
    for another blow. The other is when he shudders, roars, and charges.
    Both are easily detected, easily avoided.

    The area you're fighting in isn't exactly roomy, but it is long, and that
    will do. Use the same strategy you did in the sanitarium. Fire off 3 or
    4 rifle shots and wait for him to get close. He'll try to attack you, but
    you should already be running around to get behind him. If you don't wait
    for him to get close, there's a good chance that he'll try to follow you
    around the room instead, giving you less room with which to work.

    Firearms are the way to go. The shotgun might not be such a good one to
    use since Caliban must be close to you to attack. Stick with the rifle or
    your service pistol. The rifle is slow, but so is Caliban. If you time
    your runs right, the rifle's excellent range and power will make short
    work of him. Melee weapons could actually work here too. Wait for
    Caliban to get close and attack, then run up and smack him a bit from the
    side or behind him, and then run away when he attempts an attack.

    AfroMike has sent in a melee weapon strategy for those of you who want a
    thrill or are out of ammo:
    "For the boss Caliban I found the best way to take him out was to taunt
    him into attacking. As he winds up to attack thats when you run around.
    When he attacks, he doesn't move his position so you can get to his back
    very easily. Then when you get to his back you take out the Katana (Unless
    it was already out) and go to town. It only takes one Katana (Maybe a
    half) to kill him. It's a major ammo saver and it's pretty safe if you run
    at the right time and not too late."

    Grab the FALSEHOOD PIECE and prepare to black out yet again. In the lobby,
    grab the MOTEL KEY from the mutilated Ariel and prepare to head out.


    ========================================
    To the Motel [ss3]
    ========================================

    Head west down Koontz Street and check the first alley on the north side for
    SHOTGUN AMMO and a HEALTH DRINK. Stop in the public records office and check
    the back of the room for two boxes of SERVICE PISTOL AMMO and an ALTERED POLICE
    REPORT. A TYPEWRITER is on the other side of the room with RIFLE AMMO x2 and
    the CLOSED CASE memo. A FILING CABINET can be found behind you near a window.

    On Wein Street, there's a BATON and an ENERGY DRINK by the cop car. Further
    down the street, you'll see the Carrion monsters have grown immense. They
    fight like Caliban, rearing up and crashing down, and there is absolutely no
    reason to fight them because they will more than likely just respawn. Don't
    think they're slow because of their size either; this one will likely chase
    you for the rest of your stay on the street. Put it down with a firearm if you
    must.
    .

    A HAMMER lies past the Taco Shack on Canyon Street. In the alley past Green
    Pharmacy is SHOTGUN AMMO and a CRATE. In front of the pharmacy is SERVICE
    PISTOL AMMO, and down Simmons Street is a HEALTH DRINK on a car and a SHOVEL
    behind that. Grab the HEALTH DRINK on a table at the café and the SERVICE
    PISTOL AMMO in the corner and then run to Wilson Street. At the end of the
    street is SERVICE PISTOL AMMO and an ENERGY DRINK. Head for the bookstore.

    Inside, grab the ASSAULT RIFLE and ASSAULT RIFLE AMMO x2. (Who uses a real
    rifle on a promotional cut-out?! Only in Silent Hill...) Get the SHOP NOTE at
    the cash register and then think back to your stay in the apartments. The one
    apartment number we encountered was 213, the one with the overflowing mailbox.
    Punch that in the register and take the BOOKSTORE KEY. Exit out the back.

    Outside, go into the hospital area to find SHOTGUN AMMO x2 and a HEALTH DRINK
    on a dumpster. There's also a TOOLBOX by the locked doors. Check the alley by
    the post office for a HEALTH DRINK and a TIRE IRON. The benches west of the
    post office hold ASSAULT RIFLE AMMO x2. Your next stop is the general store.
    There's Carrions roaming, but there's also goodies down the left side of the
    street, so stick to the sidewalk. Check where you got your town map to find a
    KITCHEN KNIFE. Go down a little farther to the gate that's across from the
    general store. Here are two boxes of RIFLE AMMO in a trash can and a MEAT GAFF
    on the gate.

    Inside the shop, an AMPOULE is on the floor ahead of you. Check the second
    aisle for ASSAULT RIFLE AMMO and SERVICE PISTOL AMMO x2. A SCREWDRIVER and a
    TOOLBOX lie by the freezers. A HEALTH DRINK and a save point are by the
    counter with the TILL RECEIPT. Get the BROKEN POLE off the floor if you want.

    Out in the fog again, grab the ENERGY DRINK across from you on a crate. Go
    down Midway but watch for all the Carrions. Just run since there's no items
    to pick up. Cut south from Midway to Cielo and grab the HEALTH DRINK by the
    trash can on the way. On Cielo, you'll see Caliban. Don't even bother
    fighting; just keep going west. Behind Allen Storage is a TIRE IRON, RIFLE
    AMMO, and a HEALTH DRINK.

    The rest here is a bit of a detour; if you'd rather get on with things, go to
    the circled area on your map and skip to the next section. As soon as you're
    on Toluca Avenue, check the southern side of the building behind Allen Storage
    for an ENERGY DRINK, HEALTH DRINK, and ASSAULT RIFLE AMMO. Go as far south as
    you can to the Blue Catfish Diner. Around the west side of the diner, in an
    area off your map, is TARGET PISTOL AMMO and a CRATE. Past the Carrion to the
    west of the diner is SHOTGUN AMMO x2. RIFLE AMMO and a HAMMER are in the scrap
    yard. Caliban guards the scrap yard proper. In there, you'll find a SHOVEL,
    ASSAULT RIFLE AMMO, TARGET PISTOL AMMO, an ENERGY DRINK, and a hard-to-see
    PITCHFORK. At the front of Allen Storage is ASSAULT RIFLE AMMO. Now head to
    the motel any way you can

  10. #9
    Your next destination is the stage office room on the first floor. Watch out
    for the Carrion and multiple Ariel monsters on the way. Might as well blast
    them in such close quarters. Fight another Ariel in the office and take the
    PROP CONTROL LEVER as your prize. Yes, now you have to go back to the stage.
    Either run like hell or stand and clear a path through all the new monsters.
    Use your lever at the prop panel and flip it along with the second scenery
    switch. Caliban's Cave is now available. Equip your hunting rifle and head on
    in.

    =======
    Caliban
    =======
    Caliban is an absolute hulk, and it hurts my back just to watch him move.
    He's so slow that he should pose no real threat. His only attacks take a
    while for him to execute. One is when he raises his back legs and slams
    them to the ground, creating a shockwave that stuns Travis and sets him up
    for another blow. The other is when he shudders, roars, and charges.
    Both are easily detected, easily avoided.

    The area you're fighting in isn't exactly roomy, but it is long, and that
    will do. Use the same strategy you did in the sanitarium. Fire off 3 or
    4 rifle shots and wait for him to get close. He'll try to attack you, but
    you should already be running around to get behind him. If you don't wait
    for him to get close, there's a good chance that he'll try to follow you
    around the room instead, giving you less room with which to work.

    Firearms are the way to go. The shotgun might not be such a good one to
    use since Caliban must be close to you to attack. Stick with the rifle or
    your service pistol. The rifle is slow, but so is Caliban. If you time
    your runs right, the rifle's excellent range and power will make short
    work of him. Melee weapons could actually work here too. Wait for
    Caliban to get close and attack, then run up and smack him a bit from the
    side or behind him, and then run away when he attempts an attack.

    AfroMike has sent in a melee weapon strategy for those of you who want a
    thrill or are out of ammo:
    "For the boss Caliban I found the best way to take him out was to taunt
    him into attacking. As he winds up to attack thats when you run around.
    When he attacks, he doesn't move his position so you can get to his back
    very easily. Then when you get to his back you take out the Katana (Unless
    it was already out) and go to town. It only takes one Katana (Maybe a
    half) to kill him. It's a major ammo saver and it's pretty safe if you run
    at the right time and not too late."

    Grab the FALSEHOOD PIECE and prepare to black out yet again. In the lobby,
    grab the MOTEL KEY from the mutilated Ariel and prepare to head out.


    ========================================
    To the Motel [ss3]
    ========================================

    Head west down Koontz Street and check the first alley on the north side for
    SHOTGUN AMMO and a HEALTH DRINK. Stop in the public records office and check
    the back of the room for two boxes of SERVICE PISTOL AMMO and an ALTERED POLICE
    REPORT. A TYPEWRITER is on the other side of the room with RIFLE AMMO x2 and
    the CLOSED CASE memo. A FILING CABINET can be found behind you near a window.

    On Wein Street, there's a BATON and an ENERGY DRINK by the cop car. Further
    down the street, you'll see the Carrion monsters have grown immense. They
    fight like Caliban, rearing up and crashing down, and there is absolutely no
    reason to fight them because they will more than likely just respawn. Don't
    think they're slow because of their size either; this one will likely chase
    you for the rest of your stay on the street. Put it down with a firearm if you
    must.
    .

    A HAMMER lies past the Taco Shack on Canyon Street. In the alley past Green
    Pharmacy is SHOTGUN AMMO and a CRATE. In front of the pharmacy is SERVICE
    PISTOL AMMO, and down Simmons Street is a HEALTH DRINK on a car and a SHOVEL
    behind that. Grab the HEALTH DRINK on a table at the café and the SERVICE
    PISTOL AMMO in the corner and then run to Wilson Street. At the end of the
    street is SERVICE PISTOL AMMO and an ENERGY DRINK. Head for the bookstore.

    Inside, grab the ASSAULT RIFLE and ASSAULT RIFLE AMMO x2. (Who uses a real
    rifle on a promotional cut-out?! Only in Silent Hill...) Get the SHOP NOTE at
    the cash register and then think back to your stay in the apartments. The one
    apartment number we encountered was 213, the one with the overflowing mailbox.
    Punch that in the register and take the BOOKSTORE KEY. Exit out the back.

    Outside, go into the hospital area to find SHOTGUN AMMO x2 and a HEALTH DRINK
    on a dumpster. There's also a TOOLBOX by the locked doors. Check the alley by
    the post office for a HEALTH DRINK and a TIRE IRON. The benches west of the
    post office hold ASSAULT RIFLE AMMO x2. Your next stop is the general store.
    There's Carrions roaming, but there's also goodies down the left side of the
    street, so stick to the sidewalk. Check where you got your town map to find a
    KITCHEN KNIFE. Go down a little farther to the gate that's across from the
    general store. Here are two boxes of RIFLE AMMO in a trash can and a MEAT GAFF
    on the gate.

    Inside the shop, an AMPOULE is on the floor ahead of you. Check the second
    aisle for ASSAULT RIFLE AMMO and SERVICE PISTOL AMMO x2. A SCREWDRIVER and a
    TOOLBOX lie by the freezers. A HEALTH DRINK and a save point are by the
    counter with the TILL RECEIPT. Get the BROKEN POLE off the floor if you want.

    Out in the fog again, grab the ENERGY DRINK across from you on a crate. Go
    down Midway but watch for all the Carrions. Just run since there's no items
    to pick up. Cut south from Midway to Cielo and grab the HEALTH DRINK by the
    trash can on the way. On Cielo, you'll see Caliban. Don't even bother
    fighting; just keep going west. Behind Allen Storage is a TIRE IRON, RIFLE
    AMMO, and a HEALTH DRINK.

    The rest here is a bit of a detour; if you'd rather get on with things, go to
    the circled area on your map and skip to the next section. As soon as you're
    on Toluca Avenue, check the southern side of the building behind Allen Storage
    for an ENERGY DRINK, HEALTH DRINK, and ASSAULT RIFLE AMMO. Go as far south as
    you can to the Blue Catfish Diner. Around the west side of the diner, in an
    area off your map, is TARGET PISTOL AMMO and a CRATE. Past the Carrion to the
    west of the diner is SHOTGUN AMMO x2. RIFLE AMMO and a HAMMER are in the scrap
    yard. Caliban guards the scrap yard proper. In there, you'll find a SHOVEL,
    ASSAULT RIFLE AMMO, TARGET PISTOL AMMO, an ENERGY DRINK, and a hard-to-see
    PITCHFORK. At the front of Allen Storage is ASSAULT RIFLE AMMO. Now head to
    the motel any way you can

  11. #10
    ========================================
    Riverside Motel [rsm]
    ========================================

    The motel is a pretty awesome area; just wait until it really gets going.
    Ahead of you is a save point. To your right is Reception. Get the MOTEL MAP
    behind you after the scene. Read the GUEST REGISTER and go behind the desk to
    pick up the ROOM 306 KEY. Scope out the rotary calendar behind the desk; you
    won't be touching this for a while, but keep it in the back of your mind. Go
    through the nearby door.

    Go through the gate next to the stairs. A Straight-jacket guards RIFLE AMMO in
    Room 209. A CRATE lies in front of the nearby dumpster back outside. Room
    302 holds shoes and a LIGHT STAND. Go back to the previous area and up the
    stairs. In Room 316 is a LIGHT STAND and a pretty sorry-looking wedding set-
    up. Ignore the passage that Carrion is guarding; it leads to a locked door.
    In Room 308 is a new monster called a Twoback. It's basically a Straight-
    jacket on steroids. It has a disturbing one-button grapple and can spit acid
    at you as well as tackle. Yes, it looks like what you think it does. Yes, it
    totally propagates the "lonely trucker" stereotype. In close quarters like
    this, just blast it with the shotgun and take the SHOTGUN AMMO it was guarding.
    Unlock Room 306 and go through the mirror.

    The note "TO MY BELOVED WIFE" is on the wall by the door. There's a SPEAR in
    Room 309 and a HEALTH DRINK in the toilet by the Straight-jacket. To move on,
    enter the door north of Room 305. SHOTGUN AMMO x2 can be found in the upper
    left corner of this area. The only other open door in this area is to the
    south, leading to the 200/300-block of rooms.

    Room 209 has a SPEAR in the toilet. Across from this room, towards the middle
    of the area, is a PITCHFORK. Room 301 has a FIRST AID KIT on the toilet that
    you must kill a Straight-jacket to claim. The 500-block is guarded by a
    Twoback. Room 503 has a mirror for you. Real world 503 is the home of an
    obsessive; the pictures are all of the Butcher, that demon that has been
    chopping everything up. The NOTE ON THE RITUAL is on the desk. Caliban is
    patrolling outside. He's no threat. A SHOVEL is outside the maintenance room.

    Inside maintenance, a TOOLBOX is on the floor in front of you. Go to your left
    to see a hole in the wall guarded by a Straight-jacket. Check every peephole
    in this hall for some interesting sights. Pay attention to the calendar on the
    wall in Room 500. The date circled is the 12th and must be important for it to
    be marked. Someone is keeping a TV near the bath tub in the Pink Moon Suite.
    There's a familiar red jacket and voices in the Rose Suite. (Are those
    syringes in the bathroom? Is Lisa on drugs?) Grab the BROKEN POLE nearby, the
    "SHOTGUN" PHOTO, and the MANAGER'S OFFICE KEY at the end of the hall. Check
    out Room 503's peephole to see ... holy hell! He's following us! He will have
    disappeared when you take a second look.

    Back in the maintenance room, the JANITOR'S NOTE is further back with a HEALTH
    DRINK and REDEEMER AMMO. There's also a vice back here; remember it for later.
    We need to get to the manager's office, and it's gonna take the long way. On
    your map, you should see a narrow passage behind the staff accommodation room.
    Head that way but equip your rifle. Two Twobacks are in this narrow corridor,
    and you should kill them from a distance to make it through okay.

    Consult your map to make it to the manager's office. Grab the nearby FILING
    CABINET and shoot the Twoback in the room. Pick up the ASSAULT RIFLE AMMO and
    DUTY LOG. Exit out the back.

    Unlock the nearby gate for easy access. To your right, Caliban waits by a TIRE
    IRON. In Room 108, a Twoback guards a HEALTH DRINK, ASSAULT RIFLE AMMO, and a
    CRATE. You'll also find the REDEEMER by the Confederate flag with a box of
    REDEEMER AMMO. This is your strongest firearm yet, so save your ammo for a big
    fight. Room 106 has a Twoback, a KITCHEN KNIFE, and RIFLE AMMO x2 by the
    window sill. Grab the ammo and run. Ignore the white noise past the Laundro
    Mat since it's only a Straight-jacket guarding a piece of JAGGED WOOD. Check
    out the sight outside the kitchen, equip a firearm (the assault rifle is good)
    and enter.

    ===========
    The Butcher
    ===========
    The Butcher is fairly slow, but it's still vitally important to keep your
    distance. His only attack seems to be to swing his big knife. Since the
    blade isn't that long, he has to be pretty close to cut you, and you
    should be able to survive a couple of swings before healing. He will
    initiate a two-button grapple with you if you are close enough. Failing
    this one means being impaled and is, I think, one of the most brutal in-
    game character deaths in a Silent Hill game. (Not overly gory but painful
    to watch nonetheless.)

    Use the island in the middle of the kitchen to give yourself breathing
    room. Stay in a corner and shoot him as he follows. When he's too close,
    run away to the next corner, manually reload, and continue shooting.
    Follow this merry-go-round cycle until he falls. With the assault rifle,
    it shouldn't take too long. You might not want to use the hunting rifle
    since it is too slow. Although, Aya has e-mailed in to say that you can
    usually squeeze in 3-4 shots as long as you reload manually through the
    menu and not let Travis do it. The Redeemer is also a good choice for
    this match. Fighting with a melee weapon is obviously not advised since
    nothing you have will slow the Butcher down long enough to keep you safe
    from his knife. If you want, charge attacks may work, but they'll
    probably just put you right in the Butcher's clutches. Fight from a
    distance.

    When it's fallen, Travis will deliver the finishing blow in his own
    special way.

    There's a MEAT CLEAVER and MEAT GAFF in this room if you want them. The note,
    "TO MY ABSENT WIFE" is by the jukebox. Save and exit.

    In the pool area, enter the Game Room and approach the pinging pin ball
    machine at the back. There are also 5 POOL CUES here if you need them. Grab
    the TOKEN and leave for an audio flashback. Elsewhere outside, Room 201 has a
    Straight-jacket in. Room 102 has a Twoback guarding RIFLE AMMO x2 and a LIGHT
    STAND. You've no doubt noticed the shiny object on the bottom of the pool in
    this area. Travis doesn't feel like a swim, so put that on hold for now.

    In the Laundro Mat, a HEALTH DRINK rests on a nearby chair and the WASHING
    MACHINE MANUAL is in the middle of the room. Check the washer with the red
    light.

    ======================
    Washing Machine Puzzle
    ======================
    Reread the Janitor's Note and the Washing Machine Manual. The former
    tells you how to reset the machine: set it to low spin, 60 degree wash,
    drain, and pre-rinse. The manual tells you which symbols do what.

    Put your token in the machine and examine it. Because it is hard for me
    to accurately describe symbols, I'll also refer to them on a clock-face
    basis. For example, the symbol at 1 o'clock (the box with the arrow) is
    pre-rinse.

    Press X and use the arrow buttons to turn the dial on the washer to these
    symbols in this order; be sure to hit X after turning the dial to each
    symbol to get the washer to go through that cycle:

    8 o'clock (low spin, circle with a dot in it)
    4 o'clock (60 degree wash, water with two dots in it)
    10 o'clock (drain, square with squiggly lines and down arrow)
    1 o'clock (pre-rinse, square with arrow and dot)

    Your reward is the CLEOPATRA KEY.

    Go upstairs now. Room 111 holds nothing. The only other thing of interest
    here is the Cleopatra room. RIFLE AMMO sits on the table, and a PORTABLE TV
    is on the shelf. The "SNAKEBITE" PHOTO is on the bed. Jump through the hole
    in the bath tub for a scene. SHOTGUN AMMO, a TELEGRAM, and a TYPEWRITER are in
    the main room. That bastard, Kaufmann, has locked us in, so go back to the
    bathroom to find a mirror.

    A Twoback will meet you on the way out. The "OVERDOSE" PHOTO is on the wall
    here, and a MEAT HOOK is by the door. Outside, you'll notice that the pool has
    been drained. Go and pick up the JEWELED HEART. Up near Room 104, you'll find
    RIFLE AMMO x2. Room 102 holds nothing of interest. An ORNAMENTAL DAGGER is
    stuck in the diner. Take it.

  12. #11
    Up on the second floor, Room 112 is another fluke, as is 212. The Nero room
    has a slit in the door. Just the right size for a dagger, don't you think?
    Try it out. Inside, SHOTGUN AMMO is in the first room. The "STABBING" PHOTO
    is in the next, with a MEAT CLEAVER and a hole in the bathroom. What's a
    Silent Hill game without jumping in a hole or two? Or three or four?

    Take the FIRST AID KIT to Travis' right before entering the other hole. Look
    through the peepholes and grab the SPEAR and the "BROKEN HEART" PHOTO at the
    end. (Isn't that Travis' father?) The "TO A GHOST" letter is in the
    maintenance room. Out the door, enter Room 503 and warp through the mirror.
    All these letters from Travis' father speak of great grief; his heart is
    broken, just like what the photo said. In his last letter, he spoke of a gift
    that his wife smashed. Since we're at an impasse, check your inventory to spy
    the jeweled heart, our last major item left. Examine it to see that something
    is rattling around inside. How are we going to break this heart (since using
    one of the many sledgehammers in our possession doesn't seem to be an option)?
    Remember the vice in the maintenance room? Go there and use the heart by it to
    smash it open for the WEDDING RING. Examine it to see that the month June is
    important.

    We're at another impasse. All we have left is a day and a month. This should
    remind you that we have a rotary calendar puzzle yet to solve. Make your way
    to Reception to get to it.

    ==========================
    The Rotary Calendar Puzzle
    ==========================
    This puzzle is already two-thirds solved. We have the day, the 12th, and
    the month, June, but we don't have the year. The Grady family fell on
    hard times after Helen was committed for attacking Travis. All Richard's
    lamentations spring from that event. If you remember the patient memos
    from the sanitarium, they're dated 1960 and 1961.

    Trying both years and figuring out which one is right is easy. However,
    if you want definite proof that the answer is 1961, check Travis' lucky
    quarter. It has the number 61 etched into it and is a keepsake he's had
    from when his parents died (we'll see why it's a quarter here shortly).
    It's not clear when Helen died, and we don't know what Richard did to
    himself (yet), but it's clear that both his parents "died" in some form or
    another in the year 1961.

    The full date on the rotary calendar is 06/12/1961. A small depression
    opens. The wedding ring fits there nicely. This reveals the ROOM 500
    KEY behind you.

    You can only enter Room 500 from the Otherworld, so make your way back to the
    mirror in Room 503, watching out for the second Caliban now roaming about. A
    cutscene will take you to the door, which leads to a long staircase. Equip a
    firearm before entering the door below.

    ===========================
    The Memory of Richard Grady
    ===========================
    This room you're fighting in is the smallest boss fight area yet! Richard
    is probably the physically toughest boss in the game; even when using
    overpowered weapons like the Moon Gauntlets in a repeat game, he'll take
    more punishment than anyone else. This monster has two tendrils that will
    attempt to strangle you periodically. Mash the X button to come out of
    this grapple unscathed or else you will be strangled to death. The
    central head will also lash out and try to bite, as well as spew a gas at
    you. The biting attack looks vicious but doesn't seem to connect if you
    stay back against the wall. The gas attack is the most harmful because it
    is insanely hard to avoid; this is when the head's mouth closes and
    instantly pours gas in your direction. If you're quick, you can avoid the
    linear blast, but it's tough.

    You don't have much room in which to work. Running back and forth to the
    left and right is all you can do. Choose a gun like the assault rifle or
    Redeemer that is fast and powerful. The rifle is out. Stay back against
    the wall to avoid the bites, and prepare to heal if the gas attack hits
    you multiple times. When the tendrils appear, run back and forth to avoid
    them. The head does not attack at all while the tendrils are out. Stand
    to the far left or right and fire off a couple of shots/rounds. Run to
    the other side when the tendrils catch up to you. If you're lucky, you'll
    avoid them completely and will be able to pump enough rounds into the
    beast before you take much damage.

    Another strategy is to continue to stick to the two corners available to
    you. Stand in one and fire a couple of shots, but then instantly run to
    the other corner without waiting for the tendrils or the head to attack.
    If you fire and run quickly, the head should attack where you were, and
    you'll be free to fire a few more rounds before it recuperates. If you
    want, Luke has confirmed that the hunting rifle can be a good choice as
    long as you play it safe. Only squeeze off a few shots at a time.

    Aya has e-mailed in an alternate strategy:
    "As soon as you enter the room and the battle starts, don't move and start
    unloading the assault rifle on Richard. Immediately as soon as it runs out
    of ammo, enter the inv and reload (don't let Travis reload on screen) and
    keep shooting and repeat til he's down. During that time, if the tentacles
    come down just do the x mashing thing and go back to shooting. His head
    doesn't reach to bite. Finally, if he spews gas (looks more like blood to
    me) at you, don't try to avoid it, just take it and when you go to inv to
    reload, use a health drink to go back up to green. He can never make 2
    spews between reloading, and most of the times not even 1. Even if you
    have no health items, as long as you enter with green health, you can take
    up to 2 spews, and you would have to be extremely unlucky for him to get a
    3rd one in (usually i take only 1)."

    The TRUTH PIECE lies on the floor. Travis gives Alessa a piece of his mind
    and blacks out as usual. He'll wake up in front of a FIRST AID KIT and
    REDEEMER AMMO. Make your way through the rooms, making sure to examine the
    gurney Travis has his eye on. It's the one used to transport Alessa to her
    special room. Get the AMPOULE, ASSAULT RIFLE AMMO, and WRENCH opposite the
    door before nabbing the PRESENT PIECE on the floor. (Thanks to Tee Kay Vin and
    Kristoffer for pointing this out.)

    ==================
    The Flauros Puzzle
    ==================
    This puzzle is not overly hard, but it can be frustrating because you're
    not really given any hints. You're putting together the Flauros using the
    pieces you've collected. The present piece is the base and all others are
    the ends. Twist the present piece around to get a look at all the symbols
    on it. The end pieces have similar symbols on them (not exact, but
    similar). The idea is to get all the similar symbols matching on each
    side of the pyramid.

    This is mainly done through trial and error. Pick a side and pick a
    piece. Stick it on and rotate it so like symbols on all sides of the
    piece match the base. Make sure they match on all sides. All the symbols
    with lines and Xs should be on one side, all the circles with intersecting
    semi-circles on another, etc. It's like a cult version of a Rubix Cube
    except that this one is solvable.

    I have been notified via e-mail that the solution to the construction is
    not random. Since I realize people read walkthroughs for help, and it's
    no help if I just say "Keep trying!" when they want a definite answer,
    here it is, thoughtfully sent it in by Carla:
    "The pieces are numbered 1 to 4 from left to right:
    "use piece 3, press square twice, press R1; use piece 1, press square
    twice,press R1; use piece 2, press square twice, press R1; use piece 4,
    press square once!"

    Once it's complete, follow Alessa up the stairs, into the hospital area we
    traversed earlier. Head straight for the exit for an amazing cutscene.


    ========================================
    Nowhere [now]
    ========================================

  13. #12
    I know that this place isn't technically Nowhere (from the first Silent Hill),
    but it was the first thing that came to mind when naming and playing this
    section. Also, "Nowhere" sounds cooler than "Alternate Silent Hill". Writer's
    rants aside, this place is pure, nightmarish Silent Hill, which means it's very
    dark. This can work to your advantage though, since the plethora of monsters
    walking around can't see you that well because of it. Get the SHOVEL and
    AMPOULE to Travis' right. Follow the linear path and make sure to grab the
    CHILD'S MAP on the wall. Alessa has your route planned (if you're on the PSP);
    there's no special areas to visit here, no key items to pick up. It's
    basically a chance to refill your inventory before the big fight, so if you'd
    rather not waste time with dark areas and respawning monsters, feel free to
    just follow the path on your map by running like hell.

    Go as far left on Koonts Street as you can to grab REDEEMER AMMO x2, a MEAT
    GAFF, and a FIRST AID KIT by the Twoback. Go back and head right on Koonts for
    ASSAULT RIFLE AMMO x2. Head north on Simons and you should see a PITCHFORK in
    a tree stump. Go left on Sagan. ASSAULT RIFLE AMMO x2 is past the Carrion.
    There's also a BROKEN POLE in the baby carriage. Follow your blue path right
    on Sagan to some ASSAULT RIFLE AMMO and an ENERGY DRINK. Follow the blue path
    the rest of the way north until you spy a HEALTH DRINK and TIRE IRON ahead of
    you on a wall. Turn right and enter the Green Lion Antique Shop.

    Read the YELLOWED PAGE memo on the table and then enter the hole in the wall.
    You'll have to guide Travis through; just tilt the analog stick to the left and
    watch the scenery change.

    On the other end, you'll see an altar and six save points on the wall. This is
    a Silent Hill game's way of telling you that you're in the home stretch and had
    better save. Follow the red ... thing to another awesome scene.

    ==============
    Alessa's Dream
    ==============
    To alleviate confusion, I'm referring to this monster by the name the
    official strategy guide uses. It has three primary attacks. One is a
    close range arm swipe, easily avoided by staying far away. The second is
    when its hands glow orange and it summons fireballs to the area. You can
    tell where the fire's going to hit by looking for orange spots on the
    floor, but it's still hard to avoid getting hit at least once. One hit
    makes Travis reel, most likely getting him hit by another fireball. The
    third attack is when the beast rears back, screeches, and seems to tear
    apart its chest to shoot a linear beam of light. Run away from in front
    of it to avoid this. By far, the fire is the biggest annoyance in this
    fight, while the arm swipe does the most damage.

    Pick a firearm you like and go to town. Keep your distance but remember
    to drop everything and run when it screeches. The rifle is a good choice
    here, either the hunting or assault variety. It will take more bullets
    than average to take this monster down. Just repeat the major strategy of
    "stay in place, fire shots, run when confronted, rinse, repeat". If you
    want to fight man-to-demon with a melee weapon, wait for it to do one of
    its two long range attacks. The monster does not move during these, and
    it is safe to get close as long as you don't swing more times than you
    should. Take a few swats and then back off before it swipes at you.

    Travis will trap the beast in the Flauros after it's succumbed. If this is
    your first playthrough, you're guaranteed the good ending, which leads right
    into the original Silent Hill game. However, veterans of the series know that
    not everything ends up smelling like roses in this town...


    ================================================== ==========
    [/SIZE][/COLOR]
    مع تحياتي:

    EMO CORE

  14. #13
    مشكوورة اختي على الطرح والحل الكامل

    الموضوع يستحق المشاهدة

    07b1c15e421b4d6f92c915a2990d1b75

  15. #14

  16. #15
    شكرآ اكتييييييييييير
    علي الحال الكامل
    تقبلي مروري
    مع تحياتي
    الملاك ايليتا


  17. #16
    مشكوورة اختي على الطرح والحل الكامل

    الموضوع يستحق المشاهدة
    b8522a945c25cbbd6ec170fb820c4663

    ساكون ملك القراصنة

  18. #17
    مشكورة جداً أنا عندي اللعبة وساعدتيني كثير بس في امور ما فهمتهاbiggrin
    well
    we all know

    copcom suksmad

  19. #18
    مشكوووورة شكلك تعبتي في الموضوع وهل تنصحوني بتحميل اللعبة

  20. #19

  21. #20

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