Maps

May 30, 2007 20:28

Currently in South Vale, blue creek apartments is inaccessible during Waking Silent Hill.
Brookhaven Hospital is currently unavailable
Palevills is currently unavailable.

This is the map everyone receives inside of their notebooks. The maps of Southfield, Paleville, and Wish House below are details, to make identification of places easier. Areas will be continually added once demand rises









As the characters enter the now unlocked building, they are immediately greeted in the foyer by a Patient Demon. In this area, characters may also find a map of the apartment complex, tacked crudely to the wall, over a painting of a little girl in a pink dress, riding a tricycle.

Floor One
Room 101 is empty, completely devoid of furniture.

Room 102 "As you enter this room, your senses are touched by something indescribable. A noise, just beyond the audible spectrum... or a scent, just faint enough that you might have imagined it. Is it a trick of the near-absent light... or are the walls shifting?"

Room 103's door has been completely mortared over, the compound being more than an inch thick and impossible to break, even with sustained force.

Room 104 Try as you might, the broken lock refuses to yield. This room is inaccessible.

Room 105 The lock is jammed and cannot be jimmied open. The smell of rotting flesh from the other side of the door discourages breaking it down.

Room 106 "The moment you step through the door, any electronics in your possession crackle to life; one might almost describe this new animation as malfunction, were it not for the fact that it seemed downright... purposeful. In particular, your communicator will be accessed, and a post will be made on your behalf by the town itself. A terribly oblique commentary on your life... a poem it believes is applicable... or simply a recording, of some beast from the blackness. Strange, though... these devices seem not to possess a recording function..."

Room 107 The hinges of this door seem to have been broken, causing the door to be jammed in it's frame, forever broken.

Room 108 "A spot of luck. As your eyes scan the room, a small box catches your eye. Upon closer inspection, you find it contains a half-dozen shotgun shells."

Room 109 contains a clean and sharpened knife, buried in a pillow in the master bedroom. The linens have been stripped from the bed, and it appears as if the last occupants tried to clean a large brown stain from the center of the bed, springs depressed from a formerly great weight pressed down upon it.

Floor Two
This floor's hallways contains two patient demons, tramping about and spitting acid virulently.

Room 201's keyhole has been welded shut, preventing entry.

Room 202"A lock solidly bars your path. Try as you might, it cannot be forced."

Room 203's door is locked. The hollow clacking of the pins in the lock echo down the hallway.

Room 204 "This room is packed near-bursting with dressmaker's dummies... oddly, though, they are composed only of two sets of legs, joined at the waists. As you approach, one of the mannequins towards the front lurches to life, and begins to advance shakily towards you..."

Room 205 is missing its floor in its floor entirely. Characters brave enough to jump find themselves in room 105. The room is largely unremarkable, except for the rotting smell coming from it is much more powerful than before. Explorations of the smell locate it to a corpse, crammed under a bed with such force it's spine is snapped. Clasped within it's hand is a key, indicating that it belongs to a Ford brand automobile outside. The door from this end can be yanked open with a great amount of pulling.

Room 206 "The locked door in front of you resists your attempts at forced intrusion. It seems that a key will be necessary."

Room 207 looks as if there had been habitation in it much more recently than the other rooms. A paper dated from two days before the current date lays spread open on the table, open to the recipes. For "braised pork", "Pork" has been scratch out with pen and has had "SHERRY" written over it.

Room 208 "Though the town, on the whole, seems to carry an unnatural chill... this room is different. At first subtle, you soon notice the temperature rising. Uncomfortable... and then, sweltering. The walls appear to have felt the brush of flame at some point in their past, for char marks are still visible over large portions of the wallpaper."

Room 209 As the party enters and explores the room, shadow heartless crawl up from the floor, attacking in droves until the party leaves.

Floor Three

301 This room reeks of filth and grime, though the entire room seems unnaturally clean.

302 "The handle spins freely in your grasp, seeming no longer connected to the locking mechanism. The door cannot be opened."

303 There is a large hole scarcely covered by a worn couch. If characters jump into the room, they are immediately met by a patient demon, crawling about on the floor in a panic. On the bathroom mirror, there is a message, saying "Suppose nothing else were "given" as real except our world of desires and passions, and we could not get down, or up, to any other "reality" besides the reality of our drives--for thinking is merely a relation of these drives to each other: is it not permitted to make the experiment and to ask the question whether this "given" would not be sufficient for also understanding on the basis of this kind of thing the so-called mechanistic (or "material") world?..."* At first, it appears as there is no escape, save for a slight crack in the bathroom wall, beside the mirror. Sustained attacks allow a person to free themselves.

304 "A clacking noise fills the room, though the source is not readily apparent. The ground... is it convulsing? No. Beneath your feet is not solid wood... but scorpions. From wall to wall, and over most intervening objects... a sea of the creatures fills the room, their stings promising a new and interesting sort of pain."

305 This room contains little besides a worn and beaten-up teddy bear. The first character who comes into contact with it becomes cursed by it, haunted by images of a ghost boy with bruised, cracked lips from the corners of their vision. Attempts to discard the bear will end in failure unless it is left in a safe haven, though keeping it there for a prolonged period taints that haven, making it as corrupt as the rest of the town.

306 "A single object sits in the middle of the room before you: a large refrigerator. It stands open, a health drink invitingly placed upon a shelf within. If you seize this prize for yourself, though, the door slams shut, with force enough to make the use of that arm difficult in the near future."

307 is something of a respite, as it's polished bare floors and worn furniture harbor no monsters or insects.

308 "This room is shocking in its normalcy; no char marks mar the walls, no demons lurk in corners unseen. A pristine mirror hangs upon the wall; if approached, though, it mists over, as though an unseen guest breathed heavily upon it. Words can be seen amidst the condensation: 'At least, be humane.' Murky forms appear beyond the condensation; if it is wiped away, the forms of Search Ghosts can be seen, surrounding your reflection. If you continue to stare, they strike your reflection... and the injuries manifest on you. If you leave, turn away, or hide from the mirror, the image and the condensation vanishes, and no further harm occurs. Though it appears to hang as one would expect, attempting to remove the mirror from the wall yields no success."

309 buried underneath of a rug lies the key for unlocking the gate that blocks Nathan Lane from Neely Street onwards.

(*Nietzche, Frederich. link


The stairs opposite this moldering edifice are broken, caved in from years of moldy neglected wood left to dampen and warp. A bulletin board hosts a copy of the map of the complex, letting characters know that there is a way though the building.
The courtyard is quiet and foggy, seemingly well kept-up until inspection of the drained pool, which boasts a corpse, flesh worn away by acid.




First Floor

Courtyard The courtyard is conspicuously bare, with its only noteworthy fixture being the pool. The pool has been drained, and, on its bottom, a poem has been written, using a viscous, reddish-brown substance. Each line of the poem is written perpendicular to the lines before and after it; when viewed as a whole, it appears to form a box. The poem reads: "One night as I went up the stair/I met a man who wasn't there/I met that man again today/I wish I wish he'd go away..." If a character reads the poem in its entirety, they get a sense of being watched; soon after, footsteps can be heard, slowly circling the courtyard, though their source can't be seen. They present no threat; they are simply a fixture of the room.

101 A rocking chair creaks slowly to a halt as characters enter, though no one can be found in the building.

102 This room is unusual only for its starkness. No furnishings, no wallpaper... not even doors adorn this chamber."

103 The door is bolted with a heavy padlock, the combination scratched out of the back of the device.* A note on the peephole reads, "Bring me back something tasty, okay?"

104 "The handle of this door is conspicuously absent. Try as you might, you cannot open the door."

105 The room is home to a few moldering books about architecture, a drafting desk, and nothing more.

106 "On an end table, you find a small box of handgun rounds. A cursory glance will reveal nothing wrong with them; however, if you attempt to use them, the chamber will explode, as each and every bullet has been soldered to its casing."

107 the remains of a dinner sit in front of a turned-off television, rotting slowly. A patient demon sucks at the remains desperately.




Second floor
201 The door is locked from the inside, deadbolt sliding uselessly.

202 "On the counter, there is a small flyer from the local grocers, advertising 'Buy 3 boxes of cereal, get 1 free!' The underlining appears to have been done by hand."

203 There is the sound of a pin falling out of the door as it is touched, rendering it un-openable.

204 "This room is sparsely furnished, but otherwise ordinary."

205 Sitting on the kitchen counter, there is a six-pack of health drinks, all used up but one.

206 "No matter how you attempt to negotiate it, the door in front of you will not budge."

207 Plastered to the windows of the room, filtering the light, are children's drawings, mocking the weakest-willed of the characters, tormenting them for their perceived weaknesses.

208 "The barrier is inassailable, despite your every effort. An odd, scratching noise seems to issue from the other side... but, that's likely just your imagination, isn't it?"

209 This room is cluttered with useless furniture, making it impossible to continue into the room fully.

210 "Entering this room, you can hear the howling of the wind from outside, muffled by the intervening wall. The wind almost seems to carry with it... speech. Though you can discern no particular words, the tone seems... pleading. Frightened."

211 A character who has made a connection with another person in the town not currently in the party will find a document with their name, time, and location scribbled on it, with a circled "Kill?" over it.
"KILL?"
"[CHARACTER NAME]"
"[CURRENT TIME]"
"[CHARACTER LOCATION]"

212 "A newspaper clipping is pasted to the wall. Parts of it are obscured by the adhesive, but the majority of it is still legible. '_o_y Archbo__, age __, was found dead, today, in a remote, wooded area, near ______, Mexico. Police believe he plunged to his death, as a result of a narcotics deal gone sour. Archbolt, a native of Silent Hill, was recently rev__led to be a high-ranking priest in a the _____ cult. Little more is ____n about the cult, except that an opposing sect saw two of its own priests __ct__s of similarly questionable deaths in the recent past. Are these-' The clipping is torn off at this point."



Third Floor

301 This door is locked tightly.**

302 "The floor in this room is unnaturally dark, even if a flashlight is shined upon it. If you remain in the room more than a moment, however... points of light begin to appear; pairs of them. Around each pair coalesces a Shadow; the process ceases when there are seven of them, at which point they begin a shaky advance upon the intruder."

303 Inside of a clear bottle sits a house key, with no indication as to which apartment it belongs to.

304 304: "A small box of bullets lies on a worn and weathered couch, immediately visible as you enter this room. Less obvious, at first, is the television laying against the far wall, a bullet hole easily distinguishable in its screen."

305 The balcony door to this room has been unlocked, letting characters look out over Katz Street. Laying dead on the ground is the fresh corpse of a patient demon, seeming to have been shot. Resting on a bistro table, lies a Glock-14 handgun.

306 In the bathroom, a typewriter sits on the toilet; still held by its dial is a sheet of paper. The paper reads, in a stuttering, near-inkless manner, 'I didn't do it... I never! They... I just saw it. Those things... they bleed just like people do. The ghosts are worse. Can't do anything to him. You just gotta hide... that's what I'm good at, anyway. Even that doesn't always work... That guy... he stuck something in one of them, though! A big... a knife thing! And the ghALKJSJDJO;A' The text ends rather abruptly at this point."

307 The privacy chain rattles as the door is tested, firmly locked into place.

308 "On the counter is a full-page advertisement. One coupon, in particular, catches your eye: '15% off your next floral arrangement.' The number 15 was traced over several times in pen."

309 There is a hole from where the stainless steel shower drain catch has been lifted up. A character brave enough to stick their hand inside is rewarded with a clip of handgun bullets.

*Once unlocked, the room is furnished in the trappings of an old woman, slowly wasting away her last days. On the table, rests the key to the partition on Nathan lane and a lock of blond hair.

**Inside, there is a newspaper coupon clipping, heralding "SAVE WHEN YOU APPLY 4 OUR GRAND MARKET SAVERS CARD! FIRST PURCHASE GIVE YOU BACK 4 DOLLARS FOR EVERY 16 YOU SPEND!"


The entrance to this apartment complex is quiet and dark, seeming to suck out all light. A steel pipe lies resting on the remains of the smashed up staircase, as if someone was trying to keep something trapped upstairs...
In the courtyard, radios buzz and hum with activity. Patient demons are out in full force, hunting for new flesh, with one lone search ghost floating above it all, illuminating characters and monsters at random.

Floor One
101 This first room is full of mannequin monsters, seeming to have been torn apart by some savage and powerful monster. Most were fully dead, though a few limbs still twitched and jerked with a spark of life before falling limp.

102 "The lock firmly seals the portal before you; it will have to be dealt with, if you are to move within."

103 Seemingly crammed in such a small space, four search ghosts float about, reaching out blindly for the party.

104 "The walls veritably ooze... but no more than the hallways you just exited. There is nothing else of note in this room."

105 The well-greased bolt only shudders in the lock, tightly barring entry.

106 The air in the room is clammy and thick as you enter, hitting you with a veritable wall of humidity. As you walk further into the room, the sound of heavy, hysterical breathing surrounds you like the air, ever-present.

107 The door has been barricaded from the other side. The faint sound of furniture scraping on the floor is all that can be heard as characters try to push the door open.

Second Floor
Once the party enters the floor, they are immediately mobbed by Shadow heartless. Once the initial wave is fought off, they continue to spawn, though with less frequency, making rest in the hallway impossible.
201 The door, no matter how hard a character tries to open it, is pushed shut as if by a stronger force.

202 There are cards scattered through this room, discarded like old pamphlets. The top has a intricate design cut out of the top, the design of a crown. On the back of the cards, a decorative scrolling heart sits in relief against a blue background. The fronts all have pictures of the same person, a man with proud aristocratic features, porcelain blue eyes, and wild pink hair. He is practically snarling and glaring in every picture. All of the cards have a number in white in the left corner, from 0-9.

203 This room, there is a key hanging above a boy's bed with a decorative crown for a keychain. A note scribbled on the mirror in green ichor reads "ever downward".

204 All of the characters in this game have something to answer for. The character with the most to answer for finds a monster, borne straight from it's nightmares awaiting him, slumped behind a chair as if lying in wait for the door to close behind him.

205 The floor of the room is covered in the broken glass of hundreds of little porcelain figurines, smashed out of hatred.

206 In this room, there is a ring of mannequins, each nailed to the ground by their hands and feet. As the light passes over their bodies, they writhe and squirm, trying to free themselves pitifully.

207 Once characters enter this room, any radios brought in with them begin emitting haunting music. A television in the back room will click to life, featuring women in matching dresses tearing at a cowering girl in the middle of the fray.

208 The map must be wrong... When you pass by the spot where this room should be, there is nothing but paint quietly flaking off the wall, with no hint even of a door having been there.

209 All of the furniture in this room has been piled against the door leading to the bathroom, where gurgling noises emanate. Attempts to move the furniture result in a neoshadow bursting forth, biting the first character it sees.

210 When you enter this room, a weird smell begins to emanate from one of the health drinks you happen to be carrying. The smell is powerfully foul, warning you from drinking it.

211 The second character to enter the room sees all of the parties shadows fighting against some unseen monster from beyond the beam of the flashlight, each losing and dying more horribly than the last, spraying blood on the walls. None of the other characters can see or hear this go on.

212 The apartment appears to have been in the process of being moved into, with boxes labeled with all manner of things like "DISHES", or "BED LINENS". Each box on the inside, however, is empty.

Third Floor
301 The door has been nailed firmly into place, barring entry despite attempts to pull it open otherwise.

302 The main room of this apartment has a toy ball laying in the center of the floor. Any character that touches it becomes aware of a presence of a child in the room, pulling at her sleeves and moaning plaintively and without recognizable speech. This behavior continues until the player leaves the room, and only increases in intensity until the room is left.

303 This apartment, furnished in formerly rich opulent fabrics and rich hardwoods, is empty of useful or truly noteworthy items, save for a old record player, playing old waltz music in the main room. No other appliances in the room work.

304 The locking mechanism clicks in the socket, but the door cannot be forced open.

305 There is a rug poorly-hiding a hole in the floor, leading to room 205 below.

306 There is a wall of padlocks, holding this door shut. The wood of the door seems to be a little weak, bowed from the inside out by fists. Any attempts to open the door with force are met with failure.

307 A heart is irretrievebly lost as a collection of shadows tear apart a once living human for food. as the door opens, they slowly advance upon you.

308 As you try to open the door, you can hear something falling and glass breaking inside of the room, but you cannot open the door.

309 The door is locked, shuddering as you try to open it.


Roof



third floor



second floor



first floor



Basement 1



basement 2



Explination
History: The Water Prison was built by the Cult in order to punish the orphans and child disciples of their religion, sending them there for undisclosed periods of time. None ever escaped, and many died under the harsh conditions faced there. Because of the corrosive air in the middle of the lake, the doors would frequently lock forever, leaving victims trapped inside to starve to death. Contrary to the beliefs of some of the prisoners, children who died were not fed to the surviving inmates; they were too malnourished and devoid of meat to be useful food supplements. Instead, what was left of the bodies were tossed into holes blasted into the floors, and dumped into the rendering station behind the kitchen, flushing what was left of the bodies into the lakes murky depths.
Because of the shortage of devout and trustworthy cult members (i.e. ones that would not tell the secrets of the prison), some outside workers were contracted to run the prison, most notably, warden Andrew DeSilva. An abusive alcoholic by nature, he viewed the young inmates as incurably criminal, and treated them like adults living in a penal colony, often working them to exhaustion, then beating them when they collapsed. Because of this, the Water Prison has become something of a legend among townies in Silent Hill -- something they can only just make out on the edge of the lake, and in their nightmares.

Construction: The prison was built using a series of complex gears, allowing entire floors to be rotated, both to disorient prisoners, and later, to properly dump the dead into the disposal center. The center of the prison, where the gears are located, houses a control center, a small cylindrical room on each above-ground floor with portholes looking into each cell. The prison is powered by the water that gets blown to the top of the structure by the high-force winds, which collects in a resivor, and is dumped through pipes located in four corners of the center tower, into a water wheel below, generating power for the entire facility. The bottom two floors, being both basements, are always powered with a gas-powered generator, found in the same generator room as the turbine for the water wheel, and a mysterious door...

info, maps

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