The Let's Play Archive

Silent Hill: Mobile

by Choco1980

Part 6: Scenario One: Lucas Part 1

Silent Hill Mobile 2





Scenario One: Lucas Part One

Don't touch that locker!

Who...? Where am I?

I'm sorrry Lucas, but I don't want you to get the wrong impression.

Who are you?

My sweet Lucas, don't you remember?

You seem so unfamiliar to me...

My little darling, I will take care of you. You are so special.

...

Close your eyes.



Hello, and welcome. On that abrupt note, we begin the next installment of our series. No white screen, no character introduction, just boom, dialogue. This game was made in 2008, by apparently the same small team of French and Russian Konami employees, this game has been only mildly tweaked over the first game as far as design choices go. The rooms now come across, at least in the version I played, as smaller in size. That means the screenshots are encapsulating a higher percentage of the total screen size than last time. We're not seeing tops, about 5% in any given screen, and very rarely is anything off-screen to begin with. Many of the backgrounds, however, do have more animated details, such as a flickering light, or a turning fan or whatnot. On top of that, navigation has been made easier with the addition of an option to turn on simple direction presses within the hallways as opposed to the previous game's strict point and click interface. This is because the hallways now allow for full turning, as opposed to static single views of each square of movement, creating a three dimensional effect. Also, the "talk" icon has been eliminated from the control scheme, as it was not really needed whatsoever before. One major difference that will be obvious throughout the LP is that this game has far fewer flavor text scattered throughout it, indeed there's practically none. I wouldn't say that makes the game less interesting, but it does seem to speed things up, and leave us wondering more about our characters. On the other hand, this entry is where things get more maddening, as the puzzles are less fetch questy, and more opaque "how was I supposed to guess that" logic, and the story only gets darker from here on in.

Anyways, Lucas. We know nothing about this guy, he starts here in this locker room of a hospital, with Karen insisting not to touch her locker, and she talks to him like he's a child. In fact, I'm pretty sure he IS a child. The only item in our inventory is a steel pipe. In case you didn't realize it, this will be our weapon as Lucas. The lockers are all locked. The names read as follows:


quote:

Brad, Sarah, Peter, Karen, Marie, Bill

Karen's locker has an old padlock on it as opposed to the regular locks. We have nothing to open it with however, despite Karen's initial protests not to touch it. If we grab at Bill's nameplate, it comes off in our hand, and joins our inventory. Odd. Anyways, let's head out into the hallways.



Here's the excitingly colorful hospital hallways! As we have no map yet, we have no choice but to wander aimlessly. As we move forward, we come to a crossroads, where the hall moves off in all four directions, counting the one we came from. Looking down one way, we see a strange painting on the wall:



There's a text carved into the frame. It says: "This is the path to God".

We can look closer if we'd like...



But there is nothing else we can do with this yet. Gee, I wonder if that's important. We could continue down this hallway, as there's a door and an elevator immediately next that direction, and ultimately there's a turn in the hall leading to-



-well, to a sort of dead end for us. They REALLY don't want us going through that particular door. If we go the opposite direction from the branch we just did however, we do find another door, and hanging on the wall, gasp! A map!



Here's our layout at last. I'm going to save time and tell you straight up that the office across from the elevator is locked, and Lucas isn't going in it. Surprisingly, there's absolutely nothing wrong with the elevator or the stairs, they all work fine. The storeroom at the bottom of the map has a 9-digit combination lock next to it, which we don't have. That leaves the waiting room on the right, so let's go.



There's not a lot going on here. We can look at the poster on the left wall if we'd like.

It says: "Fruit is also candy"

Exhilarating. Note the red wax crayons on the table. We can take one, but they all disappear when we do. I said we could take ONE Lucas, sheesh. What about that drawing on the wall on the right?



It's a painging of two adults and a child. The child is locked inside a cage.

Well. That's um...Something alright. What kind of hospital is this again? And why would they be proudly displaying a drawing that I can only assume an abused child made of his home life?? Tell you what, let's get out of here and go upstairs.



Again, I'll save us time and say the operating room is locked beyond Lucas's control. When he tries to open up the first two of the three patient rooms, however:

I... I can't open it! It's stuck somehow!

He kinda overreacts. I guess locks on patient doors is kind of weird in a hospital though. Again, what kind of hospital is this? As we make our way to the third room, we find this at the end of the hall:



Yes, it appears someone got their wallet stuck in the candy machine. It's not Lucas's though, so we can't do anything about it. Not even when we push that big shiny red button on the right. So let's go into the third hospital room.



Hmm, seems pretty straightforward here. What's the readout there say Dr. Lucas?

It's not on and it seems like it hasn't been for quite some time.

Fine, be a spoilsport. I guess we can't ignore that wall, can we?

I can see blood and nails stuck in the wall. It looks like Roman numerals. Who could have done this?

Who indeed, who indeed? And there's no chance whatsoever that those numerals will ever possibly come into play, no sir. Let's go downstairs to the basement.



The office is locked from the inside, so we just have the laundry room to go into.



Yup, it's definitely a laundry room. What's on the right?

It's used for drying clothes. I don't know what to do with it.

Right. And on the left?

It's a washing machine. I can't see what's inside.

No chance that's an invitation to open it, could it possibly be?

What is a doll doing in here?

I'm sure I have no idea. But creepy dolls seem to be the hallmark of this particular series. Well, at this point we have nothing left to do but to go back to the first floor storage room and crack that difficult code on the keypad to get in. 2-5-9-1. Do you seriously need me spoiling this one? It's the numbers from the wall, duh. and with that we go right in.



oh.

Death Count: 13

Who... Who is this?

Lucas...

Why do you keep calling me that!? (sic on the backwards interrobang)

Because that is you. That is your name.

Me? My name? It's my...I don't know... I don't...

Yes?

I... I don't remember!

You will, I promise. I have never let you down, have I?

No... But... I... I don't... Stop it! Get out... Get out...

Lucas! Don't! You need to focus!

I... My... My skin feels warm...

Um, guys? I'm not sure how stable Lucas is... Also, why is the wall all black?

It's got traces of fire all over it. What could have done this?

Huh. Just the area around the corpse is burnt.

Much of his face seems to be missing.

Oh. Um, okay. Let's not focus on why that might be, okay? What's he holding? A notepad?

He's holding it in a firm grip.

notepad posted:

Mark me as a dead man.
Mark me with red.
Mark my way straight to Hell.

Oo-kay. This ladies and gentlemen is the one and only clue you get to our next puzzle. I'll give you another hint that the game wouldn't afford me:



This is what happens when we use the red crayon on the drawing. Notice anything changed? Yup, we're going to connect the dots. The solution is pretty worthy. Lucas must have drawn this. He's in the cage. We mark him in red. What direction is Hell? We draw a downward arrow with the red crayon with him in the center. This puzzle is maddening because of how much information it DOESN'T give you for the solution. It's pretty much guesswork. Also, the assumptions with the in-game logic have me worried all the more for Lucas.

Lucas! Pleas stay calm! All you need to do is wait for a man to come!

Who is this man? What should I do with him?

We must punish him, Lucas! I finally found him. Now he will have to pay!

Why? I'm not sure... I don't understand... Who is he?

He is the reason for our pain, for your pain! But if we capture him, the pain will end. I promise!

The pain... I feel... empty... I need to know...

Lucas listen. We must not fail... I... We need to have him...

But I need to know what...

Lucas, we must punish him!

Everything feels so strange... Is this all real? What has happened to this drawing?

What have you done!? Go away! Do not come here!



Huh. Karen's acting kinda...different from last game. Who's this man, and why is she so vindictive towards him. I'm going to be honest, it's going to be a long time until we really know what's going on here, and it's going to get more confusing before then. In the meantime, hey Lucas, what happened to that drawing? Why is it all glowy and stuff now?



Where am I? This looks like the waiting room, but it's changed somehow...

Oh, uh, whoops?