-
-
This page is a full-text walkthrough of the 2008 survival-horror game Silent Hill: Homecoming. Outlined in this guide are step-by-step tactics to 100% completion of each map, item and weapon locations, boss battle strategies, fighting strategies for enemies, and how to obtain the extra outfits for Alex. Also included in this guide are instructions on how to obtain each of the game's five endings, as well as an Achievements listing.
Gameplay
The game begins with Alex Shepherd, the protagonist, recovering from battle injuries in a military hospital. Upon his discharge, he returns home to find his mother in shock and his father and brother missing. Shepherd is led to the small, deserted town of Silent Hill in search of his brother. As in prior releases, the character will be confronted with monsters and horrors that directly challenge his current psychological state.Shepherd's military background leads to enhanced combat skills that add depth to gameplay. Camera angles can now be maneuvered to allow players to see events and objects prior to their actual occurence.
Categories
-
Controls
- Left Thumbstick: Move, select a menu option
- Right Thumbstick: Control the camera
- Directional Pad (D-Pad): Cycle weapons; toggle flashlight; select menu option
- Back Button: N/A
- Start Button: Pause
- Right Bumper (RB): Access Inventory Wheel
- Left Bumper (LB): Access Weapon Wheel
- Right Trigger (RT): Combat Stance
- Left Trigger (LT): Fire/swing weapon
- A Button: Fast attack; investigate; select highlighted menu option
- B Button: Defense; previous screen/return to Main Menu
- X Button: Strong attack in Combat Stance; reload firearm
- Y Button: View map
- NOTE: You can reconfigure the controls to better suit your tastes in the Options menu at the start of the game. This walkthrough assumes the default button configuration.
Overview
- Below are explanations on the basics of Silent Hill: Homecoming, and tips and tricks on using them. These sections are designed to help you to grow accustomed to the games controls, and with a little practice, will have you fighting demonic monstrosities and enjoying creepy scenarios in no time.
Map
- The map is necessary to get around - some of the areas in this game are huge, and most of the Hellstates are confusing in their layout. To decipher the scribbles on your map, refer to the following list:
- Red Double Arrows: Open doors
- Red Curved Lines: locked or blocked doors
- Blue Arrow: Alex's current position
- Red Scribble: Blocked area or impassible passage
- Maps are detailed with room numbers (if applicable) and make getting around a snap. View the map with Y, and check the objectives by pressing X while viewing the map. You can't view a map for an area you haven't collected the map for, but you can still view objectives.
Combat
- To initiate combat, hold down LT to enter Combat Stance. From this stance, you can swing melee weapons with A(Fast Attack) or X(Heavy Attack), dodge or block attacks with B, or (if you're using a gun), shoot the gun with RT and reload with X. Due to recoil, dodging after an attack with a firearm takes longer to perform than dodging after a melee attack. Some weapons are fast (i.e. Combat Knife), but do little damage, while other weapons are slow (i.e. Fire Axe), but do a high damage. Find which weapons work best for which enemies for your personal play style.
Radio and Flashlight
- Your radio (technically a walkie talkie) and flashlight are essential for detecting monsters. The radio will emit static whenever an enemy is nearby - it also allows you to receive transmissions from Deputy Wheeler and Elle. Depending on which way the monster is oriented to your position, the static will fade and swell - when it's at it's loudest, you are facing the enemy. Your flashlight can be used to detect enemies in dark locations, but be warned - it attracts enemy attention as well.
Healing
- To heal, you need to first collect Health Drinks and First Aid Kits. When you take damage, go into your Inventory menu (LB) and press X to use a Health Drink, or Y to use a First Aid Kit. First Aid Kits heal you by a larger amount than Health Drinks, so be wary about which you use. The little number on the icon for each tells you how many of that item are left in your inventory.
Context Scenarios
- Sometimes, you'll need to press a certain button with proper timing, or mash a button repeatedly in order to accomplish an action. These are Context Scenarios - the most common one is the Dialog Scenario. Dialog Scenarios occur at certain points in the game when Alex talks to certain characters - you'll be given a choice of what to say to them, inciting different responses. Multiple playthroughs and selecting different options is the only way to fully explore the Dialog Scenario. Other examples of Context Scenarios include rapidly tapping a button during a Smog attack, or tapping buttons that appear during a boss fight to finish it off.
Journal
- Your Journal (accessible from the Pause menu) gives you access to Clues, Manuals, Photos, and Drawings you've collected during your game.
- Clues are anything you find written on a wall, or read in a document. If it's important, it gets stored here for future reference.
- Manuals teach you things about combat - before you find the Combat Knife, you'll find a Basic Weapons Combat Manual. Reading through these teach you how to attack and defend with different weapons.
- Photos are Polaroids that are scattered about the game world - collect them all for an Achievement.
- Drawings are sketches and doodles of Josh's that are scattered about the game world - collect them all for an Achievement.
Visible Achievements
- These achievements are visible before completing them.
- Lock 'n' Load: Found Rifle, 25 GP
- Sightseeing: Found 1 Photo, 10 GP
- Josh's Gallery: Found ALL Photos, 50 GP
- Alchemilla's Finest: Defeated 1 Nurse, 10 GP
- Eddie's Legacy: Defeated 1 Feral, 10 GP
- Lurk No More: Defeated 1 Lurker, 10 GP
- To The Point: Defeated 1 Needler, 10 GP
- Split Personality: Defeated 1 Schism, 10 GP
- Shades of James: Defeated 1 Siam, 20 GP
- Clear the Air: Defeated 1 Smog, 10 GP
- Creeper Reaper: Defeated 1 Swarm, 10 GP
- Out of Order: Defeated 1 Order member, 10 GP
- Kaufmann's Handiwork: Found 1 Serum, 10 GP
- Health Junkie: Found ALL Serums, 50 GP
- The Old Gods... ...Haven't Left This Place. Complete game on HARD difficulty, 100 GP
- Nursery Rhymes: Found ALL the Children's Drawings, 50 GP
Secret Achievements
- These achievements aren't visible until you complete them.
- Six Feet Under: Defeated Sepulcher, 20 GP
- Blood Donor: Defeated Scarlet, 20 GP
- Catch Your Breath: Defeated Asphyxia, 20 GP
- Head Above Water: Defeated Amnion, 20 GP
- Rising Tension: Found Circular Saw, 25 GP
- Science Fiction: Found Laser Pistol, 25 GP
- Smile: Achieved Ending 1, 50 GP
- In Water: Achieved Ending 2, 50 GP
- Judgment: Achieved Ending 3, 50 GP
- Intensive Care: Achieved Ending 4, 50 GP
- No Dogs Allowed: Achieved Ending 5, 50 GP
- Mercy: Alex ended his mother's suffering, 50 GP
- Compassion: Alex could not end his mother's suffering, 50 GP
- Forgiveness: Alex forgives his father, 50 GP
- Angela's Choice: Alex does not forgive his father, 50 GP
- Now About Those Drinks: Saved Wheeler, 25 GP
Silent Hill: Homecoming Walkthrough
Chapter One Objectives
- Escape from the hospital
- Follow Joshua
- Find Joshua's Toy
- CUTSCENE: Alex is wheeled through what appears to be a dilapidated hospital, strapped to a gurney. As he is rolled down the hallway, scenes of torture jump at him from the open doors to either side. Finally, he's wheeled into a room and left, where he witnesses through the door's windows a doctor being impaled by a large blade.
2F
- You'll come across your first Context Scenario - mash A repeatedly to break free of the gurney straps and gain control of Alex. You can examine the memo by the double doors by pressing A when standing close to it - you can also examine the sink at the back of the room, though no context clue displays. The door to the stairwell is locked - the only unlocked exit is the double doors through which you witnessed the death of the doctor earlier, so head through them to the Operating Room.
- The doctor's body is gone, and there are bloody drag marks leading through the door on your right. Go through them, and check on the right for another cryptic bulletin. To your left is a barred door with a keypad next to it. Walk towards the door.
- CUTSCENE: Alex believes the child on the other side of the barred door is Josh, his kid brother.
- The door is locked - it needs a keypad combination to unlock it. Head through the door to your right closest to the keypad and examine the picture in the back to find a map of the Hospital. From this point, directions are given based on the map's compass - up being north, down being south, and so forth. You'll currently be in the Nurse Center. Behind you on the X-ray display are the first three digits of the keypad code, scratched into an x-ray.
- Go to room 203 - the rest of the rooms are blocked, or the locks are broken. Inside you'll find a Health Drink and a page from an incident report. Examine the burned Child's Doll incubator, then head over to the broken window and press A to hop over into room 204.
- Inside room 204 you'll find a Basic Weapons Combat manual, which can be accessed again later by selecting Journal in the Pause Menu. There's also X-Ray Film on the board to the left - take it, and head back through the window to room 203. Head back into the hallway, and enjoy the spoof scare on your way back to the Nurse Center.
- Once back in the Nurse Center, press LB to bring up your Inventory, and select the X-Ray Film to place it on the board next to the first one - the remaining three digits appear, and you can see the full code to use to open the keypad-locked door. Go enter the code to open the door (it was 624872 in my game). The door unlocks - head through it.
- CUTSCENE: Josh rises and runs to a door, entering it before Alex can comprehend what's happening.
- Walk forward to collect the Child's Drawing, which you can look at later using your Journal if you like. The door that Josh went through (which leads to the Men's Restroom, incidentally) is the only unlocked door here, so don't worry about missing anything by not exploring - there's nowhere else to go for now. Head after him, and a short cutscene of Josh running into the storage room for the restrooms will play, and you'll see an odd symbol on the wall before he slams the door.
- Go into the storage room to the strange symbol, and examine it - these symbols are your Save Points. Save your game, and continue North in the storage room to the door leading to the Women's Restroom. When you enter, try the stalls - take note that the one closest to the storage room is locked. There's a Combat Knife stuck in the mirror - retrieve it to trigger a cutscene.
- CUTSCENE: A fluorescent light falls, and the room transitions to a hellish version - the "Hellstate" version - when a Nurse exits the locked stall, wielding a scalpel.
- Use simple combos to take the Nurse down - tap A three times, then X to perform a spinning slash attack with the Combat Knife. When she falls, you'll receive the Alchemilla's Finest Achievement.
- Both of the doors out of the room have broken locks - check the last stall to find a hole. Press A to squeeze through into the Men's Restroom. There's a First Aid Kit on the wall by the door into the room where you first met Josh - take it, and head South to the stairwell - the other doors are locked or broken. As soon as you enter, Josh pushes a wheelchair down the stairs at you - ignore him for a minute and head over to the note taped to the wall across from the doorway to learn what one patient thought about staying safe - sitting in the dark and staying quiet. Head upstairs.
3F
- There's a window you can break, and a door you don't need to bother checking - the lock's broken. Bust out the window, and hop over into the Day Room. Defeat the two Nurses here, and use A to cut a gash in the fleshy wall blocking the path into room 303. You'll need to tap A repeatedly, then squeeze through into 303 and save your game. There's a cryptic note on the bed by the Save Point.
- Go into the hallway and head towards the Linen Room - a cutscene will play of the Swarm bugs crawling through a hole underneath the gurney to attack you. Run into the Linen Room, and take advantage of the Context Scenario to defeat the Swarms - press B when one lands on you, and tap the button that displays repeatedly to throw it to the ground and crush it. Grab the Health Drink on the shelf in the lower-left corner of the Linen Room, then head out of the upper-right door and go South to find a photo of Joshua's Robbie the Rabbit doll on a broken table near the bathrooms, and unlock the Sightseeing Achievement. This photo is also accessible from your Journal in the Pause Menu.
- Head North to the Operating Theatre, and grab the patient's chart from the rack that details Dr. Copen's ability to perform electroshock therapy. Head around, then down the stairs to the lower-level balcony, and walk around until you see the "drop down" option. Take a look first - you'll be fighting some more Nurses. Drop down, wipe out the three Nurses with some quick combos, and take in the atmosphere created by a decapitated body torn in half. Examine the double doors to see that they are chained shut - a key will be needed to get into the Operating Room. Head East to the stairwell door and cut it open.
- Back on the third floor, there's a body laying on the gurney when you first reach the top of the stairs - examine it to discover it's the other half of the body from downstairs. Take the Operating Theater Key from his cold, dead hands, and head back downstairs to the Operating Room doors and use the Operating Theater Key to remove the padlock.
- YouTube: Silent Hill: Homecoming -4- Nightmare - Toy (Time: 2:47)
2F
- Examine the document in the lower-left corner of the Operating Room to learn about one doctor's attitude towards his patients. Head out of the West door to trigger a Dialogue moment - Josh is busy drawing rabbits again. Ask him Y button questions to learn that he wants his toy, Robbie the Rabbit. Head into the Nurse Center to find a Health Drink and a Save Point - grab the drink and save the game. There's a document on the desk in the bottom-right corner about a missing patient in 205. Ignore it for now, and head south.
- Enter room 203 to watch Robbie the Rabbit get sucked through the window to room 204. Examine the hole, and press A to reach inside it. Alex will reach in, and something will grab him - tap B repeatedly to retrieve your arm and the Robbie toy. Once you retrieve the toy, watch out for the Swarm that appears. Head back to the Nurse Center, save, and then give Josh the Robbie toy.
- CUTSCENE: Josh makes as if to grab the toy, but then runs off down the hallway into an elevator. The door blocking Alex opens.
- Grab the Child's Drawing on the ground before heading down the hall. Head to room 206, and take the next Child's Drawing on the door. Examine it, and Alex swears he can hear the ocean just beyond it. Head to the elevator, and use the button to the left of the door to call the elevator.