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=====================================
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:
[email protected]
*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 [email protected] (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.
HTML © 1999 Just The FAQs. All images and content © by the respective owner(s). All rights reserved.