May 02, 2012
Silent Hill PS1 walkthrough
00 // s i l e n t h i l l a r r i v a l
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"Cheryl? Is that Cheryl!?"
Starting the game for the first time, a cutscene will play of Harry
stepping out of his Jeep -- bad parking job, by the way. Afterwards, Harry
thinks to himself about the town. When you can play, follow the road
forward for a bit and Harry will comment, "Footsteps?" Cheryl is seen in
a cutscene and she crosses the wide road. In the depths of the fog, follow
her down the street, and Harry will notice her in an alley. Continue your
pursuit down the long alley, and you'll hear the sound of a gate near the
end, which Cheryl goes through. Do the same and move through the left gate
at the end of the alley.
Upon the terrifying sight, hope that mess isn't Cheryl, and follow the
pathway, hearing a siren. Adapt to the twisting camera angle and move
around the corner to Harry's right. Follow the strangely disturbing
pathway to a gate and go through it. The area is very dark for some reason
-- move forward a bit and Harry will light a flare. Follow the darkened
hallway with your light source around some corners and past a broken
wheelchair. Near the end of the path is a bloody stretcher -- what the...?
Take the right path and follow it over several streaks of blood and around
a corner.
Feeling apprehensive, embrace yourself and walk the rest of the pathway
for a cutscene. Demon Children will appear in the area and Harry has no
weapon to fight with. It is inevitable to live through this part since the
demons won't allow you to escape -- they'd rather you sliced and diced.
01 // o l d s i l e n t h i l l
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"What's that? Huh? Radio? What's going on with that radio?"
Harry soon awakes in a cutscene inside a Café. This is where you will
start in a Next Fear game. Harry is accompanied by a Police Officer, Cybil
Bennett from Brahms, the next town over. Cybil hands you her HANDGUN in
the cutscene, and later leaves to call in reinforcements. After the civil
conversation, Harry will comment that he should look for something useful
before leaving, if you try to exit.
Move towards the right section of the Café counter to find a HEALTH DRINK,
a FLASHLIGHT, and a RESIDENTIAL AREA MAP. After the view change, move to
Harry's right to find a notepad, which is a SAVE POINT. At the other end
of the counter is a HEALTH DRINK and a KITCHEN KNIFE for a weapon. On the
nearby table is a radio but Harry is convinced that it's broken. Now you
should be ready to leave. Try to head out the front door for a cutscene.
After Harry's humorous quote about the radio, an Air Screamer blasts
through the glass, knocking Harry to the ground. Enter your inventory and
equip the Handgun. Shoot away at the flying demon -- it should take only
six shots on Normal. Harry now feels that the radio could be useful (and
so should you), so examine it to get the POCKET RADIO. Now you're finally
done here, so exit the Café.
Once outside, Harry suggests that he should check the alley from before
again, and marks it on his map. For a start, head north on this road,
which is called Bachman Road. Just past the Cafe on the east side of the
road are two packs of HANDGUN BULLETS on a bench. Checking your map,
you'll notice a Convenience Store at the northeast corner of Bachman and
Finney. See if the store is of any convenience. Near the entrance of the
store, with your Radio emitting static, is an Air Screamer on some bins.
Ignore it and enter the store through the open door.
Once inside, move towards the camera to find a HEALTH DRINK at the end of
the top shelf. Move down the middle aisle for 2 HEALTH DRINKS on the right
and left shelves respectively. On the right counter away from the camera
is a SAVE POINT, and a FIRST AID KIT is on a shelf further back. Exit the
store when you're done.
If the Air Screamer is out here again, quickly run away from it and head
towards the Finney Street alley, moving west. Once in the alley, you may
encounter another annoying Air Screamer, and further down the alley,
three Groaner Dogs. Run past them and go through the left end gate. Follow
the pathway to another Groaner -- kill this one as it may cause some
trouble in this small area. Continue past it and go through the gate at
the end of the path.
In this area, grab the 2 packs of HANDGUN BULLETS on the ground in front
of Harry. Moving over to Harry's left, you'll find a note from Cheryl's
sketchbook, "To school". So she must be at the school... Harry marks
Midwich Elementary School on his map. Beside the note lies the STEEL PIPE,
however, it will only be here on Easy and Normal. Exit this entire alley
to Finney Street. If the Groaners follow you to the street, use the
Handgun to get rid of them.
You want to get to Midwich, but if you go west, past an Air Screamer,
you'll find that the road is destroyed. So head south down Levin Street,
seeking another way to Midwich. If you stay on the right (west) sidewalk,
you'll come up to two Groaners by a Doghouse. Deal with the doggies and
then examine the Doghouse -- Harry doesn't find anything interesting. Also,
note the locked door at the house where the Doghouse is. Continue south on
Levin Street, and head west on Matheson Street when you reach it.
Well, this road is destroyed too. However, there are notes on the ground.
"Doghouse", "Levin st." -- apparently Harry didn't look well enough at the
Doghouse on Levin Street. All the roads that lead to Midwich seem to be
destroyed, so return to the Doghouse. Upon more examination of the
Doghouse, a HOUSE KEY is found hidden inside -- take it. Now use the HOUSE
KEY to enter the house right here, through the single brown door up the
steps.
Once inside, a FIRST AID KIT is on the stand to Harry's right. Move into
the dining room area, past a door that won't open, to find a SAVE POINT
two packs of HANDGUN BULLETS -- one on the right table and the other on
the left stand. In the kitchen you'll find a HEALTH DRINK by the stove.
The far door in the area, leading to the backyard, has three locks on it,
and it has a map beside it. The map has "Keys for Eclipse" written on it,
and has three different symbols for what seem to be the locations of the
three keys for eclipse, of course. No, you're not looking for a Mitsubishi
Eclipse -- you need three keys to open this door. Exit this house through
the front door and start your scout.
Since Harry copied the locations onto his map, look at them, and then for
the arrow on Finney Street. Move north on Levin, and head east all the way
to the end of the road on Finney, ignoring any enemies on the way. At the
east end of Finney Street is an Air Screamer by a Police Car almost
falling off the destroyed road. Kill the Air Screamer and grab the HANDGUN
BULLETS on the ground by the Police Car, then examine the open trunk of
the car for the KEY OF "LION".
Okay, now head to the line in the narrow alley connected to Finney Street.
Moving south in the alley, find the wide gate on the west side with "Off
Limits" marked on it and go through it. Move to Harry's left to find the
KEY OF "WOODMAN" beside a blood dog head. It looks like some sick person
was playing Basketball with this dog's head... Also grab the HEALTH DRINK
on the garbage bin to the left.
Exit this area back to the alley and head towards the circle on Ellroy
Street. Head south down the alley and continue south to enter a small
alley past Matheson Street. Move past the Air Screamer and grab the
HANDGUN BULLETS x2 at the end of the alley on the right ground. Exit the
alley and head east on Matheson Street, then head south to the end of
Ellroy Street. Stay the furthest to the west as you can go to find a
fallen tree allowing you to access the grassy area ahead. Examine the
bloody mailbox to get the KEY OF "SCARECROW". What is this, the Wizard of
Oz? Also grab the HEALTH DRINK at the top of the steps of the house just
here.
Now that you have the three Keys for Eclipse, return to the house on Levin
Street with the Doghouse -- use Matheson Street for a quick passage.
Inside the house, examine the Eclipse door and Harry will use the KEY OF
"LION", KEY OF "WOODMAN", and the KEY OF "SCARECROW" to unlock the door.
Now go through the door.
A cutscene plays and the area is suddenly getting darker again. Hmm... So
that was the "Eclipse"... Harry turns on his Flashlight for a light source
in this darkness. After the cutscene, grab the 2 HEALTH DRINKS on the
white lawn table. Find the backyard wooden exit gate to the west and go
through it. If you follow this alley to the north and go to the northwest
end of Midwich Street, you can find HANDGUN BULLETS and a HEALTH DRINK
among some rubble.
From the alley by the backyard, head south down the alley, across Bloch
Street, and continue south in the alley there. Staying on the east side,
you can find a HEALTH DRINK by the second set of garbage bins (not
including the one garbage bin near the beginning of the alley). Further
south, you can find HANDGUN BULLETS on the west side by some garbage bins.
An Air Screamer may fly towards you around now, and two Groaner Dogs are
at the south end of the alley.
Midwich isn't very far away now and you can get there by moving west on
Bloch Street and then south on Midwich Street. You may find two Groaners
and an Air Screamer near the Bloch/Midwich intersection -- run past them
and stay on the west sidewalk. Very soon you should come up to the school,
hearing radio static by the entrance, but there are some helpful items
further south that you should get.
Just south of Midwich Elementary, two Groaners appear to be patrolling a
school bus. Kill them if you wish, and enter the school bus through the
open door on the right side. Inside, near the entrance are 2 HEALTH DRINKS
on a seat. Further back you can find a SAVE POINT on one of the second
furthest back seats. Exit the school bus and return to the relative school
area just north of here.
Find the entrance pathway by the "Midwich Elementary School" engraving and
move down it to find two Groaners guarding the entrance doors. You can
easily run past them and enter Midwich Elementary through one of the two
entrance doors.
02 // m i d w i c h e l e m e n t a r y s c h o o l
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[Note:] The map for this area has north facing to the right. So when I say
north, I mean right on the map. When I say east, I mean down on the map.
Once inside this already freakish school, move forward to find the SCHOOL
MAP on the left display cases. Afterwards, move through the red double
doors to enter the Reception hall. Find the Reception to the left (south)
and enter it through the doorway to find three books with blood written on
them...
"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."
Looks like a puzzle of some sort. At the beginning of each memo is a time.
This refers to the time on the Clock Tower in the courtyard of the school.
If you go through the east coutyard doors, you'll find two frightening
Demon Children, and most importantly the Clock Tower in the northwest. You
may notice the two slots at the left and right of the tower respectively.
You must have to get two items to put in there. If you examine the front
of the tower up the steps, Harry will notice that the clock hands are
stopped at 10:00. The "Alchemy laboratory" bloody memo has 10:00 written
at the top of it.
So what you need to do is find the "Alchemy laboratory" for the gold,
which must be the "Golden Sun". But before you do so, head back through
the east double doors (at the bottom of this area), and enter the
Infirmary. Inside, on the blue table is a FIRST AID KIT. Also check the
shelf beside it for a HEALTH DRINK. Lastly, on the desk in the room is a
SAVE POINT. This is the only save point in the school, so remember to come
here when you want to save. Exit the room when you're done.
Checking your map, you'll notice that there's a Chemistry Lab on 2F --
thst's where you want to go. If you check both the connecting hall double
doors in this corridor, you'll find that they're locked. So enter the
courtyard again and use the west double doors to get to the west corridor
(which is the top corridor on your map, not the left; always refer to the
compass at the left of the map).
In the west corridor, you'll be ambushed by three Demon Children! You'll
probably lose some health here, but try not to worry too much about it.
Try to sneak between two of them and lure them to a corner, killing them
with the Handgun subsequently. Once you've cleared the corridor, enter the
room between the Storage and the Hall on your map. Inside, you'll find an
apparition, which is named "Larval Stalker". By no means will it attack
you, and you can see its trouble of staying on its feet. Soon it will
disappear. Anyway, there is a pack of HANDGUN BULLETS on the turquoise
bench in the northeast. Exit the room back through the red double doors
when you're done, since the other doors won't open.
Back in this corridor, there will be another Demon Child, even if you
killed them all before. You'll be able to hear loud radio static in this
area as well -- there is a Demon Child by the right stairs, and another
two to the left. The only open rooms in this corridor are the Boys' and
Girls' washrooms, however, nothing is in the Girls', and all you'll find
in the Boys' is a Demon Child. Head up the stairs in the southwest (top
left of your map) to 2F.
If you move up the stairs here again, you'll only find a locked door to
the rooftop. Anyway, a lone Demon Child vacates this hallway, which is not
much of a threat. Entering the upper Classroom on your map, you'll
encounter two eerie Demon Children. A HEALTH DRINK lies on the desk to the
left of the chalkboard. Continuing on to the next classroom through the
east door, all you'll find is an empty classroom, so exit to the hallway.
You can find HANDGUN BULLETS in the Girls' washroom, accompanied by two
Demon Children. Kill them and move past their corpses for something
startling. The Boy's washroom is unlocked but nothing interesting is
inside. You can access the Music Room corridor, however, you'll go there
later anyway. Enter the west corridor through the double doors at the top
of this corridor on your map.
Just ahead of you by the right heater will be a Demon Child, and another
two should come from further back. First, enter the Lab Equipment Room to
look for the "sage's water" from the memo on 1F. You can find a purple
CHEMICAL bottle on one of the sidewall shelves in this room -- that must
be it. Exit the room and enter the Chemistry Lab before the newly
appearing Demon Child gets to you. Find the old man's hand statue on the
middle lab counter and use the CHEMICAL to vaporize it, revealing the GOLD
MEDALLION. Take it and exit back to the hallway.
Move north down the corridor to find the locked Library Reserve. Move
through the double doors there to the north corridor. Enter the Library
for a FIRST AID KIT on the desk near the door. In the back of the room
between the bookshelves, the Larval Stalker is back, accompanied by two
friends. You can enter the Library Reserve through the other door in the
room, only to find a Demon Child -- exit to the hall, unlocking the
Library Reserve door if you exit from there.
The upper classroom (in the north) on your map has nothing inside, however,
the lower one contains HANDGUN BULLETS on a table near the window. You'll
have to fight or avoid the two Demon Children in the room to get it.
Exiting that classroom, you may encounter two more Demon Children, along
with the possibility of a Larval Stalker apparition afterwards.
If you choose to enter the east corridor (bottom on your map), you'll find
two Demon Children roaming around. Enter the Locker Room and find where
the noise is coming from. Examine the locker for a suprise. After the
kitty leaves, you'll hear a rather gruesome noise... Exit the room to find
another Demon Child. If you enter the Music Room, you'll find a closed-up
piano and a memo on the chalboard, which is irrelevant at the moment.
Head back down to 1F, but take the northeast staircase (bottom right of
your map), past the Demon Child if it's there. On 1F, there will be a
Child Demon near the staircase, and another one further down the hall.
Enter the upper Classroom on your map for HANDGUN BULLETS on the back
table, as well as noticing another clumsy Larval Stalker in the room. Exit
the room and head east back down the hall. Use the double doors near the
stairs to get back to the Reception hallway, unlocking them first.
From this corridor, exit to the courtyard and go up to the Clock Tower.
Insert the GOLD MEDALLION into the Golden Sun slot on the left, and you'll
hear the clock hands move. Examine the front of the tower up the steps for
Harry to notice the clock hands at 12:00. 12:00 is at the beginning of one
of the other memos in the Reception -- "A place with songs and sound" --
now where would that be? Obviously the Music Room -- head up the northeast
stairs (bottom right of your map) through the north double doors, if you
unlocked them; if not, use the other stairs.
Enter the Music Room corridor and enter the Music Room itself. The piano
cover is now open -- who could've done it? There are some bloody keys,
which involve a puzzle that relates to the memo on the chalkboard in the
room.
p i a n o p u z z l e
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Checking the chalkboard in the room, there's a riddle which explains this
puzzle and reads as follows:
"'A Tale of Birds Without a Voice'
First flew the greedy Pelican,
Eager for the reward,
White wings flailing.
Then came a silent Dove,
Flying beyond the Pelican,
As far as he could.
A Raven flies in,
Flying higher than the Dove,
Just to show that he can.
A Swan glides in,
To find a peaceful spot,
Next to another bird.
Finally out comes a Crow,
Coming quickly to a stop,
Yawning and then napping.
Who will show the way,
Who will be the key,
Who will lead to
The silver reward."
Examining the piano and pressing the different keys, you'll find that some
of them make sound as usual, and others are broken and make a wooden
sound. The idea of this puzzle is to coordinate between the riddle on the
chalkboard and the keys on the piano. There are five birds mentioned in
the riddle, and your first idea would probably be to press the keys that
work in a certain order, but that won't work and there are too many
working keys. Checking the keys more carefully, both black and white ones,
you'll find that five of them don't work -- there are five birds -- that's
it. You must determine the order in which to press the five broken keys on
the piano relating to the riddle.
Let's start things at the beginning. "First flew the greedy Pelican, Eager
for the reward, White wings flailing." Okay, so a greedy Pelican flies in,
eager for the reward, with its white wings flailing. From this stanza
alone, it's impossible to decipher the position of the Pelican, but the
next stanza explains, "Then came a silent Dove, Flying beyond the Pelican,
As far as he could." This is not fully clear but it seems to point out
that the Dove is as far away as possible from the Pelican, meaning one's
at the beginning, one's at the end.
Beginning to end is normally left to right -- how a book is read, for
example -- so the idea here is that the Dove is at the right end, flying
as far as he could, and the Pelican is at the left end. However, if you
check the keys you'll find that both the first and last keys that are
broken are black keys, and both these birds are white -- "white wings
flailing" is mentioned of the Pelican, and Doves are naturally white. So
instead of these birds being on the close and far end black keys they
belong on the first and last white keys, respectively, that are broken.
Moving on, read the next line, "A Raven flies in, Flying higher than the
Dove, Just to show that he can." So the Raven flies higher than the Dove,
which is at the farthest right white key. First of all, the earlier part
of the puzzle was mentioned moreso left to right, instead of high and low,
but this is quite obvious. Since we're dealing with music here, "higher"
would higher pitched, meaning more to the right on the piano. There's only
one broken key past the Dove, which is the black key just right of it, and
it hasn't been taken. Furthermore, already looking at the fact that the
Raven flew higher than the Dove, Raven's are naturally black -- the last
broken key on the right is black. Makes perfect sense.
The next stanza reads, "A Swan glides in, To find a peaceful spot, Next to
another bird." A Swan comes in the picture, which is a white bird, and
finds a peaceful spot next to another bird. With only two keys left now,
one is black and one is white -- and we've already determined that Swans
are white -- but the explanation will continue. Since Swans are white, the
Swan can't sit next to the Pelican, which is at the far left, since it has
a black key beside it and no broken white keys near it. However, on the
other side, there is a broken key just to the left of the Dove, and this
key is the second last broken key on the right. This is where the Swan
sets down, since the key is also white.
"Finally out comes a Crow, Coming quickly to a stop, Yawning and then
napping." First of all, there's only one key left, but this stanza is
ridiculously easy to understand all by itself. Crows are naturally black,
and there's only one black key left, which is at the left end.
Furthermore, the stanza mentions that the Crow quickly comes to a stop,
yawms and naps, which is clear that he doesn't go far at all and instead
stops at the first place available. So the Crow rests at the first black
key on the left. Now the puzzle has been solved.
Now that the solution to the puzzle has been found, work it with the keys
on the piano. The above descriptions already tell you the order, but the
ASCII drawing below is a lot easier to follow. The piano ASCII represents
all the keys you can press, and the numbers represent the birds -- the
broken keys -- and the order you press them in. Just below, however, is a
simple briefing of which number is which bird:
1 - Pelican
2 - Dove
3 - Raven
4 - Swan
5 - Crow
____________________
| | || | | | || || | |
| | || | | | || || | |
| |5|| | | | || ||3| |
| |_||_| | |_||_||_| |
| | | | | | | |
| |1 | | |4 |2 | |
|__|__|__|__|__|__|__|
So in other words, press the second white key from the left, press the
second white key from the right, press the first black key from the right,
press the third white key from the right, and press the first black key on
the left.
After pressing the five broken keys in the correct order, a medallion will
fall down to the floor from the wall in the room.
--------------------------------------------------------------------------
Grab the SILVER MEDALLION after it falls and exit all the way back to the
Reception hallway on 1F. Unfortunately, there will be two eager Demon
Children in this corridor. Kill them and head to the Clock Tower in the
courtyard. Insert the SILVER MEDALLION into the Silver Moon slot on the
right, and you'll hear the clock hands move once again. Examine the tower
up the steps and Harry will notice that the time has changed to 5:00. The
last blood-written memo has 5:00 at the top of it -- "Darkness that brings
the choking heat" -- where would that be? Heat, eh? Must be the Boiler
Room in the basement.
Reenter the east corridor through the double doors to discover another
Child Demon. Ignore it and head through the double doors to the north,
subsequently going down the stairs there to BF. Enter the Boiler Room
through the right door. Find the illuminated red light on the right boiler,
then examine it and press the switch to turn it on. Enjoy the creepy
sound and return to the Reception hallway on 1F.
Another Child Demon here -- will it never end!? Ignore it and find the
Clock Tower once again in the courtyard. Examine the small door up the
steps and Harry will enter the Clock Tower. Once, inside, move down the
ladder just ahead of Harry. A familiar siren is heard... Follow the
pathway and go up the ladder down the steps ahead. Once up the ladder, go
through the small door in front of you.
03 // n i g h t m a r e s c h o o l
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[Note:] The map for this area has north facing to the right. So when I say
north, I mean right on the map. When I say east, I mean down on the map.
In a cutscene Harry is confused at where he is. It seems to be the school
-- the courtyard -- but its appearance is very different. The east double
doors here are locked so head through the west doors. Just inside are two
Child Demons -- left and right. Try to get out of the way and enter the
Storage. Inside this peculiar room is a pink RUBBER BALL on one of the
three tables that seems to be of Harry's interest, so take it. Exiting
back to the hall, you'll find another Child Demon in the area.
Inside the room between the Storage and Hall on your map you'll find a
large, disturbing fan as well as HANDGUN BULLETS and a FIRST AID KIT on
the left benches. Back in the hall and checking the south double doors,
you'll find that they're locked, and the same for the north doors. Upon
this, enter the Hall in the north. Just inside the room you'll be ambushed
by five Giant Roaches -- act quick with the Handgun. Stay along the inner
wall and pass through the other door in the room.
Once here, feel free to unlock the double doors beside you, and enter the
west Classroom through the nearby door. After noticing some bloody
lockers, look for the desk in the center of the room. You'll find several
odd cards on the desk, and one particularly interesting -- take the green
PICTURE CARD.
If you exit back to the hall through the east door you'll find that the
hall is blocked off. So in the Classroom, enter the next Classroom to the
east to continue. Be alert in this room, there are four Child Demons! Try
your best to not get cornered, and exit the room, preferably from the west
door, as it's the closest.
Now on the other side of the hall, grab the HEALTH DRINK on the nearby
bench. The east end of the hall here is blocked, so head through the east
double doors. Three Child Demons vacate this hall -- two near the door and
the other far back in the Reception. The Infirmary is always a great place
to go so enter the Infirmary in this hall.
Just as before, there is a SAVE POINT in here, but it's on a different
table. Also like before, there's a HEALTH DRINK in the shelf right by the
table, and a new edition is a FIRST AID KIT on the other side of the save
point table. Take good note of the save point here as it's the only one in
this entire area; come back here if you need to save. Exit the room when
you're done.
Back in the hall another, but lone, Child Demon will appear in the south.
Ignore it for now, and if you enter the Lobby you'll only discover an odd
room with two Child Demons inside, one at each side of the room. In the
corridor again, move to the south double doors to find a Child Demon
roaming around. Kill it and move through the door down the small
passageway past it, since the double doors here are locked.
Once in here, you may find the scene familiar. In this same room in the
normal school, there was a painting of this door with the two corpses on
the wall... now it's real. Anyway, grab the HANDGUN BULLETS on the left
couch and examine the door between the corpses on the wall. Harry notices
a horizontal slot in the center of the door. Open your inventory and use
the PICTURE CARD you got just earlier. Go through the door.
Entering the Girls' washroom just in front of you in this hall will
transport you to the 2F Girls' washroom, although nothing is inside it.
Exit the washroom to the 2F hall and enter the Boys' washroom up here, to
find two boxes of HANDGUN BULLETS, and SHOTGUN BULLETS on the floor
inside. Back in the 2F hall, the hall is blocked just past the washrooms,
so enter the Girls' washroom to be transported back down to 1F, in the
Girls' washroom down there. Exit the room to return to the 1F hall.
Entering the Boys' washroom back on 1F, you'll come up across a blocked
off area with a door. Examine the door to open it, and a stunning corpse
is seen on the wall ahead. Examine the right wall to find some blood-
written words, and the awesome SHOTGUN lies on the ground to the left by
the open door. Exit the room and enter the southeast Teacher's Room.
Inside the room, quickly diminish the two Child Demons and the Giant Roach
before they get to you, then continue through the southwest door to the
next Teacher's Room.
Once inside the room, quickly kill the Giant Roach moving towards you and
grab the HANDGUN BULLET on the right chair ahead. Three blue phones can be
seen on the table in this room but Harry says he can't use the phone. Try
to exit through the far door and one of the phones will ring, and Harry
will answer. Afterwards, exit the room through the same door.
Out in the hall, three viscious Child Demons will surround you, as well as
a Giant Roach. Try to run forward and stay against the right wall to
initially avoid the enemies, and head up the stairs to the west to move up
to 2F. Move up the stairs again and go through the door at the top to
access the roof.
Moving into the right side of the area, the camera angle changes, hinting
at a hole by some blood -- examine it to notice a hanging key just out of
reach. At the far end of the roof is a red valve. If you open the valve,
water will will enter the drainage system. Harry notices that the water
drains into the wrong hole, thinking of the hanging key in the other hole.
He also suggest that maybe he could plug it uo somehow, and shuts the
valve.
Checking your inventory, you should notice an item that will be sufficient
for blocking the hole -- it's bright pink. Move to the hole by the edge to
the right of the valve and put the RUBBER BALL in the hole. Now open the
drainage valve, and the key will be knocked down from the other hole, but
where? Checking your map, the key should be by the west wall in the
courtyard on 1F. Exit back through the door on the roof and move down the
stairs to 2F. Move down again to 1F and pass the the double doors just in
front of you in that 1F corridor, after unlocking it.
Move ahead and enter the courtyard through the double doors. Move down the
steps and left just around the corner to find the key -- along the west
wall at the north side of the double doors. Take the CLASSROOM KEY from
the drainage ditch and reenter the west corridor through the double doors
here. Get back to the south corridor and head up to 2F via the stairs.
Down the hallway on one of the side benches against the wall is a
HEALTH DRINK. Inside the southwest Class Room up here are three Child
Demons, and a pack of HANDGUN BULLETS on a chair in the room. Move to the
next Class Room through the southeast door in the room to find SHOTGUN
BULLETS on a chair in the room as well, then exit the room.
Dodge the Child Demon and two Giant Roaches in the hall and move through
the east double doors. Make your way past another Child Demon and two
Giant Roaches in this hall and enter the Locker Room. Those who entered
the normal school's Locker Room earlier should be feeling a bit uneasy
from the familiar sound. Approch the locker that the sound is coming from
and examine it for Harry to open it.
After the short cutscene, head back for the door. Something should happen
-- when it does, pick up the LIBRARY RESERVE KEY on the ground, then exit
the room. The north double doors are locked, so head back through the
south double doors in the corridor, and make your way through the two
Class Rooms to get to the other side of the gate in that corridor. Then
head through the northwest double doors to access the west corridor.
Now in the west corridor, move down the corridor and enter the Library
Reserve, using the LIBRARY RESERVE KEY, by the locked double doors to the
north. Locate the shelf at one side of this room to find a FIRST AID KIT,
and a book titled "The Monster Lurks". Find the door at the other end of
the room and pass through it. Move in between the two tables in this room
to find HANDGUN BULLETS on one table and book about a fairy tale lizard
-- take note of the story in the book as knowledge of it will come in
handy later, trust me. Exit the room through the only other door in the
room when you're done.
Enter the Classroom just to the left of Harry, using the CLASSROOM KEY
(if you don't have the key, backtrack a little in the walkthrough). Inside
the room are three Child Demons, be aware. Move through the door in the
room leading to the next Classroom and grab the HEALTH DRINK on the chair
to Harry's right. Exit the room to encounter three Giant Roaches in the
hallway. Near the gate separating the east from the west in this corridor
is a HEALTH DRINK on a bench. When you're done here, move down the stairs
to the east, and once again, to reach the basement.
Enter the Boiler Room to Harry's right, and there will be a little puzzle
for you to solve.
v a l v e p u z z l e
--------------------------------------------------------------------------
This isn't a very difficult puzzle, but there's no riddle or any clue in
the game to help you with it -- just trial and error. In this room you'll
find a bunch of bars, which is really two sets of bar, blocking the path
in the middle of the fenced pipes, and a valve on each side. The idea here
is to turn the valves on both sides until a clear path is revealed. You
can try this puzzle yourself, really, it's not very difficult, although it
may take a while, but the solution is below.
In order to clear the path, before you've done anything at all, turn the
right valve twice to the right and the left valve three times to the left.
It doesn't matter which side you turn first, because the bars never
actually make contact with each other. If you already turned the valves,
this solution won't work unless you return the bars to how the initially
were. But don't worry about that and just keep trying different solutions
until a clear path is provided.
--------------------------------------------------------------------------
Once you provide yourself a clear pathway by turning the valves, move down
the path to descend down an elevator. Down the elevator, Harry encounters
a large lizard in an allocated area, and Harry has to defeat the lizard in
order to succeed.
b o s s 1 : s p l i t h e a d l i z a r d
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====
If you read the book about the lizard fairy tale just earlier, than you
should know how to defeat this monster. The book mentions that the lizard
open its mouth, which was what the man wanted, and he fired arrows into
the lizards mouth, defeating it. You want to do the same thing, but of
course a little different.
Hopefully you got the Shotgun earlier -- if not, tough luck. Right at the
beginning of the fight, move to one side of the circle area in front of
you and start blasting away at the Lizard with the Shotgun. What you want
to do is make him open his mouth and kill him by shooting inside his
mouth, but you can't do that right now -- if you try it, the Lizard will
open its mouth and you can shoot into it, but it will kill you. So you
must make the Lizard weaker before attempting this.
It should only take around 6 shots from the Shotgun on normal to piss the
Lizard off, and you'll be able to kill him by his mouth after that --
you'll know when the Lizard is pissed because he stop for a while and
green spew comes out of his mouth. Wait for him to start going again and
stand still, with your Shotgun equipped and ready to shoot. The Lizard
will come towards you, and when he opens his mouth, Start firing away into
the Lizard's mouth and back up at the same time. If you don't back up
while shooting, you'll be eaten, although you will get two shots off into
is mouth.
Repeat this strategy, letting the Lizard approch you so you can fire into
its mouth. Whenever you're not shooting, let go of R2 and hold it again,
so Harry reloads the gun (just a little trick that doesn't require you to
reload in the game or in the menu). It should take around 5 or 6 shots
straight into the Lizard's mouth to kill him on normal, and the battle
will end with the screen turning blurry.
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====
Normal Midwich Elementary
-------------------------
After the cutscenes, you'll be back in the normal school, inside the
Boiler Room in the basement. Pick up the K. GORDON KEY on the ground in
front of Harry and exit through the door just past the key. Move up the
stairs and Harry will take note of the bell heard ringing in the distance.
He opens up the map and marks the Balkan Church -- that's your next
destination. Move through the nearby double doors, after unlocking them,
to reach the east corridor.
If you haven't saved in a while, I recommend you use the same save point
as before in the Infirmary. Head over to the Reception in the hall to find
a list of teachers on the Reception counter. Harry notices the name K.
Gordon, the name of the key he got just earlier, and marks the address
down on the map. Unlock the Lobby's double doors and pass through them.
Then exit the school through one of the two far doors, after unlocking
the door first.
04 // o l d s i l e n t h i l l p a r t 2
==--=-=====---=----=-=-----======---===---=====----=-==----===-=--=-====--
Once outside in the foggy town, stroll down the path to the road. You may
remember a school bus at the side of the road to the south from before,
which had 2 Health Drinks inside, but if you go inside it you'll find 2
HEALTH DRINKS this time as well, and there's also the same save point as
earlier. Moving on now, you want find where the bell sound was coming from
when you were inside the school, and Harry has the Balkan Church on Bloch
Street marked on his map, but if you remember from earlier, you couldn't
get there from the north, so try the south. If you take Bradbury Street
and head all the way east you'll find that the road is demolished.
However, there is an alleyway before that point, so head north up that.
North up the alley, hearing radio static, there will be a Groaner waiting
for you near the end. Kill it, and take a look where it was standing.
There's a wooden gate door down a short path there, leading to someone's
backyard. Go through the gate into the yard, and try to go through the
door to inside the house -- Harry will use the K. GORDON KEY -- go inside.
Just inside on the counter is a pack of HANDGUN BULLETS. In the kitchen to
the right is another pack of HANDGUN BULLETS, and there's a SAVE POINT on
the table in the dining room. Move down the hallway, past the door that
won't open, and head through the front door to outside. Now you see you're
outside once again, but the whole point of that was to get to the other
side of the demolished road on Bradbury Street.
Anyway, if you're curious and check out the north of this road, you'll
find that it's destroyed, however, there is a HEALTH DRINK up the steps at
the last house on the east side of the road. Now running south to
Bradbury, continue east when you get to it. You may hear some radio static
but there won't be anything to worry about if you stick to the north side
of the road. On a bench farther east lies a HEALTH DRINK, and just past
that is an alleyway that you'll have to take, since the road ahead to the
east is destroyed.
North in the alleyway at opposite ends you'll find two Air Screamers (one
on each side), and some HANDGUN BULLETS on the ground around halfway
through the alley. On the northside, past a Groaner to the west, is a
Chainsaw store, and there's a CHAINSAW in the smashed window.
First of all, you can't pick it up just yet since you have no gas to power
it, but remember it for now.
Continue east en route to the church, and when you reach it on your map,
move up the steps and go through the doors. Inside, you'll meet a crazy
old woman in a cutscene. She presents you with a pyramid and suddenly
leaves. Move up to the altar and pick up the "FLAUROS" and the DRAWBRIDGE
KEY on it. There's also a HEALTH DRINK on a stand near the altar, and a
SAVE POINT at the back of the room. The door the woman went through won't
open, so exit the church through the main doors back to outside.
The woman inside the church told you to make haste to the hospital, which
isn't on your map -- there is a bridge crossing east, and you do have a
key for a drawbridge, so that's your destination. However, just past the
church is a gas station that you should check out. Avoid the Groaner
outside and head through the open door by the single "SUPER TUESDAY" sign
on the wall to the west of the pumps. Inside you'll find a GASOLINE TANK
on the shelf, HANDGUN BULLETS on the ground, and yet another SAVE POINT on
a table -- but seriously, you just met a save point one minute ago, so
it's really not necessary.
Anyway, the gas tank is not a key item, but if you remember the Chainsaw
from before, you can now go pick that up. However, there is another gas-
powered weapon shortly ahead that may make you think twice about which to
choose -- since you can only power one of these two weapons with the gas
tank (in a replay game you can get them both). Before moving on to the
bridge, you may want to head around to the back of the gas station, where
you'll find HANDGUN BULLETS and SHOTGUN SHELLS by the truck there. Anyway,
continue east to the drawbridge.
Once you reach the bridge, down the chipped off steps on the south side of
the bridge is a FIRST AID KIT and SHOTGUN SHELLS (the Shotgun Shells are a
bit hard to notice), but there are two annoying Air Screamers in the area.
Kill them if you can, and run down the bridge on the south side to the
small control booth and enter the bottom of it through the door by the
barrels. Inside this dark room (make sure your Flashlight is on) you'll
find the ROCK DRILL on the small yellow boxes, which is the other gas-
powered weapon. All in all, both the Chainsaw and Rock Drill are
great, but I'd personally give my vote to the Rock Drill. Make your own
decision with these two weapons and take one.
Leave the bottom room of the control tower, and if you move around it to
the east you'll see that the bridge is up. No worries, though, since you
have a key for that. Move up the steps on the control tower and enter the
top room. Inside, you'll find the SHOPPING DISTRICT MAP on the chair and
another SAVE POINT on the desk. Deeper into the room is a HEALTH DRINK on
a small box and a keyhole in the control panel. Use the DRAWBRIDGE KEY and
lower the bridge. Exit the tower and cross the now lowered bridge to
Central Silent Hill.
05 // c e n t r a l s i l e n t h i l l
====--=-===----=----======--=-=====---==-==----=-=======--=-===---====---=
Across to the other side of the bridge by the booth on the northside (the
pink box on your map) is a HEALTH DRINK, and on the southside steps is a
pack of HANDGUN BULLETS. Continue east to what turns into Sagan Street to
be welcomed by two Air Screamers, trying to smack you in the face -- not a
very pleasant welcoming I might add. Checking your map, there is a Police
Station just ahead on this street, so be sure to check that out. On the
way you'll encounter two new enemies, called Apemen, that will jump on you
and drain your health -- once again, not a pleasant welcoming to this side
of the town.
Inside the Police Station, you'll find SHOTGUN SHELLS on a bench and two
packs of HANDGUN BULLETS on the very tall reception counter. Inside the
room to the west are more HANDGUN BULLETS and a SAVE POINT on a desk, and
more SHOTGUN SHELLS on another desk. There is also an interesting memo on
the desk with the shells, and on the chalkboard as well. Once done here,
leave the room and exit back to outside.
Returning outside to the wilderness of the Apemen, check your map for a
hospital, remembering what the old woman from the church said --
Alchemilla Hospital in the south, on Koontz Street. That's your current
destination. Head back west on Sagan and take the south route on Crichton
Street. Ignore any enemies on the way and enter the small courtyard of
Alchemilla through the two large gates on the south side of Koontz Street.
Inside the yard are two Groaners waiting for you -- ignore them and
quickly enter the hospital through the double doors to Harry's right.
06 // a l c h e m i l l a h o s p i t a l
-===--=-=====-=-=-=-=======---=-=====-===-====---=-=-----------===---==-==
Inside this already frightening hospital you'll find a SAVE POINT on the
Recpetion desk. Take note of the map on the wall inside the Reception area
as well (you can't get to it right now). Head around the Reception to the
hallway to hear a gunshot... Follow the hallway and go through the first
door on the left for a cutscene. Harry meets Dr. Michael Kaufmann who at
first doesn't welcome Harry too nicely. The man doesn't talk for long and
leaves the room after a while.
Once you're left alone in the room, the door behind you leads back to the
hallway, so go through the door to the right (Harry's left). Pass through
the other door in this empty room to get the FIRST AID KIT on a box and
the HOSPITAL MAP within the Reception. Now with a map, head back to the
Examination Room and go through the east door, to the Medicine Room. All
in here is a newspaper with something clipped out, so exit to the east
hallway through the other door in the room.
Enter the Doctor's Office to find the HOSPITAL BASEMENT MAP on the table
by the wall, and through the other door in here to the Conference Room is
the BASEMENT KEY on the conference table. Leave both rooms and enter the
Kitchen from the hallway. Inside, move straight ahead for the camera angle
to change, seemingly focussing on some bottle in the foreground. Examine
the bottles to take a PLASTIC BOTTLE from the bunch. Also in the room is a
HEALTH DRINK, on the island. Exit back to the hallway when done in here.
Continuing along, enter the Director's Office to come across a very messy
room, with books strewn all over the floor and cupboard doors carelessly
opened. Head around the desk at the back of the room to find red liquid
splashed all over the floor from a shattered glass vial. Examine it for a
closer view. Hmm... You just picked up a bottle in the Kitchen, so use the
PLASTIC BOTTLE to pick up the liquid, to get the UNKNOWN LIQUID in your
inventory. Just to let you know, you don't have to do this -- you don't
even need to get the bottle in the first place, however, doing this will
give you an advantage late in the game and will also help you get one of
the better endings in the game. Leave the room.
The elevator won't work up here so you're only left to go down to the
basement. Use the BASEMENT KEY to access the stairway, and go through the
door down the stairs to the basement of the hospital. Don't worry about
the radio static down in this dark basement, there are only Roaches down
here -- three of them. Once they're done with, enter the only unlocked
room down here, which is the Generator Room. Inside you'll find the
generator of the hospital, which isn't making any noise, not to mention
the elevators not working. Examine the panel on the generator to find a
note stating what the generator powers, elevators being one of the few
things, and turn it on. Leave the room after doing so.
Now with the generator on you can access the elevator. You can head back
up to 1F and enter the elevator from there, but that's really not
necessary since you can enter the elevator from here. Once inside,
examine the panel and move up to 2F. Trying to open the double doors to
access the main hallway up here, they won't open. Reenter the elevator to
try the same up on 3F. Up on the third floor, these doors won't open
either... Thinking what to do, reenter the elevator.
Examine the panel for an absolutely shocking sight -- a fourth floor! Take
a moment to take this in, and then press the "4" when you're ready.
07 // n i g h t m a r e h o s p i t a l
----=-====---------====-====---=====----=-=------==--=====-----=-==-===---
After Harry's vision of a girl walking into what seems to be an Antique
Shop, the "non-existant" fourth floor around you is decaying of blood.
Head through the double doors. Start to follow the lifeless hallway before
you, hearing a click sound shortly after you begin -- that was the doors
locking behind you! All the rooms in this corridor won't open so don't
turn back and continue through the double doors around the corner. Now in
another hallway, run forward to hear these doors locking behind you, and
go through the end door in the corridor, since all the rooms won't open
here either.
Now you'll be in a stairwell, so quickly get off this floor before you're
locked in, by goind down to 3F. Now your map can be used, since this floor
actually exists. If you're still a bit curious of the mysterious fourth
floor, head back up the stairs, only to find... a wall! So that was... an
illusion? Anyway, go through the stairwell door on 3F to the west hallway
of the floor.
Lurking around this corridor is a new enemy, a Nurse Demon. Nurses are
quite strong, taking around six Handgun shots before going down. If you
have the Rock Drill, however, hold it up and let them run right into you,
effectively committing suicide. Anyway, inside the Men's Room you'll find
the PLATE OF "TURTLE" sitting on the window sill. Try to leave the room,
and see if you can get yourself to see what that noise was behind you. If
not, just leave the room (there's nothing there, anyway).
Leave the room and enter Room 302 in the corridor, since Room 301 contains
only an empty birdcage. Inside 302 you'll find a SAVE POINT and SHOTGUN
SHELLS, as well as an old, but usable VCR -- you don't have a videotape so
it's useless to you at the moment, if not period. North up the hallway
inside Room 304 you'll encounter another Nurse. After killing it, pick up
the HEALTH DRINK on one of the gurneys, and you may also notice a steel
plate screwed to the wall for some reason, which has no use to you now.
The Linen Room by the double doors contains nothing but dryers -- "Useless
now", Harry says -- apparently he hasn't wet his pants yet. Moving on to
the east corridor, either through the Linen Room or the double doors in
the west corridor, take care of the to Nurses in the area first. Inside
the Store Room you'll find HANDGUN BULLETS, a FIRST AID KIT, and a BLOOD
PACK, oddly enough. The door leading to the other Store Room won't open so
return to the hallway.
Enter Room 306 to get the PLATE OF "CAT" on the far wall, and then you'll
be done on this floor. You can unlock the double doors at the north end
of the hallway and use the elevator, but that's not the ideal way to go,
so head back to the west corridor and enter the stairwell. Run down to 2F
and enter the west corridor. Start things off on this floor by killing the
Nurse in the corridor, and then enter Room 201. Inside this room you'll
find a brass Zippo LIGHTER lying on the table. Leave the room and continue
north up the hallway to find another Nurse at the north end.
Enter Room 204 for an interesting task. You'll hear radio static in the
room, but there aren't any Nurses in here or anything. Move to the back of
the room to discover tentacles blocking you from another of those plates.
If you run at it, it will grab your foot and suck your blood. Take a good
look at what it's normally sucking at -- a puddle of blood on the floor.
Remembering something of interest you picked up, use the BLOOD PACK from
your inventory. Harry will drop the pack to the left, occupying the
tentacles. Great thinking for picking that pack of blood up Harry, phew!
Now that the tentacles are partly out of the way, move up to the wall and
grab the PLATE OF "HATTER". Exit the room and head back south down the
hall, entering the Nurse Center on the way. Inside this room is a riddle
on the wall and a locked door that looks very much like a puzzle. There
are four missing pieces, which seem to fit the plates you've been picking
up, however, you still need one more of them. Exit back to the hallway,
and you'll find that double doors leading to the east corridor won't open
as well. You may also notice a large plate slab with a list of names on
the by the doors, which is titled "The Grim Reaper's List", and a blank
plate slab at the north end of the corridor. Don't worry about it, as
haunting and questioning it may be, and reenter the stairwell.
In the stairwell, move down the stairs to the main floor of 1F to meet a
Doctor Demon this time. Doctors essentially the same as Nurses but are
slightly stronger and more aggressive. They also tend to regenerate very
often. The doors to the north corridor won't open, so enter the east
corridor through the double doors to meet another unhappy Doctor. Inside
the Medicine Room awaits another Doctor, and something is heard from
behind the other door, although it's locked.
Inside the Office in the corridor are HANDGUN BULLETS on the table, and
you can also find a HEALTH DRINK and a Doctor Demon in the Kitchen.
Another Doctor stands in the corridor to the north, and inside the
Director's Office you'll find the PLATE OF "QUEEN" on the table, after
almost pissing your pants, and a SAVE POINT by the far wall. Back out in
the hallway, you can check the broken vending machines on the north wall
for 3 HEALTH DRINKS!
Anyway, now that you have the last plate you should return to the puzzle
room on 2F. Start off by returning to the west corridor on this floor and
running up the stairs to 2F. In the 2F west corridor, enter the Nurse
Center to start the puzzle.
p l a t e p u z z l e
--------------------------------------------------------------------------
Checking the other door in the room, you'll notice that it has four square
depressions as well as four other depressions that have been filled in and
are colourful. That means you'll need to use your four plates in the empty
depressions to unlock the door, and the riddle is explained in the memo on
the wall by the door:
"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."
The memo explains eight different colours, and you have four different
coloured plates. However, there are also four coloured indentations on the
door, totalling as eight. So four of the eight descriptions in the riddle
aren't directly related to your plates, but they just makes things easier
for you.
Starting off, the first sentence reads, "Clouds flowing over a hill." So
what colour would that be? Well, clouds are white, regardless of whether
they're flowing over a hill or not, so the colour that matches this
sentence is white. Checking the door, the square at the middle top is
white, so it doesn't involve one of your plates. Take a look at the next
sentence, "Sky on a sunny day." The mentioning of a sunny day here may
confuse you, but the sky is always blue, even on a sunny day. If you were
thinking orange or yellow, that's only the case in a sunrise or sunset,
and if you were thinking white, that's the colour of clouds, not the sky
itself. So the answer to this setence is blue, which is the colour of the
Plate of "Turtle".
Okay, now on to the next sentence, "Tangerines that are bitter."
Tangerines are orange (they're small fruit oranges, if you didn't know
already), and they're still orange if they're bitter or not, so the
correct colour here is orange. The middle right square on the door is
orange, so it seems that we're going clockwise here starting at the top
middle. Next up is, "Lucky four-leaf-clover." We all know, or at least
should know, that clovers are green, be it four-leaf, three-leaf, or
whatever. So this colour is green, and the Plate of "Hatter" is green.
So now it's quite clear that we're going clockwise starting at the top
middle, and so far we've determined "Turtle" (blue) belongs at the top
right and "Hatter" (green) belongs at the bottom right.
"Violets in the garden." Well, that one was given away quite easily...
Violet is a colour itself, but is a variation, if you will, of purple. So
the colour here is purple, which matches the bottom middle square on the
door. Reading on, the next sentence is, "Dandelions along a path."
Dandelions are yellow, although their stems are green (which has already
been used), no matter what path they're on. So this colour is yellow,
which is the colour of the Plate of "Cat".
The next sentence isn't so clear, "Unavoidable sleeping time.". If you
really think about it, what colour is most closely resembled with sleep?
Well, when you sleep you see black, if you will -- the absence of light;
darkness, which is what is known as black. So the answer for this one is
black, which is the left middle square on the door. Lastly, the final
sentence reads, "Liquid flowing from a slashed wrist." This is an obvious
one -- when a wrist is slashed, as mentioned, blood is discharged from the
cut, and the colour of blood is red. The Plate of "Queen" is red, which
actually looks a little pink, and matches this sentence.
Now that you've determined all the correct colours, you should have the
following colour arrangement in your mind:
__________
__________| ______ |__________
| ______ | | | | ______ |
| | | | |White | | | | |
| | Red | | |______| | | Blue | |
| |______| | | |______| |
_|__________| |__________|_
| ______ ______ |
| | | | | |
| |Black | |Orange| |
| |______| |______| |
|____________ ____________|
| ______ | | ______ |
| | | | ______ | | | |
| |Yellow| | | | | |Green | |
| |______| | |Purple| | |______| |
|__________| |______| |__________|
|__________|
Only four of those colours really matter in terms of using your plates,
and those colours are: blue, green, yellow, red. Matching those up with
the plates in your inventory, you'll get the following solution:
__________
__________| ______ |__________
| ______ | | | | ______ |
| | | | | | | | | |
| |Queen | | |______| | |Turtle| |
| |______| | | |______| |
_|__________| |__________|_
| ______ ______ |
| | | | | |
| | | | | |
| |______| |______| |
|____________ ____________|
| ______ | | ______ |
| | | | ______ | | | |
| | Cat | | | | | |Hatter| |
| |______| | | | | |______| |
|__________| |______| |__________|
|__________|
So put the PLATE OF "TURTLE" in the top right slot, the PLATE OF "HATTER"
in the bottom right slot, the PLATE OF "CAT" in the bottom left slot, and
the PLATE OF "QUEEN" in the top left slot. Once the plates have been
placed in their correct positions, the puzzle door will unlock.
--------------------------------------------------------------------------
Once the door is unlocked, go through it to meet three Nurses in the
corridor, one right beside you. Inside the Operating Prep Room are two
Nurses along the wall, since there is a large gaping hole in the room.
Once they're dealt with, head through the other door in the room to the
Operating Room to meet another Nurse, who seems to be in charge here.
Luckily she ain't no Nurse Ratched and it's easy to deal with her. Pick up
the BASEMENT STOREROOM KEY behind the Nurse on the table and leave both
rooms back to the hallway.
Enter the Intensive Care Unit room and grab the Disinfecting Alcohol on
the table. Note the Nurse behind the table, but you should be able to get
out of there before she can touch you. Moving north up the hallway, you
can find one more FIRST AID KIT before you leave this floor in Room 206.
After getting that, go through the double doors up here and enter the
elevator. Examine the panel and go down to the basement, since you got a
key for the Storeroom down there.
Hellooooo Nurse! Right after landing on BF, take care of the Nurse right
in your face, and then enter the Morgue if you dare... Inside you'll be
ambushed by two Nurses from both side of the room right by the door --
quickly run forward out of their reach, equip the Shotgun, and blast those
suckers. Inside the room lying on gurneys you can find an AMPOULE and a
HEALTH DRINK -- don't waste that Ampoule by the way; only use it when you
have terrible health and need the strength and energy. Leave the room.
Take care of the Nurse that regenerated in the hall and enter the
Generator Room, since it's unlocked, before you enter the Storeroom. Walk
forward to check the generator, and stand still in front of it -- what do
we have here? Looking at the awe-inspiring weapon lying against the
generator, pick up the Emergency HAMMER, which is arguably the best weapon
in the game. You can't miss this baby, it is really an awesome weapon that
no one should do without -- it is definitely worth picking up. Leave the
room after picking it up and enter the Storeroom, using the BASEMENT
STOREROOM KEY.
Once inside, you can find some HANDGUN BULLETS and SHOTGUN SHELLS on the
shelves, but there doesn't seem to be any other doors or keys in here. One
object of interest, however, is the large wooden cabinet in the back
corner of the room. Harry notices some skid marks to the left of the
cabinet from it being moved, so go to the right side of the cabinet and
push it. Once the small door is revealed, go through it.
Now in the secret room behind the cabinet, examine the grate door in the
room for Harry to notice a hallway under it. The grate is covered in
vines, so Harry cannot open it like this. Remembering that you do have a
Lighter, although that won't be enough, check your inventory. Looking
through your items, the Disinfecting Alcohol should work great to soak the
vines with, and the Lighter can light it all up. So, first use the
DISINFECTING ALCOHOL to soak the vines and then the LIGHTER to light it
all on fire and burn the vines. Harry will open the grate after the vines
are gone, so go through the grate opening to the stairs below.
Once down in this unmapped area, follow the pathway forward and go through
the door. In this area you'll be greated by three Nurse Demons. Take care
of them and go through the first door on your left. Entering this hallway,
you'll meet two more Nurses. Only enter the first room on your left if you
feel like wetting yourself, but the first room on the right contains a
VIDEO TAPE guarded by a Nurse. If you remember, there's a VCR on the
second floor that you can use to watch the tape, but you're busy right
now.
Back in the hallway, enter the last room on the left, which is the only
other unlocked room down here. Inside, Harry will find a picture of a
young girl named Alessa, who looks quite similar to Cheryl. After looking
at the picture of her, get the EXAMINATION ROOM KEY just to the left of
the picture. Now it's time to get out of this hellhole of a basement's
basement. Head back down the hallway and go through the end door, then go
through to door to Harry's right to enter the stairway. Follow the stairs
to return to the Storeroom.
Now that you have the key to open the Examination Room, use the stairs or
the elevator to get to the first floor from the hallway. Once back on 1F,
run past the Doctor in the hall and enter the Medicine Room. Enter the
Examination Room through the other door in here, using the EXAMINATION
ROOM KEY. Meet Lisa Garland, a Nurse who works at this hospital. The
conversation between the ends when Harry sudden has a major headache.
Return to Normal Hospital
-------------------------
Harry awakens in the normal hospital's Examination Room, and the crazy old
woman from the church, who reveals her name as Dahlia Gillespie, greets
Harry in a once again strange matter. She leaves a key for you on the
and leaves the room, after tell you the other church in this town is your
next destination, wherever that is. Once Dahlia is gone, pick up the
ANTIQUE SHOP KEY she left on the table... Antique Shop, eh? Leave the room
through the west door and get ready to leave the hospital. Save your game
at the Reception if you want, and then leave the hospital through the main
double doors. In the courtyard, ignore the two Groaners like you did when
entering here before, and go through the hospital gates to the streets.
08 // c e n t r a l s i l e n t h i l l p a r t 2
=====--==-----=====--=-=====--=-=-----===-====---====--=-======---=-===-==
"Darkness devouring the town? Must be on drugs."
Once back on the streets, your next destination is an Antique Shop, which
you don't know the location for. If you use the Look option for the key
in your inventory, you'll see the tag says "Green Lion" on it. Taking a
look at your map, you'll notice a shop in the northeast named "Antique
Green Lion", so that's your current destination. Start off by heading east
down Koontz Street until you reach Simmons Street. If you check to the
south at that three-way intersection, you'll find HANDGUN BULLETS and a
HEALTH DRINK in an alleyway, however, two Air Screamers may follow you in
there. At the northwest side of the intersection is a HEALTH DRINK on one
of the tables, guarded by two Rompers nearby.
Take a left a Simmons, heading north all the way to the Antique Shop at
the north end of the road. By the way, if you're wondering just what the
hell that sound is that your hearing everywhere, somewhat like a siren,
that's just the music, so don't worry about it. Try to ignore any enemies
on the way to your shop, especially the three Air Screamers near the
Antique Shop in the north. Once you reach the shop in the north you can
see that it looks exactly like the Antique Shop from Harry's vision in the
hospital eariler, except the town around it isn't bloody as hell -- this
is definitely the right place.
The front door is wide open, so walk through the doorway and down the
steps to meet the actual door of the shop. Use the ANTIQUE SHOP KEY to get
inside. Once you set inside the shop, there will be a SAVE POINT right in
the foreground that you can use. Turn on your Flashlight to brighten up
the room and look around deeper in the room. There is a cabinet with trace
marks on the ground by it, so push it aside to reveal a hole in the wall.
Before Harry can check it out, someone enters the room behind him -- it's
Cybil!
After informing each other, Harry decides to check out what's through the
whole, leaving Cybil to cover him from the main room. After the cutscene,
head down the narrow path and go through the hole at the other end.
Through the hole, Harry finds a strange room with an altar -- is this the
"other church"? Looking around the room, grab the AXE sticking out of the
framing on the wall. There's nothing else to do here, so try to go back
throuh the hole and Harry will have another headache.
09 // n i g h t m a r e c e n t r a l s i l e n t h i l l
----=-=========---=-=----=====---=-======---=------=====--======----==-===
Harry awakens back in the Nightmare Hospital examination with Lisa. Harry
asks Lisa a few questions about what Dahlia said and she gives an
explanation. Just after that Harry awakens back in the Antique Shop,
however, the nightmare version of it. Now Harry wants to get to the Resort
Area, since Cybil said that's where she last saw her. He doesn't know how
to get there so he must return to Lisa in the hospital to ask her.
After Harry thinks to himself, move forward with the awkward camera angle
to find another SAVE POINT on the desk, which is in the exact same spot as
the one that was here in the normal world. Leave the room through the only
door, and then move up the steps in front of Harry and move out to the
streets, or what used to be the streets... The road is now grating and the
town looks like the Nightmare School and Hospital effect.
There are too many enemies in the nightmare world of Silent Hill, so it's
best to always run, dodging any enemies that you might encounter. Your
current destination is the hospital, to talk to Lisa, so you need to find
a viable route to get there. Moving south past any Apemen and Groaners,
you eventually find the "road" ends before Sagan Street, so you'll need to
find an opening around here somewhere. Stay on the east side of the road,
you'll find a torn hole in the shutters for the Silent Hill Town Center,
so go through the hole into the mall.
Inside the Town Center lobby there isn't anything of interest except for
the escalators and the large TV screens nearby. There's nothing down here,
though, so head for the escalators and begin to climb up for a message
from the TV screens. Continue up the escalators to the second floor and
take the left passage, since the right ends shortly because the floor is
missing. You'll hear radio static up hear but so far no enemies and in
view or even heard.
On the left path you'll meet a door to a shop, which I highly suggest you
enter before continuing on towards the static. Inside the shop you'll find
two packs of RIFLE SHELLS (although you don't have the Rifle yet), a FIRST
AID KIT, and a SAVE POINT. The other door at the back of the room won't
open so leave the shop through the front door. Continue following the path
towards the static to see what looks like slugs sucking on a corpse. Move
closer to check it out and the floor panel will fall with the weight of
Harry moving on it and you'll land in a pit with a large Larva. Good luck.
b o s s 2 : t w i n f e e l e r
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====
After landing in this pit with this giant Larva, there is no escape.
You'll have to fight this giant monster to get out of here. First of all,
there is a HUNTING RIFLE leaning against the wall just ahead of you to the
left. Equip the Rifle and run around the room for a brief moment, finding
a nice place to stand. Once you do that, wait for the Larva to come out of
the sand by you, move out of the way and shoot at it. Hold L2 and look
around when you can't see the Larva so you know where it is when it comes
up, leaving you time to get out of the way.
Every time the Larval comes up to the surface, it will spit green acid at
you as it slides across the sand, and then it will return to down in the
ground. Each time it comes up, you'll have around five seconds to shoot it
until it goes back down. Sometimes, however, the Larva will strike you (by
ramming into you) before you even know where it is, and this can be
frustrating. Always ahve your hands over the L1 and R1 buttons so you can
strafe out of the way at any time. Then, one out of the way, start
emptying rounds into the thing.
The Larva has two attacks: one is spitting acid at you every time it comes
up to the surface, and the other is ramming into you. Both inflict quite a
bit of damage, so be aware of your health state at all times and be ready
to heal. It may be hard to avoid this attacks, sometimes, because a lot of
the time the Larva will come up right in your face while you're moving.
That's why it's best to stand on the middle the remains of the grating
from the floor above, because that way the Larva can't just pop up beside
you.
You still have to keep your eyes and ears open, and be prepared to strafe
out of the way and start blasting away at the monster. It shouldn't take
too long to defeat this thing; it should only take around 10-15 shots with
the Rifle. If you don't have enough or any Rifle shells, use the Shotgun
or Handgun. Obviously the Shotgun is better because of its strength and
widespread blast, and it works very well, but the Handgun is also quick
and easy to use.
After taking enough damage, the Larva will roll up in a ball and the
fight will be over. Fortunately, your means of escape are helped by the
Larva then getting back up and smashing through the glass in the area.
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====
After the Larva smashes through the glass and gets away, run ahead and go
through the opening to outside. Now at the east side of the Town Center,
there will be several more enemies out here, including different looking
and stronger Air Screamers. It's best just to try and outrun them,
avoiding their attacks. Start your route from this side by running south
to meet an individualized grating path, and follow that as it turns to the
right onto Sagan Street. Follow this way east and never stop. Eventually
you may have three Groaner Dogs and an Air Screamer chasing you, but don't
stop to fight them and run like hell!
This is truly insane, the features of the alternate world and these
multiple creatures hunting you down. Don't stop until you reach the Police
Station near the end of Sagan Street and enter it. Oh man, that was
intense! Now you can finally take a moment to breathe. While you're hear,
check the area for any new items. On the front reception counter you'll
find RIFLE SHELLS and HANDGUN BULLETS, and on the table by the front doors
is a SAVE POINT. You might want to save your game, anyway, so it would be
smart to before you go back outside.
Once you're ready to return to thrilling world outside, continue the chase
by exiting through the double doors and running west to Crichton Street,
past the Apeman greeting you outside. Take the south route at Crichton all
the way to Koontz, past the barrage of Air Screamers. Once you reach
Koontz Street, head through the hospital gates. Just inside the gates,
you'll be swarmed by three Groaners. Quickly enter Alchemilla before they
touch you.
Now you can take another breath, stepping into the hospital again. Use the
SAVE POINT on the Reception counter if you need to and enter the
Examination Room to talk with Lisa. She remembers a waterworks near
Midwich that is closed off, and that you might be able to get to the lake
from there. Lisa doesn't feel she can come with you and Harry leaves the
room. Exit the hospital and head for the waterworks.
Out in the courtyard the doggies are gone, so there's no pressure. Go
through the gates to the street, or what's left of it, and follow the new
path forward as it leads to a stairway. There's nowhere else you can go,
so run up the steps to the roof at the top for a short cutscene. Up here,
a giant moth will come into sight -- it's the Larva from the mall, it's
turned into a Moth and wants revenge! The stairs you just came up are
destroyed, so it's time to fight.
b o s s 3 : f l o a t s t i n g e r
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====
Right at the beginning of the fight you'll be standing just in front of
the giant Moth, so it would be wise to get some breathing room. Staying on
this main roof section is generally not bad and it can work well when
fighting the Moth if you have good movement, but the higher area up the
stairs with the water tower works very well, since you have some cover. If
you stay on the main level, though, it's hard to see the whole Moth, even
when holding L2, and it can be hard to run around, shoot, and avoid
attacks. So it's really best to go up to the water tower.
First off, if you have Rifle ammo, equip the Rifle and start unloading
rounds into the Moth from the water tower area. Always leave some space to
sidestep after you shoot, so the Moth doesn't get to spit acid at you, or
come up to hit and smack you. Take off 2-4 shots each time you stop to
shoot, and then sidestep to another corner of the water tower roof. You
may find it difficult to get away cleanly after shooting with the Rifle,
which is why you might want to try the Shotgun.
The Shotgun is a great alternative method, especially since you can
actually move while shooting. So if the Moth is in your face, continue to
shoot it as you step back, and then move to a different corner.
Sidestepping while shooting works great as well, especially since you can
constantly be moving while shooting while you're shooting, avoiding the
Moth's attacks. You may want release R2 to put your gun down to
auto-reload instead of doing it manually while standing still.
The Moth has two attacks. which are very similar to its attacks as the
Larva. One of them is simply spitting green acid on you, which inflicts
moderate damage, and the other involves the Moth moving close to you and
smacking you with its abdomen, which is very damaging. To avoid these
beatings, simply do not let the Moth get close to you -- when it does,
sidestep or run to another corner. As for the acid, which is harder to
avoid, when you hear the distinct sound of the Moth spitting the acid, try
to sidestep out of the way as quick as you can, although this is hard to
do. Just don't stand still in one spot for too long and you should be
okay.
As you run around the water tower, the Moth will always follow you, and
rather quickly. You need to be quick to orchestrate this battle well, and
you need to know how to strafe properly and when to do it. Try to run a
complete circle around the tower and then stop and perform a quick
turnaround, ready your weapon, and start shooting. With these tactics,
the battle shouldn't be too difficult and the Moth will be eliminated
after around 10-20 shots with the Rifle or Shotgun.
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====
Return to Normal Central Silent Hill
------------------------------------
Just when you deliver the final blow to the Moth and it falls to the
ground, the world around you turns back to normal. The stairs aren't
destroyed in this normal world now, so step down from the water tower area
and set your feet on the main street ground by going down the main stairs.
Back on Koontz street, you need to get to the waterworks by Midwich, so
you must first get back to Old Silent Hill. Follow Koontz street west to
Crichton, and take that road north to Sagan. Once there, ignoring any
enemies, cross the bridge to west to Old Silent Hill.
Return to Old Silent Hill
-------------------------
After crossing the bridge, Harry will have his map open to show you that
you're at the waterworks, just north of Midwich, to save you the trouble
of getting there yourself. Move ahead and check the gate to discover that
it's locked. Harry takes a closer look to notice how rusty and worn out
the lock is, and he may be able to break it if he hit it hard. Take out
the Axe or Steel Pipe (or whatever else you prefer) and smach the lock a
few times to knock it off. You can also blast it with the Shotgun if you
prefer, which only takes one shoot. But it really isn't necessary.
Once the lock is broken, go through the gate door to notice the manhole
here has been carelessly left open. Give some thanks and go down the
ladder in the hole to the Sewers.
10 // s e w e r s ( c o n n e c t i n g t o r e s o r t a r e a )
-----====--=-======---=-====--------==-=====---=====---=-=------===--====-
Once down in the Sewers, things aren't feeling so safe. Move right around
the corner and follow the path all the way to the near end to hear
clicking sounds. New enemies will come in your wake, called Hanged
Scratchers -- one will come from each side ahead while two Roaches sneak
up behind you, essentially forming a three-pronged attack on you. Try to
get out of the mess first and then pick them off individually. Equip the
Shotgun from now on to deal with future Scratchers.
Take a left around the corner and follow the path, killing any Scratchers
on the way. What you're probably noticing now is that the Scratchers take
quite a while to fall down and they do so quite silently. All it takes is
two to three Shotgun shots (on Normal) to kill them, but they won't fall
for a few seconds. Once you reach another path intersection down here,
take the left route to find some worthy items. At the end, the path
diverts into two narrow routes. The right route contains a HEALTH DRINK,
HANDGUN BULLETS, and SHOTGUN SHELLS at the end, and the left route has
RIFLE SHELLS.
After getting all the items, head back all the way east and continue past
the intersection there to move on. There will be some objects blocking
portions of the path in some areas this way, but there's always a way to
get through. Once you reach the end of this path and meet a fence, go
through the fence door on the left side path, since the one on the right
is locked. Follow the path around the water, and on the far side past the
generator, and over the steps ahead. Continue along the path aroung the
corner to finally reach some important items. On the desk you'll find the
SEWER MAP (CONNECTING TO RESORT AREA) and a SAVE POINT, and if you check
the open key box on the wall you'll get the SEWER KEY.
Now that you have the exit key, head through the gate door to the right,
and through the next one, after unlocking it. Head all the way back west
to the intersection, running past any Scratchers -- some may drop down
from the roof -- and then head south all the way to the end, passing the
west opening (where you initially entered the Sewers). By the fence in the
south, use the SEWER KEY to go through the door and continue ahead over
the narrow blue grating. Just up ahead, you should see three Roaches that
may take separate paths towards you. Kill these pests before moving on.
After the Roaches, the path diverts once again into two. The left path has
a FIRST AID KIT at the end and is blocked off, but the right path leads to
a ladder -- go up it. Now on a blue grating ledge, pick up the FIRST AID
KIT to Harry's left, and follow the grating on the actual floor ahead. If
you hold L2 you should notice several Hanged Scratchers hanging on the
roof just up ahead, which is not great news. Get the drop on them now by
using the Shotgun. This may triger the others to come towards you, but
they won't move so quickly.
After dealing with the three Scratchers, continue following the Sewer path
to find another Scratcher on the roof just ahead. Both west and south
paths here are blocked off, so take the east route. You'll encounter
several Roaches on the way, which shouldn't be a big problem, and at the
east end wall you'll find a HEALTH DRINK and HANDGUN BULLETS. Follow the
path to the south past a Scratcher to the south pathway on your map. The
gate door to the east is locked, so you'll need to find a key for that.
Start heading west down the pathway, moving through the first gate door
along the fence when you reach it. Continue east, navigating over the blue
grating paths, eliminating any Roaches on the way, and go through the next
gate door. Farther west, take the left route when the path diverts into
two and head through the gate. Head to the west end of the pathway to find
a section of bloody water with an item of interest, although the wide
camera angle and music doesn't seem to be good news.
In the water is the SEWER EXIT KEY -- grab it, and once you do that, three
Scratchers will appear in the area from the roof and from the water to
corner Harry. However, they do not truly block Harry at all side, and you
can slip away through the back right hole between them. Turn around and go
through that missing link, and whatever you do, do not take the left path
(Harry's left), which is a dead end, or the result will very likely be
your death, since the three Scratcher will truly trap you in there. So
take the path to Harry's right, which contains another Scratcher -- have
the Shotgun ready and quickly blast it and run past before the others get
to you. Go through the gate just behind the creature.
On the other side of the gate, you may notice the Scratchers trying to get
through the fence, but they won't be able to. Head back to the east, now
that you have the key. Don't waste time with Roaches and just keep running
-- the sudden bang sound shouldn't convince you to stop and fight, anyway.
Once through the gates and now back in the east, you'll encounter three
more annoying Scratcher's by the exit gate. You don't necessarily have to
fight them, though, and you can run in between the first two and quickly
use the SEWER EXIT KEY to get through the gate right beside the third
Scratcher -- run at the door while pushing the creature and constatly
pressing X to use the key and go through the door.
Now on the safe side, use the SAVE POINT on the barrel ahead if necessary,
and climb up the ladder beside it.
11 // s i l e n t h i l l r e s o r t a r e a
====---=-=====---=-====---=-=-----===-=-=====---=-====----=---======---===
Ah, freedom... fresh air. But are we there yet? Check the area around you
to see if you can find any items or a map. Run forward and investigate the
destroyed building around the corner, to find RIFLE SHELLS and HANDGUN
BULLETS inside to the left, and a FIRST AID KIT inside to the right. Exit
the wreckage and head forward to the road. The road is demolished one way,
so head the other way and check the Information sign for the RESORT AREA
MAP.
Checking your new map, you're currently on Bachman Road. An Air Screamer
may come to greet you soon or may have already. Head south, deeper into
this resort side of town. First of all, there are quite a few places you
can go in this resort area, but you can immediately run to the Lighthouse
area on your map if you really feel like doing so. However, you will miss
a lot of information if you do this and you will receive one of the two
bad endings in the game, so it's recommended that you check the town
thoroughly.
Looking for places of interest on your map, Annie's Bar stands out pretty
nicely, so go check that out. The entrance is at the south of the building
on your map, and you'll find two Rompers out there. Unless you plan to
pick them off one by one, don't bother with them and quickly enter Annie's
Bar through the front door. Inside the bar, Harry will encounter Kaufmann
struggling with a monster ontop of him and will save him. They'll chat for
a bit, but the typical Kaufmann doesn't talk too much and leaves rather
quickly.
Searching the room for items, you'll find two HEALTH DRINKS on the bar by
the entrance, which blend in quite well. There's also a SAVE POINT on the
bar. Deeper into the room by the pool tables, you'll find the KAUFMANN KEY
and the RECEIPT where Kaufmann was struggling earlier, which evidently he
dropped. The key looks to be a motel key, and there is a motel in the
general area, and the receipt has a code written on it. If you use the
Look command to take a closer look at the receipt, you'll see that it says
"Indian Runner" at the top of it, which is a name of a store to the east.
Exit the bar and head over to Indian Runer.
You may encounter some Groaner Dogs on the way, but they're easy to take
care of. Near the entrance to Indian Runner you'll notice two Rompers.
You can either kill them individually to be safe, or you can run right up
to the double doors and enter the place, after using the code. Both ways
work out quite well actually, and it's not very difficult to avoid the
Rompers if you just run like hell to the doors. When you reach the doors,
examine them to find a padlock with a 4-digit code. On the receipt that
matches this store, it says "0473", and that is the code to unlock the
door. Enter the building after entering the code.
Inside the quiet general store, you can find RIFLE SHELLS and a HEALTH
DRINK on the front counter. There's also an interesting diary on the
counter and a picture on the wall behind it with a man, presumably Norman
Young, in front of a motel. The shopping list on the wall to the left of
the picture contains a code, 0886, to the back entrance of what seems to
be the motel. The motel is your next destination, since you already have
a key for it as well, but you're not done at Indian Runner just yet.
Near the cash register on the far counterside is a safe door, which is
locked. There is a cabinet back the other way, which you can open the
drawer if you examine it. The SAFE KEY is found inside the drawer -- I
wonder what that's for. Move up to the safe door and use the SAFE KEY to
open it. Drugs are found inside... Interesting -- you don't ever need to
open up this safe and it doesn't help you game-wise if you do, but it
helps you understand a bit of what was going on in Silent Hill -- Cybil
mentioned drug trafficking earlier.
You now have a code for the motel and motel key, so leave the store and
head south to the motel. You may encounter an Air Screamer and a Romper
near the back entrance of the hotel, which you should probably kill to
make this easier for you -- especially the Romper. On the west side of the
road you'll meet the back entrance of the motel, where you'll find a door
locked by an electronic keypad. Examine the keypad, and remembering the
code from the shopping list at Indian Runner, enter 0886 and press Enter
to unlock the door. Then enter the motel through the unlocked door.
Just inside the door you can find a MAGNET on the couch (this item may be
on the desk in the room instead, sometimes). Also on the coffee table is
an interesting newspaper article explaining more on the narcotics issue
in Silent Hill, partially on top of an even more interesting magazine.
Unfortunately, you won't be able to "read the articles" of the magazine.
Through the door by the couch you'll find a motorcyle in a garage area,
as well as SHOTGUN SHELLS on the ledge by the wall and a HEALTH DRINK on
the stair stool near beside it. Return to the living room of the motel.
Further in the room on the desk you can find another diary involving the
mystery man. Through the open doorway to the left you'll find a SAVE
POINT. There's nothing else in here so leave the motel office through the
door around the counter in this Reception room to outside. Now in the
hotel compound, remember that you still have a key, which is for Room 3 if
you look at the key in your inventory. Head forward to cross to the other
side of the lot and find Room 3 to the right, entering it using the
KAUFMANN KEY.
Right near the door is a suspicious cabinet -- every cabinet in this game
is suspicious so why would you not think this one was? Push the cabinet
from the right side and check the ground to spot what looks like a key,
glinting in the narrow hole. Harry can't get the key like this because the
opening is too small. You just got a magnet earlier, which, if you check
from your inventory, has a string attached to it -- that should be plenty.
Use the MAGNET from your invetory to click onto the metal object in the
hole, and you'll get the MOTORCYCLE KEY. Motorcycle, huh? There's a
motorcycle in the hotel office, but what exactly could this key be for?
Leave the motel room and reenter the hotel office across the lot. Move
into the main room through the open doorway and go through the door by the
couch to enter the garage again. If you check the motorcycle, Harry will
just comment that it's an old motorcycle, but then he'll notice dust wiped
away only around the gas tank -- use the MOTORCYCLE KEY to open the gas
tank. Harry finds a small glass vial inside the tank, very similar to the
smashed vial in the hospital. Just then a very pissed Kaufmann enters the
room and really gives you a threat. With that attitude, maybe you
shouldn't have saved him, the bastard. Whatever is in that vial must be
very important, because Kaufmann almost swallowed up himself giving you
that speech.
Anyway, Kaufmann snatches the vial from Harry's hands while he's
lecturing him and leaves, rendering pretty much all you did pointless.
However, you have clinched one of the better endings of the game, so don't
feel upset about that. You're all done here, so leave the garage exit to
outside. Now that that ordeal is all done, your next destination is
across the bridge, since there's nothing else to do on this side of the
bridge. Before the bridge you may encounter a Romper and a Groaner, but
it's quite easy not to go near them and just run past. Head over the
Sandford Street bridge, hearing static in the distant darkness.
12 // n i g h t m a r e s i l e n t h i l l r e s o r t a r e a
==-=----=-=====----=-====---=-===----=------=-======--=-===---==-====---==
Once again, the world around Harry turns into a nightmare world, although
he thinks it feels different this time. Nonetheless, you should already be
familiar with this nightmare state by now, and this grating replacing the
roads is nothing new. Remembering last time the streets were like this,
prepare for another onslaught of enemies. On the other side of the bridge,
stay at the north side of the road to find SHOTGUN SHELLS and a HEALTH
DRINK around the barrels when you reach them. There is also a Night
Flutter (nightmare version of Air Screamer) and a Romper in the general
area, which you should probably take care of while they're on their own.
Continue west past both east and west garages, almost always hearing
static in the distance. Take a left after the west garage and head south
down the pier, past the first Night Flutter on the way. Past that the pier
narrows to the right side only, and you'll meet two agry Wormhead Dogs
near a stairway on the left. Don't bother to fight them and quickly run
down the steps. Move over the set wooden bridge, stepping onto the boat,
and enter it through the double doors at the stern. Inside, move ahead and
go through the door up the steps to the cabin.
Inside the boat you'll meet Cybil, and Harry will have a conversation with
her in a cutscene. Dahlia interrupts the conversation with her typical
crazy talk. She tells you to go to the Lighthouse on the lake, and the
center of the Amusement Park. Cybil will check out the Amusement Park for
you, and Harry will have to head to the Lighthouse. Dahlia also mentions
you must use the Flauros, and then she leaves. Afterwards, you can find
HANDGUN BULLETS, RIFLE SHELLS, a HEALTH DRINK, and a SAVE POINT around the
cabin. Leave the boat through the double doors to a different side.
Now at the west side of the boat, go over the small wooden bridge to the
pier and move up the steps ahead. There's a Romper up here and a Night
Flutter patrolling the sky. Continuing south, head down the next set of
stairs on the right side and cross over the longer wooden bridge. Follow
the path through these red railings on this dock and head over the next
wooden bridge to the pier again, and continue past the fence to the right
to meet two Rompers. Just past that along the water at the right, follow
the pier to the next stairs, and if you continue past that you can find a
FIRST AID KID guarded by two Night Flutters at the south end of that area.
Head back from the dead-end and go up the stairs to the higher groud. Take
the first left and head down the stairs, now going east directly towards
the lighthouse. Follow the path to and up the next set of stairs to
encounter three Wormheads. Finally, continue east and enter the Lighthouse
through the door up the steps. Once inside, note the SAVE POINT and head
up the winding stairs with the wicked camera angle to the Lighthouse roof.
Once up here, Harry realizes he's too late. You're free to fool around up
here, though, and you can lose your character in the darkness in the area.
Anyway, head back down the stairs in the lighthouse and exit back to
outside.
Starting your path through the labyrinth again, just step a few meters
ahead and Harry will then be inside the boat, to save you a lot of time.
Cybil is not back yet, so you better get to the Amusement Park. Go through
the single door in the cabin and exit through the double doors at the
stern. Move over the small wooden bridge back onto the pier and move up
the stairs. Make minced meat out of the two Wormheads up the stairs, and
head north to Sandford Street. Check your may and head for the red arrow
at the west of your map, which you'll find is another Sewer opening.
Once you reach the fenced off area, go through the partially opened gate
and go down the ladder in the open manhole to the Sewers (connecting to
the Amusment Park).
13 // s e w e r s ( c o n n e c t i n g t o a m u s e m e n t p a r k )
----=-=======---=-=-=====----=-=-===---==-====---=-==----=-=----=-=====---
After entering the Sewers, a cutscene will play of Cybil, who doesn't have
good fortunes. Back to Harry, grab the SEWER MAP (CONNECTING TO AMUSEMENT
PARK) on the wall and head off to the east. Shortly, you may notice three
Hanged Scratchers on the roof, which you should take advantage of and
shoot from a distance. Continue past them after disposal to reach a tunnel
to the right. If you continue straight, however, you'll meet a dead-end
with two more Scratchers on the roof, so that's obviously not necessary.
Follow the tunnel to the west to encounter a Mumbler -- that's one hell of
a creapy sight, isn't it? It is quite strong and requires quite a lot of
ammo kill. Moving on, you can find a HEALTH DRINK at the west end path,
where the tunnel intersects with another route. To the south you can find
a HEALTH DRINK and HANDGUN BULLETS. Follow the north route to encounter
two more Scrathers and Mumblers, unless you feel you can run past them --
you might not feel too comfortable with all those enemies chasing you,
though, so killing them isn't a bad idea.
When you meet the west tunnel, take it to encounter another Mumbler not
too far down. Past that, you'll hear a bang, followed by the clicking
sounds of Scratchers walking behind you -- don't stop, as if that sound
wasn't enough to scare the hell of out you, and continue runninng for your
life, navigating around the holes on the ground. You'll eventually reach a
junction where the ground is completely gone, however, you can slip past
by moving around the extremely narrow grating on either side -- don't get
get caught up here or those Scratchers are very likely to catch you.
Continue past the missing ground area into an amusement park type area,
and follow it to a ladder at the end and quickly go up it. If you get
caught up at either side of the ladder and can't climb up it from your
angle, the Scratchers are very likely to corner you and eat you up -- so
it is vital to approach this ladder at the right angle so you can safely
climb up it right away.
14 // l a k e s i d e a m u s e m e n t p a r k
=====--==-=-=====-----==-=====---=-=-==--======----=-====---=-======------
Now this area is quite confusing, and it's not terribly difficult to get
lost. Follow the directions within carefully. Once up the ladder, move
ahead into the open area. Follow the grating path off to the right to
encounter a Larval Stalker again -- it's been quite a while since you last
saw once. Head past it and take a right afterwards. A Demon Child may come
from the left, so you'd better take it out. Move past the pleasant-
sounding carousel on the left side, and run over to the far left all the
way to the end of the grating. Nearby, there's an ice cream stand, with a
SAVE POINT on the counter. There's a Demon Child somewhere around but
that's not really a concern.
Facing the ice cream stand, turn around and run straight, turning a bit to
the right. Once you reach another Larval Stalker, as if these things are
guiding you, continue a bit more to the right to find another one of these
apparitions, falling down right near some steps. Head up the small steps
and through the low gate, onto the carousel. In a cutscene, Harry meets
Cybil in a wheelchair, but she doesn't seem like her normal self. She
stands up and shoots at Harry. It's time to fight Cybil.
b o s s 4 : c y b i l
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====
Although Cybil is your friend, you have to fight her in this battle.
Evidently she isn't her normal self and appears to be possessed, so there
doesn't seem to be anything you can do but fight her at the moment. Right
away, instead of shooting at Cybil, turn around and run the other way to
gain some space and thinking time. The best weapon for this battle is the
Hunting Rifle, since it's very powerful and shoots quite quickly. Once
you find Cybil, ready your aim and fire at her. The Rifle is strong so it
will stun her after every few shots, unlike the Shotgun and Handgun. You
may be open to Cybil's attacks a lot, though, when you're standing still
or trying to run away, but that's quite common during this battle. Just
try to stand far away from her and use the Rifle's long range to attack
her.
During the battle, Cybil has three attacks, only two in the first part of
the battle, however. The first and most simple attack is a shot from her
Handgun, which inflicts very serious damage -- two shots from this will
kill you no matter what health you have, so always heal to full health
after being shot. And each time you're shot, you will be knocked straight
to the ground, allowing Cybil to reload if she needs to. The other attack
with her Handgun is a simple pistol whip when you're right in front of
her. This doesn't inflict as much damage as a bullet, but it's still quite
damaging. The last attack only takes place after Cybil drops her weapon,
once she receives enough damage. This attack involves her grabbing you
around your neck, and she tries to strangle you for quite a while without
letting go. To escape the attack, wiggle the shoulder buttons and the
direction pad buttons -- if you let her strangle you for too long, it
inflict heavy damage.
As mentioned above, Cybil will drop her Handgun once she receives enough
damage, ane she feels like taking matters into her bare hands. From here
on, the battle is very simple. First of all, if you picked up the Unknown
Liquid with the Plastic Bottle in the hospital, you can use it on Cybil to
cure here -- it will expel the demon inside her. To use this liquid, run
up to Cybil and use the UNKNOWN LIQUID from your inventory. If you use it,
you'll get a better ending than if you don't, and if you don't use it or
never even got it in the first place, you will have to kill Cybil and opt
for a worse ending, although not much worse.
So, if you have the Unknown Liquid, you can end the battle right now and
save Cybil. If you don't have it, you'll have to keep fighting and kill
Cybil. It's not hard at all to do, though, if you can allow yourself to do
it. Since Cybil threw her weapon down, you can stay safely away from her
and shoot her with the Rifle, or whichever firearm you chose. Repeat this
and the battle will end.
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====
After the battle, if you saved Cybil, there will be a cutscene where Harry
shares unknown information with Cybil, which is really quite interesting.
After that, or if you didn't save Cybil, Harry will walk off somewhere
else to find Alessa, and the "FLAUROS" will be used automatically.
Shortly, Dahlia comes and then everyone, including you, seems to disappear
with the powers of the Flauros.
15 // n o w h e r e
====---=-===----=-=======---=-=======--====-----=------======---=-=====--=
Harry awakens once again with Lisa in the hospital -- what the hell is
going on here!? Lisa talks to Harry for a bit and then leaves the room in
anger. Something is giving Harry a headache -- there's a sound coming from
the basement. When you start, feel free to use the SAVE POINT on the desk
in the room. Although this really is the Examination Room of Alchemilla
Hospital, this "place" you are in is not the hospital, and can only be
described as "nowhere" -- it's somewhat like a labyrinth; an abyss, if you
will.
Leave the room and followed the narrow walkway with the awesome camera
angle to reach the elevator. Harry feels he's being summoned and takes the
elevator down to a different level. Since this isn't truly the hospital,
you have no map for this area and must rely on your sense of direction and
memory. Inside the room on your left is a key stuck in the faucet, and in
the right room is a key locked in a birdcage... Strange.
The room directly across from the elevator bears the striking resemblance
of the Antique Shop from earlier on, and you can find a SAVE POINT on the
desk inside. On a chair lies a FIRST AID KIT, and over on the shelf deeper
in the room are SHOTGUN SHELLS. At the back of the room, there is no hole
in the wall, so head back towards the door. Taking s look at the clock,
Harry will notice that the hand of the clock is a key, but he can't get to
it because it's closed off right now. There's also a square hole in the
clock. Remember that and exit the room.
Finally some enemies will appear in the corridor, one in front of you and
another to the right -- the Rifle should take care of them with one shot
each. Although it's okay to use the Rifle in this area, you should
probably switch to another weapon to conserve ammo for it, unless you have
a lot of it. Save at least around 30 shells for now. As you probably
already noticed, some doors in this hallway are locked and have words
carved into them. In order to unlock those, you'll need to find the
corresponding key.
All other doors in the corridor are locked except for the last door on the
right at the end of the corridor. Go through that door to the stairway and
go through the door at the bottom of the stairs. Now in a classroom, take
a look at the carvings in the desk in the middle of the room, and go
through the other door. Inside on the table just ahead, you'll find a
SCREWDRIVER and a set of PLIERS. You don't have a use for a Screwdriver
just yet, but you do for the Pliers. Head back through the door to the
classroom and reenter the stairway. Exit to the main corridor through the
door atop the stairs and enter the room at the right side of the elevator
(while facing the elevator).
Use the PLIERS from your inventory by the faucet to pull the key out. Pick
up the KEY OF "OPHIEL" from the ground afterwards. Exit the to hallway and
find the door marked "Ophiel", which is the door to the right of the
stairway. Use the KEY OF "OPHIEL" to get through the door to the next
corridor. Looking to the right, you'll notice a slate with names engraved
on it, which was in the hospital earlier, and at the north end of the
hallway you'll find an explanation which becomes a riddle. There's a
keypad of letters by the locked east door, which is obtained from the
puzzle.
t h e g r i m r e a p e r ' s l i s t
--------------------------------------------------------------------------
--------------------------------------------------------------------------
The first slate by the keypad will make no sense to you at first, so read
the other slate at the other end of the hall:
"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!"
Now that you've read that, take a look at the slate by the keypad, which
should now make sense to you:
"The Grim Reaper's List
35 Lydia Findly
60 Trevor F White
18 Albert Lords
45 Roberta T Morgan
38 Edward C Briggs"
The key to this puzzle is explained in the second paragraph of the slate
with the riddle on it, "Young and old lined up; In order of age." Looking
at the slate with the names on it, you'll find a number beside each name,
which is the age of the corresponding person. The idea of this puzzle is
to arrange the five names in the order of their age, youngest to oldest.
You should get the following:
18 Albert Lords
35 Lydia Findly
38 Edward C Briggs
45 Roberta T Morgan
60 Trevor F White
Although not much is really accomplished by doing this at first, take a
very close look at the names, in the order that they are. Notice anything
strange? How about the spelling of "ALERT" down the list of the first
letter of the first names? That word seems to be relevant to the situation
here, and it matches the last part of the other slate, "Awaiting them, the
frenzied; Uproar, the feast of death!" That's something that should be an
alert to you.
After determining the code, examine the crazy-looking keypad on the wall
by the door and enter the code "ALERT" to unlock the door.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Once the correct code for the puzzle has been entered into the keypad and
the door unlocks, go through the door. Nothing is in the first room, so go
through the other door to the next room. Up ahead on the wall is the
AMULET OF SOLOMON. Get it and retreat to the previous room, since nothing
else is in here. Back in here, Harry will meet Lisa in a cutscene, and
he'll force himself to leave to the main corridor. Afterwards, if you
enter the room again, Lisa will be gone and you can read her diary on the
ground.
Back in the main corridor, the only other unlocked room is the one just
ahead of Harry to the right (second room on the left side moving north up
the hallway). Inside this room is a square stone on the large object
ahead, and to get that stone you'll need to solve another puzzle.
a s t r o l o g y p u z z l e
--------------------------------------------------------------------------
--------------------------------------------------------------------------
This is by far the most difficult puzzle in the game and requires
tremendous thinking to discover how to do it on your own. The first and
foremost aspect of this puzzle, which is the hardest, is to discover what
the astrological symbols on the wall are trying to show you. Firstly,
you'll fix six astrological symbols on the left and right walls -- three
on each side -- and three on the large pillar deep in the room. Checking
all sides of the pillar, each of the three sides has a keypad under its
astrological symbol. For each of these keypads, only one number can be
inputted. Finally, there is a square stone depressed in the center of the
pillar, which seems to be the reason why you're solving this puzzle.
Starting the puzzle, get acquainted with all the astrological symbols by
taking a good look at all of them. If you're not too aware of astrology
and don't know what the symbols are, refer to below:
Libra - Scale
Pisces - Fish
Aries - Ram (on the walls)
Cancer - Crab
Scorpio - Scorpion
Sagittarius - Man/Horse
Taurus - Bull (on the pillar)
Gemini - Twins
Each of the six symbols on the walls is complete with a number under it,
and these numbers are as follows:
Libra - 2
Pisces - 0
Aries - 4
Cancer - 10
Scorpio - 11
So what do these numbers mean? That is the question. It is very difficult
to come up with this on your own, but if you examine each symbol
relating to the number, you can ultimately determine that the number
represents the number of limbs in the symbol. Libra, a scale, is not human
but has two "arms" if you will. Pisces, a fish, has no limbs. Aries, a
ram, has four limbs (four legs). Cancer, a crab, has ten limbs (eight legs
and two arms). Scorpio, a scorpion has eleven limbs (eight legs, two arms,
and a tail), and may be a bit more confusing.
Therefore, you should be able to come up with the following numbers for
the symbols on the pillar:
Sagittarius - 6
Taurus - 4
Gemini - 8
Sagittarius, a man/horse has six limbs (four legs and two arms). Taurus,
a bull, has four limbs (four legs). Gemini, twins, has eight limbs (two
arms and two legs each; four limbs each). So now you've determined the
numbers for each keypad on the pillar. Under Sagittarius on the left, push
6, under Taurus in the middle, push 4, and under Gemini on the right, push
8. So essentially, the code is 6, 4, 8, although between the three keypads
combined.
After inputting the correct number for each keypad, the square stone will
fall down from the astrological pillar.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Once you complete the puzzle and the stone falls on the ground, pick up
the STONE OF TIME and leave the room. Now you will encounter Nurses in
this corridor, but you can quickly go back through the door at the close
end of the longer hallway to return to the main corridor. There will be
another Nurse in here, right to the left of you. Enter the last room on
the left in this corridor before taking the corner, which is the Antique
Shop. Now back in here, insert the STONE OF TIME into the square
depression in the grandfather clock. The clock sounds five times, meaning
it's five o'clock, and the glass of the clockface shatters in Harry's
face. Grab the KEY OF "HAGITH" from the clockface and exit the room.
Face to the right and go through the double doors at the end of the
hallway, using the KEY OF "HAGITH". Pop a cap in the Nurse in your face
and enter the elevator. Ride up to 2F and head through the double doors
into the first corridor. You'll be able to hear Nurses ahead of you in
here, and you can just barely them. If you have the Rifle ammo to spare,
you can snipe the Nurses without moving at all at first.
Go through the third door on your left and grab the CREST OF MERCURY
inside the smashed display case and the RIFLE SHELLS on the table in the
corner. Deeper in the room, be sure to grab the extremely important RING
OF CONTRACT in another smashed display case -- this ring will save your
life if you know when to use it, so don't be careless. Leave the room to
encounter another Nurse in the corridor. Moving on, head through the
double doors around the corner just ahead.
Put the Nurse in front of you out of her misery. Check the door directly
across from the double doors, you will unlock it, and that's how you get
back to the other corridor on 1F (yes, you do transport to downstairs,
but this is nowhere -- what do you expect?). Don't bother going through
the door just yet, and enter the small room on the right side of the
hallway, near the double doors. Inside this room, grab the HANDGUN BULLETS
on the table to your right and the CAMERA. Exit the room.
Two more Nurses linger down the halway, and in the last room on the far
left of the hallway, you'll find a use for your Screwdriver. There's a
steel plate screwed onto the wall in the room, just as there was in the
hospital. Use your SCREWDRIVER to remove the steel plate, since you don't
want that, to discover a key behind it. However, you cannot take the key
just yet -- electricy is flowing through it, and if Harry touches it he'll
be shocked. You'll need to turn off the generator in the basement in order
to get this key. Leave the room.
Now it's time to check 3F, so head for the elevator. You can either pass
through the previous corridor on this floor and enter it from there, or
you can go through the door at the beginning of the longer hall to be
transported down to 1F and use the elevator from there after passing
through the door of Hagith. Either way, head up to 3F via the elevator.
The reason you're not going to the basement just yet is because there is
no button for it on the elevator panel, in case you were wondering.
Now on 3F, take a look at the altar and the two paintings ahead of you.
It's time for another short puzzle.
t h e " l i g h t " p u z z l e
--------------------------------------------------------------------------
--------------------------------------------------------------------------
The altar really isn't much of interest here but the paintings on the
sides of it and the two strange doors on the sides of the room. If you
examine the paitings you'll read a description for them:
(left painting)
"The light to the future."
(right painting)
"The light illuminating the darkness."
You'll notice the word "light" in both the descriptions, so the idea seems
to be exposing light to the pictures. Checking your inventory for any
items, you have a flash camera which will shine bright light before taking
a picture, although you won't care about the pictures -- just the light.
Use the CAMERA on both paintings while facing them individually to expose
white line shapes in the paintings, which show up as follows:
____ ____
| / | |
Left Painting: | / Right Painting: | |
| / | |
| | / | | \
| | / --|-- | \
____| |/___ | |___\
Now that you've brought out those shapes, take another look at the strange
keypads on the doors on each side of the room. You'll find three dot
keypads on each door, like so:
. . .
. . .
. . .
. . . . . .
. . . . . .
. . . . . .
Thinking about it, that looks very similar to the format of the shapes in
the paintings, and the idea of this puzzle is to match the shapes in the
painting on each side of the room with the keypad on the door on the same
side of the room. When you press one of the dots on the keypads it is
pushed in, and it turns dark. Take a look at the painting on each side of
the room and enter the shapes in each small dot keypads, and you should
come up with the following solution for each side respectively:
Left Side: ("The light to the future.")
____
o o o | /
o o . | /
o . . | /
. . o o . o | | /
. . o o o . | | /
o o o o o o ____| |/___
Right Side: ("The light illuminating the darkness.")
____
o o o | |
o . o | |
o . o | |
. o . o . . | | \
o o o o o . --|-- | \
. o . o o o | |___\
(o - pushed in dot, . - pushed out dot (normal))
Once you've inputted the correct "code" into each door, it will unlock.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
After the codes for each door have been inputted and are unlocked, start
to search the rooms. The room on the left, when facing the altar, contains
the BIRD CAGE KEY, and the room on the right bears a HEALTH DRINK and a
botanical book about White Clauida, which sometimes you can and sometimes
you can't read, for some odd reason. Return to the elevator and head back
down to the first floor. Go through the double doors and around the corner
at the end of the hallway. Enter the room on the left, facing the
disfunctional elevator.
Go up to the birdcage in here and use the BIRD CAGE KEY to get the KEY OF
"PHALEG". Bird wings are heard flapping, but there's not a bird in sight
to support this. Leave the room and use the KEY OF "PHALEG" to pass
through the door of Phaleg, the next door on the same side of the hallway.
Just through the door you'll hear child whimpering sounds, indicating the
presence of Demon Children. However, these aren't normal Demon Children --
they're invisible! Well, actually, you can see their black shadows, but
they're very hard to see in these dark hallway.
Keep your eyes open and kill the Demon Children as they walk towards you,
and then enter the first room on your right. There seems to be suspicious
placement of objects in this room, and one might wonder why there's so
much open space in front of the fridge. Examine the suspicious fridge for
Harry to notice a missing link in the chain, and there's a dagger until it
which seems to be holding the fridge shut. Grab the DAGGER OF MELCHIOR,
but don't be greedy and careless. That dagger was there for a reason, and
I'm sure you don't want to find out the hard way what that reason is.
After taking the dagger, use the RING OF CONTRACT, which Harry notices is
a hefty ring, to complete the missing link in the chain.
After attaching the ring, turn around and head for the door. A banging
sound is heard from behind Harry -- something is in the fridge! Good thing
you attached that ring... If you didn't use the ring and tried to leave
the room like a greedy bastard, you will be punished for your wrongdoing.
Since nothing will be keeping the fridge shut without the ring, instead of
just hanging, the monster in the fridge will bang the door open, grabbing
Harry by his leg and killing him. That's what greed gets you. Anyway,
leave the room after everything is all good.
Back in the dark corridor, another invisible Demon Child will appear
(well, it won't actually "appear" if you want to get technical, however
its shadow is still there). If you check some of the other rooms in this
corridor, you'll notice that they have names like the doors in the
previous corridor. Moving on, the next door on the right side of the hall
contains HANDGUN BULLETS, and HEALTH DRINK, and a bag of jellybeans!
Unfortunately, you can't eat these babies. Harry wonders if he should open
the bag. Decide to rip open the bag, and Harry furiously tears open the
bag like it owed him child support, causing the jellybeans to go flying in
all directions. If you're wondering, no, that wasn't pointless. Check the
floor and pick up the KEY OF "BETHOR". Pass through the other door in the
room as you're still laughing at Harry's actions.
You find yourself in a familiar room from the hospital with a VCR. If you
tried to view the Video Tape back in the hospital, it was all staticky.
Insert the VIDEO TAPE in the VCR this time and it will play fine. After
viewing, leave both rooms to the hallway. Enter the room directly in
front of you after exiting to the hallway and grab the ANKH on the wall
after the short cutscene. Leave the room. The last door at the end of the
hallway is a child's room, and there are five depressions of different
shapes on the other door in the room. Some of the required items you
already have, but you still need one more, so there's no real need of
going in there just yet.
Head back down the hallway and enter the last room on the right, using the
KEY OF "BETHOR". This is the Generator Room -- turn off the generator,
remembering the electrostatic key on the second floor. Turning off the
generator will disable the elevators, but there is a door in main corridor
of 1F that transports you to 2F. After disabling the generator, leave the
room and exit back to the main corridor of nowhere through the right door.
Following the right wall, go through the second door on the right to be
transported to 2F. Up on the second floor, dispose of the three invisible
Demon Children and enter the last room on the left side of the hall.
Inside, check the far wall and take the KEY OF "ARATRON", now that
electricity isn't flowing through it anymore. Exit the room to find more
invisible Demon Children, one on each side of you. Plow through them and
return to 1F through the last door on the right side of the hall, moving
back down the corridor.
There are more invisible Demon Children is this corridor as well, but they
aren't in your way. Turn to the left and go through the door of Phaleg in
front of you. No enemies are in here this time -- run down the dark
hallway and enter the last room on the right, using the KEY OF "ARATRON".
Harry enjoys a cutscene of the ghosts of Dahlia, Kaufmann, and other
people, over Alessa in her sickbed. Afterwards, grab the DISC OF OUROBOROS
on the computer panel by Alessa's picture. Leave the room and enter the
child's room across the hall, which is Alessa's bedroom.
Entering the room, there's a SAVE POINT on the desk ahead, which you
should definitely take note of and save your game. Now that you have all
"five rites", as mentioned on the locked door ahead, insert the five
specific items into the door. Use the AMULET OF SOLOMON, CREST OF MERCURY,
ANKH, DAGGER OF MELCHIOR, and the DISC OF OUROBOROS to unlock the door.
Save your game before you leave this room! When you're ready, go through
the door for a cutscene.
After the strange ghost scene, follow the path around the bend and go down
the stairs into the darkness. A cutscene will play in an allocated area,
and Harry arrives shortly. This cutscene will be slightly different based
on your previous actions in the game, but I won't mention anything
specific. After the cutscene, it's time to fight the final boss. Just like
the cutscene, the boss you're about to fight may be different depending on
what you have done in the game.
b o s s 5 : i n c u b u s / i n c u b a t o r
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====
If you spent time in the Silent Hil Resort Area investigating the area,
saving Kaufmann and following up with everything else, ultimately
triggering the cutscene with Kaufmann all pissed about the glass vial from
the motorcycle, then you will fight the Incubus, which is a extremely
large and truly evil-looking demon with wings. If you didn't do all that,
or didn't even save Kaufmann, meaning you did not trigger the scene with
Kaufmann and the glass vial, you will fight the Incubator, which is a
little girl dressed in white, bearing striking brightness. Use the
strategy below for the specific boss you are facing.
i n c u b u s
-------------
First of all, make sure you're at full health because this creature can
kill you in one hit. To start things off against this giant, which is also
known as the Great Demon, equip the Hunting Rifle and start shooting at
the Incubus. Hold L2 to focus the camera on the enemy at all times so you
can always see where it is and what it's doing.
Honestly, the best strategy for this fight is to just stand exactly when
you are and unload shots into the demon until it falls down dead. You will
receive a lightning shock several times, but it's impossible to avoid even
if you're running at full speed (on Hard). The trick, however, is to heal
the exact moment you are striken -- if you just stand there and take the
attacks without healing, you will die. So, if you have enough health
items, you'll be fine
The Incubus only has one attack, which is striking you with red lightning
charges, inflicting maximum damage, which will certainly kill you if you
do not heal within the second. Each time the demon strikes you with its
lightning, it will perform several strikes in a row. But as long as you
heal within the first second you're touched, no more damage will be
inflicted. The warning of the lightning charges is a hint of the red
lightning seen flashing before it performs the attack. You can't avoid the
attack so it's not to important, although you should be prepared to hit
Select and heal when you see this.
As mentioned, start off with the Hunting Rifle and unload 6 shots into the
flying demon. You will then be struck by lightning -- the second it
touches you, enter your inventory and heal to full health. If you wait
more than a second after impact, you will die. After returning to the
game, you will continue to be struck by the lightning bolts, but because
you already healed you won't take any more damage from the current attack.
You may think you're about to die, but if you already healed after the
first strike it you, you will not die or even take any more damage.
Once the several lightning attacks are finished, ready your Rifle again
and unload 6 more shots, just in time before the demon strikes you again.
Once again, enter your inventory the second it touches you and heal to
full health. Repeat this strategy, and after 24 rifle shots, the demon
will fall down dead and the battle will be over.
i n c u b a t o r
-----------------
This boss, although completely different in appearance, is almost exactly
like the Incubus. The exact same strategy is used. Just stand still where
you areand unload Rifle shots into the Incubator, which appears to be
the combination of Alessa and Cheryl, until it dies. Unload 6 shots to
empty the rifle and then the Incubator will strike you with its lightning
attack. The second the blue lightning touches you, enter the inventory
and heal to full health. Once you return to the game, the Incubator will
continue to strike you with lighting but you will not take any more
damage, since you already healed during the attack.
Just like the Incubus, the Incubator has the same attacks -- the only
difference is the colour of the lightning bolts, which are blue instead of
red. For the attack, the Incubator will strike you with it's lighting for
around five seconds, and you must heal within the first second of the
attack or you will die. Once you've healed once during the attack, you're
fine for the rest of the attack, even the the lighting continues to hit
you. After around 18 shots on Hard, you will defeat the Incubator and the
battle will be over.
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====
After defeating the final boss, congratulations on completing Silent Hill!
Enjoy your ending, the credits, and the bloopers.
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