There are violent and disturbing images in this FAQ. (hehe) Rura Penthe's (& Tetsuo for those badass ascii maps)- XXXXX XX XX X X X X X X X X XX X X X XXX X XXXXXXX XX X X XXXXX X XXX X X X X XX XX XX X X XX X X XXXXXXX X X X XXX XX X X X X X X XXXXXX X X XXXXX X X X The fear of blood tends to create fear for the flesh. X X X X X X X X X X X X X X X X X XXXXXXXXX X X X X X X X X X X X X X X X X X X X X X X ========================================= F A Q / W A L K T H R O U G H ========================================= Version 1.2 3/29/99 This FAQ is best viewed in Monaco 9 point or another small monospaced font. T a b l e o f C o n t e n t s o 1.01 What's New o 1.02 General information about this walkthrough o 1.03 Contact Information o 2.01 Introduction to Silent Hill o 2.02 Characters o 2.03 Controls o 2.04 Difficulty Level Information o 2.05 Items o 2.06 Weapons o 2.07 Maps o 2.08 Puzzles o 2.09 Quick Hints o 3.xx Walkthrough o 3.00 Walkthrough Explanation o 3.01 First Scene o 3.02 The Cafe o 3.03 Convenience Store/Car o 3.04 The Alley o 3.05 On the Way to the School Part 1 o 3.06 Inside the House o 3.07 The Second Alley/Basketball Court o 3.08 On the Streets of Old Silent Hill o 3.09 Back in the House o 3.10 On the Way to the School Part 2 o 3.11 In the School/Reception Area o 3.12 Infirmary/Courtyard/Second Hallway o 3.13 Third Hallway/2nd Floor o 3.14 Music Room o 3.15 The Boiler Room o 3.16 Alternate School?! o 3.17 Alternate School?! Floor 2 o 3.18 Roof/Courtyard o 3.19 Floor 2 Part 2/Basement o 3.20 Alternate Boiler Room/Normal School o 3.21 Streets of Old Silent Hill/Balkan Church o 3.22 Central Silent Hill/Normal Hospital o 3.23 Alternate Hospital?! o 3.24 Alternate Hospital?! Part 2 o 3.25 Antique Shop o 3.26 Alternate Town?! o 3.27 Waterworks/Tunnels o 3.28 Resort Area o 3.29 Alternate Resort Area o 3.30 Lighthouse/Going to Amusement Park o 3.31 Sewers/Amusement Park o 3.32 Final Alternate Hospital o 3.33 FA Hospital Floor 2/Floor 3 o 3.34 Hall of Phaleg/Room of Aratron/Child's Room o 3.35 Final Boss o 4.xx Quick Walkthrough o 4.00-4.xx See Normal Walkthrough Namings. o 5.01 Next Fear Mode o 5.02 GameShark Codes o 5.03 Game Endings o 5.04 Miscellaneous o 5.05 Game Result Explanation o 5.06 !!!Spoiler!!! Game Ending Descriptions o 6.01 About the Authors o 6.02 Credits/Thanks o 6.03 Legal Crap ============================================================= o 1.01 What's New ============================================================= 1.2, 3/29/99 - Info about how the next fear weapons work, get the goddamn katana description and the hyper blaster desc. I've heard rumors of being able to use the engine in the gas station on another vehicle and other crazy stuff in addition to the "ultra hyper blaster" thing listed at the end of my 1.1 update description. Can anyone shed some light on these rumors, fake or otherwise? 5.04 modified again, added more stuff to 3.32. I need some more info on exactly how the weapon reward system for Next Fear mode works... I think I have it figured, but I'm not completely sure. Apparently the yellow powerup for the hyper blaster does indeed exist (I have received other emails about it), but everyone has different stats to get it... Added 3 health drinks I missed in the hospital. Future Updates: Still gotta find a few more things I missed. Other explanations need to be added, and I've got to organize some more areas... At least the to-do list is getting pretty small here. 1.1, 3/18/99 - Hospital maps have been added, as well as lots of miscellaneous info in section 5.04 (think Extra Options). Section 5.06 (Game Ending Descriptions) has also been added at the request of readers. Added a new strategy to defeat the Winged Demon. Waterworks (3.27) has been updated with a better way to break the lock. Corrected bullet location in 4.23 (office). Modified 3.22 a bit as well. 1.02 and 1.03 have been modified with some small changes. Added 5.05, Game Rating Explanation, as well (I need more info on gold ratings in the game result screen!). I'm still missing a few items in the walkthrough. If anybody knows where they are and can send detailed directions on how to get them, I will be forever in your debt. (6.02) Credits/Thanks have also been slightly modified, along with (2.04) Difficulty Level information. Channeling stone has been added to the items (keys) area. Quick Hints (2.09) also got a huge update. I got an interesting email from (CVIEW@webtv.net) after 1.0 was released too... "Hey whats up? Completed SH and got ten star rating. With that my Hyper Blaster was powered up, it says so in the Next Fear File. It now has a yellow laser thats 4 times more powerful. Let me know what ya think." Can anybody else tell me they've been able to get this? 1.0, 3/07/99 - OK, I decided to release this version because Tetsuo hasn't finished the hospital maps yet, and many people have wanted an update. So here is 1.0! Tons more stuff still planned, just check below for the additions and fixes in this version, and a little bit lower for planned stuff in the next. Added info on safe in Indian Runner, fixed missing data in sewer (3.26) section, added convenience store/car info, reorganized item lists, difficulty level info (2.04) added, other misc. spelling and grammar fixes. Added ending info and information about the Channeling stone's use, redid controls section, added more and fixed character information, redid 2.01 (Intro to SH), added Next Fear Mode info, all Next Fear weapons (katana still needs full info). Added valve twisting info (that I originally forgot) into the Alternate Boiler room information. Also did the info about gas station, and how to get the chainsaw and rock drill. 5.04 (Miscellaneous) added with 'other' notes. Added so many other things, I lost count... Suffice it to say, this is a huge update. _However_, I still have alot of work to do, mostly involving the fact that I don't have item descriptions for the Hyper Blaster or Katana, and I don't have all 204 possible items listed in the walkthrough. Look for those in subsequent updates, along with the usual round of fixes. Oh yeah, and watch out for the hospital maps within a week or so. (Please send me info on any item i missed, no matter how small) 0.5b-.9b, Decided update was way too big to be just one little number, skipped .5b all the way to 1.0. 0.4b, 2/26/99 - Tons of new walkthrough, lots of new maps, new character descriptions, countless corrections, a new strategy for beating Cybil, quick walkthrough fixes and updates, and puzzle additions. Check the end of the walkthrough for a complete list (and trust me, its huge) of what is expected in the next version of the FAQ. Remember to send us your info and suggestions! 0.3b, 2/15/99 - Added a bunch of walkthrough and the 'quick walkthrough' for those of you who don't need tons of information. Maps area added, and puzzles area added too. 0.2b, Developer/Private Release only 0.1b, 2/2/99 - First version of the walkthrough. Basically, in this version of the walkthrough, we want to just have a guide to get you through the game. Once that's completed, later on (Like when we actully have a manual for the game), we'll go back and list all the weapons, items, monsters, etc. ============================================================= o 1.02 General information about this walkthrough ============================================================= *The latest version of this FAQ will always be at GameFAQS* * http://www.gamefaqs.com * You can also get questions answered (if you can't understand something in the FAQ) and suggest things to me at: http://www.gamers.com/messages/overview.asp?board_id=300&page=1 This is a messageboard hosted by gamers.com that I read frequently and any suggestions you put there may be implemented. This is a walkthrough for the Sony PlayStation game, Silent Hill, by Konami. I've laid this document out with numbered sections, so that you can easily get to any section by just typing the number in your browser or text editor's search function. Throughout the walkthrough, you'll see things like this: -------------------------------- [!] And text would go here... -------------------------------- Pay attention to these! They tell you things that you need to know. ============================================================= o 1.03 Contact Information ============================================================= If you have corrections/questions/comments/flames/declarations of love/death threats/candy/money/or anything else, you can email Rura at: silenthill@bigfoot.com *PUT SILENT HILL IN THE SUBJECT LINE* *OR YOUR EMAIL MAY BE DELETED* If you are sending me corrections, they will be included in the nextversion of the walkthrough. Please note that I will *NOT* respond to any questions that are already answered in the FAQ so peruse it carefully before you make a fool of yourself. ============================================================= o 2.01 Introduction to Silent Hill (From the manual) ============================================================= The resort town of Silent Hill slips into quiet desolation, now that the peak of development and growth has passed by. The memories of a tragic fire 7 years ago still haunt the townsfolk, and with the tourist season long past, there is hardly a shadow stirring. Harry Mason prefers to take late vacations with his daughter Cheryl. This year they've made plans to visit Silent Hill. Due to car trouble, they reach the outskirts of the town late at night. Cheryl is sleeping in the back seat as a motorcycle cop roars past his truck. Moments later Harry spots the motorcycle dumped on the shoulder. There is no one to be seen. It paints an ominous picture. Suddenly, a shadow appears in front of the car. Harry turns the wheel in panic. The car slides off the edge of the road and into a gully. Harry eventually regains consciousness. Cheryl is nowhere to be seen. Snow is falling out of season. Where has Cheryl disappeared to? Harry walks toward a town he sees in the distance. ============================================================= o 2.02 Characters ============================================================= 1. Harry Mason Age: 32 Occupation: Writer Losing his wife to disease has left a shadow over his soul. His daughter is the only bright spot left in his life. He goes to Silent Hill to go on vacation with his daughter, to be mired in bizarre events. That was the beginning of this tale, or was it predetermined somehow? That's the truth that Harry has yet to discover. 2. Cheryl Mason Age: 7 Occupation: Harry's daughter She lost her mother at a young age and lives with her father. A gentle, normal child, she goes on vacation with her father to Silent Hill. However, an unimaginable event is waiting to unfold. 3. Cybil Bennett Age: 22 Occupation: Police officer She is an officer that patrols near Silent Hill. A sudden call causes her to investigate Silent Hill. She is faithful to her duties and investigates Silent Hill on her own. 4. Dahlia Gillespie Age: Unknown (old) Occupation: Unknown (servant to dark powers?) Strange old woman you meet in the church. People say her son died in a fire, and she hasn't been the same since. She's more than she seems. 5. Dr. Kaufmann Age: Unknown Occupation: Doctor You meet him in the hospital, holding a gun over a dead monster. He was knocked out and when he came to everything was like it is. His involvement with the events may be more than it seems. 6. Lisa Age: Unknown Occupation: Nurse A nurse you meet in the alternate hospital, you see her many times throughout the game. She's very scared and doesn't know whats going on. 7. Alessa Age: Unknown Occupation: Unknown Harry runs across this mysterious girl several times. Who or what is she? ============================================================= o 2.03 Controls ============================================================= L1&R1 Button Press L1 or R1 to make Harry side step left or right. Press L1 and R1 simultaneously to make Harry turn around. L2 Button Search View R2 Button Press and hold to make Harry prepare his weapon (provided a weapon is equipped). Directional Buttons and/or Left Analog Stick Moves Harry forward and back and also rotates him left and right. Analog Mode Switch Turns the left stick on or off. Note: The vibration function can be turned on and off from the Options screen. Select Button Opens up the Item screen. Start Button Pauses the game. Skips movies. Circle Button Turns light off/on (after finding the flashlight). Triangle Button Map window (after finding a map). X Button Attack (while pressing the R2 button)/Decide/Search. Square Button Press and hold to run/Cancel actions on menu screens. ============================================================= o 2.04 Difficulty Level Information ============================================================= Easy - Few monsters, little damage. Can't stay on this setting for Next Fear mode. Four of the five endings available. A box of bullets gives you 30 bullets in this mode. Normal - Normal monsters, normal damage. You can get the Next Fear weapons in this mode. All five endings available (four on easy, then UFO ending on Next Fear Normal). A box of bullets gives you 20 bullets in this mode. Hard - Large quantities of monsters, huge amounts of damage. Experienced players should play this mode, and you can get all the bonus weapons and extra endings in this mode. (It has been my experience that hard mode is much scarier and more fun than easy or normal.) A box of bullets gives you 15 bullets in this mode. ============================================================= o 2.05 Items (incomplete) ============================================================= [Ammo] Handgun bullets -Ammo for the handgun. Rifle shells -Ammo for the rifle. Shotgun shells -Ammo for the shotgun. [Health] Ampoule -Relieve pain to recover stamina to high. Effect lasts for a while. First aid kit -Heals injury to provide moderate stamina recovery. Health drink -Supplies nutrition to recover a small amount of stamina. [Keys] Antique shop key -The tagged key with a shop name on it that Dahlia left at the hospital. Basement key -The hospital basement door key, found on the table in 1st floor conference room. Basement storeroom key -The hospital basement storeroom key found in the operating room. Bird cage key -Bird cage key with engraved handle. Channeling stone -A mystical stone possessing power. If used somewhere the result will be...? Classroom key -The tagged classroom key. Found hanging in a drainpipe on the roof. Drawbridge key -Key to operate the drawbridge. Found in the church. Examination room key -Found in patient room in the 2nd floor basement. House key -Go back and get it later K. Gordon Key -The tag says "K. Gordon;" found in the school's boiler room. Kaufmann key -A "3" is written on the tag. The key was thought to have been dropped by Kaufmann. Key of "Woodman" -The key to the garden of the house. Found in the basketball court. Key of "Scarecrow" -The key to the garden of the house. Found in mailbox blocked by a fallen tree. Key of "Lion" -The key to the garden of the house. Found in patrol car's trunk. Key of "Ophiel" -The word "Ophiel" is engraved on the key. Key of "Hagith" -The word "Hagith" is engraved on the key. Key of "Phaleg" -The word "Phaleg" is engraved on the key. Key of "Aratron" -The word "Aratron" is engraved on the key. Key of "Bethor" -The word "Bethor" is engraved on the key. Library reserve key -The key to the school's 2nd floor library reserves. Picked up in the locker room. Motorcycle key -Key to an old motorcycle, which was dropped between the floorboards in the motel room. Picture card -A rectangular card with a picture of a key. Found on a desk in a classroom. Plate of "Cat" (acts as key) -Square, yellow plate with a picture of a "Cheshire Cat." Plate of "Hatter" (acts as key) -Square, green plate with a picture of a "Mad Hatter." Plate of "Turtle" (acts as key) -Square, blue plate with a picture of a "Mock Turtle." Plate of "Queen" (acts as key) -Square, red plate with a picture of a "Queen of Hearts." Sewer key -Sewer passageway door key. Sewer exit key -Key to exit from the sewer to the resort area, which was dropped in the water. [Other] Amulet of Solomon -The amulet is a star shaped object with 6 corners named after the ancient magician. Ankh -Elliptical talisman with a cross inside. Blood pack -200ml blood pack. Found in the hospital storage room. Crest of Mercury -Snake in the symbol of mercury signifies alchemy. Dagger of Melchior -The ancient dagger named after the Magi. Disinfecting alcohol -Isopropyl alcohol bottle. Found in ICU at the hospital. Disk of Ouroboros -Ring of a snake biting it's own tail. Flashlight -One touch on/off switch. In the chest pocket. Flauros -Pyramid shaped object found in the church. Purpose and use unknown. Gold medallion -A picture of a clock tower is engraved on the surface. Found in the chemistry lab. Lighter -Oil lighter found in Room 201. Magnet -Long, thin magnetic rod with a string attached, found in the motel office. Plastic bottle -Empty bottle found in the kitchen of the hospital. Pliers -Tool to use on metal and wires. Rusted but usable. Pocket radio -Portable radio that emits static when monsters are near. Receipt -Receipt from General Store, thought to have been dropped by Kaufmann. Ring of contract -Rustic, hefty-looking ring of unknown material. Rubber ball -Florescent pink rubber ball used by children. Screwdriver -Tool for screws. Rusted but usable. Silver medallion -A picture of a clock tower is engraved on the surface. Found in the music room. Stone of time -Large stone with clock-face design on pillar with astrology chart hanging from it. Unknown liquid -Red liquid found in a broken vial in the Hospital Director's room. Video tape -Nothing on the label. Found on 2nd floor hospital basement. ============================================================= o 2.06 Weapons (incomplete) ============================================================= [Wielding] Kitchen Knife --Movement During Use: Yes --Aiming: No -Description from Inventory: Hard to use, but better than nothing. Steel pipe --Movement During Use: No --Aiming: No -Description from Inventory: 3' long steel pipe. Long range but of limited use. Hammer --Movement During Use: No --Aiming: No -Description from Inventory: Emergency hammer. Highly damaging, but hard to use. Axe --Movement During Use: Yes --Aiming: No -Description from Inventory: Small one hand axe. Moderately effective as a weapon. [Guns] Handgun --Movement During Use: Yes --Aiming: Yes -Ammo: Handgun bullets -Holds: 15 rounds -Description from Inventory: Handgun recieved from Cybil. Holds up to 15 rounds. Shotgun --Movement During Use: Yes --Aiming: Yes -Ammo: Shotgun shells -Holds: 6 rounds -Description from Inventory: Fires in a wide radius. Holds up to 6 rounds. Hunting Rifle --Movement During Use: No --Aiming: Yes -Ammo: Rifle shells -Holds: 6 rounds -Description from Inventory: Holds up to 6 rounds. [Next Fear Only Weapons] Chainsaw --Movement During Use: Yes --Aiming: No -Ammo: (Need Gasoline to operate) -Description from Inventory: Power tool used for cutting down trees, etc., highly deadly. Rock Drill --Movement During Use: No --Aiming: Yes -Ammo: (Need Gasoline to operate) -Description from Inventory: A tool used in road construction to create holes in the road for poles. Katana (Two to choose from in the room, diff. descs?) --Movement During Use: Yes --Aiming: No -Ammo: None -Description from Inventory: Traditional single edged Japanese blade. Hyper Blaster --Movement During Use: Yes --Aiming: Yes -Ammo: None -Description from Inventory: High-powered handgun with infrared scope and unlimited bullets. ============================================================= o 2.07 Maps ============================================================= Legend: h1 - Health drink k1 - Gold medallion h2 - First aid kit k2 - Silver medallion h3 - Ampoule k3 - Picture card k4 - Library reserve key a1 - Hangun bullets k5 - Basement key a2 - Shotgun ammo k6 - Plate of "Queen" k7 - Plate of "Hatter" c - Chemical k8 - Plate of "Cat" s1 - Statue of hand k9 - Plate of "Turtle" r1 - Rubber ball k10 - Hospital basement storeroom key b1 - Plastic bottle l1 - Unknown liquid g1 - Handgun b2 - Blood pack g2 - Shotgun d1 - Disenfecting alcohol g3 - Hammer v1 - Video m1 - xxxx map m2 - xxxx map m3 - Hospital map m4 - Hospital basement map Midwich Elementary School (Normal), 1F -------------------------------=========------------------------------ | | | | | | | | | | | | | stairs | | storage | a1 | hall | | | | | | | |---------| |--------------=========----===--------===-----------| | || || || || | | || || || || | | | |-----------| |-----------| |classroom| |teacher's| | |--========--| | | | | room | | | | a1 | | | | | | | | | | | | | | | | | | | | || | | | | | || | courtyard | | | |==-------| | | |-------==| | || | | || | | || | | || | |teacher's| | clock tower| |classroom| | room | | |-----| | | | | | | | | | | | | |------------| | | | | | | |-----------| |-----------| | | | || || || || | | || || || || | |---------| |- ----------========---===--------| |---------| | boy's | | reception | | | | | |bathroom|| |===--------| | | | | |---------| | | lobby | infirmary | | stairs | | girl's || | | | | | | |bathroom | | | | h2 | | | ---------------------------------------------------------------------- Midwich Elementary School, 2F ---------------------------------------------------------------------- | | |lab | chemistry | library | library | | | |equip. | lab | reserve | | | stairs | |room | | | h2 | | | | c | s1,k1 | | | |---------| |----===--===--------------------===-|===------------| | || | | || | | || | | || | | | |-----------| |-----------| |classroom| |classroom| | |--========--| | | | | | | | | | | h1 | | | | | | | | | | | | | | | | | | || | | | | | || | | | | |==-------| | | |-------==| | || | | || | | || | | || | |classroom| | | |classroom| | | | | | a1 | | | | | | | | | | |--========--| | | | | | |-----------| |-----------| | | | || || || || | | || || || || | |---------| |-===----------========---===--------| |---------| | boy's | | | | | | | |r.r. || | music | | locker | | | |---------| | room | | room | | stairs | | girl's || | | | | | | |r.r. a1 | | k2 | | | | | ---------------------------------------------------------------------- Midwich Elementary School (Alternative), 1F -------------------------------=========------------------------------ | | | | | | | | | | | | | stairs | | storage | h1,h2 | hall | | | | r1 | | | |---------| |--------------=========-----------------------------| | || | | || | | || | | || | | | |-----------| |-----------| |classroom| |teacher's| | |--========--| | | | | room | | | | | | | | | | | | | | | | | | | | | | | | || | | | | | || | courtyard | | | |==-------|-----| |-----|-------==| | || | | || | | || | | || | |teacher's| | clock tower| |classroom| | room | | |-----| | | | | | | | | k3 | | | | |------------| | | | | | | |-----------| |-----------| | | | || || h3 || || | | || || || || | |---------| |- ----------========---===--------| |---------| |boy's | | reception | | | | | |r.r. g2 || |===--------| | | | | |---------| | | lobby | infirmary | | stairs | | girl's || | | | | | | |bathroom | | | | | | | ---------------------------------------------------------------------- Midwich Elementary School (Alt.), 2F ---------------------------------------------------------------------- | | |lab | chemistry | library | library | | | |equip. | lab | reserve | | | stairs | |room | | | a1 | | | | | | h1 | | |---------| |----===--===--------------------===-|===------------| | || | | || | | || | | || | | | |-----------| |-----------| |classroom| |classroom| | |--========--| | | | | | | | | | | a1 | | | | | | | | | | | | | | | | | | || | | | | | || | | | | |==-------|-----| |-----|-------==| | || h1 | | h1 || | | || | | || | |classroom| | | |classroom| | | | | | | | a2 | | | | h1 | | | | |--========--| | | | | | |-----------| |-----------| | | | || || || || | | || || || || | |---------|-----|-===----------========---===--------| |---------| | boy's | | | | | | | |r.r. || | music | | locker | | | |---------| | room | | room | | stairs | | girl's || | | | | | | |r.r. | | | | k4 | | | ---------------------------------------------------------------------- Normal Hospital, 1F --------------------------------------------------------------------- | | | h1x3| | | || | || | | waiting room || entrance | || elevator | | || | || | | | | | | | _______________| | |----------------| | |reception m3,h2| | || stairs | | ------------===---| | || | | | | | |---------- | | | | | | | | | office | | | | | | | | |----------------| | |===---------------| | | director's | | | | | | office | | || examination | | || l1 | | || room | | |----------------| | | | | | | | | | | | kitchen | | | |----------------| || | | | || | || h1,b1 | | | || medicine | | | | | | room | | | |-=====-|__________________|_____________===| |----------------| | | | | | || || doctor's | | || || office | | | | | |-------------------===-----===------======----------| | | | | | | | | | | | stairs | mens | ladys | store | office |-----======-----| | | | rest | rest | room | | | | | | room | room | | | conference | | | | | | | | room | | | | | | | | | | | | | | | k5 | | | | | | | | |__________________|_______|_______|________|________|________________| Normal Hospital, Basement ________________________________________________ | | | | | morgue | | | | h1,h3 | | elevator | | | | | | | |-------------------| | | | | | | | stairs | |-------------------| | | | | |-------------------| | storeroom | | | | a1 | | generator room | | | | g3 | | | | | | | |-------------------| | | | | | | | boiler | | | | room | | | | | | | | | | | | | | | | | |___________________|________|___________________| Alternate Hospital, 3F -------------------------- ------------------------- | | | | | | | room | | | | | | 304 | | | || elevator | | | | | || | | | | | | | | | | | | | | | | |-=====-------------------| | | | | || | | || | | || room 307 | | || | | | | |------------------| | | | | | room | | | |-----------------| | 303 | | | | | | || | | | room 306 | |------------------| | | || | | room | | | || k8 | | 302 | | | | | | a2,v1 || | | | | |------------------| |----------------| |-----------------| | room | || linen | | | | 301 | || room | | room 305 | | || | | | | |------------------| |_____________===| || | | | | || | | || || | | | || || | | | | | | | | | |----===-===---------=======-----|-----------------| | | | | | | | | | | mens |womans | storage | store | | | | rest |rest | room || room | | | | room |room | a1,h2,b2 || | | | | | | || | | | | k9 | | || | | stairs | | | | | | | | | | | | |________|_________|_______|_______|________________|_________________| Alternate Hospital, 2F -------------------------- ------------------------- | | | | | | | room | | | | | | 204 | | | || elevator | | | | | || | | k7 | | | | | | | | | | | | | | |-=====-------------------| | | | | || | | || | | || room 206 | | || | | | h2 | |------------------| | | | | | room | | | |-----------------| | 203 | | | | | | || | | | room 205 | |------------------| | | || | | room | | | || | | 202 | | | | | | || | | | | |------------------| |----------------| |-----------------| | room | || nurse | | | | 201 | || center | | intensive | | || | | | care unit | |------------------| |_____________===| || d1 | | | | || | | || || | | | || || | | | | | | | | | |----===-===---------=======-----|-----------------| | | | | | | | | | | mens |womans | operating | operating | | | | rest |rest | prep room || room | | | | room |room | k10 || | | | | | | || | | | | | | || | | stairs | | | | | | | | | | | | |________|_________|_______|_______|________________|_________________| Alternate Hospital, 1F --------------------------------------------------------------------- | | | | | | || | || | | waiting room || entrance | || elevator | | || | || | | | | | | | _______________| | |----------------| | |reception | | || stairs | | ------------===---| | || | | | | | |---------- | | | | | | | | | office | | | | | | | | |----------------| | |===---------------| | | director's | | | | | | office | | || examination | | || a1,k6 | | || room | | |----------------| | | | | | | | | | | | kitchen | | | |----------------| || h1 | | | || | || | | | || medicine | | | | | | room | | | |-=====-|__________________|_____________===| |----------------| | | | | | || || doctor's | | || || office | | | | | |-------------------===-----===------======----------| | | | | | | | | | | | stairs | mens | ladys | store | office |-----======-----| | | | rest | rest | room | | | | | | room | room | | | conference | | | | | | | | room | | | | | | | | | | | | | | | | | | | | | | | |__________________|_______|_______|________|________|________________| Alternate Hospital Basement, 2F (2nd basement) /----- locked door |-===-| |-------| | | || | | k11 || | |-------| |--------| | || | | || v2 | | |--------| | | | | | | | | | | | | Final Alternate Hospital Floor 1 Map -------------- |Door of Hagith| -------------- | | | |---------------------- | |- Stairwell | | |- Down | | |---------------------- | |- Door of | | |- Ophiel | | |---------------------- | |- Warp Door 1 | ------ | |- (locked from inside)| |Faucet| | |---------------------- | Room | | | ------ | | |--------| || | | ---------- |elevator|---------------- |- Furniture| |(start) |------------------ - Room | |--------| || || ---------- -------- ------- |Birdcage||Door of| | Room ||Phaleg | -------- ------- Hall of Ophiel Map -------- _ | Locked-| | --------| | | Locked-| | --------| |-------- | Locked-| |-Locked | -----------| |-------- |Con. Puzz.-| |-Locked | -----------| |-------- ------- ---| |---------- ------------ |Locked-| |-Wall Puzzle| ------- ---------------- ------------ || || ------- ------ |Door of| |Locked| |Ophiel | ------ ------- Final Alternate Hospital 2F Hall 1 Map locked ----------===--------- | Next Hall | ------===--------- | | locked Jewelry || | | | locked || | | | locked || | | | | | Elevator Room Final Alternate Hospital 2F Hall 2 Map locked key Warp Door 1 / | \ room -==-----==---==---==---==- | | | ----==---------------- locked || | nurses | | center locked || | | | | | Previous Hall Hall of Phaleg Map --- | | Child's Room || || Door of Aratron | | Graffiti Room || || Storage Room (Side Door to Video Room) | | Door of Bethor || || Dagger Room | | | | Door of Phaleg ============================================================= o 2.08 Puzzles ============================================================= In the school reception area: '10:00 "Alchemy laboratory" Gold in an old man's palm. The future hidden in his fist. Exchange for sage's water.' '12:00 "A place with songs and sound" A silver guidepost is untapped in lost tongues. Awakening at the ordained order.' '5:00 "Darkness that brings the choking heat" Flames render the silence, awakening the hungry beast. Open time's door to beckon prey.' In the school music room: "A Tale of Birds Without a Voice" First flew the greedy Pelican, Eager for the reward White wings flailing. Then came the silent Dove Flying beyond the Pelican, As far as he could. A raven flies in, Flying higer than the Dove, Just to show he can. A swan glides in, To find a peaceful spot, Next to another bird. Finally out comes a crow Coming quickly to a stop Yawning and then napping. Who will show the way, Who will be the key, Who will lead to The silver reward. In the school library: "Hearing this, the hunter armed with bow and arrow said, "I will kill the lizard." But upon meeting his opponent, he held back, taunting, "Who's afraid of a reptile?" At this, the furious lizard hissed, "I'll swallow you up in a single bite!" Then the huge creature attacked, jaws open wide. This was what the man wanted. Calmly drawing his bow, he shot into the lizard's gaping mouth. Effortlessly, the arrow flew, piercing the defenseless maw, and the lizard fell down dead." In the Nurse Center (2nd floor hospital): Clouds flowing over a hill. Sky on a sunny day. Tangerines that are bitter. Lucky four-leaf-clover. Violets in the garden. Dandelions along a path. Unavoidable sleeping time. Liquid flowing from a slashed wrist. In the Hall of Ophiel: Names engraved on a lithograph. The Grim Reaper's List. Yes, the headcount is set Young and old lined up In order of age. Then, the pathway opens Awaiting them, the frenzied Uproar, the feast of death! Also in the Hall of Ophiel: The Grim Reaper's List reads: 35 Lydia Findly 60 Trevor F. White 18 Albert Lords 45 Roberta T. Morgan 38 Edward C. Briggs ============================================================= o 2.09 Quick Hints ============================================================= If you die you will get a general hint on how to play the game, but there are also several listed in the Silent Hill manual that I have typed out below... (If anyone types up some more hints from within the game, please send them to us!) Aiming in the Dark When the light is off, accuracy with the gun goes way down. When Harry has the light turned off, carefully approach the enemy and shoot from close range to ensure a hit. Complete Kills When Harry has beaten an enemy, make sure he has completely taken it out or it may rise again to cause trouble. You will know it is dead when the radio falls silent. Confrontations It is not always best to confront an enemy in front of Harry. Rather than wasting bullets, sometimes it is better to run. Darkness If you find the night scenes too dark, try increasing the brightness level in the options menu. Flying Monsters It is difficult to pinpoint flying enemies. However, if Harry keeps a wall to his back, he can cut down on blind-side attacks. Gun Aiming When using guns, hitting the weapon button will aim at the nearest enemy in front of Harry. Hitting left or right on the directional button will change the aim on to the next enemy. Gun Since the character is a normal person with no special training in shooting a gun, his skill with it is marginal. Even in daylight or with the light on, his accuracy with the weapon is questionable and is certainly dependent on the distance. Try to let the enemies close in a bit to get off a sure hit. Light and Sound The creatures have eyes and ears and use these to locate the character. So if they are not alerted to the character's presence, they will not start attacking. NOTE: If the light is turned off and the character is careful not to go right in front of the creatures, he can avoid needless confrontations. However, with the light off, the character cannot search or look at the map. Also his accuracy with projectile weapons will go way down. Therefore, it is not possible to complete the adventure with the light off. Multiple Enemies Harry will be quickly overwhelmed if surrounded by several enemies. When there are many enemies around keep your distance or try turning off the light to avoid them. Try to keep confrontations to one-on-one situations. Quick Turn Pushing the L1 and R1 buttons simulataneously will make Harry quickly reverse his direction. This is useful for getting out of situations in which Harry is in danger quickly. Radio The radio will alert the player to a creature's presence with white noise. This white noise will change slightly depending on the number and distance of the creatures, so listen carefully. The creatures cannot hear this noise, so there is no reason to turn the radio off. Search View While pressing the L2 button, the camera angle changes to the Search View mode. This mode changes the focus of the camera from having the character centered on screen, to focus on where the character is looking. In this view mode, the player can look further forward and around corners. Utilize the Search View to your advantage. (There are some areas where the Search View cannot be used). Wielding Weapons While using a weapon that you swing, the motion will change dependent upon how the action button is pressed. Tapping it quickly will make the weapon swing around, while holding it down will cause it to swing down or thrust, dependent on the weapon. ============================================================= o 3.00 Walkthrough ============================================================= Quick Intro: Ok people, this is what you've been waiting for. the walkthrough for the whole game. We've split it up into scenes. each scene gets a number, 3.xx (For example, The Cafe is 3.02). Here goes nothing... This version of the walkthrough is based on a game done on 'Easy', with additions on Next Fear mode 'Normal' and some other 'Hard' data. ============================================================= o 3.01 Walkthrough - First Scene ============================================================= The game begins as you wake up in a car that has crashed, you get out and then you see a non-FMV scene where Harry speaks (Text only, no actual speech in this part) and talks about how he's looking for Cheryl as he runs around. You see someone who looks like Cheryl and she runs off into the distance, run after her and you will go into an alley. Run down to the back of the alley and go through the gate that says 'beware of dog'. Then run towards the camera and through the narrow alley until you reach another gate. Once you go through it gets darker and you will light a flare. Continue down the alley and you'll see a broken wheelchair with a wheel still spinning. After this go to the dead end of the alley and you'll see a scene with a body that is horribly mutilated and splayed out on a chain link fence. Then baby zombies will jump out of nowhere and kill you (you can't fight back since you have no weapon.) ============================================================= o 3.02 Walkthrough - The Cafe ============================================================= Items in this area: Pocket radio 2 health drinks Kitchen knife Flashlight Map of Silent Hill _____________________________________________________________ You wake up after being killed by the baby zombie monsters and there's a scene with Cybil and you. She gives you a gun and then you're free to roam around the cafe. Over in the upper corner near the bar there is a health drink, flashlight, a map of Silent Hill and a save point. Get the items, then go to the other end of the bar and pick up the kitchen knife and another health drink. After you get all the items and save get out your gun and go to the door. A short scene involving the radio will commence and afterwards you will have to kill a flying monster. Go get the pocket radio (it will crackle whenever monsters are nearby), then continue out the door. ============================================================= o 3.03 Walkthrough - Convenience Store/Car ============================================================= Items in this area: 2 boxes of bullets 4 health drinks First aid kit Channeling stone (Next Fear Only) _____________________________________________________________ When you're out on the street, check your map and run up Bachman Street towards the convenience store. On a bench near the cafe on the righthand side of the map, there are 2 boxes of bullets. Once you get these, go towards the convenience store. On the side of the building (the side facing Bachman Street) there will be a door slightly ajar. Enter it, and you can pick up 3 health drinks on the shelves in there, and a first aid kit in the upper righthand corner of the room near a save point. When you're done with this, continue north on Bachman Street (staying to the lefthand side of the road as it appears on the map), and you'll run into the car you wrecked. If you examine it, you'll get another health drink. Once you've done this, go to the alley that the game originally instructed you to head towards. Next Fear Update: The convenience store has the "Channeling stone" in it in Next Fear mode (Good+ ending only). This stone, if used in the right places (which are listed in the FAQ at 5.03), can unlock another ending in addition to the four standard ones. ============================================================= o 3.04 Walkthrough - The Alley ============================================================= Items in this area: 2 boxes of bullets Steel pipe Note left by Cheryl _____________________________________________________________ After you exit the cafe a map will come up and show you where to go next. It points towards the alley where you first were looking for Cheryl at the introduction to the game. Be sure to refer to the map often in the game so you don't get lost. Go up to the alley and go straight back to the gate you went through last time. ------------------------------- When the screen loads you will [!] I didn't kill the monsters see something dead on the ground attacked me before I went There's nothing to do on this through the gate because I screen so run straight towards wanted to conserve bullets. the camera and continue down the ------------------------------- alley until you reach some bullets. Take these and look at the papers on the ground. After doing this go back the way you came until you're back on the main street. ============================================================= o 3.05 Walkthrough - On the Way to the School Part 1 ============================================================= Items in this area: Note from Cheryl House key _____________________________________________________________ Run west down Finney Street until you reach the intersection to Levin Street. Then go south down Levin Street until you get to Matheson and go west there. You'll reach a deep chasm in the ground where the street should be, and some papers lying near the hole. Look at the one with obvious text on it and you will read it and pick it up. Go up Levin Street on the left side until you ------------------------------- reach the fifth house with a porch. [!] Be sure that when you kill Search the doghouse and take the the dogs around the doghouse house key inside. Then go up to you remember to kick them (X) the door of the house next to the or else they won't die. doghouse and unlock it and go ------------------------------- inside. ============================================================= o 3.06 Walkthrough - Inside the House ============================================================= Items in this area: First aid kit 2 boxes of bullets Health drink Katana (Next Fear Only) _____________________________________________________________ When you enter the house go get the first aid kit on the table near the door, then go down the hallway. The door on the right hand side is locked, so keep going. There's a save point on the table to the left of the room you come into, as well as a pack of bullets. On the dinner table there is another pack of bullets. Continue on into the kitchen area itself, and pick up the health drink that is on the stove. Go left and then up to get to the back door, but before exiting examine the map on the wall to your left. You will copy the information on the map on the wall to your own map, but if you attempt to exit through the back door, you will find that there are three locks. Thats all there is to do in this area, so go back through the front door to Levin Street. Next Fear Update: If your stats were sufficient to see the Katana on the Game Ending screen, you can get the Katana from the door on the side of the hall in the house that was locked the first time around. ============================================================= o 3.07 Walkthrough - The Second Alley/Basketball Court ============================================================= Items in this area: Health drink Key of 'Woodsman' _____________________________________________________________ Run north up Levin Street, then east on Finney until you reach the new downward red slash on the map (Its across from the convenience store label on the map). Go down until you see chain link fence and a fence door on your right. Go through the door and you'll be in what looks like a basketball court. On the trash can near the hoop, there is a health drink. Get it, then look at the white spot on the ground that is near the basket, and what looks like a bloody ripped up corpse. The white spot is the Key of 'Woodsman'. Take it, then go back up the alley to Finney Street because there's nothing else to do in this area. ============================================================= o 3.08 Walkthrough - On the Streets of Old Silent Hill ============================================================= Items in this area: Key of 'Scarecrow' 2 health drinks Box of bullets Key of 'Lion' First aid kit _____________________________________________________________ Go east on Finney Street and attempt to go across the bridge. You will run into a section where the bridge is gone and there's a police car thats trashed near it. Next to the police car there is a box of bullets. Get those, then look in the car's trunk to find the "Key of 'Lion'". Now go south on Ellroy Street until you reach another hole in the ground. Go to the right until you reach a building. The camera angle will change and you'll see a plank to walk across as well as a mailbox with a white spot in it, surrounded by blood. Examine the white spot to get the "Key of 'Scarecrow'". Then go up the steps and get the health drink next to the door of the house. You now have all three keys to open the back door of the house! Go west on Matheson Street until you see an alley (its near the E of the name of the street and is between Levin and Bachman). If you go to the back of this alley you can pick up a first aid kit. Then continue on until you reach Levin Street and go south. The last house on the left (in relation to the camera) of this street near the L in Silent on the map has a health drink next to its door. Once you have these items, go back to the house with the doghouse near it, which is now marked by a red dot on your map. ============================================================= o 3.09 Walkthrough - Back in the House ============================================================= Items in this area: 2 health drinks _____________________________________________________________ Go through the house directly to the back door and use the keys to get into the backyard (There's nothing new in the house). As soon as you go outside, there will be a short little scene and then you will automatically turn your flashlight on. Walk over to the table and chairs and get the two health drinks sitting on the table. Then go out the door in the back of the fence and you'll be in an alley. ============================================================= o 3.10 Walkthrough - On the Way to the School Part 2 ============================================================= Items in this area: 2 boxes of bullets 4 health drinks _____________________________________________________________ Run north up the alley you come out in until you hit Finney Street. Then go west on Finney and north on Midwich until you hit the hole in the road. There is a health drink and a box of bullets here. Now make your way to Matheson Street and go into the alley between Midwich Street and Levin Street. ------------------------------- About halfway down in this [!] The game has now gotten alley there is a box of bullets very dark, so I suggest that on the righthand side, as well you remember to check your map as a health drink. Once you often, or else you will get pick them up, continue south lost. until you reach Bloch Street. ------------------------------- Go west from here until you hit Midwich, then go south past the school and on the side of the road where the school is, there will be a school bus. Go inside and you can save your game and pick up two health drinks from a seat. Now go back up to the school and go in the front door. ============================================================= o 3.11 Walkthrough - In the School/Reception Area ============================================================= Items in this area: Map of school Box of bullets _____________________________________________________________ As soon as you enter, walk toward the righthand side of the camera until the view changes and you can see some white benches and something on top of them. Look at the map (The item on the benches), then take it. Go through the doors into the main part of the school, then go west until you get to the reception area. Go into the reception area, and look on the counter for a note written in blood. The note reads: '10:00 "Alchemy laboratory" Gold in an old man's palm. The future hidden in his fist. Exchange for sage's water.' On the opposite side of the room there is another book with a note written in blood on it. It reads: '12:00 "A place with songs and sound" A silver guidepost is untapped in lost tongues. Awakening at the ordained order.' The last note, on the other side of the room, and also written in blood, reads: '5:00 "Darkness that brings the choking heat" Flames render the silence, awakening the hungry beast. Open time's door to beckon prey.' These are clues to what to do in the school. If you wish to figure this out for yourself, skip the school part of this walkthrough. Otherwise, read on... If you go to the other side of the counter (Outside the reception area, but looking into it) there is a list of teachers in a book. Go into the door that is in the reception area and look on the coffee table to get a box of bullets. You can also look at the picture on the wall, and see some information on it. After you have done all this go back into the hallway. ============================================================= o 3.12 Walkthrough - Infirmary/Courtyard/Second Hallway ============================================================= Items in this area: Health drink First aid kit Box of bullets _____________________________________________________________ Go east across the front hallway until you get to the infirmary door, then open it. Inside there is a first aid kit on one of the beds, and a health drink in the cabinet marked with a big red cross. There's also a save point on the desk near the cabinet. Exit the infirmary and go into the courtyard through the doors that are opposite the original entrance to the school. There's nothing in the courtyard except a short monster with a knife, so either dodge or kill him, then go through the doors. In the second hallway there are two monsters. Either kill (suggested) or dodge those, and go through the set of doors opposite the ones you just entered through. On the bench on the lefthand side of the camera there is a box of bullets. You'll also see a translucent monster that doesn't seem to hurt you walk around for a bit. Exit this room, then go west to the side door that puts you in another hallway. ============================================================= o 3.13 Walkthrough - Third Hallway/2nd Floor ============================================================= Items in this area: Health drink 3 boxes of bullets Chemical Gold medallion First aid kit _____________________________________________________________ In this hallway all the doors are jammed, so go up the stairs immediately and you will be on the 2nd floor of the school. The door right next to the stairwell is open, and if you go in you can run to the other side of the room (On the desk near the window and next to the chalkboard) and get a health drink. There isn't anything in the next classroom, so go down to the girl's bathroom. In there, after killing two monsters, you can get a box of bullets. Leave then, and go back up near the stairwell, and go through the east door into a side hallway. Go into the lab equipment room, and walk towards the righthand side of the screen. On the shelf closest to the camera on the righthand side there is a bottle, if you search near there you can pick it up. Go back to the hall, and then enter the chemistry lab. On one of the tables there is what appears to be a man's hand holding a chunk of gold. Use your 'chemical' which is now shown to be concentrated hydrochloric acid, and it will burn away the hand and leave you with just the gold medallion. Get the medallion, then go into the little area to the left of where you melted the hand. There is a box of bullets here. Pick them up, and then leave the chemistry lab. Go west through the double doors to the next hallway, then into the library. Pick up the first aid kit sitting on the table in there, then leave. If you go down to the farthest south classroom there is a box of bullets on the table near the front left of the room. Pick them up, then go back down to floor one via the stairs. (Note: You can search the locker room for a scene with a cat, but it does nothing). Make your way to the courtyard again, and then place the medallion in the spot to the left of the door. You'll hear a rumbling sound and then the clock hands will point to 12:00 (You can see what the clock hands point to by trying to go in the clock tower doors). ============================================================= o 3.14 Walkthrough - Music Room ============================================================= Items in this area: Silver medallion (Once you solve the puzzle) _____________________________________________________________ Now that you've put the gold medallion in it's place on the clock tower, the piano keys are now accessible (If you tried before placing the gold medallion you couldn't get to the keys), and you can now obtain the silver medallion. Go back up to the second floor and make your way to the music room. Then go to the piano... The poem on the wall says: "A Tale of Birds Without a Voice" First flew the greedy Pelican, Eager for the reward White wings flailing. Then came the silent Dove Flying beyond the Pelican, As far as he could. A raven flies in, Flying higer than the Dove, Just to show he can. A sawn glides in, To find a peaceful spot, Next to another bird. Finally out comes a crow Coming quickly to a stop Yawning and then napping. Who will show the way, Who will be the key, Who will lead to The silver reward. That gives you hints on which keys to press. Heres the order: ____________________________________ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |5| | | | | | | | |3| | | |_| |_| | |_| |_| |_| | | | | | | | | | | | 1 | | | 4 | 2 | | |____|____|____|____|____|____|____| [They're all dead notes that produce clicks] A silver medallion will fall from above the piano. Pick it up and head back down to the clock tower. ============================================================= o 3.15 Walkthrough - The Boiler Room ============================================================= Items in this area: none _____________________________________________________________ Place the silver medallion in its side of the clock tower, and the clock changes to 5:00. The poem for 5:00 is listed at (3.10) if you wish to read it and figure out for yourself what to do at this point. Go back through the doors opposite the clocktower. Climb the stairs to the 2nd floor. Look at your map. There should be two sets of stairs, one in the top left, one in the bottom right. Make your way down the ones at the bottom right. Doesn't matter which way you go, just get there. Go down those stairs, you're at the first floor. Go down them again, you're at the Boiler Room. Don't bother trying to open the Storage Room, it's locked. Go into the Boiler Room, and turn on the boiler (It's the red switch). Theres nothing else you can do here, so leave and make your way up the stairs and back out to the courtyard. The doors to the Clocktower are now unlocked and you can go inside. ============================================================= o 3.16 Walkthrough - Alternate School?! ============================================================= Items in this area: First aid kit 2 health drinks Rubber ball Ampoule 2 boxes of bullets Picture card Shotgun _____________________________________________________________ Go through the clocktower and down and up the ladders until you're back in the courtyard. There will be a short scene and then you can move again. Go to the door opposite the clocktower and into the door directly opposite the one you just came from. There is a first aid kit and a health drink on the lefthand side of the room, and a big fan in the back. Exit this room and enter the storage room. Here you can get a rubber ball off the counter. Leave the room then use the door into the 'hall' room on the west side. Take the other door in the room to get into a new hall. Go into the first classroom and search the table in the center of the room to get the picture card. Go through the rest of the classroom then, and go south through the first one, through a door linking the two together, and into the second. Go out the door in the lower left corner of the room and run up in the hall (back towards the top of the map) and you'll see a health drink on a bench. Get that, then through the door at the bottom of the map on the left to be in a new hall. Go into the infirmary to save, get the health drink off the shelf that is behind glass in there, then go to the lobby and search the wheelchair to get an ampoule. Go the reception area and enter the door. There is a box of bullets on the couch in the room, and the picture of a grotesque door is now a real door! Use the picture card on this door, then open it, and you're in the final hallway ----------------------------- of the first floor. Go into the boy's [!] The girl's restroom restroom and open the stall near the acts as an elevator. Go back to see a hanging mutilated body. in it and then exit to Go into the stall with it, and look go to the 2nd floor, and on the floor towards the left of the repeat to go back to the 1st. camera. On the floor there is a ----------------------------- bright thing. Examine it and you will get the shotgun. Go back out into the hall and go into the teacher's room that is the closest to the stairs up. In there you will find a box of bullets sitting on a chair, and a table that has several phones on it. When you try to exit the room the phone will ring and a short scene will follow. Then exit the room and go up the stairs to get to the second floor. ============================================================= o 3.17 Walkthrough - Alternate School?! Floor 2 ============================================================= Items in this area: Box of bullets Health drink Shotgun shells Library reserve key _____________________________________________________________ Once you get on this floor, go into the classroom directly below the stairs and go across the room to a box of bullets sitting on a chair. Get those, then exit the room and go down the hall until you see a health drink on a bench. Get that, then reenter the first classroom and go through the door that links the two classrooms on that side of the building together. On a chair near the bottom of the room there's a purple box. Examine it and take the box (shotgun shells). Exit the room and go through the double doors at the bottom of the hallway to get into a new hallway. The music room door is jammed, so continue on to the locker room. Once you're there, go over and open the locker that's shaking, then try to leave. You'll see a short scene (All I can say is DAMN THAT SCARED ME!!!), and then you can see a gold key lying on the ground. Pick up the library reserve key, then go back into the hall. Go back to the stairs and head up to the roof from here. ============================================================= o 3.18 Walkthrough - Roof/Courtyard ============================================================= Items in this area: none (Roof) Classroom key (Courtyard) _____________________________________________________________ Ah the roof. Creepy isn't it? Theres no bad guys here, so don't worry. Walk over to the water tank, and look at the valve. Then follow the gutter over to the blood, look down the hole near the blood, and you'll see a key just out of reach. Follow the gutter down until you reach the first hole. Plug the hole up with your rubber ball, then go back over to the water valve, and it will let you turn the water on. This will make the key fall down the drain. Leave the roof, and go back down the stairs to the first floor. Then go back out into the Courtyard. As you're facing out to the Courtyard, the key is to your left behind the corner of the building, in the gutter. ============================================================= o 3.19 Walkthrough - Floor 2 Part 2/Basement ============================================================= Items in this area: Box of bullets First aid kit 2 health drinks 2 boxes of shotgun shells Ampoule _____________________________________________________________ Now that you've gotten the key go up to the Library Reserve room and use the key. Once in there you can get a first aid kit off the shelf on one side of the room. Now go through the door into the library. In the library there is a box of bullets on the table and a book open that tells a strange fairy tale that goes: "Hearing this, the hunter armed with bow and arrow said, "I will kill the lizard." But upon meeting his opponent, he held back, taunting, "Who's afraid of a reptile?" At this, the furious lizard hissed, "I'll swallow you up in a single bite!" Then the huge creature attacked, jaws open wide. This was what the man wanted. Calmly drawing his bow, he shot into the lizard's gaping mouth. Effortlessly, the arrow flew, piercing the defenseless maw, and the lizard fell down dead." Thats all there is in this room now (unless you like hanging mutilated bodies), so continue into the hallway you haven't been in yet on this floor. Use the classroom key on the door to the first classroom and go through the adjoining door to the next classroom. On a chair in this room there is a health drink. Then exit the room and get the health drink off the bench in the hall. After that go down the stairs that are on the lower righthand side of the map. You're now back down in the basement. Go in the storage room to get an ampoule and two boxes of shotgun shells, then go into the boiler room. ============================================================= o 3.20 Walkthrough - Alternate Boiler Room/Normal School ============================================================= Items in this area: K. Gordon Key _____________________________________________________________ Upon entering, you'll see two wheels and a blocked door, you must get the right combination of turns on the wheels to gain access to the boiler room. The combination that works is... Left Valve: One turn to the right. Right Valve: Two turns to the left. Once you do this, the passage will be clear and you can enter the next room. You enter this area, and a body begins to burn, but behind it there is the first real boss of the game! ---------------------Boss : Largemouth----------------------- Remember the story from the book? (Full text in 3.18 or 2.08 which is the puzzles area) This gives you the hint on how to beat the monster! Fire shots at the monster (with any weapon) until a small puddle of something appears on the floor, then equip your shotgun and wait until it opens up its mouth (it WILL be obvious) and blast it as much as you can. ---------------------Boss : Largemouth----------------------- It will die, and you will see a short FMV scene and then you'll be back in the normal boiler room. On the floor next to the boiler with the red switch there is a silver key, pick it up and you'll have the K. Gordon Key. Leave the room and you'll notice you're back in the 'normal' school. Go up the stairs and there'll be a short scene, and then you'll be off to the Balkan Church. ============================================================= o 3.21 Walkthrough - Streets of Old Silent Hill/Balkan Church ============================================================= Items in this area: 5 boxes of bullets Flauros Drawbridge key Health drink First aid kit 2 boxes of shotgun shells Gasoline Tank (Next Fear Only) Chainsaw (Next Fear Only) Rock drill (Next Fear Only) _____________________________________________________________ Once you leave the school, go south on Midwich, and then east on Bradbury until you get to the alley that goes north off of Bradbury Street. Go up that, and a little past halfway up the length of the alley on the right there will be a door. Go in that and you'll be in a backyard. Go into the house (you'll use the K. Gordon Key), and go into the kitchen and get the box of bullets off the stove, then get the box of bullets off the table next to the save point in the dining area. Then save and continue on back down to Bradbury Street. Go into the next alley and about halfway up this one there will be another box of bullets on the right. Pick those up, then go through the rest of the alley up to Bloch Street. Go directly west to the church, and when you enter it you'll see some FMV, and then some game engine FMV (ala MGS) with voiceovers. Once those are over, if you go up to the altar there are items there. The key is the 'drawbridge key' and the other object is a 'Flauros' whose function is unknown. Once you've gotten these items, go over to the niche to the left of the altar and get the health drink sitting there. Then go back near the entrance, where you'll see a desk with a save point. Once you save, exit the church and go west on Bloch Street and go into the door that is slightly ajar on the gas station. Inside, there's a box of bullets on the other side of the car, and a gasoline tank on the shelf if you're in Next Fear mode. Now go south on Ellroy Street on the righthand side of the road until you see a truck off to the side. Go towards it and you'll see a box of bullets and some shotgun shells next to it. After this go to the bridge you haven't been to yet, and make your way towards the Bridge Control Room (its on the map). As you run west down Bloch Street, if you stay to the righthand side of the road as you get near the bridge you'll see some (broken) stairs. Go down to where they're broken and you can get a first aid kit and some shotgun shells, then go to the Bridge Control Room. Go up to the second floor door, and on the chair inside there is a map of central Silent Hill. Pick it up (obviously), then save at the save point on the desk. Then go directly towards the camera and you'll be in a small area (not a new room, just an extension of the booth that you couldn't see before). This area has a control panel and a health drink to the left of the panel. Pick up the health drink, then use the Drawbridge key on the panel and you'll let down the drawbridge. Now you have access to central Silent Hill! Next Fear Update: Go to the gas station to pick up the gasoline tank. Now, if you've only beaten the game once, you can only choose one of the two weapons. Either the chainsaw or the rock drill. If you've beaten it twice on the same save already, then you can use them both however. Choose the weapon you want to get (use the weapon guide at 2.06 if you want), then continue. I want the Chainsaw: Go west on Bloch Street until you reach the hole in the road. On the south side of the road (look at it on the map) there's a broken window with the chainsaw sitting there. Use the gasoline on the chainsaw, then pick it up. I want the Rock drill: Go to the bridge control room and go in the bottom door. Use the gasoline on the rock drill at the back, then pick it up. ============================================================= o 3.22 Walkthrough - Central Silent Hill/Normal Hospital ============================================================= Items in this area: Box of bullets First aid kit Hospital map Hospital basement map 4 health drinks Plastic bottle Basement key Unknown liquid _____________________________________________________________ If you run down the righthand side of the drawbridge (the south side of the drawbridge on the map) you can find another set of ------------------------------- broken stairs. At the bottom [!] Note the names of the of these there is a box of bullets. streets of Central SH. All Pick them up, then go south on famous authors... Kinda Crichton Street to get to interesting in my opinion... Alchemilla Hospital (which is circled ------------------------------- on your map). Go onto Koontz Street and there's an entrance to the hospital there. Once you get inside, save at the save point on the reception desk, then continue on further into the room and you will hear a gunshot. Go down the hall and enter the first door on your left. There will be a short FMV sequence. You will meet Dr. Kaufmann, a doctor at the hospital who was taking a nap, and when he woke up, everybody was gone and monsters were all over the town and in the hospital. After wishing him luck you and him will part ways and then you have control again. You will be facing towards the door you came in from, so turn to the right and go in the door on that wall. There's nothing interesting in this room, so continue on down to the door at the bottom of this room and go through. You will be behind the registration desk area of the hospital's front room, and on a box near the door there is a first aid kit. Examine the board on the wall to get the hospital map, then go back to the room where you first met Dr. Kaufmann. Go into the other door that was in this room (run towards the camera) then go through the medicine room into the hallway (Remember to check your map often! But you don't need me to tell you that anymore, do you?). The store room and office locks are jammed, so go into the doctor's office from here. Inside on the desk next to the side door that leads to the conference room there is a map of the hospital basement. Take that, then continue through to the conference room. On the conference table in the conference room there is a bluish green key that is the basement key. Take it, then make your way back to the hall. If you go into the kitchen there is a health drink on the counter and search the plastic bottles in the room and you'll be able to pick one up. Now go into the director's office and use the plastic bottle on the liquid that is lying on the floor and you'll get some. (This liquid is very important later on...) Once you get that, continue on to the door to the basement and go down. Once you get down to the basement level (you'll have to run down a set of stairs) go into the generator room and walk toward the large generators in there. The camera view will change and you'll see some stuff on the right hand generator. Examine it and press the switch. Now go to the elevator on the basement level. Once inside, examine the area where the level buttons usually are to get a full screen view of them. Go back up to floor 1 quickly and examine the vending machine to get 3 health drinks, and after this go back in the elevator and choose floor 2 and go up there. Try to open the door and you will get the message that its jammed. Repeat the same process on floor 3. Now go back into the elevator and you'll notice that a new floor option, floor 4, has appeared! Go to floor 4 and you'll see a short little scene, and then you're in the Alternate Hospital. ============================================================= o 3.23 Walkthrough - Alternate Hospital?! ============================================================= Items in this area: Shotgun shells 3 health drinks 2 boxes of bullets Blood pack First aid kit Ampoule Plate of "Queen" Plate of "Hatter" Plate of "Cat" Plate of "Turtle" _____________________________________________________________ Once you step off the elevator onto floor 4 go through the only door in the room (this one is not jammed). Go through the entire next hallway to the door at the end (all the side doors are jammed) and you'll come out into another hallway. As you walk away from it, the lock will lock behind you so you can't go back. The doors in this hall are locked too, so go down the first set of stairs and you'll be on the third floor (you have a map for this floor). There's nothing in Room 301, but if you go into Room 302 there is a save point on the bed, a box of shotgun shells on the bed near the back, and a TV that is 'old but usable'. Next go into Room 304 (Room 303's lock is jammed) and on the righthand side of the room between two beds on a table there is a health drink. On the wall on one side of the room there is a light area, examine it and you will be told that a 'steel plate is screwed to the wall.' Now go over to the storage room and on the shelves in there there's a box of bullets, a blood pack, and a first aid kit. Once you get those, go back into the hall and into Room 306 (Room 305 and the Store Room have jammed locks). On the far wall in Room 306 there is a 'Plate of "Cat"'. Remember the room with the steel plate screwed into the wall? (Room 304) Well thats not what you use the plate on. Ha! Unlock the door to the room with the elevator (so you can use it later), then go into the boys bathroom. On the back shelf in the room there is a 'Plate of "Turtle"'. Grab that, then go back to the stairs and go down to floor 2. Go into Room 201 and get the lighter off the bed, then go into Room 204. In the back of the room there is a 'Plate of "Hatter"' and a tentacled thing blocking your way. Use the blood pack on it and get the Plate of "Hatter", then leave the room. Go into the Nurse Center next, and on the far wall there is a white sheet with writing in blood on it. The writing is a poem that says: Clouds flowing over a hill. Sky on a sunny day. Tangerines that are bitter. Lucky four-leaf-clover. Violets in the garden. Dandelions along a path. Unavoidable sleeping time. Liquid flowing from a slashed wrist. This poem gives you the clues you need to set the four plates in the correct placements on the door to make it unlock... If you try to go through the door in the Nurse Center to the new hallway on the 2nd floor you will see that there are 4 square indentations that you must fill. You currently only have three of these plates, so go back to the stairs and down to the first floor. Go through the door to the kitchen and on the back counter there's a health drink. Now go into the Office and on the back desk there's a box of bullets. If you go into the medicine room and try to go through the side door into the examination room you will find its locked but there's a sound on the other side of the door. Also, if you go into the store room there's nothing there, but when you start to leave you'll hear a loud crash (but nothing happens...). So continue on up to the director's office. In the director's office there is a 'Plate of "Queen"' on the desk, and a save point at the back. You'll also hear another crash (these things are scaring me!). You can go back to the Nurse Center now and put in the four plates. If you would like to figure this puzzle out on your own, then look up above at the poem and get to work. Otherwise, here is the placement of the plates: ------ | _____ | ------ |red | | |white| | |blue | |here | | | | | |here | ------ | |_____| | ------ ------------ ------------- ______ ______ |black | |orange| |______| |______| ------------ ------------- ------ | _____ | ------ |yellow| | |pur- | | |green | |here | | |ple | | |here | ------ | |_____| | ------ Red is in the upper left, yellow in the lower left, blue in the upper right, and green in the lower right. The door will click, but before going through be sure to equip the shotgun. ============================================================= o 3.24 Walkthrough - Alternate Hospital?! Part 2 ============================================================= Items in this area: Hospital basement storeroom key Disinfecting alcohol First aid kit Box of bullets 2 boxes of shotgun shells Video tape Examination room key Hammer _____________________________________________________________ Once you come out in the new hallway, kill all the damn zombie type nurses and doctors, and then go into the operating prep room, then through the side door into the operating room. On a table in that room there is a key (basement storeroom), get it, then go into the ICU (Intensive Care Unit) room. On the table directly in front of the camera there's a group of bottles sitting there. Examine them and you can take the disinfecting alcohol. There is a first aid kit on a chair in the back of Room 206, but other than that the doors are jammed. Now take the elevator down to the basement. Go into the morgue room and on the tables with the cadavers (Dead bodies for you uncultured people, hehe) there's a health drink and an ampoule. Next go into the generator room and pick up the hammer thats there. Then to the storeroom. Once you use the storeroom key and go inside, you'll find a box of bullets and a box of shotgun shells on the shelves. In one corner of the room you'll see a shelf with some white marks on the ground near it if you examine the marks it will say that they appear to be from the cabinet being moved. Go around to the other side of the cabinet and push it. (Get up next to it and hit (X)) Now go through the door that is revealed and you'll be in another part of the storeroom. On the floor near the end of the room there is a grate with vines growing all over it. To get off the vines and open the grate, first pour the disinfecting alcohol on it, then light it on fire with the lighter. Now go through the open grate and you'll be in a place that you have no map for. Go down the hall until you get to a dead end (a door is there thats jammed), then backtrack a few steps until you find a door (its somewhat camoflauged) on the side. Open it, then go into the door to the right side of the camera. On a gurney in here there is a blackish looking object. Examine it and you'll get the video tape! Go back out of this room and into the last room of the hall on the left. You'll see a short scene, and then take the key (Examination room key) next to the picture of Alessa. Now go waaay back up to Room 302 on the third floor so you can watch that video tape you just got. (Take the elevator if you've got any brains). The video tape is scratchy audio and no video, so have fun piecing whatever the hell its about together, but once you're done look behind you for some shotgun shells that somehow appeared while you were engrossed in that fascinating movie (hehe), then go to the examination room door on floor 1 and use the key you found. You'll see a long scene, and then you'll pass out. When you wake up you'll be back in the normal hospital, and there will be another long scene involving the crazy old lady named Dahlia Gillespie. She'll tell you that you need to go to the 'other church' and that the mark of 'Samael' is what was in the schoolyard in the alternate school. ============================================================= o 3.25 Walkthrough - Antique Shop ============================================================= Items in this area: Antique shop key Axe _____________________________________________________________ Once the scene is over, go over to the desk where Dahlia left the green key and pick it up (antique shop key). Save if you want, then leave the hospital. Once outside, check your map. Zoom in (X) to above the Silent Hill Town Center. The orange square right above it says 'Antique Green Lion'. Go down Koontz St., then turn on Simmons St. The Antique store's door will be open. It leads down some stairs to another door where you use the key. Use the save point if you want, then go over to the cabinet against the wall. Just like in the hospital, you can push this one. Once you do, a hole is revealed and a cinema starts where Cybil comes in. She says she saw Cheryl walking on Bachman Road toward the lake, but like all the other roads, Bachman is caved in, so it was like she was walking on thin air. Once the cinema ends, Harry through the hole and into a tunnel. You go down the tunnel untill you reach a room. It's some kind of altar. Grab the axe off the wall, examine the altar, You can try the door if you want (It's locked). As you start to leave through the hole, the altar catches fire. Cybil yells after Harry, and when she enters the altar, he's gone. He wakes up in the hospital with Lisa, she says that was all just a bad dream. She then goes on to tell Harry about how the town used to be a cult that practiced a strange religion, but when more people arrived everyone hushed up about it. After that little experience you wake up AGAIN, this time in an alternate altar, with a mark of Samael on the ground, and some really dizzing camera angles. ============================================================= o 3.26 Walkthrough - Alternate Town?! ============================================================= Items in this area: 2 boxes of rifle shells First aid kit _____________________________________________________________ Once you save, exit the antique shop and you'll be back on the streets of Central Silent Hill. Only now everything is metal and really weird like the alternate school and hospital. Walk down Simmons Street on the side with the Town Center. You'll find a hole in the fence right next to the town center, so go through it and you'll be in there. Once inside, try to go up the escalator and a short scene with a bunch of TVs will ensue. Once that is over, go up the escalator, then run towards the right side of the camera and walk down that wall until you find a door. Go into that door, and you'll find two boxes of rifle shells (woo, new weapon soon) and a first aid kit. Then go back into the hall. Continue just a little bit down it and you'll see something on the ground. Walk or run towards it and the floor will suddenly fall out from under you and you'll be fighting a boss that looks alot like a grub or worm of some sort. Quickly pick up the rifle thats laying against a wall before you start to fight it. -----------------------Boss : GrubWorm----------------------- Just stay standing until it roars, then run away for a few steps, turn around, then blast it with your gun (rifle recommended). After doing this several times it will curl into a ball. Stop shooting when it does this since you can't hurt it. -----------------------Boss : GrubWorm----------------------- It will uncurl after this and break a hole in the wall, if you go through it you will be out of the Silent Hill Town Center and on the street behind it. Run down the street until you reach Sagan Street, then go west on Sagan and south on Crichton Street and go in the gate of Alchemilla Hospital. (This is the only route, all other roads have large holes in them.) Once inside, go into the examination room after saving and you'll have a long scene with Lisa, who then tells you to go to the waterworks near her old elementary school (the only unblocked way to the lake). Once you leave the school, you'll notice that both ways off the street are blocked! So run straight across and up the set of stairs you find. You'll come out on the roof and a large moth type monster that appears to be an adult form of the GrubWorm you fought earlier. -------------------Boss : Moth/Adult Grub-------------------- Now would be a good time to equip that rifle. This boss will shoot poison balls at you, and if you get too close it will sting you with the stinger on the end of its tail. So run around alot and whenever possible turn around and fire. This boss is very simple so if you're lucky you won't even have to use a health drink or first aid kit. -------------------Boss : Moth/Adult Grub-------------------- ============================================================= o 3.27 Walkthrough - Waterworks/Tunnels ============================================================= Items in this area: 4 health drinks 5 boxes of bullets 3 boxes of shotgun shells Rifle shells Sewer map Sewer key First aid kit Sewer exit key _____________________________________________________________ Once you've beaten the boss he'll collapse and die and then you'll be back in normal (if you can call it that) Silent Hill. Go back down to the street and go back into the hospital to save quickly. Then go over to the corner of Koontz and Simmons and pick up a health drink that is sitting on a table outside of a cafe. Then go back to Crichton Street and go into the police station. Once inside pick up the two boxes of bullets on the counter and some shotgun shells on the bench, then go in the left door (the one without a board with pictures on it near it) and get another box of bullets and some shotgun shells. There is also a save point in here. Once you save, go back out of the police station and continue west down Sagan Street towards the bridge and Old Silent Hill. If you go to the small pinkish rectangle on the map near the bridge you'll find a health drink on a barrel outside the building. Then continue west on the bridge to get back to Old Silent Hill. Once the screen loads, you'll see the map showing that you are directly outside of Midwich Elementary School (Yay! You don't have to walk all that distance!). Walk towards the gate and examine the lock. Then equip your hammer that you got in the Hospital and hit the lock once. This will break the lock and you can go inside the gate. ------------------------------- Go down into the tunnels and [!] Your radio is useless in then walk through the tunnels the tunnels so listen for the until you reach a big room. sounds of your enemies There's a key and a map on the carefully or you will be hurt desk. Then turn left here and frequently. run down the side until you reach ------------------------------- the third metal passover of the water. Go over this one and continue up until you reach a dead end. At this dead end there is a health drink, a box of bullets, and some shotgun shells. Get these, then go back across the metal bridge and continue up to the dead end on the other side. There are some rifle shells here, so get those and then go back to the big room you first came into. Go the other direction this time and get to the lefthand side of the water (go over the first passover you find) and go into the door marked 'Keep Out'. Go down the passage until you reach the next 'Keep Out' door. On the table in this 'room' there's a save point, the sewer map (Yay!), and the Sewer key, which is hidden on the shelf on the wall next to the books (tricky.....). Get these, then continue through the next 'Keep Out' door. Continue to the next door and use the key, then once you step through the door, equip your gun (Trust me). After that, follow the map to get to the locked door at the southern end of the tunnels. Use the sewer key on that, and then go up the ladder to be in the next area. Once you get up to the next level of the tunnels, go right on the blue platform to get a first aid kit, then go south on the map and east into the first hole. Continue through this tunnel until you reach a 'room' like place. Near one wall there is a health drink and a box of bullets. Once you have those, go south down the next tunnel, then go west until you reach a dead end. Search the water near the blood here and you'll get the sewer exit key. Then 3 of those damn monsters that hang from the ceilings will drop down and attack you. Run away from these and go back east on the map until you reach another "Keep Out" door. Use the sewer exit key on it and run up to the ladder. On the barrel next to the ladder there is a save point, so use it and then go up back to the surface. ============================================================= o 3.28 Walkthrough - Resort Area ============================================================= Items in this area: Box of bullets 3 boxes of rifle shells First aid kit Resort map Kaufmann key Receipt 6 health drinks Safe key Shotgun shells Magnet Motorcycle key _____________________________________________________________ The Dr. Kaufmann material in this section (if done) causes a "Good" ending. If you don't do it, you can get a "Bad" ending. The Cybil section later can affect the + or (no +) rating. If you don't wish to do this, then don't do the motorcycle section in this part, and go towards the lighthouse. Otherwise, read on... Once you're back on the surface, run towards the camera, then left and into the 'building'. There is a box of bullets and some rifle shells in here. Once you get those, go over to the corner of the room and get the first aid kit. Then go out to the road and on the righthand side there is an information board with a resort map. Now run down Bachman Street and go into the entrance of Annie's Bar. You'll have a scene with Dr. Kaufmann, and then he'll leave. Go near where the monster was attacking him and you'll see a yellowish packet on the ground. Examine it and you'll have the receipt and Kaufman's key (to the Indian Runner hotel). On the right corner of the bar there is a save point and on the left corner, two health drinks. Once you have those go back out side and make your way to the Indian Runner. If you read the description of the key it will tell you which room you need to go to (Room 3) and examining the receipt will give you a combination ("0473"). Once you've looked, try to open the door to the Indian Runner and you'll have to use the combination that you just got from the receipt. Once inside pick up the rifle shells off the end of the counter and the health drink on the inside of the counter by the cash register. Next to the health drink there is a diary. On the wall next to the locked safe on the wall there is a note. If you examine it you will see the combination to the back lock of "Norman Young's" place. (The combo is 0886). You can open the drawer behind the counter and get the Safe key. This key opens the safe (What else?). When Harry opens the safe, he sees bags that look like cocaine. Then you look at the picture to the right of the note you'll see that Norman's place is a motel. The only inn in town is "Haerbey Inn", so run down Weaver Street and on the side of the Inn there's a door with a keypad next to it. Examine the keypad and put in the combination you got from the Indian Runner. Once inside, get the magnet off the sofa, then go into the door next to the one you originally came into. This is a garage, and on one wall in here you can pick up a health drink and some shotgun shells. Also, be sure to examine the motorcycle before you go back into the first room. Once you're back in the first room, go through the door thats already open. In this room there's a save point on the counter, but nothing else, so go through the other door and you'll be in the courtyard of the inn. Once the new screen loads find Room 3 and enter it (you'll use the Kaufmann key). There is a health drink on the sink in Kaufmann's room, and if you examine the chest you can choose to slide it. Examine the area that the chest was previously on top of and you'll see something in the cracks, but you can't reach it. So use the magnet and you will get the Motorcycle key. Now go back to the motorcycle and use the key and you'll get a 'small glass vial', but Kaufmann will come in and there will be short scene, and then he'll take the vial. Now go back out on to the streets and run west down Sandford Street on the side with the lake. A little ways past the intersection at Bachman Street there is a niche and if you run back there you will find a broken set of stairs. At the bottom there is a health drink and some rifle shells. Now cross the bridge and you'll see a scene where normal Silent Hill becomes Alternate Silent Hill again... ============================================================= o 3.29 Walkthrough - Alternate Resort Area ============================================================= Items in this area: 2 health drinks Rifle shells Box of bullets First aid kit Shotgun shells _____________________________________________________________ Damn! You're back in this crazy place again! Look in your map and run up into the alley north of you (its between Sanford and the West Sanford labels on the map). In this alley there's a box of shotgun shells and a health drink. After you get those, run down towards the lighthouse again, and when you reach a dead end, there's a set of stairs on the lefthand side near it. Go down those, and then over the plank and go into the door of the boat. Once inside go down the hall and into the next door. Now you'll see a LOOOONG scene involving Cybil and Dahlia Gillespie. Dahlia will tell you that you need to defeat the demon and that you should go to the lighthouse. She also says that you'll need to use the 'Flauros' (finally!). Once the scene is over and Cybil has left to go to the amusement park (the other place Dahlia tells you that someone must go), pick up the health drink and rifle shells on the counter, and the box of bullets on the chair. There's also a save point by the door that you came in, so once you save go out the door that Dahlia went in and continue on to the lighthouse. You'll go up some stairs and then you'll see another set of stairs down on the righthand side of the walkway. So go down those and then cross the planks and keep going towards the lighthouse. Next time you have an option to go up the stairs, stay on the lower level and run to a deadend to get a first aid kit. Then go back up the stairs and go across this level to find a set of stairs back down (blah, too many stairs...). Now run down the walkway some more and run up yet another set of stairs. Turn right and you can go into the lighthouse. ============================================================= o 3.30 Walkthrough - Lighthouse/Going to Amusement Park ============================================================= Items in this area: none _____________________________________________________________ Once inside the lighthouse there is a save point right next to the door. Once you've saved your game go up the stairs and you'll come out on the roof where there is a BIG mark of Samael. You'll see a ghostly image of Alessa, but she vanishes and there's nothing else you can do here. Try to go back away from the lighthouse and the game will automatically take you back to the boat. Once you save, get back onto W. Sanford Street and go west on it until you reach an open door (its at the pink square on the building right above the name 'W. Sanford Street'. Go into the hole in the ground in here and you'll be back down in those damn sewers... ============================================================= o 3.31 Walkthrough - Sewers/Amusement Park ============================================================= Items in this area: Box of bullets Health drink _____________________________________________________________ First examine the board on the wall and get the map of the sewers, and then get down to the lowest left dead end on the map to find a box of bullets and a health drink. Now run up and get to the ladder and you'll be in the amusement park. Run down the only path and then right and past the red ride to get to an ice cream shop with a save point on a counter at the back. Then wander around until you find a horse ride. Go up the stairs and you'll be attacked by Cybil, who now looks possessed... -------------------------Boss : Cybil------------------------ This boss fight determines the ending of the game! If you remembered to get the liquid from way back in the hospital you have two choices, otherwise you have to kill Cybil. So anyway, Cybil can fire one shot and put you flat on your back with it, so try not to get hit often. ---(Non +) Ending Strategy--- My strategy was to walk and/or run around her until she ran out of bullets (you'll notice when that happens) and then run around the carousel until I found her and proceed to blast her as many times with my rifle until she got too close, then run away and turn around and shoot her some more. If you do this, pretty soon she'll collapse (yes, it takes alot of shots even from the rifle) This strategy is from tarek@idirect.ca (Tarek Yared): When you first get control of Harry hold "square" and press back on the pad twice (this will make you jump back twice). When Cybil is about to shoot you (when she reaches for her gun) keep holding "square" and press "R1" so that you will strafe to the side and you will now be behind a horse. She will shoot and hit the horse. The keep holding "square" and press "L1" to go back in to her line of vision so that she is persuaded to try to get her gun out and shoot you again. As she does this hold "square" and press "R1" again. Repeat this until she wastes all her shots. ---(Non +) Ending Strategy--- ---(+) Ending Strategy--- When Cybil first walks up to you to hit you (after you regain control of Harry), press select and use the bottle of liquid you got back in the hospital and.............extra scenes if you beat her this way? (I haven't done it yet) ---(+) Ending Strategy--- -------------------------Boss : Cybil------------------------ Now you'll have a really long sequence of events that I won't ruin for you here. When you wake up again you'll be back in the hospital with Lisa. ============================================================= o 3.32 Walkthrough - Final Alternate Hospital ============================================================= Items in this area: Box of bullets First aid kit Shotgun shells Screwdriver Pliers Key of "Ophiel" Stone of time Amulet of Solomon Key of "Hagith" _____________________________________________________________ ------------------------------- When you get off the elevator, [!] Refer frequently to the go to the birdcage room and pick maps of these areas (in 2.07) up the box of bullets in there. so you know what rooms the Then go to the furniture room, walkthrough refers to and so save your game, grab the first you don't get lost. aid kit on the chair, and get ------------------------------- the shotgun shells sitting in the corner of the room. Now go to the stairwell down and once you descend the stairs you'll be in a classroom. Look closely at the desk to see some text, and then go through the other door in the room to be in an 'alternate' looking room with a table in it. Examine the items on the table to get the screwdriver and pliers. Now go back up the stairs to the faucet room and use the pliers on the faucet in there to get the 'Key of "Ophiel"'. Now go to the Door of Ophiel and use the key to enter a new area. (Consider saving at any time, you never know when zombies may pop up). Refer to the map of the Hall of Ophiel in the maps section and go into the door that is marked as the Constellation Puzzle. Once inside there are plaques on the side walls and 3 plaques with keypads under them on the far wall. The plaques on the side walls are as follows... Libra (A scale) is 2 Pisces (Two fish) is 0 Cancer (Crab) is 10 Aries (Ram) is 4 Thanks to Kevin (webmaster@sbd4u.com) for the following explanation of how I got the answers I got: "This is the most trivial puzzle in the game IMO, but all it is is countingthe limbs. Pisces (fish) have no limbs (0), Libra is the "arms of justice"(2), Taurus (bull) has four legs (4), and cancer (a crab) has ten "extremities". Therefore, Sagittarius has four legs and two arms (6), taurus has four legs(4), and gemini (the twins) have two arms and two legs each (8)." The leftmost plaque with a keypad has a picture of Saggitarius and you need to push 6 on the keypad. Next go to the center plaque which is a picture of Taurus (push 4 here). Then go to the last one, which is a picture of Gemini and you need to push 8 here. So its 6, 4, 8 in order from left to right. When you do it correctly the greenish stone will slide out and you can pick up the 'Stone of time'. Once you have this item go over to the room on the map that is labeled the Wall Puzzle. This next puzzle requires that you figure out how to order the names on the plaque (The Grim Reaper's List) on the wall near the Wall Puzzle door. You can get a clue in the form of another plaque at the end of the Hall of Ophiel if you run down to that end. It reads: Names engraved on a lithograph. The Grim Reaper's List. Yes, the headcount is set Young and old lined up In order of age. Then, the pathway opens Awaiting them, the frenzied Uproar, the feast of death! The Grim Reaper's List reads: 35 Lydia Findly 60 Trevor F. White 18 Albert Lords 45 Roberta T. Morgan 38 Edward C. Briggs This obviously means you need to arrange the Reaper's list in order of the people's age, from youngest to oldest. For those of you numbering declined (hehe) I've put them in order below... The Organized Reaper's List... 18 Albert Lords 35 Lydia Findly 38 Edward C. Briggs 45 Roberta T. Morgan 60 Trevor F. White The riddle also said "headcount" and while I know its a stretch and most people would figure it out through trial and error (you can only input 5 letters) you need to just put in the first initial of each person's name. So the code is 'ALERT'. Once you've put this in the door will unlock and you can go through. Continue down the halls until you reach a morgue with a blue object on the wall. Examine it and get the 'Amulet of Solomon'. Then go back towards the Hall of Ophiel and you'll see a long scene involving Lisa that I won't spoil for you here... Suffice it to say that afterwards you actually get some decent music instead of that ambient stuff thats been in the whole game until now. Now go back to the furniture room and use the 'Stone of time' on the clock and the face will shatter. Get the Key of 'Hagith' and then go to the Door of 'Hagith' and use it. Now enter the elevator and go up to floor 2. ============================================================= o 3.33 Walkthrough - FA Hospital Floor 2/Floor 3 ============================================================= Items in this area: Crest of Mercury Rifle shells Ring of contract Box of bullets Camera Bird cage key Health drink Key of "Phaleg" _____________________________________________________________ Enter the third door on the left (Jewelry Room on the map) and pick up the 'Crest of Mercury' off a pillow, rifle shells in the corner, and the 'Ring of contract' off another pillow farther into the room. Then go back into the 2F hallway and continue on to the last door. Once you open it you'll be in yet another hallway (gasp!). Go to the Nurse's Center (check the map in 2.07 to find out where this is obviously) and grab a box of bullets off one table, and the camera off the back desk. Then go into the key room and use the screwdriver on the steel plate on the back wall to expose the 'Key of "Aratron"'. However, it is electrified and you can't get it yet. Warp Door 1 takes you back to the very first hallway that you were in (freaky) but TAKE IT NOW or you will be stuck later in the game (this will unlock the door so you can use it later). Once you've done what you wanted to do, go back to the elevator and go up to floor 3. Floor 3 looks exactly like the "Other Church" you saw back in Central Silent Hill (are you warping around like crazy here, or is it all really contained within the hospital?). There are locked doors with buttons to push on either side of room, and pictures on the sides of the altar. Go up to the pictures and read the captions. The captions give you the clue of how to solve this puzzle. They both give references to light illuminating the darkness, and this should tip you off that you should use your camera to look at these pictures. Use the camera, and white symbols will appear on the canvases. On the left side picture (corresponding with the lefthand door) the symbols look like... (where O is a pushed button) OOO OO O O O O O OO OOO OOO On the right side picture (corresponding with the rightside door) the symbols look like... (where O is a pushed button) OOO O O O O O O OOO OO O OOO Once you've unlocked the doors, go through the left door and get the bird cage key off the chair. Then go through the right door, pick up the health drink on the counter and take a look at the book near the health drink. It is a book that tells you a bit about some hallucinogen, so after reading it go back down to 1F in the elevator and go to the birdcage room to use the bird cage key. Once you use it you'll get the 'Key of "Phaleg"' (yay, yet another key...). Quickly save in the furniture room, then go to the Door of Phaleg and use the key. ============================================================= o 3.34 Walkthrough - Hall of Phaleg/Room of Aratron/Child's Room ============================================================= Items in this area: Dagger of Melchior Box of bullets Health drink Key of "Bethor" Ankh Key of "Aratron" _____________________________________________________________ First go into the Dagger room and examine the big cabinet in the center of the room. Use the 'Ring of contract' on it (do NOT take the dagger before doing this unless you want to see a somewhat amusing death). Once you have used the 'Ring of contract' you can safely remove the Dagger of Melchior. Now go into the storage room and pick up the box of bullets, the health drink, and examine the jelly beans and open them to get the 'Key of "Bethor"'. Go into the other door in the room and use the video tape on the VCR again to see the movie without all the garbled sound. Then go across the hall into the graffiti room to see a short scene. Once the scene is over go pick up the Ankh and go use your key to unlock the Door of Bethor. This room looks just like the generator in the basement, so once you shut off go back down to the key room on 2F to pick up the 'Key of "Aratron"' (you'll have to use Warp Door 1, because when you shut off the power it put the elevators out of commission). Use the Key of "Aratron" on the door and you'll see a long scene. Once its done, look at the red object next to the picture of Alessa to pick up the 'Disk of Ouroboros'. Once that is done, go into the Child's Room, save your game, and place all the strange artifacts you have collected in the door. The five items you need to place (in no particular order) are... Ankh Amulet of Solomon Crest of Mercury Dagger of Melchior Disk of Ouroboros Once you have placed all five artifacts the door will unlock and you can go through. You'll see a medium length scene, and then you have control again and you can go down the stairs. ============================================================= o 3.35 Walkthrough - Final Boss ============================================================= Items in this area: none _____________________________________________________________ There is a long (and I do mean long) scene with several characters and then you're fighting the final boss. ------------Final Boss : Child Goddess (Bad/Bad+)------------ This boss was disgustingly simple. Just whip out your hunting rifle and start blasting away and she'll be dead within 5-15 shots. ------------Final Boss : Child Goddess (Bad/Bad+)------------ ----------Final Boss : Winged Monster (Good/Good+)----------- This boss was disgustingly simple. It can shoot lightning at you that does a high amount of damage, but quickly cure, then whip out your hunting rifle and avoid the lightning. Then watch for sparks to come out of the chest of the demon before it shoots another round of lightning. If you fire with your weapon at this point, it will do far more damage than a normal attack. Repeat this strategy until it dies. ----------Final Boss : Winged Monster (Good/Good+)----------- After this there is another series of long scenes and the credits start to roll. Congratulations, you've beaten Silent Hill! To get information about Next Fear mode and extra weapons, as well as information on how to use the Channeling stone, go to section 5.01 (Next Fear Mode) To get info about the five (four normal, one secret) endings and how to obtain them, go to section 5.03 (Game Endings). ============================================================= o 4.00 Quick Walkthrough ============================================================= This is the quick walkthrough section. It will not tell you everything to do, only where the main items are and how to get them. Use this if you don't want to be walked through the entire game. ============================================================= o 4.01 Quick Walkthrough-Intro ============================================================= Get in this area: -Nothing, you can handle this if you're reading the quick walkthrough... Otherwise go to 3.01 and read on. ============================================================= o 4.02 Quick Walkthrough - The Cafe ============================================================= Get in this area: -Pocket radio (on table) -2 health drinks (in corner of bar) -Kitchen knife (other corner of bar) -Flashlight (in corner of bar) -Map of Silent Hill (in corner of bar) ============================================================= o 4.03 Quick Walkthrough - Convenience Store/Car ============================================================= Get in this area: -2 boxes of bullets (both on bench next to cafe) -4 health drinks (three on shelves in convenience store, one in Harry's truck) -First aid kit (back right corner of convenience store) -Channeling stone(Next Fear Only) (in convenience store) ============================================================= o 4.04 Quick Walkthrough - The Alley ============================================================= Get in this area: -2 boxes of bullets (near back of alley) -Steel pipe (at back of alley next to note) -Note left by Cheryl (back of alley) ============================================================= o 4.05 Quick Walkthrough - On the Way to the School Part 1 ============================================================= Get in this area: -Note from Cheryl (at intersection of Finney and Levin) -House key (in doghouse on Levin Street) ============================================================= o 4.06 Quick Walkthrough - Inside the House ============================================================= Get in this area: -First aid kit (table near the door) -2 boxes of bullets (table near door, dinner table) -Health drink (on stove) -Katana(Next Fear Only) (In side door of hall) ============================================================= o 4.07 Quick Walkthrough - The Second Alley/Basketball Court ============================================================= Get in this area: -Health drink (trash can near hoop) -Key of 'Woodsman' (white spot next to bloody corpse near basket) ============================================================= o 4.08 Quick Walkthrough - On the Streets of Silent Hill ============================================================= Get in this area: -Key of 'Scarecrow' (in mailbox across plank) -2 health drinks (on steps near key, on steps of house on Levin Street) -Box of bullets (next to police car on Finney Street Bridge) -Key of 'Lion' (in police car's trunk) -First aid kit (in alley off Matheson between Levin and Bachman) ============================================================= o 4.09 Quick Walkthrough - Back in the House ============================================================= Get in this area: -2 Health Drinks (on table in backyard) ============================================================= o 4.10 Quick Walkthrough - On the Way to the School Part 2 ============================================================= Get in this area: -2 boxes of bullets (halfway down alley between Matheson and Bloch, far north of Midwich Street) -4 health drinks (2x in bus south of school, in alley between Matheson and Bloch, far north of Midwich Street) ============================================================= o 4.11 Quick Walkthrough - In the School/Reception Area ============================================================= Get in this area: -Map of school (on white benches) -Box of bullets (on coffee table in room adjacent to reception area) ============================================================= o 4.12 Quick Walkthrough - Infirmary/Courtyard/Second Hallway ============================================================= Get in this area: -Health drink (in cabinet with red cross) -First aid kit (on bed) -Box of bullets (on bench in room across from entrance to 2nd hallway) ============================================================= o 4.13 Quick Walkthrough - Third Hallway/2nd Floor ============================================================= Get in this area: -Health drink (in room next to stairwell near window) -3 boxes of bullets (in girl's bathroom, chemistry lab, farthest south classroom on right of map) -Chemical (in lab equipment room) -Gold medallion (in chemistry lab, held by stone hand) -First aid kit (in library) ============================================================= o 4.14 Quick Walkthrough - Music Room ============================================================= Get in this area: -Silver medallion (Once you solve the puzzle of the piano) ============================================================= o 4.15 Quick Walkthrough - The Boiler Room ============================================================= Get in this area: -nothing ============================================================= o 4.16 Quick Walkthrough - Alternate School?! ============================================================= Get in this area: -First aid kit (in room opposite the door you enter if you run directly away from the clocktower) -2 health drinks (next to first aid kit, on bench in hall) -Rubber ball (in storage room) -Ampoule (in the lobby/original school entrance near infirmary) -2 boxes of bullets -Picture card (in first classroom on right of 1F map) -Shotgun (in boy's restroom) ============================================================= o 4.17 Quick Walkthrough - Alternate School?! Floor 2 ============================================================= Get in this area: -Box of bullets (in classroom below stairwell on map) -Health drink (in hall) -Shotgun shells (in 2nd classroom on left on chair) -Library reserve key (in locker room, must search shaking locker first) ============================================================= o 4.18 Quick Walkthrough - Roof ============================================================= Get in this area: -nothing (Roof) -Classroom key (in gutter in courtyard) ============================================================= o 4.19 Quick Walkthrough - Floor 2 Part 2/Basement ============================================================= Get in this area: -Box of bullets (in library) -First aid kit (in library reserve room) -2 health drinks (in lower classroom, in 2nd part of hall) -2 boxes of shotgun shells (in basement storage room) -Ampoule (in basement storage room) ============================================================= o 4.20 Quick Walkthrough - Disgusting Boss Thing/Normal School ============================================================= Get in this area: -K. Gordon Key (next to boiler after you defeat boss) ============================================================= o 4.21 Quick Walkthrough - Streets of Old Silent Hill/Balkan Church ============================================================= Get in this area: -5 boxes of bullets (in Gordon house (2x), in alley off Bradbury Street, in gas station, next to VOWO truck south of gas station) -Flauros (on altar in church) -Drawbridge key (on altar in church) -Health drink (in church) -First aid kit (on broken stairs (still in Old Silent Hill)) -2 boxes of shotgun shells (on broken stairs (still in Old Silent Hill), south of gas station near VOWO truck) -Gasoline Tank(Next Fear Only) (in gas station) -Chainsaw(Next Fear Only) (in window of Cut-Rite Chainsaws) -Rock drill(Next Fear Only) (in bottom door of bridge control room) ============================================================= o 4.22 Quick Walkthrough - Central Silent Hill/Normal Hospital ============================================================= Get in this area: -Box of bullets (on broken stairs (in Central Silent Hill)) -First aid kit (behind reception desk) -Hospital map (on wall behind reception desk) -Hospital basement map (in doctor's office) -4 health drinks (in kitchen, 3 in vending machine) -Plastic bottle (in kitchen) -Basement key (in conference room) -Unknown liquid (on floor in director's office) ============================================================= o 4.23 Quick Walkthrough - Alternate Hospital?!?! ============================================================= Get in this area: -Shotgun shells (in Room 302) -3 health drinks (in Room 304, 1F kitchen, morgue) -2 boxes of bullets (in storage room, office (1F)) -Blood pack (in storage room) -First aid kit (in storage room) -Ampoule (in morgue) -Plate of "Queen" (director's office (1F)) -Plate of "Hatter" (Room 204) -Plate of "Cat" (Room 306) -Plate of "Turtle" (3F boy's bathroom) ============================================================= o 4.24 Quick Walkthrough - Alternate Hospital?!?! Part 2 ============================================================= Get in this area: -Hospital basement storeroom key (in operating room) -Disinfecting alcohol (Intensive Care Unit room) -First aid kit (in Room 206) -Box of bullets (in basement storeroom) -2 boxes of shotgun shells (in basement storeroom, on bed after watching video tape) -Video tape (in first door on right that opens on 2F basement) -Examination room key (in last door on left on 2F basement) -Hammer (in basement generator room) ============================================================= o 4.25 Quick Walkthrough - Antique Shop ============================================================= Items in this area: -Antique shop key (on desk after Dahlia leaves) -Axe (on wall in altar room) ============================================================= o 4.26 Quick Walkthrough - Alternate Town?! ============================================================= Items in this area: -2 boxes of rifle shells (both in room on 2nd floor of Town Center) -First aid kit (in room on 2nd floor of Town Center) -add police station shiiit. ============================================================= o 4.27 Quick Walkthrough - Waterworks/Tunnels ============================================================= Get in this area: -4 health drinks (on table near cafe on street, on barrel outside small building on bridge, at deadend in sewers, in upper eastern junction of upper level sewers) -5 boxes of bullets (2 on counter in police building, in side room of police building, at deadend in sewers, in upper eastern junction of upper level sewers) -3 boxes of shotgun shells (on bench in police building, in side room of police building, at deadend in sewers) -Rifle shells (at deadend in sewers, opposite side of other items) -Sewer map (on table in sewers) -Sewer key (on shelf next to table in sewers) -First aid kit (near ladder on upper level of sewers) -Sewer exit key (in water next to blood near the bottom left of the map of the upper sewers) ============================================================= o 4.28 Quick Walkthrough - Resort Area ============================================================= Get in this area: -Box of bullets (in broken room near exit of the sewers) -3 boxes of rifle shells (in broken room near exit of the sewers, on counter in Indian Runner, on stairs near bridge) -First aid kit (in broken room near exit of the sewers) -Resort map (on board near road near exit of the sewers) -Kaufmann key (on floor in Annie's Bar) -Receipt (on floor in Annie's Bar) -6 health drinks (2 on bar in Annie's Bar, on counter in Indian Runner, in garage, in Kaufmann's room, on stairs near bridge) -Safe key (In drawer behind counter in Indian Runner) -Shotgun shells (in garage) -Magnet (on couch in Haerbey Inn, in room with keypad on door) -Motorcycle key (in crack of the floor in Kaufmann's room "3") ============================================================= o 4.29 Quick Walkthrough - Alternate Resort Area ============================================================= Get in this area: -2 health drinks (in alley between W. Sanford and normal Sanford, on counter in boat) -Rifle shells (on counter in boat) -Box of bullets (on counter in boat) -First aid kit (on ground near lighthouse ) -Shotgun shells (in alley between W. Sanford and normal Sanford) ============================================================= o 4.30 Quick Walkthrough - Lighthouse/Going to Amusement Park ============================================================= Get in this area: -none ============================================================= o 4.31 Quick Walkthrough - Sewers/Amusement Park ============================================================= Get in this area: -Box of bullets (in lower left dead end of sewer map) -Health drink (in lower left dead end of sewer map) ============================================================= o 4.32 Quick Walkthrough - Final Alternate Hospital ============================================================= Get in this area: -Box of bullets (in birdcage room on bed) -First aid kit (in furniture room on chair) -Shotgun shells (in furniture room in corner) -Screwdriver (in room adjacent to classroom on table) -Pliers (in room adjacent to classroom on table) -Key of "Ophiel" (in faucet in faucet room, use pliers to remove) -Stone of time (solve const. puzzle in Hall of Ophiel) -Amulet of Solomon (on wall in morgue past Wall Puzzle) -Key of "Hagith" (in clock, use stone of time to shatter glass) ============================================================= o 4.33 Quick Walkthrough - FA Hospital Floor 2/And More... ============================================================= Get in this area: -Crest of Mercury (in jewelry room) -Rifle shells (in jewelry room) -Ring of contract (in jewelry room) -Box of bullets (in nurse's center) -Camera (in nurse's center) -Bird cage key (in left door of altar room on 3F) -Health drink (in right door of altar room on 3F) -Key of "Phaleg" (in birdcage in birdcage room) ============================================================= o 4.34 Quick Walkthrough - Phaleg/Room of Aratron/Child's Room ============================================================= Get in this area: -Dagger of Melchior (in dagger room stuck in cabinet) -Box of bullets (in storage room) -Health drink (in storage room) -Key of "Bethor" (in bag of jelly beans in storage room) -Ankh (in graffiti room) -Key of "Aratron" (in key room on 2F, electrified at first) ============================================================= o 4.35 Quick Walkthrough - Final Boss ============================================================= Get in this area: -nothing ============================================================= o 5.01 Next Fear Mode ============================================================= Next Fear mode is the mode you can play after you've beaten the game once (on the same save). You can pick up additional weapons and see a new ending (read information about the channeling stone for that data). When you get to the 'Game Result' screen, you'll see the weapons you can pick up in Next Fear mode in the background! The weapons that you can get will be shown based on your stats in the round of the game you just beaten. The possible weapons are the katana, the chainsaw, the rock drill, and gasoline (for the rock drill). Please note that not all of these items will necessarily be available in Next Fear mode (specifically the katana, which is a very hard weapon to obtain), so don't feel bad if you can't get them all. 1. Chainsaw This item can be obtained by going to Cut-Rite chainsaws. When you've only beaten the game once, you can either have this item or the rock drill, so choose wisely. (Refer to weapons to help you make your choice.) Once you've beaten it on Next Fear mode in addition to normal mode, you can have both of these weapons. 2. Rock Drill This item can be obtained by going into the lower door of the Bridge Control Room. When you've only beaten the game once, you can either have this item or the chainsaw, so choose wisely. (Refer to weapons to help you make your choice.) Once you've beaten it on Next Fear mode in addition to normal mode, you can have both of these weapons. 3. Katana This item is in the locked door of the house on Bachman Street (the one you use the key from the doghouse to get into). 4. Gasoline At the gas station (big surprise). Use it to power the chainsaw or the rock drill. 5. Hyper Blaster Obtained by getting the UFO ending, read below. (Channeling stone shows up on the Game Ending screen, not this weapon). The channeling stone is another possible item (it is in the convenience store in Next Fear mode if you beat the game with a Good+ rating). To get the UFO ending with it (and subsequently the Hyper Blaster IMMEDIATELY in the Next Fear mode after you beat it), use the item at these locations... -(Old Silent Hill) On the roof of the Alternate School -(Alternate Central Silent Hill) Right outside the hospital before you fight the Moth/Adult Grub. -(Resort Area) Norman's Motel, in front of the apartments -(Alternate Resort Area) On the bridge of the boat. -(Alternate Resort Area) Roof of lighthouse. ============================================================= o 5.02 Gameshark Codes (Thank http://www.cmgsccc.com/) ============================================================= 1J Reverse Joker Command D00BC33C ???? 1 Have Max Slots 300BC6AF 0028 Inventory Modifiers 2 Slot 1 - Max 255 800BC604 FF?? 3 Slot 2 - Max 255 800BC608 FF?? 4 Slot 3 - Max 255 800BC60C FF?? 5 Slot 4 - Max 255 800BC610 FF?? 6 Slot 5 - Max 255 800BC614 FF?? 7 Slot 6 - Max 255 800BC618 FF?? 8 Slot 7 - Max 255 800BC61C FF?? 9 Slot 8 - Max 255 800BC620 FF?? 10 Slot 9 - Max 255 800BC624 FF?? 11 Slot 10 - Max 255 800BC628 FF?? 12 Slot 11 - Max 255 800BC62C FF?? 13 Slot 12 - Max 255 800BC630 FF?? 14 Slot 13 - Max 255 800BC634 FF?? 15 Slot 14 - Max 255 800BC638 FF?? 16 Slot 15 - Max 255 800BC63C FF?? 17 Slot 16 - Max 255 800BC640 FF?? 18 Slot 17 - Max 255 800BC644 FF?? 19 Slot 18 - Max 255 800BC648 FF?? 20 Slot 19 - Max 255 800BC64C FF?? 21 Slot 20 - Max 255 800BC650 FF?? 22 Slot 21 - Max 255 800BC654 FF?? 23 Slot 22 - Max 255 800BC658 FF?? 24 Slot 23 - Max 255 800BC65C FF?? 25 Slot 24 - Max 255 800BC660 FF?? 26 Slot 25 - Max 255 800BC664 FF?? 27 Slot 26 - Max 255 800BC668 FF?? 28 Slot 27 - Max 255 800BC66C FF?? 29 Slot 28 - Max 255 800BC670 FF?? 30 Slot 29 - Max 255 800BC674 FF?? 31 Slot 30 - Max 255 800BC678 FF?? 32 Slot 31 - Max 255 800BC67C FF?? 33 Slot 32 - Max 255 800BC680 FF?? 34 Slot 33 - Max 255 800BC684 FF?? 35 Slot 34 - Max 255 800BC688 FF?? 36 Slot 35 - Max 255 800BC68C FF?? 37 Slot 36 - Max 255 800BC690 FF?? 38 Slot 37 - Max 255 800BC694 FF?? 39 Slot 38 - Max 255 800BC698 FF?? 40 Slot 39 - Max 255 800BC69C FF?? 41 Slot 40 - Max 255 800BC6A0 FF?? Quantity Items to Accompany Inventory Modifier Codes 20 - Health Drink 21 - First Aid Kit 22 - Ampoule 40 - Lobby Key 41 - House Key 42 - Key of Lion 43 - Key of Woodman 44 - Key of Scarecrow 45 - Library Reserve Key 46 - Classroom Key 47 - K.Gordon Key 48 - Drawbridge Key 49 - Basement Key 4A - Basement Storeroom Key 4B - Examination Room Key 4C - Antique Shop Key 4D - Sewer Key 4E - Key of Ophiel 4F - Key of Hagith 50 - Key of Phaleg 51 - Key of Bethor 52 - Key of Aratron 53 - Note:to School 54 - Note:Doghouse 55 - Picture Card 57 - Sewer Exit Key 58 - Channeling Stone 60 - Chemical 61 - Gold Medallion 62 - Silver Medallion 63 - Rubber Ball 64 - Flauros 65 - Plastic Bottle 66 - Unknown Liquid 67 - Plate of Turtle 68 - Plate of Hatter 69 - Plate of Cat 6A - Plate of Queen 6B - Blood Pack 6C - Disinfecting Alcohol 6D - Lighter 6E - Video Tape 70 - Kaufmann Key 71 - Receipt 72 - Safe Key 73 - Magnet 74 - Motorcycle Key 75 - Bird Cage Key 76 - Pliers 77 - Screwdriver 78 - Camera 79 - Ring of Contact 7A - Stone of Time 7B - Amulet of Solomon 7C - Crest of Mercury 7D - Ankh 7E - Dagger of Melchior 7F - Disk of Ouroboros 80 - Kitchen knife 81 - Steel Pipe 82 - Rock Drill 84 - Hammer 85 - Chain Saw 86 - Katana 87 - Axe A0 - Handgun A1 - Hunting Rifle A2 - Shotgun A3 - Hyper Blaster C0 - Handgun Bullets C1 - Rifle Shells C2 - Shotgun Shells E0 - Flashlight E1 - Pocket Radio E2 - Gasoline Tank 42 Infinite Health 300B9C8D 0040 800B9C8E 0006 43 Infinite Ammo All Weapons/No Reload 800B9BD8 0001 44 Have Map 800BC768 0002 45 Weapon-In-Hand Modifier 300BC6AE 00?? 46 Walk Thru Walls 8006A1F8 A88B 8006A1FA 0801 8006A264 A8A2 8006A266 0801 47 Always First Save 800BC6AA 0000 48 Quick Load D00BC33C 0110 800BC88C 0008 49 Maxium Brightness In Options 300BC31B 001F 50 Roller Skate Mode 800B9D02 3800 51 Infinite All Items 1 50002804 0000 300BC605 00FF 52 Game Time 0:0:0 800BC854 0000 800BC856 0000 53 Infinite All Items 2 80053136 2400 54 Radio Always On 800BC6B0 0001 55 Completed Map 800BC7D8 FFFF 800BC7DA FFFF 800BC7DC FFFF 800BC7DE FFFF 800BC7E0 FFFF 56 Flashlight Always On 800BBF2C 0100 57 Control Demo Mode D00BC33C 0100 800BC882 00E0 D00BC33C 0100 800BBE28 0004 58 All Weapons 50000404 0001 300BC604 00A0 50000304 0001 300BC614 0080 50000404 0001 300BC620 0084 300BC630 00E2 ============================================================= o 5.03 Game Endings ============================================================= There are four (well, actually 5) game endings based on what you do within the game. Bad Bad+ Good Good+ Below is exactly how to get the four endings, courtesy of lordnatas@hotmail.com! 1. Don't do anything of what Kaufmann leaves in the bar and don't save Cybil. That's the Bad Ending. 2. Don't do anything of what Kaufmann leaves in the bar, but do save Cybil. That's the Bad + Ending. 3. Do the things of the stuff that Kaufmann leaves in the bar, but do not save Cybil. That's the Good Ending. 4. Do the things of the stuff that Kaufmann leaves in the bar and also save Cybil. That's the Good + Ending. Use the Channeling Stone at these locations for the UFO ending and hyper blaster in Next Fear (immediately available in the item list). (Please note that you need a Good+ ending to get the Channeling stone item.) -(Old Silent Hill) On the roof of the Alternate School -(Alternate Central Silent Hill) Right outside the hospital before you fight the Moth/Adult Grub. -(Resort Area) Norman's Motel, in front of the apartments -(Alternate Resort Area) On the bridge of the boat. -(Alternate Resort Area) Roof of lighthouse. ============================================================= o 5.04 Miscellaneous ============================================================= This section is just for interesting things that I, and people who submitted information, have seen that don't belong in the normal part of this FAQ/Walkthrough. Extra Options Screen If you hit L1, L2, R1, or R2 (any of the shoulder buttons) while on the "options" screen (the options screen off of the item menu), then you will be taken to an extra options menu where you can change blood color and do other cool customizations. A bullet option appears if you use this in Next Fear mode. A useful menu that Konami chose to hide...I wonder why? The options in the "Extra Options" screen are: -Weapon Control If you switch this option to "switch" when you hit R2 Harry will keep his gun ready until you hit R2 again. -Blood Color This option lets you change the color of blood in the game from red to green, violet, or black. -View Control This option, when changed to "Reverse" makes it so when you are normally walking around you are in 1st person view mode. Holding L2 changes you back to the view mode you're used to. -Retreat Turn When enabled, hitting L1 and R1 will not cause Harry to do a quick 180 degree turn (a retreat turn). -Walk/Run Control This option allows Harry to run without pressing square if reversed. To walk when the option is reversed, hit square. -Auto Aiming This option simply turns off what little autoaiming Harry does. This makes the game far more challenging. If you beat the game on Next Fear mode, the Extra Options screen includes two new options: -Bullet Adjust With each time you beat the game, the bullet adjust max will go up by 1x (2x, 3x, 4x...) all the way to 9x. These options multiply the number of bullets gotten from a box by whatever you have it set on. So if you have 4x bullet adjust on, you will get 4 times as many bullets as the normal amount in the mode you are in. You can use this on a non Next Fear game if there's a Next Fear save on the same card. (Yay!) -View Mode Similar to view control, only when view mode is set to "self view" when you hit L2 the camera will switch to directly behind Harry's head. Silent Hill Street Names The Silent Hill street names are all names of famous science fiction writers. Perhaps there's a scifi fan on the Konami staff? Teachers in the School (This is from jdemers@glen-net.ca) The names of the three teachers on the list in the office of the school correspond with 3/4 of the members of Sonic Youth (and the only 3 original members): (Kim) Gordon, (Thurston) Moore, and (Lee) Renaldo. In fact the key to the house reads K. Gordon. So there you go: must be an old-school alternative music fan in the Konami Corp. Hyper Blaster The Hyper Blaster (a weapon in Next Fear Mode) is actually the name of Konami's light gun for psx and it even has the same shape in the game (although not the same color). Interesting... Psychick TV (Thanks to xbuddhax@trilobyte.net for the info) It is a reference to a very inovative band much like Sonic Youth.Ê They are an industrial band from the mid 80's much like Front 242 and Skinny Puppy.Ê Unfortunately they weren't very popular and have since moved on. (Thanks to shroog@attcanada.net) It's headed up by some of the members who made up Throbbing Gristle in the seventies, the band which invented the term "industrial music".Ê I've been a fan of theirs forever.Ê They called themselves Psychick TV when they had their own religion called "Thee Temple Ov Psychick Youth" (told you they were wierd), but the religion has since been almost eradicated.Ê The band still exists, though.Ê They release most of their work on Invisible Records. (Thanks to ahostett@cris.com ) I did some checking on the names of the locked doors in the Nowhere section -- the names and the corresponding runes refer to the "Planetary Angels" a sorcerer would invoke when inscribing a pentagram or a magic circle. Samael is one of these angels as well. (Thanks to ahostett@cris.com ) Did you notice that the Winged God is the spitting image of a drawing by Eliphas Levi (a 19th century occult writer) in his book Transcendental Magic. The drawing depicts Baphomet, the Horned God of the Knights Templar, and shows the thing as a man with the head of a black goat, wings, and female breasts. ============================================================= o 5.05 Game Result Explanation ============================================================= When you beat the game, you will see a screen at the very end that rates how well you did during the game. This area will explain exactly what each thing means. Mode: This just tells you what mode you just beat the game on. Pretty straightforward. Game clear: This says how many times you've beaten the game on the save you're on. So if this is your first time, it will say "1" and go up from there. Ending: This tells what ending you got, see 5.06 for descriptions of the game endings, or 5.03 for how to get the different game endings. Saves: This says how many times you have saved throughout the game. Continues: This says how many times you died and were forced to continue. Total time: This tells you how long it took you to beat the game. Walking distance: How far in kilometers you made Harry walk during the game. Running distance: How far in kilometers you made Harry run during the game. Items: How many items out of a possible 204 you got. The parentheses are for + items that you can obtain in Next Fear mode. Defeated enemy by fighting: This is how many enemies you killed without a gun. Defeated enemy by shooting: This is how many enemies you killed with a gun. Shooting style: This is how accurate your shots were at short, middle, long, and 'no aim' ranges. Your rank: This is a general rank on how well you did based on all the other statistics. The big stars on top are worth ten times as much as the little stars. So a way to give a number to the star ratings would be this... Each big star is 1 point, and each little star is a tenth of a point. So if you got 8 big stars and 9 little stars your rating would be 8.9. The maximum possible rating here is 10.0 to my knowledge. Gold Ratings: If you do well enough in the game in certain areas you can get "gold ratings". This just means that the color of your rating looks gold on the result screen. To get gold ranking in the different areas, you must have the following or greater. Gold in Game clear: 5 or more Gold in Ending: Good+ Gold in Saves: 2 or less Gold in Continues: 1 or less Gold in Total time: 1hr 30min or less Gold in Items: 150 or more (not sure.) Gold in Shooting style Short range shots: Unknown Middle range shots: Unknown Long range shots: Unknown No aiming shots: Unknown Items in the Background: Depending upon how well you did and what endings you got, you will see items in the background. For a full description on what possible items you can see in the background, check out 5.01 (Next Fear Mode). ============================================================= o 5.06 !!!Spoiler!!! Game Ending Descriptions ============================================================= Spoilers describing the game endings to follow, don't read them if you don't want it spoiled! For info on how to get the endings go to 5.03. ----- Bad ----- After defeating the Child Goddess (Alessa) you will hear Cheryl saying 'thank you' to Harry, and then Alessa will disappear. After this, the game will show a scene with Harry's jeep, only this time, Harry is dead at the wheel... ----- Bad + ----- After defeating the Child Goddess (Alessa) you will hear Cheryl saying 'thank you' to Harry, and then Alessa will disappear. Harry calls out in horror and then the credits will roll. After them Cybil will tell Harry to leave, and then the building you are in will collapse. ----- Good ----- After defeating the Winged Monster (Samael) Cheryl will call out for her dad, and then Alessa (the winged monster changed again) will give you Cheryl (who is now a baby again). Harry will run off and Kaufmann will be seized by Lisa and dragged back under the metal grating. Then Harry will run down the street with Cheryl in his arms. After the credits Harry will stop and look at the sky. ----- Good + ----- After defeating the Winged Monster (Samael) Cheryl will call out for her dad, and then Alessa (the winged monster changed again) will give you Cheryl (who is now a baby again). Harry and Cybil will run off, and Kaufmann will be seized by Lisa and dragged back under the metal grating. In the next scene Harry and Cybil will be running down the street with Cheryl cradled in Harry's arms. During the credits movie, Harry will get up from the couch, but Cheryl will be in his arms. Also, Cybil touches her nose and looks at Harry. The intro FMV to the game (before you start a new game) will now have Cybil instead of Harry's dead wife after you beat it this way. ----- UFO (Use Channeling Stone) ----- Aliens descend upon the lighthouse and zap Harry (you) with a stun gun. Harry screams, and then collapses and the aliens talk a little more in their bizarre language. When you start a Next Fear mode game after this, the Hyper Blaster will instantly be in your item list. Also, the credits feel like science fiction, and they scroll in a "Star Wars" style. ============================================================= o 6.01 About the Authors ============================================================= --------X Rura Penthe X-------- Well, I'm Rura Penthe and I wrote most of the walkthrough. Uhh, I would say more, but I really have no clue what to put here. Ah well, screw it. Shouldn't you be playing Silent Hill right now? At any rate I'm not going to say anything about myself here, because I'm not a dumbass. If this FAQ is successful I might write a Syphon Filter FAQ or a Parasite Eve FAQ (I originally wanted to do a Xenogears FAQ, but there's a very well done one out now, so I won't waste my time...). Update (.5b): Well, this FAQ seems to be quite successful, and with this new edition we've made it grow by leaps and bounds yet again, so watch out for a new FAQ by me sometime in the future. Don't expect it to be on Syphon Filter or PE though...I've checked and there are now good FAQs out about them. --------X Tetsuo (I made the maps) X-------- Whoa, hey...about me. Well letsee. First and foremost, I am a badass. I gotta fight off all the ladies with a stick. I just can't help it. And with this FAQ, i'm gonna have to get like a steel reinforced stick or something, cause it'll just bring more lovely ladies. And if you thought I was actually going to put something of importance in this section, then man you a sucka. ============================================================= o 6.02 Credits/Thanks ============================================================= o The whole 8-bits crew, too numerous to name here. o CJayC, for hosting this faq! o All the people who have emailed us, without you we would have missed so many things! o Konami, for making such a kickass game o Capcom, for making a kickass game for Konami to rip off (JUST KIDDING!) o Whoever made ASCIIPaint for Mac, cause thats how we made the ascii logo at the top. o haywire, for...well, you know whatcha did. and whoever it was that "helped" haywire. o The GameShark Code Creator's Club (http://www.cmgsccc.com), for the GS codes 'cause hey, we don't have GameSharks. o mnm@bdg.centrin.net.id (mnm) for pointing out several things I missed, as well as helping me find many of the items I failed to list in the FAQ. o The Silent Hill manual (wow), where I got some of the character descriptions and the introduction to Silent Hill. Did I miss anyone? ============================================================= o 6.03 Legal Crap ============================================================= This guide can not be copied without permission of the author. It can not be used as a means of profit. In no way is this FAQ to be cut up into sections or altered in any way. It is to remain in it's original state and in one piece if used on websites. It may not be put in a magazine or publication of any kind without both the authors' express permission. This document is copyright 1999, Rura Penthe and Tetsuo, all rights reserved.