05. Sheriff's Station - Escape the S.G.P.D.
...and into a jail cell. Check your inventory; everything is gone. There is nothing you can do in this cell so just hang tight for now. There's a poem on the back wall if you want some reading material. Deputy Wheeler will come by after a bit and interrogate you. Tell him the truth to learn that he can see the monsters around town too. He'll let you out. Just follow him around for now; all the doors are locked anyway. When he tells you to run for the chief's office, run down the hall but stop when a Schism bursts open a door. There's a PHOTO in this room. Don't worry about Wheeler: he's got your back with that shotgun and he can't be killed here. Enter the door to your left at the end of the hall and then the second door on your left in this new hall will be the
Wheeler will give us a 12 GAUGE SHOTGUN. Save your shots; this is important. The STATION MAP is to the left of the door. Head for the green-lit exit and hack away the boards. Schisms are going to break in and attack. Their attacks involve them swinging their bladed head and slicing you. Schisms are pushed back easily with even the knife, so you should combo, back up, wait for them to attack, and then go in swinging. You can also use the doorway to get them to funnel in towards you and take them out with a firearm. Shotgun blasts make quick work of Schisms, but you should save them and you will see why in a bit. The doorway is a good way to make knifing them one at a time easy. The first two can be taken on one at a time; after them, two attack at once. Carefully lure them to you through the green-lit doorway and take them on in that small space. Sounds crazy, but you can get them up against a wall easily, making it hard for them to turn around and attack. The second will not attack while you are fighting the first one. You can also just run past them since we will not be coming back through this area, and Schisms are kind of slow.
Enter the men's restroom for a HEALTH DRINK. Jump over the broken window pane for another HEALTH DRINK. Another Schism will likely attack you in the lobby. Down the east lobby hall, you will be forced to crawl into a room with two Schisms. This is one time where you might consider taking one out with a shotgun blast (Hard mode players might need to use two or all three of their shells) and finishing the other normally. There is more SHOTGUN AMMUNITION on a filing cabinet in this room, which is good because you need it. Hack away the boards and enter the garage.
There's a Schism hiding back by the police car here. Take it out with your weapon of choice. Read the memo on the trunk of the car and enter the little office. There's a keypad-locked safe here. The memo said "Only time will tell who has the will to live." Well, what time is it? It is and forever will be 2:06. Enter 206 to unlock the safe for SHOTGUN AMMUNITION, PISTOL AMMUNITION, and a HEALTH DRINK. Pull the lever on the other wall to open the garage doors. Equip the shotgun before heading out.
Now do you see why I wanted you to save those shells? This beast is called Siam and the only safe way to take it out is with a ranged weapon. When you gain control, run away from Siam. Once you feel you've got enough room, open fire. Unfortunately, shotgun blasts do not slow it down, so if Siam catches up to you, you need to drop what you're doing and run. When you run out of shells, switch to the pistol. Close range combat is possible but not advised when it comes to Siam. Nothing you have will stop it from swinging those massive arms to knock you on your back. Almost every punch it throws will knock you to the floor. If this happens, it will continue to pummel you while you're down. Keep your distance.