Tetsuo & Rura Penthe's- 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 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 ===================================== W A L K T H R O U G H ===================================== Version 0.4b 2/26/99 Table of Contents 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 Items o 2.05 Weapons o 2.06 Maps o 2.07 Puzzles o 3.xx Walkthrough o 3.00 Walkthrough Explanation o 3.01 First Scene o 3.02 The Cafe o 3.03 The Alley o 3.04 On the Way to the School Part 1 o 3.05 Inside the House o 3.06 The Second Alley/Basketball Court o 3.07 On the Streets of Old Silent Hill o 3.08 Back in the House o 3.09 On the Way to the School Part 2 o 3.10 In the School/Reception Area o 3.11 Infirmary/Courtyard/Second Hallway o 3.12 Third Hallway/2nd Floor o 3.13 Music Room o 3.14 The Boiler Room o 3.15 Alternate School?! o 3.16 Alternate School?! Floor 2 o 3.17 Roof o 3.18 Floor 2 Part 2/Basement o 3.19 Alternate Boiler Room/Normal School o 3.20 Streets of Old Silent Hill/Balkan Church o 3.21 Central Silent Hill/Normal Hospital o 3.22 Alternate Hospital?! o 3.23 Alternate Hospital?! Part 2 o 3.24 Antique Shop o 3.25 Alternate Town?! o 3.26 Waterworks/Tunnels o 3.27 Resort Area o 3.28 Alternate Resort Area o 3.29 Lighthouse/Going to Amusement Park o 3.30 Sewers/Amusement Park o 3.31 Final Alternate Hospital o 3.32 FA Hospital Floor 2/Floor 3 o 3.33 Hall of Phaleg/Room of Aratron/Child's Room o 3.34 Final Boss o 4.xx Quick Walkthrough o 4.00-4.xx See Normal Walkthrough Namings. o 5.01 Secrets o 5.02 GameShark Codes o 5.03 Misc o 6.01 About the Authors o 6.02 Credits/Thanks o 6.03 Legal Crap ============================================================= o 1.01 What's New ============================================================= 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 completeted, 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* This is a walkthrough for the Sony PlayStation game, Silent Hill, by Konami. We've laid this document out with numbered sections, so that you can easy 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 Tetsuo and Rura at: silenthill@bigfoot.com *PUT SILENT HILL IN THE SUBJECT LINE* *OR YOUR EMAIL MAY BE DELETED* If you are sending us corrections, they will be included in the next version of the walkthrough. Please don't be surprised if you receive two responses, one from each of us, as we have a redirecter to send the mail to our own accounts. ============================================================= o 2.01 Introduction to Silent Hill ============================================================= Welcome to the world of survival hor-er...i mean, Silent Hill. Where its really dark all the time and nothing makes any damn sense. As the opening FMV tells, You're Harry Mason, driving with his daughter Cheryl to Silent Hill to take a vacation. As your driving, you get your first glance at Cybil, but she drives off. You keep going when all the sudden someone's in the road! You swerve to miss, but you hit the side of the canyon. You wake up in the car, but where is Cheryl? ============================================================= o 2.02 Characters (incomplete) ============================================================= 1. Harry Mason Main character, you play as him. A 32 year old writer, he was driving through Silent Hill when he got into a wreck and lost his daughter, Cheryl. 2. Cheryl Mason Harry's 7 year old daughter. She isn't in the car when Harry wakes up from the accident. She's wandering around leaving him notes, and something doesn't seem quite right about her. 3. Cybil Bennett A 28 year old motorcycle cop from a nearby community, who came to investigate why there has been no activity in Silent Hill. She grabs Harry when he gets in the wreck and takes him to the Cafe. And oh yeah, she goes scritch-scrich-scritch when she walks :) 4. Dahlia Gillespie 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 You meet him in the hospital, holding a gun over a dead monster. He knocked out and when he came to everything was like it is. 6. Lisa 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 She is the girl you almost hit at the beginning of the game, sometimes you see her, but she's always a ghostly image that you cannot talk to... ============================================================= o 2.03 Controls ============================================================= X - Action. Shoot (w/ R2 held down), Open doors, Look. Triangle - Look at map (When avalible) Square - Hold while moving to run. Circle - Turn flashlight on/off L2 - Look around R2 - Aim weapon Select - Go to Inventory screen Start - Pause ============================================================= o 2.04 Items (incomplete) ============================================================= [Ammo] Handgun bullets -Ammo for the handgun. Shotgun shells -Ammo for the shotgun. Rifle shells -Ammo for the rifle. [Health] Health drink -Supplies nutrition to recover a small amount of stamina. First aid kit -Heals injury to provide moderate stamina recovery. Ampoule -Relieve pain to recover stamina to high. Effect lasts for a while. [Keys] 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. House key -Go back and get it later Picture card -A rectangular card with a picture of a key. Found on a desk in a classroom. Library reserve key -The key to the school's 2nd floor library reserves. Picked up in the locker room. Classroom key -The tagged classroom key. Found hanging in a drainpipe on the roof. K. Gordon Key -The tag says "K. Gordon;" found in the school's boiler room. Drawbridge key -Key to operate the drawbridge. Found in the church. 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. Examination room key -Found in patient room in the 2nd floor basement. 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." Antique shop key -The tagged key with a shop name on it that Dahlia left at the hospital. 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. Kaufmann key -A "3" is written on the tag. The key was thought to have been dropped by Kaufmann. Motorcycle key -Key to an old motorcycle, which was dropped between the floorboards in the motel room. Key of "Ophiel" -The word "Ophiel" is engraved on the key. Stone of time -Large stone with clock-face design on pillar with astrology chart hanging from it. Amulet of Solomon -The amulet is a star shaped object with 6 corners named after the ancient magician. Key of "Hagith" -The word "Hagith" is engraved on the key. Bird cage key -Bird cage key with engraved handle. 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. [Other] Gold medallion -A picture of a clock tower is engraved on the surface. Found in the chemistry lab. Silver medallion -A picture of a clock tower is engraved on the surface. Found in the music room. Flashlight -One touch on/off switch. In the chest pocket. Pocket radio -Portable radio that emits static when monsters are near. Rubber ball -Florescent pink rubber ball used by children. Flauros -Pyramid shaped object found in the church. Purpose and use unknown. Plastic bottle -Empty bottle found in the kitchen of the hospital. Unknown liquid -Red liquid found in a broken vial in the Hospital Director's room. Blood pack -200ml blood pack. Found in the hospital storage room. Lighter -Oil lighter found in Room 201. Disinfecting alcohol -Isopropyl alcohol bottle. Found in ICU at the hospital. Video tape -Nothing on the label. Found on 2nd floor hospital basement. Receipt -Receipt from General Store, thought to have been dropped by Kaufmann. Magnet -Long, thin magnetic rod with a string attached, found in the motel office. Pliers -Tool to use on metal and wires. Rusted but usable. Screwdriver -Tool for screws. Rusted but usable. Ring of contract -Rustic, hefty-looking ring of unknown material. Crest of Mercury -Snake in the symbol of mercury signifies alchemy. Ankh -Elliptical talisman with a cross inside. Disk of Ouroboros -Ring of a snake biting it's own tail. Dagger of Melchior -The ancient dagger named after the Magi. ============================================================= o 2.05 Weapons (incomplete) ============================================================= [Wielding] Kitchen Knife -Hard to use, but better than nothing Steel pipe -3' long steel pipe. Long range but of limited use. -Hammer Emergency hammer. Highly damaging, but hard to use. -Axe Small one hand axe. Moderately effective as a weapon. [Guns] Handgun -Ammo: Handgun bullets -Holds: 15 rounds -Description from Inventory: Handgun recieved from Cybil. Holds up to 15 rounds. Shotgun -Ammo: Shotgun shells -Holds: 6 rounds -Description from Inventory: Fires in a wide radius. Holds up to 6 rounds. Hunting Rifle -Ammo: Rifle shells -Holds: 6 rounds -Description from Inventory: Holds up to 6 rounds. ============================================================= o 2.06 Maps ============================================================= Legend: h1 - Health drink c - Chemical h2 - First aid kit s1 - Statue of hand h3 - Ampoule k1 - Gold medallion a1 - Hangun bullets k2 - Silver medallion a2 - Shotgun ammo k3 - Picture card k4 - Library reserve key r1 - Rubber ball g1 - Handgun g2 - Shotgun 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 | | | ---------------------------------------------------------------------- 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 2.07 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 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. 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 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... ============================================================= 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: Red radio 2 health drinks Kitchen knife Flashlight _____________________________________________________________ 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 are several items and a save point. Get the items, then go to the other end of the bar and pick up the kitchen knife. Then get the flashlight off the table near the door. 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 red radio then (it will crackle whenever monsters are nearby) continue out the door. ============================================================= o 3.03 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 3.04 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 3.05 Walkthrough - Inside the House ============================================================= Items in this area: First aid kit 2 boxes of bullets Health drink _____________________________________________________________ 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. ============================================================= o 3.06 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 3.07 Walkthrough - On the Streets of Old Silent Hill ============================================================= Items in this area: Key of 'Scarecrow' Health drink Box of bullets Key of 'Lion' _____________________________________________________________ Go west on Finney Street until you get to the intersection with Ellroy Street, then go south on Ellroy 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. Go back up to Finney Street after this 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'". You now have all three keys to open the back door of the house! Go back west on Finney Street and then go south on Levin Street until you reach the house (Now marked by a red dot on the map). ============================================================= o 3.08 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 3.09 Walkthrough - On the Way to the School Part 2 ============================================================= Items in this area: none _____________________________________________________________ Run south down the alley you come out in until you hit Matheson Street. Then go west until you run into Midwich Street. ------------------------------- From there, go south until you [!] The game has now gotten reach the school. Turn into very dark, so I suggest that the schoolyard, and either you remember to check your map kill or dodge the zombie dogs often, or else you will get who try to block you, then lost. open the door and you're in ------------------------------- the school. ============================================================= o 3.10 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 3.11 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 3.12 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 3.13 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 3.14 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 3.15 Walkthrough - Alternate School?! ============================================================= Items in this area: First aid kit Health drink 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 go through the door opposite it to be in the a new hall. Go into the infirmary to save, 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 3.16 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 3.17 Walkthrough - Roof ============================================================= 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 3.18 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 3.19 Walkthrough - Alternate Boiler Room/Normal School ============================================================= Items in this area: K. Gordon Key _____________________________________________________________ You enter this area, and this 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 2.07 which is the puzzles area) This gives you the hint on how to beat the monster! Equip your shotgun, and wait until the monster opens up its mouth (it WILL be obvious) then 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 3.20 Walkthrough - Streets of Old Silent Hill/Balkan Church ============================================================= Items in this area: 3 boxes of bullets Flauros Drawbridge key Health drink First aid kit Shotgun shells _____________________________________________________________ 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 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. If you go in the door on the bottom floor of the booth (remember to turn on your light if you choose to) there's a rock drill with no gasoline there so you can't use it (yet). 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! ============================================================= o 3.21 Walkthrough - Central Silent Hill/Normal Hospital ============================================================= Items in this area: Box of bullets First aid kit Hospital map Hospital basement map Health drink 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 boiler room and walk toward the large generators in there. The camera view will change and you'll see some stuff on the right hand boiler. 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. 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! (This is the only way I know how to get floor 4 to appear. If anyone knows a better way, please email us!) Go to floor 4 and you'll see a short little scene, and then you're in the Alternate Hospital. ============================================================= o 3.22 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 3.23 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 with another woman (the woman from the church?). 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 3.24 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 3.25 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. Shoot at it a few times 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 3.26 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 pipe from the very beginning of the game and hit the lock five times. This will break the lock and you can go inside. ------------------------------- Go down into the tunnels and then [!] Your radio is useless in walk through the tunnels until the tunnels so listen for the you reach a big room. Turn left sounds of your enemies here and run down the side until carefully or you will be hurt you reach the third metal frequently. 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. 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 3.27 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 Shotgun shells Magnet Motorcycle key _____________________________________________________________ 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). If 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 3.28 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 3.29 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 3.30 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. ---Bad 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. ---Bad Ending Strategy--- ---Good 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) ---Good 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 3.31 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 2.06) 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 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 3.32 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) so don't take it unless you want to save. 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 3.33 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... Dagger of Melchior Ankh Disk of Ouroboros Crest of Mercury Amulet of Solomon 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 3.34 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 : Winged Monster---------------- This boss was disgustingly simple. It can shoot lightning at you that does a high amount of damage, but quickly cure, whip out your hunting rifle and start blasting away and you will only be hit twice or three times. ------------------Final Boss : Winged Monster---------------- After this there is another series of long scenes and the credits start to roll. Congratulations, you've beaten Silent Hill! Please note though, that there are four different endings... more info will be given about them in the next version of the FAQ... Planned Changes in .5b or .6b include... Beat the game on Next Fear mode, add new info on difficult mode, describe final endings, , explain the 'Game Result' screen, and find all 204 items (I only picked up 162 in this time through), miscellaneous fixes, other new additions, and more organization... (Hehe, I have high hopes for the next few versions...) ============================================================= 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: -Red radio (on table) -2 health drinks (in corner of bar) -kitchen knife (other corner of bar) -flashlight (on table) ============================================================= o 4.03 Quick Walkthrough - The Alley (Looking for Cheryl Part I) ============================================================= 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 4.04 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 4.05 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) ============================================================= o 4.06 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 4.07 Quick Walkthrough - On the Streets of Silent Hill ============================================================= Get in this area: -Key of 'Scarecrow' (in mailbox across plank) -Health drink (on steps) -Box of bullets (next to police car on Finney Street Bridge) -Key of 'Lion' (in police car's trunk) ============================================================= o 4.08 Quick Walkthrough - Back in the House ============================================================= Get in this area: -2 Health Drinks (on table in backyard) ============================================================= o 4.09 Quick Walkthrough - On the Way to the School Part 2 ============================================================= Get in this area: -nothing ============================================================= o 4.10 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 4.11 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 4.12 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 4.13 Quick Walkthrough - Music Room ============================================================= Get in this area: -Silver medallion (Once you solve the puzzle of the piano) ============================================================= o 4.14 Quick Walkthrough - The Boiler Room ============================================================= Get in this area: -nothing ============================================================= o 4.15 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) -Health drink (next to first aid kit) -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 4.16 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 4.17 Quick Walkthrough - Roof ============================================================= Get in this area: -nothing (Roof) -Classroom key (in gutter in courtyard) ============================================================= o 4.18 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 4.19 Quick Walkthrough - Disgusting Boss Thing/Normal School ============================================================= Get in this area: -K. Gordon Key (next to boiler after you defeat boss) ============================================================= o 4.20 Quick Walkthrough - Streets of Old Silent Hill/Balkan Church ============================================================= Get in this area: -3 boxes of bullets (in Gordon house (2x), in alley off Bradbury Street) -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)) -Box of shotgun shells (on broken stairs (still in Old Silent Hill)) ============================================================= o 4.21 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) -Health drink (in kitchen) -Plastic bottle (in kitchen) -Basement key (in conference room) -Unknown liquid (on floor in director's office) ============================================================= o 4.22 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 (2F)) -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 4.23 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 4.24 Quick Walkthrough - Antique Shop ============================================================= Items in this area: -Antique shop key (on desk after Dahlia leaves) -Axe (on wall in altar room) ============================================================= o 4.25 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 4.26 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 4.27 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) -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 4.28 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 4.29 Quick Walkthrough - Lighthouse/Going to Amusement Park ============================================================= Get in this area: -none ============================================================= o 4.30 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 4.31 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 4.32 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 4.33 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 4.34 Quick Walkthrough - Final Boss ============================================================= Get in this area: -nothing ============================================================= o 5.01 Secrets ============================================================= Eh, wait for it, it'll come... ============================================================= 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 Misc. ============================================================= Nothing here quite yet... ============================================================= 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 Xenogears FAQ (DAMN I love that game...) --------X Tetsuo 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 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 PSM, from which we got the names/ages/other info for some characters o The GameShark Code Creator's Club (http://www.cmgsccc.com), for the GS codes 'cause hey, we don't have GameSharks. 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.