I walk forward and discover two locked gates, making the total number of locked doors in this room so far three. One has a blue question mark, denoting it as my goal.
I approach a van. The side door is locked, but I'm just pleased to be able to interact with it.
THEN I OPEN THE DOOR AND THERE'S BLOOD and I have to pause because Kay's pain is so very intense.
There's an abandoned cop car down here with a note about how our buddy Officer Sewell is a dirtbag, but there's only circumstantial evidence about his illegal doings.
There's a very angry police dog trapped in the back of the car. I feel kind of bad for it. I would be very angry if I were trapped in the back of a police car in Silent Hill, too.
We find a barred-off and bricked off room, which seems like overkill. Murphy peers through a crumbling brick and sees a shadow cowering and begging someone to please, stop, and then another huge shadow with what looks like a sledgehammer takes a swing at him.
rainfall accidentally ended up with the non-UV-flashlight and she's pissed off. She's in the museum now, and the game cut off her ability to go back and, of course, autosaved behind her.
The game does helpfully tell her that the UV flashlight will reveal clues. Thanks for that!
Another book: Rambling about Kafka's The Metamorphosis, and also a short story called In the Penal Colony, about an executioner who uses a killing device that kills the prisoners slowly over a period of 12 hours while carving their crimes into their bodies. Ughh.
I wonder if the game is smart enough that it wouldn't have given me that message if I hadn't already had the flashlight. I mean, it seems holey enough to not have that, but there's a lot of thought put into the way things work. So I could see it going either way. :|a
The next book: About honey bees that can only sting once, thus paying the ultimate price for revenge, and how bees have what are essentially prisons in their colonies.
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