____   _   _       _____   _    _   _______   _    _   _   _       _
/ ___| | | | |     |  ___| | \  | | |__   __| | |  | | | | | |     | |
| |__   | | | |     | |___  |  \ | |    | |    | |  | | | | | |     | |
\__ \  | | | |     |  ___| |   \| |    | |    | |__| | | | | |     | |
   \ | | | | |     | |     | |\   |    | |    |  __  | | | | |     | |
___/ | | | | |___  | |___  | | \  |    | |    | |  | | | | | |___  | |___
|____/  |_| |_____| |_____| |_|  \_|    |_|    |_|  |_| |_| |_____| |_____|


   ==---------------------------------------------------------------==
   ||                                                               ||
   ||      S I L E N T  H I L L  F A Q / W A L K T H R O U G H      ||
   ||    -------------------------------------------------------    ||
   ||    © Copyright 2004-2020 by Andrew Haffenden aka Conquerer    ||
   ||                                                               ||
   ||   Silent Hill is a trademark of Konami Computer               ||
   ||   Entertainment Tokyo. Konami is a registered trademark of    ||
   ||   Konami Co., Ltd. © 1999 Konami of America, Inc. All         ||
   ||   rights reserved.                                            ||
   ||                                                               ||
   ||====================---------=====---------====================||
   ||                                                               ||
   ||                          Silent Hill                          ||
   ||                                                               ||
   ||                     Developer: KCET (Team Silent)             ||
   ||                     Publisher: Konami                         ||
   ||             Original Platform: PlayStation                    ||
   ||                         Genre: Adventure                      ||
   ||                        Origin: Japan                          ||
   ||             Number of Players: 1                              ||
   ||          Initial Release Date: February 23, 1999              ||
   ||                   ESRB Rating: "M" for Mature                 ||
   ||                                                               ||
   ||====================---------=====---------====================||
   ||                                                               ||
   ||                   S P O I L E R S  N O T E                    ||
   ||                                                               ||
   ||   This FAQ is free of major spoilers, only touching on        ||
   ||   minor aspects as they pertain to gameplay.                  ||
   ||                                                               ||
   ||====================---------=====---------====================||
   ||                                                               ||
   ||            W A N T  T O  R A T E  T H I S  F A Q ?            ||
   ||                                                               ||
   ||   If you feel that this FAQ has helped you in any way and     ||
   ||   you wish to thank me, feel free to do so by appropriately   ||
   ||   rating it wherever possible. Thank you.                     ||
   ||                                                               ||
   ==---------------------------------------------------------------==


         "The fear of blood tends to create fear for the flesh."

               __________________________________________
              ||||||||||  S I L E N T  H I L L  ||||||||||
==========================================================================
TABLE OF CONTENTS.................................................[SH1_00]
==========================================================================
1.   INTRODUCTION.................................................[SH1_01]
2.   UPDATES......................................................[SH1_02]
3.   FREQUENTLY ASKED QUESTIONS...................................[SH1_03]
4.   PROLOGUE.....................................................[SH1_04]
5.   CHARACTERS...................................................[SH1_05]
6.   ENEMIES......................................................[SH1_06]
7.   WEAPONS AND SUPPLIES.........................................[SH1_07]
8.   PLAYING THE GAME.............................................[SH1_08]
            01 // Menus...................................[ptg_01]
            02 // Game Basics.............................[ptg_02]
            03 // Combat Strategies.......................[ptg_03]
            04 // Items...................................[ptg_04]
            05 // Health System...........................[ptg_05]
9.   CONTROLS.....................................................[SH1_09]
10.  DIFFICULTY SETTINGS..........................................[SH1_10]
11.  WALKTHROUGH..................................................[SH1_11]
            01 // Arrival.................................[wlk_01]
            02 // Old Silent Hill.........................[wlk_02]
            03 // Midwich Elementary School...............[wlk_03]
            04 // Nightmare School........................[wlk_04]
            05 // Old Silent Hill Part 2..................[wlk_05]
            06 // Central Silent Hill.....................[wlk_06]
            07 // Alchemilla Hospital.....................[wlk_07]
            08 // Nightmare Hospital......................[wlk_08]
            09 // Central Silent Hill Part 2..............[wlk_09]
            10 // Nightmare Central Silent Hill...........[wlk_10]
            11 // Sewers (to Resort Area).................[wlk_11]
            12 // Silent Hill Resort Area.................[wlk_12]
            13 // Nightmare Resort Area...................[wlk_13]
            14 // Sewers (to Amusement Park)..............[wlk_14]
            15 // Lakeside Amusement Park.................[wlk_15]
            16 // Nowhere.................................[wlk_16]
          OPTIONAL QUESTS:
               i. Unknown Liquid (Hospital)...............[qst_01]
              ii. Running Some Errands (Resort Area)......[qst_02]
             iii. Saving a Friend (Amusement Park)........[qst_03]
          PUZZLES:
               i. Piano Puzzle............................[puz_01]
              ii. Turnstile Valve Puzzle..................[puz_02]
             iii. Plate Puzzle............................[puz_03]
              iv. The Grim Reaper's List..................[puz_04]
               v. Astrology Puzzle........................[puz_05]
              vi. Light Puzzle............................[puz_06]
          BOSS FIGHTS:
               i. Split Head Lizard.......................[bos_01]
              ii. Twinfeeler Larva........................[bos_02]
             iii. Floatstinger Moth.......................[bos_03]
              iv. Merry-Go-Round Parasite.................[bos_04]
               v. Incubus/Incubator.......................[bos_05]
12.  SPEED WALKTHROUGH............................................[SH1_12]
13.  ENDINGS......................................................[SH1_13]
14.  UNLOCKABLES AND SECRETS......................................[SH1_14]
15.  10-STAR RANKING GUIDE........................................[SH1_15]
            01 // Ranking Overview........................[tsr_01]
            02 // Requirements............................[tsr_02]
            03 // Difficulty Mode.........................[tsr_03]
            04 // Game Clear..............................[tsr_04]
            05 // Ending..................................[tsr_05]
            06 // Saves...................................[tsr_06]
            07 // Continues...............................[tsr_07]
            08 // Total Time..............................[tsr_08]
            09 // Items...................................[tsr_09]
            10 // Defeating Enemies.......................[tsr_10]
            11 // Shooting Style..........................[tsr_11]
            12 // Walkthrough.............................[tsr_12]
            13 // Strategies..............................[tsr_13]
            14 // Puzzle Solutions........................[tsr_14]
            15 // Hyper Blaster Upgrades..................[tsr_15]
16.  ITEM LIST....................................................[SH1_16]
17.  SAVE POINT LOCATIONS.........................................[SH1_17]
18.  MEMOS........................................................[SH1_18]
19.  COOL AND SCARY THINGS........................................[SH1_19]
20.  CREDITS......................................................[SH1_20]
==========================================================================

[SEARCH]: Press CTRL/CMD + F to bring up the search menu. Copy the code
from the Table of Contents above for the section you would like to visit.



--------------------------------------------------------------------------
==========================================================================
1.                       I N T R O D U C T I O N                  [SH1_01]
==========================================================================
--------------------------------------------------------------------------


Welcome to my Silent Hill FAQ/Walkthrough, a comprehensive guide to walk
you through Konami's first entry in survival horror and the beginning of a
very successful series of psychological storytelling. As a big fan of the
series and having written walkthroughs for the first four games, this was
the last one I managed to put together despite working on it slowly for a
few years prior.

Despite this FAQ first launching with a few incomplete tail end sections,
years later while refreshing my guides I've now fully completed and
fleshed it out, having completely rewritten or heavily re-organized and
edited the entire document. My main intention was to present the
walkthrough most specifically in a more user-friendly form with clearly
defined segments to help all users find what they need more quickly, while
re-writing it in the process.

I've always had the philosophy of being very comprehensive and descriptive
with my walkthroughs, as if I'm taking the same journey with the player
rather than simply giving lists of instructions. What initially inspired
me to write my own guides was being frustrated with other guides with
vague or confusing descriptions, so it became my goal to write in such a
way to prevent readers from the same frustration. Because when you check a
guide there's really no excuse. It should always help rather than confuse
you or make you check someone else's work. And I feel I've achieved that
here, making sure no stone is unturned.

While my guides always followed that philosophy, perhaps in the past they
may not have been as navigation-friendly to just drop in and quickly find
the spot you were at, given I used a basic paragraph after paragraph
format for each location. But now the walkthrough has been carefully
re-written and reconstructed with sub sections and labels that clearly
define small subsets of areas so you can do just that and waste no or very
little time scrolling through. And I'm really happy with the result.

Beyond that, the biggest change would be the addition of the 10-star
ranking guide, while the original ranking section wasn't even completed
before. I've also filled out the unlockables and secrets section plus the
"cool and scary things" list of trivia, which were apparently "coming
soon" for over 10 years, so I'm glad to finally get this FAQ
fully-completed.

Otherwise you can also find a speed walkthrough, full item and memo lists,
a section full of tips called playing the game, and requirements for all
endings in the game, amongst other sections.

Check the Table of Contents above for the appropriate segment codes to
guide you most efficiently through this document. I'm happy to have put in
the work over all these years to maintain it and I hope you both enjoy it
and find it useful enough for whatever you're looking for.


Cheers.


 -  Conquerer



--------------------------------------------------------------------------
==========================================================================
2.                            U P D A T E S                       [SH1_02]
==========================================================================
--------------------------------------------------------------------------


[01/20/2020] - 409 KB [FINAL]
I posted a couple more stealth updates in the final week of December as I
kept finding small things here and there, but then it was finished on the
31st. Beyond that though, there were still a few things I wanted to clear
up in the 10-Star Ranking Guide, specifically adding and explaining the
convoluted formulas and exact requirements to make sure nothing is
unclear, since there are often misunderstandings with the rankings in
these games. That's now done and this guide is 100% good to go. Final
update.


[12/18/2019] - 384 KB
Almost 14 years since the last update. This FAQ wasn't quite in a finished
state back then with some incomplete sections yet it somehow fell off my
radar until refreshing my FAQs all these years later. All sections have
not only been filled out or completed, but the entire document has been
almost entirely rewritten from scratch, including my main intention of
refreshing the walkthrough to be more segmented and navigation-friendly,
while also adding a 10-Star Ranking Guide as the biggest other addition
when the basic Ranking section wasn't even completed originally. All these
years later I'm completely satisfied with the state of this FAQ, which is
now finished.


[01/10/2006] - 293 KB
First submitted. Walkthrough and most sections are complete, but some have
some gaps to fill in and others are yet to be written. This document also
hasn't been edited yet and likely contains a litany of typos and mistakes
that will eventually be corrected.



--------------------------------------------------------------------------
==========================================================================
3.          F R E Q U E N T L Y  A S K E D  Q U E S T I O N S     [SH1_03]
==========================================================================
--------------------------------------------------------------------------


GENERAL FREQUENTLY ASKED QUESTIONS:


Q: How many versions are there of this game?
A: As of 2020 there is only the original PS1 version, which has since been
  made available in digital form on PS3, PSP and PS Vita.


Q: Are there any notable differences between the different regions?
A: Yes, the PAL version has all Grey Children removed and replaced with
  Mumblers, which only appear in the second sewers in NA/JP.


Q: Is it worth playing this if I enjoyed later Silent Hill games?
A: Absolutely. At first you may have to overcome the blocky graphics and
  clunky controls if it's something you're unfamiliar with, but it
  shouldn't take long to get over that and acclimatize yourself. Even
  today it's a fantastic, creative and terrifying horror game that holds
  up well.


Q: About how long does it take to complete this game?
A: Your first run will likely take about 7 hours, perhaps ranging from
  6-10 for most people. It took me a bit longer than 7 my first time.


Q: How many endings are in this game, and what are they?
A: Five. Good, Good+, Bad, Bad+, UFO.


Q: How do I get the UFO Ending?
A: In a Next Fear game, you must acquire the Channeling Stone from the
  Convenience Store at the northeast end of Bachman Road in Old Silent
  Hill. Then you must use it in five specific locations outlined in the
  Endings section.


Q: How do you unlock the Hyper Blaster?
A: You must complete the game with the UFO ending and it'll be in your
  inventory during your next run. Its laser colour and power depends on
  how good your previous ranking was.


Q: How do you unlock the Katana?
A: You must clear the game with a Good and Bad ending, either standard or
  + versions. Then it'll be found in the Levin Street house side room.


Q: What is a "Next Fear"?
A: It basically amounts to a New Game Plus, allowing you to acquire
  anything you've unlocked in subsequent runs and achieve more endings in
  your save file. It also ups the difficulty one level each time, up to
  the max of Hard.


Q: Is increasing the bullet adjust tied to game clears or endings?
A: It's tied to the endings. Each one will give you a boost of one,
  up until x6 is unlocked with the fifth ending.


SPECIFIC LOCATIONAL OR GENERAL GAMEPLAY QUESTIONS:


Q: I keep shooting the Split Head lizard but it won't die. What am I
  supposed to do?
A: As hinted in a book on the way to the boss, you must shoot into its
  mouth whenever it opens, after first angering the monster with a
  handful of shells. Be sure to back up while firing to avoid getting
  chomped, which is an insta-kill. It'll die in a few shots to the mouth.


Q: I found a Chainsaw and a Rock Drill but I can't pick them up because
  I can't find gasoline to power them. Where is some gasoline?
A: In your first run through the game, there is no gasoline to find and
  these weapons cannot be acquired. Only in a Next Fear run will the
  Gasoline Tank appear inside the Gas Station garage at the Bloch and
  Ellroy intersection. Take it and use it on which of the two weapons you
  want, while you can use it to get the other on the next run. Once a
  weapon has been powered, it won't require gas to acquire in your next
  run, although the Gasoline Tank will still be there.


Q: Can I still get the Shotgun if I missed it in the school?
A: Yes, it can be found in the side room of the Police Station in the
  shopping district if you missed it earlier.


Q: Is there any way I can get the hospital map if I'm already in the
  Nightmare Hospital?
A: Unfortunately no, since there's no way back after heading to the
  mysterious 4th floor. You must get it from behind the Reception counter
  after meeting Kaufmann in the Examination Room or you'll be without it.


Q: Is it possible to save Cybil?
A: Yes, but you need to have found a Plastic Bottle and filled it with the
  Unknown Liquid in the hospital's Director's Office, then use it on her
  on the merry-go-round.


Q: What's up with this "Nowhere" place? Why's there no map?
A: Because it's a jumble of several areas of the game and doesn't
  particularly follow normal laws of physics or spacing. It generally
  takes after the hospital in appearance but its layout is all over the
  place, including rooms/hallways that should overlap and a door that
  warps you to another floor, so a map might not make normal sense.


Q: Is it possible to avoid the final boss' lightning strikes consistently?
A: It is but it's insanely hard, to the point that if you have enough
  health it's a fair decision to decide to just take the damage and heal.
  But if you're able to master running in an aggressive circle you might
  be able to avoid the strikes. Definitely takes practice and not quite
  an automatic unless you've totally nailed it.


Q: What do the "shooting style" stats in the ranking screen mean?
A: The percentage distribution of all your shots from close, medium and
  long range, while "no aiming" shots is your percentage of missed shots.



--------------------------------------------------------------------------
==========================================================================
4.                           P R O L O G U E                      [SH1_04]
==========================================================================
--------------------------------------------------------------------------


The town of Silent Hill is known to be a quiet resort town, but the
memories of a tragic fire seven years ago still loom over it.

Having lost his wife to a fatal disease four years ago, Harry Mason is a
single parent with a seven year old daughter named Cheryl, who repeatedly
begged her father to take her on a trip to the town of Silent Hill. He
eventually agreed.

Due to car troubles, they arrive at the outskirts of the town at
nighttime, following the windy road as a police officer on a motorcycle
approaches and speeds past them after taking a glance.

Shortly after, Harry spots and passes a crashed motorcycle matching the
one the officer was riding. Suddenly, a shadow appears in the middle of
the road before Harry's Jeep headlights shine on it, revealing the figure
of a young girl. In a panic, Harry swerves to avoid the girl and crashes
through the railing.

After regaining consciousness at the wheel of his wrecked vehicle, it is
now daytime and Cheryl is nowhere to be seen. Harry steps out to find
himself just inside the town of Silent Hill, which maintains a thick fog
and is snowing out of season.

Harry calls for Cheryl and heads deeper into town to find her.



--------------------------------------------------------------------------
==========================================================================
5.                         C H A R A C T E R S                    [SH1_05]
==========================================================================
--------------------------------------------------------------------------


-----------
Harry Mason
-----------
Age: 32

As the main character, Harry is a widowed writer whose wife died four
years ago from a disease, leaving him to take care of their now seven year
old daughter, Cheryl. Harry has brown hair and brown eyes and is a kind
and respectful man who loves his daughter. After Cheryl repeatedly begged
him to take her to Silent Hill, he finally gave in, but a car crash while
entering the town separated them. Heading into the foggy town, Harry is
determined to do whatever he can to find and save his daughter.


------------
Cheryl Mason
------------
Age: 7

The daughter of Harry Mason, Cheryl is a quiet, seven year old girl with
short black hair and brown eyes. After the tragic loss of her mother at
the age of three, her father Harry became her sole guardian. She began
begging him to take her on a trip to the town of Silent Hill, to which he
finally agreed. With Cheryl asleep in the passenger seat on the way into
town during the night, a mysterious figure jumped in front of Harry's
vehicle and sent them into a crash. After Harry gained consciousness in
the morning, Cheryl was nowhere to be found.


------------
Cybil Bennet
------------
Age: 28

As a police officer from the nearby town of Brahms, Cybil is Harry's first
acquaintance in Silent Hill, finding him passed out in a cafe. Cybil has
blonde hair and green eyes, and despite being a police officer with
authority puts a lot of trust in Harry, offering her weapon after he
explains his story. While Harry sets out to find Cheryl, Cybil decides to
leave the town for reinforcements since all the phones and radios are out.


----------------
Dahlia Gillespie
----------------
Age: 46

First summoning Harry to a church by ringing its bell, Dahlia is a crazy
lady with brown hair, blue eyes, lots of eye shadow, and strange clothing.
In each meeting she feeds Harry what certainly sounds like crazy talk to
help him find his daughter, but she always leaves quickly without further
explanation. As told by Lisa, Dahlia apparently lost her child in a fire
and has been crazy ever since.


----------------
Michael Kaufmann
----------------
Age: 50

First meeting Harry in the hospital and greeting him with a bullet,
Kaufmann is a doctor that works at Alchemilla Hospital. He has brown hair,
blue eyes and has an extremely rough and curt personality with a very
short temper, not standing for goofing off or flapping his gums for too
long. Despite his concern for what's going on in the town, he doesn't
appear very interested in helping Harry but rather is more focused on his
own affairs.


------------
Lisa Garland
------------
Age: 23

A young nurse who works at Alchemilla Hospital, Harry finds Lisa hiding
under a table before she jumps to her feet and hugs him in relief as the
first person she's seen in a while. Lisa has blonde hair and green eyes
and is a very caring, friendly, and emotional young woman. She explains to
Harry that she woke up all alone in the hospital in its current state
after falling unconscious. As the only particularly friendly local, Harry
relies on Lisa for key information about the town and anything that can
help him on his journey.


----------------
Alessa Gillespie
----------------
Age: 14

A mysterious young girl, Alessa is the one who stepped in front of
Harry's Jeep, causing the car crash that started this whole mess. Harry
repeatedly spots her around town but she never sticks around long enough
for Harry to speak with. Although nothing is certain, she may have
something to do with the town's current state.



--------------------------------------------------------------------------
==========================================================================
6.                            E N E M I E S                       [SH1_06]
==========================================================================
--------------------------------------------------------------------------


------------
Air Screamer
------------
Appearance:
A large pterodactyl-looking bird with wide-spreading wings. Has a pale,
pinkish-red colour to its skin.

Location(s):
Old Silent Hill, Central Silent Hill, Silent Hill Resort Area.

Attacks:
Most often they will swoop down from above and kick you with their feet.
Take hard turns to avoid them and never underestimate what they're
capable of. When on their feet, they may lunge and headbutt you.

Suggested Weapon(s):
Rifle, Handgun.

Strategy:
These dinosaur-type birds are found everywhere throughout Silent Hill's
streets and are among the most annoying enemy types due to their
aggressive behaviour and ability to quickly swoop in and attack. When
being chased, take a hard turn to get them off your tail since slight
adjustments won't make much of a difference. While they're mostly found
flying, some will be found standing before taking off. Consider killing
them before they get a chance to get away.

To kill them, turn to the Handgun whenever they're within range and pop
them until they they drop. The Rifle isn't acquired until fairly late, but
despite the limited ammo it makes killing Air Screamers a breeze as it
extends your range significantly, dropping them in a shot or two. Follow
up with either a kick or an additional shot or two to kill.


-------
Groaner
-------
Appearance:
A skinny, hairless dog of pinkish, bloody flesh.

Location(s):
Old Silent Hill, Central Silent Hill, Silent Hill Resort Area.

Attacks:
Groaners will regularly jump and lunge at you, biting in the process.
Either run away or shoot them before they get a chance, even if it's a
last second effort during their lunge, since they'll often get knocked
down.

Suggested Weapon(s):
Handgun.

Strategy:
Groaners are simple to deal with but can catch you off guard quite easily
with their aggressive and relentless lunges. Quickly use the Handgun to
put them out of their misery, or just sprint past them. Running is often
the best strategy, especially when they're in packs.

To save the ammo, the Steel Pipe works fairly well but you need to be
quick and catch them at the right time, either as you run up to them or
after an attack lunge. The Axe and Hammer also work well when you get
them.


----------
Grey Child
----------
Appearance:
A small, pale and deformed-looking child with a knife in its hand. Its
head is fairly small and close to its shoulders with no neck visible. This
creature is not found in the PAL version, instead replaced with the
similar Mumbler. May also be known as Demon Child.

Location(s):
Arrival, Midwich Elementary School, Nightmare School, Lakeside Amusement
Park.

Attacks:
Most often they will lunge forward and fall at your feet, stabbing you in
the process. Others may also approach and slash at you during or after
your recovery. Treat them seriously at all times, and when you are
grabbed, mash the directional and shoulder buttons to escape more quickly.

Suggested Weapon(s):
Handgun, Shotgun.

Strategy:
Perhaps one of the more disturbing enemies of the game due to their
childlike figures, Grey Children move slowly but are supremely dangerous,
especially with the surprisingly long range they can perform their main
attack from. Turning off your Flashlight may help slipping by them in
dark hallways, while there may often be space to do so either way. But
sometimes you won't have an escape path or will be ambushed from multiple
sides. Always try to get to a safe spot and then take them out one by one
as they approach you.

One trick is to lure them towards you and just as they're about to dive,
perform a backwards hop (Down + Square). Then either run past or take them
out. Due to their knives, melee weapons are not recommended unless you can
make effective work of the above trick. Otherwise, always use the Handgun
to defeat them, while the Shotgun can make quicker work of them if
cornered.


-------
Creeper
-------
Appearance:
A truly giant roach, yellow and red in colour and with many legs.

Location(s):
Nightmare School, Alchemilla Hospital, Nightmare Hospital, Sewers (to
resort area), Sewers (to amusement park).

Attacks:
Creepers will run up and bite Harry's legs. Quickly pop them or run past
to avoid this.

Suggested Weapon(s):
Handgun.

Strategy:
Creepers are mostly just annoying creatures and aren't much of a threat at
all. Usually they can just be run past, but they also do come in groups
and may try to gang up on you. In these cases, quickly take them out one
by one with a Handgun shot, followed by a kick or another shot.


--------------
Larval Stalker
--------------
Appearance:
A small child-like apparition. Spotted as a small black shadow, stumbling
all over the ground like an infant and signalled by a high-pitch creak.
Sometimes come in groups and usually disappear after a few seconds.

Location(s):
Nightmare School, Lakeside Amusement Park.

Attacks:
None.

Suggested Weapon(s):
None.

Strategy:
These shadow figures never try to attack you nor pose a threat. They have
enough trouble even staying on two feet and thus have more pressing issues
than to attack you. You'll often hear sharp high-pitched sounds indicating
their presence, but they're not to be feared in any way. They also cannot
be attacked anyway. But keep an eye out for their adult form which
actually is lethal later on...


------
Romper
------
Appearance:
Takes the form of a humanoid mixed with an ape-like creature on all fours,
capable of jumping around and making ape-like sounds.

Location(s):
Central Silent Hill, Nightmare Central Silent Hill, Silent Hill Resort
Area, Nightmare Resort Area.

Attacks:
Rompers will hop towards you and smother Harry to the ground. Do not
approach them and instead attack from a distance or run by well clear.
When held down, wiggle the directional and shoulder buttons to escape
more quickly. Additionally they may sometimes jump an incredible distance
and bowl Harry over without smothering him.

Suggested Weapon(s):
Shotgun, Handgun.

Strategy:
A very quick creature that is extremely hard to run away from once it's
spotted you, since it'll hop right on over and jump Harry. Instead, it's
important to get the jump on them with quick Shotgun or Handgun blasts.
With the Handgun, begin firing from a farther distance to ensure you won't
get bowled over, but it won't take more than a few shots to down one. The
Shotgun will only take 1-2 blasts if you have the ammo.


------------
Puppet Nurse
------------
Appearance:
A nurse in uniform with a giant parasite hump in its back, carrying a
small knife similar to Harry's.

Location(s):
Nightmare Hospital, Nowhere.

Attacks:
Nurses will primary try to grab you and slash with their knives, while
other Nurses will approach and slash at you while held up. Push the
directional and shoulder buttons to escape grapples more quickly.

Suggested Weapon(s):
Handgun, Shotgun, Hammer, Rock Drill.

Strategy:
Due to their knives, Nurses are important to eliminate before they get too
close. Use the Handgun if you have the time in space, while the Shotgun
makes quick work if them when in groups or up close.

Melee weapons are difficult due to their knives, but the Hammer can work
extremely well. Performing the double swing not only keeps a Nurse from
getting to you from the front, but knocks them down rather quickly as
well. In a Next Fear game, the Rock Drill is also fantastic. Simply raise
it in the air with R2 to get it running, then just let Nurses run up to
you and kill themselves.


-------------
Puppet Doctor
-------------
Appearance:
A doctor in uniform with a large parasite lump on its back, very similar
to the Puppet Nurse. All doctors carry knives similar to Harry's.

Location(s):
Nightmare Hospital.

Attacks:
Just like Nurses, Doctors will grab and also slash Harry. Use the
directional and shoulder buttons to escape grabs and be sure to shoot
them before they get too close.

Suggested Weapon(s):
Shotgun, Handgun, Hammer, Rock Drill.

Strategy:
Treat Doctors the same way as Nurses by killing them before they can get
too close. Keep in mind Doctors are slightly stronger and more aggressive,
so perhaps the Shotgun is wise at least when in close. They usually appear
solo and thus the Handgun is suitable to take them down with enough space.
There are only a handful of them found in the game.

If daring enough to use the Hammer, it also works effectively on them if
you can attack first, while the same Rock Drill trick works on Doctors
just as well as Nurses.


-------------
Night Flutter
-------------
Appearance:
Another pterodactyl-type bird similar to the Air Screamer but only found
in Nightmare Silent Hill areas. It has darker skin and its head is
completely covered with worms.

Location(s):
Nightmare Central Silent Hill, Nightmare Resort Area.

Attacks:
Just like Air Screamers they will chase you and kick from above, but they
are faster and stronger than their counterparts. Take hard turns to avoid
their swoops and take them out early if you get the chance. They can also
headbutt you when encountered walking on the ground.

Suggested Weapon(s):
Handgun, Hunting Rifle, Shotgun.

Strategy:
This creature has the same characteristics of the Air Screamer, although
taking its place in the alternate world. These creatures are also stronger
and hit harder so do your best to deal with them appropriately. Usually
the best strategy in all these nightmare areas is just to run, but if you
wish to kill them, the Handgun is still pretty good, the Shotgun is best
at very close range, and the Rifle is probably the best all around with
its long range and consistent power, dropping them in 1-2 hits. Follow up
with a kick or another shot.


--------
Wormhead
--------
Appearance:
Very similar to the Groaner in foggy Silent Hill but takes its place in
Nightmare Silent Hill. As the name suggests, their heads are covered in
worms and their bodies are generally darker in colour.

Location(s):
Nightmare Central Silent Hill, Nightmare Resort Area.

Attacks:
Just like Groaners, Wormheads will jump and bite you. Run on by them or
attack safely from a moderate distance, while shots during airtime can
knock them down.

Suggested Weapon(s):
Handgun.

Strategy:
Wormheads have identical attacks to Groaners, but they do more damage and
are stronger. Nightmare areas are often best traversed by running past
everything, but if you do wish to fight them the Handgun works well as
usual. When a quick kill is needed, turn to the Shotgun. Melee weapons are
often not a good idea in the areas that contain them due to enemy
frequency, but if you do have the space then the Steel Pipe, Hammer and
Axe are all fairly good when used properly.


----------------
Hanged Scratcher
----------------
Appearance:
A large green insect-looking creature with sharp claws. Looks somewhat
like a huge praying mantis, or perhaps a giant but very thin frog. Often
found hanging on the roof.

Location(s):
Sewers (to resort area), Sewers (to amusement park).

Attacks:
Hanged Scratchers will approach you and attack with their sharp claws.
Run past or prevent them from getting close to avoid them. They will also
claw at you from the roof when below them.

Suggested Weapon(s):
Shotgun, Handgun.

Strategy:
Scratchers are only found in the Sewers but are deadly creatures, capable
of sneaking up on you despite their clicking legs, or ambushing in groups.
One on one, take them out with the Handgun, while when quicker kills are
needed due to multiple Scratchers, turn to the Shotgun. Melee requires
more skill, but the Hammer can handle them well one on one.

Scratchers take a while to fall down after dying, so save your ammo when
you see them beginning to fall. Also keep an eye out for them on the roof
where they hang while waiting for you, sometimes hoping for an ambush if
you don't notice them. When ambushed by several of them, it's often the
best idea to just run away.


-------
Mumbler
-------
Appearance:
The size of a small child, with reddish skin and long, sharp claw fingers
on both hands. Looks somewhat like a large and creepy monster teddybear.
Its head is very small, has a hole in it, and is connected to its body
without a visible neck.

Location(s):
Sewers (to amusement park). Replace Grey Children in all locations in PAL
version.

Attacks:
Very similarly to Grey Children, they will dive at Harry's feet and do
damage with their claw fingers, or slash at Harry, including when he's
already being grappled. Hit the directional and shoulder buttons to escape
these holds more quickly.

Suggested Weapon(s):
Handgun, Shotgun, Rifle.

Strategy:
Perhaps even more disturbing than Grey Children, Mumblers take a quite
frankly terrifying form with their short size and menacing claws. They
are however fairly easy to kill with the Handgun or run past if you have
the time and space. If quick kills are needed when being chased or
encountering them in groups, turn to the Rifle or Shotgun.

Normally only found in the Sewers in the North American and Japanese
versions, these creatures are much more abundant in the PAL version,
replacing all Grey Children in the school and elsewhere.


-------
Stalker
-------
Appearance:
The adult form of the Larval Stalker, and the apparition form of the Grey
Child, appearing as a shadowy figure that's very hard to see while also
carrying a knife. Unlike standard Grey Children, they are featured in all
versions of the game. May also be known as Invisible Demon Children.

Location(s):
Nowhere.

Attacks:
Just like Grey Children, they'll throw themselves at Harry's feet with a
hold while slicing, or deliver separate slashes when already held. Use the
directional and shoulder buttons to escape holds more quickly.

Suggested Weapon(s):
Shotgun, Handgun, Rifle.

Strategy:
Although they behave just like Grey Children, they are more dangerous
since they're harder to spot with their shadowy figures. Therefore it may
be a good idea to use the Shotgun to kill them more quickly, despite the
Handgun still working fairly well if you have the time, space and vision
to spot them. The Rifle will handle them quickly from a longer range to
eliminate the threat before they get close.

Pay attention to the radio static in case one may be patrolling nearby.
Despite melee being a bit trickier due to being harder to see, the Hammer
can be effective on them one by one.



--------------------------------------------------------------------------
==========================================================================
7.                W E A P O N S  A N D  S U P P L I E S           [SH1_07]
==========================================================================
--------------------------------------------------------------------------


w e a p o n s
===--=-=====---=-=====---=-=-----=======---====---=----=====--===-===---==

A total of seven weapons can be found in your first run of Silent Hill,
with an additional two that require gasoline and can be procured in
subsequent Next Fear runs, plus another two that can be unlocked beyond
that.

Refer to the chart below for the effectiveness ratings of each weapon.
You'll find that the Shotgun and Hunting Rifle are the most effective
firearms, while the Handgun is versatile and still gets the job done
against any enemy. For melee weapons your best bet will be the Hammer with
its high power and move set. The Hyper Blaster is not listed since its
power depends entirely on your previous ranking but is capable of being
very effective on everything.

_________________________________________________________
|Weapons Chart    | K |HG |SP |SG |HM |AX |HR | C |RD |KA |
|-----------------|---|---|---|---|---|---|---|---|---|---|
|Air Screamer     |NE | E |NE |VE |NE |NE |VE |NE |NE |NE |
|Groaner          |NE |VE | E |VE |VE | E |VE | E |VE |VE |
|Grey Child       |NE |VE | E |VE |VE | E |VE | E |VE |VE |
|Creeper          |NE |VE |NE |VE |NE |NE |VE |NE |NE |NE |
|Romper           |NE | E |NE |VE |VE |NE |VE | E | E |VE |
|Puppet Nurse     |NE | E |NE |VE |VE | E |VE | E |VE |VE |
|Puppet Doctor    |NE | E |NE |VE |VE |N/A|N/A| E |VE |VE |
|Night Flutter    |NE | E |NE |VE |NE |NE |VE |NE |NE |NE |
|Wormhead         |NE |VE | E |VE |VE | E |VE | E |VE |VE |
|Hanged Scratcher |NE | E |NE |VE |VE |NE |VE | E | E |VE |
|Mumbler          |NE | E | E |VE |VE | E |VE | E |VE |VE |
|Stalker          |NE | E | E |VE |VE | E |VE | E |VE |VE |
'---------------------------------------------------------'

       Legend
_____________________
|Weapons:             |
|K   - Kitchen Knife  |
|HG  - Handgun        |
|SP  - Steel Pipe     |
|SG  - Shotgun        |
|HM  - Hammer         |
|AX  - Axe            |
|HR  - Hunting Rifle  |
|C   - Chainsaw*      |
|RD  - Rock Drill*    |
|KA  - Katana*        |
|                     |
|VE  - Very Effective |
|E   - Effective      |
|NE  - Not Effective  |
|N/A - Not Applicable |
|                     |
|* - Extra Weapon     |
|_____________________|


=============
Melee Weapons
=============
Once acquired, these weapons will be held for the rest of the game and
will never break or require ammo. Once equipped, hold R2 to raise a melee
weapon and press X for a light swing, X repeatedly for a double swing, or
hold X for a heavy attack, usually an overhead downward swing.


-------------
Kitchen Knife
-------------
"Hard to use,
but better than nothing."

Simply said, the worst weapon in the entire game. The Kitchen Knife is
your first melee weapon acquired and not particularly effective on any
enemy type, although a skilled user could make some use of it. To use the
Knife, hold R2 to raise it and tap X for double swings or hold X for a
thrust.

The Knife can only be used at extremely close range due to its size and
also offers minimal power. Be cautious when using it and thankful when
you're not. Use the Handgun or Steel Pipe instead unless you're confident.
The Kitchen Knife is found on the counter of the cafe at the beginning of
the game in Old Silent Hill.


----------
Steel Pipe
----------
"3' long steel pipe.
Long range but of limited use."

Quite a step up from the Kitchen Knife, the Steep Pipe provides a longer
range and inflicts more damage. Caution is still to be exercised, perhaps
by luring an enemy into an attack, hopping back (Down + Square), and then
attacking. This strategy works well on Grey Children in particular.

Hold R2 to raise the Pipe and press X for standard swings or hold X for an
overhead downward swing. The Steel Pipe is located beside Cheryl's
sketchbook amongst the rubble at the end of the center Finney Street alley
back pathway in Old Silent Hill.


------
Hammer
------
"Emergency hammer.
Highly damaging,
but hard to use."

A large Hammer found in the hospital, this is one hell of a weapon that
may surprise you. As a large emergency tool (this is an emergency, right?)
it is very deadly and arguably the best weapon in the game since it
requires no ammo, although may take some practice to make the most of it.

Use R2 to hold it up and tap X for standard swings or hold X for an
overhead downward swing. The standard two hit combo is very effective in
blocking the enemy from attacking since it pushes them backward when hit.
Simply said, the Hammer is to be adored and used whenever necessary. Do
not miss it leaning against the generator in the Nightmare Hospital's
basement Generator Room.


---
Axe
---
"Small one hand axe.
Moderately effective
as a weapon."

Found around halfway through the game, the Axe is an effective short
range weapon, offering power that the Knife does not have, while it lacks
the power and range of say the Hammer. Use R2 to raise it and tap X to
deliver standard strikes, or hold X for a single overhead swing. The Axe
is a missable weapon that is found on the wall in the "other church" hall
with the altar in the back of the Antique Shop on north Simmons Street in
Central Silent Hill, after leaving the hospital.


--------
Chainsaw
--------
"Power tool used for cutting
down trees, etc., highly deadly."

The Chainsaw is a gas-powered weapon that is found but not obtainable in
your first run, first requiring the Gasoline Tank that's found in the Gas
Station garage at east Bloch Street in Old Silent Hill, only in a Next
Fear game. Use the tank on the Chainsaw in the smashed display window at
Cut-Rite Chain Saws on Bloch Street to fill it up and take it. Once you
get it once, you will not require the tank the next time, allowing you to
acquire the other gas-powered weapon as well.

The Chainsaw is normally off when equipped and must be turned on for use
by pressing or holding R2, remaining on until you proceed to another room
or area or perform a task. To use, hold R2 to ready it and tap X for
standard swipes or hold X for a downward slice. Overall it's a little slow
but offers moderate to heavy power.


----------
Rock Drill
----------
"A tool used in road construction
to create holes in the road for
poles."

Another gas-powered weapon found but not obtainable in your first run, the
Rock Drill requires the Gasoline Tank found in the Gas Station garage on
Bloch Street only in a Next Fear. Use the tank on the Rock Drill in the
bottom dark room of the Bridge Control Room tower on the Bloch Street
bridge to fill it up and take it. Once you acquire it once, it will not
require the tank on your next run, allowing you to get the other
gas-powered weapon as well.

While both gas weapons are fun to use, the Rock Drill is noticeably better
and more recommended. Hold R2 to activate the Drill in each area,
remaining turned on until leaving the area or performing a task. Raise the
drill by holding R2 and use X to thrust it forward, holding up or down to
aim it accordingly if necessary. Alternatively, you can simply hold the
Drill as it runs and allow enemies to run or walk straight into you and
kill themselves, a very effective strategy especially against Nurses and
Doctors.


------
Katana
------
"Traditional single edged
Japanese blade."

The Katana is a secret weapon that must first be unlocked by completing
the game with one Good ending (Good or Good+) and one Bad ending (Bad or
Bad+) in one save file. Then in a Next Fear it can be found in the side
room of the Levin Street house before using the Eclipse keys.

Hold R2 to prepare the Japanese sword and tap X for alternating strikes or
hold X for an overhead downward slice. Harry is propelled forward when he
swings the Katana, effectively giving it an extended range and a pretty
crazy advantage, especially with how quick it is to boot. Because of this,
you can start farther back and keep swinging until you reach and defeat
your enemy.


========
Firearms
========
Three firearms are found on your first run through Silent Hill, which
should generally be your primary weapons with the most use, while one can
be unlocked and upgraded. Each weapon comes with a full clip of ammo but
more pickups must be found to keep using, so keep an eye out. Each weapon
offers different characteristics, and do note that Harry is not a great
shot and will occasionally miss, especially in the dark where you may need
to get a little closer and utilize the Flashlight.

To use all firearms, hold R2 to raise them and press X to shoot. All
firearms are automatically reloaded without any other action upon raising
them to shoot, while they can also be manually reloaded in the inventory.


-------
Handgun
-------
"Handgun received from Cybil.
Holds up to 15 rounds."

A Smith & Wesson Sigma, the Handgun is your most trusty tool through the
entire game, offering low to moderate power from moderate range but with
a consistent supply of 9mm ammo. Each clip holds 15 bullets and its range
is fairly decent, but due to Harry's inexperience you may want to fire
from closer range to be sure, where Harry will still miss the occasional
shot.

To use the Handgun, hold R2 to aim and press X to shoot, or hold to fire
one bullet after the other. The Handgun is an unmissable weapon handed to
Harry by Cybil in Cafe 5 to 2 near the beginning of the game.


-------
Shotgun
-------
"Fires in a wide radius.
Holds up to 6 rounds."

A very deadly weapon at close range, the Shotgun offers a ton of power in
each blast, which spreads as it moves farther outward. The Shotgun holds
six shells with ammo found in less frequency than the Handgun, and is best
used after approaching the enemy to avoid the shrapnel from spreading too
much.

Hold R2 to raise the Shotgun and press X to blast, standing close to your
enemy to make the most of its power. Consider saving ammo for the tougher
enemies and when surrounded or cornered where it can save your life. The
Shotgun is found on the floor by the corpse beyond the other door in the
Boy's Washroom on the first floor of the Nightmare School. If missed
there, it can be found on a side room desk in the Police Station in
Central Silent Hill.


-------------
Hunting Rifle
-------------
"Holds up to 6 rounds."

Found fairly deep into the game, the Hunting Rifle offers high power from
a long range, making it the most deadly weapon when used properly. That
said, its handling is a bit slow and it's not ideal for all situations,
especially in close quarters. The Rifle holds six shells and ammo is only
found scarcely throughout, so do conserve it, especially for the final
boss of the game where it's most effective. Do be sure to save its ammo so
you have enough for this fight.

Hold R2 to ready the Rifle and press X to shoot. The farther you are from
your enemy, the better since you often won't need to fear an attack, but</pre><pre id="faqspan-2">
be prepared to dodge any attacks from bosses after getting in a few shots.
The Hunting Rifle is located against the wall in the pit where you fight
the Twinfeeler Larva in the Silent Hill Town Center, Nightmare Central
Silent Hill.


-------------
Hyper Blaster
-------------
"High-powered handgun
with infrared scope
and unlimited bullets."

This awesome laser pistol is a secret weapon only available upon achieving
the UFO ending, after which it will appear in your inventory in a Next
Fear game. It requires no ammo to use and comes in three different
colours, depending on your previous ranking, each more powerful than the
next. By default it's weaker than the Handgun but can be improved to the
approximate power of the Shotgun or Rifle depending on your ranking. Read
more about the Blaster and its colours in the Unlockables and Secrets
section. To use the Hyper Blaster, hold R2 to aim and press X to fire or
hold it for continuous blasts at full speed.


s u p p l i e s
====-=-=----=----=======--=-------=====---=====-=--====--====----=--===---

There are three health supplies and three ammo supplies found in a variety
of abundance throughout the game. Refer to the charts below for a quick
reference, with more detailed explanations following.


       Legend
______________________
|Ammo/Health           |
|HD  - Health Drink    |
|FAK - First Aid Kit   |
|AMP - Ampoule         |
|HB  - Handgun Bullets |
|SS  - Shotgun Shells  |      _______________________________
|RS  - Rifle Shells    |     |Health Chart    | HD |FAK |AMP |
|                      |     |----------------|----|----|----|
|Availability          |     |Availability    | 5  | 3  | 1  |
|1 - Scarce            |     |Health Restored |25% |50% |100%|
|2 - Semi-Rare         |     '-------------------------------'
|3 - Moderate          |
|4 - Common            |      _________________________
|5 - Very Common       |     |Ammo Chart   |HB |SS |RS |
|                      |     |-------------|---|---|---|
|Health Restored       |     |Availability | 5 | 3 | 2 |
|25%-100%              |     |Power        | 3 | 5 | 5 |
|                      |     '-------------------------'
|Power                 |
|1 - Very Low          |
|2 - Low               |
|3 - Okay              |
|4 - High              |
|5 - Very High         |
|______________________|


===============
Health Supplies
===============
Three different health supplies are found throughout the game to keep you
alive, each with unique healing abilities and availability.


------------
Health Drink
------------
"Supplies nutrition to
recover a small amount of
stamina."

The most commonly found supply, Health Drinks replenish about a quarter of
your health and are best for minor wounds. Use multiple for heavier wounds
or turn to a First Aid Kit or combination of both. Note that you can
generally take a few hits before it's necessary to use a Health Drink,
perhaps when your status isn't quite as vibrantly green or even slightly
yellow.


-------------
First Aid Kit
-------------
"Heals injury to provide
moderate stamina recovery."

Still found relatively frequently, First Aid Kits are great for heavier
wounds, healing about half your health. Don't waste them on small wounds
that Health Drinks will cover, while if you're in critical condition,
consider using an Ampoule, two First Aid Kits or a combination of a First
Aid Kit and a Health Drink or two. Save First Aid Kits for when your
status is orange or red.


-------
Ampoule
-------
"Relieve pain to recover
stamina to high.
Effect lasts for a while."

Ampoules are scarcely found and recover your full health when used. Always
save them for when your health is critical and in the deep red. Otherwise,
consider using a First Aid Kit or Health Drinks for smaller wounds.


===================
Ammunition Supplies
===================
Each of the three main firearms must be supplied with ammo to keep on
using, each found in a unique frequency and ammo count.


---------------
Handgun Bullets
---------------
"Ammo for the handgun."

Ammo for the Handgun is found in abundance throughout the game, identified
as a red and white box. Each box normally contains 15 bullets, enough for
a full clip (or 30 bullets on Easy). This will allow you to use the
Handgun fairly consistently throughout the game, but still consider when
it's best to save your ammo.


--------------
Shotgun Shells
--------------
"Ammo for the shotgun."

Not as abundant as Handgun ammo but still found in fair frequency, Shotgun
Shells are identified as a purple box, each containing six shells (12 on
Easy). More will be found later in the game but its ammo should be at
least somewhat conserved for the tougher enemies and bosses, or when
surrounded.


------------
Rifle Shells
------------
"Ammo for the hunting rifle."

Rifle Shells are scarce and should be wisely conserved for boss fights,
particularly the final boss. They are identified by green and white boxes,
each containing six shells (12 on Easy). More will be found as you
approach the end of the game but make sure you have enough for the final
boss (20-30) where they're most useful.



--------------------------------------------------------------------------
==========================================================================
8.                    P L A Y I N G  T H E  G A M E               [SH1_08]
==========================================================================
--------------------------------------------------------------------------


This section serves as a guide to learning the basics of the game, from
navigating menus and changing options to learning gameplay concepts and
understanding the health system.


Contents
-----------------------
01 // Menus
02 // Game Basics
03 // Combat Strategies
04 // Items
05 // Health System


01 // m e n u s                                                   [ptg_01]
---=-======---=-====---=-===-=----===-=-=====---=-===---==-=----=-=====--=

This section explains all the options and features of the different menus
found in the game.


=========
Main Menu
=========

-------------
Opening Movie
-------------
This plays upon startup, featuring a bunch of CG cutscenes from the game,
and can be seen again by remaining idle at the main menu. It also serves
as the full prologue to the game with Harry and Cheryl on their way to
Silent Hill. Note that Harry's wife in the beginning may be replaced by
a certain character should they survive through the game.


--------
New Game
--------
Predictably starts a New Game after prompting you with a difficulty level
choice. Only use this option on your first attempt, instead turning to
Next Fear runs by loading your completed save file to keep your
unlockables and view more endings.


--------
Continue
--------
Use this option to quickly load your most recent save from startup. If you
die and return to the main menu, using this option starts you at the
beginning of the area you died in while slapping you with a "continue" in
your final ranking.


----
Load
----
Here you can load a file from your memory card, either in progress or
completed. Use this option to start a new game via a completed save with
the label of "Next Fear" to keep all unlockables while also upping your
difficulty by one until the max of Hard.


------
Option
------
Here you can view the options and change whatever you like, from display,
audio or control options to more specific controls in the Extra Options.
View both menus below for more details.


==============
Save/Load Menu
==============
This is the menu you see what saving or loading your game, although they
are technically for different purposes. Your save file will state your
current location and time played, or if you've unlocked a Hyper Blaster
upgrade. Scroll up or down to see all the save files on your memory card.


------------------
Saving and Loading
------------------
You must find and use notepads with red clipboards to save your game
during gameplay. From there, select an empty file or overwrite another one
to save. Use the Load option from the main menu to choose a file to
continue from. The cursor will default to your current save, while you can
also confirm with the play timer and location at the bottom.

Normally, your save location will be written in white, while it will turn
to yellow or gold writing with "Next fear" written after a completed
playthrough. Loading one of these saves will act as a sort of New Game
Plus where you will keep any unlockables, unlock more and receive more
endings in your file. Next Fear also ups the difficulty by one until the
max of Hard is reached. If you ever start a regular New Game, that file
will lose all unlockables. Be sure not to overwrite your Next Fear file
with a standard one, or just avoid starting a fresh New Game or keep them
separate.


==============
Inventory Menu
==============
The inventory is a key tool that you will be required to use throughout
the game to view and use key items, equip weapons, view your status and
use health items, and so on. Refer to the diagram below for a breakdown of
the menu, with detailed explanations of each option below.

_______________________________________________
|                                 _____________ |
| ----Status---   --Equipment--  |---Command---||
| |¯¯¯¯¯¯¯¯¯¯¯|                  |             ||
| |  Health   |      Equipped    |---Use-------||
| |  Status   |       Weapon     |   Look      ||
| |           |                  |_____________||
| |___________|                                 |
|                   _________                   |
|                  |         |                  |
|  Item    Item    |  Item   |  Item    Item    |
|                  |         |                  |
| No. #            |_________|                  |
| Name: Item Name                               |
|  Item Description. Usually what it is and     |
|  where it was found.                          |
|                                               |
| ---Option----   ----Exit-----   -----Map----- |
|_______________________________________________|


------
Status
------
The top left corner of the inventory menu displays Harry's health status,
displayed by a colour. Refer to the Health System section of Playing the
Game below for more details.


---------
Equipment
---------
Under this title is where your equipped weapon is displayed, or it will be
blank if holding nothing. All weapons must be equipped from your
inventory, and while there's also a reload option, it's never necessary to
reload in-game since you can just lower and raise your weapon to do so
without any animation.


-------
Command
-------
When you move the cursor over an item or weapon you will see one or two
options in the Command box, such as Use, Look, Un/Equip, Reload, or On/Off
options for the Flashlight and Radio.


------
Option
------
Hitting this function sends you to the Options and Extra Options menus,
allowing you to change whatever desired without quitting to the main menu.
View those menus below.


----
Exit
----
This function simply closes your inventory but is never necessary since
Triangle or Circle performs the same command. If you wish to exit the game
itself to the main menu, simply perform a soft reset with Start + Select.


---
Map
---
This allows you to view the map while in your inventory, but is never
really necessary since you can instead press Triangle to go straight to
the map during gameplay.


============
Options Menu
============
Several options can be changed in the Options menu, including:

OPTION               SELECTIONS
Brightness Level     Level 0, Level 1, Level 2, Level 3, Level 4, Level 5,
                    Level 6, Level 7
Controller Config    Type 1, Type 2, Type 3
Screen Position      X and Y Coordinates
Vibration            Off, On
Auto Load            Off, On
Sound                Stereo, Monaural
BGM Volume           |||||||||||||||| (1-16)
SE Volume            |||||||||||||||| (1-16)


-------------
Extra Options
-------------
Press L1, R1, L2 or R2 to view this hidden menu from the Options menu,
where the following can be changed:

OPTION               SELECTIONS
Weapon Control       Press, Switch
Blood Color          Normal, Green, Violet, Black
View Control         Normal, Reverse
Retreat Turn         Normal, Reverse
Walk/Run Control     Normal, Reverse
Auto Aiming          On, Off
View Mode*           Normal, Self View
Bullet Adjust*       x1, x2, x3, x4, x5, x6

[Note]: View Mode, specifically the Self View option, must be unlocked by
completing the game once. Bullet Adjust is unlocked the same way, whereby
x1 and x2 will be available. Each new ending received after that will
unlock the next level up to x6.


02 // g a m e  b a s i c s                                        [ptg_02]
====--=-====---=-=-====---=-=====--=--=====---=-====---=-=----===---=-====

Here we'll cover basic concepts that are important to the game.


======
Camera
======
Now a staple of the survival horror genre, Silent Hill uses a variety of
camera angles from different perspectives to craft its horror experience.
It often restricts what you can immediately see, so you'll have to adapt
and learn to shoot enemies approaching from offscreen or the side rather
than from the front. That said, you have an override control of the camera
by holding L2, which generally shifts the camera behind Harry or at least
adjusts it to look forward when possible. Use it to your advantage to get
a better sense of your surroundings, while also paying attention to angle
shifts that may provide hints. Alternatively you can try the Self View
option under View Mode in the Extra Options, which shifts the camera
behind Harry's head when L2 is held.


==========
Using Maps
==========
Often found near the entrance of buildings or starting points of outside
locations, the map is your best friend and most valuable tool in the game.
Make regular use of it to track where you've been and where to explore
next by pressing Triangle to bring it up during gameplay. Harry will
update the map as he goes, marking open, locked and jammed doors with
arrows, solid lines and squiggly lines respectively, plus other points of
interest with circles, arrows or brief notes. Don't ever feel ashamed for
checking your map too often since it's exactly designed to help you with
your surroundings.


==============================
Using the Radio and Flashlight
==============================
Harry finds both a Flashlight and a Radio in the cafe at the beginning of
the game, both invaluable tools on your adventure. The Radio will emit a
droning static whenever enemies are nearby to warn you of their presence,
while the Flashlight will be key to illuminate dark areas to see what
you're doing and allow you to pick up certain items. Both these items can,
however, alert you to the enemy. Turning off the Flashlight with Circle
for brief periods will help you slip by enemies. Also consider turning off
the Radio in your inventory to remain even more discreet if desired.


=============
Game Concepts
=============

-------
Running
-------
Don't feel like a wussie if you find yourself running away from enemies
all the time, especially on the streets where it's easy enough to escape.
It's almost always the best strategy to stay out of trouble, especially
around multiple enemies, and can help save ammo for when it's needed.


-----------------
Ammo Conservation
-----------------
As a survival horror game with limited supplies, you'll need to manage
your ammo or you will run out and potentially struggle in the tougher
moments. Instead of killing everything, pick your battles carefully and
instead run past enemies that don't pose a threat to you. Or consider
using melee weapons while building up your ammo supply whenever low, and
save it for the tougher enemies and bosses.


---------------
Searching Areas
---------------
Most of the game will be spent searching for keys and other items to help
you progress, so you'll need to have a sharp eye in each room you access.
Shift the camera with L2 to help see what you want to, and pay attention
to any angle shifts that may hint at specific areas or items. Also utilize
your map to see where you've been and which rooms you've yet to explore.


--------------
Checking Doors
--------------
An overwhelming majority of doors in Silent Hill are jammed and cannot be
opened. These doors are denoted with a squiggly line on your map and
should be disregarded. When a door is locked it generally means you will
find a key for it or find a way to get to its other side where it can be
unlocked, so keep an eye out for both of these.


---------------
Memos and Codes
---------------
Throughout the game you'll find several memos that sometimes serve as
lore, but others will provide key information for solving puzzles such as
riddles or codes. In one case a hint will even be given for how to defeat
a boss, so pay attention and be prepared to jot down codes for later use
since these memos are never stored in your inventory as they are in later
games. Refer to the Memos section of this FAQ for a full list of all memos
and additional notes.


---------------
Nightmare Areas
---------------
Also known as the otherworld or alternate world, Nightmare areas are
commonly found and traversed in Silent Hill. They are easily identified
by their terrifying appearances with dark and bloody imagery, often with
grating replacing regular flooring. They also contain a lot more enemies
than usual, making them true nightmares. Ammo is perhaps best saved for
these areas indoors, while out in the streets things get too crazy to the
point that running is usually the best bet.


==========
Soft Reset
==========
Like most survival horror games from the era, there is no menu or regular
option during gameplay that allows you to quit to the main menu. This is
where soft reset comes in, which is a combination of buttons that when
pressed does just that. At any time while playing, press and hold Start +
Select for a couple seconds to return to the main menu. This is helpful if
you wish to reload your save file in case you messed something up.


03 // c o m b a t  s t r a t e g i e s                            [ptg_03]
====-=-====---=-====----=-=====----=-=-----=====--=----=-===--====---=====

This section deals with all things combat and how to survive the enemy
threat. For more specific strategies for each enemy, refer to the Enemies
section of this FAQ.


=================
Targeting Enemies
=================
Silent Hill uses a lock-on targeting system where Harry will auto-aim at
nearby enemies when holding R2. Sometimes this is faster than turning
around when close enough, although if far enough away it may help to
first turn around or get close to help Harry find the enemy. When
targeting, approach or back away from enemies while firing or between
shots.


=========================
Shooting/Fighting Enemies
=========================
In the end ranking screen you'll find kill types segmented by shooting
and fighting. A shooting kill is one where a bullet is the killing blow,
while fighting kills end with a melee strike or a kick, regardless of how
the fight started. Choose whichever way you wish to finish them off, but
the most practical way is to swing or shoot at them and immediately go for
the kick which will kill them on the spot. Otherwise, another bullet or
two does the same trick.


===============
Kicking Enemies
===============
For the most part, shooting or beating an enemy down just makes it prone
so Harry can kick it. There are exceptions, and sometimes monsters will
die without a finishing kick. But you should always expect to finish the
job accordingly. You'll notice that the radio static doesn't stop
sometimes when enemies are on the ground, usually indicating they're still
alive. Snuff them out with a quick stomp in these cases, and be quick to
do it or they may get straight back up.


=========================
Fighting Multiple Enemies
=========================
You'll need to get used to fighting multiple enemies throughout the game,
especially in heavily-populated nightmare areas. Always consider running
to the safest spot to avoid an all-around ambush, or to let you kill
enemies one by one as they approach you. Also consider switching to the
Shotgun or even Rifle for a quick kill and then back to the Handgun or a
melee weapon for the remaining enemy or two if you can get by that way.
Also make use of movement while shooting to keep a distance between you
and other enemies trying to gang up on you.


===============
Pushing Enemies
===============
Enemies may sometimes block paths or even surround you. In these
situations if you don't have or would rather save the ammo, you can
instead just run at them and slowly push them to the side. Try running at
the narrow gap between them and the wall or the gap between two enemies to
open up enough space to slip by. You may still take a hit but surely
you'll be better off escaping.


==========
Surrounded
==========
You've gone and done it, huh? You are completely surrounded by monsters.
In this situation, first see if there's a small gap that you can flee from
and do so immediately. If not, creating a hole by pushing can also work,
while you may take a hit or two. Alternatively, you can pull out the
Shotgun and blast your way out, or sometimes a big weapon like the Hammer
might help you knock a couple enemies down.


========================
Escaping Grapple Attacks
========================
Certain enemies have the ability to grab a hold of you during an attack,
doing more damage in the process. While Harry is held up in these attacks,
mash the directional and shoulder buttons to escape more quickly and
prevent further damage.


==========================
Switching Walk/Run Control
==========================
Normal movement in Silent Hill is walking, while you must hold Square for
Harry to run. You can however, and should, change this in the Extra
Options menu. Switching this to Reverse will allow you to run with the
analog stick alone, while if you choose to walk on occasion you can do so
by holding Square. You will be running for the majority of the game, so
trust me that you're better off changing it. If I could make just one
recommendation to new or even all players it would be this.


========
Strafing
========
In addition to normal movement, Harry has the ability to sidestep and
strafe (running to the side). With Normal Walk/Run Control, L1 or R1 will
make Harry sidestep to either side, while holding Square as well will
allow him to strafe. Changing Walk/Run Control to Reverse will allow you
to strafe with L1 or R1 alone, or sidestep while holding Square. Learning
to strafe is a tactical advantage that will help you in cases where
running forward is not the best action, so try it out and prepare to use
it when needed, especially for boss fights.


=========
Reloading
=========
In later Silent Hill games it became a staple to reload in your inventory
on Normal and above difficulties to avoid untimely in-game reloads,
however this game has a trick where on all difficulties you will magically
reload your weapon by lowering and raising it. Say if using the Handgun,
raise it with R2 and shoot 15 times to empty the magazine, then release R2
to lower it and hold it again to raise and magically refresh its clip if
you have the ammo. Use this to your advantage to avoid in-game reloads or
even reloading in your inventory.


04 // i t e m s                                                   [ptg_04]
=====--=-===----=-====-=--=-===----=-=-======-----=-======--=====----=----

Silent Hill is all about locating and using items, and this sections
covers all the basics.


=============
Finding Items
=============
Make use of your map to explore every open room and search every corner
looking for any item that stands out, usually brighter in colour than the
background. Also pay attention to any camera angle changes that may hint
at anything. Note that in dark areas you will need the Flashlight on to
see and pick things up.


===========
Using Items
===========
Normally this may be common sense but there are different ways that
certain items are used, either in your inventory or just by approaching a
door. Read more below.


----
Keys
----
Around half of the main items you'll find in Silent Hill will be keys,
which are the simplest form of item to use. Simply approach the door it
unlocks and hit X and Harry will use it accordingly. Note that you can
also use these items from your inventory but it's an extra step that's
unnecessary. Some keys however like a safe key will need to be used from
your inventory.


-----------
Other Items
-----------
In addition to keys you'll find an assortment of other key items like
liquids, tools or plates to use to open doors, solve puzzles and so on.
To use these items, approach where you wish to use them, then enter your
inventory to find and use the item there. If Harry says the item can't be
used there, you've got the wrong idea or you may possibly be standing a
bit off. Readjust and test by examining where you're trying to use these
to make sure and try again when applicable, but otherwise you may just be
using the wrong item.

Additionally, in some cases you may need to use two items in a certain
order. Say if you want to burn something but may require an additional
liquid to start it. In later games the Combine function was added to make
things easier, but here items need to be used individually. Same for
placing multiple objects in a puzzle. Lastly, some items have no
locational use by the player, such as notes, a receipt, or a certain
pyramidal object, so don't worry yourself too much if you're unsure about
some items.


---------------
Examining Items
---------------
Some items have an option called "Look" where Harry can check more closely
to see any fine details, such as what the tag says. So if you pick up a
key that you're unsure where to use, see if it has the Look function for
more information. In later games, this function was renamed "Examine" but
works the same way.


05 // h e a l t h  s y s t e m                                    [ptg_05]
====--=-=====---=-----======---=====--====---===-=------=-===---=-====----

This section covers all things health-related, such as interpreting your
status, and finding and using supplies.


=============
Health Status
=============
The top left Status screen in the inventory displays your health status,
indicated by the colour beside Harry's face. While adhering to fairly
common standards, each colour indicates the following status:

Green: Excellent
Green-ish Yellow: Good
Yellow: Okay
Faint Orange: So-so
Colourful Orange: Bad
Faint Red: Very Bad
Colourful Red: Close to Death


===============
Health Supplies
===============
You will find three variations of health supplies in varying frequency
throughout your journey. Health Drinks are the most common and heal a
quarter of your health, while First Aid Kits heal half your health and
Ampoules bring a full recovery no matter how bad. Generally you can wait
until your status at least yellow until you need to worry about using even
a Health Drink.


=================
Recovering Health
=================
Always check on your health every now and then in your inventory to get
a sense of your status. Additionally, your controller will vibrate once
you're in the orange zone or worse and will get more intense the worse
you're off, hinting that you should probably heal. To heal, find one of
the three health items mentioned above in your inventory and use it. Use
them wisely and appropriately based on how bad your wounds are.



--------------------------------------------------------------------------
==========================================================================
9.                           C O N T R O L S                      [SH1_09]
==========================================================================
--------------------------------------------------------------------------


CONTROL                      |   FUNCTION
-----------------------------|--------------------------------------------
D-Pad                        |   Character movement, Menu navigation
Left Analog Stick            |   Character movement, Menu navigation
START                        |   Pause game, Skip scene
SELECT                       |   Open inventory
X                            |   Accept, Examine, Attack, Stomp or Kick
Square                       |   Run
Circle                       |   Cancel, Exit menu/puzzle, Toggle
                            |   Flashlight ON/OFF
Triangle                     |   Cancel, Exit menu/puzzle, Quick Map
L1                           |   Sidestep left
R1                           |   Sidestep right
R2                           |   Ready weapon
L2                           |   Position camera behind character
L1 + R1                      |   Turn 180 degrees
Down + Square                |   Backwards hop
Start + Select               |   Soft Reset


==========
3D Control
==========
Silent Hill uses 3D control for movement, otherwise known as tank
controls. This means that holding forward will move your character in the
direction they are facing, regardless of where the camera is aimed. Use
left and right to turn your character accordingly, always relative to
where they are facing, independent from the camera. It may take some
getting used to for first timers, but it's relatively easy to operate
otherwise.


==============
Extra Options
==============
This is a hidden menu that is accessible from the Options menu by pressing
L1, R1, L2 or R2. Several different options that affect gameplay can be
changed here. If there's one thing I recommend it's switching Walk/Run
Control to Reverse. Read about each function below.


--------------
Weapon Control
--------------
With the default Press selection you must hold R2 to aim your weapon,
while Switch makes it a toggle where you must press R2 once to raise your
weapon and again to lower it when finished attacking. It depends what
better suits you but I'd recommend the default.


-----------
Blood Color
-----------
This one is just for fun. I'd recommend keeping it Normal for your first
run to keep things serious and as intended, but feel free to play around
with other colours on additional runs. Other than Normal (red) there's
Green, Violet and Black.


------------
View Control
------------
Normally the camera focuses more on Harry than the environment, while
holding L2 will position the camera behind Harry or at least shift the
angle to focus ahead. Switching this to Reverse will make the default
camera always try to look ahead rather than prioritize Harry on the
screen. I suggest leaving it as is.


------------
Retreat Turn
------------
I've tested this and found no difference between Normal and Reverse
options. It could be that this was meant to disable the quick 180 turn but
it is available on either setting. Simply ignore it.


----------------
Walk/Run Control
----------------
Normally your standard movement is to walk, requiring Square to be held to
run. Switching this to Reverse will change your default movement to
running, while holding Square will initiate a walk. Since you'll be
running through most of the game, I cannot recommend enough that you
switch this function to give yourself an easier time.


-----------
Auto Aiming
-----------
With the default of On, Harry will automatically lock on to nearby
targets, allowing you to swing at or shoot and hit them without any
additional adjustments, although he may still miss sometimes due to his
poor accuracy. You can also move forward or backward while locked on,
guiding you straight to the enemy. With this turned Off, Harry will simply
raise his gun with an R2 press without automatically targeting nearby
enemies. Instead you must manually aim left or right accordingly. I'd
suggest leaving it on to make the game more manageable, but the challenge
is always there if you'd like to disable it.


---------
View Mode
---------
This must first be unlocked by completing the game once. It controls what
happens when you press L2 to adjust the camera. Normally the camera is
focused on Harry a distance away from him, while holding L2 will focus the
camera ahead, possibly shifting it behind him. However with Self View
under this option, holding L2 will shift to a very unique camera right
behind Harry's head, working somewhat like an over shoulder cam. Releasing
L2 will return to the normal camera. If you switch View Control to
Reverse, this special view will become the default camera and holding L2
will switch back to the more traditional angle behind Harry. I'd suggest
giving it a try at some point but maybe more for the novelty than anything
else. Playing the whole game like this may prove a little too much with
the pixelated graphics and jagged movement from up close, but it's
definitely a cool new angle to experience on your second run or later.


-------------
Bullet Adjust
-------------
This function must first be unlocked by completing the game, upon which
your ammo count from pickups will be multiplied accordingly by what you
set it as, from x1 all the way to x6. Each time you receive a new ending
you will unlock one level up until the max of x6 after the fifth and final
ending.



--------------------------------------------------------------------------
==========================================================================
10.                D I F F I C U L T Y  S E T T I N G S           [SH1_10]
==========================================================================
--------------------------------------------------------------------------


A difficultly level must be selected upon starting a new game, most
notably affecting health and attack damage of enemies and bosses. All
puzzles will be unaffected since they have fixed solutions no matter the
difficulty. Consider your choices carefully and choose the difficulty
that sounds most appropriate for your first time.


----
Easy
----
The simplest way the game can be played, recommended for those new to the
series or classic survival horror. Enemies will have lower health, do
limited damage, take minimal shots or hits to drop and will rarely
respawn. Bosses have around half their normal strength, speed, and are
less aggressive.


------
Normal
------
The way the game is truly meant to be played for a first time experience,
recommended for anyone familiar with the Silent Hill series or the classic
survival horror genre. Enemies have their normal strengths, damage output,
take a reasonable amount of shots or hits to drop and will sometimes
respawn. Bosses take their normal length while having their standard
health, power and speed.


----
Hard
----
Hard mode is a thrilling experience and is only recommended for hardcore
players and veterans of Silent Hill, as well as players who have beaten
the game at least once or twice. I'd advise to avoid it on a first run
unless extremely confident since everything is amplified up to 10 and can
get really crazy. Enemies are stronger, do more damage, take more shots or
hits to drop, and will respawn very often. Bosses become stronger, faster,
and are more aggressive while outputting higher damage.


==========================
Suggested Difficulty Level
==========================
For players completely new to the Silent Hill series, it's smart to go
with Easy. If you're not familiar with this style of the game, it's not
uncommon to die a lot or really struggle with health even on Normal, so
that's why Easy is recommended. Otherwise, survival horror fans or those
who have survived another Silent Hill game should be able to manage on
Normal, while Hard should be reserved for a later run or for those who
have proven skilled at other Silent Hill or survival horror games. Be
warned, it gets pretty crazy at times. Unlocking bullet adjust first is
also recommended.


=========
Next Fear
=========
After completing the game once and saving, you will see your current save
titled as "Next Fear". This works as a type of New Game Plus where you can
play the game again using any obtained unlockables, which you'll usually
have to find first. Note that Next Fear also ups the difficulty once each
time. So if you beat the game on Easy, your first Next Fear will be
Normal, and the next after that will be Hard. Each successive run after
that will remain as Hard and there's no way to lower the difficulty
without starting a fresh New Game and losing all unlockables.



--------------------------------------------------------------------------
==========================================================================
11.                       W A L K T H R O U G H                   [SH1_11]
==========================================================================
--------------------------------------------------------------------------


Recommendations Before You Start
--------------------------------
My most important recommendation is to change Walk/Run Control to Reverse.
Normally you must hold Square while moving to run, but changing this
makes running the default movement, saving you from holding Square for
90% of the game. If you wish to walk here and there after changing it,
just hold Square.

As for setting the mood, I can't recommend enough that you allow this game
to scare you as intended. To do so, play with the lights off at nighttime
and crank the volume up. A good sound system or headphones will really
immerse you in the terrifying world of Silent Hill. Maybe keep an extra
pair of undies on standby.

---

[NOTE]: This walkthrough was written while playing on Normal difficulty.
Therefore enemy locations and numbers may vary on other difficulties, but
even some areas may sometimes have a different number of enemies on the
same difficulty.

Otherwise, item locations will be the same. All riddles and puzzles will
be thoroughly explained for all difficulties, as well as tips for each
boss fight.

All items, weapons, supplies, maps and save points will be written in
CAPITALS.

       ________
      / LEGEND \
     /__________\__________________________________________________
    |                                                              |
    |  New Area                                                    |
    |  ==-=---=-=-=--=-======-=-=-=-===-=---=-=-=-=----=           |
    |                                                              |
    |  Sub Section of Area                                         |
    |  -------------------                                         |
    |                                                              |
    |  Puzzle                                                      |
    |  -------------------------------------------------           |
    |                                                              |
    |  -------------------------------------------------           |
    |                                                              |
    |  Boss                                                        |
    |  *************************************************           |
    |                                                              |
    |  *************************************************           |
    |                                                              |
    |  Optional Quest                                              |
    |  +++++++++++++++++++++++++++++++++++++++++++++++++           |
    |                                                              |
    |  +++++++++++++++++++++++++++++++++++++++++++++++++           |
    |                                                              |
    |  =================================================           |
    |  Next Fear Item/Weapon                                       |
    |  =================================================           |
    |______________________________________________________________|



01 // a r r i v a l                                               [wlk_01]
---==-======----=-===---==----=-=======-----=-======--====--=====---==-===


                "It's strange... It's quiet. Too quiet.
                   This place is like a ghost town."


Foggy Streets
-------------
Starting the game for the first time, Harry steps out of his Jeep after a
nice parking job and begins to walk into the foggy and snowy town. Your
first objective is to find Cheryl.

Run ahead for Harry to hear and follow footsteps around the corner. With
Cheryl in sight, follow her across the road and into the alley. As you
chase her down, you'll hear her pass through a gate. Do the same at the
left end.


Back Alley
----------
Hope that terrifying sight isn't related to Cheryl and follow the twisting
alley through some brilliant camera angles. Pass through the gate and
Harry will pull out a lighter as it suddenly gets dark. Enjoy the
terrifying sights as you hesitantly proceed to the end of the path.

Eventually you'll be greeted by a surprise and things will escalate rather
intensely. Try to keep your pants dry as there's only one way this is
going to end, since the path is suddenly blocked if you try heading back.

[NOTE ON ARRIVAL]:
In a Next Fear playthrough, the game will skip this segment and begin in
the cafe.



02 // o l d  s i l e n t  h i l l                                 [wlk_02]
===---=-====----=-======--=-=------=-=====--====---===---=-==---======---=


      "What's that? Huh? Radio? What's going on with that radio?"


Cafe 5 to 2: Meeting a New Friend
---------------------------------
Harry soon awakens inside a cafe, greeted by a police officer named Cybil
Bennett from the next town over. So that was a nightmare... but it seems
something has still gone awfully wrong in this town according to Cybil.

Before stepping out for backup, Cybil gives you her HANDGUN. On the nearby
counter you'll also find a HEALTH DRINK, FLASHLIGHT and RESIDENTIAL AREA
MAP next to a notepad which is the first SAVE POINT. At the other end
there's another HEALTH DRINK and a KITCHEN KNIFE as your first melee
weapon.

There's a red radio on the nearby table but Harry is convinced it's
broken. Once you try to leave it'll emit static and Harry will say one of
his more memorable quotes. While checking the radio, an Air Screamer
suddenly crashes through the window to say hello.

Quickly equip the Handgun from your inventory to blast it down and the
static will fade away. Grab the POCKET RADIO since it may be helpful after
all. Now it's time to leave the cafe.

[NOTE ON RADIO AND FLASHLIGHT]:
As already demonstrated, the Radio will emit static when monsters are
nearby, louder as they become closer. Feel free to turn it off in your
inventory if you wish to be more discreet since monsters can also hear it,
but it's an effective tool to alert you to any enemy presence. The
Flashlight is also a valuable tool to help you see in immense darkness.
Toggle it on and off with Circle if you wish to sneak by enemies more
discreetly, but be warned the darkness in many areas can make it hard to
see anything at all without it.


==========================================================================

NEXT FEAR WEAPON: HYPER BLASTER

After witnessing the UFO ending and playing another Next Fear, the HYPER
BLASTER will be found in your inventory. Requiring no ammo to use, its
power depends on your ranking in your previous playthrough. Read more
about it in the Unlockables and Secrets section.

==========================================================================


Bachman Road
------------
Outside, Harry thinks it's worth checking that alley again... or will it
be the first time? He marks it on the map to your northwest.

Find the nearby bench by the now broken window for two packs of HANDGUN
BULLETS. If you do venture south you can also find a HEALTH DRINK by the
door to Queen Burger on the east side. But let's continue north for now,
and perhaps it's worth checking out the Convenience Store at the northeast
corner of Bachman and Finney.

Near the entrance, ignore or handle the Air Screamer on the trash bin and
enter the store through the open door.


Convenience Store
-----------------
In here you'll find three HEALTH DRINKS in the aisles (one near the door
and the other two in the middle). There's also a FIRST AID KIT on the back
right shelf by the counter and a SAVE POINT on the counter itself. Leave
when done.


==========================================================================

NEXT FEAR ITEM: CHANNELING STONE

After completing the game once and starting a Next Fear, the CHANNELING
STONE can be found on the front counter. Use it at five specific locations
throughout the game to receive the UFO ending. Refer to the Endings or
Unlockables and Secrets sections for more information.

==========================================================================


Back to the Alley
-----------------
All right, now let's head to the alley. Continue west on Finney past any
Air Screamers and duck into the alley marked on your map. You may
encounter another Air Screamer and certainly multiple Groaners (dogs)
farther in, so advise caution. Head through the left gate at the end.

Head past another Groaner and through the next gate. Take the two packs of
HANDGUN BULLETS and find the STEEL PIPE and A NOTE "TO SCHOOL" just around
the corner. This looks like it was ripped out of Cheryl's sketchbook which
sits right beside it. Harry marks Midwich Elementary on his map, which is
your next destination. Return to Finney Street, and be wary of a jumping
Groaner when returning to the main alley.


Levin Street: Figuring Out a Way to the School
----------------------------------------------
Seeing if you can reach Midwich, the road is destroyed at west Finney, so
head south down Levin Street. If you stay on the right (west) sidewalk
you'll reach one or two Groaners by a doghouse. Harry doesn't find
anything inside it, but interestingly the nearby house door is locked,
meaning we may be coming back here later.

Continue south to Matheson, where you'll find some scattered papers and A
NOTE "DOGHOUSE" where the road is destroyed to the west, preventing
further access. The note reads "DOGHOUSE" and "LEVIN ST". But we just
checked it... Maybe we need a closer look. Levin is destroyed farther
south and there appears to be no other route to the school anyway.

Head back to the doghouse on Levin and check it again for Harry to kneel
and discover the HOUSE KEY taped to the inner roof. Take it and enter the
nearby house up the steps with the HOUSE KEY.


Levin Street House
------------------
Take the FIRST AID KIT on the stand by the door. In the dining room is a
SAVE POINT and two packs of HANDGUN BULLETS on the cabinet and table, plus
a HEALTH DRINK on the kitchen counter.


==========================================================================

NEXT FEAR WEAPON: KATANA

After completing the game with both a Good and Bad ending (+ or standard,
doesn't matter), the side room near the entrance of this house will be
unlocked in your Next Fear, featuring a KATANA inside. Until then, this
room will remain locked.

==========================================================================


The back door is secured by three locks, but the map beside it reads,
"Keys for Eclipse" and shows three different markings which must be the
key locations. No, we're not looking for the keys to a Mitsubishi Eclipse.
With Harry copying the locations on his map, leave the house to start your
scout, knowing the backyard exit may allow passage to the school.


Finding the Keys for Eclipse
----------------------------
Make your way north and then east down Finney Street towards the markings.
The alley behind the cafe is closest so let's head there first.

Find the wide gate on the west side not too far down and ignore the "Off
Limits" sign as you step through it. In the small basketball court, take
the KEY OF "WOODMAN" beside the bloody dog head. Interesting way to play
basketball. Also grab the HEALTH DRINK on the garbage bin to the left and
leave the court.

Now make you way back north, and at the east end of Finney you'll find a
police car nearly tipping off the broken bridge. Watch out for the Air
Screamer and grab the HANDGUN BULLETS by the cop car, then check the open
trunk for the KEY OF "LION".

Turn around and take a left down Ellroy, passing an Air Screamer or two,
and stay on the right side as you pass Matheson. You'll soon see a fallen
tree that allows you to reach a small area with the KEY OF "SCARECROW" in
a bloody mailbox. What is this, The Wizard of Oz? Also grab the HEALTH
DRINK on the porch just ahead.

With all three keys, return to the house on Levin Street. Matheson will
take you straight there for the quickest route. On the way you can find
two alleys on the south side of Matheson with some items. The first before
Bachman contains an Air Screamer guarding two boxes of HANDGUN BULLETS and
the second before Levin has a few Groaners guarding a FIRST AID KIT.

Inside the Levin Street house, check the back door to use the KEY OF
"LION", KEY OF "WOODMAN" and KEY OF "SCARECROW". Exit to the backyard.


Making Your Way to Midwich in the Dark
--------------------------------------
Outside, daytime quickly fades into darkness, but luckily Harry has the
Flashlight from the cafe. So those really were the "Keys for Eclipse"
after all...

Take the two HEALTH DRINKS on the white lawn table and exit through the
wooden gate. If you follow this alley north and then head to the northwest
end of Midwich Street, you can find HANDGUN BULLETS and a HEALTH DRINK
amongst some rubble.

From the backyard gate in the alley, head south and across Bloch Street to
the next alley, where you'll find a HEALTH DRINK on a garbage bin on the
left side. Farther south are more HANDGUN BULLETS by more bins on the
right side, while two Groaners are at the end and an Air Screamer may fly
in.

With the school almost in reach, head west and then south on Midwich
Street. Hearing static near the entrance, continue south past the walkway
to find a school bus patrolled by two Groaners. Enter the bus through the
open door on the right side.

In the bus you'll find two HEALTH DRINKS and a SAVE POINT on the seats.
Exit the bus and return to the school entrance pathway, where you'll meet
two Groaners by the entrance doors and possibly another Air Screamer.
Proceed inside through either door.



03 // m i d w i c h  e l e m e n t a r y  s c h o o l             [wlk_03]
===---=-====---====----====-=-======--===-=====--====-----=-=-===-----=-==


        "Flames render the silence, awakening the hungry beast.</pre><pre id="faqspan-3">
                   Open time's door to beckon prey."


First Floor Reception Hall
--------------------------
Find the SCHOOL MAP on the left side and proceed through the next doors.
Take a right and enter the Infirmary where you'll find a SAVE POINT and a
FIRST AID KIT on different tables, plus a HEALTH DRINK in the cabinet
beside them. This is the only save point in the school, so remember to
come back here if you want to save. Exit the room.

[NOTE ON SCHOOL MAP]:
The map for this location has been rotated as such that its top is the
west while north faces right. To avoid any directional confusion this may
cause, I'll avoid compass directions and instead refer to more standard
directions, such as which part of the map a room or hall is located.

Now head behind the Reception desk to find three books with messages
written in blood that will guide us to our next tasks. They read:


                "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, with instructions given corresponding to
time. You may notice a "Clock Tower" in the courtyard on your map, so it
may enlighten you. First you can enter the room behind the counter to
admire a painting of a strange door and find HANDGUN BULLETS on the coffee
table. Then exit to the center courtyard since both side hall doors are
locked.


Courtyard
---------
Outside you'll be greeted by two terrifying Grey Children. The Handgun is
best against them if you have the ammo. Approach the Clock Tower and
you'll see circular depressions on either side for a "A Golden Sun" and
"A Silver Moon".

Examine the doors up the steps for Harry to get a look at the clock
itself, which displays 10:00, matching the time from the "Alchemy
laboratory" message. Therefore the Chemistry Lab on the second floor seems
like our first destination. Leave the courtyard through the doors at the
top of your map.


First Floor Top Hall
--------------------
Back inside, you'll be ambushed by three Grey Children so act quickly.
Always try to escape any ambush and shoot them one by one if possible.
Enter the open hall through the doors at the top of your map to meet an
apparition called Larval Stalker for the first time. By no means will it
attack you, and you may notice it's quite pathetic in movement either way.
You'll meet many more of them in the school. Grab the HANDGUN BULLETS
on the bench and exit back to the previous hall since the top doors don't
open.

Avoid any respawning Grey Children and pass through the doors to the left
side hall on your map, since the other side is locked.


First Floor Left Hall
---------------------
Immediately take care of the Grey Children here, by the stairs and to your
left. Both Teacher's Rooms won't open, and despite both washrooms being
unlocked there's only a Grey Child in the Girls' room. Head up the stairs
at the top left of your map.


Second Floor Left Hall
----------------------
If you keep heading up you'll find the roof door is locked, but inside the
top Classroom you'll find two Grey Children patrolling and a HEALTH DRINK
on a desk. The next Classroom is empty, while you can find HANDGUN BULLETS
in the Girls' washroom after killing two Grey Children inside. Move past
their corpses for a startling surprise.

The Boys' room is empty and the bottom Music Room hall can be unlocked,
but we'll be heading there shortly so let's instead enter the top hallway
where the Chemistry Lab is located.


Second Floor Top Hall: "Alchemy Laboratory"
-------------------------------------------
Be wary of more Grey Children and enter the Lab Equipment Room first,
where you'll find a purple CHEMICAL bottle on one of the side shelves,
which is hydrochloric acid. Leave and enter the Chemistry Lab next door.

Find the hand statue on the middle lab counter. Remember the 10:00 message
said, "Gold in an old man's palm. The future hidden in his fist. Exchange
for sage's water." Use the CHEMICAL as the sage's water to vaporize the
old man's hand and get the GOLD MEDALLION. There's also a pack of HANDGUN
BULLETS deeper on the left side of where it was.

Before rushing back to the Clock Tower, there's a bit more of the second
floor to explore while there's another staircase down in the bottom right
anyway.

Note that the Library Reserve is locked, as the hallway is repopulated
with Grey Children, and pass through the double doors to the right hall.


Second Floor Right Hall
-----------------------
Enter the Library for a FIRST AID KIT on the desk, while another harmless
Larval Stalker is accompanied by more pathetic friends by the back
shelves. Inside the Library Reserve through the other door is a solo Grey
Child, that's it. Well that was a whole lot of nothing. Unlock the door if
you wish and return to the right hall.

The upper Classroom is empty, however there are HANDGUN BULLETS on a table
near the window in the lower Classroom, accompanied by two Grey Children.
You'll also encounter more Grey Children in the hall and possibly another
Larval Stalker.

Note that the bottom hall is unlocked, but we'll be heading there next as
soon as the clock strikes 12:00 if you remember the earlier memos. So
let's wait for now and head down the stairs on our way to the courtyard.


First Floor Right Hall
----------------------
Avoid more Grey Children and enter the upper Classroom for HANDGUN BULLETS
at the back near another Larval Stalker, while the lower one has nothing
for you. Consider unlocking the top hallway doors for convenience, and
unlock the lower doors to pass through to the courtyard again.


Courtyard: Placing the Golden Sun
---------------------------------
Insert the GOLD MEDALLION into the left slot for "A Golden Sun" and you'll
hear the clock hands move. Check the clock again up the steps to see the
hands have moved to 12:00. The reception memo reveals your destination to
be "A place with songs and sound". Head to the second floor bottom hall
with the Music Room, using the quicker bottom right stairs route if you
unlocked the 1F double doors there. Otherwise use the top left stairs and
enter from the left hall.


Second Floor Bottom Hall: "A Place with Songs and Sound"
--------------------------------------------------------
Greeted by Grey Children as always, take a brief detour in the Locker
Room. Find the source of the banging, which is a locker on the other side.
Open it for a nice surprise, followed by a not so nice sound shortly
after... Exit and now enter the Music Room.

In the Music Room you'll find a riddle posted on the chalkboard while the
nearby piano has blood smeared all over its keys. If you came here
earlier, the piano keys were covered, but now that the Golden Sun has been
placed it's time to solve a puzzle.


PIANO PUZZLE (MUSIC ROOM)                                         [puz_01]
--------------------------------------------------------------------------

If you check the piano you're able to press a selection of keys, some
which work and play a tune and some that are broken and sound like a
thump. Let's turn to the riddle posted on the chalkboard to understand
what we must do here:


    "'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."


So this riddle appears to describe the order that we must press a number
of piano keys. Note that there are five birds, all known to be either
black or white just like the keys of a piano. Let's review them just to be
sure:


Pelican = White
  Dove = White
 Raven = Black
  Swan = White
  Crow = Black


Note that some pelicans may be slightly grey with even some black flashes,
but they are most commonly white and the one in this puzzle is
specifically described as having white wings. Doves may also come in a
slightly brown colour, and sometimes even referred to interchangeably with
pigeons, but doves are more known as pure white birds.

Checking the piano, there are 12 keys in total, some working and some
broken like so:

_________________________________________
|   |   | |   |   |   |   | |   | |   |   |
|   |   | |   |   |   |   | |   | |   |   |
|   |   | |   |   |   |   | |   | |   |   |
|   |   | |   |   |   |   | |   | |   |   |
|   |   | |   |   |   |   | |   | |   |   |
|   |   | |   |   |   |   | |   | |   |   |
|   | B | | W |   |   | W | | W | | B |   |     W = Working Key
|   |   | |   |   |   |   | |   | |   |   |
|   | 2 | | 4 |   |   | 7 | | 9 | |11 |   |     B = Broken Key
|   |___| |___|   |   |___| |___| |___|   |
|     |     |     |     |     |     |     |
|  W  |  B  |  W  |  W  |  B  |  B  |  W  |
|     |     |     |     |     |     |     |
|  1  |  3  |  5  |  6  |  8  | 10  | 12  |
|_____|_____|_____|_____|_____|_____|_____|


You may first think you need to press the working keys in a certain order,
but the first sentence of the riddle may have flown right over your head.
"A Tale of Birds WITHOUT a Voice". You may also remember the Reception
note that said:


         "A silver guidepost is
        untapped in lost tongues.
     Awakening at the ordained order."


Lost tongues, eh? And you may also notice that there are seven working
keys and precisely five broken keys, the same number of birds in the
riddle. And thus we have unlocked the first key to the puzzle. Don't say
you weren't given enough clues cause they were all there if you paid any
attention.

Now we must determine the order these five broken keys are pressed by
reading the posted riddle. Let's get started.


      "First flew the greedy Pelican,
           Eager for the reward,
           White wings flailing."


So the Pelican, which clearly represents a white key with its "White
wings", represents the first key to be pressed. "Eager for the reward"
doesn't help us exactly situate it just yet, while "White wings flailing"
suggests it probably didn't get too far. But we'll need to keep reading to
be sure.


        "Then came a silent Dove,
        Flying beyond the Pelican,
            As far as he could."


This means the Dove, another white bird, takes the final broken white key
on the right, key 10, as far beyond the Pelican as possible. Note that it
being "silent" is just another hint to use the broken keys that have no
voice. And with no other clue for left or right direction, we must assume
beyond means farther right, as one would read a book or perhaps a music
sheet. We'll still have to wait to exactly place the Pelican.


            "A Raven flies in,
       Flying higher than the Dove,
         Just to show that he can."


So the Raven, a black bird, one-ups the white Dove even further. Note the
double or even triple entendre of "Flying higher", signalling a higher up
black key while also applying to music and thus a key farther right. And
while the Dove could only go as far as key 10, there is one broken black
key just past it as key 11, which was obviously off limits to the Dove as
a bird of the wrong shade.


            "A Swan glides in,
         To find a peaceful spot,
           Next to another bird."


And here's our final white bird. Since the Swan must sit beside another
bird and is also white, it has to take key 8 beside the Dove in key 10,
the only spot two broken keys sit directly next to each other. The fact
that it's "a peaceful spot" should also clue you to that spot since the
Dove, which sits beside it, is known as a symbol of peace. That also locks
in the Pelican at key 3, which is the only remaining broken white key.


        "Finally out comes a Crow,
         Coming quickly to a stop,
         Yawning and then napping."


Our last bird the Crow just wants to nap and takes the first open key he
can find to do so, which is key 2, the first broken and black key. And
thus we are left with the following solution.

_________________________________________
|   |   | |   |   |   |   | |   | |   |   |
|   |   | |   |   |   |   | |   | |   |   |
|   |   | |   |   |   |   | |   | |   |   |
|   |   | |   |   |   |   | |   | |   |   |     P = Pelican
|   |   | |   |   |   |   | |   | |   |   |
|   |   | |   |   |   |   | |   | |   |   |     D = Dove
|   | C | |   |   |   |   | |   | | R |   |
|   |   | |   |   |   |   | |   | |   |   |     R = Raven
|   | 5 | |   |   |   |   | |   | | 3 |   |
|   |___| |___|   |   |___| |___| |___|   |     S = Swan
|     |     |     |     |     |     |     |
|     |  P  |     |     |  S  |  D  |     |     C = Crow
|     |     |     |     |     |     |     |
|     |  1  |     |     |  4  |  2  |     |
|_____|_____|_____|_____|_____|_____|_____|


Note the numbers 1 through 5, which is the order the keys must be pressed.
That's key 3, 10, 11, 8 and 2 in that order. Once correctly pressed, "The
silver reward" will drop from above the chalkboard.

--------------------------------------------------------------------------


Pick up the SILVER MEDALLION that drops to the floor and make you way back
to the courtyard, preferably via the bottom right stairs. Watch out for
more Grey Children on your way back.


Courtyard: Placing the Silver Moon
----------------------------------
Insert the SILVER MEDALLION into the right slot for "A Silver Moon" and
the clock will shift again. Examine the tower to see the time is now 5:00.
The Reception message corresponding to that time said, "Darkness that
brings the choking heat". How about the Boiler Room in the basement?

Only the bottom right staircase reaches the basement, so head there past
any Grey Children to reach it.


Basement: "Darkness that Brings the Choking Heat"
-------------------------------------------------
Enter the Boiler Room through the right door and activate the boiler at
the illuminated red light. Remember the 5:00 message, "Flames render the
silence, awakening the hungry beast. Open time's door to beckon prey."

Well, that doesn't sound like the greatest news, but "Open time's door"
at least hints that we should now be able to open the Clock Tower's doors.
Head back to the courtyard past any Grey Children in the halls.


Clock Tower
-----------
Slip through the small doors to enter the now unlocked Clock Tower. Step
down the ladder as sirens sound and up the ladder at the other end. Don't
mind the large KEEP OUT sign before the ladder... Exit through the doors
up top to see what's on the other side.



04 // n i g h t m a r e  s c h o o l                              [wlk_04]
---=-=====---=-===----=-====---=-===---=-=====--===----==-=-=------=-==---


       "At this, the furious lizard hissed, 'I'll swallow you up
 in a single bite!' Then the huge creature attacked, jaws opened wide."


Courtyard
---------
Harry steps out into what appears to be another realm of the same school.
This nightmare is just getting started... The bottom courtyard doors are
locked so enter the top hallway.

[NOTE ON SCHOOL MAP]:
Still using the same map with north facing right, I'll continue using
standard directions and descriptors for room and hall locations.


First Floor Top Hallway
-----------------------
Careful of Grey Children on either side, enter the Storage room on the
left to find a pink RUBBER BALL on the back table. Inside the top unmarked
hall beside the Storage are HANDGUN BULLETS and a FIRST AID KIT on the
benches near a giant fan.

The left and right hall doors are locked so enter the marked "Hall" at the
top right. Just inside you'll be ambushed by five giant roaches called
Creepers. Handle them with the Handgun or quickly run along the wall and
through the other door to the right hall.


First Floor Right Hallway
-------------------------
Consider first unlocking the top hallway doors for later and enter the
upper Classroom. Find the cards strewn across the table and take the green
PICTURE CARD. There's a grate wall blocking the outside hallway so you'll
need to continue through the next Classroom where you'll be swarmed by
Grey Children. There's nothing else in here so consider bailing through
the closer exit to Harry's immediate right.

Now on the other side of the hall, grab the HEALTH DRINK on the nearby
bench. The stairs are blocked off here so pass through to the bottom hall.


First Floor Bottom Hallway
--------------------------
There's three more Grey Children in here so watch out. Enter the Infirmary
on the left to find the next SAVE POINT and FIRST AID KIT on the table and
a HEALTH DRINK in the cabinet. This is also the only save point in this
version of the school so take note of it.

Back in the hall, the Lobby contains two Grey Children patrolling the
outer perimeter while a hard-to-see AMPOULE can be found on the wheelchair
in the back right corner, which is the most powerful health item in the
game. The exit doors won't open, so return to the hall and consider
unlocking the courtyard doors for later use. With the left hall doors
locked, kill the Grey Child by the Reception and enter the small room
behind it.

Getting any deja vu in here? You may remember this room of the normal
school had a painting of this door. Now it's here for real... First grab
the HANDGUN BULLETS and check the door to find a thin horizontal slot at
its center. In your inventory you may recognize something that certainly
looks the part... use the PICTURE CARD and pass through the door.


First Floor Left Hallway: Warping to Second Floor Washrooms
-----------------------------------------------------------
Entering the Girls' washroom just ahead will transport you to the Girls'
washroom on the second floor, with nothing inside. But if you exit you'll
remain on the second floor, where you can enter the Boys' washroom and
find two boxes of HANDGUN BULLETS and a box of SHOTGUN SHELLS on the
floor. The rest of the 2F hall is blocked so access the Girls' room to
transport to the 1F Girls' room, then exit to finish your warp adventure.

Now enter the Boys' washroom on 1F and examine the door ahead to come
across a stunning sight and the awesome SHOTGUN on the ground. You'll also
find a note on the right wall, alluding to something called "The Monster
Lurks". Take note and leave the room.

Now enter the lower Teacher's Room since the hallway is blocked midway,
and make your way past the Grey Children and a Creeper to enter the next
Teacher's Room.

In the upper Teacher's Room, quickly kill the Creeper and grab the HANDGUN
BULLETS on the chair. Three blue phones are on the table but they won't
work for Harry. Try to leave through the far door close to the phones and
one will suddenly ring... Harry will answer for a short call. Leave to the
top part of the left hall after.

Three more Grey Children and a Creeper swarm you out the door. Will it
never end!? Use the right wall to avoid them if possible, and consider
unlocking the top hallway doors before proceeding up the stairs to the
second floor and then again to the rooftop, which is now unlocked.


Rooftop
-------
The camera angle changes at the right side, hinting at a hole by some
blood. Examine it to notice a key hanging just out of reach. At the far
end of the roof is a red valve. If you open it, water will enter the
drainage system that leads to the key, but there's a hole in the corner
that prevents the water from reaching it... Harry thinks he could plug it
up somehow.

Open your inventory with a creative mind and place the RUBBER BALL over in
that hole. Now open the valve and it'll reach the key to wash it down. But
to where...? It might make sense for it to drain to the outside exterior,
right? If you reference your maps, this spot should align with the top
right of the inner courtyard, so perhaps we should check there.

You can explore the second floor first and acquire another key, but
ultimately you'll be unable to advance past the locked upper Classroom in
the right hallway, so let's find that key. Head back down to the first
floor from the top left staircase and proceed outside from the top
hallway.


Courtyard: Finding the Key in the Drainage Ditch
------------------------------------------------
Head around the corner to find a drainage ditch at the top right of the
map where the CLASSROOM KEY now sits in a puddle. Return to the second
floor from the top left staircase.


Second Floor Left Hallway
-------------------------
A HEALTH DRINK is on a side bench in the hall, while the upper Classroom
contains three Grey Children and HANDGUN BULLETS on a chair. In the lower
Classroom are SHOTGUN SHELLS on another chair. Watch out for two Creepers
and a Grey Child in the hall and proceed through the near doors to the
bottom hall. Remember that the blocked off washroom portion of this floor
can be accessed from the first floor washroom warp if you haven't made the
trip already for the ammo there.


Second Floor Bottom Hallway
---------------------------
Handle the two Creepers and a Grey Child and enter the Locker Room for a
familiar sound. Approach the same locker from before to open it.
Interesting... Now head for the door. After changing your underwear, grab
the LIBRARY RESERVE KEY on the floor. The right hall doors are locked, so
make your way to the top corridor from the left hallway, passing through
the two repopulated Classrooms to get past the gate.


Second Floor Top Hallway
------------------------
With the right hall doors locked, enter the Library Reserve with the
LIBRARY RESERVE KEY. Locate the large end shelf that contains a FIRST AID
KIT and a book entitled "The Monster Lurks", the same title beside the
corpse where we got the Shotgun. It provides some interesting context
surrounding the concept of the story and these nightmare worlds, although
it can only be read if you saw the earlier note.

Pass through to the Library to find HANDGUN BULLETS and a fairy tale on
different tables. Pay attention to the fairy tale with the lizard since it
will become very relevant in a matter of minutes. Exit through the other
door.


Second Floor Right Hallway
--------------------------
With another gate blocking the hallway, enter the upper Classroom with the
CLASSROOM KEY. Note that the key only unlocks the upper door and not the
other. Make your way past three Grey Children to the next Classroom. Find
the HEALTH DRINK on the chair and exit to the lower part of the hall.

Handle the three Creepers and find the HEALTH DRINK on the bench near the
separating gate. Now use the lower stairway to head all the way down to
the basement. Consider first unlocking and passing through the gate on the
first floor to return to the Infirmary to save due to an upcoming boss
fight.


Basement
--------
Inside the Storage on the left are two packs of SHOTGUN SHELLS and an
AMPOULE. Now enter the Boiler Room on the right side, where you'll be
greeted by a turnstile gate with two valves on either side. It's time for
a puzzle.


TURNSTILE VALVE PUZZLE (BOILER ROOM)                              [puz_02]
--------------------------------------------------------------------------

This isn't a very difficult puzzle although there's no riddle or clue to
help you out. Instead you'll normally have to do a little trial and error,
unless you use the solution below before touching anything.

Note that whenever you turn a valve, the turnstile on each side will spin
at differing speeds. What you need to do is turn each valve in such a way
so that both turnstiles open up and allow passage. Go ahead and give it a
try on your own, sometimes turning left and sometimes right for both
valves until you find the solution.

Otherwise, if you haven't touched anything the simplest solution is
always:


1. Turn the right valve twice to the left.
2. Turn the left valve once to the right.


It doesn't matter which valve you turn first as long as those inputs are
given, and you may find other solutions work but this one is the quickest.
Even if you've messed it up you can easily find the correct solution by
turning each valve in the opposite direction, one at a time back and
forth. Eventually you will hit the solution with no bars blocking your
way.

--------------------------------------------------------------------------


Use the clear path to proceed ahead, where a surprise elevator floor will
take you to the menacing depths below. There, Harry encounters a giant
lizard in an open arena with a fire pit in the middle. So this is the
hungry beast that was awakened when we turned on the boiler earlier...
It's time for the first boss fight of the game.


BOSS: SPLIT HEAD LIZARD (BASEMENT 2)                              [bos_01]
**************************************************************************

A giant lizard, eh? Do you remember reading the fairy tale about the
hunter and lizard just a few minutes ago in the Library? Let's recall the
story:


    "Hearing this, the hunter
     armed with bow and arrow said,
     'I will kill the lizard.'

     But upon meeting his opponent,
     he held back, taunting,
     'Who's afraid of a reptile?'

     At this, the furious lizard
     hissed, 'I'll swallow you up
     in a single bite!'

     Then the huge creature
     attacked, jaws opened wide.

     This was what the man wanted.
     Calmly drawing his bow, he shot
     into the lizard's gaping mouth.

     Effortlessly, the arrow flew,
     piercing the defenseless maw,
     and the lizard fell down dead."


If you just attack the Split Head normally you'll find it's one
resilient sucker, so you'll need to follow the lead of the hunter. Note
that the lizard dropped dead once he shot arrows into its gaping mouth.
Surely our Shotgun shells should be sufficient instead.

The creature won't open its mouth at the start of the fight, so first
we'll have to anger it, similarly to how the hunter did. Harry lacks
taunting skills so start blasting it with your Shotgun while backing away.
Try to keep curving around the circle for optimum space management.
Otherwise you can start the fight by running past to its left side as it
lunges at and misses you, then leaving itself open for continuous fire
from the side.

After around six shells, the lizard will spew green liquid out of its
mouth as it deeply growls while frozen and the music picks up. Now you've
infuriated the lizard, so prepare for the crucial part of the fight. Now
let it approach you and start backing up once it's close enough. When it
opens its mouth, continue backing up as you empty shells into its mug. You
should be able to fire two shells each time on Normal and Hard before it
closes.

If you don't back up or are too slow, the creature will swallow you whole
and it'll be Game Over, so stay on your toes. On Hard it'll be even more
aggressive with next to no margin for error, so consider bailing out and
strafing if you get caught flat-footed. Repeat the strategy, always
backing up while you fire in its open mouth and the fight should end after
5-6 shells on Normal/Hard or fewer on Easy. As a little trick, lower and
re-raise your gun between attacks so that it automatically reloads,
avoiding an untimely in-game reload or a visit to your inventory.

The best method for firing in its mouth is to stand immediately in front
of its head after first angering it. Once it re-activates, it'll open up
right away. Be quick to move back and fire at it. Now just repeat the
same method until it dies.

[SPLIT HEAD'S ATTACKS]:
At the start of the fight the creature will resort to a headbutt attack
when you're in range, inflicting a fair amount of damage. Once you've
aggravated the Split Head, it will engage its gaping mouth attack, which
is an insta-kill if you're caught. Always be backing up to avoid this.

---

After firing enough shots into its gaping mouth, the screen will blur and
the fight will be over. Well done, hunter.

**************************************************************************


Return to Normal Midwich Elementary
-----------------------------------
Harry soon finds himself in the Boiler Room of the normal school. Seems
like killing the beast ended the nightmare. Find the K. GORDON KEY on the
ground by the boiler. Head out and upstairs to the first floor, where
Harry will hear a church bell ringing in the distance. He checks his map
and marks the nearby Balkan Church, which is your next destination.

Proceed to the bottom hall where you may remember a list of teachers on
the Reception desk earlier. Check it again and Harry will notice the name
K. Gordon and copy over their address to his map. Well, that was helpful.
Consider saving in the Infirmary and leave the school through the Lobby
after unlocking both sets of doors.



05 // o l d  s i l e n t  h i l l  p a r t  2                     [wlk_05]
==--=-=====---=----=-=-----======---===---=====----=-==----===-=--=-====--


       "Here, the Flauros, a cage of peace. It can break through
   the walls of darkness, and counteract the wrath of the underworld."


Figuring Out a Way to the Church
--------------------------------
Now what you want to do is reach Balkan Church on Bloch Street where the
ringing bell is likely calling you. Remembering Bloch not far eastward was
demolished, let's try Bradbury to the south. Sadly it's also destroyed
just past the first alley to the north, but in that alley is the location
of K. Gordon's house, which you'll see on your map if you checked the
teacher's list in the school Reception before leaving.

Find the Groaner waiting halfway up the alley and note the angle change.
Approach the camera and enter K. Gordon's backyard through the wooden
gate down the path. Enter the house with the K. GORDON KEY.


K. Gordon's House
-----------------
Inside are HANDGUN BULLETS both on the nearby counter and in the kitchen,
plus a SAVE POINT on the dining room table. Thank K. Gordon for your brief
stay and exit through the front door.


Heading to the Church
---------------------
If you'd like a HEALTH DRINK, find it on the porch of the last house on
the northeast side before the road falls off. Head south to Bradbury, now
on the other side of the giant hole, and continue eastward on the left
side of the road to find a HEALTH DRINK on a bench where an Air Screamer
may assault you. Just past that is another alley northward, which you'll
have to take since the road is out farther east.

Dodge the Air Screamers and grab the HANDGUN BULLETS on the right side on
your way up the alley to Bloch Street.


==========================================================================

NEXT FEAR WEAPON: CHAINSAW

If you head west on Bloch from the alley to reach Cut-Rite Chain Saws on
the south side, you can find a CHAINSAW in the smashed window near a
Groaner. While it is always located here in any playthrough, it initially
requires the GASOLINE TANK to power up and take it. Since the Gas Tank can
only be acquired (in the nearby Gas Station) in a Next Fear run after
completing the game once, the Chainsaw is sadly off limits in your first
run, despite the teasing display.

In a Next Fear however, find the Gasoline Tank in the Gas Station and
return to grab the Chainsaw. However note that in your first Next Fear
run, you have a choice between this and the ROCK DRILL in the Bridge
Control Room, so be confident in your choice before locking it in. In a
subsequent Next Fear you'll be able to grab both. Either weapon will not
require the Gas Tank if it was filled up in your previous run.

==========================================================================


Make your way east and enter Balkan Church on the south side of Bloch up
the short steps.


Balkan Church
-------------
Inside you'll meet a crazy whacko lady who spouts a lot of gibberish and
offers you a triangular item to help you on your journey. Sounds enticing,
right? Grab the "FLAUROS" and DRAWBRIDGE KEY on the altar once she
scutters away.

On the left display you'll also find a HEALTH DRINK, while a SAVE POINT
sits on the desk near the entrance door. Leave when finished.


Gas Station Detour
------------------
Now with a key for a drawbridge, you'll notice the Bridge Control Room at
the east end of your map on what clearly looks to be a bridge, so make
your way towards it. On the north side you can find a little easter egg
near the Jim Beam shop where it says "REDRUM" on a garage door. Any fans
of The Shining?

Not too far down the road you'll find a Gas Station on the south side
where there's a cracked-open door near a Groaner. Step inside the garage
to find another SAVE POINT on a small table and HANDGUN BULLETS on the
other side of the car along the wall.


==========================================================================

NEXT FEAR ITEM: GASOLINE TANK

After completing the game once, the GASOLINE TANK will appear on the
garage shelf near the save point. After picking it up, you can now acquire
the CHAINSAW at Cut-Rite Chain Saws or the ROCK DRILL in the Bridge
Control Room in your first Next Fear run. In a subsequent Next Fear you
can then use the tank to acquire the other weapon. Once both weapons have
been acquired, the Gas Tank is no longer needed to power them in later
runs but can still be found here.

==========================================================================


Heading to the Drawbridge
-------------------------
Back out of the garage, continue east and follow the building around the
corner to south Ellroy, where you'll find an alley on the right side near
the demolished road. Run along the parked truck to find SHOTGUN SHELLS and
HANDGUN BULLETS in the corner. Avoid the Groaner on your way back and head
to the bridge.

On the south side, head down the steps at the beginning of the bridge to
get a FIRST AID KIT and SHOTGUN SHELLS (may be a bit hard to see on the
left), but be wary of two patrolling Air Screamers. If you continue to the
middle of the bridge you'll find that it's stuck open, so make your way to
the Bridge Control Room on the south side.


Bridge Control Room
-------------------
Through the bottom door by the barrels is a dark room with a weapon that
cannot be obtained in your first run. So head up the stairs on the outside
and enter the top of the tower.

Find the SHOPPING DISTRICT MAP on the chair near a SAVE POINT. Deeper in
is a HEALTH DRINK beside the control panel. Now use the DRAWBRIDGE KEY on
the panel to lower the bridge. Make your way back out and down, then cross
over to Central Silent Hill.


==========================================================================

NEXT FEAR WEAPON: ROCK DRILL

In the bottom room of the Bridge Control Room is a ROCK DRILL. Turn on
your Flashlight to see it in the darkness. While this weapon will always
appear here, it requires the GASOLINE TANK to power up and take, which is
only available in a Next Fear having cleared the game once.

Note that in your first Next Fear you must choose between this and the
CHAINSAW west of the church, while you can collect both on any subsequent
Next Fear. Consider which sounds more exciting to you that first time and
take it. They're both quite good, but personally I'd recommend the Rock
Drill.

==========================================================================



06 // c e n t r a l  s i l e n t  h i l l                         [wlk_06]
====--=-===----=----======--=-=====---==-==----=-=======--=-===---====---=


           "Make haste to the hospital before it's too late."


Sagan Street
------------
Now across the bridge, find the HEALTH DRINK on a barrel on the north side
and HANDGUN BULLETS on the south steps farther east. Continue east to what
turns into Sagan Street to be welcomed by two kind Air Screamers. On your
map just ahead is a Police Station, so let's give it a visit.

Near the entrance you'll meet two new enemies called Rompers. These
ape-like creatures hop around very quickly and can totally surprise you
with their speed, so always approach with caution and be ready to shoot
them asap. Despite their intimidating speed and looks, they can be downed
in only a few Handgun shots. Note the west entrance to the station on
Crichton Street won't open, so enter from the front doors on Sagan Street.


Police Station
--------------
SHOTGUN SHELLS are found on the right bench, as are two packs of HANDGUN
BULLETS on the tall reception counter. The right door won't open, but
inside the left room are more HANDGUN BULLETS and a SAVE POINT on a desk,
plus SHOTGUN SHELLS on a deeper desk. The SHOTGUN will also be on the desk
if you missed it in the Nightmare School. Additionally there's a note
about an Officer Gucci on the desk and case notes written on the
chalkboard. Leave the station entirely when finished.


Making Haste to the Hospital
----------------------------
Mind any Rompers and Air Screamers and head back over to Crichton to get
back on track and run south towards the hospital. Cross over left onto
Koontz and find the entrance gate to Alchemilla Hospital on the south
side. You may notice what sound like gunshots as you near the gate.

Enter the courtyard with caution to be greeted by two Groaners. Quickly
enter the hospital through the doors on Harry's right since the other solo
door won't budge.



07 // a l c h e m i l l a  h o s p i t a l                        [wlk_07]
-===--=-=====-=-=-=-=======---=-=====-===-====---=-=-----------===---==-==


       "Everyone seems to have disappeared. And it's snowing out.
          This time of year. Something's gone seriously wrong."


First Floor Reception Hall
--------------------------
Inside this already disturbing hospital you'll find a SAVE POINT on the
Reception desk. Take note of the map on the wall that you can't reach from
this side and you'll hear another gunshot deeper into the hall. The double
doors at the end are jammed so pass through the left door.

Harry meets Dr. Michael Kaufmann who kindly introduces himself with
another gunshot, but thankfully he's a terrible shot. Once he leaves, pass
through the empty Office on Harry's left to get behind the Reception
counter where you can grab a FIRST AID KIT on a box and the HOSPITAL MAP
posted on the information board.

Pass back through to the Examination Room you met Kaufmann in and enter
the Medicine Room through the far door. There's only a newspaper clipping
in here which Harry won't bother to read, so exit from the other door to
the east hall.


First Floor East Hall
---------------------
Enter the Doctor's Office to find the HOSPITAL BASEMENT MAP near the other
door. Through that door is the Conference Room which holds the BASEMENT
KEY on the other side of the conference table. Leave both rooms and enter
the Kitchen next door, where you can begin a brief optional quest segment.


OPTIONAL QUEST: UNKNOWN LIQUID (KITCHEN AND DIRECTOR'S OFFICE)    [qst_01]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Just ahead in the far corner of the Kitchen the angle will shift, hinting
at some bottles in the foreground. Examine them for a PLASTIC BOTTLE. Find
the HEALTH DRINK on the other side of the island and exit the room.

Inside the Director's Office you'll come across a trashed room with a
smashed vial of red liquid behind the back desk. Not really knowing what
it is, you can use the PLASTIC BOTTLE to take the UNKNOWN LIQUID.

Acquiring the Plastic Bottle and Unknown Liquid is entirely optional,
however they are required to have any shot at receiving one of the +
endings (Good+ or Bad+) by using it at the right time and place. I suggest
just playing normally and receiving your natural ending but you can always
read more about it in the Endings section of this FAQ.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


Back out in the hall, the elevator isn't functioning so the power must be
out. Let's see what the problem is by accessing the basement stairway
beside it with the BASEMENT KEY.


Basement
--------
Enter the basement down the stairs and take care of the Creepers if they
bother you. Enter the Generator Room and examine the panel to find a note
informing you what it powers, with the elevator among the list. Turn on
the generator and leave the room. Now you can access the elevator from
the basement or first floor.


Elevator
--------
Inside the elevator, ascend up to 2F to find the hallway doors jammed.
Proceed up to 3F to find the same. Upon checking the elevator panel again
however, is a terrifying surprise... Clench your butt cheeks and hit that
4 button.



08 // n i g h t m a r e  h o s p i t a l                          [wlk_08]
----=-====---------====-====---=====----=-=------==--=====-----=-==-===---


  "I just don't get it. It's like this is all some kind of bad dream."


Fourth Floor
------------
After a brief vision of someone walking into a shop somewhere, Harry finds
himself in the rotted-looking supposed fourth floor of the hospital. Since
this floor doesn't technically exist you do not have a map for it.

Proceed through the doors only for them to lock behind you in the next
hallway. With all the side doors jammed, continue through the next door to
more of the same only in a darker hallway with a stairway at the end.
Descend it and enter the third floor through the double doors.


Third Floor West Wing
---------------------
Here you will be greeted by a new enemy called a Puppet Nurse, with many
more to come in the hospital. Use the Handgun to drop them with about six
shots on Normal, while the Shotgun is better for the occasional quick kill
if surrounded. Note that if you try to return to floor 4 now you'll just
find a wall there...

Now back to having a map, inside the Men's room you'll find the PLATE OF
"TURTLE" on the window sill. Room 301 only contains an empty birdcage, so
enter 302 to find a SAVE POINT and SHOTGUN SHELLS along with an old but
usable TV with a VCR. Remember it for later.

In room 304 is another Nurse, plus a HEALTH DRINK on a gurney and a steel
plate screwed to the back wall. Note that you'll find a few things in the
hospital that you won't quite be able to do anything with, like this plate
and the birdcage, but it'll all make sense much later in the game.

The Linen Room only contains dryers which are "useless now" to Harry who
hasn't wet his pants just yet. Pass through either the Linen Room or the
south double doors to the east corridor.


Third Floor East Wing
---------------------
Watch out for a couple more Nurses, then enter the Storage Room to find
HANDGUN BULLETS, a FIRST AID KIT, and a BLOOD PACK of all things, on
various shelves. Enter room 306 and grab the PLATE OF "CAT" on the far
wall to finish off business on this floor.

With access to the elevator after unlocking the north doors, the second
floor foyer doors are locked but the first floor is all open to explore.
Alternatively you can return to the stairs to explore the west 2F wing
first, but we'll need something on 1F before advancing through there
anyway.


First Floor East Wing
---------------------
Just out of the elevator, check the broken vending machines for three
HEALTH DRINKS! Down the hall you'll be greeted by an unhappy Puppet
Doctor, slightly stronger than its Nurse counterpart.

Skip the basement for now since you'll run into a locked Storeroom down
there. Inside the Director's Office you'll find the PLATE OF "QUEEN" on
the table after almost pissing your pants, plus a SAVE POINT by the far
wall. A Doctor guards a HEALTH DRINK inside the Kitchen, while another
Doctor awaits around the corner down the hall.

Inside the Office on the south side are HANDGUN BULLETS on the table,
while another Doctor awaits in the Medicine Room in front of the locked
door to the Examination Room, despite hearing some noise through the door.
With that, proceed through the double doors to the west wing.


First Floor West Wing
---------------------
Here you'll meet another Puppet Doctor by the stairs. With none of the
doors opening, you've now cleared this floor, so head up the stairs and
enter the 2F west wing.


Second Floor West Wing
----------------------
Mind the Nurse and enter room 201 where you'll find a brass Zippo LIGHTER
on the table. Leave and head north up the hall where there's another
Nurse, and enter room 204 at the left end.

Hearing radio static, there aren't any Nurses in here but instead some
monster tentacles coming out of the back wall, below another plate above
it. If you try to grab it, the tentacles will grab Harry and suck his
blood, so you'll have to find a way to distract them. You'll notice a
small pool of blood already has their attention, so how about giving them
a feast instead?

To do that, open your inventory and use the BLOOD PACK. Brilliant
foresight to pick that up, Harry! He'll drop it to the left to get their
attention, leaving you with an open line to grab the PLATE OF "HATTER" on
the wall. Pat yourself on the back and leave the room.

The doors to the east wing won't open and there's a slate on the wall
there with a list of names, plus a blank slate at the north end of the
corridor but neither are relevant at the moment.

Enter the Nurse Center where you'll come across a strange locked door and
a riddle posted on the wall. By now you should have all four plates to
solve this puzzle.


PLATE PUZZLE (NURSE CENTER)                                       [puz_03]
--------------------------------------------------------------------------

The other door in the room is locked, containing four square depressions
along with four other coloured squares. You must insert your four plates
into the empty slots to unlock it, but first you must decipher the riddle
on the wall to determine the order:


    "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."


With four colours or shades already shown on the door plus the four
coloured plates you have, it should be rather clear that each sentence
here describes a colour. Therefore it's simply a matter of deciphering
which sentence describes which colour, at least to start things off.

"Clouds flowing over a hill." Despite possibly appearing as grey before or
during rain, the natural colour of a cloud is white, flowing over a hill
or not. You'll notice the plate at the top of the door is white, so that
appears to be the starting point and doesn't refer to one of the plates
you hold.

"Sky on a sunny day" may possibly make you think of yellow or orange,
which may be somewhat true during morning sunrise or evening sunset, but
on a sunny day it will always appear clear blue. With no blue on the door
yet, it does match the colour of the "Turtle" plate. But where does it
go? Let's keep reading.

"Tangerines that are bitter." Well, tangerines are orange regardless of
being bitter or not. With no orange plate, the right square on the door is
orange, indicating that we must be moving in a clockwise fashion starting
from the white at the top with the blue "Turtle" plate between them. Let's
keep going.

"Lucky four-leaf-clover" clearly refers to a clover which is green in
colour, lucky or unlucky, four-leaf or three-leaf. There's no green on the
door so it looks like our green "Hatter" plate goes in the bottom right
slot if we continue clockwise.

"Violets in the garden" would be... violet, matching the square already at
the bottom of the door. If you're not familiar with violet, while it's
actually a separate colour from purple (with more blue than red), they're
both in the same ballpark of colour. But it hardly matters here.

"Dandelions along a path" refers to yellow, the main colour of a dandelion
on any path. While their stems are green and their flowers do eventually
close and in grow white fluffs instead, dandelions are more known by their
initial yellow, which matches with the Cat plate, putting it in the bottom
left slot.

"Unavoidable sleeping time" finally provides us with a tricky one, so
let's think about it. What colour would best represent sleep? Close your
eyes and tell me what you see. It's black, or at least darkness, which is
effectively what we see while sleeping. You can argue semantics whether
we're seeing anything at all, but it's the colour that most identifies
with sleeping and matches with the black square already at the left of the
door.

"Liquid flowing from a slashed wrist" finishes the riddle off, clearly
referring to blood, which is what would flow from a slashed wrist. This
matches up with the final remaining plate of "Queen", which may actually
look a little pink instead but it's close enough.

And with that we're left with the following colours for each slot,
including the plates already in the door:

             __________
  __________|          |__________
 |  ______  | |¯¯¯¯¯¯| |  ______  |
 | |      | | |White | | |      | |
 | | Red  | | |______| | | Blue | |
 | |______| |          | |______| |
 |          |          |          |
|¯¯¯¯¯¯¯¯¯¯¯¯            ¯¯¯¯¯¯¯¯¯¯¯¯|
|  |¯¯¯¯¯¯|                |¯¯¯¯¯¯|  |
|  |Black |                |Orange|  |
|  |______|                |______|  |
|____________            ____________|
 |  ______  |          |  ______  |
 | |      | |          | |      | |
 | |Yellow| | |¯¯¯¯¯¯| | |Green | |
 | |______| | |Violet| | |______| |
 |__________| |______| |__________|
            |__________|


Matching our plates to the colours not yet inserted leaves us with the
following solution:

             __________
  __________|          |__________
 |  ______  | |¯¯¯¯¯¯| |  ______  |
 | |      | | |      | | |      | |</pre><pre id="faqspan-4">
 | |QUEEN | | |______| | |TURTLE| |
 | |______| |          | |______| |
 |          |          |          |
|¯¯¯¯¯¯¯¯¯¯¯¯            ¯¯¯¯¯¯¯¯¯¯¯¯|
|  |¯¯¯¯¯¯|                |¯¯¯¯¯¯|  |
|  |      |                |      |  |
|  |______|                |______|  |
|____________            ____________|
 |  ______  |          |  ______  |
 | |      | |          | |      | |
 | | CAT  | | |¯¯¯¯¯¯| | |HATTER| |
 | |______| | |      | | |______| |
 |__________| |______| |__________|
            |__________|


So to solve the puzzle, place 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 all
plates have been correctly placed, the door will unlock.

--------------------------------------------------------------------------


Pass through the now unlocked door to the east wing.


Second Floor East Wing
----------------------
With a Nurse right beside you and another two in the corridor, enter the
Operating Prep Room just ahead, where you'll stand on an outer walkway
with two Nurses that wish to treat you with some wounds. Handle them and
head through the other door to the Operating Room to meet the Nurse who
looks in charge here. Luckily she ain't no Nurse Ratched, so pop her and
take the BASEMENT STOREROOM KEY on the table and exit to the hall.

Enter the Intensive Care Unit and grab the DISINFECTING ALCOHOL on the
table. There's a Nurse behind the table, but it's easy enough to grab it
and leave without facing her.

To finish off the floor you can find a FIRST AID KIT in room 206. Then
unlock and proceed through the double doors at the end of the hall to
access the elevator and decend to the basement with your new key.


Basement
--------
Helloooo Nurse! Quickly handle her and enter the Morgue if you dare.
Inside you'll be ambushed by two Nurses from either side so consider
running a bit ahead to escape their reach and then using the Shotgun for
best results. Find the AMPOULE and HEALTH DRINK on two different gurneys
and leave the room.

Avoid the respawning Nurse and enter the Generator Room to find the large
HAMMER sitting against the generator, which is arguably the best melee
weapon in the game and should not be missed.

Now enter the Storeroom with the BASEMENT STOREROOM KEY. First grab the
HANDGUN BULLETS and SHOTGUN SHELLS on the shelves, then check out the big
cabinet at the back. At its base you can see scrape marks from it being
moved over time. You may also notice this room is smaller than it appears
on the map. Move to the shelf's right side and push it to reveal a door.
Proceed through.

Inside you'll find a large grate that cannot be opened due to the growing
vines holding it shut. Remembering your Lighter, you can try it but it's
not enough on its own. Although you did recently pick up something else...
Use the DISINFECTING ALCOHOL to soak the vines and then the LIGHTER to
burn them away. Hop down to see what's below.


Second Basement
---------------
In this unmapped area, follow the narrow hall through the next door. Say
hello to three more Nurses and head through the first door on your left to
another hallway with two more Nurses.

Only enter the first room on your left in the second hall if you feel like
wetting yourself, but the first room on the right contains a VIDEO TAPE
guarded by a Nurse. You may remember a VCR in room 302 on the third floor
where you can later return to view the VIDEO TAPE, but its recording is
filled with static and hard to understand for the time being.

Back in the second hallway, enter the last room on the left into a strange
hospital room. Harry finds a photo of a young girl named Alessa who looks
a bit like Cheryl. Grab the EXAMINATION ROOM KEY beside the photo.

Now it's time to escape this hellhole second basement. Head back down the
hall and through the end door, then go through the next door to Harry's
right. Follow ahead and up the stairs to the first basement's Storeroom.


First Floor Examination Room
----------------------------
With the key in hand, use the stairs or elevator to head to the Medicine
Room at the center of 1F and pass through to the next room with the
EXAMINATION ROOM KEY after handling the Doctor inside.

Meet Lisa Garland, a nurse who works at this hospital. Mid-conversation,
Harry suddenly suffers from a major headache and shifts out of this
nightmare realm.


Return to Normal Hospital
-------------------------
Awakening in the normal hospital's Examination Room, the crazy old lady
from the church is here to spout more nonsense, finally revealing her name
to be Dahlia Gillespie. She tells you to head to the "other church" which
you'll first have to find, but she's at least left you the key for it.

Take the ANTIQUE SHOP KEY she left on the table and leave to the main
Reception hall. If you check the phone by the Exam Room door, Harry will
cycle through the phonebook to find the address to the antique shop he has
the key for and mark it on his map. Well, that made things easy.

Consider saving at the front desk and leave the hospital. Avoid the two
Groaners in the courtyard and rejoin the streets through the gate.



09 // c e n t r a l  s i l e n t  h i l l  p a r t  2             [wlk_09]
=====--==-----=====--=-=====--=-=-----===-====---====--=-======---=-===-==


            "Darkness devouring the town? Must be on drugs."


Finding the Antique Shop
------------------------
If you examined the phonebook before leaving the hospital you'll have the
antique shop marked on your map already, but even if not you can locate it
yourself with some quick homework. Use the "Look" function on the Antique
Shop Key to read "green lion" on the tag. At the northeast of your map is
a shop called "Antique Green Lion" above the large Silent Hill Town
Center. That's your next destination.

Start by heading east on Koontz towards Simmons where you can find HANDGUN
BULLETS and a HEALTH DRINK in the alley southwest of the intersection
where two Air Screamers will likely follow you in. There's also a HEALTH
DRINK on one of the umbrella tables by Cafe Sun at the northwest of the
same intersection, guarded by two Rompers nearby.

With the crazy ambulance music keeping you on edge, head north up Simmons
all the way to the antique shop, ignoring any enemies on the way. You'll
soon reach the open doorway of the shop on the right side. Step through
and down the stairs where you can proceed inside with the ANTIQUE SHOP
KEY.


Green Lion Antique Shop
-----------------------
Use your Flashlight to illuminate the room and locate the SAVE POINT on
the nearby table. The clock isn't of any use, but around the corner you'll
find a cabinet with some skid marks under it. Push it aside and Harry will
find a large hole behind it.

Cybil will drop by with some startling news before Harry decides to check
out what's in the hole on his own. Proceed down the passage and through
the next hole into a small room with an altar, which could be the "other
church" that Dahlia spoke of.

There's nothing you can do with it, but be sure to grab the AXE on the
wall near it for another weapon. Then head back to report to Cybil before
things take an interesting turn.


Hospital Examination Room
-------------------------
Harry awakens in the Nightmare Hospital with Lisa, exactly where he was
before the first headache... Lisa provides Harry with some helpful
background information before he appears to shift between realms again.



10 // 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      [wlk_10]
----=-=========---=-=----=====---=-======---=------=====--======----==-===


         "I don't want to think so, but maybe this is all just
        going on in my head. I don't know what's real anymore..."


Nightmare Antique Shop
----------------------
Who knows what's going on here but you're now in the meshy nightmare
version of the antique shop. Harry recalls what Cybil told him about
Cheryl and figures Lisa might know how to reach the lake. So your next
destination is the hospital again, even though you were just there seconds
ago. Note the SAVE POINT on the table and leave the shop.


Streets: Figuring Out a Way to the Hospital
-------------------------------------------
Back up the steps and through the doorway, the streets have now
transformed to their meshy, nightmare form, similarly to the school.
Enemies will also be found in much higher frequency, to almost an extreme
degree, while Air Screamers and Groaners will be replaced by more powerful
versions called Night Flutters and Wormheads, although you may not even
notice the difference. Either way, it's likely not worth fighting anything
out in these crazy streets.

If you make your way south you'll eventually find that the meshy "road"
ends before Sagan Street, so we'll need to find an alternate route. On the
east side of the road is a torn hole in the shutters of the Silent Hill
Town Center which can be found on your map, where you may also notice a
potential route behind it. Step inside and see what you can find.


Silent Hill Town Center
-----------------------
There's nothing of any interest on the first floor, however the large TV
screens right of the escalators will turn on and display a message for you
as you make your way up. Continue up the escalator to the second floor.

The right passage's floor is out, so take the left path where you can
enter a shop on the left side. Inside the former jewelry shop are two
packs of RIFLE SHELLS, a FIRST AID KIT and a SAVE POINT. Consider saving
due to an upcoming boss fight, and fear not, you did not miss the Rifle.
The other door won't open so exit the shop and continue down the path.

Just ahead you'll see what looks like slugs sucking on a corpse. Once you
approach it the floor will give and you'll land in a pit with a large
larva that's happy to make your acquaintance.


BOSS: TWINFEELER LARVA (SILENT HILL TOWN CENTER)                  [bos_02]
**************************************************************************

There's no escape once you land in the pit, so instead you'll have to
exterminate the giant larva. But first, locate the HUNTING RIFLE leaning
against the wall just ahead, which can work fairly well for this fight but
the Shotgun's superior speed, power and handling makes it more preferable.

What the larva will do every now and then is rise up from the soil to spew
acid at you as it crawls over the surface before shortly diving back into
it, leaving you a brief window to shoot it. It may be hard to predict
where it will rise and attack from, which makes running around fairly
unpredictable, especially since it may rise right in your path.

The best strategy here is to instead stand on the fallen grate in the
middle which helps in multiple ways. Firstly, it prevents it from erupting
anywhere near you while giving enough time to dodge its acid, but it also
lures the larva over the grate where it cannot drop back into the soil
until it reaches the other side, providing you with a very lengthy attack
window.

So stand on that grate and as soon as you hear it erupting, either run
ahead or strafe to the side to dodge the acid, then immediately target the
larva and start blasting away while closing the distance for peak power.
Even on Hard you can end this fight in a matter of seconds and just one
full clip.

[TWINFEELER'S ATTACKS]:
The larval creature has two attacks. One is spitting acid at you every
time it climbs above the surface and the other is physically ramming into
you when slithering above or just as it hits the surface. Stand on the
metal grate to avoid being bumped into and be sure to run or strafe away
as the Twinfeeler rises to avoid its acid every time.

---

After just six well-placed Shotgun blasts from close range, or up to 10 or
more Rifle shots, the Twinfeeler will curl up in a ball and the fight will
be over. It doesn't die however and instead smashes through the closed
doors on its escape, providing you with an exit as well.

**************************************************************************


Town Center Back Road and Sagan Street
--------------------------------------
Once the Twinfeeler larva smashes through the glass door, escape through
the same exit to outside. Back in the craziness out here, take a right and
head south where the road transitions to a narrower grate path, which
turns right onto Sagan Street.

Cross over Simmons Street, where there is no south route, and run like
hell all the way west, pretending you're not being hounded by Night
Flutters, Groaners and who knows what else. Hit the police station on the
right side for a breather and more supplies.


Nightmare Police Station
------------------------
Well that was intense, wasn't it? Take a deep exhale and find the RIFLE
SHELLS and HANDGUN BULLETS on the reception counter, plus a SAVE POINT on
the table by the front doors. Exit once you're ready to run for your life
again.


Crichton and Koontz Street
--------------------------
Continue past the Romper outside and head westward for just a moment
longer until you reach Crichton. Take a left and head south all the way to
Koontz, past a barrage of Night Flutters. Head through the front gate to
Alchemilla, quickly dodge the incoming Wormheads and step back inside the
familiar hospital.


A Short Stay at the Nightmare Hospital
--------------------------------------
Inside the rotted hospital's lobby, there's a SAVE POINT on the counter as
usual, which you may want to use due to an upcoming boss fight. Enter the
Examination Room from the side door to talk with Lisa.

Unfortunately Bachman Road is destroyed and prevents access to the lake,
but Lisa remembers an abandoned waterworks with underground tunnels near
Midwich that might take you to the lake. Despite her pleading for Harry to
stay, he's a man on a mission and Lisa doesn't think she should leave the
hospital either. Exit back to the streets.


Koontz Street Rooftop
---------------------
A new pathway appears outside, leading you to a stairway and up to a
rooftop. In a brief cutscene, the stairs are destroyed and Harry is
greeted by a giant moth... It's the same creature you just fought in the
Town Center, having already reached its adult form and now looking for
revenge!


BOSS: FLOATSTINGER MOTH (KOONTZ STREET ROOFTOP)                   [bos_03]
**************************************************************************

Right at the start you'll be facing the giant menacing moth, so consider
getting some breathing room before attacking. You can stay on this open
part of the rooftop which lets you move around without much restriction,
but you can also run up the nearby stairs to the higher roof and use the
water tower as cover. It's quite hard to see the full moth and what it's
doing from the lower spot so consider relocating up here for a better
picture, but do keep in mind the open space makes quick shooting and
running a very viable strategy.

Just as before, the Shotgun and Rifle are the best weapons here, with the
Rifle preferable from the higher position and the Shotgun better from up
close down below. From the open main roof, the best strategy is to keep
moving, especially by strafing to keep the creature in front of you, and
get in one or two shots at a time before the moth can respond with an
acid spit or by smacking you with its abdomen. Just take your shot, run
ahead or strafe to the side a couple meters and fire again. If you can
get 2-3 shots safely, go for it, but sometimes the moth will be quick to
smack you or spit acid.

If you'd like a better view and to create more distance, head up the
stairs to the water tower and use the Rifle. Same thing here though, keep
moving and take 1-2 shots at a time, with the occasional 3-4 shots if you
really have the time. Take your shot and run a few feet as you likely
dodge an acid spit, fire again and just keep dodging and repeating.

Alternatively you can try running for a bit longer to create more space
so you can fire more shots, but always be prepared to dodge acid at a
moment's notice, and never remain close to its body for long or it'll
smack you. Note that the Shotgun still works fairly well from this
location but loses its power when the moth is farther away.

[FLOATSTINGER'S ATTACKS]:
The creature attacks very similarly to how it did in its previous form
with another acid-spewing attack and an abdomen-butting attack. Keep your
distance to prevent the second attack from ever happening, while the acid
is somewhat difficult to avoid but is telegraphed by a distinct sound each
time. Once you hear it, strafe or run aside asap and get in your attacks,
although it won't always be easy.

---

After landing about 15-20 Rifle or Shotgun shells the creature will fall
to the ground and die this time, as sirens sound in the distance.

**************************************************************************


Return to Normal Central Silent Hill
------------------------------------
So that did the trick, huh... Now back in the "regular" snowy Silent Hill,
the stairs leading down look good to go so head down to Koontz Street.

To reach the waterworks by the school, you'll need to return to Old Silent
Hill. So head north up Crichton and take the bridge west back to the
residential area.


Return to Old Silent Hill: The Waterworks
-----------------------------------------
Time will jump forward to Harry arriving at the waterworks, revealing its
position on your map. Investigate it to find a locked gate, but Harry
thinks he might be able to break the rusted lock. Take out a melee weapon
like the Axe, Hammer or Steel Pipe and bat the thing until it breaks.
Step through the gate, and with the manhole cover already removed, praise
the woeful neglect and descend the ladder to the sewer tunnels below.



11 // s e w e r s  ( t o  r e s o r t  a r e a )                  [wlk_11]
-----====--=-======---=-====--------==-=====---=====---=-=------===--====-


     "There's an underground tunnel out there used for inspections,
   or something! I remember hearing it runs all the way to the lake!"


First Tunnel
------------
Down in the leaky tunnel, take a right around the corner and follow the
long path, but stop short of the end and take care of the two Creepers
that sneakily come in from behind you a way's down since your full
attention will be needed for what's next.

At the end of the tunnel you'll hear clicking sounds, marking the
presence of two new enemies called Hanged Scratchers approaching from
either side of the next narrow path. They move quickly so step back in the
tunnel and eliminate them carefully. The Handgun is most suitable for them
one on one but the Shotgun will make quick work of them when needed.


First Two Intersections
-----------------------
The right path at the intersection leads to a fence with a locked gate, so
take a left and head down the path to another intersection where it first
curves left around it. First continue forward to find some items at the
end, including RIFLE SHELLS on the left side and a HEALTH DRINK, HANDGUN
BULLETS and SHOTGUN SHELLS on the right side.

Return to the intersection and continue the other way, first along the
left side before crossing over on the right. Then head through the gate on
the left side of the fence, since the right side is locked.


Beyond the First Open Gate: Sewer Office
----------------------------------------
Follow the path along the wall to eventually reach what looks like an open
office. Find the SEWER MAP (CONNECTING TO RESORT AREA) and SAVE POINT on
the table, and check the open key box for the SEWER KEY. This should
unlock the gate near the beginning. If you check your map, it's at the
the mid-south of the center path. Continue through the nearby gate and
exit through the next gate after unlocking it.


Using the Sewer Key
-------------------
Head back west, first on the left and then on the right while avoiding the
Hanged Scratchers which you may now notice drop down from the roof in
various spots. Head around to the left to head south at the intersection,
where you may encounter a Scratcher and possibly another after the path
curves southward.

Follow along the right side as you pass the original tunnel, then use the
SEWER KEY to pass through the fence gate at the south end.

Follow the blue grating on the left side and you'll soon meet three
Creepers crawling around. When the path diverts in two, you'll find a
FIRST AID KIT on the left side before a dead end. The right path leads to
a ladder. Ascend it.


Upper Level Sewers
------------------
Still in the sewers, get the FIRST AID KIT on the grating to Harry's left
and continue the other way. If you hold L2 to focus the camera just ahead
you'll see several Scratchers hanging on the roof. You can get the drop
on them by shooting them down, although it may trigger the rest to come
down. Or just sprint through the area.


East and Southward Tunnels
--------------------------
The upper west and south paths are blocked ahead, so take the east one
around the left corner and follow the tunnel past a few Creepers. You'll
find a HEALTH DRINK and HANDGUN BULLETS at the exit of the tunnel.
Continue south around the right corner past another Scratcher to enter the
larger south pathway.


South Tunnel: Finding and Using the Sewer Exit Key
--------------------------------------------------
The left gate is locked so we'll need to take a right to find the key.
Pass through the gate on the right side and continue west through a
couple more gates after passing some Creepers. Eventually you'll reach the
west end with a suspicious bloody spot in the water. With the creepy music
edging you on, reach in to find the SEWER EXIT KEY.

Immediately after you'll be ambushed by three Scratchers. Quickly bail and
pass back through the gate on the right side, past another Scratcher
waiting nearby (consider quickly blasting it with the Shotgun). Taking the
left path instead will spell danger as it's a dead end and you'll get
cornered.

Continue through the next two gates on the left side, while the loud bang
should encourage you to keep running. With up to three more Scratchers by
the east gate, you can take them on or just quickly run up to the gate and
slip through, using the SEWER EXIT KEY.

Now on the safe side, you'll find a SAVE POINT on a barrel next to the
exit ladder ahead. Ascend to outside.



12 // s i l e n t  h i l l  r e s o r t  a r e a                  [wlk_12]
====---=-=====---=-====---=-=-----===-=-=====---=-====----=---======---===


                  "This craziness can't go on forever.
          A military rescue squad should be here any time now."


Bachman Road: Finding the Map
-----------------------------
Ah, freedom... Head for a run forward and around the corner into the
demolished building to find RIFLE SHELLS and HANDGUN BULLETS at the left
and a FIRST AID KIT on the right. Back outside in front of the building is
an information sign by the road where you can get the RESORT AREA MAP.
Next, you can complete an optional quest or skip through the area.


OPTIONAL QUEST: RUNNING SOME ERRANDS (EAST RESORT AREA)           [qst_02]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

With your current goal of finding Cheryl by the lake, you can simply
proceed down Bachman Road and Sandford Street to reach the Lakeside pier.
However for the sake of getting one of the Good rather than Bad endings,
it is in your best interest to complete an optional quest by thoroughly
exploring a few buildings in the northeast before advancing. Feel free to
read more in the Endings section, while we will cover the entire quest
below. Skip past it if you wish to continue to the next area right away.


Annie's Bar
-----------
The first place that sticks out on your map is Annie's Bar, so head past
Craig Street and enter the bar under the west side awning near a
patrolling Romper or two. Inside, Harry saves Kaufmann from a monster
before he soon takes off. But if you check the floor by the dead monster
between the billiard tables you'll find the KAUFMANN KEY and RECEIPT that
he must've dropped. Also on the counter are two HEALTH DRINKS and a SAVE
POINT.

If you look at the Receipt, you'll find the number 0473 written on it,
while the name of the store is Indian Runner, which you'll find on your
map to the east. The Kaufmann Key also appears to be for a motel while one
is nearby, but let's check Indian Runner first.


Indian Runner
-------------
You'll have to make your way past more Groaners and two more Rompers
before arriving at Indian Runner on Weaver Street, which is locked by a
padlock. Remembering the receipt, enter the code 0473 to enter.

Inside the trashed store are RIFLE SHELLS at the end of the counter, while
there's a HEALTH DRINK near a journal by the cash register. There's a
locked safe under the counter, but if you check the large cabinet behind
the counter there's a SAFE KEY inside the top drawer. Use the SAFE KEY to
unlock the safe and find a surprise inside. You really don't need to open
it and there's no item to acquire here since Harry won't take the drugs,
but it does fill in some details of the backstory, as already briefed by
Cybil earlier.

Before leaving, check the back wall behind the counter to find a photo of
a motel's grand opening and a posted receipt beside it with the code 0886
for a "rear entrance" written on it. That must be the motel's rear
entrance. You can see Motel Haerbey Inn to the south on your map. Let's
head there next.


Motel Office
------------
Head south down Weaver to find the back entrance of the motel on the right
side by another Romper and Air Screamer. With the code you found in Indian
Runner, enter 0886 and press enter on the keypad to slip inside.

Just inside on the couch you'll find a MAGNET. There's also an interesting
article about the drug ring on the coffee table here, partially covering
perhaps an even more interesting magazine. Sadly you won't be able to
"read the articles" of that one, but you can admire the pixelated poster
on the nearby wall instead. There's also another diary about the mystery
man on the desk in the corner.

Through the door by the couch is a small garage with a motorcycle as well
as SHOTGUN SHELLS and a HEALTH DRINK nearby. Harry notices dust wiped
away from the gas cap of the motorcycle, but you can't do anything about
it at the moment.

Back in the lounge, pass through the open doorway at the other corner to
find a SAVE POINT on the counter. Unlock and exit through the door on the
other side of the counter to the motel compound and parking lot.


Motel Room 3
------------
The key that Kaufmann dropped has the number 3 on its tag so let's go
there. Head to Harry's right just out the door and you'll find the 3 door
right ahead. Use the KAUFMANN KEY to step inside.

Note the big shelf partially covering a poster and give it a push from the
side to uncover a hole in the floor. Take a look to notice a key down in
the crack, but Harry can't reach it. Use the MAGNET with its long string
to get the MOTORCYCLE KEY from the crack. Your next destination should be
clear if you entered the garage earlier, but don't miss the HEALTH DRINK
in the washroom here first.


Motorcycle Garage
-----------------
Head back into the office from the compound and make your way into the
garage from the door beside the couch in the lounge. Unfortunately Harry
won't be speeding away to the lake on the hog, but you may have noticed
dust wiped away from its gas tank earlier.

Use the MOTORCYCLE KEY to open the gas tank. Harry finds a small glass
vial inside that looks a lot like the smashed one in the hospital, which
you may or may not have picked up the liquid from with a bottle. So this
was being hidden for some reason...

Kaufmann shortly parades in and berates Harry for goofing off. Seriously,
he's beyond pissed that you found this so it must be important. But with
that attitude maybe he didn't deserve to be saved earlier. He snatches the
vial and promptly leaves as he usually does and Harry thinks he might've
wasted his time, but what you have done is locked yourself into one of the
Good endings of the game. Exit the motel back to Weaver Street, or leave
from the motel lot straight to Sandford Street.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


Heading to the Lake
-------------------
Now with all that done or if it doesn't interest you in the first place,
your goal is to head to the lake. Be mindful of an assortment of Rompers,
Wormheads and Night Flutters as you make your way westward.

Under the "F" in SANDFORD St. on your map you can find a collapsed
staircase with a HEALTH DRINK and RIFLE SHELLS at the bottom. Continue
west and cross the Sandford Street bridge to the sound of static.



13 // n i g h t m a r e  r e s o r t  a r e a                     [wlk_13]
==-=----=-=====----=-====---=-===----=------=-======--=-===---==-====---==


           "Rather than shifting from reality to a nightmare,
             this is more like reality becoming a nightmare."


Making Your Way to the Pier
---------------------------
Once again Harry experiences a shift to the nightmare world, although it's
a bit different this time for him. Remembering the last time you were in
the streets in this state, prepare for another onslaught of enemies and
consider running past everything or at least most of what you see.

On the other side of the bridge, stay on the north side of the road to
find a little detour farther north where there's SHOTGUN SHELLS and a
HEALTH DRINK after an assortment of barrels. Also mind the Romper and
Night Flutter nearby and head west past both large garages on your map.

Take a left after the west garage and head south past a Night Flutter. The
walkway will narrow as the pier extends southward from the right side.
Follow it past two Wormheads and quickly rush down the stairs on the left
side. Cross the wooden path onto the boat and enter its interior through
the short double doors.


Boat
----
Proceed through the next door to reunite with Cybil in the cabin. Dahlia
soon enters to interrupt with her usual crazy talk. She explains that you
must stop the demon at the Lighthouse and the Amusement Park. Dahlia
informs Harry that he must use the Flauros to do so, but not before Cybil
has already left...

Once they both leave, you'll find HANDGUN BULLETS, RIFLE SHELLS, a HEALTH
DRINK and a SAVE POINT around the cabin. Exit through the double doors.


Heading to the Lighthouse
-------------------------
Now on the other side of the boat, cross the platform and follow the path
back up to the pier where a Romper awaits, while a Night Flutter may also
harass you. There may be a Romper at the other end as well by the stairs,
which you must descend to the lower right.

Follow over more boards of wood and along the red railing pathway, then
cross back over to the pier. Continue past the fence to the right to meet
two more Rompers. Stay on the right side and just keep running like hell
as the path narrows.

If you keep going past the upward stairs you can find a FIRST AID KIT
guarded by two Night Flutters at the south end of the area, while the
earlier Rompers may join in on the fun so be ready. Then head up those
stairs to the center platform to continue your crazy journey.

Take the first left around the corner on the higher path and head down the
stairs on the right. Follow the narrow path up another set of narrow
stairs where you'll encounter some Wormheads at the top. Just keep hauling
ass as you take a right towards the Lighthouse which is now in sight.
Enter it up the steps.


Lighthouse
----------
Take in the SAVE POINT on the barrel and make your way up the spiralling
staircase. On the rooftop, Harry spots the blue-clothed girl again but
it's too late. Well, that felt like a waste... Head back down the stairs
and back to the pier.


Heading Back to the Mainland
----------------------------
A Wormhead may charge you just outside while others may still patrol
nearby. Just as you proceed forward, time will fast forward to Harry
arriving back in the boat, but Cybil's not back yet. Not really a surprise
since she went farther, but we should check up on her. Head through the
other door and exit to the north side of the boat.

Head back over the platform onto the main path where two Wormheads will
want to play. Head north all the way to W. Sandford Street. If you check
your map you'll see a red arrow near a pink block on the north side of W.
Sandford. Head there to find a fence-enclosed lot with a manhole opening
leading below. Watch out for the two Wormheads in the lot and descend the
ladder.



14 // s e w e r s  ( t o  a m u s e m e n t  p a r k )            [wlk_14]
----=-=======---=-=-=====----=-=-===---==-====---=-==----=-=----=-=====---


          "Go to the lighthouse on the lake, and to the center
       of the amusement park. Make haste. You are the only hope."


East and South Tunnels
----------------------
After the brief cutscene of Cybil, get the SEWER MAP (CONNECTING TO
AMUSEMENT PARK) on the wall and head down the tunnel. If you hold L2 you
can spot a couple Hanged Scratchers on the roof, which you can safely
shoot down from a distance, and another on the ground ahead. Continue past
them and take a right, since the path ahead only continues into a dead-end
with more Scratchers.

Make your way west towards the center tunnel to encounter absolutely
terrifying new creatures called Mumblers. I wouldn't blame you for wetting
yourself. Either blast them or just run past and you'll find a HEALTH
DRINK at the west end of the path where it connects to the center tunnel.


Center Tunnel
-------------
Before heading northward, be sure to check out the south of the center
tunnel for a HEALTH DRINK and HANDGUN BULLETS. Then proceed to the north
past two more Mumblers and potentially a Scratcher. Kill them if you feel
unsure about having all these enemies chase you, but otherwise you can
just run past them all. Take a left and head into the west tunnel.


West Tunnel
-----------
You may soon encounter a Mumbler approaching you, but there's room to slip
by it on the right. You'll hear a loud bang while passing it, and I'd
advise you to just keep your ass running instead of finding out what
caused it. Agreed?

Mind the holes in the grating on both sides and you'll soon encounter
nearly the entire floor missing with a corpse in the water, but you can
slip by on the narrow strip on the right.

Soon you'll spot some merry-go-round horses and a ladder at the end of the
path. Quickly approach and ascend it to exit the sewers. Note that
locating and using the ladder fairly quickly is important since the
craziness that is chasing you from behind, including Mumblers and
Scratchers, can catch and corner you if you get caught up on either side.
Take a deep breather as you exit to the surface. You survived. Well,
hopefully you did.



15 // l a k e s i d e  a m u s e m e n t  p a r k                 [wlk_15]
=====--==-=-=====-----==-=====---=-=-==--======----=-====---=-======------


       "Cheryl is my daughter. I will save her. No matter what."


Finding Cybil
-------------
Firstly, this area can be quite confusing and easy to get lost in since
there's no map and the ground is ripped up in several areas, while Grey
Children aim to slice you up. But that said, it's a fairly small area and
your goal is simply to find the carousel.

Starting off, run ahead and follow the path to the right along the ripped
grate flooring where there's another pathetic Larval Stalker near the
benches, which you may only hear rather than see. When you reach the
circle fence for the ride ahead with a Grey Child approaching from the
left, take a hard right and follow ahead while passing another ride on
the right playing some carnival music.

Take a left near that ride and you should approach an ice cream shop,
where you'll find a SAVE POINT on the front counter on the other side,
also near a Larval Stalker. Consider saving due to an upcoming boss fight.
You'll find a ferris wheel to the left while facing the ice cream shop
counter, but there's only a Grey Child or two patrolling it.

Turn around from the ice cream shop and run straight, while turning a bit
to the right, then continue farther right where you may reach another
Larval Stalker, as if these things are guiding you. As you continue you
may even see one of them guide you up the steps of the nearby
merry-go-round. Follow up the steps and through the gate onto the
carousel.

If you're totally lost here and can't find the merry-go-round, head back
to the ice cream shop across from the ferris wheel. Find the garbage can
on the side and stand in front of it where the building starts to corner
to the front. Follow the thick line on the floor grating all the way
forward until the floor ends, then take a right over to the merry-go-round
now on your left side.


Merry-Go-Round
--------------
Harry finds Cybil in a wheelchair and she's just not herself, standing
and shooting his way. It's time for another boss fight, but note that
there's two different ways this can go.


BOSS: PARASITIC CYBIL (MERRY-GO-ROUND)                            [bos_04]
**************************************************************************

OPTIONAL QUEST: SAVING CYBIL                                      [qst_03]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

If you acquired the PLASTIC BOTTLE and used it to pick up the UNKNOWN
LIQUID back in the hospital's Director's Office, you can end this battle
at any time by approaching Cybil and using it right in front of her. Doing
this will save her and lock you into one of the two + endings. If you
don't have the liquid or would rather a worse ending, you will instead
have to fight and kill her.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


If you don't have the means to save Cybil or wish to fight her anyway,
you'll first need to avoid her gunshots until she runs out of ammo. She
has 10 bullets and won't hesitate to use them, even firing off a few in a
row if you can avoid them. Otherwise, her shots are insanely damaging and
will kill you if you have anything less than 80% or so health, or if you
take two shots without healing.

To avoid her gunshots is actually a very simple task of strafing in a
circle around her and not stopping until she runs out. To get set right
from the start, hold R1 on its own to get moving, then quickly begin also
holding left on the analog stick to start curving in a circle around
Cybil. Once you've got the right arc, hold it and keep running circles
around her as she fires her ammo, sometimes 2-3 bullets at a time before
resetting. It'll look close but her bullets should just miss you each
time.

Try to stay clear of all objects like horses, poles or walls, since Harry
will bump into and stumble on these things, leaving him open to an attack.
Otherwise, you can also hide behind horses whenever she's about to attack,
or even run away since her accuracy falls off at far range.

You can also go on the offensive right away by firing back, preferably
from a farther distance with the Rifle if you wish to have any chance of
getting away. But honestly, the first strategy of circling around her is
the most effective and will save you a lot of health.

Once Cybil fires her 10 shots, she'll drop her gun and take matters into
her own hands, although losing her long-range attack makes the fight very
trivial as long as you don't let her get close.

From this point just use the Rifle from afar to blast her and simply
strafe away when she gets close. The Shotgun also works well, at least
from a closer distance, and the Handgun can be effective as well but will
take a bit longer. Be sure to back up while firing these weapons to keep
your distance from Cybil.

As long as you have the ammo for it, utilize the Rifle and its long range
to fire at Cybil from safety. If you've run out of all ammo, the Hammer is
the best melee weapon while the Axe is next best if you don't have it.
Just be sure to get on the move after landing an attack or you'll get
choked. remember this is your last chance to use the Unknown Liquid to
save Cybil if you have it, otherwise keep firing or swinging away until
she dies.

[CYBIL'S ATTACKS]:
Cybil's simplest attack in the first part of the fight is a handgun shot,
knocking Harry down while pushing your status into deep red. Two shots
without healing will kill you (or just one if not close to full health),
so always stay on top of your condition. Just circle around her, or stay
far away, to avoid all her shots. Cybil's other attack in this phase is a
pistol whip from close range, which isn't as deadly but wise to avoid.

Once Cybil drops her handgun, she'll try to attack Harry by grabbing him
by the neck and strangling him. Wiggle the shoulder and directional
buttons to escape this attack more quickly while limiting damage, since
it can be very harmful the longer it goes on. She may also try an arm
chop although not nearly as frequently as the chokehold. Both are quite
damaging so just be sure to heal up.

---

After 26 Rifle Shells or some other combination, Cybil will fall to the
ground and your friend will sadly be no more, unless you used the Unknown
Liquid to expel her parasite and save her life.

**************************************************************************


If you saved Cybil, the parasite will be expelled from her body and Harry
will have a conversation with her about Cheryl. If not, Harry will leave
her body and walk away. Either way, Harry soon discovers Alessa nearby and
the "FLAUROS" is used automatically before Dahlia makes an appearance.
Then you will shift into the final area of the game.



16 // n o w h e r e                                               [wlk_16]
====---=-===----=-=======---=-=======--====-----=------======---=-=====--=


     "Even when I change the bandages, the blood and pus just start
        oozing through! Why... What is keeping that child alive?"



Examination Room
----------------
Harry awakens once again with Lisa in the hospital. Just what the hell is
going on here... Lisa talks to Harry for a bit and then storms out,
clearly bothered by something. With a mysterious droning sound coming from
below the floor, find the SAVE POINT on the desk. As you'll see, it
describes this place as "Nowhere", which should help explain the
arrangement of the place as you move through it... Because it's not quite
the hospital but rather a mix and match of several areas of the game.

Proceed through the door straight ahead and move down the unfamiliar
walkway to the elevator.

[NOTE ON NAVIGATING NOWHERE]:
Remember that since this place isn't the hospital, you have no map for it
and will not find one either. You must instead rely on your sense of
direction, spatial awareness and short term memory... in a place that
doesn't quite follow geographical logic. But I'll do my best to guide you
through this maze.


First Corridor
--------------
Now in a hospital corridor, the first room on the left contains a key
stuck in a faucet, while the right room contains a key locked in a
birdcage. All you can do is remember for later.

You may notice an apparition of Alessa just ahead along with her chuckling
on the soundtrack. The room directly across from the elevator is straight
from the antique shop, with a SAVE POINT on the counter, a FIRST AID KIT
on a chair and SHOTGUN SHELLS on the farther counter. One hand of the
clock by the door is a key, but Harry cannot access it as is. Note the
square depression below the clock face for later and exit the room.

Back in the hall, a couple Nurses have spawned so consider handling them.
I'd advise using the Shotgun for the rest of the game if you have the
ammo.

You may also note a few doors in the hall are locked and marked with
certain words, so you'll need to find some keys. All other doors here are
locked except the last door on the right at the end of the corridor. Pass
through it, down the stairs and into the room below.


Classroom and Back Room
-----------------------
Now suddenly in a classroom from Midwich, examine the desk in the middle
to read some mean carvings and head through the other door. In the back
room, find the SCREWDRIVER and PLIERS on the table and return back to the
first corridor upstairs.


Using the Pliers
----------------
Remembering the key stuck in the faucet, head back towards the elevator
and enter the right room beside it. Use the PLIERS to pull out the KEY OF
"OPHIEL". Out in the hall, head around the corner and use the KEY OF
"OPHIEL" to pass through the door with that title on the right side.


"Ophiel" Corridor
-----------------
Just inside the hall to the right, you'll notice a slate with names
engraved on it, a door with a crazy-looking keypad beside it, and down the
hall the other way is another slate with some instructions on it. It's
time to solve another puzzle.


THE GRIM REAPER'S LIST ("OPHIEL" CORRIDOR)                        [puz_04]
--------------------------------------------------------------------------

With the crazy-looking keypad keeping the door locked, you'll need to
decipher its code from the two slates in this corridor. Since the near one
just contains a list of names without any context, first read the other
one down 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!"


All right, so let's return and read the other list to which this one
refers:


    "The Grim Reaper's list

     35 Lydia Findly
     60 Trevor F White
     18 Albert Lords
     45 Roberta T Morgan
     38 Edward C Briggs"


The first slate directly refers to the second in its first sentence,
before then explaining the key to the puzzle in its second paragraph. "The
headcount is set Young and old lined up In order of age". So we must
rearrange The Grim Reaper's list of five names in order of their posted
ages, like so:


18 Albert Lords
35 Lydia Findly
38 Edward C Briggs
45 Roberta T Morgan
60 Trevor F White


If you check the keypad you'll find it has no numbers but only letters,
utilizing the full alphabet to boot. So how can we get a code from this?
What about the first letter of each name in order of age? Notice anything?


A
L
E
R
T


Interesting. Reading the final sentence of the instruction slate, it says
"Awaiting them, the frenzied; Uproar, the feast of death!" That sounds
like quite the alert, doesn't it?

Turn to the keypad and enter in the code "ALERT" to unlock the door.

--------------------------------------------------------------------------


Pass through the door after unlocking it with the keypad. Looks like an
empty storage room so pass through the next doors to a morgue where you'll
find the AMULET OF SOLOMON on the back wall.

Head back to the previous room to meet a scared Lisa. Enjoy the beautiful
scene before Harry leaves back to the Ophiel hallway. After, you can
re-enter the storage room and read Lisa's diary on the floor.

Back in the Ophiel hall, turn around the corner and enter the second room
on the left side, which is the only other unlocked room in the hall.
Inside you'll find a bunch of zodiac signs posted along with a series of
keypads at the back of the room above a square stone plate. It's time for
yet another puzzle.


ASTROLOGY PUZZLE (ASTROLOGY ROOM)                                 [puz_05]
--------------------------------------------------------------------------

This is probably the most difficult puzzle in the game and requires an
open and observational mind to even understand the basis of it, but it
ultimately comes down to a very simple concept.

Firstly, you'll find two zodiac signs on the left wall and two more on the
right, each with a number underneath it. Additionally there are three more
zodiac signs with keypads instead of numbers under them on the center
pillar at the back of the room. Your task is to find the pattern between
the four wall signs and their numbers and apply that same pattern to the
signs above the keypads to determine the correct codes. With the keypad
buttons resetting for every press, the resulting codes will be just one
number.

To begin, let's first get acquainted with the signs on the walls and the
pillar:


     Balance Scale (Libra)   -  2       (left wall)
              Crab (Cancer)  - 10

          Two Fish (Pisces)  -  0       (right wall)
               Ram (Aries)   -  4

Centaur (Man/Horse) (Saggittarius)
              Bull (Taurus)             (center pillar)
             Twins (Gemini)


The use of astrology signs is ultimately a red herring and completely
irrelevant to understanding the puzzle, but what do these numbers mean?
That mystery is the entire key, so give the symbols each a good look and
see if you can gather the correlation to the numbers.

The Libra scale may throw you off because it's an inanimate object while
all the others are animal forms. But the fact that there's 2 sides to the
scale and its number is 2 should begin to clue you in to something.

The 0 of Pisces may also be confusing so let's look at Aries and Cancer.
Aries is a ram with the number 4 while Cancer is a crab with the number
10. The ram has 4 legs, doesn't it... And the crab? 8 legs plus 2 large
arms for 10... And with that we've unlocked the key to the puzzle. The
numbers correspond to the number of limbs each sign has.

But what about Pisces? Well, it seems a tail doesn't count as a limb, nor
do gills or fins, and so Pisces remains 0. You may have your thoughts
about it, but that's the logic here. And while the Libra is an inanimate
object, it still has 2 arms.

With that, let's turn to the three signs on the pillar and apply the same
pattern.


Centaur (Sagittarius): 4 horse legs plus 2 human arms   =  6
       Bull (Taurus): 4 legs                           =  4
      Twins (Gemini): 2 legs and 2 arms for each twin  =  8


Remember the fish tails of Pisces didn't count so the Taurus tail doesn't
either. And with that, press 6 on the left Sagittarius keypad, 4 on the
center Taurus keypad and 8 on the right Gemini keypad. Upon inputting the
correct third key, the stone plate will fall to the floor.

--------------------------------------------------------------------------


With the puzzle completed, grab the STONE OF TIME on the floor and leave
the room. Remembering the clock in the first hallway shop, return there
past some newly-spawning Nurses.

</pre><pre id="faqspan-5">
First Corridor: Using the Stone of Time
---------------------------------------
Take a left and enter the second room on the left side to step back in the
antique shop. Insert the STONE OF TIME into the clock's square depression.
After ding-donging five times, the clock face glass shatters in Harry's
unsuspecting face. Grab the now reachable KEY OF "HAGITH" on the clock
face and exit the room.

Take a right in the hall and use the KEY OF "HAGITH" to pass through the
double doors at the end, allowing access to the elevator. Ride up to the
second floor and pass through the doors into the first hallway up there.


Second Floor First Corridor
---------------------------
Handle the Nurses here however you wish and enter the third room on your
left, which is the trashed jewelry shop from the Town Center. Locate the
CREST OF MERCURY in the smashed display case, plus RIFLE SHELLS on the
table in the corner and the extremely important RING OF CONTRACT in
another display case deeper in the room. This ring will save your life if
you know where to use it, so pay attention.

Back in the hall, avoid the Nurse and pass through the double doors to the
next hallway.


Second Floor Second Corridor
----------------------------
Put the Nurse ahead out of her misery, turn just around the corner and
enter the only room on the right side. Grab the HANDGUN BULLETS on the
right table and the CAMERA deeper in.

Two more Nurses linger down the hall back outside, where you can enter the
last room on the left. On the back wall in there you'll find the same
screwed-in plate from the hospital, but this time you have a tool to
remove it. Use the SCREWDRIVER to reveal a key with electricity flowing
through it. Harry can't grab it as is, so you'll need to find a way to
de-electrify it and come back later, perhaps by turning off the power.

Back in the hall, you can head up the other way and unlock the last door
on the right by the corner, which will then transport you to the first
hallway on the first floor if you pass through it. Of course it does, this
is Nowhere after all. Either way, return to the elevator from the first
floor (take a right and through the end double doors) or the second floor
(pass through the previous two double doors) and head up to 3F.

In case you're curious, there's no button for the basement so we'll have
to wait to turn off the power.


Third Floor Altar Hall
----------------------
Just outside the elevator in front of another Alessa apparition is an
altar with two paintings on either side, plus two locked doors with
odd-looking button input keypads for another Nowhere hallmark: a puzzle.


THE LIGHT PUZZLE (THIRD FLOOR)                                    [puz_06]
--------------------------------------------------------------------------

On either side of the short hall you will find locked doors, each with
three sets of very peculiar keypads like so:

          _____________
         |             |
         |  .   .   .  |
         |             |
         |  .   .   .  |
         |             |
         |  .   .   .  |
         |_____________|
                                         . = pushable button
_____________       _____________
|             |     |             |
|  .   .   .  |     |  .   .   .  |
|             |     |             |
|  .   .   .  |     |  .   .   .  |
|             |     |             |
|  .   .   .  |     |  .   .   .  |
|_____________|     |_____________|


As many buttons can be pressed as you choose, so we must first uncover the
key to the puzzle. With no hint at how to operate these, let's instead
turn to the paintings on either side of the altar which together provide
the only clues in solving this puzzle. They each come with different
captions although they seem to share a theme:


    "The light to the future."        "The light illuminating
                                       the darkness."

         (left painting)                  (right painting)


So what do they have in common? They both have the word "light" in their
captions. Do you have anything that you can use here? How about the CAMERA
with its description, "Camera with flash"? Use it in front of each
painting for its flash to expose hidden shapes within them like so:

             _________                            ________
            |        /                           |        |
            |      /                             |        |
            |    /                               |        |
            |  /                                 |        |
            |/                                   |        |



            |        |        /             |             |\
            |        |      /               |             |  \
            |        |    /            -----|-----        |    \
            |        |  /                   |             |      \
   _________|        |/________             |             |________\


    "The light to the future."             "The light illuminating
                                            the darkness."

         (left painting)                     (right painting)


So now what? Well, let's take a look at those weird keypads again. Notice
anything? The three shapes line up in the same way as the three keypads on
each door, don't they? The idea of this puzzle is to input the three
shapes from the painting on each side into the keypads on the same side
door. To do that, push the keypads like so:

          _____________                          _____________
         |             |                        |             |
         |  o   o   o  |                        |  o   o   o  |
         |             |                        |             |
         |  o   o   .  |                        |  o   .   o  |
         |             |                        |             |
         |  o   .   .  |                        |  o   .   o  |
         |_____________|                        |_____________|

_____________       _____________      _____________       _____________
|             |     |             |    |             |     |             |
|  .   .   o  |     |  o   .   o  |    |  .   o   .  |     |  o   .   .  |
|             |     |             |    |             |     |             |
|  .   .   o  |     |  o   o   .  |    |  o   o   o  |     |  o   o   .  |
|             |     |             |    |             |     |             |
|  o   o   o  |     |  o   o   o  |    |  .   o   .  |     |  o   o   o  |
|_____________|     |_____________|    |_____________|     |_____________|


           (left door)                            (right door)


            . = untouched button       o = pushed-in button


As you can see we've drawn the same shapes from the paintings into the
corresponding keypads. Each door will unlock once you push the correct
buttons as shown above.

--------------------------------------------------------------------------


With both doors now unlocked, the room on the left contains the BIRD CAGE
KEY on a chair. Inside the right room is a HEALTH DRINK on the counter
beside a red botany book about an herb called White Claudia, which can
only be read if you checked the chalkboard in the Police Station.

On the back desk may also be a newspaper article about a fire highly
relevant to the story, but it only appears in the PAL and Japanese
versions and only sometimes. Return to the elevator and head to the first
floor.


First Floor: Using the Bird Cage Key
------------------------------------
Head through the double doors, follow the hall around the corner and enter
the room left of the non-functioning starting elevator. Inside, use the
BIRD CAGE KEY to access the KEY OF "PHALEG". Back in the hall, use the KEY
OF "PHALEG" to pass through the next door on the right.


"Phaleg" Corridor
-----------------
In here you'll be greeted by new enemies called Stalkers. As the adult
form of the pathetic Larval Stalkers you've found on several occasions,
they are basically Grey Children in apparition form. Since they can be
hard to see, make an effort to eliminate them quickly to remove any
surprises in this hall, preferably with the Shotgun if you have the ammo.

Enter the first room on your right to find a suspicious-looking fridge
that's been re-positioned at the center of the room and also has the
DAGGER OF MELCHIOR stabbed into it. While taking it, Harry will also
notice a broken chain link below, which may have been why the dagger was
stabbed into it... This is all very suspicious so think carefully before
leaving.

Since that dagger looked to be there for a reason, enter your inventory
and use the RING OF CONTRACT to close the chain link and lock the fridge
door. Now head back to the door to hear something banging from the
fridge... That ring just saved your life. If you didn't use the ring,
you would've been grabbed and killed by the monster inside, so be thankful
you weren't greedy.

Back in the hall, another Stalker may appear so act accordingly. The next
door on the right down the hall leads to a storage room where you'll find
HANDGUN BULLETS, a HEALTH DRINK and a bag of jellybeans of all things.
Open the bag for Harry to carelessly tear it and send jellybeans flying
everywhere. Good job, buddy... Guess there's no jellybeans left for Harry.
Check the floor afterwards and pick up the KEY OF "BETHOR" that was in the
bag. Pass through the other door, and I don't blame you if you're still
laughing at that jellybean incident.

In here is a familiar hospital room with a TV and VCR. Insert the VIDEO
TAPE you got all the way back in the actual hospital, if you did. If you
went back and viewed it in the hospital it was very staticky and hard to
understand, but now you can listen to the entire recording without issue.
Leave both rooms back to the hall when done.

Enter the room directly ahead to hear a girl crying and see another
apparition of Alessa in a graffiti-filled room. Grab the ANKH on the wall
and leave the room.

With the right end door locked and marked "Aratron", the last door at the
left end of the hallway leads to a child's bedroom with another locked
door that has five depressions for items to be inserted, some of which you
have. But you're still missing one of them so leave it for now. Head back
down the hall and use the KEY OF "BETHOR" to pass through the marked door
on the right side.

In the familiar Generator Room, turn off the generator. Remember that
electrified key on the second floor? Now we can go back and get it.


Retrieving and Using the Electrified Key
----------------------------------------
Head back through the right door in the hall to the initial Nowhere
corridor. Note that with the power out the elevator will not work, but
remember the warp door that leads to the correct 2F hallway if you
unlocked it from up there earlier. That's the second door on the right
ahead of you. If you forgot to unlock it from 2F, you'll need to turn the
power back on, head to 2F and unlock it in the second full hallway from
the elevator, then turn off the power again and use that door.

So use that door to warp to the 2F second hall and enter the last room on
the left. Grab the no longer electrified KEY OF "ARATRON" at the back
(unscrew the plate with the Screwdriver if you haven't yet). Exit the
room to meet more Stalkers on each side. Plow through them and return
through the warp door to 1F in the corner.

With more Stalkers here, turn left and pass through the Phaleg door in
front of you. Use the KEY OF "ARATRON" to pass through the right end door
into a familiar hospital room where a cutscene will take place. After,
take the DISK OF OUROBOROS on the life support machine panel by Alessa's
photo. Now leave the room and pass through the door directly ahead into
Alessa's bedroom.


Alessa's Bedroom
----------------
On the desk in the room is a SAVE POINT, which you should definitely use
due to approaching the final boss and end of the game, but consider
waiting until you're ready to pass through the other door. Checking that
door, it's locked but explains to "evoke five rites" to "unveil thy fate".
With that, insert the AMULET OF SOLOMON, CREST OF MERCURY, ANKH, DAGGER OF
MELCHIOR and DISK OF OUROBOROS to unlock the door.

If you're missing any of these, read back in the walkthrough to find its
location. Do not forget to save your game before leaving this room. Pass
through the now unlocked door when ready.


Beyond The Five Rites Door: Unveiling Thy Fate
----------------------------------------------
After a cutscene, proceed through the house hallway and down the stairs
into the darkness below.

A long cutscene will play in the open arena below, differing depending on
your actions regarding Cybil in the amusement park and whether you
completed the optional quest involving Kaufmann in the resort area.

After, it'll be time to fight the final boss, which again will take on a
specific form depending on whether you completed the optional quest in
the resort area that ends with the discovery of a relevant item that
reappears in this scene if found. Either way, prepare to fight the final
boss, which is no pushover.


FINAL BOSS: INCUBUS/INCUBATOR (BELOW NOWHERE)                     [bos_05]
**************************************************************************

If you and Kaufmann found the vial in the resort area, he'll make an
entrance to alter things here, making you fight the Incubus which is the
more menacing demon creature with wings. If you did not complete that
optional quest, you'll instead fight the Incubator, which appears as a
strikingly bright and holy-looking young girl as the combination of Alessa
and Cheryl, but no less evil than the Incubus. Refer to the strategies
below for each form, noting you will only see one or the other, not both.


Incubus (Good & Good+ Endings)
------------------------------
Make sure you start this battle at full health because this creature deals
an insane amount of damage per hit, capable of killing you from one
initial hit that freezes you in place as more strikes hit you. But we'll
deal with that more specifically in a second. Also use L2 at all times or
when needed to focus the camera on the flying Incubus to make sure your
bullets are landing and to see when it's about to fire lightning,
telegraphed by red static electricity forming around it.

To start things off, equip the Hunting Rifle and unload 5-6 shots into the
Incubus, then prepare to run around the arena to avoid its red lightning
strikes. For best success, try running in an aggressive circle until the
lightning stops striking and then start shooting again and repeat. If
you're ever hit by a lightning strike, immediately enter your inventory
and heal to full health, since you may die if you just stand there and let
the lightning keep striking you, as it will do for another few seconds
unless you luckily only caught the last strike.

Once you heal upon the initial strike, you will not take any more damage
despite being continuously hit by the lightning. So don't mess around and
always heal immediately to avoid any risk of death, as long as you have
the health needed. When firing, never take more than six shots in a row
since Harry will be forced to reload in-game. Instead, lower and re-raise
your weapon to automatically reload, or just run around and reset after
the incoming lightning strikes.

You may only be able to get 4-5 shots off safely before the lightning
comes if you're a little late to start shooting during the window. On Hard
especially, the lightning becomes insanely ridiculous to avoid. I'm
serious, it seems to be 50/50 at best whether you can avoid it even
through the best aggressive circle-running strategy, so it can be insanely
frustrating to avoid damage here, or to beat it at all if your health is
limited. But if you have enough health supplies you can more or less tank
all the hits and just focus on shooting it enough to drop it.

If you ever run out of ammo, switch to the Shotgun or the Handgun to
finish it off, knowing it may take a while longer but it's all you've got.

[INCUBUS' ATTACKS]:
The one and only attack during this fight is a series of lightning strikes
which inflict insane amounts of damage and can kill you if hit for more
than a second or two consecutively without healing. Always heal to full
health immediately upon being stricken to make sure you don't die, and
note that despite continuous strikes immediately upon healing you will not
take any more damage. Also try not to get too frustrated from being hit
since it can be rather difficult to avoid it. Just try to hang in there
and fire back after taking any damage, while managing your health.

Note that the lightning attacks are telegraphed by red static electricity
appearing near the creature before the strikes are about to come, so get
moving if you want any chance of avoiding them. Always run in an
aggressive circle for the best chance at doing so.

---

After firing 24-26 Rifle Shots at the Incubus on Normal and Hard, it'll
drop dead and the fight will be over.


Incubator (Bad and Bad+ Endings)
--------------------------------
Unlike the flying Incubus, the Incubator stands at Harry's level in the
center of the arena, but otherwise the fight is near identical due to it
using the same lightning strikes, although this time blue-coloured.

To start things off, unload 5-6 Rifle shots to empty the Rifle and then
prepare to run in a circle around it as it fires blue lightning at you. It
can be very difficult to avoid, and nearly impossible sometimes on Hard,
so if it does hit you, immediately enter your inventory and heal to full
health. Once you return to the game after healing, the lightning will
continue to strike you but will deal no more damage since you already
healed during the attack. Use this trick to your advantage throughout.

Continue the same strategy of firing 5-6 shots each time, while using L2
to focus the camera on the Incubator. Always start running in an
aggressive circle around her to avoid her incoming lightning attacks, and
remember to immediately heal if hit to avoid dying, which can happen if
you don't heal and continuously take damage for a second or two, or if you
don't heal up enough and die on the first strike of the next series of
strikes.

Just as well you can just stand there and eat all her lightning attacks
while healing in the inventory when needed and otherwise firing back
constantly. As long as you have enough health to last a few hits then
you'll be fine and you can avoid running around the arena.

If you ever run out of Rifle ammo, pull out the Shotgun or the Handgun
to finish things off and just hang in there.

[INCUBATOR'S ATTACKS]:
The Incubator uses the same lightning attacks as the Incubus except they
are blue instead of red. They are just as lethal and capable of killing
Harry when consecutively struck. However just as with the Incubus, as long
as you heal to full health immediately upon being struck, you will not
take any more damage as the current lightning attacks continue to strike
you.

Additionally, the Incubator has a forcefield around her which will throw
Harry down if he gets too close to her. Simply stay far enough away on her
perimeter while running around to avoid this attack entirely.

---

The Incubator will drop dead after about 20 Rifle shots Normal and Hard.

**************************************************************************


The End
-------
After defeating the Incubus or Incubator, you've completed the game.
Congratulations on making your way through Silent Hill! Enjoy your ending,
the credits song, blooper reel, and your final ranking.

Note that there are still four more endings to receive on subsequent
playthroughs, plus a bunch of unlockable weapons and items to find. After
completing the game your first time you will unlock Next Fear upon saving
your file. What this does is up the difficulty to the next level for
your next run where you can acquire said extra weapons, items and
remaining endings.

For more information, refer to both the Endings and the Unlockables and
Secrets sections below. Additionally, check out the 10-Star Ranking Guide
section to learn more about how to increase your ranking stats revealed at
the very end, including advice for attaining the highest possible ranking,
which while quite the challenge is achievable with enough practice.

While completing successive runs, consider using the following speed
walkthrough as a quick reference for the bare essentials to get you
through the game most efficiently.



--------------------------------------------------------------------------
==========================================================================
12.                  S P E E D  W A L K T H R O U G H             [SH1_12]
==========================================================================
--------------------------------------------------------------------------


This speed walkthrough is intended for players who have beaten the game at
least once (as a quick reference to speed up their times), or for players
who wish for only the bare minimum of instructions to make their way
through the game.

Boss strategies will be very simplified, enemies will hardly be mentioned,
and you'll be expected to supply yourself with ammo and health as it will
not be covered here. Do your best to just run past enemies if going for
speed, turning your flashlight off to be more discreet. Also consider
using bullet adjust if you've unlocked it to multiply the amount of ammo
in each pickup.

While most maps can be avoided if going for speed, I'll still list them as
optional pickups since they can help you in a pinch. Extra items and
weapons will also be mentioned as optional pickups, while they add to a
better ranking if acquired. Note that save points will not be listed so
it's up to you to find one if needed. Refer to the Save Point Locations
section for quick reference.

If playing a Next Fear run, unlocked after your first completion, the
initial arrival section will be skipped and you'll start in the cafe,
reducing your play time.

[Note]: Silent Hill has a unique timer that does not ever stop until the
final boss is defeated. That includes during cutscenes, when in your
inventory and even when the game is paused with the Start button.
Therefore if going for speed, you'll want to skip all cutscenes and
minimize these other moments, perhaps saving your game and exiting if you
need to take a break.

All weapons, items and maps are in CAPITALS.

____________________
|      Legend        |
|                    |
| New Area           |
| ---=-====---=--==  |
|                    |
| -----------------  |
| -Puzzle            |
| -----------------  |
|                    |
| +++++++++++++++++  |
| -Optional Quest    |
| +++++++++++++++++  |
|                    |
| *****************  |
| -Boss              |
| *****************  |
|                    |
| -(Optional Task)   |
|____________________|


01 // s i l e n t  h i l l  a r r i v a l
===-=-=-====---=-====---=-=-----=-=====---=-====----=-==----=====---==-===
-Run forward until the cutscene takes you around the corner
-Follow Cheryl across the street, down the alley and through the left end
gate
-Follow the path through another gate to the end of the path, then let the
Grey Children kill you


02 // o l d  s i l e n t  h i l l
----=-====--=-=====---==-----=====---=-=----====--===-=====---=-=======--=
-(The HYPER BLASTER is available in your inventory if unlocked)
-After getting the HANDGUN from Cybil, get the FLASHLIGHT, RESIDENTIAL
AREA MAP and KITCHEN KNIFE on both sides of the counter (all must be
picked up)
-Try to leave the cafe, kill the Air Screamer, grab the POCKET RADIO and
leave
-(You can now revisit the end of the alley from Finney to find A NOTE "TO
SCHOOL" and the STEEL PIPE, but this can be entirely skipped)
-Take a right from the cafe and head north to Finney
-(The CHANNELING STONE is available in the Convenience Store at the north
intersection in a Next Fear game)
-Take a right into the next alley, follow to the wide gate on the right
side and grab the KEY OF "WOODMAN" in the basketball court
-Exit and head back left up the alley, take a right and head east all the
way to the destroyed bridge at east Finney
-Grab the KEY OF "LION" in the trunk of the police car, then turn around
and take a left to head south down Ellroy
-Stay on the right side and pass over the wooden platform to get the KEY
OF "SCARECROW" in the mailbox
-Head back and turn left at the first intersection all the way to the
destroyed west end of Levin
-Locate A NOTE "DOGHOUSE" amongst the scattered papers
-Turn around and follow around the left corner looking for the doghouse
on the left side
-Check the doghouse to find the HOUSE KEY inside, then use the HOUSE KEY
to enter the nearby house
-(The KATANA is available in the side room of the house, if unlocked)
-Use the KEY OF "LION", KEY OF "WOODMAN" and KEY OF "SCARECROW" to enter
the backyard
-Exit to the next alley and take Harry's left to the main road
-Take a right onto Matheson, left onto Midwich and run south all the way
to the school
-Take a right at the large Midwich stone and enter the school


03 // m i d w i c h  e l e m e n t a r y  s c h o o l
--=-====---=-====----=-======--=====-=-=====---=-----=-====--===--==----==
-(The SCHOOL MAP is available on the left counter in the lobby)
-Pass through the next two doors to the center courtyard
-Enter the top hall across the courtyard, head through the left double
doors and up the stairs to 2F
-Head through the nearby doors to the top hall and grab the CHEMICAL from
the side shelf in the Lab Equipment Room
-Enter the next door Chemistry Lab and use the CHEMICAL on the hand statue
to get the GOLD MEDALLION
-Return to the courtyard via the top left staircase and insert the GOLD
MEDALLION into the left slot of the clock tower
-Head back up the same stairs to 2F but now head down the hall and through
the left end doors to the bottom hall
-Enter the Music Room and examine the piano
--------------------------------------------------------------------------
-Press the broken keys in the correct order as shown below:
____________________
| | || | | | || || | |
| | || | | | || || | |
| |5|| | | | || ||3| |
| |_||_| | |_||_||_| |
|  |  |  |  |  |  |  |
|  |1 |  |  |4 |2 |  |
|__|__|__|__|__|__|__|
--------------------------------------------------------------------------
-Grab the SILVER MEDALLION that just fell, exit the room and take a right
through the other double doors
-Take the bottom right stairs to 1F and pass through double doors to the
Reception hall, then re-enter the courtyard
-Insert the SILVER MEDALLION into the right slot of the clock tower and
return to the bottom right stairs to descend to the basement
-Enter the Boiler Room on the right and engage the boiler
-Return to the courtyard up the stairs and through the Reception hall
-Pass through the clock tower's pathway and ladders to the other side


04 // n i g h t m a r e  s c h o o l
=--==-=====--=--====---=-=-=====--=-----=-=====-===-==----=-====--=-=====-
-Run forward to enter the top hall, take a left and enter the Storage on
the right side
-Grab the RUBBER BALL on the table and exit the room
-Take a left and pass through the single left door into the Hall, then
exit from the other door along the right wall
-Enter the Classroom on your immediate left and get the PICTURE CARD from
the center table, then continue through the next Classroom and exit to
the hall from there
-Pass through the double doors to the bottom Reception hall
-Head to the end of the hall and enter the left end room behind the
Reception past the Grey Child
-Use the PICTURE CARD to slip through the weird door
-Slip through the right door just ahead into the Boys room to get the
SHOTGUN after opening the other door there
-Use the next door on the left side to pass through the two left hall
Teacher's Rooms and exit at the top of the hall (Harry will answer the
phone so just exit properly the second time)
-Take the top left stairs up to 2F
-Take a right and pass through both Classrooms to the bottom of the left
hall
-Enter the bottom hall ahead and enter the Locker Room through the second
door on the right
-Open the banging locker and head to the exit for the corpse to drop in
front of you with the LIBRARY RESERVE KEY
-Proceed back through the left hall Classrooms to take the top left stairs
to the roof
-Head to the back right and examine the hole near the blood to see the key
below
-Now pop the RUBBER BALL into the back corner hole past it and turn on the
water valve to the left
-Take the stairs down to 1F and enter the courtyard from the top hall
-Take Harry's immediate left outside and find the CLASSROOM KEY in the
drainage ditch around the corner
-Head back up to 2F via the same stairs and enter the top hall
-Use the LIBRARY RESERVE KEY to pass through the left end door and
continue through and exit the Library via the next two right doors
-Use the CLASSROOM KEY to pass through the first left door into the first
Classroom and proceed to and exit from the next one
-Descend the bottom right stairs all the way to the basement and enter the
Boiler Room on the right
--------------------------------------------------------------------------
-Use the following instructions to open the turnstile:
-Turn the right valve twice left
-Turn the left valve once right
--------------------------------------------------------------------------
-Head down the open path and the elevator will take you to the basement
**************************************************************************
-Use the Shotgun to blast the Split Head until freezes and leaks some acid
-Now let it approach you while backing up and fire into its open maw to
kill it
-Depending on your difficulty it could take 2-6 shots
**************************************************************************

-In the Normal School, pick up the K. GORDON KEY by the boiler and take
the outside stairs to 1F
-Proceed through the first double doors to the Reception hall, then exit
the school through the next two double doors on the left


05 // o l d  s i l e n t  h i l l  p a r t  2
----=--=-=====--=--=-=-======---=---=====---=--=====-----=-=====----=-====
-Proceed down the school path and take a slight right as you cross over
Midwich Street to follow Bradbury Street to the east
-Take a left into the first alley and pass through the right side gate
into K. Gordon's backyard
-Enter the house with the K. GORDON KEY and exit through the front door
-Take a right down Levin Street and take the next left on Bradbury
-Take the next left alley up to Bloch Street
-(The CHAINSAW is available in the smashed window to the left on Bloch
Street, only in a Next Fear run after acquiring the GASOLINE TANK or on
an additional run after previously acquiring the Chainsaw)
-Take a right onto Bloch and follow the sidewalk all the way to Balkan
Church where you'll meet Dahlia inside
-Grab the "FLAUROS" and the DRAWBRIDGE KEY on the altar and exit
-Take a right and continue east all the way to the bridge
-(The GASOLINE TANK is available in the garage in a Next Fear run)
-(The ROCK DRILL is available in the bottom room of the Bridge Control
Room in a Next Fear game, only after acquiring the GASOLINE TANK or on an
additional run having previously acquired the Drill)
-Ascend and enter the top floor of the Bridge Control Room at the right
side of the bridge
-(The SHOPPING DISTRICT MAP is available on the chair)
-Use the DRAWBRIDGE KEY to lower the bridge, exit the tower and proceed
over it


06 // c e n t r a l  s i l e n t  h i l l
==-----=-=-=-=-======---==========--=--=--=-=-====-=----=---======---=--==
-Follow ahead and take your first right down Crichton Street
-Take the next left onto Koontz and pass through the gate on the right
side into the hospital courtyard
-Enter the hospital through the right doors


07 // a l c h e m i l l a  h o s p i t a l
====---=--=-=-====-----=-=-=====--=--=-==-=---=-=======--=---=-====-=-==-=
-Enter the Examination Room in the side hall to meet Kaufmann
-(The HOSPITAL MAP is available behind the Reception counter through the
room to Harry's left)
-Proceed through the far door and exit the Medicine Room to the other hall
-Enter the Doctor's Office through the third door on the other side of the
wall, right after the near corner
-(The HOSPITAL BASEMENT MAP is available on a table in the Doctor's
Office)
-Pass through the other door to get the BASEMENT KEY on the other side of
the Conference Room table
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-Perform the following optional tasks if you wish to save Cybil and get
one of the two + endings, which allow for a faster run
-Enter the next room on the right in the hall to get the PLASTIC BOTTLE
straight ahead in the Kitchen
-Enter the Director's Office through the next door in the hall and use the
PLASTIC BOTTLE behind the back desk to get the UNKNOWN LIQUID
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-Use the BASEMENT KEY to pass through the next door and head down into the
basement
-Turn left in the hall and enter the Generator Room through the first door
on the left to switch on the generator
-Enter the elevator and go to floors 2 and 3 to attempt to enter their
hallways
-Return to the elevator and press the newly-appearing 4 button


08 // n i g h t m a r e  h o s p i t a l
------=-=-====-=----=---=-=-======-----=--=--======-----=--====--=-=--==-=
-Proceed through the next couple hallways and descend to the third floor
and through the double doors from the staircase
-Enter the first room on your right to get the PLATE OF "TURTLE" at the
back of the men's washroom
-Proceed through the near double doors to the next hall and enter the
Storage Room to the immediate right where you'll grab the BLOOD PACK on
the shelf by the other door
-Head back to the hall and enter the second last room on the right to get
the PLATE OF "CAT" at the back of room 306
-Proceed through the double doors and take the elevator to 1F
-Enter the Director's Office through the second door on the left to get
the PLATE OF "QUEEN" on the back desk
-Head through to the next hall and up the stairs to 2F
-Enter room 201 on the immediate left and get the LIGHTER on the bed
-Continue down the hall and enter room 204 at the left end
-Use the BLOOD PACK to distract the tentacle monster and grab the PLATE OF
"HATTER" on the back wall
-Head back right in the hall and enter the Nurse Center on the left before
the corner
--------------------------------------------------------------------------
-Insert the plates into the following indentations to unlock the door:
-Top Right:    PLATE OF "TURTLE"
-Bottom Right: PLATE OF "HATTER"
-Bottom Left:  PLATE OF "CAT"
-Top Left:     PLATE OF "QUEEN"
--------------------------------------------------------------------------
-Proceed through the door and enter the Operating Prep Room just ahead
-Continue to the next Operating Room to grab the BASEMENT STOREROOM KEY on
the table
-Back in the hall, enter the Intensive Care Unit through the next right
door to get the DISINFECTING ALCOHOL on the table
-Exit the end of the hall and take the elevator to the basement
-(The HAMMER is available in the Generator Room, second door on the left)
-Enter the Storeroom through the second door on the right with the
BASEMENT STOREROOM KEY and push the back shelf from the right side to
continue to the hidden room behind it
-Use the DISINFECTING ALCOHOL and LIGHTER on the grate to burn the vines
-Head down the hatch and through the door at the end
-Take the first door on your left and then the last door on the left and
grab the EXAMINATION ROOM KEY beside Alessa's photo
-Back in the hall, head through the next two right end doors and back up
the stairs and hatch
-Exit the Storeroom entirely to the hall and use the stairway through the
door ahead to the left to reach the first floor
-Follow the hall left and go through the last door on the right around the
corner, then proceed through the Medicine Room with the EXAMINATION ROOM
KEY to meet Lisa

-Back to the normal Exam Room, grab the ANTIQUE SHOP KEY on the table and
leave through the nearest door
-Exit the hospital and the front courtyard


09 // c e n t r a l  s i l e n t  h i l l  p a r t  2
--=-=-====----=--=-=-======----=--=--=====----=--=-=--====---=--=-====--==
-Take a right then the first left up Wilson, next right onto Sagan, next
left onto Simmons and continue all the way up to the doorway on the right
-Enter the open doorway and use the ANTIQUE SHOP KEY to step inside
-Move the back shelf and Harry will step through the hole
-Proceed through the next hole (where the AXE is available on the wall if
desired) and immediately try to head back


10 // 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
---=--=---=-===-----=-=-====--=--=-====---=--=--=====----=--====---=-=-===
-Leave the Antique Shop through the door and take Harry's left onto the
grated streets
-Continue along the left side and enter the Silent Hill Town Center
through the ripped hole in the shutter
-Head to the escalator and continue up after the TV interruption
-Take the left path where the floor will drop you to a pit at the end
**************************************************************************
-Use the Shotgun to defeat the Twinfeeler
-Stand on the grate platform, dodge out of the way when it surfaces and
blast it 6 times to end the fight
-Grab the HUNTING RIFLE on the wall once it's defeated while waiting for
the thing to create the exit
**************************************************************************
-Exit through the smashed door and take a right to follow where the road
narrows into a grated path
-Take the first right to head west on Sagan
-Follow all the way west to Crichton which is ultimately the first left,
continue south and take a left onto Koontz then cross over and enter the
hospital from the inner courtyard
-Enter the Examination Room for a brief talk with Lisa then exit back to
the streets
-Follow ahead and take the stairs to the rooftop
**************************************************************************
-Use the Hunting Rifle from medium to far range or the Shotgun from up
close to kill the Floatstinger
-Strafe around the rooftop to avoid the acid spits, take 1-2 shots at a
time before strafing a few feet to escape and repeat
-Alternatively you can head up by the water tower to create more distance
and strafe around to open your own attack windows with the Rifle after it
spits
**************************************************************************

-Leave the rooftop via the stairs with things back to normal
-Take a right and head around the next corner to make your way north up
Crichton, then take a left and head over the bridge on west Sagan

-By the waterworks, first check the locked gate, then shoot the lock with
a firearm (quickest way) or break it with a melee weapon
-Head through the gate and down the ladder


11 // s e w e r s  ( t o  r e s o r t  a r e a )
===-=--===----=---=====---=--=-========---=--=-------=-=-=--======--=--===
-Take a right, follow the tunnel to the next opening and take a left
-Stay on the left side and follow the path as it curves left, then cross
over and take a right to head the other way
-Cross over right then back left and through the gate
-Follow the path around a few corners and grab the SEWER KEY in the open
key box by the desk
-(The SEWER MAP (CONNECTING TO RESORT AREA) is available on the desk)
-Exit through the gate and the next one to continue back the other way
-Stay left, cross over right when you have to, then back left and hook
around left and follow as the path turns back right
-Stay right until you pass the right tunnel, then use the SEWER KEY to
pass through the fence gate ahead
-Stay left over the blue grate and the next platform, then cross over
right and continue up the right end ladder
-Take Harry's right into the path, then head down the long left tunnel
-Take a right through the next tunnel and the next right
-Stay right to head through the fence gate, cross over left and then move
through the right end gate
-Cross over left and head through the gate on that side ahead
-Head straight ahead and examine the bloody water to get the SEWER EXIT
KEY
-Turn around and follow the same path back (Harry's right) through the
first gate
-Head straight, through the left gate, stay right for a while then cross
over left to pass through the next gate
-Use the SEWER EXIT KEY to pass through the gate straight ahead and exit
up the ladder


12 // s i l e n t  h i l l  r e s o r t  a r e a
--=---=-=--====-----=--=--====--=-=-=-=-=-=========---=---=-====---=-=-===
-Head straight to the road and take Harry's right
-(The RESORT AREA MAP is available on the information sign by the edge of
the road)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-Perform the following tasks only if aiming for one of the Good endings,
which is not recommended for speed due to the extra time it takes
-Stay on the left side of the road as you cross Craig Street, then turn
slightly left towards Annie's Bar and enter it
-Get the dropped KAUFMANN KEY and RECEIPT between the billiard tables
-Outside, head to Harry's right and around the corner towards the back and
take a right on Weaver Street
-(You can alternatively enter Indian Runner directly across Weaver with
the Receipt code 0473 but there's only the optional SAFE KEY with no
actual items inside, while the code on the wall is always the same)
-Enter the code 0886 into the backdoor keypad to enter the motel office on
the right side of Weaver
-Get the MAGNET on the couch, proceed through the open door to the front
counter and exit from there
-Take a hard right and enter room 3 that way with the KAUFMANN KEY
-Push the shelf and use the MAGNET to reach the MOTORCYCLE KEY
-Re-enter the back of the motel office and enter the garage by the white
couch
-Use the MOTORCYCLE KEY to unlock the gas tank and find the vial inside
before Kaufmann takes it
-Exit through the next two closest doors, take a right around to Sandford
Street and continue west over the bridge
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-If ignoring the optional quest, continue all the way down Bachman from
the sewer opening and take your first right onto Sandford to head over
the bridge


13 // n i g h t m a r e  r e s o r t  a r e a
------=-=---=-----=-=======-------=---=-=-====----=----=-=-===----=---=---
-Continue forward along the left side of the grated road past both large
garages, then take a left and head down towards the pier where it narrows
on the right
-Find the stairs on the left side and head down to enter the boat
-Proceed through the next door to meet Cybil and Dahlia, then exit the
boat through the larger double doors
-Follow the path up the stairs, take a left at the top and take the next
downward stairs to the right
-Cross the wooden plank, follow the red railing path and cross back over
to the pier farther down
-Take the immediate right and continue along the right side and up the
next narrow stairs
-Take a right at the top to follow the path and take your immediate left
towards the camera to head down the stairs on your right
-Follow around the stairs down the narrow path and up the next stairs
-Take a right at the top and head straight up the next stairs into the
Lighthouse
-Take the spiral staircase to the top exterior, then head back down,
outside, and run forward to flash ahead to the boat
-Exit the boat through the solo door and the double doors in the next hall
-Head across the platform and up the stairs, then take a right and head
north back to the mainland
-Cross over the grated road while heading towards the left, then descend
the ladder inside the small fenced lot on the right side of the road


14 // s e w e r s  ( t o  a m u s e m e n t  p a r k )
--==-=--=-======-----=--=-=-=======---=--=-----=-=====----=--=-====---=-=-
-(The SEWER MAP (CONNECTING TO AMUSEMENT PARK) is available on the wall
just down the ladder)
-Follow the long tunnel and take a right around the first two corners
-Take the next left and follow the next tunnel past a couple holes, then
stay right to cross the narrow section where the corpse is
-Continue straight ahead and exit up the ladder


15 // l a k e s i d e  a m u s e m e n t  p a r k
-=-=-=-==-====----=---==-=====-----=-===---=-=-=========--=--=-----=-=-==-
-Take a right past the gate and follow the grated path as it curves back
left
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-(You can use the UNKNOWN LIQUID on the first Larval Stalker here to skip
the next segment while saving Cybil)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-Continue straight ahead and take a right by the curving fence
-Head along the left fence to the moving ride playing music on the right,
then take a hard left just past the ride and continue that way
-Head straight past the ice cream shop for about 5 seconds and then take
a right to locate the merry-go-round and head up its steps
**************************************************************************
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-To save Cybil and get one of the + endings (and a quicker time), approach
her and use the UNKNOWN LIQUID at the start of the battle to end the
fight
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-If you don't have the liquid, strafe around Cybil until she drops her
gun, then use the Hunting Rifle or Shotgun to blast her while keeping
your distance
**************************************************************************
-The "FLAUROS" will be used automatically in the cutscene


16 // n o w h e r e
====----=--=-=====-----=--=-======---=-=======---=--===------=--=-----=---
-Proceed through the door straight ahead and into the elevator on the path
-On the next floor, head left around the corner and pass through the last
door on the right
-Move down the stairs, through the classroom and get the SCREWDRIVER and
PLIERS on the table in the back room
-Head back through the classroom and up the stairs to the previous hall
-Take a left back to the initial elevator and enter the room on the right
of it
-Use the PLIERS to pull the KEY OF "OPHIEL" out of the faucet
-Take a left around the corner in the hall and use the KEY OF "OHPIEL" to
slip through the second last door on the right
-Enter the second room on your left and solve the astrology puzzle
--------------------------------------------------------------------------
-Enter the following codes into the keypads at the back:
-Left Keypad:   6
-Center Keypad: 4
-Right Keypad:  8
--------------------------------------------------------------------------
-Grab the STONE OF TIME that falls after correctly entering the codes,
exit the room and check the keypad ahead to the right
--------------------------------------------------------------------------
-Enter the Code "ALERT" into the keypad to unlock the door
--------------------------------------------------------------------------
-Proceed through the unlocked door and the next door to get the AMULET OF
SOLOMON on the back wall, then exit back to meet Lisa for Harry to return
to the hall
-Turn around and pass through the second door on the left to the first
hall and enter the Antique Shop through the second door on the left
-Insert the STONE OF TIME into the clock and grab the KEY OF "HAGITH" on
the exposed clock face
-Head to the end of the outside hall and use the KEY OF "HAGITH" to pass
through the double doors and enter the other elevator
-(Since the Light Puzzle solutions are always the same, we can skip the
CAMERA on the second floor)
-Head to the third floor and solve at least half of the light puzzle
--------------------------------------------------------------------------
-(Normally you must acquire the CAMERA on the second floor to use to
expose the shapes on the paintings here but the solutions are the same
every time)
-While you only need to open the left door, below are the solutions for
each door's keypads:
                o o o                       o o o
-Left Door:      o o .      Right Door:      o . o
                o . .                       o . o

            . . o   o . o               . o .   o . .
            . . o   o o .               o o o   o o .
            o o o   o o o               . o .   o o o
--------------------------------------------------------------------------
-Unlock and head through the left door to get the BIRD CAGE KEY
-Return to the elevator and descend to 2F
-Enter the first hallway through the doors and take the third door on your
left to the jewelry shop
-Get the CREST OF MERCURY and RING OF CONTRACT in the display cases
-Back in the hall, pass through the double doors ahead to the next hall
-(The CAMERA is available in the right room around the corner but is not
needed since the Light Puzzle solutions earlier are always the same)
-Unlock and pass through the door straight ahead of you to warp back to
the first hall
-Take a left and enter the left room by the elevator (technically around
the right corner)
-Use the BIRD CAGE KEY to get the KEY OF "PHALEG" in the birdcage
-Pass through the next door on the right with the KEY OF "PHALEG"
-Enter the first room on your right to get the DAGGER OF MELCHIOR from
the kitchen fridge, but place the RING OF CONTRACT after to avoid getting
killed on the exit
-Enter the next right room in the hall to rip open the jellybean bag on
the shelf and then pick up the KEY OF "BETHOR" on the floor
-(The VIDEO TAPE can be played with the VCR and TV in the next room if
desired, but is entirely optional)
-Enter the graffiti room directly across the outside hall to get the ANKH
on the wall, then exit
-Turn right and enter the generator room at the right end with the KEY OF
"BETHOR", then turn off the generator
-In the hall, head back through the right end door to the first hall, then
through the second door on the right which you unlocked earlier from the
second floor
-Take a left and enter the room at the left end of the hall
-Use the SCREWDRIVER to unscrew the plate at the back and grab the KEY OF
"ARATRON", which is not electrified with the power turned off</pre><pre id="faqspan-6">
-Exit to the hall and take the right end door before the corner to the
first hall, then left through the labelled ("Phaleg") door
-Enter the right end room with the KEY OF "ARATRON" and grab the DISK OF
OUROBOROS beside Alessa's portrait
-Enter Alessa's bedroom directly across the hall and insert the AMULET OF
SOLOMON, CREST OF MERCURY, ANKH, DAGGER OF MELCHIOR and DISK OF OUROBOROS
into the other door to unlock and proceed through it
-Head down the stairs to the final boss arena
**************************************************************************
-Whether fighting the Incubus (flying demon) or Incubator (young girl in
bright white), use the same Hunting Rifle strategy to defeat it
-Fire at it until it's ready to discharge lightning, then run in an
aggressive circle to dodge the lightning, which can be difficult to do
-Continue firing when the lightning finishes, then just repeat
-Alternatively if you have enough health, you can just fire nonstop at
them and just eat all the lightning attacks, but be sure to enter your
inventory and heal to full health during the first strike to stay alive
-As long as you heal at the beginning of a lightning attack, you will not
take any further damage from it even if the strikes continue for a few
more seconds
**************************************************************************


Congratulations on completing your speed run through the game. A time
under 2 hours should be easily achievable on your first attempt, while
under an hour is very achievable once you have a good understanding of the
game. Feel free to keep practicing and do consider going for a 10-star
ranking, also very much a speed run, with help from the 10-Star Ranking
Guide in this FAQ.



--------------------------------------------------------------------------
==========================================================================
13.                           E N D I N G S                       [SH1_13]
==========================================================================
--------------------------------------------------------------------------


Starting the series hallmark of several outcomes, Silent Hill has five
achievable endings. While one is a secret joke ending, which of the four
main endings you receive depends on your actions during the game,
specifically whether you do or don't complete two optional quests. Read
about them below.


===========================
How the Ending System Works
===========================
Below are the two main criteria that determine which ending you will
receive at the end of the game, while we'll get into the specific endings
afterwards.


Quest 1: Saving Kaufmann and Locating the Aglaophotis Vial
----------------------------------------------------------
-Visit Annie's Bar in the Resort Area to save Kaufmann and pick up the
Kaufmann Key and Receipt he dropped between the billiard tables.

-Use the code on the receipt to enter Indian Runner where you can find a
grocery list with the back door code for Norman's Motel office.

-Use the code to enter the motel office from Weaver Street and collect the
Magnet in the lounge.

-Use the Kaufmann Key to enter motel room 3 in the compound, push the
shelf and use the Magnet to reach the Motorcycle Key in the floor crack.

-Use the Motorcycle Key to open the motorcycle gas tank in the motel
office garage and find the glass vial.


Kaufmann storms in and takes the vial but this allows him to use it at the
end. As soon as you complete the quest, you will be locked in to one of
the Good endings (Good or Good+), while failing to find the vial will earn
you one of the Bad endings (Bad or Bad+). Whether you complete the other
optional quest determines which specific ending. Note that the Indian
Runner visit can be skipped on subsequent runs since the motel back door
code is always the same and there's no required item found there.


Quest 2: Saving Cybil
---------------------
-Acquire a Plastic Bottle in the first floor Kitchen of Alchemilla
Hospital.

-Use the Plastic Bottle to pick up the Unknown Liquid from the smashed
vial at the back of the next door Director's Office.

-Save Cybil by using the Unknown Liquid in close proximity to her during
her parasitic boss form on the merry-go-round in Lakeside Amusement Park.


Completing the above quest will lock you into one of the + endings (Good+
or Bad+), while failing to do so will earn you one of the standard endings
(Good or Bad). Whether you complete the other optional quest determines
which specific ending.


=======
Endings
=======
Below are all five obtainable endings in Silent Hill, including the
requirements to get them based on the above criteria for the main four.


-----------
Good Ending
-----------
To receive the Good ending, the player must perform the following actions:


-Save Kaufmann in Annie's Bar and locate the glass vial in the motorcycle
gas tank in the motel office garage in the Resort Area.

-Kill Cybil during her parasitic form boss fight in the Amusement Park.


There's two codes and a handful of other items mixed in to complete the
Kaufmann quest, all mentioned above and in the walkthrough. The other
requirement is achieved by simply making no effort to save Cybil, whether
you do or don't have the Unknown Liquid. Once you've found the vial and
killed Cybil, you will be locked into the Good ending.


------------
Good+ Ending
------------
As the best ending possible, complete the following tasks to achieve the
Good+ ending:


-Save Kaufmann in Annie's Bar and locate the glass vial in the motorcycle
gas tank in the motel office garage in the Resort Area.

-Obtain the Unknown Liquid from the hospital's Director's Office and use
it to save Cybil in her parasitic boss form in the Amusement Park.


The Kaufmann quest requires a couple codes and other items, while the
Cybil quest also requires a bottle to collect the liquid. All precise
requirements for each quest are described a bit above and in the
walkthrough. After finding the vial and then saving Cybil you will be
locked in to the Good+ ending.


----------
Bad Ending
----------
The easiest ending to achieve with the worst possible result, do the
following to receive the Bad ending:


-Do not find the vial in the Resort Area.

-Kill Cybil during her parasitic form boss fight in the Amusement Park.


Whether you save Kaufmann in Annie's Bar or even partially complete the
Resort Area quest makes no difference if you do not ultimately find the
vial. Just as well, acquiring the Unknown Liquid will not make a
difference if you do not use it to save Cybil during the boss fight. To
achieve this ending, simply do not perform any optional tasks and you will
be locked in after running through the Resort Area and killing Cybil.


-----------
Bad+ Ending
-----------
As a poor resolution with some silver lining, do the following to receive
the Bad+ ending:


-Do not find the vial in the Resort Area.

-Obtain the Unknown Liquid from the hospital's Director's Office and use
it to save Cybil in her parasitic boss form in the Amusement Park.


Saving Kaufmann in Annie's Bar will not change anything as long as you
don't ultimately find the vial in the garage, while saving Cybil also
requires a bottle to put the liquid in, described above and in the
walkthrough. After skipping through the Resort Area and saving Cybil in
the Amusement Park, you will be locked in to this ending.


----------
UFO Ending
----------
Serving as the game's joke ending, the UFO ending can only be achieved in
a Next Fear game. It requires you to find the Channeling Stone on the
counter of the Convenience Store at the northeast corner of Finney and
Bachman in Old Silent Hill right at the start of the game, then use it in
the following five locations:


1. On the rooftop of the Nightmare School.

2. In the Nightmare Hospital front courtyard just before fighting the
  Floatstinger boss on the Koontz Street rooftop.

3. Inside the parking lot of Norman's Motel, Silent Hill Resort Area.

4. Inside the boat cabin on the Lakeside Pier after speaking to Cybil and
  Dahlia, Nightmare Resort Area.

5. On top of the Lakeside Pier Lighthouse, Nightmare Resort Area.


Upon using the Channeling Stone at the fifth and final location on the
Lighthouse, the game will prematurely finish with this joke ending.



--------------------------------------------------------------------------
==========================================================================
14.            U N L O C K A B L E S  A N D  S E C R E T S        [SH1_14]
==========================================================================
--------------------------------------------------------------------------


=========
Next Fear
=========
After saving your data from your first game completion, you'll see "Next
fear" written in yellow in your save file. This works like a New Game
Plus where you can continue your save file while keeping any unlockables
and achieve more endings. You will need to use Next Fear multiple times to
acquire all items and endings in the same save file.

Additionally, Next Fear ups the difficulty level by one until the max of
Hard. So if your first run is Easy, your first Next Fear will be Normal
and your second and each Next Fear after that will be Hard. Unfortunately
there is no way to adjust the difficulty on successive runs, so if you
wish to play on Easy or Normal again you'll have to give up your
unlockables and start a fresh new game.


=============
Bullet Adjust
=============
After completing the game you will unlock an option called Bullet Adjust
in the Extra Options menu, allowing you to multiply the amount of ammo
found in each pickup. Each new ending you receive will unlock the next
level in bullet adjust, all the way up to x6 after the fifth and final
ending. With x6 adjust, you will find 90 Handgun Bullets and 36 Shotgun
and Rifle Shells in each pickup found.


=============
Extra Weapons
=============
A total of four extra weapons can be found in Next Fear runs, including
two that always appear but initially require the unlockable Gasoline Tank,
along with two more that must first be unlocked.


--------
Chainsaw
--------
Found in the smashed display window of Cut-Rite Chain Saws on Bloch Street
in Old Silent Hill. To pick it up you require the Gasoline Tank which is
found in the nearby Gas Station garage only in a Next Fear. Therefore it
will only serve to tease you without the gas to run it on your first run.
Once the Gasoline Tank is acquired, use it from your inventory while
standing in front of the Chainsaw to fill it up so Harry can take it. On
your next run it will not require the gas, allowing you to use it to
acquire the Rock Drill if you haven't done so already.

The Chainsaw is a deadly weapon that slices enemies simply be being held
while turned on. Hold R2 to do so and tap X for standard swings or hold it
for an overhead downward slice.


----------
Rock Drill
----------
Found in the bottom dark room of the Bloch Street Bridge Control Room
tower, the Rock Drill first requires the Gasoline Tank which is found in
the nearby Gas Station garage only in a Next Fear run. Therefore it can
only be obtained on a second run, or third if you choose the Chainsaw
first. To acquire it, use the Gasoline Tank from your inventory while
standing in front of it. After obtaining, it will not require gas in your
next playthrough, allowing you to also pick up the Chainsaw if you
haven't already.

To use the Rock Drill, first hold R2 to start it, upon which you can
simply keep it raised for enemies to run into and hurt themselves. Press
X to stab it forward and extend its range, and use up or down on the left
stick to aim accordingly if desired.


------
Katana
------
To unlock this samurai sword, you must first achieve one Good ending and
one Bad ending, either + or standard for each. In your Next Fear, the side
room by the entrance door in the Levin Street doghouse home will be
unlocked, leading to a secret Japanese-themed room where you can find the
Katana. This is a fantastic weapon that pulls Harry forward while
swinging, extending its range and effectiveness significantly. Use R2 to
raise it and tap X for standard swings or hold it for an overhead downward
slice.


-------------
Hyper Blaster
-------------
The Hyper Blaster is a secret weapon that is unlocked after receiving the
UFO ending, appearing in your inventory at the start of your Next Fear. It
is a laser pistol that does not require ammo to use, and the colour of its
laser and corresponding power depends on your ranking in the previous
playthrough, as follows:


0.0-7.9/10 ranking - Red Laser
8.0-9.9/10 ranking - Yellow Laser
    10/10 ranking - Green Laser


Therefore you will need to receive a perfect 10-star ranking to be
rewarded with the best model of the Blaster. Refer to the 10-Star Ranking
Guide to help you achieve the feat and try this puppy out. Upon achieving
an 8+ or 10-star ranking, you'll notice "HYPER BLASTER POWER UP" at the
bottom right when hovering over your save file, including a coloured bar
that indicates which one you've unlocked. Happy hunting.


===========
Extra Items
===========
There are two unlockable items (non-weapons) to find in a Next Fear game,
including one to power two weapons and another to obtain a secret ending.


----------------
Channeling Stone
----------------
A strange blue stone found on the counter of the Convenience Store at the
Bachman/Finney intersection in any Next Fear game. You will be awarded
with the UFO ending when you acquire and use it at the following five
locations:


1. Nightmare School rooftop.

2. Nightmare Hospital front courtyard (just before Floatstinger fight).

3. Norman's Motel parking lot, Silent Hill Resort Area.

4. Boat Cabin, Nightmare Resort Area (after Cybil and Dahlia leave).

5. Top of Lakeside Pier Lighthouse, Nightmare Resort Area.


Upon using it on the Lighthouse, the game will prematurely end with a
whacky scene.


-------------
Gasoline Tank
-------------
In your first run you may run into two weapons that require gasoline to
even acquire, the Chainsaw and Rock Drill. The Gasoline Tank that powers
them is not unlocked until playing a Next Fear, unlocked after one game
completion, so they only serve to tease you in that first run. In a Next
Fear, the Gasoline Tank is found on the counter in the Gas Station garage
on east Bloch Street in Old Silent Hill, obtainable after exiting the
school.

In your first Next Fear you have a choice between the Chainsaw and Rock
Drill as there's only enough to power one of them. Make your choice and
use the tank from your inventory while standing in front of the weapon to
power up and take it. In your next run the weapon you took first will not
require fuel, allowing it to instead be used to acquire the other. After
that, the tank can still be acquired but is not needed to power either
weapon. It'll still help your ranking by acquiring it along with the other
extra weapons/items, however.


============
Street Names
============
You may have noticed a bunch of familiar names as streets on your maps of
the town, which as you may have guessed are nods to the corresponding
authors who have proven inspirational to the creators of Silent Hill. That
includes: Jack Finney, Richard Matheson, Robert Bloch, Ray Bradbury, Ira
Levin, Richard Bachman (Steven King's pen name), James Ellroy, Carl Sagan,
Dean Koontz, Michael Crichton, Colin Wilson, Dan Simmons, John Sandford,
and Kit Craig (Lillian Craig Reed's pen name).

Midwich Street and Elementary get their names from the town in the movie,
Village of the Damned, itself an adaptation of the 1957 novel, The Midwich
Cuckoos. Weaver Street is believed to be attributed to Sigourney Weaver,
the star of popular horror film franchise, Alien.

Many references to certain horror works can also be found in the game,
such as the "REDRUM" marking from The Shining written on a garage on the
north side of Bloch Street on the way to the Gas Station.


==========================
Kindergarten Cop Influence
==========================
I'm a cop, you idiot! Who is your daddy and what does he do? It's not a
tumaah! SHUT UP! SHUT UUUUUP! Okay, I'll stop, but there's a reason for
this. Weirdly enough, the art design of Midwich Elementary School in
Silent Hill is heavily based on the school that appears in the Arnold
Schwarzenegger film, Kindergarten Cop. From general look down to identical
posters appears on the walls, it's as if certain things were taken
straight from the movie and recreated in pixelated form.

Why is this so? Well, Konami's dev team (Team Silent) was based in Japan
and they worked off a very small budget, thus having to turn to Hollywood
for references on how an American school should look. Since development
started in 1996, the 1990 comedy featuring an appropriate elementary
school was an ideal choice. In the end it's just funny given the tone of
the film contrasting with Silent Hill's dark horror, and particularly odd
that they just straight up recreated certain posters that appeared in the
film.



--------------------------------------------------------------------------
==========================================================================
15.              1 0 - S T A R  R A N K I N G  G U I D E          [SH1_15]
==========================================================================
--------------------------------------------------------------------------


This section uncovers the ranking system of Silent Hill, while dedicated
to doing everything you can to achieve a perfect 10/10 score.


========
CONTENTS
========
1.  Ranking Overview
2.  Requirements
3.  Difficulty Mode
4.  Game Clear
5.  Ending
6.  Saves
7.  Continues
8.  Total Time
9.  Items
10. Defeating Enemies
11. Shooting Style
12. Walkthrough
13. Strategies
14. Puzzle Solutions
15. Hyper Blaster Upgrades


01 // r a n k i n g  o v e r v i e w                              [tsr_01]
--------------------------------------------------------------------------

Below is an overview of every stat that will appear in your ranking screen
at the end of the game.


Mode                          The difficulty level chosen at the start
Game clear                    How many times you've beaten the game
Ending                        The name of the current ending received
Saves                         How many times you saved your game
Continues                     How many times you used a continue
Total Time                    The total game clock time
Walking distance              The total distance you walked
Running distance              The total distance you ran
Items                         How many items (and extra items) collected
Defeated enemy by fighting    How many enemies you killed by melee
Defeated enemy by shooting    How many enemies you killed by firearms
Shooting style                Your breakdown of shot types
    Short range shots        % of shots from close range
    Middle range shots       % of shots from medium range
    Long range shots         % of shots from long rage
    No aiming shots          % of shots that missed
---Your rank---               Your assessed ranking out of 10 (or 100)
                             with large and small stars


To understand your ranking, it is displayed with large and small stars.
Each large star is worth 1 and each small star 0.1, or you could see them
as 10 and 1 on a 0-100 point scale. Therefore if you have 7 large stars
and 5 small stars, your rank would be 7.5/10 or 75/100. Our goal here is
to pump that up to 10/10 or 100/100.

What is your reward for doing so? Beyond the reward of the highest
achievement in the game, you will unlock the most powerful weapon
available. Read more in the Hyper Blaster Upgrades sub section below.

See below for the breakdown of where you stars will come from,
specifically the max you can achieve for each category. Note that 10 small
stars equal one large star.


Category                          Max Small Stars Awarded
---------------------------------------------------------
Mode                                      0 stars

Game clear                               10 stars

Ending                                   10 stars

Saves                                     5 stars

Continues                                 5 stars

Total Time                               10 stars

Walking distance                          0 stars

Running distance                          0 stars

Items                                    20 stars

Defeated enemy by fighting
                                        30 stars
Defeated enemy by shooting

Shooting style                           10 stars

---Your rank---                         100 stars


02 // r e q u i r e m e n t s                                     [tsr_02]
--------------------------------------------------------------------------

Mode                        Hard*
Game clear                  5 or more
Ending                      Good+
Saves                       0-2
Continues                   0-1
Total Time                  Under 1h 30m
Walking distance            Doesn't Matter
Running distance            Doesn't Matter
Items                       150/204(+5) or more
Defeated enemy by fighting  100* or more
Defeated enemy by shooting  100* or more
Shooting style
    Short range shots      Aim for 0.30-0.45
    Middle range shots     Aim for 0.35-0.60 (more = better)
    Long range shots       Aim for 0.05-0.10 (more = better)
    No aiming shots        Limit to ~0.10 or under (less = better)
---Your rank---             10 LARGE GOLD STARS


To clarify, there is no firm requirement for fighting and shooting kills
individually but instead it boils down to a convoluted formula that
assesses them both together. I'll explain the full formula under the
Defeating Enemies section below, but you require at least 200 total kills
to achieve max stars for this category.

Kills in whichever category you have more of count less and less the more
you have them, and so a relatively even distribution is necessary, or
you'll instead have to compensate with proportionally more of one to make
up for the lack of another. Instead, 100 and 100 is the simplest and
easiest way to achieve your 200 kills and should be your target. Note
that since shooting and fighting kills are judged together, either both or
neither will be highlighted.

Perhaps an even more obtuse category is shooting style, which again comes
down to a silly formula that I'll cover in that category below. But
essentially short, middle and long shots are all increasingly valuable
while no aiming (missed) shots are worth the most but have a negative
value, capable of ruining your shooting style on its own.

Ultimately it mostly comes down to limiting no aiming shots to about 0.12
or 0.13 or below as the most important variable. In a random run you may
overshoot this, but if you're mindful of your shots it's pretty simple to
stay in the safe range of 0.05-0.10.

No points are awarded for your difficulty, although 5 are taken away for
using Easy. But it's impossible to achieve 10 stars on Normal since you
require 5 game clears and Next Fear accelerates your difficulty to Hard
after one or two clears.

Also note that Silent Hill's game timer does not ever stop, even when the
game is paused. So make sure the game has your undivided attention the
whole way through, cause there's really not much margin for error.

There is also sometimes a glitch that displays your extra item number as
+13 or +14 rather than the +5 or +6 you collected, but either way it will
not affect your ranking in any way.

Note that there is no requirement for damage like there is in the later
games, so all you need to do on that front is to survive and not run out
of supplies. To make up for it however, you'll have a very small buffer to
beat the game in under 90 minutes while killing 200 enemies, landing about
90% of your shots and making sure you don't miss too many items to hit
150, which is no automatic if you just rush through. But ultimately the
most difficult thing I'd say is doing everything in the allotted time.


MY STATS:

Mode                        Hard
Game clear                  7
Ending                      Good+
Saves                       2
Continues                   0
Total Time                  1h 19m 0s
Walking distance            0.416km
Running distance            8.765km
Items                       166/204(+6)
Defeated enemy by fighting  107
Defeated enemy by shooting  110
Shooting style
    Short range shots      0.45
    Middle range shots     0.45
    Long range shots       0.06
    No aiming shots        0.04
---Your rank---             10 LARGE GOLD STARS


These are my personal stats for my first 10-star ranking, achieved on my
second attempt. My first attempt went smoothly and I felt I was quick but
I ended up going over for time by 1m17s, giving me a 9.5 ranking while
every other stat was maxed. In hindsight, I spent too much time killing
more enemies and collecting 20 more items than needed, which I cleaned up
a fair bit on the above attempt although still pushed a bit high in items
due to not wanting to take the risk while not actually counting.

I can't stress how important it is to not waste too much time fighting
enemies in trickier areas since there's more than enough throughout the
game and time is really marginal. Consider skipping through occasional
rooms with multiple enemies that may be difficult or time consuming to
handle.

Both these runs were preceded by a practice run while getting the final
ending (Bad) in that save file (it was well past my 7th clear overall).
That ranking ultimately was an 8.4 while already ineligible for 10 stars
with the Bad ending, but I also used 3 continues due to sloppy play, went
over by 6+ minutes and collected just 142 items to my surprise, while
entirely skipping the Kaufmann quest to be fair (to get the needed Bad
ending in my file) and also fighting Cybil. But it certainly alerted me
that it was a bit more difficult than I'd thought.

I can't recommend enough doing at least one or even multiple practice runs
like this before officially going for 10 stars since it is no simple feat
and requires total optimization of your route and strategies through the
game. Save before the most difficult spots, including boss fights to try
to limit your time (and damage taken if it's an issue for you). And do try
to aim for 100+ kills in each category, 150 items and focus on limiting
your missed shots and total time to get you in the groove for when it
comes time to do it for real.


03 // d i f f i c u l t y  m o d e                                [tsr_03]
--------------------------------------------------------------------------

No stars are awarded here (while 5 will be lost for using Easy), but due
to the way Next Fear works, it's only possible to achieve a perfect
ranking on Hard. This is because you need at least 5 game clears, which
can only be done by using the Next Fear function, which ups your
difficulty after each completion until the max of Hard.

So even if your first run is Easy, your second will be Normal and third
will be Hard, with every run after that Hard. Therefore you must play a
Next Fear on Hard to have any shot of 10 stars.


04 // g a m e  c l e a r                                          [tsr_04]
--------------------------------------------------------------------------

The requirement for game clears is 5, meaning you must have at least 4
before attempting a 10-star run. Every additional run after your first
must be made with the Next Fear function in your save file to keep adding
the clears together.


05 // e n d i n g                                                 [tsr_05]
--------------------------------------------------------------------------

The Good+ ending provides the full 10 small stars for this category, while
other endings do not. Therefore it is the only ending you can achieve a
10-star ranking with.

To achieve the Good+ ending, you must perform both optional side quests
in full. That includes:


Quest 1: Finding the Vial (Good ending)
---------------------------------------
1. Save Kaufmann by entering Annie's Bar in the Resort Area and get the
  Kaufmann Key he dropped on the floor.

2. Enter the motel office from Weaver Street with the code 0886 and
  get the Magnet on the couch.

3. Use the Kaufmann Key to enter room 3 in the parking lot, push the
  shelf and use the Magnet to get the Motorcycle Key.

4. Use the Motorcycle Key to open the gas tank in the motel office garage
  and find the vial.


Quest 2: Saving Cybil (+ ending)
--------------------------------
1. Get the Plastic Bottle in the hospital Kitchen.

2. Fill the Plastic Bottle with the Unknown Liquid at the back of the
  Director's Office.

3. Use the Unknown Liquid at the start of the Cybil fight in the
  amusement park to save her (or on the first Larval Stalker there).


Note that you can skip Indian Runner during the Kaufmann quest since there
are no needed items inside, although there are three items there to add to
your total, if you have a time buffer and would like them.

Also be sure to pick up all items in the rooms you're forced to explore to
add to your tally, including the two Health Drinks in Annie's Bar, Health
Drink in motel room 3, plus the Health Drink and Shotgun Shells in the
motel office garage. Same thing for the Health Drink in the hospital
Kitchen when getting the Plastic Bottle.


06 // s a v e s                                                   [tsr_06]
--------------------------------------------------------------------------

You are allowed a maximum of 2 saves during your entire run to get the
full points from this category. The most ideal locations to save would be
the following:


1. In the Infirmary just before fighting the Split Head Lizard in
  Nightmare School.


2. In Alessa's bedroom right before the final boss in Nowhere.


These are the only two specific locations that pose some level of
concentrated difficulty, making them ideal more or less by default.

Right before the Split Head is a perfect first location for a couple
reasons. First, if your timing is off or the Split Head bumps you while
trying to shoot its mouth, it can insta-kill you and ruin your entire run
(although you can use one continue and reset from the start of Nightmare
School). Additionally, the school is a tricky segment to get through with
a lot of Grey Children that are easy to miss shots with or maybe even eat
away lots of your health. So if you've done well in limiting no aim shots
while also being quick for time, it's a great spot to lock your stats in.

Alessa's bedroom is a good final spot because the final boss is capable of
killing you rather easily if you're not on top of your health, or if you
don't have enough to last several lightning strikes which are insanely
difficult to avoid on Hard.

That said, the final boss is fairly trivial if you do have enough health
to just eat any potential attack and are responsible with your heals, even
while just standing there trying to end it as quickly as possible. If that
is your plan, which is totally a viable (and quicker) method, then by all
means consider saving elsewhere. Just make sure you always heal asap
during that battle to avoid death.

No one spot particularly stands out instead, but feel free to choose an
area where you're not too confident about your speed, amount of enemies
killed or damage taken (if you're marginal), or even a location that
allows you to redo a whole section or more. Perhaps just before the
Floatstinger boss, the end of the first sewers, in the boat cabin or the
beginning of Nowhere are decent candidates.

But otherwise if no one other area stands out, I'd suggest just sticking
with this one and playing it safe. You may be surprised how easy it is to
be caught off guard and killed in the final boss fight simply by not
healing at the right time. Saving right before avoids a stupid mistake
like this costing you anything.


07 // c o n t i n u e s                                           [tsr_07]
--------------------------------------------------------------------------

Surprisingly you are allowed one continue to still obtain the maximum
stars for this category. Obviously you should aim for zero simply to not
interrupt your run and it always looks better on the ranking screen, but
if you do make a mistake, perhaps on the Split Head which is totally
possible, you can just use a Continue and start from the beginning of the
most recent area you started instead of resetting if you'd like.

Note that your play time also resets to what it was when you started that
area, so it won't be counted twice and push you over. But again, try your
best to aim for zero to keep your run as clean as possible, and so you
don't lose track of your kill count if on top of it.

Always smartly manage your status and heal when your controller is
vibrating. Heal whenever you're in your inventory to use certain items or
change weapons to save time, but take action otherwise if you're hurting.
It's very easy to get ambushed and die in locations like the school for
example. If you ever sense you're just about to die and get grabbed or
hit, immediately enter your inventory and heal, even during an attack
grapple. It could very well save your life.


08 // t o t a l  t i m e                                          [tsr_08]
--------------------------------------------------------------------------

Unlike later games in the series, this one is pretty tight with a limit of
1h30m for the max points. 1h30m on its own isn't too bad, but while
killing 200+ enemies, limiting missed shots and collecting 150 items, it's
really marginal. Therefore it's super important to optimize your run by
deciding in which spots are not worth killing time-consuming enemies or
collecting items just a bit too far out of the way.

To make things worse, the timer in this game does not ever stop, including
when in your inventory, watching cutscenes, and even when the game is
paused with the Start button. There's simply no way to stop it, although
it doesn't include loading times and will ultimately be about 30 minutes
shorter than a real time clock. That means a successful 1h20m-1h30m run
will take you about 1h50m to 2 hours of real time.

Always skip every skippable scene and avoid leaving the game idle for any
length or it will add up. Yes, that includes getting a washroom break in
before starting if we're to cover all bases. Beyond that you do not want
any interruptions whatsoever. This game's 10-star run is a total marathon
that requires your undivided attention from start to finish for about 2
hours, so do not leave any box unchecked.

Note that the nonstop timer also makes regular tallying with a notepad
impractical since all those mere seconds will add up very quickly. Instead
consider using a laptop with a notepad application that you can edit very
quickly, either during door transitions or while running straight down
empty hallways. Use your free hand as you move Harry with the other,
without losing any time.

So how do you limit your time to under 90 minutes while performing the
rest of the tasks? First you will need a very good understanding of the
game and where to go at all times. Any time spent reading a walkthrough
you likely cannot afford, while quick reference maps are probably the best
solution if there's a few things you need a reminder for.

Doing some practice runs is pretty well mandatory for maximizing your
efficiency, as even if you know exactly where to go you can still go over
due to too much time lost fighting and collecting items.

Also I can't really stress enough how important it is to not kill too many
enemies or collect too many items. On my first real run I went over by
1m17s, with 170 items and 110 and 116 kills. I wasn't counting items so
I didn't know I was so high above, otherwise I could've skipped several
items towards the end and reached the time, or killed less enemies even
though my personal kill counts were off by about 5 each.

If counting, I suggest to stop going for fighting kills once you reach 101
or 102 as a small margin for error (rather than 105-110+), keeping in mind
you're more likely to forget to add a kill than to mistakenly count extra
kills.

Keep in mind bosses also count as shooting kills (assuming you're using
the default strategies) and just as well to stop once you hit 101 or 102.
There were a few cases where I didn't count enemies like Night Flutters I
shot down but didn't see land and didn't know for sure if they died.
You'll probably have a few cases like this to give you a bit of a buffer
either way.

And while you may already have both counts achieved before the end, it may
be more practical to kill certain enemies to clear out halls and avoid
more lost time and damage. This is also why it may help to slow down your
kill count so you achieve it during Nowhere rather than before, but only
if you know there's enough enemies left to achieve it there. Better to
leave it to no more than 10-15 kills needed there to play it safe. Don't
worry though, I achieved my counts before Nowhere and I did fine. I just
decided to kill only the enemies in my way from then on, particularly the
Stalkers and only some of them.

Consider skipping items that are too far out of the way, or avoid entering
a room just for one unneeded item unless it's just a matter of a few extra
seconds. Do make sure you get all or most of the Rifle ammo you can find
since it's absolute gold after acquiring the gun around halfway. x6 bullet
adjust should allow you to use it the rest of the way. Refer to the
Walkthrough section below for all Rifle shell locations.

Also note that there is a glitch in the amusement park where you can use
the Unknown Liquid on the first Larval Stalker that appears after climbing
out of the sewers if you do it quickly. That way you can skip about a
minute that it takes to reach Cybil.

Otherwise, consider looking at some maps or my walkthrough and seeing
which items are worth getting and which ones aren't in terms of time. Feel
free to map out a general plan or at least visualize what's best. I
personally didn't count my items in my document alongside my kills, but
that's always an option too, even if it may complicate things further.


09 // i t e m s                                                   [tsr_09]
--------------------------------------------------------------------------

Regular Items
-------------
Your requirement of items is at least 150 plus 5 extra items, both
awarding 10 stars each for max points. 150 includes anything like keys,
other required items, plus health and ammo pickups. Because time is
limited, you won't want to get too crazy by going too far to pick things
up, but you will need to go to some rooms purely for items, since speeding
through the game while aiming for only key items will net you well below
150.

Therefore it takes some hard thinking and application to hit the 150
threshold without wasting too much time, in addition to fighting enemies.
Rooms that contain both enemies and items are great since you're adding to
both counters at the same time. If you have to go too far out of the way
and there are no enemies to kill either, perhaps it may not be ideal to
go collect these items.

Also be sure to take advantage of locations where 3 or more items are
located, even if it's inside a room or area you normally wouldn't access
or think of. Some locations include:


Convenience Store: 4 health items plus the extra Channeling Stone.

Nightmare School 2F Boy's Washroom (warp first): 3 ammo pickups.

Nightmare School Basement Storage: 2 Shotgun Shells, 1 Ampoule.

Nightmare Hospital 1F Vending Machine: 3 Health Drinks.

Sewers (to Resort Area) northwest end: 3 items right side, 1 on left.

Sewers (to Amusement Park) southwest: 1 plus 2 items at 2nd intersection.


The Convenience Store is somewhat out of the way and you can skip one
extra item so it's not compulsory, but the four other items makes it a
solid trip. And don't forget the vending machine by the elevator in
Nightmare Hospital -- it gives no visual clue but contains 3 Health Drinks
if you check it, while directly on your route anyway.


Extra Items
-----------
As for the bracketed number, that means how many extra weapons and items
you've collected, of which there are six in the entire game. Note that you
can skip one of them since you only require +5, but aiming for all 6 is
easy enough anyway. Find them in the following locations and order.


Hyper Blaster - In your inventory from the start after having previously
               acquired the UFO ending.

Channeling Stone - On the counter of the Convenience Store at the corner of
                  Bachman and Finney in Old Silent Hill.

Katana - In the secret side room of the Levin Street home with the Keys for
        Eclipse, Old Silent Hill.

Chainsaw - In the smashed display window of Cut-Rite Chain Saws on Bloch
          Street in Old Silent Hill. Will not require the Gasoline Tank to
          pick it up as long as you got it in a previous run.

Gasoline Tank - In the Gas Station garage on Bloch Street in Old Silent
               Hill. Shouldn't be needed to power anything in a 5th or
               later run but it still counts as an extra item.

Rock Drill - In the dark bottom room of the Bloch Street Bridge Control
            Room. Will not require the Gasoline Tank to pick it up as long
            as you got it in a previous run.


Yes, the Hyper Blaster counts even though you do nothing to acquire it
in-game. And if you really want to skip one for time, the Channeling Stone
may seem ideal since it's a bit out of the way. However the store also
contains four health items, upping your item count and giving you health
which can go by quickly. So I recommend taking the trip, but it's your
call either way.

Also note that using any of these weapons will potentially detract from
your score. You technically can use them a bit if you have enough game
clears oddly enough, and there's another convoluted formula to calculate
this, but I suggest just forgetting about them entirely.


10 // d e f e a t i n g  e n e m i e s                            [tsr_10]
--------------------------------------------------------------------------

If you don't care to know about the exact formula for required kills, all
you need to know is you need at least 200 kills -- the most efficient way
to do this is to achieve 100 shooting and 100 fighting (melee) kills, but
it's important you stick to those numbers or anything higher.

If you're satisfied, you can aim for that and skip the next formula bit
without worrying about it, but be sure to give it a read if you plan to
make or allow for any modification to this distribution, or if you're just
plain curious.


Understanding the Kills Formula
-------------------------------
This is where things start to get convoluted and you may need to pull out
a calculator if you want to veer off the 100/100 path. For some odd
reason, Team Silent didn't go with hard values here but instead the
following formulas:


    A = Melee Kills / 5
    B = Shooting Kills / 5

    If Shooting Kills > Melee Kills: Stars = (A + B/2)
                                                          Max stars = 30
    If Melee Kills > Shooting Kills: Stars = (A/2 + B)

    (If Shooting Kills = Melee Kills, use either formula)


Note that it puts both your kill types together to calculate your stars,
so either both figures will be highlighted or neither will be.

It took me a bit of time and sampling to actually understand this formula
but it's fairly straightforward. Let's go through a couple samples and
test it out to see what works and what doesn't.


    SAMPLE A:                          SAMPLE B:
      100 Melee Kills                     90 Melee Kills
      100 Shooting Kills                 110 Shooting Kills

      A = 100 / 5 = 20                   A =  90 / 5 = 18
      B = 100 / 5 = 20                   B = 110 / 5 = 22

      Stars = (20 + 20/2) = 30           Stars = (18 + 22/2) = 29
            = (20/2 + 20) = 30

                   HIGHLIGHTED                    NOT HIGHLIGHTED


Sample A is the simplest and most efficient way to achieve 10 stars. As
you can see, it awards exactly 30 stars, which is the max attainable in
this category. I used both formulas to illustrate it doesn't matter which
one you use when your figures match, but only one is needed there.

Sample B however has the player with the exact same amount of kills (200)
but in different proportions. Note that the final score is 29/30 stars
and thus a 10-star ranking is not attainable. This is because kills for
the category you have more of are worth less. This is why it's inefficient
to go for any other combo other than 100 and 100. But as shown below it
can be done just as long as you know how to compensate.


    SAMPLE C:                          SAMPLE D:
      140 Melee Kills                     90 Melee Kills
       80 Shooting Kills                 120 Shooting Kills

      A = 140 / 5 = 28                   A =  90 / 5 = 18
      B =  80 / 5 = 16                   B = 120 / 5 = 24

      Stars = (28/2 + 16) = 30           Stars = (18 + 24/2) = 30

                   HIGHLIGHTED                        HIGHLIGHTED


Note that these are thresholds. So if 140 and 80 works, something higher
like 160 and 85 will also work of course. If you do the math with those
you'll end up with more than 30 stars, but it's capped so you can never
achieve more than 30.

Feel free to go for whatever you want just as long as you understand how
this formula works. But I suggest just sticking with 100 and 100 to avoid
any unnecessary complication, especially since killing more than 200
enemies can potentially put you over time, which is already marginal.
Furthermore, 100 and 100 is the target we'll be using throughout this
guide.

Lastly, if you're really curious, there's a potential extra variable in
the above formula that I kept out to keep it as simple as possible. You
don't need to worry about it at all if not using extra weapons since it
won't factor, but if so, understand that you're only allowed a number of
uses depending on how many game clears you have. The Stars formula is
still the exact same as above, but there's a new variable when calculating
A and B, which is x as shown below.


    A = Melee Kills / (5 + x)
    B = Shooting Kills / (5 + x)

    x = Attacks with Extra Weapons - (15 + Clear count * 5)

    (x cannot be less than 0)     (if no Extra Weapons used, x = 0)


Extra weapons means weapons only obtainable in a Next Fear run. Rather
than fully getting into this one I'll just leave it at that. If you have
enough game clears you can mess around a bit with extra weapons, but
otherwise just forget about them and there's no more complication to your
formulas.


"Shooting" vs "Fighting" Kills
------------------------------
Kills are divided into two categories. If a bullet provides the killing
blow, that counts as a shooting kill. If a melee weapon or a kick is what
snuffs out a life, that's a fighting kill. It doesn't matter at all if you
shot an enemy that died by a kick or beat an enemy with a melee weapon
that you then shot to death. Whatever kills the enemy is what matters.


How to Efficiently Count Your Kills
-----------------------------------
Normally when doing these runs in the Silent Hill games I recommend
drawing a chart and dividing it into two categories of fighting and
shooting to add tallies after each kill. The problem with this is that
even if you pause the game with Start, the game timer never stops, a
problem unique to this game. Additionally, it has the lowest required
clear time of 1h30m so things are certainly tight to begin with and I just
can't recommend wasting all that time tallying things down all the
time.

Instead however, I recommend using a laptop with a notepad application in
front of you that you can quickly edit during door transitions or
simultaneously while running down empty hallways without losing time. Say
you start off with 3 kills in the streets, while running a 10-20+ second
stretch, turn to your document and type "3" with your free hand. Then you
get 2 more fighting kills and 2 shooting kills, delete the "3" and write
"5", then write "2" under it like so:


5

2


Keep updating this while running through the streets, empty hallways, or
during door transitions. Mentally keep track of kills in your head until
you're able to find time to type them. Adding anything else like
"fighting" or "shooting" labels I just find unnecessary and can add more
complication where it's not needed, since it's much easier to use the
arrows to scroll and delete numbers rather than scroll through unnecessary
words in these brief moments you'll have. But find whatever works for you.

Do make sure you don't waste time updating this document by standing still
or pausing the game. If you need to wait another minute or two to update
your document, that's fine. Just keep a mental reminder in your head of
how many kills you need to add to your current numbers until then.

Do fighting on top since that one's the priority at first and will be the
most of your kills in the early going. Work on getting it to 100 before
officially turning to shooting kills, while a handful of shooting kills
before then are fine and may inadvertently happen. But say if you have 95
fighting kills and only 5-10 shooting kills at some point, that's totally
fine and really the way to go anyway.

If you have the spare moments, consider also jotting down your kills once
you hit certain key areas just for later reference (eg: "78-6"). Or say
when you save your game in case you screw up and have to reload your save
and otherwise would have no idea how many kills you'd need to subtract
from each. Just try not to let this document consume you, remembering it's
only there to quickly help you rather that distract you too much.


Killing Each Enemy Type
-----------------------
How you approach each enemy type will different. Note that while taking
damage even regularly is fine and fairly normal (at least until you've had
enough practice), you shouldn't quite be struggling to survive the journey
entirely. How you're killing enemies should depend mostly on minimizing
time and limiting missed shots to an absolute minimum.

Below you'll find strategies for dealing with each enemy. Note that not
one suggests using the Shotgun because its wide blast radius will raise
your no aim shots too much, which is a shame cause it's a great weapon
that would give you an easier time. But you cannot afford ruining your
shooting style with it, outside of boss fights (most specifically the
Split Head and Twinfeeler).

</pre><pre id="faqspan-7">
AIR SCREAMER/NIGHT FLUTTER:
These guys can be a pain to kill for time and for missing shots since they
fly all over. Therefore I honestly suggest avoiding them almost entirely
by not wasting your time nor risking missed shots with them, at least when
flying. In cases where you find them standing upright or hovering right
ahead of you and easy enough to hit, 5-6 Handgun blasts will suffice. Kill
them with a kick once dropped or another couple bullets. Once you acquire
the Rifle you can reconsider shooting them while flying due to its
superior range and accuracy, but don't get too crazy with it. Try to stick
to the ones not flying super fast, unless you can get the drop on them
quickly. One or two shots should kill them, sometimes requiring an
additional shell while downed.

GROANER/WORMHEAD:
These guys will drop in 2-4 Handgun shots most of the time. If shot at
when jumping at you, they'll often go down in 2 shots. They're fairly
aggressive though so aim at them and back up to potentially avoid a lunge
while you're shooting. Try to aim before getting too close since they move
quickly, but don't shoot too early and miss. Go for the quick kick once
down or shoot another couple times. The Rifle can deal with them nicely
later on in 1-2 shells.

GREY CHILD:
Grey Children drop in around 5-6 Handgun shots. Since the school is so
dark and Harry's aim is poor, together with their short height, it's easy
to miss the occasional shot on them. Therefore try to shoot them from up
close and sometimes avoid taking 3-4 shots at full speed, since a small
break might prevent a missed shot sometimes. Knock them down first then
focus on kicking them when in groups, while another 1-3 bullets will also
do the job. When ambushed, try to first run to a safe spot and then attack
one by one, although Harry will rather conveniently balance between 2-3
Grey Children if near each other. Sometimes it may be best to avoid
fighting a ton of them at the same time since it wastes a lot of time if
they keep getting back up. 2-3 together is fine, but 4-5 might be too
time-consuming. With the Rifle, Grey Children will drop in 1-2 shots and
may require another or a kick to kill.

CREEPER:
These things are more annoying than anything, especially since they're
regularly found in areas with more deadly Grey Children or Hanged
Scratchers. 2 Handgun shots will kill them entirely, but one 1 shot and
kick will also do the trick for a fighting kill. They move quickly though
so when in groups, take a shot, run around and take another rather than
staying in one spot. Try to shoot them quickly in areas with more
menacing enemies so they don't make things worse. Later once you have the
Rifle, 1 shot will kill them instantly. You should have the ammo to spare
and it's not worth the time wasted to switch back to the Handgun.

ROMPER:
Consider avoiding these guys in some cases where they're found amongst
patrolling Air Screamers/Night Flutters or even other Rompers who could
interrupt and make things a nightmare. If found secluded, 4 Handgun
bullets should down them while a kick or another 1-3 bullets should finish
them off. Once you get the Rifle, things get a lot easier with 1-2 shots
knocking them down and sometimes another to kill them. This way you can
get quick kills from a much safer distance.

PUPPET NURSE
Nurses usually drop in 6-7 Handgun shots, although on some occasions may
fall and immediately die in 3-4. Note that if you just blast them nonstop
until they drop, they'll likely die immediately. But if you shoot them
more slowly, perhaps just 5 or 6 times and wait for their recovery
animation before the last shot, they will often drop but still remain
alive for a kick. Unlike Grey Children, you can hit Nurses pretty
accurately with the Handgun from a moderate distance, so take advantage of
this to build up middle range shots. Note that Nurses get stunned every 3
or so shots, so if they're super close they can grab or slash you even if
shooting them, while from a distance they won't make it to you. The Rifle
becomes preferable once acquired to build up middle and long range shots
more easily. It does tend to kill them by shooting but by that time you
should be done with fighting kills.

PUPPET DOCTOR
Exactly the same as Nurses but just a little stronger, taking about 7-8
Handgun shots or a few Rifle shells. Shoot them more slowly as you reach
the drop threshold to make sure you can get a fighting kill with the
Handgun, while quick shooting will often be a shooting kill.

HANGED SCRATCHER:
These guys die from 2 Rifle shots and go down very slowly and weirdly,
generally not requiring kicks or more ammo. Get used to their death
animation so you know when you can move on, especially when knocking off
the roof (2 hits and move on without waiting). Try to always take them on
one by one and try to strafe away to get another shot if approached
quickly. And use the Rifle's range whenever possible to get in quick
shots. Their speed can really surprise you so don't underestimate them and
don't get trapped. 5-6 Handgun shots can also down them while backing up
to maintain distance, but the Rifle is more efficient.

MUMBLER:
Mumblers will often drop from 2 Rifle shells, potentially requiring
another or a kick. They move quickly so shoot from a farther range to stay
clear. Alternatively you can use the Handgun with about 5-7 shots but the
Rifle is more efficient (once you have it for PAL players), especially
when they come in pairs or groups. You won't find too many of them, and
only in the Sewers in the North American version. If things do get too
crazy you can consider running past them. Use the Grey Children strategies
for Mumblers in the School in the PAL version.

STALKER:
You'll only encounter a handful of these apparition-form Grey Children in
Nowhere. They're hard to see so be careful and use the Rifle from a
distance. You'll often have to have faith that you're aiming at them
before shooting. Consider turning to the side and then aiming to make sure
Harry is shifting to aim at them rather than shooting nothing. 1-2 shots
should drop them while another or a kick will snuff them out. You can also
use 5-6 Handgun bullets but it's less efficient and riskier due to their
appearance and sneakiness. They only appear very late in the game, so if
you have enough kills you can just ignore and run by (some of) them if you
can manage it.


Bullet Adjust
-------------
Since you're required to kill so many enemies, with firearms being most
efficient, it's basically compulsory to use bullet adjust. This function
tops out at x6 after receiving all five endings and can be adjusted in the
Extra Options menu. With x6 you will receive 90 Handgun bullets and 36
Shotgun and Rifle shells per pickup, which should be plenty enough to get
you through the game with a lot to spare.


11 // s h o o t i n g  s t y l e                                  [tsr_11]
--------------------------------------------------------------------------

Understanding the Shooting Style Formula
----------------------------------------
This is perhaps the most perplexing aspect of receiving a 10-star ranking
in Silent Hill due to another ridiculous formula that awards points
increasingly for close, middle and long range shots while adding a huge
penalty for no aiming (missed) shots. This is the formula:


  Short range shots = A
 Middle range shots = B      Stars = (A * 10 +  B * 20 + C * 30 - D * 40)
   Long range shots = C
    No aiming Shots = D               Max 10 stars / Min 0 stars


Note that all these stats are tied together, so they're either all
highlighted or none are. As you can see, there's a huge penalty for missed
shots, but how does that quantify? Let's go through some samples and see
what works and what doesn't.


    SAMPLE A:                           SAMPLE B:
      Short range shots      0.45         Short range shots      0.33
      Middle range shots     0.45         Middle range shots     0.48
      Long range shots       0.06         Long range shots       0.07
      No aiming shots        0.04         No aiming shots        0.12

                      HIGHLIGHTED                         HIGHLIGHTED


Sample A uses my actual stats from my 10-star ranking posted in the
Requirements section. Sample B is a potential distribution that I just
made up to illustrate cutting it close with no aiming shots. Let's take
a look at these with the formulas.


    SAMPLE A: 4.5 + 9 + 1.8 - 1.6 = 13.7 (10 stars)
    SAMPLE B: 3.3 + 9.6 + 2.1 - 4.8 = 10.2 (10 stars)


Sample A isn't even close. Easily within the threshold since no aiming
shots are kept to such a low amount, even despite having fairly low long
range shots and a ton of short range shots, while pumped up middle range
shots is great.

But see how close Sample B cuts it? If no aiming shots were 0.13 it
would've brought the score down just enough to make 10 stars unattainable.
Note that since we're working with the star system, there is never any
rounding up -- you either have a full star or you don't have it. Even a
score of 9.9 with the formula gets rounded down to 9 stars rather than up
to 10.

Let's now take a look at two samples that don't make the cut:


    SAMPLE C:                           SAMPLE D:
      Short range shots      0.25         Short range shots      0.65
      Middle range shots     0.50         Middle range shots     0.20
      Long range shots       0.10         Long range shots       0.05
      No aiming shots        0.15         No aiming shots        0.10

                  NOT HIGHLIGHTED                     NOT HIGHLIGHTED


    SAMPLE C: 2.5 + 10 + 3 - 6 = 9.5 (9 stars)
    SAMPLE D: 6.5 + 4 + 1.5 - 4 = 8 (8 stars)


Sample C does a great job getting a ton of middle range shots and a high
amount of long range shots, but just look how no aiming shots destroys all
that good work.

On the other hand, Sample D does a pretty good job at limiting no aiming
shots to 0.10 which is fairly respectable, but there's just way too many
short range shots and not enough distribution. If more time were spent
converting some of those short range shots to middle range, plus maybe
another point or two in long range, it surely would've eclipsed 10 stars.

While showing you Sample D might freak you out a bit, all it takes to
avoid this is to make some general effort of extending your shots in at
least in one major location like the hospital, which is perfect for this.
Doing it in the school is the most difficult cause it's so easy to miss
Grey Children, so don't panic as you build up short range shots there and
just compensate later on.


General Guidance
----------------
Basically you want to maximize the amount of middle and long range shots
you have while minimizing missed shots so that they're a rare occurrence.
And while long shots are great, going for them puts you at risk of missing
shots, so it's a tough tradeoff. Therefore your best bet is to aim for
middle range shots more than anything.

The school is a tough spot to get too many kills past short range due to
the darkness and the short Grey Children which can be easy to miss, but
otherwise try your best to get in a good amount of mid-range shots. Do aim
for a bit longer before shooting to give Harry increased accuracy, and
always have your Flashlight on. In the hospital with Nurses is a great
place to start driving up your middle range shots. Aim at them, make sure
your first shot hits and then back up a bit to lock in these shots as
middle range when possible.

Once the Rifle is acquired you can start going for more long range shots,
but I suggest not getting carried away with it. Where you're going to win
in this category is getting a lot of middle range shots (in addition to
lots of easy short range shots), while getting too many missed shots is
where you're going to lose it. So focus on middle range the most when you
can help it, while the occasional long range Rifle shot is very welcome,
but don't get too consumed by it.

As for putting a number on things, use this as a general guide:


    Short range shots      Aim for 0.30-0.45
    Middle range shots     Aim for 0.35-0.50 or more
    Long range shots       Aim for 0.05-0.10 or more
    No aiming shots        Aim for 0.10 or less


Getting even above 0.10 long range shots is great because those shots are
worth the most, but it doesn't come easy and isn't really necessary
anyway, while it may waste a bunch of time or cost you missed shots while
trying. The most important thing is limiting no aiming (missed) shots.

A little trick you can do to pump up your long range shots is by shooting
the final boss from one of the far corners of the room. Right at the
start, turn around and run to the corner and fire off all your shots from
there. I didn't do this in my actual run, but when I loaded my save just
before and tried it I was able to improve my long range shots from 0.06 to
0.09 from that alone (almost a full star), so it makes a decent difference
and can help you if needed.

You can sometimes still succeed with around 0.12 or 0.13 no aiming shots
if you did really well with middle and long range shots, but once you've
had enough practice it should be simple enough to be in the 0.05-0.10
range. You may also have way more short range shots than middle range
shots and still make it if you've limited your no aiming shots to around
0.05 or less. But to be honest, as long as you limit no aiming shots to
under 0.10 you pretty much don't have to worry about the rest of your
stats. That's what's most important.

Avoid ever using the Shotgun outside of the Split Head and Twinfeeler
fights since it will partially miss on the regular and drive up no aiming
shots, making a perfect ranking out of reach. And try to restrict your use
in those fights to super close range.

Lastly, using the Hyper Blaster during your run will drive up your no
aiming shots. Too much and your no aiming shots will read as 1.00 with all
other categories as 0.00, but your scores will be ruined well before that
happens. While you may be allowed some extra weapon uses with enough game
clears, using the Hyper Blaster at all can immediately disqualify your
run with a significant rank reduction, so I'd recommend just forgetting
about it entirely.


12 // w a l k t h r o u g h                                       [tsr_12]
--------------------------------------------------------------------------

This serves as a general walkthrough to push you in the right direction,
pointing out some key ammo pickups, extra item reminders, and kill counts
to aim for by certain areas.

Since there is no damage requirement and you must simply survive the
adventure, you will be less stressed when facing enemies than say later
games in the series. But that said, since time is tight you should always
focusing on killing enemies quickly and efficiently, while picking up all
items in a reasonable range.

Fighting kills are harder to come by since they require an additional kick
and in many cases carefully avoiding another bullet or two before the
enemy goes down, otherwise they may die by your bullets anyway.

Therefore your first priority is to reach 100 fighting kills even before
going for a single shooting kill, which will also help you a bit more as
you build up your ammo anyway. That said, it's totally fine if you get
a bunch of shooting kills inadvertently, but otherwise you should aim to
kick every single enemy in the first half or so of the game.



Streets Before School
---------------------

REMINDER: Take a trip to the Convenience Store for the Channeling Stone,
         collecting the four other items there to get you off to a good
         start. Note that the Hyper Blaster will already be in your
         inventory if unlocked, making your extra item count +2 already
         if making this trip.


REMINDER: Although it tends to carry over, make sure you're using x6
         bullet adjust before starting your run or picking up the first
         boxes of ammo.


After the first Air Screamer, you'll find another at the entrance of the
Convenience Store on the bins by the door. Kill it quickly before it
flies, snuffing it out with another bullet or two if you can't reach it
for a fighting kill. It may also respawn on your way out. Remember that
the Handgun will be your primary weapon until getting the Hunting Rifle,
so be sure to pick up all ammo within reason.

From there get the first Eclipse key in the alley and then consider
killing a few Groaners on the north side of Finney just above the alley as
you make your way to the east bridge. From here, only bother with Air
Screamers if they're on the ground or hovering right above and can be
killed quickly. Otherwise they're too much of a hassle and not worth the
time or the risk of missing.


REMINDER: Grab the Katana in the side room of the Levin Street house
         before exiting to the backyard. This will put you at +3 extra
         items.


Kill more Groaners by the Levin Street home and consider killing the Air
Screamer quickly in the next alley so you can have an easier time and kill
the Groaners there, but this can also be a hassle as well and there's
plenty of other enemies in the game.

Kill two more Groaners by the entrance to Midwich, although sometimes an
Air Screamer will intrude. Be quick and move on.


School
------
Inside the school, generally kill every Grey Child you see, but don't go
out of your way. You don't need to enter side Classrooms that otherwise
aren't necessary. Generally I'd suggest moving close to Grey Children
while shooting to ensure your shots land, otherwise you'll miss too often.
This will drive up your short range shots a bit but it's better than no
aiming shots. You'll get a chance to get middle range shots in the
hospital and later.

Killing 2-3 Grey Children at a time is perfectly manageable and efficient,
4 tends to be ok as well for the most part while sometimes tricky. But you
may encounter 5 in a Classroom or two. You can kill them but honestly it
wastes a lot of time balancing between them all since they'll keep getting
up as you deal with others. And it's not like there's a shortage of
enemies elsewhere. So consider just skipping through these rooms because
time is tight at the end of the day.


REMINDER: Inside the Infirmary right before facing the Split Head boss is
         the recommended spot for your first save. Unlock the door by the
         1F stairs while descending and pass through to the Reception
         hall to reach it. 25-30 minutes spent by this point is ideal.
         Any more and you may have a hard time staying under the rest of
         the way. Remember to record your kill counts at this exact
         moment in time in case you need to load from this save later on.


REMINDER: Be sure to get the Shotgun from the Boy's Washroom on 1F for the
         Split Head and use it there from close range (and the Twinfeeler
         later), but do not use the Shotgun to fight any normal enemies,
         otherwise it will hurt your chances by inflating no aiming
         shots.


By the time you're through the school it's ideal to have about 70-80
kills, while any more is totally fine as well. Just don't waste too much
time where not needed. If all your kills are fighting that's fine and even
preferable, but I usually wound up with 5-10 or so shooting skills by the
end of the school, not really by specific choice.


Streets Before Hospital
-----------------------
Continuing avoiding Air Screamers unless they're hovering in front of you
and easily killable and get a few more Groaner kills on the way.


REMINDER: Pick up the Chainsaw at Cut-Rite Chain Saws, the Gasoline Tank
         in the Gas Station garage, and the Rock Drill in the bottom room
         of the Bridge Control Room, all on Bloch Street. This will put
         you at +6 extra items, one more than required. It's up to you if
         you wish to avoid one but I suggest just getting them all
         anyway.


The police station trip may not be worth the time, especially if you're a
little behind on time, plus the Rompers and Air Screamers there can catch
you off guard. Therefore making a beeline for the hospital is never a bad
idea here.


Hospital
--------
REMINDER: You will need to pick up a Plastic Bottle from the Kitchen and
         the Unknown Liquid from the Director's Office to use later.


Continue using the Handgun on everything, but focus on getting middle
range shots on Nurses in the hospital. Lock on your aim from a medium
range and fire away, potentially moving backward as you fire. You can also
often land first hits from farther away, but sometimes it's good to ensure
the first bullet hits before extending your range.

To make sure you get fighting kills with Nurses, slow down your shots as
you near bullets 5-6-7, making sure you don't shoot any more bullets than
necessary, otherwise they'll die by gunfire.

You should hit around 100 fighting kills at some point near the end of the
Nightmare Hospital, but if you're at least close then you're still fine
cause there's plenty more enemies. Leaving the hospital with something
like 100-10 (fighting-shooting) will do you just fine, while anything like
100-25 is doable as well.

I'd suggest maybe getting a few insurance kills just to make sure, then
officially switch over to shooting kills. Just blast away at Nurses and
Doctors at full speed until they drop and they'll tend to die immediately
upon dropping.


Streets Before Sewers
---------------------
A few kills in the street can't hurt, but otherwise don't waste your time
with Air Screamers. If you can isolate Rompers, go for it and be quick,
but it's not totally necessary to kill them.

As soon as the shift happens to the nightmare world, run straight for the
Town Center, get the items and ammo in the jewelry shop, fight the
Twinfeeler (six close shots with the Shotgun) and grab the Hunting Rifle.

Now is where you should make the official switch over to the Hunting
Rifle, and by now you should definitely have 100 fighting kills and be
only going for shooting kills. If not, find the balance but it helps a lot
to be able to just blast away the rest of the game.

Take note that Rifle shells come in a limited supply and therefore it's
imperative to treat them like gold and make sure you pick up at least most
of them if not all. All pickup locations for the rest of the game are
listed below.


x2 (72): Silent Hill Town Center 2F Jewelry Store.
x1 (36): Nightmare Police Station.
x1 (36): Sewers (to Resort Area) northwest end left path.
x1 (36): Resort Area, demolished building after leaving sewers.
x1 (36): Indian Runner (if you choose to enter; can be skipped).
x1 (36): Resort Area, stairs at south of Sandford Street just before the
        bridge.
x1 (36): Lakeside Pier Boat Cabin.
x1 (36): Nowhere Jewelry Shop on second floor.


With these 9 pickups at x6 bullet adjust, that's 324 Rifle Shells, plenty
enough to help you get a ton of shooting kills and remain fueled to the
end of the game. You can frankly consider skipping the Indian Runner one
which is maybe a bit out of the way and perhaps another, but they're all
pretty close to your path.

As you traverse the Nightmare streets, use the Rifle to quickly aim and
blast at creatures from a distance while boosting your long range shots a
bit. You can even handle flying Night Flutters, but don't get carried
away with it cause you don't want to miss or waste time.

Night Flutters, Wormheads and Rompers may require another shot or two
when downed, so just be quick and move on.


Sewers Before Resort Area
-------------------------
Be quick down here and use your trusty Rifle to kill Scratchers and all
Creepers. You could switch to the Handgun for Creepers but it wastes time
and you really should have enough ammo if you collect all or most of the
ammo mentioned above.

Snipe Scratchers from the roof whenever possible, and note that two shots
is always good enough to kill them, so shoot twice and move on, regardless
of their super slow falling or dying animations.


Streets Before Pier
-------------------
Be sure to pick up the bundle of items in the destroyed building before
proceeding. Kill all Groaners and Rompers seen in this area quickly with
the Rifle, while some Air Screamers can't hurt as well if you can pull it
off.


REMINDER: You will need to complete the side quest in this area to achieve
         the Good+ ending. Get the Kaufmann Key from Annie's Bar, the
         Magnet from the motel office (code: 0886), push the shelf inside
         motel room 3 to get the Motorcycle Key, then use it to open the
         motorcycle gas tank in the garage.


As soon as you shift into the nightmare realm, focus on getting quick
Rifle kills and advancing all the way to the boat. Get the jump on the
Rompers before they do you before the pier.


Pier to the Lighthouse
----------------------
Things can get a little crazy here but again, focus on speed and quick
kills. Kill the two Rompers on the first platform and the next two after
returning to the pier from the side path. Don't worry about Night Flutters
unless you're sure you can blast them. Kill the Groaners by the Lighthouse
before going in and after coming out, then make your way back.

On your way to the sewers manhole, you can kill the Night Flutter nearby
and the Groaners there too, but it can also overwhelm you and you may not
need the kills either way, so just running straight to the ladder is
always an option.


Sewers and Amusement Park
-------------------------
More Scratchers down here along with Mumblers. Blast them all from a
distance and get in your finisher shots quickly if needed. If it gets
crazy and you don't need the kills badly, running towards the end may be
ideal, but otherwise the Rifle handles everything pretty quickly.

In the Amusement Park you may only see one Grey Child in the first
section. You can search a bit for some others by the ferris wheel but I
suggest staying focused on time. Run directly to Cybil after the first
kill.


REMINDER: You must use the Unknown Liquid to save Cybil on the
         merry-go-round. Immediately when the fight starts, run right up
         to her and use it within range. You can also technically use it
         on the first Larval Stalker in the Amusement Park as a glitch if
         you desperately need to save some time. Either way, this will
         ensure you get the required Good+ ending, along with completing
         the earlier side quest.


Nowhere
-------
By this point, anything like 100+ fighting kills and 85-90+ shooting kills
is ideal. You may even be just a few away or have already met the
requirements by now if you've been very aggressive so far. And that's
fine, but there's enough enemies in Nowhere for 10-15 easy kills so you
can pace yourself accordingly so that you get those final 10-15 kills here
rather than elsewhere where it may be more time consuming.

If you're good to go already, consider running past Nurses but you'll
probably want to kill the Stalkers that appear later on. They will
essentially be your final chance for kills so make sure you've got 100+ in
both categories before heading to the final boss.

Lastly, if you run out of Rifle ammo by Nowhere, switch to the Handgun and
just make sure you get the Rifle ammo in the jewelry shop on the second
floor and save at least 24-26 shells for the final boss.

Also be firm and avoid using the Shotgun as you hopefully have until now
other than a couple boss fights. It's just too risky to use and drive up
your no aiming shots.


REMINDER: Make sure to use your second save in Alessa's bedroom before
         facing the final boss. I suggest placing the five rites into the
         door first for convenience, and use a new file instead of
         overwriting your first save.


Remember if you want to drive up your long range shots by a few percent,
just run to a far corner during the final boss and fire all your shots
from there. Doing so can upgrade your long range shots by about 0.03, but
it may depend on how many shots you've taken over the game.

If you end up overshooting on time, consider just loading from your first
save and trying the rest again, especially if that save is 30 minutes or
less into the game. Something in the 25-27 minute range is especially a
great base to play with, assuming you've also tallied a good amount of
kills. Just remember to record your kill counts for up to then so you know
where you're at after loading.

Don't panic about the unskippable final cutscenes by the way since the
timer stops as soon as the Incubus dies. Enjoy your ending as you'll have
to be a bit patient to see your final score.


13 // s t r a t e g i e s                                         [tsr_13]
--------------------------------------------------------------------------

======
Bosses
======

----------
Split Head
----------
With the Shotgun equipped, immediately run to the left side of the Split
Head as it lunges and misses. Blast it from up close six times which will
freeze it on the spot while full of rage, advancing to the next stage
where it'll open its mouth.

Now stand right in front of its mouth and aim at it. Be ready and wait for
it to open its mouth, then immediately start backing up while firing in
its mouth. You should get off two shots before it freezes again. Simply
repeat by standing right in front of it while aiming, then firing into its
mouth as it opens while stepping back. After 5-6 mouth shots the fight
will end.

The timing is important here and if you're too slow to move back, or if it
bumps Harry just before opening its mouth you might get eaten and die in
its insta-kill attack. So if you do get bumped or you've been too slow, do
whatever you can to strafe to the side and escape asap, then try again.
Otherwise, you'll have to rely on your save in the Infirmary, which is the
ideal first save location for a 10-star run.


----------
Twinfeeler
----------
This one is extremely trivial. Immediately at the start, stand on the
metal grate in the middle and wait for the larva to erupt to the surface.
Even if you don't see it, as soon as you hear the sound of it coming up,
run ahead or strafe to the side to avoid the acid it shoots, likely right
where you were standing. Then when out of the way, because you stood on
the grate it will slide over it and remain exposed for multiple seconds,
allowing you to empty six Shotgun shells into it and end the fight that
quickly.

Stand as close to it as you can to limit the Shotgun's blast radius for
both max power and limiting no aim shots. Sometimes you may need him to
erupt another time if you didn't get your shots in quickly enough, but
just do the same trick on the grate of dodging as soon as it surfaces. Do
not forget the Hunting Rifle on the wall in the extra time you have before
the larva creates an exit for you, only after defeating it.


------------
Floatstinger
------------
You can choose whether you want to stay down below and be quick at
avoiding attacks, or head up to the water tower to gain a little space. I
recommend just saying below where you can end things most quickly.

Simply repeat the strategy of firing one Rifle shot and then strafing or
running a few steps to another spot and firing again. Fire, run, fire,
run, fire, run. Occasionally you may get hit by acid or kicked by its
torso, but in general this strategy should help you avoid these attacks.
Sometimes you may have time for 2-3 shots so by all means go for it, but
be aware it can attack very quickly.

If you prefer the tower method, head up there to get a better view of the
creature and create more distance. Run around until you've created a gap,
then turn and shoot it 1-2 times and get right on the move to avoid any
acid spit. Sometimes you can get in 3-4 shots perhaps, but otherwise
limiting standstill time and moving a lot is the best way to avoid damage.
With each strategy the Floatstinger should die after around 20 Rifle
shots.


---------------
Parasitic Cybil
---------------
Immediately approach Cybil head on and use the Unknown Liquid from your
inventory, negating the entire fight. Since you require the Good+ ending,
this is the only method you can use for the fight, which is the fastest
anyway. Do not forget the Unknown Liquid in the hospital or you will not
get 10 stars.

Alternatively it is possible to bypass this fight and save a minute or so
by using the Unknown Liquid on the first Larval Stalker in the amusement
park if you're quick enough.


-------
Incubus
-------
Since avoiding lightning attacks in this fight can be downright ridiculous
and insanely difficult, how you approach this fight may depend on how many
health items you have and how much you care about avoiding damage. When
limiting damage, first start the fight with the Rifle equipped before
entering, then fire 5-6 shots from where you stand. Then immediately
start running in an aggressive circle as the Incubus starts firing red
lightning at you.

The more you can perfect your circle the more likely you are to avoid it,
but understand it's very difficult and probably the single hardest thing
in the game to do. If it does hit you, don't worry and simply enter your
inventory immediately and heal to full health. Once you've fully-healed,
you cannot take any more damage even if the strikes continue to hit you
for a few more seconds (but make sure you have enough to survive the next
set of strikes). This is key to the fight, especially if you're low on
health. After avoiding the lightning or once it stops if hit, fire 4-6
more Rifle shots at the Incubus and repeat this strategy.

Now, if you have enough health to eat a few rounds of lightning strikes,
you can forget about the running nonsense and just stand on the spot
firing at the incubus to end the battle as quickly as possible. Do make
sure to lower and re-raise your Rifle after the sixth shot each time to
perform a magic reload. Whenever struck with lightning, immediately heal
to full health and you will not take any more damage during the series of
strikes.

Whatever your strategy, the Incubus will die after 24 Rifle shots. If
somehow you fight the Incubator girl in bright white instead of the flying
demon, you did not find Kaufmann's vial and will not be able to get 10
stars as a result. It is only achievable with the Good+ ending.


================
Other Strategies
================

-------------------------------
Working Around Harry's Stumbles
-------------------------------
For the most part you don't have to worry about bumping into doors too
much like you do in later games since you can almost always just mash X to
pass through a door in the middle of Harry's stumbles. Otherwise you can
also angle Harry so that he's not facing the door head on to bypass the
stumble if executed properly. You can also hold Square to initiate a walk
a bit before doors with Walk/Run Control reversed (or release it with
normal controls).

But what's more likely to be a bigger issue is Harry's stumbles while
stopping from full speed movement, upon which he does some transitioning
footwork while you lose direct control of him for a moment. This gives
enemies, particularly Groaners and Wormheads in the streets, a perfect
opportunity to lunge at you before you can do anything about it. Therefore
I suggest stopping just a bit earlier in these cases to allow you to get
the drop on them rather than the other way around.

Or perhaps even better, hold Square (with reverse Walk/Run control;
release Square with normal) to transition directly into walking rather
than full on stopping by releasing forward movement as you reach your
target. That way you can immediately raise your weapon and start firing.


14 // p u z z l e  s o l u t i o n s                              [tsr_14]
--------------------------------------------------------------------------

Here you will find quick reference solutions to all the puzzles in the
game to help you on your run.


Piano Puzzle: Press the broken keys in the following order:
              ____________________
             | | || | | | || || | |
             | | || | | | || || | |
             | |5|| | | | || ||3| |
             | |_||_| | |_||_||_| |
             |  |  |  |  |  |  |  |
             |  |1 |  |  |4 |2 |  |
             |__|__|__|__|__|__|__|


Valve Puzzle: 1. Turn the right valve twice left.
             2. Turn the left valve once right.


Plate Puzzle:   QUEEN  -  TURTLE
                 -         -
                CAT   -  HATTER


Astrology Puzzle: Left Keypad   - 6
                 Center Keypad - 4
                 Right Keypad  - 8


The Grim Reaper's List: Enter the code "ALERT" into the keypad.


Light Puzzle: Unlocking only the left door is necessary. Camera is not
             needed.

                o o o                      o o o
  Left Door     o o .      Right Door      o . o
                o . .                      o . o

            . . o   o . o              . o .   o . .
            . . o   o o .              o o o   o o .
            o o o   o o o              . o .   o o o


15 // h y p e r  b l a s t e r  u p g r a d e s                   [tsr_15]
--------------------------------------------------------------------------

After achieving the UFO ending you will unlock the secret Hyper Blaster,
which is initially likely weaker than the Handgun. Increasing your ranking
can change its laser colour and increase its power accordingly, with the
most deadly version about the power of the Rifle serving as your ultimate
reward for a 10-star ranking. This is how it all works:


0.0-7.9/10 ranking: Red Blaster
8.0-9.9/10 ranking: Yellow Blaster
    10/10 ranking: Green Blaster


After saving your ranking of 8/10 or higher, you'll see "HYPER BLASTER
POWER UP" in the bottom right corner of the save menu, along with the
colour you've unlocked, either yellow for 8.0-9.9 or green for 10 stars.

Sadly, these rewards are not permanent, and thus you will lose the Green
Blaster after your next run if you don't post another perfect ranking (or
even the Yellow if you score below 8). This is why it's always a good idea
to save your clear data in separate slots so that you can always start
another run with whichever Blaster you choose. Make sure you don't
overwrite your Green Hyper Blaster save slot once acquired.

Note that using the Hyper Blaster during your 10-star run can immediately
disqualify you with a huge rank reduction right off the top. But even
beyond that, every Hyper Blaster shot counts as a no aim shot and so
enough usage will keep worsening your stats. Over time, your no aim shots
will become 1.00 with all other shooting stats 0.00, although your stats
will be ruined well before then anyway. So simply avoid using it entirely
on your run. You'll have all the time in the world to mess around with the
best one when you're done.



--------------------------------------------------------------------------
==========================================================================
16.                          I T E M  L I S T                     [SH1_16]
==========================================================================
--------------------------------------------------------------------------


This section covers a full list and explanation of every key item and
weapon found in the game, including where they're located and used along
with additional information like descriptions, looking closer where
applicable as well as conditions to unlock if necessary.


===========
Weapon Name
===========
Axe
Hammer
Handgun
Hunting Rifle
Kitchen Knife
Shotgun
Steel Pipe

=================
Extra Weapon Name
=================
Chainsaw
Hyper Blaster
Katana
Rock Drill

=========
Item Name
=========
Amulet of Solomon
Ankh
Antique Shop Key
Basement Key
Basement Storeroom Key
Bird Cage Key
Blood Pack
Camera
Chemical
Classroom Key
Crest of Mercury
Dagger of Melchior
Disinfecting Alcohol
Disk of Ouroboros
Drawbridge Key
Examination Room Key
Flashlight
"Flauros"
Gold Medallion
House Key
K. Gordon Key
Kaufmann Key
Key of "Aratron"
Key of "Bethor"
Key of "Hagith"
Key of "Lion"
Key of "Ophiel"
Hey of "Phaleg"
Key of "Scarecrow"
Key of "Woodman"
Library Reserve Key
Lighter
Magnet
Motorcycle Key
A Note "Doghouse"
A Note "To School"
Picture Card
Plastic Bottle
Plate of "Cat"
Plate of "Hatter"
Plate of "Queen"
Plate of "Turtle"
Pliers
Pocket Radio
Receipt
Ring of Contract
Rubber Ball
Safe Key
Screwdriver
Sewer Exit Key
Sewer Key
Silver Medallion
Stone of Time
Unknown Liquid
Video Tape

===============
Extra Item Name
===============
Channeling Stone
Gasoline Tank

========
Map Name
========
Hospital Basement Map
Hospital Map
Residential Area Map
Resort Area Map
School Map
Sewer Map (connecting to Amusement Park)
Sewer Map (connecting to Resort Area)
Shopping District Map


w e a p o n s
==-=---====----=--=-======-----=--=====----=---=-====--=======-=--=-=-====

==========================================================================
Weapon:     | Axe
Location:   | Hanging on the wall in the "other church" altar hall inside
           | the Green Lion Antique Shop, Central Silent Hill.
Description:| "Small one hand axe.
           |  Moderately effective
           |  as a weapon."
Notes:      | Offers moderate power at close range, easy to use.
==========================================================================
==========================================================================
Weapon:     | Hammer
Location:   | Leaning against the generator in the Generator Room in the,
           | basement, Nightmare Hospital.
Description:| "Emergency hammer.
           |  Highly damaging,
           |  but hard to use."
Notes:      | Very powerful melee weapon with extended range, however
           | somewhat slow to handle.
==========================================================================
==========================================================================
Weapon:     | Handgun
Location:   | Received from Cybil in Cafe 5 to 2 near the beginning of the
           | game, Old Silent Hill.
Description:| "Handgun received from Cybil.
           |  Holds up to 15 rounds."
Notes:      | The most reliable weapon in the game, effective for most
           | situations and enemy types. Offers moderate power and easy
           | handling.
==========================================================================
==========================================================================
Weapon:     | Hunting Rifle
Location:   | Leaning against the wall in the Twinfeeler boss dirt pit in
           | the Silent Hill Town Center, Nightmare Central Silent Hill.
Description:| "Holds up to 6 rounds."
Notes:      | Powerful firearm with the most effective range. Good for
           | shooting from a distance, particularly bosses, but slow to
           | handle.
==========================================================================
==========================================================================
Weapon:     | Kitchen Knife
Location:   | On the counter in Cafe 5 to 2, Old Silent Hill.
Description:| "Hard to use,
           |  but better than nothing."
Notes:      | Minimal range and power. Best way to use it is not at all.
==========================================================================
==========================================================================
Weapon:     | Shotgun
Location:   | On the floor in the Boy's Washroom, Nightmare School 1F.
Description:| "Fires in a wide radius.
           |  Holds up to 6 rounds."
Notes:      | Offers high power with a wide blast radius. Makes quick work
           | of all enemy types from up close.
==========================================================================
==========================================================================
Weapon:     | Steel Pipe
Location:   | At the end of the center Finney Street alley back path, Old
           | Silent Hill.
Description:| "3' long steel pipe.
           |  Long range but of limited use."
Notes:      | Moderate range and low to moderate power. Not particularly
           | suitable for any enemy type except for perhaps Groaners.
==========================================================================


e x t r a  w e a p o n s
=====---=-=--======------=--=-=======-----=---=======---=--=--=====---====

==========================================================================
Weapon:     | Chainsaw
Location:   | Inside the smashed display window of Cut-Rite Chain Saws on
           | Bloch Street, Old Silent Hill (requires Gasoline Tank).
Description:| "Power tool used for cutting
           |  down trees, etc., highly deadly."
Available:  | Always present but only obtainable in a Next Fear game after
           | filling with the Gasoline Tank. After acquiring it once, it
           | will not require gas the next time.
Notes:      | Very powerful and effective at killing enemies, but slow to
           | handle.
==========================================================================
==========================================================================
Weapon:     | Hyper Blaster
Location:   | In your starting inventory once unlocked.
Description:| "High-powered handgun
           |  with infrared scope
           |  and unlimited bullets."
Available:  | In a Next Fear after receiving the UFO ending.
Notes:      | A powerful laser handgun. Its effectiveness depends on your
           | previous ranking.
==========================================================================
==========================================================================
Weapon:     | Katana
Location:   | On the side room shelf in the Levin Street house in Old
           | Silent Hill, once unlocked.
Description:| "Traditional single edged
           |  Japanese blade."
Available:  | After completing the game with one Good and one Bad ending.
Notes:      | A powerful Japanese sword, offering high damage and moderate
           | range. Every swing pulls Harry forward.
==========================================================================
==========================================================================
Weapon:     | Rock Drill
Location:   | On the boxes in the lower room of the control tower on the
           | Bloch Street bridge, Old Silent Hill (requires Gasoline
           | Tank).
Description:| "A tool used in road construction
           |  to create holes in the road for
           |  poles."
Available:  | Always present but only obtainable in a Next Fear game after
           | filling with the Gasoline Tank. After acquiring it once, it
           | will not require gas the next time.
Notes:      | Powerful and deadly automatic tool. Effective when simply
           | held up as enemies will run into it and commit suicide.
==========================================================================


i t e m s
--------==--=-=======----=--=-======----=-=--=-====--=-====----=-=--------

==========================================================================
Item:       | Amulet of Solomon
Location:   | On the wall in the morgue past the "ALERT" keypad in the
           | Ophiel hall, Nowhere 1F.
Description:| "The amulet is a star shaped
           |  object with 6 corners named
           |  after the ancient magician."
Purpose:    | Insert into the "five rites" door in Alessa's bedroom in the
           | Phaleg hallway, Nowhere 1F.
==========================================================================
==========================================================================
Item:       | Ankh
Location:   | On the wall in the graffiti room in the Phaleg hallway,
           | Nowhere 1F.
Description:| "Elliptical talisman
           |  with a cross inside."
Purpose:    | Insert into the "five rites" door in Alessa's bedroom in the
           | Phaleg hallway, Nowhere 1F.
==========================================================================
==========================================================================
Item:       | Antique Shop Key
Location:   | On the desk in the Examination Room, Alchemilla Hospital 1F,
           | after meeting Lisa in the Nightmare Hospital.
Description:| "The tagged key with a shop
           |  name on it that Dahlia left
           |  at the hospital."
Look:       | "green lion" is written on the tag.
Purpose:    | Unlocks the front door to the Green Lion Antique Shop on
           | north Simmons Street, Central Silent Hill.
==========================================================================
==========================================================================
Item:       | Basement Key
Location:   | On the table in the Conference Room, Alchemilla Hospital 1F
           | (accessed through Doctor's Office).
Description:| "The hospital basement
           |  door key, found on the table
           |  in 1st floor conference room."
Purpose:    | Unlocks the door to the basement stairway on 1F, Alchemilla
           | Hospital.
==========================================================================
==========================================================================
Item:       | Basement Storeroom Key
Location:   | On the table in the Operating Room, Nightmare Hospital 2F
           | (accessed from Operating Prep Room).
Description:| "The hospital basement
           |  storeroom key found
           |  in the operating room."
Purpose:    | Unlocks the basement floor Storeroom, Alchemilla Hospital.
==========================================================================
==========================================================================
Item:       | Bird Cage Key
Location:   | On the table in the left side room on 3F, Nowhere, after
           | solving the light puzzle.
Description:| "Bird cage key with
           |  engraved handle."
Purpose:    | Unlocks the birdcage in the room beside the elevator in the
           | first hallway, Nowhere 1F.
==========================================================================
==========================================================================
Item:       | Blood Pack
Location:   | On a shelf in the Storeroom, Nightmare Hospital 3F (accessed
           | from the Storage Room).
Description:| "200ml blood pack.
           |  Found in the hospital
           |  storage room."
Purpose:    | Feed to the Bloodsucker tentacle monster in room 204 for a</pre><pre id="faqspan-8">
           | distraction to get the plate on the wall, Nightmare Hospital
           | 2F.
==========================================================================
==========================================================================
Item:       | Camera
Location:   | On the desk in the office in the second 2F wing, Nowhere,
           | after gaining access to the main elevator.
Description:| "Camera with flash."
Purpose:    | Use on the two paintings by the 3F altar to expose shapes to
           | solve the light puzzle keypads, Nowhere.
==========================================================================
==========================================================================
Item:       | Chemical
Location:   | On a shelf in the Lab Equipment Room, Midwich Elementary 2F.
Description:| "The label reads, 'Concentrated
           |  hydrochloric acid.' Found in
           |  the lab equipment room."
Purpose:    | Use to burn the "old man's palm" holding the medallion in
           | the Chemistry Lab, Midwich Elementary 2F.
==========================================================================
==========================================================================
Item:       | Classroom Key
Location:   | Lying in the drainage ditch in the top right of the
           | courtyard, after using the Rubber Ball and turning the water
           | valve on the rooftop, Nightmare School.
Description:| "The tagged classroom key
           |  found hanging in the drainpipe
           |  on the roof."
Look:       | "2NW" is written on the tag.
Purpose:    | Unlocks the upper Classroom (northwest) in the right hall,
           | Nightmare School 2F.
==========================================================================
==========================================================================
Item:       | Crest of Mercury
Location:   | In a smashed display case in the jewelry store room in the
           | first 2F wing, Nowhere.
Description:| "Snake in the symbol of
           |  mercury signifies alchemy."
Purpose:    | Insert into the "five rites" door in Alessa's bedroom in the
           | Phaleg hallway, Nowhere 1F.
==========================================================================
==========================================================================
Item:       | Dagger of Melchior
Location:   | Stabbed into the fridge in the kitchen in the Phaleg hall,
           | Nowhere 1F (use the Ring of Contract before leaving).
Description:| "The ancient dagger
           |  named after the Magi."
Purpose:    | Insert into the "five rites" door in Alessa's bedroom in the
           | Phaleg hallway, Nowhere 1F.
==========================================================================
==========================================================================
Item:       | Disinfecting Alcohol
Location:   | On the table in the Intensive Care Unit room, Nightmare
           | Hospital 2F.
Description:| "Isopropyl alcohol bottle,
           |  found in ICU at the hospital."
Purpose:    | Pour on grate cover vines before using Lighter in the secret
           | back room behind the shelf in the Storeroom, Nightmare
           | Hospital BF.
==========================================================================
==========================================================================
Item:       | Disk of Ouroboros
Location:   | On the control panel beside the bed in the sickroom in the
           | Phaleg hallway, Nowhere 1F.
Description:| "Ring of a snake biting
           |  it's own tail."
Purpose:    | Insert into the "five rites" door in Alessa's bedroom in the
           | Phaleg hallway, Nowhere 1F.
==========================================================================
==========================================================================
Item:       | Drawbridge Key
Location:   | On the altar of Balkan Church on east Bloch Street after
           | meeting Dahlia, Old Silent Hill.
Description:| "Key to operate the drawbridge.
           |  Found in the church."
Purpose:    | Use on the panel at the top of the Bridge Control Room to
           | lower the Bloch Street bridge, Old Silent Hill.
==========================================================================
==========================================================================
Item:       | Examination Room Key
Location:   | On the control panel in the sickroom in the second hallway
           | of the basement's secret basement (B2), Nightmare Hospital.
Description:| "Found in patient room
           |  in the 2nd floor basement."
Purpose:    | Unlocks the Examination Room from the Medicine Room,
           | Nightmare Hospital 1F.
==========================================================================
==========================================================================
Item:       | Flashlight
Location:   | On the counter in Cafe 5 to 2, Old Silent Hill.
Description:| "One touch on/off switch.
           |  In the chest pocket."
Purpose:    | Lights up dark areas, allowing you to see and pick up items.
           | Toggle on and off with Circle.
==========================================================================
==========================================================================
Item:       | "Flauros"
Location:   | On the altar of Balkan Church on east Bloch Street after
           | meeting Dahlia, Old Silent Hill.
Description:| "Pyramid shaped object found
           |  in the church.
           |  Purpose and use unknown."
Purpose:    | Weakens Alessa's power. Will be used automatically at the
           | right time.
==========================================================================
==========================================================================
Item:       | Gold Medallion
Location:   | In the "old man's palm" statue on the lab desk in the
           | Chemistry Lab, Midwich Elementary School 2F (use Chemical).
Description:| "A picture of a clock tower
           |  is engraved on the surface.
           |  Found in the chemistry lab."
Purpose:    | Insert into the left slot of the courtyard clock tower,
           | Midwich Elementary School 1F.
==========================================================================
==========================================================================
Item:       | House Key
Location:   | Taped to the inner roof of the doghouse at the west side of
           | Levin Street, Old Silent Hill (must read the note on
           | Matheson Street in order to find).
Description:| "The house key
           |  hidden in the dog house."
Purpose:    | Unlocks the front door to the Levin Street house where the
           | doghouse sits, Old Silent Hill.
==========================================================================
==========================================================================
Item:       | K. Gordon Key
Location:   | By the boiler in the Boiler Room after defeating the Split
           | Head, Midwich Elementary School BF.
Description:| "The tag says, 'K. Gordon;'
           |  found in the school's
           |  boiler room."
Look:       | "K. Gordon
           |  OLD SILENT HILL
           |  SOUTHWEST BLOCK" is written on the tag.
Purpose:    | Unlocks the back door to the K. Gordon House, accessed from
           | the west Bradbury Street alley, Old Silent Hill.
==========================================================================
==========================================================================
Item:       | Kaufmann Key
Location:   | On the floor between the billiard tables in Annie's Bar,
           | Silent Hill Resort Area.
Description:| "A '3' is written on the tag.
           |  The key was thought to have
           |  been dropped by Kaufmann."
Look:       | The key has a turquoise tag with "3" on it.
Purpose:    | Unlocks room 3 of Norman's Motel, Silent Hill Resort Area.
==========================================================================
==========================================================================
Item:       | Key of "Aratron"
Location:   | Behind the plate on the back wall in the room at the left
           | end of the second 2F hallway of Nowhere. Unscrew the plate
           | with the Screwdriver and turn off the generator to acquire.
Description:| "The word 'Aratron is
           |  engraved on the key."
Look:       | "Aratron" is engraved into the key stem while the seal of
           | Aratron (spirit) is on its base.
Purpose:    | Unlocks the door marked "Aratron" in the Phaleg hall,
           | Nowhere 1F.
==========================================================================
==========================================================================
Item:       | Key of "Bethor"
Location:   | Inside the bag of jellybeans on a shelf in the Storeroom in
           | the Phaleg hall, Nowhere 1F (rip open the bag and check the
           | floor).
Description:| "The word 'Behthor' is
           |  engraved on the key."
Look:       | "Bethor" is engraved into the key stem while the seal of
           | Bethor (spirit) is on its base.
Purpose:    | Unlocks the door marked "Bethor" in the Phaleg hall, Nowhere
           | 1F.
==========================================================================
==========================================================================
Item:       | Key of "Hagith"
Location:   | One of the hands of the clock in the antique shop room in
           | the first hallway, Nowhere 1F (insert the Stone of Time to
           | break the glass and reach the key).
Description:| "The word 'Hagith' is
           |  engraved on the key."
Look:       | "Hagith" is engraved into the key stem while the seal of
           | Hagith (spirit) is on its base.
Purpose:    | Unlocks the double doors marked "Hagith" at the end of the
           | first hallway, Nowhere 1F.
==========================================================================
==========================================================================
Item:       | Key of "Lion"
Location:   | Inside the open trunk of the police car by the demolished
           | Finney Street bridge, Old Silent Hill.
Description:| "The key to the garden of
           |  the house. Found in patrol
           |  car's trunk."
Look:       | A lion is engraved into the key base.
Purpose:    | Unlocks one of the three back door locks in the Levin Street
           | house, Old Silent Hill.
==========================================================================
==========================================================================
Item:       | Key of "Ophiel"
Location:   | Stuck in the faucet in the shower room beside the elevator
           | in the first hall, Nowhere 1F (use Pliers).
Description:| "The word 'Ophiel' is
           |  engraved on the key."
Look:       | "Ophiel" is engraved into the stem of the key while the seal
           | of Ophiel (spirit) is engraved on the base.
Purpose:    | Unlocks the door marked "Ophiel" in the first 1F hallway,
           | Nowhere.
==========================================================================
==========================================================================
Item:       | Key of "Phaleg"
Location:   | Inside the locked birdcage in the room by the elevator in
           | the first 1F hall, Nowhere.
Description:| "The word 'Phaleg' is
           |  engraved on the key."
Look:       | "Phaleg" is engraved into the key stem while the seal of
           | Phaleg (spirit) is on its base.
Purpose:    | Unlocks the door marked "Phaleg" in the first 1F hallway,
           | Nowhere.
==========================================================================
==========================================================================
Item:       | Key of "Scarecrow"
Location:   | In the mailbox across the gap near the southwest corner of
           | Ellroy and Matheson, Old Silent Hill.
Description:| "The key to the garden of
           |  the house. Found in mailbox
           |  blocked by a fallen tree."
Look:       | A scarecrow is engraved into the key base.
Purpose:    | Unlocks one of the three back door locks in the Levin Street
           | house, Old Silent Hill.
==========================================================================
==========================================================================
Item:       | Key of "Woodman"
Location:   | On the ground in the basketball court, accessed through the
           | wide gate in the alley behind the cafe, Old Silent Hill.
Description:| "The key to the garden of
           |  the house. Found in the
           |  basketball court."
Look:       | A man holding an axe is engraved into the key base.
Purpose:    | Unlocks one of the three back door locks in the Levin Street
           | house, Old Silent Hill.
==========================================================================
==========================================================================
Item:       | Library Reserve Key
Location:   | Falls out of a side locker after checking the small locker
           | with the banging door in the Locker Room, Nightmare School
           | 2F.
Description:| "The key to the school's 2nd
           |  floor library reserves.
           |  Picked up in the locker room."
Purpose:    | Unlocks the Library Reserve from the top corridor, Nightmare
           | School 2F.
==========================================================================
==========================================================================
Item:       | Lighter
Location:   | On the bed in room 201, Nightmare Hospital 2F.
Description:| "Oil lighter found in Room 201."
Purpose:    | Use to burn the vines covering the grate in the hidden back
           | room behind the shelf in the basement Storeroom after
           | pouring the Disinfecting Alcohol, Nightmare Hospital.
==========================================================================
==========================================================================
Item:       | Magnet
Location:   | On the couch in the motel office lounge, Silent Hill Resort
           | Area.
Description:| "Long, thin magnetic rod
           |  with a string attached,
           |  in the motel office."
Purpose:    | Use to pick up the key in the crack after moving the shelf
           | in motel room 3 of Norman's Motel, Silent Hill Resort Area.
==========================================================================
==========================================================================
Item:       | Motorcycle Key
Location:   | In the crack in the floor after moving the shelf in motel
           | room 3 of Normal's Motel, Silent Hill Resort Area (use
           | Magnet).
Description:| "Key to an old motorcycle,
           |  which was dropped between the
           |  floorboards in the motel room."
Purpose:    | Unlocks the gas tank of the motorcycle in the motel office
           | side garage, Silent Hill Resort Area.
==========================================================================
==========================================================================
Item:       | A Note "Doghouse"
Location:   | By the demolished road at west Matheson Street, Old Silent
           | Hill.
Description:| "'Doghouse' and 'Levin st.'
           |  are written in
           |  Cheryl's handwriting."
Look:       | "DOG   "LEVIN
           |  HOUSE"    ST" are written on the two pages.
Purpose:    | Clues you to check the doghouse on Levin Street more closely
           | to find a key inside.
==========================================================================
==========================================================================
Item:       | A Note "To School"
Location:   | At the end of the center Finney Street alley back path, Old
           | Silent Hill.
Description:| "'To school' is written
           |  in Cheryl's handwriting."
Look:       | "To
           | school" is written in large on the page.
Purpose:    | Clues you in to where Cheryl might be.
==========================================================================
==========================================================================
Item:       | Picture Card
Location:   | On the table inside the top right 1F Classroom, Nightmare
           | School.
Description:| "A rectangular card with
           |  a picture of a key. Found on
           |  a desk in a classroom."
Purpose:    | Unlocks the door identical to the card, inside the teacher's
           | lounge behind the Reception, Nightmare School 1F.
==========================================================================
==========================================================================
Item:       | Plastic Bottle
Location:   | Grouped with other plastic bottles on the far counter of the
           | Kitchen, Alchemilla Hospital 1F.
Description:| "Empty bottle found
           |  in the kitchen
           |  of the hospital."
Purpose:    | Use to pick up the red Unknown Liquid on the floor at the
           | back of the Director's Office, Alchemilla Hospital 1F.
==========================================================================
==========================================================================
Item:       | Plate of "Cat"
Location:   | Hanging on the wall at the back of room 306, Nightmare
           | Hospital 3F.
Description:| "Square, yellow plate
           |  with a picture of
           |  a 'Cheshire Cat.'"
Purpose:    | One of four plates needed to solve the plate puzzle in the
           | Nurse Center, Nightmare Hospital 2F.
==========================================================================
==========================================================================
Item:       | Plate of "Hatter"
Location:   | On the back wall of room 204 by the Bloodsucker tentacles
           | Nightmare Hospital 2F (use the Blood Pack to distract it).
Description:| "Square, green plate
           |  with a picture of
           |  a 'Mad Hatter.'"
Purpose:    | One of four plates needed to solve the plate puzzle in the
           | Nurse Center, Nightmare Hospital 2F.
==========================================================================
==========================================================================
Item:       | Plate of "Queen"
Location:   | On the desk in the Director's Office, Nightmare Hospital 1F.
Description:| "Square, red plate
           |  with a picture of
           |  a 'Queen of Hearts.'"
Purpose:    | One of four plates needed to solve the plate puzzle in the
           | Nurse Center, Nightmare Hospital 2F.
==========================================================================
==========================================================================
Item:       | Plate of "Turtle"
Location:   | On the back ledge in the Men's Washroom, Nightmare Hospital
           | 3F.
Description:| "Square, blue plate
           |  with a picture of
           |  a 'Mock Turtle.'"
Purpose:    | One of four plates needed to solve the plate puzzle in the
           | Nurse Center, Nightmare Hospital 2F.
==========================================================================
==========================================================================
Item:       | Pliers
Location:   | On the table in the back room connected to the classroom,
           | Nowhere BF.
Description:| "Tool to use on
           |  metal and wires.
           |  Rusted but usable."
Purpose:    | Use to pull out the key stuck in the faucet in the shower
           | room by the elevator in the first corridor, Nowhere 1F.
==========================================================================
==========================================================================
Item:       | Pocket Radio
Location:   | On a table in Cafe 5 to 2, Old Silent Hill. You must attempt
           | to leave and kill the Air Screamer before acquiring.
Description:| "Portable radio that
           |  emits static
           |  when monsters are near."
Purpose:    | Emits static when monsters are nearby. Can be turned off and
           | on in the inventory.
==========================================================================
==========================================================================
Item:       | Receipt
Location:   | On the floor between the billiard tables in Annie's Bar,
           | Silent Hill Resort Area.
Description:| "Receipt from General Store,
           |  thought to have been dropped
           |  by Kaufmann."
Look:       | "0473" is written in red ink on a receipt for "Indian
           | Runner".
Purpose:    | Shows the code for the door to Indian Runner, Silent Hill
           | Resort Area.
==========================================================================
==========================================================================
Item:       | Ring of Contract
Location:   | In a smashed display case in the jewelry store room in the
           | first 2F hall, Nowhere.
Description:| "Rustic, hefty-looking ring
           |  of unknown material."
Purpose:    | Use to hold the missing link chain together on the fridge
           | when taking out the Dagger of Melchior in the kitchen in the
           | Phaleg hallway, Nowhere 1F.
==========================================================================
==========================================================================
Item:       | Rubber Ball
Location:   | On the table in the Storage, Nightmare School 1F.
Description:| "Florescent pink rubber ball
           |  used by children."
Purpose:    | Place in the drainage hole near the water valve on the roof,
           | Nightmare School (then turn the valve to knock the key
           | down).
==========================================================================
==========================================================================
Item:       | Safe Key
Location:   | Inside the cabinet shelf behind the counter in the Indian
           | Runner general store, Silent Hill Resort Area.
Description:| "Key to the safe,
           |  found at Indian Runner
           |  General Store."
Purpose:    | Unlocks the safe door in the counter inside Indian Runner,
           | Silent Hill Resort Area (not an essential item).
==========================================================================
==========================================================================
Item:       | Screwdriver
Location:   | On the table in the back room connected to the classroom,
           | Nowhere BF.
Description:| "Tool for screws.
           |  Rusted, but usable."
Purpose:    | Use to unscrew the plate on the back wall in the left end
           | room of the second 2F corridor, Nowhere.
==========================================================================
==========================================================================
Item:       | Sewer Exit Key
Location:   | On the plastic floating in the bloody water at the west end
           | of the south upper level path, Sewers (to resort area).
Description:| "Key to exit from the sewer
           |  to the resort area, which was
           |  dropped in the water."
Purpose:    | Unlocks the east end fence gate in the south upper level
           | pathway, Sewers (to resort area).
==========================================================================
==========================================================================
Item:       | Sewer Key
Location:   | In the key box by the desk in the enclosed sewer office in
           | the northeast of the Sewers (to resort area), lower level.
Description:| "Sewer passageway door key."
Purpose:    | Unlocks the gate door at the south of the lower level,
           | Sewers (to resort area).
==========================================================================
==========================================================================
Item:       | Silver Medallion
Location:   | Falls from the wall above the chalkboard in the Music Room
           | after solving the piano puzzle, Midwich Elementary 2F.
Description:| "A picture of a clock tower
           |  is engraved on the surface.
           |  Found in the music room."
Purpose:    | Insert into the right slot of the courtyard clock tower,
           | Midwich Elementary School 1F.
==========================================================================
==========================================================================
Item:       | Stone of Time
Location:   | Falls from the center pillar of the astrology room in the
           | Ophiel hall after solving the astrology puzzle, Nowhere 1F.
Description:| "Large stone with clock-face
           |  design on pillar with astrology
           |  chart hanging from it."
Purpose:    | Insert into the square depression in the grandfather clock
           | in the antique shop room in the first hall, Nowhere 1F.
==========================================================================
==========================================================================
Item:       | Unknown Liquid
Location:   | On the ground behind the desk at the back of the Director's
           | Office, Alchemilla Hospital 1F (use the Plastic Bottle to
           | pick up).
Description:| "Red liquid found in
           |  a broken vial in the
           |  Hospital Director's room."
Purpose:    | Use to save Cybil while standing in her immediate proximity
           | during the Cybil boss fight in the Lakeside Amusement Park.
==========================================================================
==========================================================================
Item:       | Video Tape
Location:   | On the table in the first room on the right in the second
           | hallway of the basement's secret basement, Nightmare
           | Hospital B2.
Description:| "Nothing on the label.
           |  Found on 2nd floor
           |  hospital basement."
Purpose:    | Insert into the VCR in room 302 of the Nightmare Hospital
           | or the VCR room behind the storage room in the 1F Phaleg
           | hall of Nowhere to view its contents (will appear staticky
           | in hospital and uninterrupted in Nowhere). Optional to view.
==========================================================================


e x t r a  i t e m s
====--=----=-======----=--=-=====----=--=--======---=----=-=--====---=-==-

==========================================================================
Item:       | Channeling Stone
Location:   | On the front counter of the Convenience Store at the
           | northeast corner of the Bachman Road and Finney Street
           | intersection, Old Silent Hill.
Description:| "A mystical stone possessing
           |  power. If used somewhere,
           |  the result will be...?"
Available:  | In any Next Fear run, after completing the game once.
Purpose:    | Use at the following five locations to receive the UFO
           | ending: Nightmare School rooftop, Nightmare Hospital
           | courtyard before fighting the Floatstinger, inside the motel
           | compound in the resort area, inside the boat cabin on the
           | Lakeside pier, and on the roof of the Lighthouse where the
           | game will prematurely end.
==========================================================================
==========================================================================
Item:       | Gasoline Tank
Location:   | On the counter in the garage at the Gas Station on Bloch
           | Street, Old Silent Hill.
Description:| "Fuel for chainsaws and
           |  rock drills."
Available:  | In any Next Fear run, after completing the game once.
Purpose:    | Use to fuel and take either the Chainsaw or Rock Drill in
           | your first Next Fear run, then the other in the next. Not
           | required to fuel either weapon in subsequent runs, as long
           | as both have been previously fueled.
==========================================================================


m a p s
==-=--=-=====---=--=-====---=---=-=-------=-=-=====--=--=---==-===-=--====

==========================================================================
Map:        | Hospital Basement Map
Location:   | On the table in the Doctor's Office, Alchemilla Hospital 1F.
Covers:     | Basement of Alchemilla and Nightmare Hospital.
==========================================================================
==========================================================================
Map:        | Hospital Map
Location:   | On the wall of the Reception, Alchemilla Hospital 1F
           | (accessed from the Examination Room and Office).
Covers:     | Floors 1F, 2F and 3F of Alchemilla and Nightmare Hospital.
==========================================================================
==========================================================================
Map:        | Residential Area Map
Location:   | On the counter of Cafe 5 to 2, Old Silent Hill.
Covers:     | All streets and entire exterior of Old Silent Hill.
==========================================================================
==========================================================================
Map:        | Resort Area Map
Location:   | On the information sign at the edge of Bachman Road in the
           | Silent Hill Resort Area, after exiting the Sewers.
Covers:     | All streets, exterior, and the Lakeside pier of the Silent
           | Hill Resort Area.
==========================================================================
==========================================================================
Map:        | School Map
Location:   | On the ledge in the Lobby, Midwich Elementary School 1F.
Covers:     | Floors 1F, 2F, BF and RF of Midwich Elementary and Nightmare
           | School.
==========================================================================
==========================================================================
Map:        | Sewer Map (connecting to Amusement Park)
Location:   | On the wall down the entrance ladder to the amusement park
           | Sewers.
Covers:     | The whole single floor of the amusement park Sewers.
==========================================================================
==========================================================================
Map:        | Sewer Map (connecting to Resort Area)
Location:   | On the desk in the sewer office area at the right end of the
           | second intersection of the resort area Sewers, lower level.
Covers:     | Lower and upper levels of the resort area Sewers.
==========================================================================
==========================================================================
Map:        | Shopping District Map
Location:   | On the chair inside the top of the control tower of the
           | Bloch Street bridge, Old Silent Hill.
Covers:     | All streets and entire exterior of Central Silent Hill.
==========================================================================



--------------------------------------------------------------------------
==========================================================================
17.               S A V E  P O I N T  L O C A T I O N S           [SH1_17]
==========================================================================
--------------------------------------------------------------------------


===============
Old Silent Hill
===============
1.  On the counter inside Cafe 5 to 2 on Bachman Road.
2.  On the counter in the Convenience Store at the northeast corner of the
   Bachman Road and Finney Street intersection.
3.  On the living room counter inside the north Levin Street house.
4.  On a seat inside the school bus at south Midwich Street.

=========================
Midwich Elementary School
=========================
5.  On the desk in the Infirmary, 1F.

================
Nightmare School
================
6.  On the desk in the Infirmary, 1F.

======================
Old Silent Hill Part 2
======================
7.  On the table inside the K. Gordon house on south Levin Street.
8.  On the desk just inside the entrance of Balkan Church on Bloch Street.
9.  On the table inside the garage at the Gas Station on Bloch Street.
10. On the desk inside the control tower of the Bloch Street bridge.

===================
Central Silent Hill
===================
11. On the desk in the side room of the Police Station on Sagan Street.

===================
Alchemilla Hospital
===================
12. On the Reception desk, 1F.

==================
Nightmare Hospital
==================
13. On the bed in room 302, 3F.
14. On the counter inside the Director's Office, 1F.

==========================
Central Silent Hill Part 2
==========================
15. On the table inside the Green Lion Antique Shop on Simmons Street.

=============================
Nightmare Central Silent Hill
=============================
16. On the table inside the Green Lion Antique Shop on Simmons Street.
17. On the table inside the 2F jewelry store in the Silent Hill Town
   Center on Simmons Street.
18. On the Reception desk inside the Police Station on Sagan Street.
19. On the Reception desk on your return to Nightmare Hospital.

=======================
Sewers (to resort area)
=======================
20. On the desk in the sewer office, lower level.
21. On the barrel by the exit of the sewers, upper level.

=======================
Silent Hill Resort Area
=======================
22. On the bar inside Annie's Bar off Bachman Road.
23. On the counter inside Normal's Motel Office.

=================================
Nightmare Silent Hill Resort Area
=================================
24. On the counter in the boat cabin on the Lakeside Pier.
25. On the barrel inside the Lighthouse at the end of the Lakeside Pier.

=======================
Lakeside Amusement Park
=======================
26. On the counter of the ice cream shop across from the ferris wheel.

=======
Nowhere
=======
27. On the table in the Examination Room at the very beginning.
28. On the counter inside the antique shop room in the first corridor, 1F.
29. On the table inside Alessa's bedroom in the Phaleg hallway, 1F.



--------------------------------------------------------------------------
==========================================================================
18.                             M E M O S                         [SH1_18]
==========================================================================
--------------------------------------------------------------------------


=================
Table of Contents
=================

Memos
-----
A note "To school"
A note "Doghouse"
Keys for Eclipse map
School headstone
"Alchemy laboratory"
"A place with songs and sound"
"Darkness that brings the choking heat"
Gold plate
Silver plate
"A Tale of Birds Without a Voice"
Locker Room notice
Locker Room sign
"The Monster Lurks" bloody note
"The Monster Lurks" book
The Hunter and the Lizard
Church plate
Drawbridge Control Tower plate
Officer Gucci
Police Station chalkboard
Hospital plate
Hospital generator note
Nurse Center riddle
Alessa portrait
Indian Runner diary
Grocery List
Norman's Motel photograph
PTV newspaper article
Norman's Motel diary
Amusement Park billboard
Desk scratches
The Grim Reaper's list
Slate riddle
Lisa's diary
Left light painting
Right light painting
White Claudia
Newspaper article about house fire
Door of five rites


Tape Transcripts
----------------
Video Tape


m e m o s
---=--======-----=-=--======----=---=-======----=--=-=====----=-=--====-==

The following are all the various notes and messages found throughout the
game, captioned with green font. Unlike later games, they are not stored
nor viewable anywhere else except their original locations.


--------------------------------------------------------------------------
Title:    A note "To school"
Location: At the end of the center Finney Street back alley path, Old
         Silent Hill.
Content:

To school
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    A note "Doghouse"
Location: On the ground by the demolished Matheson Street, just west of
         the intersection with Levin Street, Old Silent Hill.
Content:

Doghouse
Levin st.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Keys for Eclipse map
Location: Posted beside the locked back door of the Levin Street house,
         Old Silent Hill.
Content:

[Map with writing and markings]

Keys
for
Eclipse

[Three locations are pointed out with an arrow, circle and line]
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    School headstone
Location: At the right of the path to the front doors of Midwich
         Elementary, Old Silent Hill.
Content:

Midwich Elementary School
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    "Alchemy laboratory"
Location: On the front desk of the Reception, Midwich Elementary School
         1F.
Content:

10:00
"Alchemy laboratory"

Gold in an old man's palm.
The future hidden in his fist.
Exchange for sage's water.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    "A place with songs and sound"
Location: On the back desk in the Reception, Midwich Elementary School 1F.
Content:

12:00
"A place with songs and sound"

A silver guidepost is
untapped in lost tongues.
Awakening at the ordained order.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    "Darkness that brings the choking heat"
Location: On the front desk of the Reception, Midwich Elementary School
         1F.
Content:

5:00
"Darkness that brings
the choking heat"

Flames render the silence,
awakening the hungry beast.
Open time's door to beckon prey.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Gold plate
Location: Engraved under the left slot of the courtyard clock tower,
         Midwich Elementary School 1F.
Content:

A Golden Sun
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Silver plate
Location: Engraved under the right slot of the courtyard clock tower,
         Midwich Elementary School 1F.
Content:

A Silver Moon
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    "A Tale of Birds Without a Voice"
Location: On the chalkboard in the Music Room, Midwich Elementary School
         2F.
Content:

"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.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Locker Room notice
Location: On the noticeboard in the Locker Room, Midwich Elementary School
         2F.
Content:

Warning. Don't forget to
take all of your possessions
after using the lockers.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Locker Room sign
Location: On the walls in the Locker Room, Midwich Elementary School 2F.
Content:

NO
RUNNING OR PLAYING
IN THE LOCKER ROOM
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    "The Monster Lurks" bloody note
Location: On the wall by the hanging corpse in the Boys' Washroom,
         Nightmare School 1F.
Content:

Leonard Rhine
The Monster Lurks
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    "The Monster Lurks" book
Location: On the shelf in the Library Reserve, Midwich Elementary School
         2F (must first see "The Monster Lurks" bloody note to read).
Content:

Chapter 3:
"Manifestation of Delusions"

..Poltergeists are among these.
Negative emotions, like fear,
worry or stress manifest
into external energy with
physical effects.

Nightmares have, in some cases,
been shown to trigger them.

However, such phenomena do not
appear to happen to just anyone.

Although it's not clear why,
adolescents, especially girls,
are prone to such occurrences.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    The Hunter and the Lizard
Location: On the center table in the Library, Nightmare School 2F.
Content:

Hearing this, the hunter
armed with bow and arrow said,
"I will kill the lizard."

But upon meeting his opponent,
he held back, taunting,
"Who's afraid of a reptile?"

At this, the furious lizard
hissed, "I'll swallow you up
in a single bite!"

Then the huge creature
attacked, jaws opened wide.

This was what the man wanted.
Calmly drawing his bow, he shot
into the lizard's gaping mouth.

Effortlessly, the arrow flew,
piercing the defenseless maw,
and the lizard fell down dead.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Church plate
Location: Beside the front door to Balkan Church, Old Silent Hill.
Content:

Balkan Church
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Drawbridge Control Tower plate
Location: On the wall by the steps of the control tower on the Bloch
         Street bridge, Old Silent Hill.
Content:

Orridge Bridge Control Room
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Officer Gucci
Location: On the right side of the desk near the chalkboard in the side
         room of the Police Station, Central Silent Hill.
Content:

Coroner Seals called.

Officer Gucci is unlikely to
be murdered. He apparently
died naturally.

But, medical records show
Officer Gucci had no prior
symptoms of heart disease.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Police Station chalkboard
Location: On the chalkboard in the side room inside the Police Station,
         Central Silent Hill.
Content:

Product only available in
selected areas of Silent Hill.

Raw material is White Claudia,
a plant peculiar to the region.

Manufactured here?
Dealer = manufacturer?
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Hospital plate
Location: Beside the front gate to Alchemilla Hospital, Central Silent
         Hill.
Content:

Alchemilla Hospital
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Hospital generator note
Location: On the panel of the generator in the Generator Room, Alchemilla
         Hospital BF.
Content:

The in-house generator
powers elevators, ICUs
and operating rooms only.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Nurse Center riddle
Location: On the wall by the plate door in the Nurse Center, Nightmare
         Hospital 2F.
Content:

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.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Alessa portrait
Location: On the control panel in the sickroom in the second hallway of
         the basement's secret basement, Nightmare Hospital B2. Also
         found in the identical Nowhere room.
Content:

[Portrait of a young girl]

Alessa
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Indian Runner diary
Location: On the counter by the register inside Indian Runner, Silent Hill
         Resort Area.
Content:

August 20

He came by. I handed over the
package that the woman left here.

September 12

He showed up at Norman's, too.

Don't want to be involved with
the likes of them anymore, but...

I'm getting creeped out
even more than before.

Thought of leaving town, but
I'm afraid of what will happen
if I do.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Grocery List
Location: On the back wall behind the counter of Indian Runner, Silent
         Hill Resort Area.
Content:

3 loaves of bread.
3 cartons of milk.
2 dozen eggs.

Deliver to back door daily 8 a.m.
Rear entrance code 0886
               Norman Young
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Norman's Motel photograph
Location: On the back wall behind the counter of Indian Runner, Silent
         Hill Resort Area.
Content:

[Photo of a man standing in front of a motel]

Norman's Grand Opening.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    PTV newspaper article
Location: On the coffee table in the motel office lounge, Silent Hill
         Resort Area. Same newspaper is found in Alchemilla Hospital's 1F
         Medicine Room with the article clipped out.
Content:

Investigation stalled.
"PTV" dealers still at large.

Suspicious deaths continue.
Like the anti-drug mayor,
a narcotics officer dies of
a sudden heart failure of
unknown origin.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Norman's Motel diary
Location: On the desk in the motel office lounge, Silent Hill Resort Area.
Content:

September 10

Took package.
Told to sit on it awhile.

Don't want to get involved,
but can't disobey...

He's probably linked to the death
of the mayor and others.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Amusement Park billboard
Location: Just west of the Sewers manhole entrance on W. Sandford Street,
         Nightmare Resort Area.
Content:

LAKE SIDE AMUSEMENT PARK
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Desk scratches
Location: Etched into the desk in the middle of the Classroom, Nowhere BF.
Content:

Go home.

Thief.

Drop dead.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    The Grim Reaper's list
Location: The slate beside the keypad door in the Ophiel hall, Nowhere 1F.
         Also found in the 2F west wing of Nightmare Hospital.
Content:

The Grim Reaper's list

35 Lydia Findly
60 Trevor F White
18 Albert Lords
45 Roberta T Morgan
38 Edward C Briggs
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Slate riddle
Location: The slate at the end of the Ophiel hall, Nowhere 1F. Same slate
         is present but blank in the Nightmare Hospital 2F west wing.
Content:

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!
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Lisa's diary
Location: On the floor in the storage room past the strange keypad door in
         the Ophiel hall, Nowhere 1F, after viewing the scene with Lisa.
Content:
</pre><pre id="faqspan-9">
Ask doctor to let me quit being
in charge of that patient.

It's too weird.

Still alive,
but with wounds that won't heal.

Told the doctor I quit.
Won't work at that
hospital anymore.

The room is filled with insects.

Even with doors
and windows shut
they get in to spite me.

To the hospital...

Feeling bad.
Need to throw up.
But nothing comes out.
Vomiting only bile.

Blood and pus flow from
the bathroom faucet.

I try to stop it,
but it won't turn off.

Need drug.

Help me...
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Left light painting
Location: Left of the altar on the third floor, Nowhere.
Content:

The light to the future.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Right light painting
Location: Right of the altar on the third floor, Nowhere.
Content:

The light illuminating
the darkness.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    White Claudia
Location: On the cabinet in the right side third floor room, Nowhere (only
         readable if the player read the police station chalkboard).
Content:

WHITE CLAUDIA.

Perennial herb found near water.
Reaches height of 10 to 15 in.
Oblong leaves, white blossoms.

Seeds contain hallucinogen.
Ancient records show it was
used for religious ceremonies.
The hallucinogenic effect
was key.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Newspaper article about house fire
Location: On the back desk in the right side third floor room, Nowhere
         (only in PAL and Japanese versions, only sometimes appears).
Content:

(Same thing...)

Investigation stalled.
"PTV" dealers still at large.

Suspicious deaths continue.
First the anti-drug Mayor, now
a narcotics officer dies of
a sudden heart failure of
unknown cause.

(Are there others?
It's pretty old...)

Fire broke out in town.
6 homes destroyed.

Charred body
of Alessa Gillespie(7)
found in aftermath.

Cause of fire currently under
investigation.

Investigations show source
as basement of Gillespie home.
Blaze now believed caused by
malfunction of antiquated
boiler.

(The date of the blaze...
it's the same day
we found Cheryl!)
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Door of five rites
Location: On the locked door in Alessa's bedroom in the Phaleg hall,
         Nowhere 1F.
Content:

[Above five uniquely-shaped depressions]

thou posses them
to guard thy spirit
evoke five rites
unveil thy fate
--------------------------------------------------------------------------


t a p e  t r a n s c r i p t s
===-=----=--=-=-======----=---=-=====----=----=--=====----=--====---=-=-==

This contains a full transcript for the one recorded tape that is found in
in the game as an item.


--------------------------------------------------------------------------
Title:    Video Tape
Location: Found on the table in the first right room in the second hallway
         of the basement's secret basement, Nightmare Hospital B2. Can
         be partially-viewed with mostly static by using the VCR in room
         302 of Nightmare Hospital, or fully-viewed in the similar room
         in the Phaleg hall, Nowhere 1F.
Content:

[When played in the hospital: snow fills the screen and a female voice is
heard on and off through very thick static.]


-----------

Still ------ unusua---
-----fever...

---- don't -------
get------ puls----

--- just bare-------------

--- skin is ------------

Even when I ch----
-------------

----------------------------
--zing thro----

Why--
-------------------- chil--------

-------------------
-------------

--won't tell ------
-----------

---please...


[When played in Nowhere: an image of Lisa at the end of a table with her
head down and hands held near her face. We hear her voice.]


What is it?

Still has an unusually
high fever...

Eyes don't open...
getting a pulse...

But just barely breathing.

Her skin is all charred!

Even when I change
the bandages,
the blood and pus just start
oozing through!

Why...
What is keeping that child alive?

I... can't stand it
any longer...

I won't tell a soul
..promise.

So please...
--------------------------------------------------------------------------



--------------------------------------------------------------------------
==========================================================================
19.               C O O L  A N D  S C A R Y  T H I N G S          [SH1_19]
==========================================================================
--------------------------------------------------------------------------


This section throws back to an original idea I had on the GameFAQs Silent
Hill 2 message board in 2002, to create a topic of "Cool and Scary things"
found throughout that game, including various sounds, sights and general
trivia.

The idea took off and it went through 1500 posts of discussion and
findings. While making walkthroughs for the Silent Hill games I decided to
carry on the tradition with a section of trivia using the same admittedly
quirky title I chose then as a young teenager.


===============
Old Silent Hill
===============
-Cafe 5 to 2 is a reference to the 1994 film "Natural Born Killers" with a
cafe of the same name
-The "Study, Dammit!" poster in the cafe is a copy of a real poster
created by Stephen King in university, featuring King himself on it
-The restaurant Queen Burger on Bachman Road is a play on the fast food
restaurant Burger King
-The three keys for Eclipse (Scarecrow, Lion, Woodman) are all in the
theme of "The Wizard of Oz"


=========================
Midwich Elementary School
=========================
-Midwich Street and Elementary get their names from a village in the 1960
and 1995 films "Village of the Damned", based on the 1957 book "The
Midwich Cuckoos" by John Wyndham
-Midwich's general appearance and art design is modelled directly after
the 1990 film "Kindergarten Cop", down to identical but pixelated posters
and cabinets


================
Nightmare School
================
-"Leonard Rhine The Monster Lurks" is an allusion to "Timothy Flyte The
Ancient Enemy" written on a mirror in the Dean Koontz novel and film
"Phantoms"
-If you don't read "The Monster Lurks" note in the 1F Boy's Washroom,
Harry says "No useful books" when you check the later book in the Library
Reserve, which can be read if you saw the note
-If you don't kill the Creeper before trying to leave the top left
Teacher's Room, it'll stalk Harry when he answers the nearby phone
-Creepy knocking is heard in the Library Reserve


======================
Old Silent Hill Part 2
======================
-"REDRUM" can be seen in red writing on a garage on the north side of
Bloch Street on the way to the bridge, a nod to Stephen King's "The
Shining" (also prominently featured in the 1980 film by Stanley Kubrick)
-Beside the "REDRUM" marking is a store called Jim Beam, an alcohol brand,
although sadly they do not sell rum, which would've been a funny one
(but perhaps it's still meant to be an alcohol store)


===================
Central Silent Hill
===================
-There is a restaurant called Konami Burger on south Crichton Street


===================
Alchemilla Hospital
===================
-Alchemilla likely gets its name from the genus of herb from the Rosaceae
family of the same name
-4 is an unlucky number in Japan since it sounds like the word for death,
making the brief presence of the secret 4th floor even more terrifying


==================
Nightmare Hospital
==================
-If you re-enter the stairwell and try to return to the 4th floor, a wall
prevents any access
-A banging sound, possibly falling bricks, is heard in the Director's
Office
-A crash is heard in the 1F Storeroom
-The plates found in the hospital are all themed with characters from
"Alice in Wonderland"
-The Lighter Harry finds is a Zippo, with the logo clearly legible on the
bottom just as it appears on all Zippos
-The Blood Pack can be used anywhere inside the Bloodsucker room, provided
you've moved from the door
-There's a crash sound as you leave the 3F Men's Washroom
-Sound of repeated glass smashing is heard in the first left room of the
second hallway in the secret second floor basement


=======================
Sewers (to Resort Area)
=======================
-The Radio doesn't work in the Sewers, likely due to the signal being
blocked while underground


=======================
Silent Hill Resort Area
=======================
-The restaurant MEC Burger has very similar yellow arches to the original
design of McDonalds restaurants
-There are boxes labelled "Fedy-X" inside Indian Runner, a play on the
Fedex shipping company
-There's a Playboy style magazine underneath the newspaper article in the
motel office lounge
-If you examine the sexy poster on the wall of the motel office lounge,
Harry comments "Don't look at that now"


=======================
Lakeside Amusement Park
=======================
-The Unknown Liquid can actually be used on the first Larval Stalker in
the area, skipping ahead to the post-Cybil fight scene, albeit with the
cutscene completely broken


=======
Nowhere
=======
-Alessa's ghost can be seen running through the first Nowhere hallway,
along with the sound of her laughing
-Alessa's ghost also appears in the third floor foyer and also in the
graffiti room cutscene
-The botany book in the right 3F room, which contains a blurb about White
Claudia, can only be read if the player checked the police station
chalkboard
-A newspaper article explaining the fire in the Gillespie household can
sometimes be found in the right side 3F room (only in PAL and Japanese
versions) but its appearance is random


=============
Miscellaneous
=============
-Harry's wife is first seen in the opening movie with Harry holding
Cheryl but is forever replaced with Cybil after receiving the Good+
ending
-The roads in Silent Hill are incredibly wide, especially for a small town
-Street names are based off the names of authors who were inspirational to
the creators of Silent Hill
-Dahlia is barefooted (her spiritual successor Claudia later follows suit)
-There is sometimes a glitch where Air Screamers or Night Flutters can be
shot on repeat without dying, surviving 10-15+ Rifle shots
-Silent Hill residents must love burger joints as there's no fewer than
three of them, including one in each travelled section of town



--------------------------------------------------------------------------
==========================================================================
20.                           C R E D I T S                       [SH1_20]
==========================================================================
--------------------------------------------------------------------------


In this section I'd just like to thank some people that contributed to
the making and hosting of this FAQ, along with some general thanks.


- Thanks to Team Silent, KCET and Konami for developing and publishing
  Silent Hill.

- Thanks to Akira Yamaoka for composing an awesome soundtrack that
  started the musical brilliance of the Silent Hill series.

- Thanks to GameFAQs, IGN and all other sites for hosting this FAQ and
  allowing it to reach as wide an audience as possible.

- Thanks to dictionary.com as I almost always had it open as a reference
  while writing this FAQ.

- Thanks to Punchy for the convoluted ranking formulas from his 10-Star
  Rank Requirements guide.

- Thanks to everyone who gives this FAQ a good rating. It is much
  appreciated.

- Thanks to all users of this FAQ. I hope it continues to be helpful for
  everyone who finds it.


               © COPYRIGHT 2004-2020 BY ANDREW HAFFENDEN
                               END OF FILE