____ _ _ _____ _ _ _______ _ _ _ _ _ ____
/ ___|| || | | ___|| \ | ||__ __| | | | || || | | | / __ \
| |__ | || | | |___ | \ | | | | | | | || || | | | |_/ \ |
\__ \ | || | | ___|| \| | | | | |__| || || | | | / /
\ || || | | | | |\ | | | | __ || || | | | _ \ \
___/ || || |___ | |___ | | \ | | | | | | || || |___ | |___ | \__/ |
|____/ |_||_____||_____||_| \_| |_| |_| |_||_||_____||_____| \____/
==---------------------------------------------------------------==
|| ||
|| S I L E N T H I L L 3 F A Q / W A L K T H R O U G H ||
|| ------------------------------------------------------- ||
|| © Copyright 2003-2019 by Andrew Haffenden aka Conquerer ||
|| ||
|| Silent Hill is a registered trademark of Konami Computer ||
|| Entertainment Tokyo, Inc. © 1999 2003 Konami Computer ||
|| Entertainment Tokyo. All rights reserved. ||
|| ||
||====================---------=====---------====================||
|| ||
|| Silent Hill 3 ||
|| ||
|| Developer: KCET (Team Silent) ||
|| Publisher: Konami ||
|| Original Platforms: PlayStation 2/PC ||
|| Genre: Adventure ||
|| Origin: Japan ||
|| Number of Players: 1 ||
|| Initial Release Date: May 23rd, 2003 ||
|| 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. ||
|| ||
==---------------------------------------------------------------==
Some parts of this FAQ may be considered violent or cruel.
__________________________________________________________________________
s i l e n t h i l l 3 ||||||||||||||||||||||||||||||||||||||||||||||||||
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
TABLE OF CONTENTS.................................................[SH3_00]
__________________________________________________________________________
1. INTRODUCTION.................................................[SH3_01]
2. UPDATES......................................................[SH3_02]
3. FREQUENTLY ASKED QUESTIONS...................................[SH3_03]
4. PROLOGUE.....................................................[SH3_04]
5. CHARACTERS...................................................[SH3_05]
6. ENEMIES......................................................[SH3_06]
7. WEAPONS AND SUPPLIES.........................................[SH3_07]
9. PLAYING THE GAME.............................................[SH3_08]
01 // Menus...................................[ptg_01]
02 // Game Basics.............................[ptg_02]
03 // Combat Strategies.......................[ptg_03]
04 // Items...................................[ptg_04]
05 // Health System...........................[ptg_05]
8. CONTROLS.....................................................[SH3_09]
10. DIFFICULTY SETTINGS..........................................[SH3_10]
11. WALKTHROUGH..................................................[SH3_11]
01 // Nightmare...............................[wlk_01]
02 // Central Square Shopping Center..........[wlk_02]
03 // Nightmare Mall..........................[wlk_03]
04 // Hazel Street Subway Station.............[wlk_04]
05 // Underpass...............................[wlk_05]
06 // Construction Site.......................[wlk_06]
07 // Hilltop Center Office Building..........[wlk_07]
08 // Nightmare Hilltop Center................[wlk_08]
09 // Daisy Villa Apartments..................[wlk_09]
10 // Silent Hill.............................[wlk_10]
11 // Brookhaven Hospital.....................[wlk_11]
12 // Nightmare Hospital......................[wlk_12]
13 // Lakeside Amusement Park.................[wlk_13]
14 // Church..................................[wlk_14]
PUZZLES:
i. Shakespeare Anthology...................[puz_01]
ii. Second Floor Patient Wing Keypad........[puz_02]
iii. Dead Man's Briefcase....................[puz_03]
iv. Crematorium Oven Door...................[puz_04]
v. Tarot Card Door.........................[puz_05]
BOSS FIGHTS:
i. Split Worm..............................[bos_01]
ii. Missionary..............................[bos_02]
iii. Leonard.................................[bos_03]
iv. Memory of Alessa........................[bos_04]
v. The God.................................[bos_05]
12. SPEED WALKTHROUGH............................................[SH3_12]
13. ENDINGS......................................................[SH3_13]
14. UNLOCKABLES AND SECRETS......................................[SH3_14]
15. 10-STAR RANKING GUIDE........................................[SH3_15]
01 // Ranking Overview........................[tsr_01]
02 // Requirements............................[tsr_02]
03 // Difficulty Levels.......................[tsr_03]
04 // Ending Type.............................[tsr_04]
05 // Saves & Continues.......................[tsr_05]
06 // Clear Time..............................[tsr_06]
07 // Item and Extra Weapon Number............[tsr_07]
08 // Defeating Enemies.......................[tsr_08]
09 // Boss Kill Times.........................[tsr_09]
10 // Total Damage............................[tsr_10]
11 // Rank Reduction..........................[tsr_11]
12 // Walkthrough.............................[tsr_12]
13 // Strategies..............................[tsr_13]
14 // Puzzle Solutions........................[tsr_14]
15 // Extra Weapon Upgrades...................[tsr_15]
16. ITEM LIST....................................................[SH3_16]
17. SAVE POINT LOCATIONS.........................................[SH3_17]
18. MEMOS........................................................[SH3_18]
19. SONG LYRICS..................................................[SH3_19]
20. COOL AND SCARY THINGS........................................[SH3_20]
21. CREDITS......................................................[SH3_21]
__________________________________________________________________________
[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.
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==========================================================================
1. I N T R O D U C T I O N [SH3_01]
==========================================================================
--------------------------------------------------------------------------
Welcome to my Silent Hill 3 FAQ/Walkthrough. Konami is back with Silent
Hill 3 as the conclusion to the story that started in 1999. It is a truly
beautiful and detailed game for its era, and while it might not reach the
storytelling heights of Silent Hill 2, it surpasses it with disturbing
horror and imagery that places this entry amongst the genre's best. I hope
everyone enjoys it and that this FAQ proves helpful on your adventure and
any subsequent runs thereafter.
Everything you really need to know about the game is contained within this
document, including an extremely in-depth walkthrough that in 2019
received a heavy rewrite and re-organization to be more user-friendly and
easy to navigate, along with more heavily-detailed puzzle solutions.
Beyond that, you'll find a speed walkthrough, how to achieve all endings
and acquire all unlockables, a full item list, roster of memos, and even
some extra content like song lyrics and a list of trivia or "cool and
scary things" to find in the game.
You'll even find a 10-star ranking guide to help you achieve a perfect
ranking, which was also heavily bolstered and re-written in the latest
update to become rather in-depth. It's a very hard thing to achieve 10
stars in Silent Hill 3, but with difficulty comes great reward and I
suggest those with the skill and patience to go for it, using that guide
as needed.
Beyond that, my philosophy while writing guides is to be as detailed as
possible and provide all relevant information so the player is never
confused about any aspect. Therefore you'll find especially the
walkthrough here to be very detailed, as if I'm taking the journey with
you. I took that even further in my more recent rewrite to make things as
clear and efficient as possible for all players to navigate through the
game.
Be sure to use the Table of Contents and section codes to guide you
through this FAQ, and don't forget to check out the unlockables and
secrets section for anything you missed, along with some notable
references to Silent Hill 2, some great horror films, and even some
striking similarities to its sequel, Silent Hill 1.
Cheers.
- Conquerer
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==========================================================================
2. U P D A T E S [SH3_02]
==========================================================================
--------------------------------------------------------------------------
[12/31/2019] - New Year's Eve - 598 KB [FINAL]
Now 15 years after the last update, I've completely rewritten or heavily
edited this entire document. With the main goal of modernizing the
walkthrough to allow for more precise navigation for the user rather than
endless paragraphs, I have done that while cleaning up the rest, which was
all originally written when I was a teenager. This FAQ now uses helpful
section codes, the walkthrough is a bit more streamlined and organized
while puzzles go into much more depth. I'm now very happy to leave this
FAQ as is, confident it's in a much more user-friendly state.
[12/31/2004] - New Year's Eve - 472 KB
Major update with over 100 KB of text added. Added 10 star ranking section
to the ranking section, added song lyrics, edited the whole walkthrough
and the whole FAQ. Final update.
[08/28/2004] - 367 KB
Finished editing up to the Underpass in the walkthrough. Added more memos
in the memo section and aligned them the way they are in the game. Also
added more credits and fixed some typos.
[11/08/2003] - 337 KB
First sent in the FAQ after a lot of work but it was worth it. The rest of
the memos and other things including my personal review should be done
soon, so keep your eyes open.
--------------------------------------------------------------------------
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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 [SH3_03]
==========================================================================
--------------------------------------------------------------------------
GENERAL FREQUENTLY ASKED QUESTIONS:
Q: When was this game released?
A: North America: 08/05/2003, Europe: 05/23/2003, Japan: 07/03/2003.
Q: Why did Europe get it so much earlier than the rest?
A: Who knows. Perhaps because they got SH2 quite late.
Q: In Europe does it come with the Making of SH3 DVD with the game like
SH2?
A: No, not this time.
Q: I heard that you get the Official Soundtrack with SH3 in North America,
is this true?
A: Yes, something exclusively for North America.
Q: How many versions are there of Silent Hill 3?
A: As of 2019 there are three. First came the original PS2 release in all
regions, then the PC port and then much later the HD remaster in the HD
Collection for PS3 and Xbox 360.
Q: How is the Silent Hill HD Collection version of Silent Hill 3?
A: It is an absolute disaster, worse than SH2 HD, and I highly advise
against playing it as your first experience as it may do permanent
damage to your perception of an otherwise very well-built game. Firstly
the voices have all been replaced by new actors and while some are
somewhat okay, their tones and performances do not fit within the scope
of the game and endless nuances are completely gone. To make it worse,
liberties have been taken with the dialogue including some entirely
changed lines. Further, the sound design is a complete mess with
different sounds used at so many wrong places, some sounds missing
entirely, wrong music playing at different times, ending abruptly or
incorrectly looping, while the sound in general just comes off as very
buggy and rushed. In a game where sound is so crucial to its
atmosphere, this is absolutely unacceptable. Beyond that, frame rate is
stuttery and certain gameplay attributes are quite buggy, such as
Heather's movement. If you do play the HD Collection version, I implore
you to understand that you are playing the absolute worst version of
the game imaginable and thus any perceptions you may have about it may
not apply at all to the original game. Otherwise, refer to below for a
method leaps and bounds better to play this game in HD or higher
resolutions with all original assets and design intact.
Q: What is the definitive way to play this game today?
A: That would absolutely be the PC version played with a widescreen HD
mod (which you can Google to download). For whatever reason, the
original SH3 is one of the most highly-detailed PS2 games ever created,
in a different league from SH2 and even SH4. Its character models and
environmental detail stand out even today. Therefore when the PC
version is played in 1080p or 4K it holds up insanely well. It truly is
a beautiful game when played this way and I could not recommend it
enough. If you're thinking you want to avoid the hassle of getting the
PC version or wondering if your PC can even run it in HD, it does not
require high performance at all as it's an old game, and can easily be
connected to a TV via HDMI and played with a modern controller via USB.
Trust me when I say that it is 100% worth it for any major fan. It
completely blew me away and I'm grateful it exists. Otherwise I'd
always recommend the original PS2 version over the HD Collection for
the reasons mentioned in the previous Q & A. But again, do whatever you
can to play the PC version in HD... It is a technical marvel even
today.
Q: About how long does it take to complete this game?
A: Probably about 6 hours your first time, ranging from 5-8 hours for most
people. It took me just shy of 6 hours my first time.
FAQ/WALKTHROUGH FREQUENTLY ASKED QUESTIONS:
Q: What do you mean by "examine"?
A: Go up to whatever is mentioned and press X for Heather to provide a
comment or to get a closer look. In the context of your inventory, find
the item mentioned and select the "Examine" option.
Q: I can't find a certain item, can you help me?
A: You'll find all item locations and where to use them in the Item List
section, although all the information is just as well in the
walkthrough.
Q: I can't solve a certain puzzle, can you help me?
A: Find that puzzle in the walkthrough for a heavily-detailed analysis of
each solution. Refer to the table of contents for the puzzle section
codes, while the smaller mini-puzzle events are contained in the
walkthrough as well.
Q: Can you help me find the nearest save point?
A: Check the Save Point Locations section.
Q: I'm running a lot slower than I was before. Why is this?
A: You must have the Bulletproof Vest equipped. While it provides
additional protection, it comes at the cost of speed.
Q: What is this "Silent Hill 2 Reference" thing in the walkthrough?
A: If you have a completed SH2 save file on your memory card, you can
experience four minor references to it at the locations specified.
Q: How do you unlock the Unlimited Submachine Gun?
A: Beat the final boss with a melee weapon. You can use guns but the last
hit has to be with a melee weapon. I recommend the Katana. The final
boss section in the walkthrough explains a helpful strategy.
Q: Where is the tips section like in your SH2 FAQ?
A: It's called "Playing the Game", a few sections before the walkthrough.
Q: I haven't played any other SH game. Will I understand what's going on?
A: The first half of the game is fairly stand-alone, but the rest ties a
lot into SH1 with certain characters and its general story so you'll be
a bit lost and a certain event halfway will lose all its emotional
impact. I would recommend playing SH1 first if you can but either way
SH3 is a fantastic horror experience on its own.
Q: Is it necessary to have played SH2 before SH3?
A: Its story is completely unrelated so not quite, but in SH3 you do
revisit a familiar section of the town and one of its major locations,
so you will miss out on that feeling of familiarity. Additionally you
can experience four references to SH2 if you have a completed save file
on your memory card, although only minor and just for fun.
Q: How many endings are in this game?
A: Only three. And the first time through you can only receive the Normal
ending.
Q: How do you unlock the Heather Beam?
A: Kill a total of 333 or more enemies in your save file. It doesn't
matter how many times through the game it takes you as long as you keep
continuing your file with Extra New Game.
Q: In your walkthrough you mentioned there are one or two Health Drinks
somewhere, but instead I found two First-Aid Kits. Why?
A: What you find depends on both your action level but also how well you're
doing with ammo and health since this game uses adaptive difficulty.
You may even find an Ampoule and First-Aid Kit in instead of two Health
Drinks in some areas.
Q: How come there are bugs blocking the hallway in the mall? They weren't
there last time.
A: The bugs are only there on Normal and Hard Riddle Level, while you can
run right through on Easy.
Q: How do I get past the bugs blocking the mall hallway?
A: First you need the Bleach and Detergent (find them with the walkthrough
or Item List of this FAQ). Then turn off the fan outside the hall and
combine and use the two items while standing over the bucket near the
door in the bug hall. Then turn the fan back on to clear the fumes
away.
Q: There's a big monster blocking the exit hallway in the Nightmare
Hilltop Center. How do I kill it?
A: You can't. You must find the end of the fairy tale to find out what to
do. The fairy tale conclusion is found in the Elberton Life Insurance
section of 1F, but you need the key to that section from OneStop
Imports on 4F.
Q: Why can't I combine and use the Jack and Rope on the Hilltop Center
elevator?
A: They must be used separately. First open the doors with the Jack, then
drop the Rope down.
Q: I was in the Nightmare Hospital 3F storeroom and the room got all
screwy and the door was locked so I died. What was I supposed to do?
A: The door is only locked for a certain amount of time while the room is
transforming. It allows you to sit back and enjoy the show, although
your health starts draining once the transformation is done and you
will die once it hits zero. Always find the door and leave as soon as
the transformation is complete. It may be a little hard to see but it's
there.
Q: I don't have any ammo left and I think I'm close to the last boss. Am I
screwed or what?
A: You're okay. You can beat the last boss with a melee weapon with a
fairly reliable strategy just as long as you're quick on your feet and
go for attacks when the window is open. It may take a while on Normal
or Hard Action Level, but it's still very doable. You'll also unlock an
extra weapon for killing it with a melee weapon.
Q: I still have Shakespeare books from back in the mall. Do they have any
use or can I get rid of them?
A: If you didn't put them back on the shelf cause you already knew the
code, then you can't get rid of them for the rest of the game and they
have no use but to clog your inventory. This happened to me as well my
first time.
Q: Do you know the lyrics for the spoken songs in SH3?
A: Yes, check the Song Lyrics section. All the lyrics for every song are
in there.
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4. P R O L O G U E [SH3_04]
==========================================================================
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Heather awakens from a terrifying nightmare to find herself at a fast food
restaurant called Happy Burger. She calls her father to inform him she'll
be home soon as man in a brown overcoat observes her.
Annoyed by his presence, Heather says her goodbyes and frees up the phone,
but the man wishes to speak with Heather instead. He introduces himself as
Douglas Cartland and explains that he's a detective. Someone would like to
speak to Heather about her birth and needs just half an hour of her time.
Suspicious of him from the start, Heather declines and slips into the
nearby ladies' room to escape her follower, and there begins a long
journey reconnecting Heather with her mysterious past, which is uncovered
along the way.
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5. C H A R A C T E R S [SH3_05]
==========================================================================
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Heather
-------
Age: 17
Heather is just a normal teenage girl who goes shopping one day and
becomes trapped in a nightmare that surrounds her. With a freckled face
and dyed blonde hair and dark roots, Heather has a short temper and isn't
afraid to show some attitude. She isn't shy, but knows who she should and
shouldn't trust and is very much daddy's girl. As a teenager, she has no
full-time occupation but works various side jobs including babysitting.
Douglas Cartland
----------------
Age: Late 50s
Douglas is a middle-aged private detective with grey hair and a beard who
approaches Heather in the mall. Douglas explains that there's someone who
wants to speak to her about her birth, but Heather ignores him. As she
later finds out, Douglas was hired by Claudia to track Heather down. Soon
realizing he had been lied to and used, Douglas instead turns to help
Heather on her journey, holding no hard feelings for her behaviour and
distrust towards him.
Claudia Wolf
------------
Age: 30
Claudia is a very peculiar woman of bright, blonde hair, pale complexion
and no eye brows, who chooses to walk around barefoot. Heather first meets
her in a back mall hallway and questions what is happening with the
monsters, to which Claudia replies it is the hand of God. Unbeknownst to
Heather at this point, Claudia is the high priestess of the Order who is
seeking out Heather, whom she explains before slipping away is the one who
will lead "us" to paradise with blood-stained hands.
Vincent Smith
-------------
Age: 24-26
Called Father Vincent by his followers, Vincent is a young priest with
brown hair and glasses who serves in the Order alongside Claudia. However
he makes his intentions clear that he is not on her side but rather wishes
to help Heather. From their first meeting in the Hilltop Center, Heather
understandably isn't sure how much she can trust the man, who comes off as
manipulative and often carries a suspicious smirk on his face as he tries
to get under her skin. But Heather may not have a choice but to trust him
as her only inside source to help fight back against Claudia, making him
a valuable albeit uncertain ally.
--------------------------------------------------------------------------
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6. E N E M I E S [SH3_06]
==========================================================================
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Closer
------
Appearance:
A very tall creature with two large padded arms that widen as they go
down. Has normal-sized legs and a peculiar, twitching head with a large
mouth on the front. Bears a strong resemblance to the Mandarin from Silent
Hill 2. Closers in the endgame's Church take on a transformative, greenish
appearance while becoming stronger and faster.
Location(s):
Nightmare, Central Square Shopping Center, Nightmare Mall, Hazel Street
Subway Station (backtracking only), Brookhaven Hospital, Lakeside
Amusement Park, Church.
Attacks:
Most often Closers will thrust one of their large club-like arms forward
at Heather, which inflicts a fair amount of damage but is very slow and
telegraphed. Sometimes they may extend a sharp blade from the arm, doing
even more damage. Additionally Closers may swing their arms around their
body to hit Heather at close range, so be careful while circling and
attacking them.
Suggested Weapon(s):
Handgun, Shotgun, Submachine Gun, Katana.
Strategy:
Despite its lumbering size, the Closer is a truly pathetic fighter that
moves at a slow enough speed to easily run by it or even dodge all its
attacks at close range. Therefore the best strategy is to just ignore
them, especially in higher numbers. But if you do wish to fight them, the
Handgun is probably the most reasonable way to kill them from beyond their
range, backing up while firing if they're approaching you. Usually they
die when dropped with the Handgun, but otherwise may require a kick to
finish off.
The Shotgun is a bit slow but you can bait them into an attack or just run
behind them and blast away. The SMG's rapid fire works great too but
there's really not much ammo for it. If you are going to try a melee
weapon, try the Katana or Steel Pipe and sidestep around them between hits
to dodge their attacks.
Numb Body
---------
Appearance:
A malformed, bipedal body with no arms, pale purple in colour with bloody
veins all over and what looks like a large single eye on its head. Makes
sounds similar to goats or lambs and comes in sizes small, medium and
large. No fries with that.
Location(s):
Central Square Shopping Center, Nightmare Mall, Hazel Street Subway
Station, Underpass, Hilltop Center.
Attacks:
Since they have no arms their only attack is a lunging headbutt. Try to
avoid this by attacking from a distance or circling around them to attack
from behind or the side.
Suggested Weapon(s):
Handgun, Katana, Steel Pipe, Shotgun (large sizes).
Strategy:
These guys are fairly aggressive despite their most common small size and
slower speed, but they generally don't take more than a good melee weapon
to kill. Be wary of their lunging jump forward in attempt to bat you, and
smack away with the Katana or Steel Pipe while sidestepping around them to
make it difficult for them to hit you. They often come in groups, so
consider using the Handgun to take them out more quickly and safely. Even
so, they can usually be lured out one by one where you can safely kill
them away from their buddies. Always finish them off with a kick if still
squirming when down.
In the subway and underpass you'll encounter large Numb Bodies. These
creatures are even more aggressive and powerful, and evasive measures are
even more important, but when properly positioned you can still take them
down with the Steel Pipe. If in a hurry or surrounded by several of them,
the Shotgun can make quick work of them from close range and the Handgun
works quite well although lacks the stopping power as these larger
creatures power towards you.
Double Head
-----------
Appearance:
A dog wrapped in bandages with its head split in half, perhaps like a
roasted dead dog come to life. Often howls for backup.
Location(s):
Nightmare, Central Square Shopping Center, Nightmare Mall, Hazel Street
Subway Station, Hilltop Center, Nightmare Hilltop Center, Silent Hill,
Lakeside Amusement Park.
Attacks:
Most commonly they jump and bite at Heather, inflicting minimal damage.
From the ground they will often grab a hold Heather's leg and give it a
solid chew, hurting her more. Stay away from their mouths and attack their
sides or rear to avoid this, but mash the shoulder and directional buttons
if caught.
Suggested Weapon(s):
Handgun, Katana, Steel Pipe.
Strategy:
Double Heads like to run around a lot and can be a pain to fight, which is
why the Handgun is the most efficient way to deal with them, beyond simply
running past which is always doable. Then again they're not too
threatening and so saving your ammo by using the Steel Pipe or Katana is a
good idea if you wish to kill them. Try to sidestep around them and avoid
their mouths so they can't bite you while fighting them.
A helpful tool against them is using beef jerky to distract their
attention, allowing you to run past or sneak up to attack them. The same
goes for Double Heads already distracted by a piece of meat, a regular
occurrence in the game. Just run past them or beat them down with a
surprise attack, and always finish them off with a kick. Note that Double
Heads will often howl to call in nearby reinforcements, who howl back
before arriving on the scene. Quickly kill them or leave the area before
you get surrounded.
Pendulum
--------
Appearance:
Two half torsos and heads connected, with sharp blades on each head and
larger blades extending from its body on both sides that it uses to walk.
Most often found flying through the air while making very loud and
distinctive screeches.
Location(s):
Nightmare, Nightmare Mall, Underpass, Construction Site, Silent Hill,
Lakeside Amusement Park, Church.
Attacks:
Pendulums will charge forward to slice you with the blades on their
spinning heads while in the air, or poke at your with their blade legs
while hovering. When found standing, Pendulums will slice you with their
blade legs if approached.
Suggested Weapon(s):
Submachine Gun, Shotgun.
Strategy:
The best strategy with Pendulums is always to simply run away since
they're such a nuisance to deal with, regularly come in multiples and are
often out of reach. If you must kill them, the Shotgun works well from
close range, often dropping them in one blast. While they are mostly
spinning through the air, sometimes they're found walking on the ground.
Be sure to kill them before they fly unless you're just running past them.
The Submachine Gun also works well on them due to its rapid fire, but
you'll usually have to manually adjust your aim to hit them and there's
not much ammo available for the gun. They will also lunge towards you once
you first shoot them so keep up your fire to drop them before they reach
you. The Handgun isn't effective at all as these creatures deflect their
bullets from the front. In general it's highly recommended to ignore these
enemies, especially on Hard.
Insane Cancer
-------------
Appearance:
An incredibly obese and disgusting creature of bulbous proportion and
cancerous flesh with open sores. Its face appears to be crushed inward as
if punched in. Always found initially lying down.
Location(s):
Hazel Street Subway Station, Construction Site (backtracking only),
Hilltop Center, Nightmare Hilltop Center, Church.
Attacks:
Mostly they will swing their arms to smack Heather, but can also charge
her and tumble her over. Due to lazily lying around, you may never witness
an attack if you run past or blast them quickly, but be careful if they do
stand since they can surprise you with their speed by running after you.
Suggested Weapon(s):
Shotgun, Submachine Gun, Stun Gun.
Strategy:
Insane Cancers are always found lying on the ground and in every instance
can always simply be run past, even in tight corridors by pushing past as
they stand. Therefore you don't need to fight a single one but if you wish
to, the Shotgun is probably your best bet with its strong power. The
Submachine Gun also handles them quite well, and for melee weapons the
Stun Gun is surprisingly effective. As soon as they stand, get in a close
shock and watch them fall down. Kick them continuously and repeat the
process if they stand up again. Once an Insane Cancer is dead it will
deflate, so always keep attacking until that happens, no matter how many
kicks or bullets it takes.
Slurper
-------
Appearance:
The general form of a human covered in leather-like flesh, with a large
extended nose like an anteater and bulbous hands like boxing gloves.
Location(s):
Nightmare Hilltop Center, Nightmare Hospital, Church.
Attacks:
From a distance they will charge Heather to bowl her over, while up close
they'll grab a hold of her leg and chew her out. Wiggle the shoulder and
directional buttons to escape more quickly. If you don't stand up
quickly enough when knocked over they may hover over and bite you.
Suggested Weapon(s):
Handgun (Silenced), Shotgun.
Strategy:
Slurpers are easily the most annoying enemies in Silent Hill 3 due to
their speed and frequency in high numbers, made worse by roaming tight
and dark hallways, waiting to lunge from around the corner and knock you
down. Slurpers are attracted to light and sound, so a helpful strategy is
to turn off your Radio and Flashlight (except when it helps you see them),
and put the Silencer on the Handgun to prevent others from rushing to your
position.
When in closer range, the Shotgun works well with its power, but its slow
speed can tie you up, making the Silenced Handgun more preferable. While
Slurpers are already lying on the floor, the will also play dead after
attacking a few times, ready to pounce on Heather if she approaches for a
kick. Don't be fooled and keep firing from a distance until you hear it
die or see blood pour out.
Melee weapons are very ineffective on Slurpers due to their speed and low
stance, so forget about them altogether. Also note that jerky can help
distract and guide Slurpers, allowing you to run past or position them
better for attacks.
Nurse
-----
Appearance:
A female nurse in a dirty white blouse and skirt uniform with a nurse cap
and high heels, carrying a steel pipe or revolver. While similar to Silent
Hill 2's Nurses including their slumped posture, they have normal (dark)
hair and faces, smeared with blood patches over their lipstick, and wear
longer skirts. They breathe loudly and let out screams when attacked.
Location(s):
Brookhaven Hospital, Nightmare Hospital.
Attacks:
Nurses with pipes will swing normally or lunge forward, inflicting even
more damage. Revolver nurses will shoot from moderate distances and
inflict a lot of damage, while they can pistol-whip from up close. Nurses
can also run and chase after you, closing a medium distance in a hurry to
smack or shoot you.
Suggested Weapon(s):
Handgun, Shotgun, Submachine Gun.
Strategy:
Just as in Silent Hill 2, Nurses are dangerous and should be attacked from
a safe distance with the Handgun (back up while firing if close), while
the Shotgun works great for crowd control or quick kills from up close.
The SMG works just as well if you have the ammo for it.
All Nurses carry weapons and are quite strong, so using melee weapons is
too risky and opens you to attacks. While most carry pipes, a few Nurses
wield revolvers that will take a big chunk out of your health if you get
hit. Always keep an eye out for what they're holding and immediately rush
to take out revolver Nurses before the others to remove the biggest
threat.
Scraper
-------
Appearance:
A humanoid wearing brown robes, red gloves and a threaded sack over its
face. It wields a blade in each hand and strongly resembles the Missionary
boss but is much weaker. It also carries a slight resemblance to Pyramid
Head from Silent Hill 2.
Location(s):
Church.
Attacks:
Scrapers will slice you with their blades, inflicting moderate to heavy
damage. They are also sneaky creatures and will often spawn out of nowhere
behind you or appear right around a corner, ready to attack an
unsuspecting Heather.
Suggested Weapon(s):
Shotgun, Submachine Gun, Handgun (Silenced).
Strategy:
While threatening in appearance and with their attacks, Scrapers are
incredibly weak and usually drop in a single Shotgun blast, which is the
best method to kill them. The Submachine Gun does nicely despite limited
ammo, and the regular Handgun's bullets usually get deflected, but
equipping the Silencer will cover the muzzle flash and prevent this. But
due to Scrapers' lethal weapons and moderate movement, it's best to use
the Shotgun to drop them asap.
--------------------------------------------------------------------------
==========================================================================
7. W E A P O N S A N D S U P P L I E S [SH3_07]
==========================================================================
--------------------------------------------------------------------------
w e a p o n s
-=-===---=-=-====----=--=-=====-=---=-=-=-=-=====-=--====--=-==---=-==--==
Refer to the chart and its legend below for a quick overview on what's
most effective versus each enemies. As you can see, the Submachine Gun and
Shotgun are the most effective weapons available. Refer to detailed
descriptions of each below.
Legend
_____________________
|Weapons: |
|K - Knife | ______________________________________________
|HG - Handgun | |Weapons Chart | K |HG |SP |SG | M |KA |STG|SMG|
|SP - Steel Pipe | |--------------|---|---|---|---|---|---|---|---|
|SG - Shotgun | |Closer |NE | E |NE |VE | E | E |NE |VE |
|M - Maul | |Numb Body | E |VE |VE |VE | E |VE |N/A|N/A|
|KA - Katana | |Double Head |NE |VE | E |VE |NE |VE |VE |VE |
|STG - Stun Gun | |Pendulum |NE |NE |NE | E |NE |NE |NE |VE |
|SMG - Submachine Gun | |Insane Cancer |NE |NE |NE |VE | E | E | E |VE |
| | |Slurper |NE | E |NE |VE |NE |NE |NE |VE |
|VE - Very Effective | |Nurse |NE | E |NE |VE | E | E |NE |VE |
|E - Effective | |Scraper |NE | E |NE |VE |NE |NE | E |VE |
|NE - Not Effective | '----------------------------------------------'
|N/A - Not Applicable |
|_____________________|
Melee Weapons
==--==-==--==
These weapons do not require ammunition (with the exception of the Stun
Gun) and will never break. Since ammo is scarce, it's important to master
your melee arsenal. Most melee weapons consist of a standard overshoulder
swing (R2 + X press), an overhead downward swing (R2 + X hold), and
sometimes a thrust (R2 + forward movement + X hold). Note that unlike
Silent Hill 2, how tightly you press X does not dictate your attack, but
rather if you're pressing or holding it. Refer to each weapon below for
its specific attacks.
Knife
-----
"It's a switchblade for self-defense.
Better with than without it against
those monsters."
The Knife easily earns the worst weapon of the game award and is truly a
disaster to use unless you're highly skilled, but even then it requires a
lot of work. Since it's so small it can only be used at extremely close
range, and it's very weak so you'll need to regularly avoid enemy attacks
while fighting with it. To do this, sidestep around enemies with L1 and R1
while attacking them. This can actually work fairly well on Numb Bodies,
and somewhat on Double Heads but that's about it. Honestly, if your only
weapon choice is the Knife, it's probably better just to run.
To use the Knife, hold R2 and press X to deliver a regular swing, or hold
X to perform a quick thrust attack. Don't expect to kill many enemies with
this pathetic weapon; you should be happy if you manage even a single kill
with it. This weapon is held by Heather from the start of the game, both
in her nightmare and in the mall.
Steel Pipe
----------
"A steel pipe, about 3 feet long. Not
very powerful, but not hard to use."
A very familiar weapon if you've played any other Silent Hill game, the
Steel Pipe is very effective early weapon with decent power, range and a
versatile move set. It is best used against Double Heads, Numb Bodies, and
can even take down Closers as long as you stay on the move and circle
around them.
Hold R2 and hit X to perform an overshoulder swing, or press it a few
times for a series of swings. Hold X for a more powerful overhead downward
swing and hold forward while holding X for a thrust attack. You'll find
the Steel Pipe in the Café Turn Mill Restaurant on 2F of the Nightmare
Mall, very hard to miss while attached to a steaming pipe that you have to
pass by. It should immediately become your primary weapon upon acquiring
since the Knife is near useless and you'll want to save Handgun ammo.
Maul
----
"Like a big round pointy hammer.
It's super heavy, but at least it's
got some oomph."
A very powerful weapon but awkward to use. The Maul can be great on
Closers as long as you avoid their slow attacks, but it's generally too
slow for smaller, faster enemies and will regularly bounce off walls in
narrow corridors.
Hold R2 and press X to swing it across, or hold X to perform a powerful
overhead downward swing, although quite slow. The Maul is found on the
tipped over locker in the first actual room in the Underpass beside the
map, on the upper level. Despite being found here, it's not a great place
to use it since there's so many narrow hallways that it can collide with.
Katana
------
"This is a short katana, about 2 ft.
long. Pretty powerful and easy
to handle."
Easily the best melee weapon in the game, delivering solid power, range
and a quality move set. It essentially makes every other melee weapon
obsolete upon acquiring midway through the game and is very effective
against most standard enemies and the final two bosses, although firearms
are still safer for the bigger and faster enemies like Slurpers, Insane
Cancers and so on.
Hold R2 and press X to do an overshoulder swing, or multiple presses for a
series of swings. Hold X for a more powerful overhead downward slice, or
hold forward while holding X to deliver a thrust. The Katana is a super
important weapon you can pick up from the shelf in the Gallery of Fine
Arts storage room in the northeast corridor of 5F inside the Hilltop
Center. Do not miss it.
Stun Gun
--------
"High voltage to zap the bad guys.
It has to touch 'em, though, so it's
very short-range."
Given to Heather by her father for self-defense, the Stun Gun packs a fair
bit of power but it can only be used from extremely close range and
requires batteries for ammunition. A battery holds enough charge for just
four shocks so use them wisely.
Hold R2 to raise the Stun Gun and press X to unleash the high-voltage
current into a nearby enemy. Since it requires batteries, you must reload
it when empty. Despite it technically shooting an electric projectile,
this is considered a melee weapon due to its short range and it isn't
really a firearm either. The Stun Gun isn't found until around halfway
through the game where it is available in the open top drawer of Heather's
bedroom dresser in Daisy Villa Apartments.
Firearms
==-==-==
Ammo is a lot scarcer in Silent Hill 3 so you'll likely find yourself
relying on firearms a bit less, but each gun is very effective as long as
you have ammo for it. All behaving quite differently, hold R2 to ready and
use X to fire. Always reload in your inventory during combat, or use the
new in-game reload function by equipping the right ammo and pressing R3,
but only away from enemies.
Handgun
-------
"Holds 10 rounds of ammunition.
Small and not powerful, but easy
to use."
Likely to be your most commonly-used weapon, the Handgun doesn't offer too
much stopping power but it can be used from medium range safely away from
enemies, holds 10 bullets and there's a fair bit of ammo for it. It'll
usually drop enemies in around 5-10 bullets and can additionally be
equipped with the Silencer to be hide the muzzle flash and dramatically
reduce its volume, although it will also slightly weaken your bullets.
Hold R2 and press X to fire the Handgun, holding X to continuously fire
bullets until your enemy drops. A very wise strategy is to back up while
firing if an enemy is approaching you, or to sidestep while firing or even
approach certain enemies to be in a good position to quickly kick when
they drop. The Handgun is an unmissable weapon found very early in the
game in a cutscene inside the women's clothing store on the first floor of
Central Square Shopping Center.
Shotgun
-------
"Holds 6 rounds of ammunition. It's
hard to handle, but has great range."
Another series mainstay, the Shotgun offers the most powerful punch you
can offer in one go. Although it's a little slow to use, it holds six
shells and has a wide blast radius (although narrower than SH2) with a lot
of power, best used on bigger, tougher enemies. Using the Shotgun is as
simple as holding R2 and blasting with X. Be careful not to position
yourself in a bad spot to get hit after your shot due to its slow
handling speed, although most standard enemies may drop in a single shot.
The Shotgun is found inside a gift box in the abandoned open subway car at
the south of Platform 2 in Hazel Street Subway Station.
Submachine Gun
--------------
"Holds 32 rounds of ammunition.
Great for its continuous firing."
The first ever fully-automatic weapon to appear in the Silent Hill series,
the Submachine Gun doesn't pack a ton of power in each bullet but its
rapid fire makes it a deadly threat. Sadly, you won't get much ammo at all
for the thing, otherwise it might make the game a bit too easy. Therefore
I'd recommend saving all its ammo for bosses where it'll be most useful,
but if you wish to use it wherever that's fine too cause you'll only get a
few clips for it anyway.
To use the SMG, hold R2 and X to continuously fire, or wisely use your
ammo in shorter bursts to stay on top of it and not waste anything. Use
the left analog stick to aim up, down, left and right as needed. Because
of this aim control you cannot walk while aiming. Additionally you can
equip the Silencer to attach it to the gun and be more discreet but at a
small cost of power. The Submachine Gun is located by the elevator in the
basement hallway of Brookhaven Hospital.
Extra Weapons
==--==-==--==
A total of five extra weapons can be unlocked, plus an additional special
extra weapon, all only in an Extra New Game. Refer to the Unlockables and
Secrets section for more details.
Other Combat Items
==--==--==--==--==
In addition to weapons there are a few more items that will help you
during combat.
Bulletproof Vest
----------------
"It's heavy under a jacket, but it
should protect against a monster's
attacks."
"The only problem is it's heavy and
harder to move, so I'll run slower."
Not only providing protection against bullets, the Bulletproof Vest will
reduce damage taken from standard attacks by about 15%. Blocking attacks
with the vest will prevent all damage entirely, except for heavy and
unblockable attacks. The tradeoff however, is that the vest is heavy and
will really slow Heather down, limiting her to a slow jog and removing the
ability to strafe (leaving sidestepping as the only side option). So it's
more effective in tighter hallways during combat rather than when you
expect to be moving around a lot.
Either way, it's entirely the call of the player to decide to use it since
there are pros and cons. But it'll likely be very helpful when engaging in
melee combat, general close-quarters fighting, and even more effective
when combined with blocking. The Bulletproof Vest is found on the far
clothing rack in the clothing store in the north 1F hall of the Nightmare
Mall.
Silencer
--------
"Put it on a handgun or submachine
gun to muffle the blasts."
"Less noise means it's harder for the
enemy to find me. It seems to be a little
weaker though."
A first in the series, the Silencer can be attached to the Handgun or
Submachine Gun to reduce its noise volume and hide the muzzle flash. This
will allow you to be more discreet in hallways with multiple enemies, or
prevent the Missionary or Scrapers from blocking your bullets. To use the
Silencer, equip it while using the Handgun or Submachine Gun and it'll
automatically attach. When you switch back and forth between these two
guns, the Silencer will remain attached as long as it's equipped.
The Silencer is found on the fifth floor of the Construction Site, hidden</pre><pre id="faqspan-2">
in the newly-plastered wall across from the hole in the floor. Use a melee
weapon to break it open and grab it.
Perfume
-------
"This stuff smells a little strange."
An odd item that when equipped will spawn and attract more enemies to your
location. Therefore it should normally never be used, but it can prove
helpful when trying to kill lots of enemies, such as going for the
Possessed ending (where even damage helps as well) or even a 10-star
ranking. The Perfume is found in the open locker of the Women's Locker
Room in Brookhaven Hospital.
s u p p l i e s
-----=-======-----=--====---=--=-====---=-=-===---=-===-=----=----=-===-=-
Refer to the chart for a brief overview of each supply's availability and
effectiveness, with more detailed descriptions below.
Legend
_____________________________
|Supplies |
|HD - Health Drink |
|FAK - First-Aid Kit |
|AMP - Ampoule | _______________________________
|HB - Handgun Bullets | |Health Chart | HD |FAK |AMP |
|SS - Shotgun Shells | |----------------|----|----|----|
|SMG - Submachine Gun Bullets | |Availability | 5 | 3 | 1 |
|SGB - Stun Gun Batteries | |Health Restored |25% |50% |100%|
|BJ - Beef Jerky | '-------------------------------'
| |
|Availability | _____________________________
|1 - Scarce | |Ammo Chart |HB |SS |SMG|SGB|
|2 - Semi-Rare | |-------------|---|---|---|---|
|3 - Moderate | |Availability | 4 | 3 | 1 | 1 |
|4 - Common | |Power | 3 | 5 | 2 | 4 |
|5 - Very Common | '-----------------------------'
| |
|Health Restored | _________________
|25%-100% | |Other Chart |BJ |
| | |-------------|---|
|Power/Usage Rate: | |Availability | 3 |
|1 - Very Low | |Usage Rate | 2 |
|2 - Low | '-----------------'
|3 - Okay |
|4 - High |
|5 - Very High |
|_____________________________|
Health Supplies
==--==---==--==
As per Silent Hill tradition there are three different health pickups
you'll find on your journey, all described below.
Health Drink
------------
"It's full of nutrition and should help me
recover at least a little of my strength."
This is the most common health item found in high frequency throughout
the game. It will recover a quarter of your health, good for healing
smaller wounds of light blue or yellow status, or multiple drinks for
heavier damage. Be sure to combine Health Drinks with First-Aid Kits for
serious wounds.
First-Aid Kit
-------------
"This will help me patch up my
wounds fairly well, I think."
First-Aid Kits are still fairly common and recover half your health,
making them great for bigger wounds of deep yellow or red status. If
lighter yellow, consider just using a Health Drink, but go ahead and
combine the two for serious wounds in deep red or maybe use an Ampoule
if critically injured.
Ampoule
-------
"This is the stuff! It'll wipe out all
the pain and help recover my
strength."
Ampoules are very rare but extremely powerful, bringing you back to full
health no matter how badly you're hurt while also maximizing your stamina
for a few minutes. Therefore you shouldn't use them if you can still take
a bit more damage and only if your health status is a deep throbbing red.
Otherwise, consider using a combination of First-Aid Kits and Health
Drinks.
Ammunition Supplies
==--==--===--==--==
For every firearm there will be pickups found to keep up your supply of
ammo. While you can reload in the inventory while hovering your equipped
gun or the ammo itself, you can also equip the ammo and use R3 as a
shortcut for an in-game reload, but be sure to do this away from enemies.
Handgun Bullets
---------------
"Bullets for a handgun."
Found in relatively high frequency, these ammo packs contain 10 bullets
and should be the ammo you'll be using the most often in the game. You may
even find additional packs in various places if low on ammo, so keep an
eye out for them and also try to conserve your ammo and use melee weapons
when it's not totally necessary.
Shotgun Shells
--------------
"Ammunition for a shotgun."
Not found in too high frequency, conserve your Shotgun ammo and use it
wisely on tougher enemies and bosses. Each pack normally contains six
shells which give a heavy punch with a wide range. If surrounded, consider
using some shells for some quick crowd control.
Submachine Gun Bullets
----------------------
"Ammunition for a submachine gun."
This ammo while very effective is extremely hard to come by, with only a
few magazines found in the game. Therefore this weapon won't be too
helpful for you outside of small bursts, and you'll find its 32 bullet
capacity flies by quickly so prepare to reload or make your escape.
Stun Gun Battery
----------------
"A battery for a stun gun."
Another type of ammo only found in short supply, Stun Gun Batteries only
hold four charges but each one is very powerful and quite useful in the
right circumstance. Just like firearms you'll have to reload your
batteries after emptying their charge.
Other Supplies
==--==--==--==
New to Silent Hill 3 is a different type of supply outside of ammo and
health. Be sure to give it a try and see what you think.
Beef Jerky
----------
"Processed, dried meat. Sometimes
it's just enough to distract monsters."
"It’s meant for dogs, so I think I’ll
pass."
While it's easy to completely forget this even exists, it can be very
helpful drop some jerky in a hallway full of Double Heads or Slurpers to
guide them to a certain spot or buy you some more time to sneak past. It
doesn't always work so don't count on it saving you if enemies are
already well aware of you, but it's a small little way that can help you
from time to time to get an enemy to come chomp on it. Jerky comes in
packs of four and can be used from your inventory, but the most practical
way is to equip it and then press R3 during gameplay to drop one. Drop any
more as you wish and watch out for any incoming enemies.
--------------------------------------------------------------------------
==========================================================================
8. P L A Y I N G T H E G A M E [SH3_08]
==========================================================================
--------------------------------------------------------------------------
This section includes tips, strategies, game concepts and basics to help
any newcomer familiarize themselves with the game.
00 // CONTENTS
-----------------------
01 // Menus
02 // Game Basics
03 // Combat Strategies
04 // Items
05 // Health System
01 // m e n u s [ptg_01]
--=-===--========---===-=-----=-======-------=-=-=-------=------===--=-==-
Here we start by breaking down the various menus including their functions
and changeable options.
==--=--==
Main Menu
==--=--==
This is the menu that you see upon starting the game. Refer to below for
all its options.
Opening Movie
-------------
Before reaching the main menu a teaser movie will play, showing off clips
from the game. Idle at the main screen if you wish to see it again.
New Game
--------
Self-explanatory, this advances you to select your Action and Riddle
Level for a new game. Note that this should only be used the first time
you play time game, instead moving on to Extra New Games to continue your
file and use any unlockables. Read more about it below.
Extra New Game
--------------
This option is unlocked after completing the game once and is the
equivalent to the yellow-highlighted New Game from Silent Hill 2 or Next
Fear in the original Silent Hill (today more known as a New Game Plus).
This allows you to start a new game while keeping any unlockables and
continuing your file to let you achieve more endings and unlock more extra
items.
Continue
--------
This option lets you continue from your most recent save upon death or
after a soft reset. After a death it will return you to your last save or
the beginning of the area you were in if you hadn't saved there. It is
only available if you have a save on your memory card.
Load
----
Use this to access the Load menu where you can view and choose from all
your saves.
Options
-------
In the Options menu you can change a bunch of settings such as display
and audio settings as well as more gameplay related functions. Press L1 or
R1 to access the Extra Options menu for more. Refer to the Options and
Extra Options menus below.
Extra Costume
-------------
Unlocked after completing the game once, use this option to enter in
various codes to unlock extra costumes. You may be given codes in the end
ranking screen but they must first be entered here before they can be used
in-game.
==--==--==--==
Save/Load Menu
==--==--==--==
This is the menu where you save and load your game, accessed via Load from
the main menu or from a save point when saving. In order to save your game
you'll need to find and examine red circular insignias over the game. To
start things off you will need 364 KB to save a new file on your memory
card and can save up to 40 slots on each card. Consider saving in multiple
slots over the course of the game in case you wish to load a previous
save, although feel free to overwrite files if you don't need them
anymore. But be sure to never overwrite your main file that has any
unlockables if you ever start a fresh New Game instead of an Extra New
Game.
==-==--==-==
Options Menu
==-==--==-==
Refer to below for a list of all options that can be changed.
OPTION SELECTIONS
Button Config Type A, Type B
Language English, French, German, Italian, Spanish, Korean,
Japanese
Subtitles Off, On
Brightness Level Level 0, Level 1, Level 2, Level 3, Level 4, Level 5,
Level 6, Level 7
Screen Position X and Y Coordinates
Vibration Off, Soft, Normal, Hard
Sound Stereo, Monaural
BGM Volume |||||||||||||||| (1-16)
SE Volume |||||||||||||||| (1-16)
Control Type 3D Type, 2D Type
Extra Options
-------------
This menu is accessed by pressing L1 or R1 in the Options menu and
contains more gameplay-focused options.
OPTION SELECTIONS
Blood Color Normal, Green, Violet, Black
Blood Volume Little, Normal, Much
Walk/Run Control Normal, Reverse
Map Zoom Out, Zoom In
Noise Effect On, Off
Display Mode Normal, Sharp
Bullet Adjust* x1, x2, x3, x4, x5
Life Display* Off, On
Beginner Mode* Off, On
[Note]: The game must be completed once to unlock Bullet Adjust, upon
which x1 and x2 are available. Each additional game clear will unlock the
next level up to x5. The game must be completed on Hard Action Level to
unlock the Life Display while Beginner Mode is unlocked upon dying 3-4
times on Easy or Normal Action Level.
==--==--==--==
Inventory Menu
==--==--==--==
This is your in-game menu where you can view, use and equip all your items
and view other menus. Unlike Silent Hill 1 and 2, the inventory this time
is segmented according to items, weapons and supplies to make navigation
less cluttered. View the diagram below for a breakdown of the menu while
you can read more about each function farther down.
_______________________________________________
| |
| Status Maps Memos Options |
||¯¯¯¯¯¯¯¯¯¯¯| ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ |
|| Tinted | |¯¯¯¯¯¯| |
|| In-Game | Item Item| Item |Item Item |
|| Screen | | | |
||___________| |______| |
| _______________ |
| |>Use ||
| Items | Examine ||
| ¯¯¯¯¯¯¯¯¯ |_______________||
| |
| Weapons |
| ¯¯¯¯¯¯¯¯¯ Item Name |
| Item Description. Usually what it |
| Supplies is and where it was found. |
| ¯¯¯¯¯¯¯¯¯ |
|_______________________________________________|
Status
------
The top left corner features a screenshot of your current position and is
tinted with a certain colour that indicates your health status. View the
Health System section to learn what each colour means.
Maps
----
This option will switch over to your map if you have it, revealing your
current position and what's around you. Instead of using this option,
simply press Triangle during gameplay for greater convenience.
Memos
-----
This is where you'll find important documents you've read throughout the
game, including puzzle riddles, codes or general lore. So instead of
returning to them in-game you can view them here at a quick glance. Refer
to the Memos section of this FAQ for the full roster of memos.
Options
-------
This lets you access the Options menu without quitting the game, where you
can change the various options listed above, including the Extra Options.
Items
-----
In this section you will find all your key items or essentially anything
that isn't a weapon or supply. If it is not already highlighted, select
the Items title to display your items in the main portion of the
inventory.
Weapons
-------
This switches to the weapons tab where you can view, equip and reload all
your weapons. When you get a new weapon you will find it here.
Supplies
--------
Lastly this is the tab where you'll find all health and ammo supplies as
well as beef jerky. This tab will be helpful whenever you wish to heal or
reload your weapons (or you can reload in the Weapons tab).
02 // g a m e b a s i c s [ptg_02]
==---=---====--====-=---===--=-=--------=====--==-=-==-==--======--=-==---
In this section we'll go over general principals and basics that are
important in playing the game.
==--==
Camera
==--==
As a survival horror game you'll experience a lot of variable and obscure
camera angles that may make it difficult to see where you're going or
what's ahead of you. Most of the time you can adjust it and even move the
camera behind Heather by holding L2 and moving it around with the right
stick. This is very helpful for fighting bosses or just generally staying
on top of where you're going. Also pay attention to sudden camera angle
changes or specific angles that hint towards certain items or other
environmental details.
==--==--==
Using Maps
==--==--==
Maps are extremely valuable tools to navigate through the game, with each
area generally having its own map that can be found early on. Once found,
hit Triangle to view the map to see your current location and what's
around you on the current floor, or use the left analog stick to change
floors. Heather will mark open doors as arrows, locked doors as solid
lines, impassable doors as squiggly lines, and other various points of
interest as circles or other markings. Don't ever feel ashamed for
frequently checking the map as it's an incredibly valuable tool and
perfect for reorienting or reminding yourself of where to go.
==--==--==--==--==--==--==--==
Using the Radio and Flashlight
==--==--==--==--==--==--==--==
Ah, the series staples. You will find these two items fairly on in the
mall and both are valuable tools to help you on your journey. Your Radio
will emit static to alarm you to any nearby monster and your Flashlight
will allow you to see in the dark and pick up certain items. Note that
you can adjust the Radio volume in the inventory or turn it off
altogether, which helps you be more discreet. The Flashlight can also be
turned on and off by pressing Circle, which again can be helpful for
avoiding enemies in dark hallways.
==--==-==--==
Game Concepts
==--==-==--==
This includes regular ideas and principles of playing the game, all
described below.
Running
-------
Running doesn't make you a wussie, but instead it's often the best
solution. While you may need to clear out certain rooms or halls to
investigate more closely or avoid being hounded, running by them is always
a very safe solution and certainly helps you conserve ammo.
Running Slow and Sluggishly
---------------------------
If you find yourself running rather slowly and unable to strafe, you're
likely wearing the Bulletproof Vest. While this limits damage to the
player, it's quite restrictive so decide what's more important to you.
Ammo Conservation
-----------------
There is even less ammo in Silent Hill 3 than the previous two games, so
conservation is more important than ever. Don't go killing every enemy you
see, and don't waste ammo on enemies that can be handled effectively with
melee weapons. Try to build up your ammo hoard for tougher enemies and
bosses.
Conserving Health Items
-----------------------
You'll also receive fewer health items than previously, so it's important
to use them wisely. Don't waste Health Drinks on tiny wounds or First-Aid
Kits on wounds that a Health Drink will take care of. And save all
Ampoules for when your health status is flashing deep red to make the most
of them.
Searching Areas
---------------
A majority of the game consists of thoroughly searching rooms and hallways
to find key items, memos and supplies. Therefore you'll want to be at
least somewhat comprehensive in your search. Check carefully around each
room and pay attention to any suggestive camera angles and note that
Heather turns her head towards any nearby item (and also unlocked doors).
If stuck, refer to your map to see if there's any rooms you may have
missed.
Checking Doors
--------------
Probably about 70% of the doors in Silent Hill 3 are inaccessible. Doors
will be either open, locked, broken-locked or just shut tight and can't
be opened. If a door is locked, you'll either get a key to open it, or
you'll have to get to the other side where you can unlock it, but if a
door just won't open then you can forget about it. Note that Heather
stares at unlocked doors when nearby.
Memos
-----
Throughout the game you'll come across various notes and literature, some
pertaining to puzzles including codes with others serving as lore. You'll
generally know when a riddle will need to be solved due to obvious
wording, but make sure to read these very carefully as some puzzles are
incredibly intricate and difficult to solve. Some may even try to catch
you off guard with a little trick that you may not have thought of, so
keep an open mind.
Codes
-----
You will find several codes on your journey for unlocking doors and
keypads. Having a pen and paper handy can be helpful for quick reference,
although you can always find any written codes in the Memos section of
your inventory once found.
Nightmare Areas
---------------
On multiple occasions you will experience a transformation of one area to
a nightmare version, a common theme in the series. Just about everything
in these transformations change beyond the general layout of each
building. Your map will therefore still be your key but all the earlier
information will be reset. Different doors may be locked and unlocked,
some places may be blocked off entirely and some new areas may exist that
didn't before. Keep an eye out and treat each transformation as its own
new area.
==--==--==
Soft Reset
==--==--==
This is a function that resets you to the main menu without resetting the
game console, a function normally not available in older survival horror
titles. To do this, press and hold Start + Select. This way you can load a
previous save or start a new game.
03 // c o m b a t s t r a t e g i e s [ptg_03]
----===--=----======--=-=-======--==-----=====-----=-=------====-----====-
Now we'll dive into the combat side of the game and how to approach
different situations. For strategies for each enemy including suggested
weapons, refer to the Enemies section of this FAQ.
Targeting Enemies
-----------------
Just like its prequels, Silent Hill 3 uses an auto-aim or lock-on aiming
system. With a weapon equipped, hold R2 to raise it or aim at the enemy
and press X to swing or shoot. It's helpful to move towards or away from
enemies while shooting, depending on the enemy and how aggressive they
are. If you wish to only press R2 as a toggle instead of holding, you can
change it in the Extra Options menu.
Shooting/Fighting Enemies
-------------------------
While it may be straightforward in principle, whether an enemy counts as
a fighting or shooting kill entirely depends on how you finish it. A few
bullets and a kick counts as a fighting kill cause the kick killed it.
Beat it down and to death with a melee weapon also acts as a fighting
kill, while you must deliver the finishing blow with a firearm to count as
a shooting kill. Always stay on top of nearby enemies when fighting, and
avoid reloading in-game to open yourself to attack. Instead do so from the
inventory.
Fighting Multiple Enemies
-------------------------
Fighting a number of enemies at the same time is never a good idea as it
opens you to the constant threat of attack. In rooms with multiple
enemies, try to lure them one by one to an isolated spot from the rest and
take them out that way. If you have the Shotgun or even the SMG, it can
also be helpful in clearing groupings of enemies or knocking them down to
quickly finish them off with kicks. Be sure to switch back and forth
between appropriate weapons, including multiple firearms and also melee
weapons depending on how urgent matters are.
Kicking Enemies
---------------
Another common theme in Silent Hill games, you will want to kick downed
enemies to finish them off before they get up. It costs you no ammo and
deals a lot of power, despite a single kick not automatically spelling
death like in the previous games. Instead it may take multiple kicks to
kill a downed enemy so keep on kicking until you hear their death note or
see blood pouring out. Note that you can still kick enemies after they're
dead, so don't confuse yourself into thinking a still and silent enemy is
alive, unless it's a Slurper playing dead to fool you.
Pushing Enemies
---------------
Whenever you find an enemy blocking your way, you can use your smarts and
just push past it while avoiding a fight, especially if it's a slower
enemy. Always run at the gap between an enemy and a wall or another object
rather than directly into them for the most efficient route past them.
You'll find this is especially helpful for Insane Cancers, big tough
enemies that you will never have to fight since you can always just push
past them.
Surrounded
----------
You've gone and done it again, haven't you? You got yourself surrounded.
This can be a somewhat common occurrence due to enemies in high frequency
in certain areas. When surrounded, either turn to the SMG or Shotgun for
crowd control if you have it or push you way out where the safest gap is
located. Sometimes that may involve running between a small gap between
two enemies, pushing them both slightly to either side. You may take a hit
in some cases, but you should be able to escape.
Escaping Grapple Attacks
------------------------
Some enemies have attacks that grab a hold of Heather as they continue to
damage her. The longer you're attacked by these, the more damage you will
take. To escape more quickly, mash the shoulder and directional buttons.
That includes L1, R1, L2, R2 and the D-pad.
Switching Walk/Run Control
--------------------------
Under normal controls, you must hold Square while moving to run, but with
Walk/Run Control set to Reverse you will run without needing to press
Square. This is highly recommended to avoid redundantly holding another
button in a game where you'll be running almost all the time. If you ever
do wish to walk, simply hold Square while moving.
Strafing
--------
While using 3D control (tank controls), you will be able to sidestep and
strafe with L1 and R1. With normal Walk/Run Control you will sidestep
while also holding Square will allow Heather to jog to the side. Switching
Walk/Run Control reverses this and is recommended as mentioned above. You
will find strafing very helpful if using 3D since it allows you to quickly
escape to the side instead of turning and then moving, so use it to your
advantage. Note that just like normal running, your strafing speed will be
decreased when out of stamina. And if using 2D control, there is no
strafing since you can immediately run in whichever direction you want.
Bulletproof Vest
----------------
A new item to the series, this vest can be worn to limit incoming damage
from enemies and bosses by about 15%. At the same time, it comes at the
cost of mobility, slowing Heather's running and turning speeds while
removing your ability to strafe (but you can still sidestep). Therefore
the player must decide if it's worth the tradeoff. The vest is found on a
clothes rack in the women's clothing store on the first floor of the
Nightmare Mall.
Blocking
--------
For the first time in the Silent Hill series, you have the ability to
block attacks. While in caution mode (R2 with your weapon raised), press
Square and Heather will adjust her hands accordingly to block an incoming
attack for about a second-long window. This almost completely nullifies
standard attacks, limiting damage by about 99.5%, while blocking with the
Bulletproof Vest prevents any damage at all. Once mastered, blocking can
dramatically help you in combat and allow you to immediate counter fire
upon successful execution, or even leave you with a window for a safe
melee attack or two. It may be natural to not bother with blocking or even
forget the option exists, but when used properly it is immensely helpful
and rather crucial in limiting damage for a 10-star ranking in particular.
Reloading
---------
As always, you have the choice to reload your guns live in-game or while
paused in the inventory menu. I recommend always doing it safely in your
inventory when around enemies to avoid an untimely reload that get you
hit. However Silent Hill 3 adds manual in-game reloads where Heather
doesn't have to unload a magazine to do so. To do this, you must equip the
ammo for your weapon under the Supplies tab of the inventory, then press
R3 during gameplay to reload. I'd advise avoiding this around enemies and
bosses unless you're certain you can do so safely, and instead just use
your inventory.
04 // i t e m s [ptg_04]
==--------===----==-=====----==-----===------=-=====--=======-=--=-===--==
A heavy focus of Silent Hill 3 is finding and using various items,
including keys, weapons, supplies and other objects. In this section we'll
cover all aspects of finding and using them.
==--==-==--==
Finding Items
==--==-==--==
It's not that hard to find items in Silent Hill 3, but keep an eye out for
suggestive camera angles, where Heather is looking, and keep your
Flashlight on for clarity. Be sure to check every door you come across to
search every room, finding all key items and supplies inside.
==--=-=--==
Using Items
==--=-=--==
Every key is automatically used by examining the door it unlocks if you
have it in your inventory. Items that aren't keys will have to be used
from your inventory while standing in front of the target. Certain items
aren't effective on their own and must be combined first. See below for
more details. Additionally you can examine certain items for more details,
providing clues for their usage.
==--==---==--==
Combining Items
==--==---==--==
This process has been streamlined by a single step since Silent Hill 2
but is relatively the same. First, stand in front of your target and enter
your inventory. Find the first item and select "Combine", then move to the
next item (no back required). If it's a two item combination you can
simply use the second item to mix them, or in a three item mix you'll need
to combine the first two items and use the third. Note that you can add
the final item to the mix too but it's an unneeded step since whatever you
use gets added to what's already combined.
You'll notice which items are included in your mix so far under the Items
tab on the left side before using. Also understand that many items that
can't be combined with anything may have Combine as an option, so don't
let that confuse you if it otherwise doesn't make sense.
==--==---==--==
Examining Items
==--==---==--==
Several items have an Examine option in your inventory that allows Heather
to take a closer look and report any interesting details or thoughts. This
will help you assess not only where to use items but also what to do with
the more confusing ones, since you may not know just by picking up an item
that there's something rattling around inside it, but Heather will
certainly notice when examined. So be sure to use this function whenever
unsure about an item.
==--==---==--==
Equipping Items
==--==---==--==
New in Silent Hill 3 is the ability to equip more than just weapons, such
as supplies, a vest, silencer and perfume. Equipping supplies like ammo,
health and jerky allows you to reload, heal or use them with R3 in-game.
Other items can be worn or used by equipping them to receive their
benefits.
==--==--==--==
Extra Supplies
==--==--==--==
Silent Hill 3 uses a variable supply system that will hook you up with
additional ammo and health pickups in certain areas if you are struggling,
including perhaps two First-Aid Kits instead of two Health Drinks. This
does not mean to go and waste your supplies knowing you will get more
because you'll struggle even more, but know you will have some backup
supplies if you're having a hard time. Keep an eye out for them and note
what you find may be slightly different than what's stated in the
walkthrough.
05 // h e a l t h s y s t e m [ptg_05]
===---=--=-====---=--=-=====-=--=--====-=-==--==--=====--=-=-===--=--=----
Here we'll cover everything health related including your status and
supplies.
Health Status
-------------
In the top left corner of your inventory you'll see a real-time screenshot
tinted a certain colour with a square pulse moving at a certain speed.
This indicates your current health level, with the legend below.
Deep Blue: Excellent
Light Blue: Good
Light Yellow: Okay
Deep Yellow: Bad
Light Red: Very Bad
Vivid Red: Close to Death
The worse you're off, the faster the square pulse will move. Additionally
your controller may vibrate once your health dips into the red.
Health Supplies
---------------
In order to keep on top of your status you'll need to find and use health
supplies, spread out in high frequency. Keep an eye out and look for
Health Drinks, First-Aid Kits and Ampoules, which recover a quarter, half
and your full health, respectively. Refer to the Weapons and Supplies
section of this FAQ for more info on these items.
Recovering Health
-----------------
Always stay on top of your health by checking your inventory status and
use health items to stay healthy. Do this by finding the Supplies tab and
using one of the three health items mentioned above. Additionally you can
equip a supply and press R3 in-game to use it as long as you have more in
your inventory. This can speed things up in difficult areas where you may
be hit often.
--------------------------------------------------------------------------
==========================================================================
9. C O N T R O L S [SH3_09]
==========================================================================
--------------------------------------------------------------------------
CONTROL | FUNCTION
-----------------------------|--------------------------------------------
D-Pad | 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, guard, block attack
Circle | Cancel, exit menu/puzzle, toggle
| Flashlight ON/OFF
Triangle | Quick Map
L1 | Sidestep left
R1 | Sidestep right
R2 | Ready weapon
L2 | Position camera behind character
L2 + Right Analog Stick | Look in all forward directions
L1 + R1 | Turn 180 degrees
L2 + L3 (Left Stick) | Zoom in
R3 (Right Stick) | Press to use current supply
Start + Select | Soft Reset
==--==--==--==--==--==--==
Button Configuration Types
==--==--==--==--==--==--==
There are two Button Configuration types available in the Options menu:
Type A and Type B. I'd suggest keeping with the default of Type B which is
most similar to previous games in the series, but feel free to try A which
swaps a few button inputs around.
==---==---==
Control Type
==---==---==
Just as previously, there are two control types in Silent Hill 3 that
dictate player movement: 3D and 2D. Refer to each below for an
understanding of how they work. Visit the Options menu to change it. If I
could give a recommendation, I would suggest keeping the default 3D. While
SH2's 3D control was a bit clunky, SH3's is instead incredibly smooth and
fluid to the point that I'd say it feels much nicer to play with than to
constantly change directions per camera angle with only slightly more open
control. That and it's incredibly easy to turn with a sharp radius in 3D,
including tight stairwells. Give it a chance and you'll see that this game
may have the best implementation ever of tank controls in a survival
horror game.
3D Type
-------
Often referred to as tank controls, 3D control disregards where the camera
is located and moves your character forward in the direction they are
facing. If that's towards the camera, you'll move towards it. Use left
and right to turn your character accordingly, while back on the analog
stick will step Heather backward. Pushing left or right all the way will
turn Heather while standing still. Turn while holding forward to keep
momentum. With this control type, the player can perform sidesteps or
strafes with L1 and R1 and a quick turn with L1 + R1 for convenience. I
suggest using this method due to how seamlessly it works with the game,
but ultimately it comes down to your preference.
2D Type
-------
This method offers more free movement but depends entirely on where the
camera is. Pressing to the left will move your character to the left of
the camera no matter where they were facing. Note that since camera angles
change fairly often, you will have to adjust your movement every time to
keep going in the same direction. Since movement is completely open
without restriction, there is no need for strafing or a quick turn since
you can turn immediately in any direction. The free movement is nice, but
having to adjust for every angle can get a tad bothersome, which is why I
recommend 3D, but go with what works best for you.
==--==-==--==
Extra Options
==--==-==--==
Before you start your game you may want to visit the Extra Options to
tailor your game how you like. Press L1 or R1 in the Options menu to
access and change the following settings.
Blood Color and Volume
----------------------
This is purely visual so go with what you like. I recommend normal blood
colour to keep the serious tone, but green can look nice on additional
playthroughs. I'd say Much is the way to go for Blood Volume, but it's
your call.
Walk/Run Control
----------------
Normally Heather will walk as her default movement, requiring Square to
be held to run. With this option set to Reverse, it switches. I highly
recommend switching it since you'll be running for the majority of the
game. If you ever do wish to walk, just hold Square.
Map
---
This option controls whether your map will be fully zoomed-in or out
every time you view it, but either way you can press X in the map to zoom
in and out anyway. I'd suggest just leaving this as default.
Noise Effect
------------
This is a filter that fills the screen with "noise", otherwise known as
static. This creates a visual look that imitates an old, gritty horror
film. Honestly though, with Silent Hill 3 as beautiful as it is (perhaps
the best looking PS2 game out there), I'd suggest turning it off to
experience it in its highest detail without muddying it up. Or if you
plan to play the game multiple times, keep it on for the first go and
then turn it off to see what you think of the difference. It is truly
stunning turned off and thankfully it is your choice from the start if
you wish to do so, unlike previously in the series.
Display Mode
------------
Here your options are either normal or sharp, whether you want the game
displayed more sharply and potentially jagged or default with some
blending to smoothen the graphics. I'd suggest leaving it as is.
Bullet Adjust
-------------
You must first complete the game to unlock this option, upon which you
can set it to x1 or x2, potentially multiplying every ammo pickup in the
game accordingly. Each additional game clear will add another level, up to
x5. You'll find this helpful for playing on Hard or the Extra
difficulties, and while going for a 10-star ranking.
Beginner Mode
-------------
This first must be unlocked by dying 3-4 times on Easy or Normal Action
Level, upon which you will be informed that Beginner has been added to the
Extra Options. Find it there to enable it while playing on Easy or Normal,
while it cannot be used after starting on Hard. The benefit of Beginner is
that you cannot die from regular enemy attacks. Silent Hill 3 generally
isn't a super tough game, especially on Easy, so I'd suggest avoiding
Beginner entirely unless you're really having a hard time.
--------------------------------------------------------------------------
==========================================================================
10. D I F F I C U L T Y S E T T I N G S [SH3_10]
==========================================================================
--------------------------------------------------------------------------
==--=--=--==
Action Level
==--=--=--==
This sets the combat difficulty. Enemy and boss attacks will vary in
damage, speed and overall aggression depending on which level you choose,
in addition to their health. This also determines how many items and
supplies will be found. Read each difficulty below for a general
understanding of what they entail.
Beginner
--------
This must first be unlocked by dying 3-4 times on Easy or Normal Action
Level, upon which you'll be asked if you wish to change to Beginner, which
you can do immediately or at a later point in the Extra Options. You
cannot switch to Beginner from Hard. On Beginner, enemies will be much
less frequent, less powerful, slower, do less damage, grab you for a brief
period only, and will generally not require kicks to kill. Boss fights
will be very brief, supplies will be available in high frequency, your
firearms will magically be reloaded upon raising them, melee weapons will
not deflect off walls, and you cannot fall down holes. I'd recommend
avoiding this difficulty unless completely new to the genre and really
struggling.
Easy
----
Enemies on Easy will be less frequent, have half the health (requiring 3-8
bullets to drop), move slower, inflict less damage, grab a hold of you for
less time, and often not require kicks to kill. Boss fights are noticeably
shorter and weaker, supplies are more abundant, firearm clips will
magically reload as you prepare to shoot, melee weapons do not deflect off
walls, and you cannot fall down holes.
Normal
------
This is how the game is meant to be played. Enemies have their standard
numbers, strengths (5-10 bullets to drop), speeds, power and generally
have to be kicked after dropping with melee weapons (and the Shotgun).
Boss fights are their normal length while still reasonable, supplies are
fairly available, you have to reload your weapon manually in-game or in
the inventory, melee weapons deflect off walls, but you still cannot fall
down any holes.
Hard
----
Enemies are more common, stronger (10-15 bullets to drop), faster, inflict
more damage, grab a hold of you longer, and almost always must be kicked
after dropping with melee weapons (and the Shotgun), often multiple times.
Boss fights last much longer with more health, supplies are less abundant,
you always have to manually reload in-game or in the inventory, melee
weapons deflect off walls, and you can fall down holes while running if
not careful and if you don't pull back while teetering on the edge.
Additionally, Heather will stumble and bump into walls and doors while
running at full speed, can be insta-killed by the Split Worm's special
attack if not careful, and in the Borley Haunted Mansion must lower
herself by holding R2 to avoid getting hit by the spikes. In an Extra New
Game, the opening hallways of the Underpass will drain Heather's health
but will not kill her.
==--=--=--==
Riddle level
==--=--=--==
This sets the complexity of puzzles found throughout the game, whether in
written form via riddles or what items may or may not be required to pass
certain areas.
Easy
----
Puzzles are very simplified if not spelled out to you, requiring very
little analysis or action, and in some cases are bypassed entirely. Some
items required for Normal and Hard will not be present or needed, while
others will be easier to acquire.
Normal
------
Default puzzle difficulty with riddles most people should be able to solve
with some thinking, but nothing too advanced or overly difficult. Some may
require only a slight bit of creativity to solve.
Hard
----
Riddle difficulty increases dramatically with multiple puzzles requiring
extremely deep analysis and multiple reads to understand. Riddles have
confusing elements to throw you off while some verses may be vague. A very
creative mind is required, some liberties in thought or the usual process
may have to be made, and knowledge of outside literature is required for
at least one puzzle. This stands as the hardest individual riddle
difficulty in the entire series and is intended for an intellectual mind.
==--==--==--==--==--==--==--==--==
Suggested Action and Riddle Levels
==--==--==--==--==--==--==--==--==
Returning to the series or even as a newcomer familiar with survival
horror, Normal and Normal may be the best way to go. Those not so
experienced in the genre may want to consider Easy Action Level, but
Normal Riddle Level is still rather reasonable and doesn't cut small
pieces out of the game like Easy. Hard Action Level should be off limits
unless confident in your abilities and experienced in the genre, and I'd
avoid Hard Riddle Level your first time unless ready for an extreme
intellectual challenge. Even on additional playthroughs Hard Riddle Level
will likely give you headaches, but this guide is always here to help you.
==--==--==-==--==--==
Extreme Action Levels
==--==--==-==--==--==
By completing Hard Action level you will unlock Extreme 1 Action Level,
which is a step above Hard. Beating that will unlock Extreme 2, while you
can keep upping the ante until you reach Extreme X (10), the hardest
Action Level in the game and a supreme challenge. For these levels, take
Hard and multiply it accordingly to have some idea of what you're up for,
including a health bar half the size as Hard for all levels and increasing
enemy damage. You will certainly want to use Bullet Adjust x5 to give
yourself a proper chance. While choosing your difficulty in the main menu,
use the left and right buttons to toggle between the Extreme levels you've
unlocked.
--------------------------------------------------------------------------
==========================================================================
11. W A L K T H R O U G H [SH3_11]
==========================================================================
--------------------------------------------------------------------------
Recommendations Before You Start
--------------------------------
I cannot recommend enough that you change Walk/Run Control to Reverse in
the Extra Options. Normally, you must hold Square while moving to run,
otherwise you will walk. Switching it will make running your default
movement, which you'll be doing the majority of the time, while you can
then use Square to walk if ever desired. This is a must for convenience's
sake.
Also while the Noise Effect gives the game a bit of an old horror film
look, I recommend turning it off to showcase the beautiful graphics as
one of the best-looking games of its time. You can turn it off in the
Extra Options.
Additionally, since this is a finely-crafted horror game, I recommend
playing at nighttime with the lights off and the volume turned up. A good
sound system or headphones work very well to immerse you in its terrifying
atmosphere. Trust me, it's more rewarding to fully enable it to frighten
you and give you the best experience possible.
---
[NOTE]: This walkthrough was written while playing on Normal Action Level.
Therefore health and ammo pickups, enemy locations and numbers may vary on
other difficulties, although all riddles and puzzles will be thoroughly
explained for all difficulties.
Understand that Silent Hill 3 has an adaptive difficulty that assesses how
badly you need health and ammo supplies and dishes them out accordingly in
certain locations. For health, you may find one or two Health Drinks or
instead two First-Aid Kits or perhaps even an Ampoule and a First-Aid Kit
in some areas, or you may find nothing at all if you have an abundance
already.
This walkthrough includes supplies that will always be there while
pointing out locations where what you'll find may be slightly different or
even not there at all. So understand that you may not find exactly what is
written, but for the most part you'll still find health or ammo where
listed.
This walkthrough was also written with the Playstation 2 version in mind,
thus you will see PS2 button inputs like "X" come up often. If playing
other versions, keep in mind your button inputs may be different.
All items, weapons, supplies, maps and save points will be written in
CAPITALS.
________
/ LEGEND \
/__________\__________________________________________________
| |
| New Area |
| ==-=---=-=-=--=-======-=-=-=-===-=---=-=-=-=----= |
| |
| Sub Section of Area |
| ------------------- |
| |
| Puzzle |
| ------------------------------------------------- |
| |
| ------------------------------------------------- |
| |
| Boss |
| ************************************************* |
| |
| ************************************************* |
| |
| +++++++++++++++++++++++++++++++++++++++++++++++++ |
| Optional Stuff |
| +++++++++++++++++++++++++++++++++++++++++++++++++ |
| |
| !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
| Silent Hill 2 Reference |
| !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
| |
| ||||||||||||||||||||||||||||||||||||||||||||||||| |
| Extra New Game Weapon |
| ||||||||||||||||||||||||||||||||||||||||||||||||| |
|______________________________________________________________|
01 // n i g h t m a r e [wlk_01]
==-=-=--====---------===-=-====--=-=====-===-==---------==-==--=--===-=--=
"Where am I...?"
Amusement Park Entrance
-----------------------
Welcome back to Lakeside Amusement Park after all these years. If you
check your inventory you'll notice Heather has a KNIFE, STEEL PIPE, a
loaded HANDGUN and SUBMACHINE GUN, plus 30 HANDGUN BULLETS, a HEALTH
DRINK, FIRST-AID KIT, and a FLASHLIGHT and RADIO.
Go wild with these items while you have them as you'll soon see why. Head
through the large door to your left to start your journey.
Souvenir Shop Pathway
---------------------
Say hello to your first enemies, a Double Head dog and a giant Closer
deeper in. Feel free to fire at them but you can just as well run past
every enemy here.
The souvenir shop can be accessed by the storefront sign, but there's
nothing of interest inside. Continue past the huge Closer patrolling
nearby and slip through the small brown door at the end of the path.
To the Mountain Coaster
-----------------------
Run past the two Closers and through the gate. Take a left past the ticket
booth and under the "Mountain Coaster" sign. Climb the stairs to the top,
avoiding or killing the annoying Pendulum creature on your way.
The control room door at the top is locked so pass through the gate
directly onto the tracks. Follow the track until a cutscene plays.
02 // c e n t r a l s q u a r e s h o p p i n g c e n t e r [wlk_02]
-=-=-=-----====-=-=-=--===-=-=-=-====-=-=-----===-=-=-----==-=---=-===----
</pre><pre id="faqspan-3">
"My daddy always told me not to talk to strangers."
It was all a dream... Heather awakens in Happy Burger. After calling home,
she slips into the ladies' room to get away from a detective named Douglas
that wants to speak with her.
Ladies' Room
------------
Note the SAVE POINT on the mirror in here, and you may notice in your
inventory that Heather carries a HOUSE KEY, PENDANT, and KNIFE as a
weapon. Douglas is still creeping outside so you'll have to find another
path. Head through the window into the alley.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
EXTRA NEW GAME WEAPON: HEATHER BEAM/SEXY BEAM
Once the HEATHER BEAM has been unlocked, you'll be equipped to use it from
the start of this room. This weapon cannot be seen in your inventory but
is always equipped when holding no other weapon. You will see two red Halo
of the Sun crests floating over Heather's head, signifying its
availability.
To unlock it, kill 333 or more enemies across however many runs it takes
in your save file and then it will be available in your next Extra New
Game.
If the TRANSFORM COSTUME is unlocked, it will be in your inventory and
can be equipped to turn this weapon into the more powerful SEXY BEAM. Read
more in the Unlockables and Secrets section.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Alleyway
--------
With boxes blocking your left, head the other way down the alley and step
through the door there, since a van blocks the alley farther down.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
EXTRA NEW GAME WEAPON: UNLIMITED SUBMACHINE GUN
Once the UNLIMITED SUBMACHINE GUN has been unlocked, it will be lying on
the left boxes outside the washroom window, only in an Extra New Game.
Deliver the killing blow to the final boss with a melee weapon to unlock.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Office Hallway
--------------
Back inside, follow the pathway to the right, past locked double doors on
the left wall, and go through the double doors at the end of the hall.
First Floor Mall Hallway
------------------------
Back in the normal part of the mall, you'll notice a dirty floor and some
muffled sounds coming from the nearby shop which has its shutters partly
down. Enter the store under the shutters.
Inside the shop, Heather finds a HANDGUN on the floor and uses it to fend
off a nearby Closer, a familiar enemy from her nightmare... Grab the two
packs of HANDGUN BULLETS on the green bench and exit through the door
behind the counter.
Now back in an office hallway (the other side of the locked double doors
from before), head right to find the SHOPPING MALL MAP on the noticeboard
by the "EXIT" door. Then move through that door and up the stairwell to
the second floor.
Second Floor Office Hallway
---------------------------
In this hallway you'll hear and encounter a new enemy type called the Numb
Body. Save your Handgun ammo for now and consider just running past these
guys, or experiment with the rather pathetic knife if you wish.
Ignore the first Numb Body and instead take the right path up to the
northwest. Enter the storeroom beside the large bulletin board on the
right wall. In here you'll find a Double Head eating something in the
corner. On the box beside it is BEEF JERKY, which must be what it's
eating. Note that you can drop a piece of jerky from your inventory to
attract the attention of Double Heads. Exit the room.
In the next open storeroom two doors down on the same side, you'll find
two HEALTH DRINKS and HANDGUN BULLETS beside a SAVE POINT on the shelf.
Deeper towards the camera is a skid of wood with a key underneath it, but
it's out of reach for Heather so we'll have to come back later.
Exit to the hall and head back east, moving through the southernmost door
there to the center of the mall.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
EXTRA NEW GAME WEAPON: BEAM SABER
Once the BEAM SABER has been unlocked, you can find it by examining the
door handle at the northwest end of this office corridor, only in an Extra
New Game. Finish the game with more fighting than shooting kills to
unlock, or just finish the game twice.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Getting the Key Under the Skid
------------------------------
Now back in another regular mall section, run ahead and enter Helen's
Bakery. Just through the door you'll find a pair of TONGS on the counter
beside some baked goods. That should work for the hidden key from earlier.
Before you leave you can read a flyer on the other counter, but it's not
very interesting.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
EXTRA NEW GAME WEAPON: FLAMETHROWER
Once the FLAMETHROWER has been unlocked, it will be lying on the counter
of Helen's Bakery, only in an Extra New Game. Finish the game with more
shooting than fighting kills to unlock, or just beat the game twice.
Additionally you will notice an appropriate adjustment to the flyer on the
counter.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Head back to the north hallway and re-enter the storeroom where the out of
reach key was (last door on the right). Use the TONGS to get the KEY TAKEN
WITH TONGS from underneath the skid. Since the creative key name provides
no hint for its use, examine it to find "My Bestsellers" on the tag, which
sounds like a bookstore. Back in the office hall, more Numb Bodies have
spawned so make your way past them to the mall section again.
Take a right and run past a Closer to see a "My Bestsellers" sign above
what looks like a bookstore. Avoid the other Closer out here and quickly
enter the store with the KEY TAKEN WITH TONGS.
My Bestsellers Bookstore
------------------------
Along the right wall in the bookstore you'll find a bunch of books have
fallen off the shelf. On Easy Riddle Level it'll just be two, but on
Normal or Hard it'll be five. On Easy, pick up SHAKESPEARE ANTHOLOGY 1 and
3. On Normal or Hard, collect SHAKESPEARE ANTHOLOGY 1, 2, 3, 4 and 5. At
the back of the room you'll find HANDGUN BULLETS on the counter, plus a
locked door with a keypad and potentially a memo beside it, depending on
your riddle level. It's time to solve the game's first puzzle.
PUZZLE: SHAKESPEARE ANTHOLOGY (MY BESTSELLERS BOOKSTORE) [puz_01]
--------------------------------------------------------------------------
If you examine the shelf where the books fell, Heather wonders if she
should align the books in order. Additionally there may be another clue
written beside the door depending on your riddle level. Refer to the
clues and their solutions below.
EASY:
Here there will be no clue by the back door because it's simple enough
already. Check the books on the shelf where the two others fell and you'll
see numbers drawn on their spines, but of course two are missing. Use the
SHAKESPEARE ANTHOLOGY 1 and put it in the first slot. Then use the cursor
and select the next book in the blue box, which is SHAKESPEARE ANTHOLOGY
3, and put it in the open third slot. This will fully reveal the code,
which is random each time.
NORMAL:
"Fair is foul, and foul is fair.
Put these books out of order."
Going off the memo clue, you'll have to arrange the five books on the
shelf out of their numbered order to reveal the code. So do as it says and
put SHAKESPEARE ANTHOLOGY 1 through 5 on the shelf one at a time in a
random order to reveal partial numbers written on their spines.
Note where the code on different books potentially lines up and put them
beside each other, slowly revealing the code until you can put them all
together in the correct order. Click a book to remove it and add it back
from the small box in the corner. Once done you'll have the randomized
code right in front of you.
HARD:
"In here is a tragedy---
art thou player or audience?
Be as it may, the end doth remain:
all go on only toward death.
The first words at thy left hand:
a false lunacy, a madly dancing man.
Hearing unhearable words, drawn
to a beloved's grave---and there,
mayhap, true madness at last.
As did this one, playing at death,
find true death at the last.
Killing a nameless lover, she
pierced a heart rent by sorrow.
Doth lie invite truth?
Doth verity but wear the
mask of falsehood?
Ah, thou pitiful, thou
miserable ones!
Still amidst lies, though the end
cometh not, wherefore yearn
for death?
Wilt thou attend to thy beloved?
Truths and lies, life and death:
a game of turning white to black
and black to white.
Is not a silence brimming with
love more precious than flattery?
A peaceful slumber preferred to
a throne besmirched with blood.
One vengeful man
spilled blood for two;
Two youths shed tears for three;
Three witches disappeared thusly;
And only the four keys remain.
Ah, but verily...
In here is a tragedy---
art thou player or audience?
There is nothing which cannot
become a puppet of fate or an
onlooker, peering into the cage."
It looks like we have quite the Shakespearian riddle to solve here...
Unfortunately this riddle genuinely requires some serious outside
knowledge to solve, so we're going to have to dive into some of
Shakespeare's works.
Which works? Well, only the five books you have. In your inventory you can
examine each anthology to learn which Shakespeare work it contains. They
are as follows:
Shakespeare Anthology 1: Romeo and Juliet
Shakespeare Anthology 2: King Lear
Shakespeare Anthology 3: Macbeth
Shakespeare Anthology 4: Hamlet
Shakespeare Anthology 5: Othello
Since there's no written numbers on the book spines this time, you'll have
to use the anthology numbers with the books inserted in the correct order
as per the riddle to determine the code. Let's get started.
"In here is a tragedy---
art thou player or audience?
Be as it may, the end doth remain:
all go on only toward death."
This opening verse simply serves as an introduction, reminding us that all
these stories are tragedies that lead to death. We continue on.
"The first words at thy left hand:
a false lunacy, a madly dancing man.
Hearing unhearable words, drawn
to a beloved's grave---and there,
mayhap, true madness at last."
"The first words at thy left hand" explains that the books will be placed
from left to right as described in the riddle. The rest of the verse
explains the plot of our first work, which is Hamlet. "A false lunacy, a
madly dancing man" refers to Hamlet faking his descent into madness so no
one suspected him as he spied on his uncle Claudius (the new king) and
mother to learn if they schemed to kill his father, the old king. Through
a ploy of a play, he learns his uncle did kill his father after all.
"Hearing unhearable words" refers to Hamlet's father's ghost demanding he
avenge his death. The "beloved's grave" he was drawn to is that of
Ophelia, his girlfriend who fell into a genuine spiral of madness and
drowned herself.
"And there, mayhap, true madness at last" refers to the "friendly" sword
fight arranged by Claudius between Hamlet and Laertes, Ophelia's brother
and whose father Hamlet accidentally killed and Laertes wants to avenge.
Claudius and Laertes secretly agreed to coat Laertes' sword with poison
and also spike Hamlet's wine.
During the fight, Laertes' sword strikes Hamlet, but they both drop their
swords which get switched up as Hamlet picks up the poisoned one and
strikes Laertes with it. Hamlet denies his mother's offering of the spiked
wine, unbeknownst to her, and so she decides to drink it instead.
She dies from the poison, which finally propels Hamlet with the courage to
avenge his father and kill Claudius, with Hamlet and Laertes also dropping
dead once the poison kicks in and thus, "mayhap, true madness at last."
Therefore the book of Hamlet, SHAKESPEARE ANTHOLOGY 4, gets placed in the
first slot on the shelf.
"As did this one, playing at death,
find true death at the last.
Killing a nameless lover, she
pierced a heart rent by sorrow."
This describes the plot of Romeo and Juliet, specifically Juliet. As two
teenage lovers from two feuding families, Juliet's potential marriage to
Romeo required a complicated plan. To avoid an unwanted marriage with
another man, Friar Laurence suggests Juliet to drink a poison to put her
into deep sleep for 48 hours, fooling her family into thinking she's dead
and allowing her to later elope with Romeo, thus "playing at death".
"Killing a nameless lover" refers to Juliet in effect killing Romeo
through her deception, since she or Friar Laurence did not inform him of
the plan, but he finds out and discovers Juliet's lifeless body and drinks
his own lethal poison to kill himself from sorrow. He is referred to as a
"nameless lover" because he explains earlier to Juliet that names are
artificial and meaningless, and that they are in love with each other and
that's all that matters, regardless of any feud.
Upon awakening to Romeo's actual dead body for which she was responsible,
Juliet can't bear the sorrow and pierces her heart with a dagger to "find
true death at the last." Another tragedy indeed. And so SHAKESPEARE
ANTHOLOGY 1 takes the second slot in the shelf.
"Doth lie invite truth?
Doth verity but wear the
mask of falsehood?
Ah, thou pitiful, thou
miserable ones!"
This is the vaguest verse of this riddle, speaking of the conflict between
lies and truth. This theme is most profound in Macbeth in which the
titular character, teased by prophecies from three witches and egged on by
his wife, kills the king to succeed the throne. A series of lies and
deception follows, including Macbeth and his wife purporting that their
servants killed the king while in their home.
Macbeth is further deceived through the same three witches that told him
of the earlier prophecies, adding that he won't be killed by a man born of
a woman and won't be defeated as king until the nearby forest approaches
his castle, leading him to believe he cannot be killed and has no fear of
being vanquished.
But alas, Macbeth's castle is approached by an army using the forest's
tree leaves as camouflage, and Macduff, who was born of a caesarian
section and technically not "of a woman" in this bizzaro world, kills
Macbeth. And thus Macbeth receives a taste of his own medicine through the
deception. That puts SHAKESPEARE ANTHOLOGY 3 in the third slot.
This verse can also be interpreted as the lies and deception in Othello,
specifically of Captain Iago turning General Othello on his wife amongst
several other characters, and while the correct code can still be obtained
with that assumption, the next verse is the one that applies to that piece
of work as we're about to uncover.
"Still amidst lies, though the end
cometh not, wherefore yearn
for death?
Wilt thou attend to thy beloved?
Truths and lies, life and death:
a game of turning white to black
and black to white."
Again with the recurring theme of truth and lies, the key to this verse
lies at the end. There is a board game where pieces turn from black to
white and white to black. The name of that game is literally "Othello"
(originally known as Reversi with slightly different rules), deriving from
the play.
Connecting it further and the reason for the derivation, Othello the play
retains the recurring themes of black and white, even with its main
character General Othello being a black man who marries a white woman
named Desdemona, opening up the story into racism albeit transcended by
Othello.
Along with the black and white are "Truths and lies, life and death".
Captain Iago plants the falsehood that Desdemona is having an affair with
Lieutenant Cassio and fabricates it further with deception. Othello
believes his dear Desdemona, whom he calls a pearl (a symbol of perfection
and purity due to its white colour), has blackened through a supposed
affair and deception, furthering the black and white themes. This also
leads him to kill his beloved before learning of the truth. But anyway, as
we've uncovered it is SHAKESPEARE ANTHOLOGY 5 carrying Othello that
belongs in the fourth slot.
One could possibly interpret this verse as referring to Macbeth or even
King Lear and still get the correct code, but the theme of black and white
strongly ties it instead to Othello.
"Is not a silence brimming with
love more precious than flattery?
A peaceful slumber preferred to
a throne besmirched with blood."
This verse speaks of King Lear, a play about a king who has three
daughters named Goneril, Regan and Cordelia. At the beginning Lear
announces he will step down and hand the throne to the daughter that
declares the most love for him. Goneril and Regan suck up and flatter him,
receiving large portions of the kingdom, while Cordelia who actually does
genuinely love him unlike her sisters, refuses to play the game of
flattery. This explains the first two lines.
Lear then banishes Cordelia, and his remaining two daughters turn on him
once they have the power, eventually turning on each other as well. With
Cordelia returning in command of the French forces, she reunites with Lear
who has now turned crazy, but both are captured.
With Goneril arrested for treason, she poisons her sister Regan and stabs
herself, while Cordelia is hung and Lear dies with her in his arms. And
thus the story ends with the throne besmirched in blood.
It is possible one may confuse this verse for Macbeth killing his own king
to usurp him because of the second part (and you can still end up with the
correct code), but the silence and flattery themes clearly point to King
Lear. Therefore SHAKESPEARE ANTHOLOGY 2 belongs in the fifth and final
slot on the shelf.
With no codes written on the book spines, this instead leaves us with the
following order of the anthology books on the shelf: IV, I, III, V, II, or
41352. But we have one number too many for a four-digit code, and we have
more to go in the riddle.
"One vengeful man
spilled blood for two;
Two youths shed tears for three;
Three witches disappeared thusly;
And only the four keys remain."
This verse explains some modifications we must make to the numbers that we
already have. "One vengeful man" refers to Hamlet avenging his father's
death. "Spilled blood for two" signifies that we will be doubling the book
number of Hamlet. As Anthology 4, that number will bump to 8.
"Two youths shed tears for three" rather clearly explains that Romeo and
Juliet's number 1 will be multiplied by 3, making it now 3.
"Three witches disappeared thusly" explains that the 3 representing
Macbeth, the book that contains the three witches who told prophecies,
will be removed entirely. Thus we remove anthology 3, "And only the four
keys remain."
That leaves us with 8352 as the final code, which can be visualized more
clearly below.
4 (Hamlet) x 2 = 8 ("One vengeful man spilled blood for two")
1 (Romeo and Juliet) x 3 = 3 ("Two youths shed tears for three")
3 (Macbeth) disappears = - ("Three witches disappeared thusly")
5 (Othello) = 5
2 (King Lear) = 2
Macbeth's number disappears entirely rather than just turning to zero
because the quote specifically says the witches "disappeared", and further
implies only the four keys remain.
Note that there is still some margin for error or allowance for different
interpretation in this riddle. Even if you identify the third work to be
Othello, the fourth to be Macbeth or King Lear, or the fifth to be
Macbeth, you can still end up with the resulting code of 8352 after
removing Macbeth's number 3. That said, the solution we've explained here
is the one that makes the most sense for each corresponding work.
---
Reading the code written on the spines (Easy/Normal) may be difficult
because some of the numbers may be partially lost in the cracks, so use
your imagination to fill in the rest.
Note that on Hard you really don't need to put the books back on the
shelf to determine the code (or Easy/Normal if you can put it together by
sight only), but it's still a good idea to clear them out of your
inventory so you don't have to scroll through them for the rest of the
game.
--------------------------------------------------------------------------
Once you've determine the code, enter it into the keypad to unlock and
pass through the back door.
Back Hallway and Elevator
-------------------------
Out in the hall, Heather meets Claudia in a confusing cutscene. Once she
leaves, all you can do is enter the elevator. Oddly you'll find no control
panel inside but it'll move on its own. Hearing some familiar static, a
RADIO will soon fall from the elevator roof. Pick it up and the elevator
doors will open.
[NOTE ON RADIO]:
The Radio is a helpful tool that emits static when monsters are nearby,
warning you of their presence. It can also alert them to your presence,
although it's fairly negligible. Adjust the volume or turn it off and on
in your inventory.
Step outside into what appears to be another, creepier elevator that will
take you to a transformed version of the mall. Well, this is great...
03 // n i g h t m a r e m a l l [wlk_03]
---==-=====-=---=-====-=----===-=----==--=-=-====-=-=-===-----==-=-=-===--
"Is this a dream? It's got to be. Not even a kid could
believe in this. But when am I gonna wake up?"
First Floor Southwest Hall
--------------------------
Now in a dark hallway overrun with Double Heads, consider dropping some
jerky or just be very quick and run past them all. Follow the hallway to
the west and go through the door directly ahead at the fork.
Take the three HEALTH DRINKS in the shelf and the AMPOULE on the desk.
Note the SAVE POINT on the bed and exit the infirmary. Make your way
north past any Double Heads and through the double doors.
First Floor West and Northwest Hall: Finding the Flashlight
-----------------------------------------------------------
In the room ahead of you, you'll only find a ladder that you can't reach
so remember it for later. Ignore the two Closers in the main hall and take
the north hall past another one. Move around the corner and enter the room
beside the ladies' room.
Read the note on the wall suggesting to turn off the lights, and do so by
examining the switch beside it. You'll notice a splash of light coming
from the boxes in the corner. Approach it and grab the FLASHLIGHT between
them. Deeper into the room you can also find two packs of HANDGUN BULLETS
on the shelf and a FIRST-AID KIT. Exit the room with your new light
source.
[NOTE ON FLASHLIGHT]:
Press Circle to toggle your light on and off. Note that while it's very
helpful to see and required to pick up some items in dark areas, it can
alert enemies to your presence, so consider turning it off at various
moments when trying to be sneaky.
Now enter the ladies' room and grab the BLEACH on the counter. This item
won't be here and isn't needed on Easy Riddle Level. Knock on the fully
closed stall and walk away, only to be invited back for another look.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
SILENT HILL 2 REFERENCE:
With a completed save of Silent Hill 2 on your memory card, you can
experience extra scenes and references to it in this game, including one
right here.
Examine the toilet in the open stall (without blood all over it). Select
"Yes" to remove the blockage. Heather wimps out but not without slandering
our boy James.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Done in the washroom, head east and move under the twisted shutter at the
end of the hall.
First Floor North Hall: Women's Clothing Store
----------------------------------------------
Avoid the Closer and Double Head and enter the familiar store under the
partly-closed shutter. Grab the HANGER from the clothes rack near the
door, and in the far corner you can find a BULLETPROOF VEST on another
clothes rack. Note that you must have the Flashlight and have it on to
pick up both these items. Collect it in the storage room beside the
ladies' room in the previous hall if you missed it.
[NOTE ON BULLETPROOF VEST]:
Equip this vest for added protection from enemy attacks, limiting damage
received by about 15%, while blocked attacks will not damage Heather at
all while wearing it. Note that due to its weight and nature, Heather
won't be able to run as fast while wearing it. It's helpful if damage is a
serious concern of yours, but otherwise mobility may be more important.
Give it a try and see what you think.
You'll hear something fall if you check the other door here but there's
nothing to be found. Leave the store, head back under the dented shutter
to the previous hall and make your way to the midwestern part where the
escalators to the subway are on your map. Enter the room on the north side
of the hall.
First Floor West Hall: Shop with Ladder
---------------------------------------
Move deeper into the room for a very suggestive camera angle revealing a
ladder. Heather can't reach it as is, but use the HANGER from your
inventory to pull it down with a makeshift hook. Ascend the ladder to the
second floor.
Second Floor West Hall
----------------------
Up here, head past the nice scenery of corpses on stretchers. Past the
escalators you'll find a TV showing static. Examine it for a familiar but
faint image from the first Silent Hill. Further down the hall you'll find
another TV with a SAVE POINT on it, but head back and go through the door
by the first TV.
You'll be greeted by three Numb Bodies so keep on your toes. Kill them if
you wish, but be sure to grab the HEALTH DRINK and HANGUN BULLETS on the
counter and exit via the other door at the back, unlocking it first.
Be wary of the Closer in this hall. The easternmost door here is locked,
but you can access the shop at the southwest end of the hall (it's
accessible from both sides). In that shop, grab the WALNUT from the
smashed display case. If examined, Heather says something is rattling
around inside it so we'll have to look for a way to break it open.
Done on 2F for now, exit to the west hall and climb the escalators to 3F.
Third Floor
-----------
Stay clear of the Closer up here on Normal/Hard and be mindful of the
Double Head in the other hallway that may join if you're noisy. Enter the
restaurant through the right double doors.
Find the roasted dog on a large plate and examine it to find the COOKED
KEY in its stomach. Interesting... On the back shelf is a FIRST-AID KIT
and HEALTH DRINK. Exit the restaurant through the same doors.
To the east you'll find a locked door with an inscription and a place to
insert a small stone. Kill the Closer if you wish to read this or it may
beat you down. We'll have to remember it for later anyway. There's an open
washroom down the northern hall past a Double Head but there's nothing
inside, so head back down to 2F with your new key.
Back to the Second Floor: Using the Cooked Key
----------------------------------------------
Move through the shop beside the TV displaying snow to the office hallway,
then enter the easternmost room, called Cafe Turn Mill, using the COOKED
KEY.
Take the two HEALTH DRINKS on the shelf and examine the steaming pipe
nearby to get the STEEL PIPE. This is a great melee weapon, so much better
than the Knife and fairly user-friendly. Be sure to use it while saving
up Handgun ammo. Exit the cafe through the other doors.
Heading to the East
-------------------
Hearing Numb Bodies patrolling, use them as batting practice with your
new weapon. There's a locked door here at the east, but along the
southeast wall you can slip through the pale orange double doors.
Now in what's left of Helen's Bakery, grab the DETERGENT from the cart
deeper in the room. This item won't be here and isn't needed on Easy
Riddle Level. Exit the baked bakery through the other door.
Moth Hallway: Preparing the Insecticide
---------------------------------------
Follow the pathway to the noisy fan and turn it off (disregard it on Easy
Riddle Level where you can't and won't need to). Head through the door to
find a swarm of moths blocking the hallway ahead. On Easy Riddle Level the
hallway will be empty and you can proceed normally, but we'll have to
solve a mini-puzzle on Normal and above.
Remember the Detergent you just acquired and the Bleach much earlier in
the mall? On their own they're not very lethal but upon examining them
Heather discovers they can be dangerous when mixed. Find the bucket near
the door in the moth hallway and combine and use the BLEACH and DETERGENT
while standing over it. The fan in the previous hall must be turned off to
allow the formula to linger and work its magic. Heather will concoct the
insecticide and then run out of the room as it stings her eyes.
Heather won't step back in the hallway as is on Easy/Normal due to the
strong chemicals, but on Hard you can unwisely re-enter and take damage.
Therefore you must turn the fan back on to clean up the air. Do so and
head back in the hall to discover the insects have all been killed.
Back in the insect hall, move down the long hallway past the dead bugs
and enter the room north of the stairs (second door on the right). Find
the three packs of HANDGUN BULLETS on the left shelves and BEEF JERKY on
the right boxes. Exit the room and head through the northeast pale orange
door to find a Closer. Ignore it and pass through the other door to the
eastern hall.
Second Floor Mall East
----------------------
Hearing noisy Pendulums for the first time since your nightmare, avoid
them like the plague and be quick in here. Head west along the path,
passing a stretcher and a Double Head, then enter the next shop on the
north side through the dirty double doors.
On the right table here you'll find a vise to crack something open.
Insert and crack open the WALNUT from your inventory to receive the
MOONSTONE that was inside it. Looks like it may fit into the 3F mall door.
On the other wall you'll also find a SAVE POINT. Leave the room.
Heading Back to the West
------------------------
Run west past any Double Heads and move through the orange door there
after unlocking it. There'll now be Pendulums in here too, great. Make
your way back to the cafe at the southwest of this balcony hall, ignoring
any Pendulum or Numb Body on way.
There's more Numb Bodies in here and you'll want to kill them to get past.
Kill the first one quickly with the pipe and then move around the counter
to bat the other one. Leave through the door behind the counter.
In the office hall, either slip through the more northern room that'll be
full with new Numb Bodies, or run past the Closer in the hall and move
through the empty southeastern shop to the western hall. Consider saving
your game with the TV save point in the hall due to an upcoming boss fight
and head up the escalators to the third floor.
Third Floor: Past the Moon Door
-------------------------------
If the Closer is still up here, consider killing it or just act quickly.
Approach the moon door and use the MOONSTONE from your inventory, then
pass through.
You may hear Numb Bodies patrolling, but it's from another floor. Follow
the pathway around to the ladder and start your descent. Where to? Who
knows...
Heather eventually reaches the bottom where a giant purple worm comes to
say hello, but the ladder gets destroyed behind her and it's time for the
first boss fight.
BOSS: SPLIT WORM (MALL FIRST FLOOR) [bos_01]
**************************************************************************
Immediately equip your Handgun which you should have a decent bit of ammo
for if you haven't gone full Rambo. The giant worm will emerge from one of
the six tunnels and open its protective shell. Take this opportunity to
shoot it 3-5 times until it closes its shell. Hold L2 at all times to
center the camera on the worm so you can see what you're shooting.
The worm will retreat back into the tunnel and re-emerge from another one,
possibly on the other side. Hold L2 and the camera will aim towards the
tunnel the worm will next appear from, so get ready to set up shop and
start shooting once it opens its head. Always stop shooting as soon as it
begins to close its head and be prepared to strafe or run out of the way
since it may snake forward to another hole, possibly bumping you on the
way. Repeat the above strategy until the worm drops dead.
Note that if you instead fire just 2-3 times and stop, the worm won't
retreat back in the tunnel and you can avoid extra down time waiting for
it to re-emerge (although it's still a very short battle on Easy/Normal).
However this will open you up to potential attacks and stuns. Read below
for how to deal with them and consider which approach you'd rather. But if
you do prevent it from leaving and avoid its attacks, you'll get more
chances to shoot it at each hole.
If low on ammo or wanting to try a different strategy, you can always use
the Steel Pipe, but be prepared to block the Split Worm's attacks every
few swings or so. There is an effective strategy where you can thrust 2-3
times, block and repeat. It does require mastering to perform well since
the worm can easily knock you down for long periods if you're not
well-positioned or too slow to attack. It is generally only recommended
for experienced players and is actually the most effective strategy to
end this battle in the least amount of time on Hard.
[SPLIT WORM'S ATTACKS]:
The Split Worm's most standard attack is a headbutt which will knock you
down from close range (remaining down for about 10 seconds too), but you
should always stand at a distance anyway unless you know what you're doing
with the pipe strategy.
Another is a dangerous lunging bite attack that can reach you as long as
you're standing in front of it at any distance, but it'll telegraph this
with a screech and backward head movement before lunging. Avoiding it is
as simple as strafing left or right away from the center of the screen.
Note that while this attack does moderate to heavy damage on Normal and
below, it is a one-hit kill on Hard, so look out and avoid it when it
comes.
The worm can also bump into you while crossing the floor to another
tunnel, inflicting minimal damage, but it moves incredibly slowly and you
should always be able to escape from its path. Additionally, the worm has
a ground pound move that does no damage but staggers Heather for about a
second. Be careful cause it often follows up with the biting lunge, so
get ready to dodge it asap.
---
Overall this is a very simple fight, and as long as you pay attention and
avoid in-game reloads at the wrong times, you should be able to avoid all
attacks from occurring, but otherwise they're easy to avoid. After around
15 Handgun bullets on Normal and up to around 35 on Hard (or more if you
shoot its shell), the Split Worm will drop to the floor, ending the fight.
**************************************************************************
Normal Shopping Mall Return
---------------------------
The mall transitions back to its normal form after the boss fight. Find
and pass under the partly-closed shutter ahead to the next hall.
Enter Happy Burger under another shutter down the hall to find a SAVE
POINT on the right desk, along with a FIRST-AID KIT and three packs of
HANDGUN BULLETS on the counter. There's also BEEF JERKY in the far corner
and you can examine the table Heather was sleeping at earlier for her
thoughts. Leave the joint and pass through the series of doors on your
right for a cutscene.
Heather meets Douglas again but Heather splits to head home via the
subway.
04 // h a z e l s t r e e t s u b w a y s t a t i o n [wlk_04]
--=-=====-====-=--=-==-==-===--=-==-=-------==-=-=--=-==-=-----===---==-==
"I'm taking the subway home."
To the Concourse
----------------
Without a map to guide you, follow the path and take your first right to
and through the end door. Move forward and take a left across to the
other side of the open hall. You can read a newspaper about a fatal subway
accident on the ticket machines. If you examine the information sign here,
Heather will reveal that the Bergen Street train on Platform 3 is how she
plans to get home.
Continue around the corner and through the turnstiles by the ticket
office. Right around the corner on the small noticeboard by the blue door
you'll find the SUBWAY MAP. Head down the stairway near the map to the
floor below.
OPTIONAL: THE SUBWAY CURSE (PLATFORM 4)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Firstly, this section is entirely optional and it does somewhat put your
life on the line, but it's a cool little experience and you will find a
health item on the way.
To witness this special event, you must first read the article about the
subway accident on the ticket machine in the concourse. There's also an
occult magazine on the platform 4 staircase that will help explain things
but it is not required reading to witness this event. Read on below.
Platform 4
----------
Once down the stairs from the concourse, take the south stairs and read
the aforementioned occult magazine. Then continue down the stairs to
platform 4.
Head west along the tracks and if you've read the newspaper article a
cutscene will begin to play. Remember this St. Renata platform 4 is the
very scene of the accident... Heather will be pushed onto the tracks and a
train horn will sound. Quickly turn around and climb back up onto the
platform (press X) or it'll ram you and be Game Over. The train won't come
at all if you escape in time.
And that's it. Fairly minor but a nice little experience. Once done, find
the HEALTH DRINK on the nearby bench and head back up the platform
staircases you came down.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Connecting Hallways
-------------------
Note that you can go to platform 3 to the north but you won't be able to
find a train there for now, so we'll have to explore some more. From the
stairs directly after the concourse, head around the right corner to find
a SAVE POINT on the right wall. Continue through the door past it and
approach the phones to hear a single ring, but there's no phone to answer.
Head east and if you check the platform stairs to the south, platform 1
is blocked off and there's a chain with a bolt and nut locking platform 2.
Remember it for later and use the northwest stairs to head down to
platform 1.
[NOTE ON PLATFORM 3 AND 4 TRAINS]:
While you can visit platforms 3 and 4 right now to encounter Double Heads
and find a health item or two, there is nothing else that can be
accomplished. While you may be tempted to jump on the tracks to navigate
past gates on the platform or elsewhere, attempting this will result in
death by subway train (with one obvious exception later on). You have been
warned.
Platform 1/2 North
------------------
Oddly there's grate flooring down here covering the tracks so you can run
all over it on both sides. Watch out for the patrolling Double Heads and
corner around to the stairs underneath the set you just came down
(platform 1, west side). Down there you'll find a blocked off hallway with
a newspaper covering a corpse, but more importantly two HEALTH DRINKS and
HANDGUN BULLETS on the small table.
Head back up to the platform and cross the grated tracks to reach and
descend the stairs on the platform 2 side. Now you'll be on the other end
of the previous blocked hall. Find the NUTCRACKER on the end table. Return
to the platform and head back up the stairs on the platform 1 side to the
connecting hallways above.
Head south and use the NUTCRACKER from your inventory to crack the nut and
bolt off the gate. Pass through and down to the south part of platform 2.
Platform 2 South
----------------
Continue ahead from the stairs to find an open subway car with two packs
of SHOTGUN SHELLS by the open door. Deeper inside there's a lovely SHOTGUN
gift-wrapped for you. I'd recommend you keep using the Pipe and Handgun
while building up more Shotgun ammo for now.
Hearing a noise inside, you'll meet a new enemy back by the stairs called
an Insane Cancer. These guys have way too much health and are slow enough
to just run past every time. Ignore him and the stairs, and instead run
along the track and head around and down the other set of stairs farther
down.
Connecting Hallway
------------------
Follow around the corner to find the stairs for platform 4 and 3 ahead.
You'll only find Double Heads on platform 4, so continue ahead and descend
the stairs to platform 3.
Platform 3 East
---------------
You are now on the eastern side of platform 3 which was inaccessible from
the other side. Continue east until the camera angle changes to reveal a
door on the tracks with red glow above it.
Drop down on the tracks, and avoid exploring elsewhere but the door or you
may die by subway train. Head left to check the door on the tracks and
find it has a broken lock... a train horn will sound and the tracks will
be invaded by Double Heads. Uh oh...
Act very quickly and waste no time fighting the dogs. Run right past them
and climb back up on the platform (press X). Note that you cannot climb up
right beside the railing but instead a bit past it. A cutscene will play
just as you try to climb and Heather will narrowly avoid getting hit. The
train then comes to a stop and the doors open on the very last car at the
back.
Boarding the Train
------------------
Take a moment to mourn the three Double Heads who got murdered by the
train and begin your way west. You want to board the train but all the
doors on this side are closed. Continue west and move through the gate
along the tracks, unlocking it first.
Past the Double Heads, the next gate has no door so you'll have to ascend
the stairs and head down on the other side. Grab the HEALTH DRINK on the
first bench and board the train through the open doors at the end. It's
time for a subway ride.
Moving Subway Train
-------------------
In the first car you'll find a SAVE POINT on the ground in the middle.
Pass through to the next car to find medium-sized Numb Bodies which you
should be able to run past, or just use the Steel Pipe to batter them. The
third car with no lights has no enemies, but the fourth has a large Numb
Body you'll probably want to kill to get past safely. The Handgun can take
care of it by the time it reaches you.
Note that at any point if you try to head back to a previous car, you'll
find yourself on the outside of the rearmost car, with all previous cars
having been dropped. Freaky... but a fantastic view out there. Just
be careful to not move forward or you'll fall off and die in a cutscene.
Oh, clumsy Heather...
You'll find a FIRST-AID KIT and SHOTGUN SHELLS halfway down the fifth car
on the left side. In car 6 you can find two packs of HANDGUN BULLETS on
the right bench just through the door, which are easy to miss. Car 7 has a
fat Insane Cancer blocking the way, but fear not. Just run at its right
side and you'll slip past before it can fully stand up.
Skip through the empty eighth car and the train will stop in a cutscene in
the ninth car. Find the open door and leave the train to the mysterious
platform.
Unknown Platform
----------------
There's a SAVE POINT on the wall just outside the subway car. Continue
along the wall to the left and pass through the blue door at the end.
05 // u n d e r p a s s [wlk_05]
-===-=-===--=-----=---===-=====-=-=---==-=-====----=-====-----==-=-===-=-=
"Even calling it a monster isn't quite right. This is something else.
All I know is...something's in there."
Finding a Map
-------------
Descend the stairs and pass through the large door at the right end. Avoid
the Numb Body and Pendulums in here and go through the blue door to the
left, along the right wall a bit down.
[NOTE ON EXTRA NEW GAME]:
The opening stairway and some additional hallways of the Underpass will
appear all bloody and transformed in an Extra New Game. Staying in these
hallways will drain your health on Hard Action Level, so proceed through
them as quickly as you can. Don't bother healing until later as the effect
cannot kill you and will only keep draining additional health.
Ignore the Numb Bodies in here (or just beat down the first one) and pass
through the right door, since the hallway only loops around with nothing
to find.
Up ahead three Numb Bodies will emerge from a short hallway. You can just
wait for them to come out while standing back and then run where they came
from and through the blue door.
Map Room
--------
Here you'll find the UNDERPASS MAP on the left chalkboard. Right beside it
is a new weapon called the MAUL stabbed into a bloody, fallen locker. It's
a powerful weapon but somewhat difficult to use due to its slow speed.
Also on the shelf on the other side might be a FIRST-AID KIT if somewhat
low on health. Exit through the other blue door.
Southwest Corridor
------------------
Mind the large Numb Body and two smaller ones down the hall. Pass through
the blue door on the right to a blocked hallway where you'll find an empty
WINE BOTTLE in a wine rack near some BEEF JERKY. Back in the previous
hall, continue around the right corner for SHOTGUN SHELLS on the corner
barrel.
With more Numb Bodies around, head back the other way and take the right
opening to and through the large end door.
South to North Passage
----------------------
Head down the hall to be greeted by Pendulums. Carefully cross between the
two by the blue door to move through it and say goodbye.
It looks like there's a metal pipe on the ground here but you can't pick
it up. Continue through the door down the long hall to the north corridor.
Take a right to head east and pass through the large door at the right end.
Eastern Corridor
----------------
Ignore the first right hallway for now as a large Numb Body approaches.
Consider killing it along with another one that follows. Take the second
hallway and enter the small room.
Get the HANDGUN BULLETS and SHOTGUN SHELLS on the desk ahead. You'll find
two HEALTH DRINKS on the right side and a SAVE POINT on the north wall.
Beside the save point is a kerosene heater. Use the WINE BOTTLE from your
inventory to make it the OIL-FILLED BOTTLE. Exit the room and use the
other hallway opening to access the northern small room, past a new flock
of Numb Bodies.
In here you'll find ladder leading down but the area is filled with water.
Find the machine with the open tank and use the OIL-FILLED BOTTLE to fill
it up with kerosene. Use the switch on the right side to drain the room
below and head down the ladder.
Lower Level Sewer
-----------------
Find the stairs and move up a couple flights to pass through the end door.
Continue over the bridge and through the door down the long stairway.
Now in a sewer, take a right to head south. You may soon encounter a large
Numb Body. Either beat it down or jump down into the water where it can't
reach you to get past it. Climb back up if you need to and head through
the blue door at the right end.
Garbage Room
------------
Climb the steps and enter the room on the other side of the bridge (note
the enemy corpse below as you do). Now in a garbage room, grab the hair
DRYER from the chair. There's also an AMPOULE on the nearby shelf. Heather
will point out some interesting trash items if you look around. Leave the
room, and you may notice the enemy corpse is now missing from under the
bridge... Head back east to the sewer.
Lower Level East
----------------
Move around and through the large white door here. Navigate past a large
Numb Body and small ones to move through the blue door to the left. On
the ground in this room is a SAVE POINT. There's also a HEALTH DRINK on
the desk and a memo about a sewer monster on the far side of the desk.
The memo serves as a warning for the next room, along with more scattered
papers on the floor that according to Heather confirm the fate of the two
mentioned. Note the fallen Danger sign and pass through the other door.
Bloody Walkway: Monster or Myth?
--------------------------------
Out here you'll find a very bloody walkway so there must've been some
truth to the previous document... Do not cross the walkway as is or you
will die.
The author mentioned if only they had a hand grenade... But you do have
something a little more creative. Find the outlet near the entry door and
use the DRYER from your inventory. Heather will plug it in and toss the
running hair dryer into the water to kill the monster. Now you can cross
safely to the other side.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
EXTRA NEW GAME WEAPONS: GOLD PIPE AND SILVER PIPE
In an Extra New Game, check the water at any spot while standing by the
edge and you will be prompted if you'd like to drop your Steel Pipe into
it. Humour yourself and drop the STEEL PIPE (equip another weapon if using
it) and a sewer lady will appear to ask you three questions. Answer
honestly with No, No, Yes, and you'll get your STEEL PIPE back along with
the GOLD PIPE and SILVER PIPE. If you lie even once, you'll lose your pipe
and get nothing back. Do not throw in any pipes again or you will lose
them permanently.
Despite their snazzy looks, these pipes are no stronger than the regular
one and will even lower your ranking by one small star if used, just like
any other extra weapon. Note that you will always be able to acquire the
pipes here in any Extra New Game, having beaten the game previously.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Escaping the Sewer
------------------
Leave through the bloody exit door. In another sewer, drop down and climb
up the other side to make your way south along the right wall. Careful of
the four Pendulums here, find the west opening and go through the door at
the end.
Head down and up the stairs to pass through the other door. Make your way
up the metal staircase and use the ladder to exit the underground passage.
Outside
-------</pre><pre id="faqspan-4">
Follow the path around the right corner to find a SAVE POINT on a barrel.
Then enter the building through the nearby double doors.
06 // c o n s t r u c t i o n s i t e [wlk_06]
--==-====-=-=---=-=-===-=======-=----=-=====---==-=-===----=-=-=---====--=
"Lots of empty bottles and cans.
It looks like somebody was living here."
Entrance and Stairwell
----------------------
Follow the hall where you may find a couple HEALTH DRINKS on the boxes by
the elevator, and pass through the white end door to the stairwell. 2F has
a broken lock while 3F and 4F also won't open, with safety warnings on
their doors explaining that the roof and floor have crumbled. Continue up
and enter the fifth floor.
Fifth Floor
-----------
Pass through the other door in the hall to a larger room. Move ahead and
around the right corner to notice a section of the wall that looks
different from the rest, almost like the re-plastered walls from the first
Metal Gear Solid... Equip the Pipe or Maul and smack it till the wall
breaks, revealing a SILENCER and a pair of legs trapped in the wall...
Perhaps some of Snake's handiwork? He must've dropped his SOCOM's
silencer...
[NOTE ON SILENCER]:
Equip the Silencer while the Handgun is also equipped to attach it,
allowing you to fire more discreetly without attracting other enemies, but
at a small cost of power. Equip or unequip it as you wish. The Silencer
can also be used with the Submachine Gun found later in the game.
Deeper in the room behind you is a HEALTH DRINK on the box to the right of
the hole in the floor, plus HANDGUN BULLETS on the left side by the
mattress. Examine the mattress and drop it down the hole, then hop down
yourself.
Third Floor
-----------
Two floors below via the crumbled ceilings, find the broken wall ahead and
pass through to the scaffolding outside. Move quickly to avoid the
Pendulums and follow the path around the corner to Heather's left. When
the camera angle changes, jump through the window to the building next
door.
07 // h i l l t o p c e n t e r o f f i c e b u i l d i n g [wlk_07]
-=-====---======-=-=-==-=---==-======---=-===-------=-=-=---=-=-=====--=--
"This box is filled with mannequin heads.
I think I'll pass on this one."
Third Floor: Store Front Poseables
----------------------------------
Nothing in here, leave through the other door. Follow the corridor all the
way to the other end and enter the room there beside the boxes.
Between the first set of shelves is a mannequin with a head. Take a look
at it for a comment from Heather, then head to the other side of the
shelf. Hope you didn't wet yourself. Grab the HANDGUN BULLETS and SHOTGUN
SHELLS on the box there and head back to the mannequin to see what
happened. Leave the room and take the first right door around the corner
to the center of the floor.
Third Floor: Monica's Dance Studio
----------------------------------
Ignore the Double Heads and enter Monica's Dance Studio through the door
straight ahead. The door on Heather's left leads to a large room with two
Double Heads and an Insane Cancer and nothing else, so stay away. Enter
the next room beside it.
Locate the small glass table and take the OFFICE BUILDING MAP. There's
also a SAVE POINT on the wall and a desk with a drawer that won't budge.
On Easy Riddle Level the drawer will be open and you can grab the ROPE,
but we'll have to come back otherwise. Leave the room.
The southeast room here contains two HEALTH DRINKS in an open locker, or
potentially two FIRST-AID KITS or just one and an Ampoule, depending on
your current health situation. Exit to the main 2F hall when done. Out
here you'll find the west elevator doors slightly open, but we can't do
anything for now. Take the nearby stairwell up to the fifth floor.
Fifth Floor: KMN Auto Parts
---------------------------
The KMN Auto Parts west door is locked, so enter from the southeast of
this corridor. Make your way down the hall, mindful of the three Numb
Bodies. The door to the left of the red light just has an Insane Cancer in
it. Around the second corner, enter the first room on the left. Inside the
office, take the HEALTH DRINK on the desk and find the JACK on the back
left shelf.
[NOTE ON ROPE AND JACK]:
If on Easy Riddle Level you can now skip to the second floor elevator to
use the JACK and ROPE, but otherwise we'll have to find something for the
3F desk drawer first. But before leaving on Easy, be sure to collect a new
weapon on this floor mentioned just ahead.
Exit the room and pass through the door straight ahead after unlocking it.
Move ahead and enter the Gallery of Fine Arts through the double doors by
the standing sign.
Fifth Floor: Gallery of Fine Arts
---------------------------------
Note the missing painting straight ahead with the caption, "Flame Purifies
All". Head through the nearest door to the northeastern hall.
At the north end of this corridor you'll find the SCREWDRIVER, which will
be perfect for the drawer downstairs. This item won't be here on Easy
Riddle Level as it isn't necessary. Head the other way down the hall and
enter the last room on the right.
Grab the awesome KATANA from the shelf. Immediately equip this thing which
should become your primary melee weapon for the rest of the game. Exit
back to the main 5F hall through the gallery and descend back down to 3F.
Third Floor: Figuring out the Elevator
--------------------------------------
Re-enter Monica's Dance Studio on the east side and use the SCREWDRIVER
to bust open the stuck drawer in the room with the save point. Heather
will get the ROPE inside.
Now head to the west elevator on this floor with the partly-opened doors.
Use the JACK to prop open the doors further, then the ROPE to open up a
route down below. Descend to the second floor.
Second Floor: ECHO Interiors & Floor Fashions
---------------------------------------------
Here you'll find a SAVE POINT on a vending machine to the north. Head back
past the elevators and take a right. Enter the western side of ECHO
Interiors & Floor Fashions through the door straight ahead.
Find some BEEF JERKY by the dog statues along the wall deeper in the room
and pass through the northern door. Admire the interior displays here if
you wish and pass through the next door north.
Now in a storeroom, head around the bathtub for a suggestive angle.
Examine the tub for a cutscene and transition to the other side, followed
by a soothing, familiar voice...
08 // n i g h t m a r e h i l l t o p c e n t e r [wlk_08]
=-=-----====-=-=====-=---===-=-==-===--=-==-=-=-======-=-=-===-==-=-=-==-=
"It's being invaded by the Otherworld. By a world
of someone's nightmarish delusions come to life..."
Second Floor: ECHO Interiors & Floor Fashions
---------------------------------------------
Enjoy the nice new scenery and exit the room well past the tub. You'll see
some interesting sights in this next room along with HANDGUN BULLETS next
to a doll in the wheelchair. Exit via the other door.
In the hall you'll encounter new enemy type called a Slurper. These things
are sneaky and super annoying to deal with. Consider turning your
Flashlight off to make it harder for them to find you, and attach the
Silencer to the Handgun if you have it. Also drop some Beef Jerky here and
there to distract them. Note that they regularly play dead after only a
couple hits so don't let that fool you. Anyway, ignore them for now and
head through the north door.
Second Floor: Green Ridge Mental Health Clinic
----------------------------------------------
Find the mysterious note and photo of Heather on the bench. Note the SAVE
POINT on the wall and enter the room beside it. Heather meets a new
character named Vincent but soon exits to the other room here.
Examine the shelf to find the OXYDOL along with a HEALTH DRINK and two
FIRST-AID KITS, or potentially one kit plus an AMPOULE if struggling. Read
the chemistry memo on the desk that hints at how you may use the oxydol
(memo doesn't appear on Hard Riddle Level) and exit through the other door
after unlocking it, then exit to the main corridor.
Mindful of Slurpers and Double Heads, make your way to the eastern
elevator which is in operation. Head down to 1F.
First Floor Hallway
-------------------
Blocking the exit to the north is a large monster called the Glutton which
cannot be killed by conventional methods. Read the memo in front of it,
which describes the beginning of a seemingly relevant fairy tale. Looks
like we'll have to find the rest to know what to do.
First Floor: Last Drop Cafe
---------------------------
The life insurance wing is locked so enter the cafe through the left door
in the east. In here you'll find an Insane Cancer lying down in the
corner. Stay away from it and hug the counter to reach a small open
fridge. Take the PORK LIVER inside. Alrighty... You may notice SHOTGUN
SHELLS on the table by the Insane Cancer. He'll start to get up if you go
for them, but it's easy enough to grab them and escape the room without
confrontation.
Re-enter the elevator and head up to 5F since the 3F button won't work and
4F only contains locked doors and floor holes for now.
Fifth Floor: KMN Auto Parts
---------------------------
Enter the west corridor to KMN where you'll encounter more Slurpers. Tread
carefully and take them out one by one, unless you can sneak past them.
Enter the southwest room of the corridor to find two packs of HANDGUN
BULLETS on the table and a MATCHBOOK on the other side. Heather mentions
she quit smoking for good if you examine the ashtray.
Back in the hall, the next room is empty and only contains caged Slurpers.
Proceed down the hall past any Slurpers to find a wheelchair on the other
side of a glass sheet -- a familiar image for anyone who's seen the film
Session 9, and perpetuating the recurrent wheelchair theme in this game.
Examine it for Heather's thoughts and enter the art gallery to the north
from the next hall.
Fifth Floor: Gallery of Fine Arts
---------------------------------
Spot the SAVE POINT on the wall and find the painting on the end wall.
This was the missing painting from earlier... The familiar caption reads,
"Flame Purifies All" -- let's get purifying then, but we'll need a big
fire to do any damage here.
You may remember the junior high school chemistry book over in Green Ridge
(only appears on Easy/Normal Riddle Level) mentioned something relevant
about this. On Normal it only provides a hint, while on Easy it spells out
that oxydol can be poured onto grated vegetables or liver to create oxygen
for fire to burn. On Hard you have to figure this out entirely on your
own, but perhaps that's why you're here.
With a convenient bucket in front of you, open your inventory and combine
and use the OXYDOL, PORK LIVER and MATCHBOOK. Heather soaks the liver with
the oxydol and sets it aflame with a match. Once the painting burns, pass
through the small double doors and head down the steps to the fourth
floor.
Fourth Floor: Onestop Imports
-----------------------------
Just down the steps you'll find the middle of the fairy tale about the
mean monster, but the end is still missing. Pass through the door to the
east 4F hallway.
You'll encounter four naughty Slurpers in this corridor so tread
carefully. Unlock the west door to the center corridor if you wish but
continue down the hall. In the southeast room you can cross through a hole
in a fence to find HANDGUN BULLETS and a FIRST-AID KIT on a bed, but a
sneaky Slurper waits to ambush you from below on Normal and Hard. Run past
it first to lure it out.
Back in the hall, continue through the end door to the west corridor. Make
your way past a Slurper and two Double Heads if present to enter the
northwest room.
Examine the coins on the desk to get a SILVER COIN. Deeper in the room
you'll find a note written on the wall by a vending machine talking about
riches and silver coins. Put the SILVER COIN in the vending machine to get
a can. Heather notices something inside and dumps it to find the LIFE
INSURANCE KEY. That's quite the insurance policy.
There was a locked insurance wing on 1F so that's your destination. Exit
to the hall, avoid the Slurper and pass through to the center of 4F after
unlocking the blue light door. Take the elevator down to 1F.
First Floor: Elberton Life Insurance
------------------------------------
Enter the insurance wing in the west with the LIFE INSURANCE KEY. Follow
the corner to find two Slurpers chomping away on some meat at the end, or
you may witness one of them still making its way over to the far one.
Tread carefully and enter the room on the left side before the end
Slurper.
Looks like this gruesome, bloody room is all out of life insurance. Find
and read the end of the fairy tale on the table and Heather will say the
magic words out loud. Hearing a monster groan, exit the room and return to
the elevator hall.
Now with the monster completely gone, exit the office building through the
double doors.
Outside
-------
Now in the streets, take a left past a couple vehicles including a police
car. Take another left down an alley and enter Daisy Villa Apartments up
the steps ahead.
09 // d a i s y v i l l a a p a r t m e n t s [wlk_09]
===-=-=--=--=-===------==-----=-====-====-=-=====-=----===-====-=---=-===-
"I'll be waiting where all begins. In the town of Silent Hill."
Finding Heather's Apartment
---------------------------
The only room you can enter here is Heather's apartment, which we know is
102 if we examine her house key. That's past the elevator and front
entrance, where we'll find a SAVE POINT on the noticeboard to the right. I
recommend you save your game due to an upcoming boss fight.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
SILENT HILL 2 REFERENCE:
With a completed save of Silent Hill 2 on your memory card, you can
experience extra scenes and references to it in this game, including one
right here.
Opposite the save point is a row of mailboxes. Heather will initially
comment that the mail box is empty if you examine one, but she'll
continue down an interesting line of thought, hinting at the previous
game.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Continue past the front entrance and enter room 102 with the HOUSE KEY,
hinted by the angle change. During a cutscene, Heather eventually makes
her way to the rooftop.
Rooftop
-------
After a brief conversation with Claudia, we're introduced to a creature
called the Missionary, serving as the next boss fight.
BOSS: MISSIONARY (APARTMENT ROOFTOP) [bos_02]
**************************************************************************
Equip the Shotgun for this battle. You may also want to consider the
Bulletproof Vest if taking damage is a concern of yours, but it's probably
best to go without it due to the mobility restriction and how key movement
is in this fight.
If you fire at the Missionary from the front, you'll witness and hear the
creature block your bullets with its blade hands, plus it'll almost always
hit you back. Therefore you'll need to find a way to shoot it from the
side or behind to hit all meat. To start off, you can essentially run
right up to and past it for a free shot from behind while it may swing and
miss where you were. You'll get a free Shotgun blast or kick while it's
down, but stand clear while it gets up or prepare to block to prevent
almost all damage as it wildly swings its arms (or equip the vest to
prevent any damage with a block, but the difference is negligible).
Throughout the battle the Missionary will try to space itself from you by
running very quickly away and around the rooftop and then coming back at
you for attacks. When this happens, try to turn the tables back and get
behind it by running towards it but at an angle so that you avoid any head
on attack as it comes towards you. Also consider strafing to do this or
avoid an incoming attack as it may rush you, then always try to blast it
from behind or the side once it passes. You can often still get a shot in
as it begins to run away, as long as its back or side faces you.
Sometimes you'll be able to get in a free shot or kick while it's down but
often it'll only remain down for a short period. So consider taking a shot
from farther back or be prepared to block after your attack if close
enough. Often after you successfully block, or if you're out of swing
range, you'll immediately get another opportunity to shoot with its back
facing you, so take it if so. Otherwise, it may turn to face you and
swing, but this is really simple to avoid by running or strafing away,
further leaving its back or side completely exposed for another easy
blast.
Rinse and repeat, avoiding and running past its attacks while it runs
around until it exposes its back, and taking advantage while its back
is exposed after standing (or standing then attacking).
[MISSIONARY'S ATTACKS]:
This creature has several attacks, including a thrust, standard swing and
running swing. Additionally it may flail both blade arms while standing up
after being downed and can also counter attack if it blocks your fire from
up close. Try to always maintain a distance to the Missionary and never
let it get close enough to attack you. Do this by always being on the run
and only trying to shoot it after it either swings and misses you or runs
past and is exposed.
---
If you run out of Shotgun ammo, the Handgun is fairly okay but lacks the
stopping power. The Missionary normally blocks Handgun bullets from the
front as well, however equipping the Silencer will hide the muzzle flash
and prevent it from blocking anything. I wouldn't recommend melee weapons
unless totally out of ammo. If so, use the Katana and only go for swings
from behind after it misses you. Don't get greedy and leave before it gets
a chance to swing back.
After knocking down the Missionary four or five times, with about 6-10
Shotgun shells on Normal and Hard, the creature will stay down. Kick it to
end the fight for good.
**************************************************************************
Heather's Apartment: Getting Ready to Leave
-------------------------------------------
Back in the apartment, Douglas is there and offers to drive Heather to
Silent Hill. He says he'll bring his car around the back and to come when
you're ready.
Before meeting Douglas, leave Harry's room and enter Heather's bedroom
across the hall. Inside you'll find a STUN GUN and two STUN GUN BATTERIES
in her open dresser drawer to the right. Leave the room and then the
apartment through the brown front door.
Take a right and then leave through the left door by the save point to
meet Douglas outside. There he hands Heather a SILENT HILL MAP and DAD'S
NOTEBOOK. Enjoy the nice cutscene on the way to Silent Hill.
10 // s i l e n t h i l l [wlk_10]
-===-==---=---====-===-=-=---=-==-====-=--=--=-===-=----=-====-=-===--=-==
"Something terrible happened in Silent Hill 17 years ago."
Jack's Inn
----------
Now in a motel room, Douglas sets off to find Leonard and suggests Heather
to check the hospital. Use the SAVE POINT if you wish and take a moment to
read Dad's Notebook that Douglas gave you earlier. Exit to a very familiar
and foggy parking lot. Leave the lot through the north entrance.
Heading to the Hospital
-----------------------
Start your way westward past any Double Heads and Pendulums. There's no
items to collect outside, Pete's Bowl-O-Rama won't open, and you can't
continue west past it.
Head south down Carroll and you'll notice a view change hinting at
Heaven's Night. Why not have a gander inside?
Heaven's Night
--------------
Inside, get the FIRST-AID KIT and BEEF JERKY on the table to Heather's
left and find a familiar tourist pamphlet for Silent Hill on another
table. This was originally found in Wood Side Apartments in Silent Hill 2.
Be sure to grab the SHOTGUN SHELLS on the bar before you leave.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
SILENT HILL 2 REFERENCE:
With a completed save of Silent Hill 2 on your memory card, you can
experience extra scenes and references to it in this game, including one
right here.
On the stage near the green door will be a poster of a "Lady Maria". This
woman has long dark hair, not necessarily unlike Maria from Silent Hill 2
who had dyed blonde hair with dark roots. So perhaps Maria originally was
a Heaven's Night dancer after all.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Outside, continue down Carroll past more Pendulums and Double Heads and
enter Brookhaven on the west side.
11 // b r o o k h a v e n h o s p i t a l [wlk_11]
==-=----=-=-====--=-=-=-=-====-=----=-=-----=--==----===-=----==-===----=-
"This day has finally come.
That's right -- the day when you and I will meet."
First Floor Lobby
-----------------
Oh, the memories! Just inside the familiar hospital you'll hear some heavy
breathing and footsteps from two Nurses in the corridor. Just like in
Silent Hill 2 they carry steel pipes, however they are stronger and can
run, so be mindful of your distance. Use the Handgun if you have the time
and space, otherwise the Shotgun will handle them well.
Inside the Reception right by the entrance you'll find the HOSPITAL MAP on
the desk, a HEALTH DRINK in the closet by the entry door and a SAVE POINT
on the wall.
Find the Visiting Room on your map for a very creepy memo from a "Stanley
Coleman" next to a doll. Be sure to examine the doll before and after the
memo for a dramatic change in tone from Heather.
[NOTE ON STANLEY'S DIARIES]:
You'll find many more of these creepy diaries throughout the hospital,
and while they're generally placed for you to find all of them, it is
possible to miss one or two, which may or may not cause others to not be
found later on. If you skip ahead to a later one it may remove earlier
entries, while skipping early ones may remove later entries entirely.
They're all optional reading either way (though some do provide helpful
hints), but in this walkthrough we'll follow an order that allows you to
read them all.
Inside the Doctor's Lounge back in the hall you can find a HEALTH DRINK in
the fridge and medical notes for Leonard and Stanley Coleman on the low
table.
The stairwell is locked and the patient wing is accessible, but all we'll
find there is a key stuck to the wall in C4 so we'll save that wing for
later. Instead, find the lobby elevator which is in operation and take it
up to the second floor.
Second Floor Employee Wing
--------------------------
Enter the Women's Locker Room and take the NAIL POLISH REMOVER and PERFUME
from the open locker. You can now retrieve the key on the wall in C4 but
we'll keep exploring up here for now.
[NOTE ON PERFUME]:
Perfume is an odd item that when equipped spawns and attracts more
monsters to your location. So normally I'd suggest not using it at all,
however it can be helpful on subsequent runs where you want to attract and
kill a lot of enemies.
Find the patient wing double doors to find another doll and message from
Stanley as well as a memo on the chalkboard. The double doors are locked
and you'll have to solve a puzzle.
PUZZLE: SECOND FLOOR PATIENT WING KEYPAD [puz_02]
--------------------------------------------------------------------------
The paper memo on the chalkboard explains the solution to unlock the door,
differing per riddle level. Once the correct code has been inputted into
the keypad, the doors will unlock. Refer to the riddles and solutions
below.
EASY:
"Press, move 2 right;
press, move 1 up;
press, move 2 down;
press, the door shall open."
Looks fairly simple but where's the starting point? Well, let's visualize
the keypad as we go through it.
1 2 3
4 5 6
7 8 9
The riddle says to move 2 right after pressing the first number, so it has
to be 1, 4 or 7 in the left column. You must be able to move up 1 row
after the second number so that eliminates starting in the top row with 1.
You must also be able to move 2 down after the third number (which is 1 up
from the second) so that eliminates 7 in the bottom row (you can't go down
2 from the middle row). Therefore the starting point is 4.
Now just follow the directions: Press 4, move 2 right; press 6, move 1 up;
press 3, move 2 down; press 9, the door shall open. The resulting code is
4639 and it's the same every time on this difficulty.
NORMAL:
"The first is larger than the second;
the second twice the third;
the third smaller than the fourth;
the fourth is half the first.
Four of the numbers are not repeated
Three are not in the top row
Two are not in the right row
One of the numbers is the final key"
So here we will have to do a little algebra to uncover the code. The memo
should leave you with the following relative information about each
number:
#1 > #2
#2 = 2x#3
#3 < #4
#4 = 0.5x#1
The easiest way to start here is the last number which must be half the
first and thus both are even numbers. That means the first number must be
2, 4, 6 or 8, and fourth number must be 1, 2, 3 or 4 respectively. Now
let's move backwards.
The third number is less than the fourth, which is no higher than 4, so
the third is no higher than 3. Further, for the third to be less than the
fourth, the fourth cannot be 1 (but instead 2-4) since there is no 0.
The second number is twice the third, so it must be 2, 4 or 6 (double 1, 2
or 3). It can't be 8 because the third can't be 4 (or higher). Still with
me?
Lastly, the first number is larger than the second. We already determined
the first must be 2, 4, 6 or 8, but since it must also be higher than the
second which must be at least 2, that eliminates 2 as a possibility for
the first. It also means the first must be the highest number.
So let's just jot down where we're at with our potential solutions so we
can start to wrap our head around this madness:
1st Number: 4, 6 or 8
2nd Number: 2, 4 or 6
3rd Number: 1-3
4th Number: 2-4
Continuing the riddle, "Four of the numbers are not repeated" means the
code uses four different numbers. This eliminates 4 entirely as the first
digit since it requires the fourth to be 2 (half of 4) which means the
third can only be 1 (less than 2) and the second only 2 (double 1), which
repeats the number 2 and doesn't work. It also eliminates 2 as the fourth
digit since it's directly tied to 4 as the first. If this all sounds like
gibberish you'll have to trust me that it makes sense.
"Three are not in the top row" implies only one number from the top row
(1, 2, 3) is used in the code (three are NOT in that row). This eliminates
6 entirely as the first digit since it requires the fourth to be 3 (half
of first) and thus the third either 1 or 2 (less than fourth), which puts
at least two digits in the top row. Thus 3 is also eliminated as the
fourth digit as well as 1 as the third and 2 as the second since they all
require more than one digit in the top row.
Therefore that locks in 8 as the first and 4 (half) as the fourth. The
second can now only be 4 or 6 and the third 2 or 3. However the second
cannot be 4 because the fourth is already 4 and no numbers repeat, which
also eliminates 2 (half of 4) as the third. Therefore that leaves us with
only one possible solution: 8634.
But we still have two lines to double check our work, or to give us more
chances in case we're finding it hard to follow along. "Two are not in the
right row" means only two numbers are 3, 6 or 9 while two are not. Our
code has 3 and 6 so it fits the criteria.
Lastly, "One of the numbers is the final key" -- what could that mean? The
final number must be 9? No, it means one of the numbers of the code is the
final key or button. The final key is the "fourth" one. So the code must
have the number 4, and ours does. Got it? Just a play on words.
Therefore 8634 is confirmed as the resulting code, which will be the same
every time on Normal. Quite the ride, eh?
HARD:
"Pure eyes, blue like a glassy bead---
You are always looking at me
and I am always looking at you.
Ah, you're too meek---
beautiful, unspoiled:
thus I'm so sad, I suffer---
and so happy, it hurts.
I want to hurt you
and destroy myself
What you would think
if you knew how I felt.
Would you simply smile,
not saying a word?
Even curses from your mouth
would be as beautiful as pearls.
I place my left hand on your
face as though we were to kiss.
Then I suddenly shove my thumb
deep into your eyesocket.
Abruptly, decisively,
like drilling a hole.
And what would it feel like?
Like jelly?
Trembling with ecstasy, I obscenely
mix it around and around: I must
taste the warmth of your blood.
How would you scream?
Would you shriek "It hurts!
It hurts!" as cinnabar-red tears
stream from your crushed eye?
You can't know the maddening
hunger I've felt in the midst of
our kisses, so many of them
I've lost count.
As though drinking in your cries,
I bring my hopes to fruition:
biting your tongue, shredding it,
biting at your lips as if tasting
your lipstick.
Oh, what euphoric heights I would
reach, having my desires fulfilled
like a greedy, gluttonous cur.
I longed, too, for your cherry-tinted
cheeks, tasty enough to bewitch my
tongue.
I would surely be healed,
and would cry like a child.
And how is your tender ear?
It brushes against my cheek;
I want it to creep up to my lips so
I can sink my teeth into its flesh.
Your left ear, always hearing words
whispered sweet as pie---
I want it to hear my true feelings.
I never lied, no...
but I did have my secrets.
Ah, but what must you think of me?
Do you hate me? Are you afraid?
As though inviting you to the agony
at the play's end, if you wish, you
could destroy me---I wouldn't care.
As you wish, you may destroy me
---I wouldn't care."
This author is one sick bastard, that much is clear... While you won't
find any number or button hints in this memo at all, you'll have to think
with a creative mind. As crazy as it sounds, the author reveals the code
through a series of movements and actions on a face, which represents the
keypad like so:
1 2 3 (o) (o)
eye eye
4 5 6 (| () |)
ear nose ear
7 8 9 \ \__/ /
cheek mouth cheek
You may question the proportions in relation to each other, but it is the
arrangement that most makes sense corresponding to a keypad, at least in
the sense that is described by the author. Now let's get started.
"Pure eyes, blue like a glassy bead---
You are always looking at me
and I am always looking at you."
This sets the stage that the author is facing his female victim. Therefore
the girl's left eye, ear and cheek are on his right, and so on. Keep that
in mind while paying attention to the language, and let's try to establish
just what he's doing here.
"Ah, you're too meek---
beautiful, unspoiled:
thus I'm so sad, I suffer---
and so happy, it hurts.
I want to hurt you
and destroy myself
What you would think
if you knew how I felt."
Essentially the girl is too pretty and innocent for him and thus he wants
to destroy her, rearranging her face in a way he's about to describe.
"I place my left hand on your
face as though we were to kiss.
Then I suddenly shove my thumb
deep into your eyesocket.
Abruptly, decisively,
like drilling a hole."
This marks the beginning of deciphering the code. His left hand being
placed on her face would naturally be his left and her right as one of 1,
4 or 7. Shoving his thumb into her eyesocket is the first move,
representing a press of the 1 button on the keypad which corresponds to
where the face's eye is. Sick to your stomach yet?
"And what would it feel like?
Like jelly?
Trembling with ecstasy, I obscenely
mix it around and around: I must
taste the warmth of your blood."
Now he wants a taste... But how would the sick bastard do this? We must
follow the blood trail.
"How would you scream?
Would you shriek "It hurts!
It hurts!" as cinnabar-red tears
stream from your crushed eye?"
So her bloody tears are streaming down her face, allowing the author to
taste them as he wished. Normally tears would flow down the cheek, but we
need to remember our setup of the keypad. Therefore the tears flow down
from her right eye (1) to her right ear (4). That is where the bastard is
able to taste her and thus it is our second number.
"As though drinking in your cries,
I bring my hopes to fruition:
biting your tongue, shredding it,
biting at your lips as if tasting
your lipstick."
Here the psycho moves from licking her bloody tears to biting her tongue
and lips, representing the 8 on the keypad. But his desires are beginning
to escalate as he moves around the rest of her face.
"I longed, too, for your cherry-tinted
cheeks, tasty enough to bewitch my
tongue.
I would surely be healed,
and would cry like a child."
And just like that the freak switches to her cheeks. But which side? We'll
have to continue to find out.
"And how is your tender ear?
It brushes against my cheek;
I want it to creep up to my lips so
I can sink my teeth into its flesh."
This guy moves quickly... he's already onto the ear, but which one? And
which cheek was it before? We must read on first.
"Your left ear, always hearing words
whispered sweet as pie---
I want it to hear my true feelings.
I never lied, no...
but I did have my secrets."
And there is our answer. Her left ear, which is the author's right,
signifying the number 6 on the keypad. It only makes sense now that the
cheek he snacked on earlier was her left and his right, between the mouth
and ear, which is number 9 on the keypad. The riddle concludes itself but
we've already uncovered all of its clues.
And thus we are left with a five-number code: 14896. But it's one number
too many, which even Stanley points out in his memo beside the keypad:
"I mean, 4 numbers would've been
good enough, but he kept on going."
So we still have more work to do to get the final code. Let's just analyze
where we got each number from with each of the corresponding actions:
1: crushing, drilling her right eye
4: tasting the warmth of her blood (tears); drinking in her cries
8: biting, shredding her tongue; biting her lips, tasting her lipstick
9: tasting her left cheek with his tongue
6: sinking his teeth into her left ear
What stands out here as different? 4, 8, 9 and 6 all involve biting and
tasting her and her blood, while 1 only set the stage by crushing her eye,
didn't it? He never implied he tasted her eye, but rather the blood that
streamed from it, and thus below it (at her ear).
Further, read the riddle again and look specifically for this theme of
biting, tasting and hunger. It's everywhere.
"I must taste the warmth of your blood." "You can't know the maddening
hunger I've felt in the midst of our kisses". "I bring my hopes to
fruition: biting your tongue, shredding it, biting at your lips as if
tasting your lipstick." "Oh, what euphoric heights I would reach, having
my desires fulfilled like a greedy, gluttonous cur." "I want it to creep
up to my lips so I can sink my teeth into its flesh."
He's made it very clear. He is hungry for her blood, and that is the key
to the code. So we can eliminate the 1 which precedes the sick tasting of
her blood and rather just begins the adventure.
With that we're left with the resulting code of 4896, which is the same
each time on Hard. Hope you didn't enjoy that one too much, you sick
bastard.
--------------------------------------------------------------------------
Now input the correct code into the keypad and pass through to the patient
wing.
Second Floor Patient Wing
-------------------------
Enter Examining Room 3 on your right. Do some examining of the arm hanging
down from the corpse on the stretcher to read its tattoo, "The start time
is my key." Find the memo at the back of the room that explains that the
patient may have been murdered and his effects still remain in room M4.
Exit the room.
Out in the hall there will be two Nurses nearby and one of them has a
revolver. Consider using the Shotgun to quickly take her out of commission
before she can do any damage, which is always a good idea for any revolver
Nurses in the future as well.
Enter room M4 and read the memo by the first bed. An alarm will sound off
deeper into the room. Examine the clock on the nightstand to turn it off.
It'll be set to a certain time and the briefcase is locked with a
four-digit combination dial. Looks like it's now time to solve a puzzle.
PUZZLE: DEAD MAN'S BRIEFCASE (ROOM M4) [puz_03]
--------------------------------------------------------------------------
To unlock the briefcase you'll need to uncover a code, but from where?
Well, there was a corpse in Examining Room 3 with the following tattoo:
"The start time is my key."
Further, the memo at the back of that room explained that the dead man's
bed and effects are as he left them in room M4, this very room. Stanley's
diary confirms the clock and briefcase as the dead man's as well, and
Stanley even jokes about writing something on his own body for Heather.
Therefore the key is the clock as the tattoo explains. How it is used
differs per riddle level, with randomized solutions each time. Refer to
the steps below.
EASY:
Here there will be a four-digit code written in red on the clock face.
Enter it into the briefcase. Very simple.
NORMAL:
With no code on the clock face, it will be set to a certain time with no
other clues. Therefore the time is the key. The small hour hand represents
the first two digits and the longer minute hand represents the final two
digits. If the hour hand is a single digit then the first number will be a
zero.
So if the clock reads 5:21 then your code is 0521. If it's 11:37 then your
code is 1137.
HARD:
Just like Normal the clock will be set to a certain time, but instead of
regular 12-hour time you must input the code in 24-hour time (military
time). So if the clock reads 8:39 then your code is 2039. If you don't
understand military time, just add 12 hours to what the clock says like
so: 8:39 + 12:00 = 20:39
[NOTE]:
For Normal and Hard, remember that if the minute hand is close to the end
of the hour, the hour hand will be very close to the next hour but the
corresponding part of the code will be the previous hour.
Eg: 12
11\ 1
10 \ 2
9 o--- 3 2:56 (14:56), not 3:56 (15:56)
8 4
7 5
6
--------------------------------------------------------------------------
Input the code into the briefcase to get the INSTANT CAMERA inside. Exit
the room, and if you're interested in fighting three Nurses for a
FIRST-AID KIT or two you can do so in M5 next door. Head back down the
hall and re-enter the employee wing, past two Nurses (one with a
revolver).
Enter the elevator and head back down to 1F since 3F's button won't work,
then enter the patient wing.
First Floor Patient Wing
------------------------
In this hall you'll encounter two Nurses with pipes. Inside room C2 are
three naughty Nurses and possibly an AMPOULE if you're not swimming in
health supplies, so consider if it's worth the fight.
In room C4 you'll find a memo with another doll and a bunch of items
glued to the far wall. Heather notices a key amongst them. One part of the
memo addresses it:
"How about if I stick this
to the wall?
That would be worthless.
You can peel it off,
can't you, with that junk those
nasty wenches won't stop using?"
Ah, of course. Use the NAIL POLISH REMOVER you got from the wenches'
locker room on 2F to get the STAIRWELL KEY from the wall. Return to the
lobby and use the STAIRWELL KEY to access the stairwell. Descend and enter
the basement first.
[NOTE ON STAIRWELL KEY]:
Using this key unlocks the stairwell door on each floor and also unlocks
the 3rd floor button in the elevator, which previously didn't work.
Basement
--------
Grab the SUBMACHINE GUN BULLETS on the floor and continue towards the
wheelchair, a recurring theme in the game. Prepare yourself and follow the
trail of blood to the end of the corridor. Grab the SUBMACHINE GUN on the
floor by the elevator and hope you have better luck than the previous
owner.
Enter the Storeroom through the nearby door. Find the blood smear by the
shelf and Heather will think there could be something behind the shelf
despite being unable to move it or get back there. Turning to your
creative mind, use the INSTANT CAMERA to see what's back there.
Heather will take an instant photo that reveals a four-digit code on the
back of the shelf, which is randomized each time. Exit the room to the
hall and use the stairwell to access the roof.
Rooftop
-------
Read Stanley's message beside the door and step outside. There are two
Closers out here but you can just avoid them. Find two mags of SUBMACHINE
GUN BULLETS on the barrel in the corner.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
SILENT HILL 2 REFERENCE:
With a completed save of Silent Hill 2 on your memory card, you can
experience extra scenes and references to it in this game, including one
right here.
If you examine the fence by the Elevator Control Room that James got
knocked through, Heather will comment that it doesn't look like it's about
to break and fall. Just a minor but mildly interesting reference.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Use the stairwell to access the third floor when finished.
Third Floor Employee Wing
-------------------------
Enter the Special Treatment Room where you'll find a brief note on the
wall about a nurse who got locked up in here. Feel free to unlock the
second door and say hi to her inside. In the farthest padded cell is
another Stanley memo.
Inside the Storeroom next door you'll find a SAVE POINT on the floor, a
STUN GUN BATTERY and two HEALTH DRINKS on the shelf, plus another Stanley
memo on the shelf beside it (this entry may not appear if viewed out of
order). It tells you that the code you got from behind the shelf in the
basement ("underground garage"; perhaps a translation error for the
basement storeroom) unlocks the nearby patient wing doors.
Thank Stan for the tip and enter the polaroid code into the keypad to
access the 3F patient wing (check the Memos section of your inventory to
reference the photo again).
Third Floor Patient Wing
------------------------
Inside room S1 are two HEALTH DRINKS on the nightstand along with a long
memo about a Hope House, which will become more relevant in Silent Hill 4
under the name Wish House. Grab the BEEF JERKY on the bench by the Bath 3
room in the hall and then enter S7 for a sad conclusion to Stanley's
diaries. Well, not for Heather. You may remember from the patient memo on
1F that this is Stanley's room. Leonard's is S12 just down the hall.
Three Nurses will appear upon leaving S7 or just running past it,
including one with a revolver. Handle them or just run and enter S12. In
here, answer the ringing phone for a conversation with Leonard who wants
you to find him. He claims he's at the end of the second floor hallway,
while we didn't find him earlier. Head down to the second floor and enter
the patient wing to see what he's talking about.
Second Floor: Finding Leonard
-----------------------------
At the end of the patient wing you'll find a new, mysterious door labelled
"M" with no number... Getting any flashbacks of Alchemilla Hospital's
mysterious 4th floor?
Brace yourself and enter a secret path for which you have no map. Just
follow the path as gates open and close around you. In some cases a gate
won't open, leading you another way where a gate will close, which then
opens up a previous gate. Make your way through the maze path and through
the door at the end.
Proceed through the second corridor just the same and inside the third
you'll eventually reach a path where six gate doors will close behind you
as one blocks you from the front. Examine the red symbol on the wall which
isn't a save point but what was referred to as the "Mark of Samael" in the
first Silent Hill. Examine it for a brief flashback of Lisa from that
game, then proceed through the door down the newly-appearing hallway.
Transition to the Other Side
----------------------------
Climb up on the ladder and grip yourself as you ascend through the
nightmare realm, passing a creature named Valtiel and a tied up nurse on
the way. Head through the door at the top to start one hell of a visual
and horrifying journey.
12 // n i g h t m a r e h o s p i t a l [wlk_12]
-=-=-====-=---=-=-===----=-===-======-=--=--=-==-----==-=-==---==-====-=-=
"Happy birthday dear... Oh, I forgot you name."
Third Floor Patient Wing
------------------------
Now this is a true nightmare! According to your map you're just outside
the patient wing stairwell on 3F. Find your way to and inside room S3 for
a SAVE POINT on the bed and two packs of HANDGUN BULLETS on the window
sill beside the creepy hand.
If you cross over to Examining Room 4 you'll find a corpse with blood
dripping into a very full bucket which you can't do anything with yet.
Enter the Day Room since the employee wing doors are locked. Cross over
close to the camera and through the other doors to the employee wing.
Third Floor Employee Wing
-------------------------
Here you'll be greeted by three lovely Slurpers. Use some combination of
the silenced Handgun, Shotgun and Beef Jerky to handle them. Enter the
Storeroom to come across a large mirror and a terrifying experience.
The door won't open during this transition so just enjoy the show in the
mirror. After your reflection freezes and the room gets dark enough, the
door will unlock and you can leave. Note that your health will begin to
drain as soon as the transformation is complete and it will kill you on
all difficulty levels once your health is fully drained, so leave the room
asap.
Second Floor Employee Wing: Mystery Caller
------------------------------------------
Take the elevator down to 2F, ignoring the additional basement floor
buttons for now. Enter the Men's Locker Room and find the source of the
ringing phone in one of the nearby lockers. Heather takes a very
interesting phone call, ultimately revealing our pal Stanley is now known
as number 7 underground... We're about to find out what that means very
soon.
The mystery man also speaks of a present, which will be waiting for you on
the first floor only if you answer this phone call. Getting any Trick or
Treat flashbacks from Silent Hill 2?
Exit the room and grab the PLASTIC BAG and HEALTH DRINK from the trash can
inside the Women's Locker Room across the hall (don't worry, nobody's
looking). Go deeper into the room if you dare to check out the scenery.
Remember that blood bucket on the third floor? You never know, you just
might need it later and you now have a bag... The perfect way to carry
blood around. There's no access to the 2F patient wing here anyway, so
mind the two Slurpers in the hall and use the elevator to head up to 3F.
Third Floor: Returning for the Blood Bag
----------------------------------------
Pass through to the patient wing, unlocking it first if you haven't yet.
Enter Examining Room 4, approach the full bucket of blood and use the
PLASTIC BAG to get a PLASTIC BAG (WITH BLOOD). Ah, that feels much better
having this now, doesn't it?
The Day Room on the first floor is locked, preventing you from accessing
the patient wing there for now, so let's instead see what the mystery
caller was talking about by heading underground. On the elevator panel
you'll see buttons for B1, B2 and B3. Only B3 works so head down there.
Basement Crematorium
--------------------
Down here you'll come across several gurneys, some with corpses and others
empty. Straight ahead from the elevator is an oven, which will be open on
Easy Riddle Level but closed on Normal and Hard, requiring you to solve a
puzzle to open it.
PUZZLE: CREMATORIUM OVEN DOOR (BASEMENT 3) [puz_04]
--------------------------------------------------------------------------
What appears on the locked oven door, or whether it's even locked at all,
depends on your riddle level, in addition to the corpse placement on
gurneys around the room. Find the appropriate solution below.
EASY:
Here there is no puzzle; the oven will be open with a key inside.
NORMAL:
The oven cover will display a four-by-three chart that contains the roman
numerals I, II, III and IV in four randomized slots.
| | |
----|----|----|---- I II (placed within)
| | | III IV
----|----|----|----
| | |
Additionally you'll find 10 gurneys placed around the room, some with
covered corpses and some empty. Between them all they count from 0 through
9. They will always be placed like so in respect to the oven at the top of
the room:
[OVEN]
1 2
(four gurneys will have covered corpses)
3 4 5 6
(six gurneys will be empty)
7 8 9 0
It potentially matches up with the chart on the oven door, doesn't it?
Note that there's only four gurneys that contain covered corpses, the
same number of roman numerals on the oven cover. Your job is to match them
to each other to decipher the code.
To do this is quite simple. Note the position of the roman numeral "I" and</pre><pre id="faqspan-5">
find the gurney in that same position amongst the gurneys. It will be one
of the four covered corpses -- the number written on it will be the first
number of your code. Do the same with the other three to reveal the rest.
The gurney numbers will always be the same each time, but the covered
corpses and the numerals on the oven door will be randomized so you'll
have to uncover the code yourself. But let's go through an example:
[OVEN]
Eg. II | | | IV 1 2 I = 5
----|----|----|---- II = 1
| | I | 3 4 5 6 III = 7
----|----|----|---- IV = 2
III | | | 7 8 9 0
(oven door chart) (gurney locations) (resulting code)
If this were your oven door, your resulting code would be 5172. Note that
while the solution is randomized, you will always have a 7 in your code
which corresponds to the corpse of Stanley Coleman as revealed by the
mystery caller on the Men's Locker Room telephone.
HARD:
This time there will be a very complex puzzle based on the nursery rhyme,
"Who Killed Cock Robin?", with a five-verse riddle etched into the locked
oven door. Each gurney either with a covered corpse or empty also carries
a brief poem related to a single character from the same literature.
The key to this puzzle is that the first four of the five verses on the
oven each describe a character. It is your task to match up each of those
verses with the correct character based on the corpse memos. The code will
be deciphered from the gurney numbers of those corpses, in the same order
the verses are listed on the oven.
The riddle reads as follows:
"Burn the one who knows no death
Pure, adored by those above (A)
No prayers within, just simple love
And now the pining hunter
The flames longing for his rebirth (B)
A distant breath within the earth
Burn up that heavy body of his
Make it wind, dancing in the sky (C)
That bottomless gut now a cloud,
now a sigh
The sweet blood on his laughing lips
Now calls him to the gates of Hell (D)
There burns evermore that soulless shell
Four bodies return to ashes
Thus the door is opened
Thus the door is opened"
I've singled out the four verses on the side (A-D) that correspond to a
specific character. Below you will find the memos from each gurney listed
by their numbers. I've also marked which above character they correspond
to with the same markings (A-D) but we'll go over the full solution below.
1: "The Song of the Sparrow"
"Who killed Cock Robin?
'The Sparrow,' they said
'He wants them all dead (D)
To him, honey-sweet is
their sobbin''"
2: "The Song of the Owl"
"The Owl who forgot the sky
Resigned to his poor earthbound state
Hungry or full didn't matter at all (B)
He ate and he ate and he ate"
3: "The Song of the Thrush"
"The grass the Thrush so loved to eat
Gave him sweet happiness
He sank ever deeper and finally fell
To destruction and fatal distress"
4: "The Song of Cock Robin"
"Cock Robin, who hid the key away
Is ash in the oven, all right
The place he held is empty now
And the doors remain shut tight"
5: "The Song of the Lark"
"The Lark's child lost all his words
And walled himself up all away
Heart and mouth both locked up tight
In a cage where none want to stay"
6: "The Song of the Dove"
"The Dove's hope died; he chose his path
His flapping wings fell still
Drenched in scarlet here they lay
His cheeks pale white and chill"
7: "The Song of the Linnet"
"He seeks out her soul by his own
black ambition
Frightening her out of her wits (C)
Whispering love songs into her ear
What cruel Linnet wants, he gets"
8: "The Song of the Rook"
"The black Rook is the praying sort
Who hears the gods in the skies
His whispered petitions go on
without end
And glassy and dim are his eyes"
9: "The Song of the Wren"
"The Wren, with pure heart as
yet unrefined
Makes us laugh with his feeble
lip-smacking (A)
But still we all know he shall
never grow old
And he knows not how much
he is lacking"
0: "The Song of the Kite"
"The Kite, hot, crazy, and panting mad
Sweet shackles that tease and excite
Death itself would drive him wild
Red blood that turns milky white"
If you are familiar with the nursery rhyme "Who killed Cock Robin?" you
may be a little more at home here, but either way it doesn't make a big
difference since this stands as its own independent riddle. So go ahead
and find and read the original rhyme wherever if you wish, but it won't
really help you here. Let's go through the oven verses and try to identify
the corresponding character for each one.
VERSE A:
"Burn the one who knows no death
Pure, adored by those above
No prayers within, just simple love"
Which bird "knows no death"? How about the Rook, "Who hears the gods in
the skies; His whispered petitions go on without end". Perhaps it is
debatable if "glassy and dim are his eyes" suggests he has risen above
death or is in fact approaching it through old age, but the first line
does say he's the "praying sort" while verse A says "No prayers within",
so we can cross him out after all.
What about the Wren? "He shall never grow old" matches "knows no death",
while "pure heart" fits "Pure, adored by those above; No prayers within,
just simple love", with themes of love and purity. "Makes us laugh" also
perhaps aligns with him being adored by those above. This one's a solid
fit. The Wren's verse sits upon corpse number 9, making 9 the first number
of the code.
VERSE B:
"And now the pining hunter
The flames longing for his rebirth
A distant breath within the earth"
The phrase "pining hunter" is key here since it means the bird must be a
hunter and on the decline. So who fits? The Owl, Thrush, Dove, and perhaps
the Lark all sound like birds on the decline, but only the Owl stands out
as a bird of prey that hunts other birds and even fish, while the others
feed on insects and worms.
Looking more closely, "The Owl who forgot the sky; Resigned to his poor
earthbound state" certainly fits as a pining hunter. "A distant breath
within the earth" strongly corresponds to his "earthbound state" as he ate
away until he became too heavy to fly. The middle line about flames and
rebirth conjures up images of a Phoenix, but no such bird exists in this
puzzle and everything else perfectly suits the Owl, whose number 2
represents the second number of the code.
VERSE C:
"Burn up that heavy body of his
Make it wind, dancing in the sky
That bottomless gut now a cloud,
now a sigh"
Wait... "bottomless gut" sounds just like the Owl who "ate and he ate and
he ate", but we already determined him to be the pining hunter. And he's
not the only bird who likes to eat. The Sparrow has blood on his lips as
the murderer of Cock Robin, the Thrush "so loved to eat", and there's
even the Wren with his "feeble lip-smacking", but he already represents
verse A.
We can eliminate the Sparrow who really doesn't line up with the rest of
the verse while the theme of heaviness and eating does suit the Thrush
fairly well, who "sank even deeper" from eating. But perhaps sinking into
his destruction and fatal distress doesn't fit "Make it wind, dancing in
the sky" which is at the other end of the spectrum, and he is not the
correct bird here. So what gives... who is verse C then?
Speaking of sinking, we're going to have to dive deep to uncover this one,
which goes so far beyond birds that I can't fault anyone for getting
confused by it. But do any of these verses stick out as a little peculiar
or invoking images outside of this puzzle? How about number 7, the Linnet.
Give it another read:
"He seeks out her soul by his own
black ambition
Frightening her out of her wits
Whispering love songs into her ear
What cruel Linnet wants, he gets"
It is the only verse that mentions "her". All the others say "he", "his"
or "him", don't they? So who is this "her" then, since it's clearly not
Cock Robin nor the Linnet who is also a "he".
Let's take it further. Does this sound like anyone familiar? How about
that sicko Stanley Coleman who left memos for Heather everywhere in this
hospital? Seeking out Heather's soul, frightening her out of her wits,
whispering love songs into her ear... these are exactly the things he's
been doing.
After all, remember the mystery phone caller in the Men's Locker Room said
Stanley's new name is number 7 and is underground now. What's the Linnet's
number? Number 7. You can even hear him breathing his last breaths as you
approach the corpse for the first time. It all makes sense now... This
verse is much more about Stanley than the Linnet and is a total curveball.
But what connects the Linnet's verse and Stanley Coleman to verse C on the
oven door? Well, "Burn up that heavy body of his" hints at the potential
burning of the subject's body while Stanley does lie in a crematorium, and
we know he's number 7 and thus a corpse from the telephone call.
But what of "heavy body" and "that bottomless gut"? Perhaps it is
referring to Stanley's endless hunger for Heather and her affection. The
man even explains in one of his memos, "Your pristine glance; Like a
feast, when you smile". Perhaps "now a sigh" refers to Heather being able
to relax after his body has been burned, no longer the subject of his
creepy affection.
Now it would be even stronger if we could make a connection to that sick
keypad riddle about biting and tasting a poor girl, but as Stanley reveals
in his nearby memo it was written by a quack doctor rather than him. But
we've made enough of a connection anyway through Stanley's endless hunger
for Heather.
But there is still somewhat of a connection to the Linnet bird itself too.
"Burn up that heavy body of his; Make it wind, dancing in the sky"
conjures up the image of a Phoenix rising from the flames, or the colours
of red and orange. The Linnet aka Stanley "seeks out her soul by his
black ambition". Red, orange and black together all make up colours of the
Linnet.
And there you go. That one certainly required a lot of analysis and
creative thinking, leaving us with the Linnet and Stanley's number 7 as
the third number of the code. The hardest part is over.
VERSE D:
"The sweet blood on his laughing lips
Now calls him to the gates of Hell
There burns evermore that soulless shell"
Who has blood on his lips? That would be the Sparrow who killed Cock
Robin. "To him, honey-sweet is their sobbin'" further aligns with verse D
and the "sweet blood".
The Kite's verse does mention "Sweet shackles" and "Red blood" but
otherwise the connection ends there. And the Thrush's "sweet" is from
eating the grass which gave him happiness, so he's not a fit.
And it shouldn't be difficult to realize why the murderous Sparrow is the
"soulless" one called to be burned at the gates of Hell, while we see no
reason for the Kite to be called there, instead only "hot, crazy, and
panting mad" rather than a murderer. Therefore it is the Sparrow's number
1 that represents the final number of the code.
That leaves you with the final resulting code of 9271, which is always the
same on this difficulty.
--------------------------------------------------------------------------
Once you've got the correct code, input it into the oven's turning lock
and open it to grab the CREMATED KEY inside (which will be accessible
without the puzzle on Easy). Since this key has been fried we have no way
of knowing what it's for, but you may remember the first floor Day Room
was locked if you went there already... Let's head there via the elevator.
First Floor Lobby
-----------------
Handle the two Nurses and Slurper as you may and enter the Examination
Room. There's a SAVE POINT on the right wall, an AMPOULE on the left
table, and a memo on the table. Inside the Day Room through the door near
the elevator, you'll find a memo on the ground and a Nurse on the other
side of a fence that blocks the rest of the room.
Enter the Day Room through the far door in the hallway corner with the
CREMATED KEY -- so that indeed is what it was for. Now on the other side
with the Nurse, make your way past it and through the other door to the
patient wing.
First Floor Patient Wing
------------------------
Watch for the Slurper right in front of you, and another a bit later. You
may notice a "Happy first birthday!" message on the left well if you
answered the phone in the Men's Locker Room on 2F. If you did, there will
also be some presents for you inside the room, so do enter room C1 to
claim them. If not, the room will be locked, but it's not too late to go
back and answer the phone in the Men's Locker Room.
OPTIONAL: BIRTHDAY PRESENTS (ROOM C1)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Note that you must have answered the phone inside the Men's Locker Room on
2F to receive any birthday presents in room C1. Your presents will take
the form of either ammo or health, depending on what you have less of.
Additionally, they will be guarded by either zero or up to three Nurses
depending on how much health and ammo you have. Basically unless you're
in dire straits, you'll have to kill some Nurses to claim your prize.
Room C1: Claiming Your Presents
-------------------------------
Upon entering the room, immediately get ready to blast away at any Nurses
with your Shotgun, unless you're lucky enough to have an empty room (or
perhaps unlucky enough to have limited supplies). Once done, grab your
presents on the far stand, ranging from some combination of multiple
HANDGUN BULLETS, SHOTGUN SHELLS and potentially SUBMACHINE GUN BULLETS, if
ammo is more in need, or some combination of HEALTH DRINKS, FIRST-AID KITS
and a potential AMPOULE, if your health is more hurting. Also find an
additional birthday message on the floor by the bed.
Note that this room will be locked and you won't be able to claim any
presents if you did not answer the phone call mentioned at the top of this
birthday section. However you can always go back to answer the call and
return here to collect your gifts.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Out in the hall, continue past the Slurper and Nurse to enter room C4.
There's a SAVE POINT on the curtain, which I recommend using due to an
upcoming boss fight. At the back of the room is a makeshift altar on a
stretcher, and a memo on the other stretcher to explain things.
It says to "Drench the altar in the blood which spouts red from the heart,
to praise and to show loyalty unto God." You may also remember reading
another memo in the first floor Day Room that said, "I sacrifice myself to
the blood of criminals", likely written by Leonard.
Alrighty then, approach the altar and use the PLASTIC BAG (WITH BLOOD)
from your inventory. If you don't have it yet, the empty bag is found in
the trash of the Men's Locker Room on 2F and the blood is obtained from
the bucket in Examining Room 4 on 3F.
The blood drips off and reveals a ladder leading down by the entrance of
the room. Hold the questions and descend to the bottom where you'll meet
and fight Leonard.
BOSS: LEONARD (BELOW ROOM C4) [bos_03]
**************************************************************************
The best-suited weapon for this fight is probably the Shotgun with its
high power, and you should have a decent amount of ammo for it. That said,
the SMG is great too but ammo is very limited, and the Handgun isn't too
bad and can allow you to fight from a very safe range.
Immediately at the start, approach Leonard and quickly blast him with the
Shotgun or burst your SMG. When he drops, hold your fire until he hits the
floor underwater, at which point you can continue with the SMG or fire
more shells to keep him down there as long as you can while thrashing, or
get in a free kick or two. Otherwise he'll try to swim away, at which
point you can't damage him and have to wait for him to re-emerge. Hold L2
to track him while underwater.
As he swims, follow him back and forth and generally try to stay behind
him at a safe distance, since when he eventually rises after swimming for
5-10 seconds he'll try to smack you on the way up if within range. When he
does come up, stay clear of any arm swing and blast or shoot him again.
From there just rinse and repeat the strategy. The more quickly you can
continue firing at him while on the ground, the longer you can keep him
pinned, do more damage and prevent him from annoyingly swimming around the
arena.
Simply repeat the strategy of attacking him when he rises, trying to keep
him pinned when he drops, and then waiting for him to rise after swimming
if he slips away. And avoid the spinning brushes at the back since they'll
seriously hurt Heather if touched, even killing her on Hard.
Try the Katana if low on ammo. Use the same methods for avoiding him, but
once he stands try to move behind him and attack that way. Kick or slice
him with the downward swing while he's thrashing on the ground.
[LEONARD'S ATTACKS]:
Leonard's attacks are fairly simple in nature. He'll either swing with his
left or right hand when standing or while rising from the water. Always
stand clear before he rises, preferably behind him and ready to attack.
Don't be afraid to get close for a good blast, but make sure he's not
about to swing at you first.
---
Overall it's quite a simple fight and shouldn't give you much trouble.
Stay clear of him to avoid his attacks and get in your shots while he's
standing or thrashing underwater.
**************************************************************************
Normal Hospital First Floor
---------------------------
Upon defeating Leonard, Heather awakens in room C4 of the normal hospital,
finding the TALISMAN at her feet. That means you've accomplished your
goal. Leave the room and exit Brookhaven entirely through the double doors
in the lobby.
Streets of Silent Hill: Back to the Motel
-----------------------------------------
After the cutscene of Vincent and Claudia, head north up Carroll and take
Nathan east all the way back to Jack's Inn. Inside the compound, enter
your motel room, number 106 in the southwest corner.
Inside, Vincent has a message for you: "The church is on the other side of
the lake." While the church is not on your map, you can see that Nathan
Avenue is the road that will take you to the north side of the lake while
you're currently at the south.
So get started by heading northwest down Nathan. Once you pass Pete's
Bowl-O-Rama, time will fast forward and Heather will arrive at the
amusement park for a nighttime detour on the way to the church.
13 // l a k e s i d e a m u s e m e n t p a r k [wlk_13]
--=-=-====-=-=---===-=--=-=====-=----==-=---=-=======----==-====---===----
"A paradise for castrated sheep, maybe. Sounds pretty boring."
Entrance
--------
And so we're back... to the place of Heather's nightmare that started the
game. But this time she won't be waking up if she dies... Remember what
happened last time and make an effort to do something different.
Proceed through the large left doors to the souvenir shop semi-circle.
Souvenir Shop Pathway
---------------------
Continue past the Closer and enter the gift shop by the pathway sign, the
same place that was open in your nightmare. Find the BEEF JERKY on the
counter and FIRST-AID KIT on the round table with merchandise. Head to the
back left of the room to find nothing else there, but when you head away
from that spot you'll hear a crash.
Investigate the noise to find a SAVE POINT and the ROLLER COASTER KEY
inside some tin boxes that fell. This should help you change things this
time around... Leave the shop and head past the other Closer to slip
through the small brown door at the end.
To the Mountain Coaster
-----------------------
Ignore the Double Heads and Pendulums and follow the familiar pathway to
the left and up the staircase to the top of the Mountain Coaster.
At the top, enter the control room with the ROLLER COASTER KEY and grab
the two HEALTH DRINKS on the counter by the microphone. Then examine the
control panel and switch off the ride right near the door. That should
ensure you don't get run over this time.
Now step out onto the tracks and follow them until a cutscene plays. The
roller coaster turns itself back on but Heather manages to jump off just
in time. Note that even though it turns back on anyway, if you don't turn
it off in the first place you will get run over and die. Perhaps it is
just those few extra seconds that buy her enough time to jump.
After Mountain Coaster
----------------------
After the cutscene, Heather steps off the ticket booth she landed on. Turn
around and head through the large door on your left. Follow the path to a
SAVE POINT on the ticket booth, then continue and enter the Haunted
Mansion. This should be fun...
Borley Haunted Mansion
----------------------
An announcer will welcome you to the mansion, after which you can proceed
through the next door. Enjoy the next room and pass through the next door
when done.
Approach the door near the person in the rocking chair. The body blocks
the path so turn around and pass through the small door. As you move
through the next hallway, the camera will shift to reveal a spiky roof
just before it falls above you. On Easy and Normal Action Level you'll be
fine as it'll stop just short enough, but on Hard you must hold R2 to
ready your weapon and lower your stance to avoid death here. Continue
through the exit door when ready.
And so the announcer has tricked you again... That wasn't the exit, and
you will be chased by mysterious red glow in a semi-maze hallway. The glow
will quickly drain your health and kill you if it catches up so be quick
on your feet. This can be difficult on Hard because of Heather's
clumsiness and the glow moving even faster. Follow the map below as a
guide to get to the end.
Start
|
|__
|
|___
.___|
|
_|
|
Finish
In written form that's a left, right, left (when the wall moves), right, a
quick right, left, right and then a quick left (ignore the first door just
before the end). Pass through the door and you'll have to escape another
red glow hallway. This hallway works the exact same way, minus the moving
wall, and the same directions apply. Exit the mansion through the end
door.
Back Outside
------------
Avoid the two Closers and pass through the open pathway to the left. Dodge
the Double Head, run past a Closer and take a left through the gate. Run
past the Closer and Pendulum, then through the next short gate.
Small Outside Theatre
---------------------
Take the HEALTH DRINK and SHOTGUN SHELLS on the left bench. Continue along
the wall and bleachers and make your way up onto the small stage. Get the
RED SHOE from the middle of the stage and head down the other steps on the
right side.
Here, find the CHAIN on the left bleachers and leave through the same gate
you came in. Run past any enemies and through the other gate.
Swing Rocket Ride
-----------------
Move straight ahead towards the large ride called Swing Rocket. You'll
find a gate door on the left that's rusted shut, but Heather thinks there
may be a way to open it. You may have also noticed that the Chain you
recently acquired has hooks on both ends...
Attach the CHAIN to the gate and look for another place to attach it. If
you turn around and walk up onto the ride, you'll find a metal bar
attached to the center column. Attach the other side of the CHAIN (still
in your inventory) to wrap it around it. If Heather says it cannot be used
here and you've already attached the other side, you're simply just a few
inches off so adjust accordingly.
Now head into the open control room beside the ride and turn it on. The
ride will start and it'll bust the door open as it twists the chain. Grab
the HANDGUN BULLETS on the counter before leaving, then pass through the
gate.
After reacquainting with Douglas, leave him to rest and pass through the
gate in front of you.
Fortune Teller
--------------
In the next area, enter the Fortune Teller building on your right to read
and take DOUGLAS'S NOTEBOOK from the chair. Examine it from your inventory
to read its full contents, which includes a few more pages. You can't give
the notebook back to Douglas just yet so hold onto it for now.
Deeper into the room you'll find an AMPOULE on the chair, a DOLL HEAD on
the table and a SAVE POINT on a circular table with a crystal ball. Leave
the building and pass through the next door on the right to a place called
Marchen Travel.
Marchen Travel: Life-Sized Dolls
--------------------------------
In here you'll find two life-sized dolls of Snow White and Cinderella on
either side of the pathway. It's time to solve a very easy mini-puzzle.
Just past the two large dolls you'll find two photographs on the tracks.
They appear to be taken from over both statues' shoulders as they include
their shadows casting over the ground. One reveals the shadow of a
high-heel shoe and the other reveals the other statue holding something in
its hand.
Taking a look at your inventory you should have two items suitable to use
here. Following the lead of the photos, place the RED SHOE on the plate in
front of the Cinderella statue to the right and place the DOLL HEAD in
Snow White's hand on the left. This will unlock the door at the left end
of the path ahead.
After inserting the two pieces, take a left past the statues and move
through the door there. Exit the area through the green door on the left.
Ice Cream Stand Pathway
-----------------------
Dodge the Double Head and head to the path to the right where you'll find
another Double Head and a Pendulum. On the counter of the ice cream stand
to the right you can find a memo written by Harry 17 years ago. You might
even recognize the stand itself directly from the first Silent Hill, which
appropriately contained a notepad save point for Harry.
Continue down the path to the left and go through the gate on the left
side.
Happy Carousel: Figuring out the Riddle
---------------------------------------
Find the FIRST-AID KIT on the left bench ahead and take a right at the
garden towards the carousel. You may remember there was a carousel near
the ice cream stand in the first Silent Hill as well, right about here...
Once aboard the carousel it'll start to spin and play music as the horsies
move up and down. Find the beaten up one on the inside that isn't moving
to read a riddle pinned on it:
"When 13 turns count 4,
you will die from their curse.
If you wish to escape,
there is but one way out.
To kill before you are killed:
you will be saved by the 12th death."
What this means is that when the carousel spins 52 times (13x4), you will
die. But there is a way out... "you will be saved by the 12th death." But
12th death of what? Take a look around -- can you find 12 of anything
here? What about the horses...
There are exactly 12 of them and one appears to already be dead with the
memo pinned to it. So what you need to do is kill the remaining 11 horses
and you will solve the mini-puzzle and survive.
Pull out your Katana (or the Steel Pipe if you missed it) and start
swinging away at the horses, using the overhead downward swing (hold X)
for quickest results. You can use firearms but it's a complete waste of
ammo. You'll hear horse noises after every hit and then a very distinct
death sound, upon which the horse will shortly stop moving. Move onto the
next one.
Also note that each horse spits out a type of gas from its mouth that will
hurt you if you're not careful. To best deal with this, kill the horses
in a clockwise fashion so you approach from the rear and are never exposed
to the gasses.
Once all 12 horses are "dead", some time will pass and they'll all begin
moving again but you've solved the riddle.
Once the horses are moving again, more time will pass and then a cutscene
will eventually play. The carousel undergoes a familiar nightmare
transition and it looks like the form of Alessa has come to say hello.
It's time for another boss fight.
BOSS: MEMORY OF ALESSA (HAPPY CAROUSEL) [bos_04]
**************************************************************************
This plays out as a very unique boss fight with four separate forms where
Alessa will die and reappear (but gone for good the last time). She can
also inflict quite a bit of damage, especially in her Handgun and
Submachine Gun forms, so consider equipping the Bulletproof Vest to limit
damage. Also be mindful that she gets slightly stronger in each form and
you will need to inflict more damage to finish her, especially in her
final form.
1st Form
--------
Weapon: Knife
Alessa challenges you by raising her knife in the air. Laugh at her weapon
choice and equip a good melee weapon which will be sufficient -- the
Katana is best, but the Steel Pipe is good too. While you can be fairly
careless in this form due to how weak her knife is, just wait for her to
try to attack (you'll hear a whipping sound) before quickly retaliating
before her attack lands. Or even run past her and get an attack in from
the side or behind.
Alternatively you can just bust out the Shotgun, wait for Alessa to attack
and shoot just as she does and repeat, but you can save the ammo with the
Katana, especially in this form.
Note that Alessa can also block your attacks, limiting your damage output.
She stands in a distinct position and your attacks make a distinct sound
when this happens, rather than the usual scream of pain. Simply move
around to another side of her or bait another attack and then go after
her. Note that you can also block by holding Square with R2, which can
come in handy, especially later.
Alessa may run away at times so be sure to follow and take advantage of
her passiveness by attacking her. Repeat the above strategy and she will
soon drop to the floor and disappear.
[1ST FORM ATTACKS]:
Alessa only has a standard knife swing attack in this form which inflicts
very minimal damage. But it should be easy enough to avoid her anyway.
2nd Form
--------
Weapon: Handgun
With the easiest form out of the way, Alessa returns with a Handgun.
She'll usually spawn offscreen so you can either wait for her to find you
or go hunt her down. Use L2 to focus the camera and assist your search.
Always be careful and stay on the move in her firearm forms since you
really don't want to be shot from a distance. Use the horses as cover and
try to sneak behind her to get in your attacks more safely.
You can be pretty cheap here, but who's watching? The Katana has decent
range and if you get too close to Alessa she may pistol whip you. Try to
stand just outside of her pistol whip range but not far enough that she
tries to shoot you. Keep attacking while holding R2 and you will push
Alessa each time (keep tapping X to perform quick three-blow combos).
Repeat this and she shouldn't get a chance to attack. Chase her when she
runs away and get your attacks in to finish her off in this form.
Otherwise you can use the Shotgun if needed, shooting after she initiates
her swings or raises her handgun.
[2ND FORM ATTACKS]:
Alessa can either shoot you with the Handgun, inflicting a fair amount of
damage, or perform a pistol whip, which is more on the lighter side. Be
mindful of your health by checking your status often enough, especially if
you're shot.
3rd Form
--------
Weapon: Steel Pipe
Interestingly, Alessa downgrades to a pipe here so you can relax a bit
knowing you won't be shot from a distance, but she still has quite a bit
of range with this weapon while attacking. Keep using the Katana (or Steel
Pipe) and consider trying the same method as above so that you swing at
Alessa as she approaches you and gets knocked back each time. However,
back up every once in a while since her swings may follow through even if
you hit her, since she gets stronger in every form. Or you can take the
easy route with the Shotgun if you have the ammo.
Alessa may run away but this can work in your favour cause you can just
wait for her to come back and you'll be ready to attack while she won't
be, allowing you to continue the above strategy. If she doesn't come back
right away, it's likely because she doesn't have much health left and her
aggression levels have decreased. Run ahead and anticipate her by
attacking where she's going. Eventually you'll finish her off.
[3RD FORM ATTACKS]:
Her only attack is a regular pipe swing which inflicts noticeably more
damage than the knife, but not as much as a Handgun shot. Be careful since
her range extends quite far, so try to get behind or beside her before
attacking if you can.
4th Form
--------
Weapon: Submachine Gun
This is the final form of Alessa, and don't let the Submachine Gun scare
you. It's actually good news because you can do the same strategy as you
did for the 2nd Form of Alessa. Try to find her quickly so she doesn't
surprise you with a burst of fire. Note that while the Katana three-blow
swing and push back strategy still works well, Alessa is at her strongest
now and may be able to hit you sometimes if you don't readjust every now
and then. But it's still better than getting shot at.
Try to get Alessa just in range so that the tip of the Katana hits her.
The further away she is while still getting hit the better, and if you
find she's getting too close and may be able to hit you soon, just stop,
back up and reset. Alternatively you can play this final form safe by
using the Shotgun, blasting her when she swings at you or raises her SMG.
When she runs away, quickly follow her because she will likely try to
shoot you if she creates any distance. If she does start shooting, quickly
duck behind a horse and let her finish the clip. Once she starts
reloading, ambush her. Soon enough she should fall to the ground and
disintegrate for the final time, but if still alive get your kicks in
while you can.
[4TH FORM ATTACKS]:
Alessa can fire a burst of bullets at you, inflicting a lot of damage, or
whack you with her SMG. Make use of the horses as cover and try to get
behind Alessa. Avoid attacking her from longer distances since she will
try to shoot you.
**************************************************************************
After the fight, read the note on the floor behind you. Then circle around
the carousel to find the exit along the outside edge. Follow the path and
move through the door.
Pathway of Religious Notes
--------------------------
Read the different red notes along the wall as you traverse the hall, and
head up the stairs to find the end door with another message on it. Pass
through to enter the church.
14 // c h u r c h [wlk_14]
--=-======---====-=-=--=-====-=----===---=-======---=-====----==-=-=---===
"'God'? Are you sure you don't mean 'Devil'?"
Chapel
------
Once Claudia leaves, you'll find a SAVE POINT on the other side of the
altar and the "EYE OF NIGHT" TAROT CARD on the counter under the stained
glass. Take a look at the six paintings and memos along the side walls if
you wish and advance through the door by the piano.
Confessional Corridor
---------------------
Take the CHURCH MAP from the wall (which appears to be the work of a
child) and enter the confessional through the right door. Examine the
curtained-window to listen to the crying woman's confession and decide if
she deserves forgiveness from your position of authority (this may
influence your ending but only in an Extra New Game).
Leave the booth and head down the hall. Hearing radio static, pass through
the door on the left since the other one is locked. Note the Closer's
slightly different appearance (this form of Closer is also much stronger)
and exit through the other door. You may notice that this is the end of
the mapped-out church but Heather will continue drawing on the child's map
as you go.
Deeper into the Church
----------------------
To the east you'll find yourself between two Insane Cancers on either
side of the fork. You can kill them effectively with the Stun Gun and
some kicks or just run past them. Enter the south room to find two packs
of HANDGUN BULLETS on the shelf and a CASSETTE TAPE and memo explaining
the save point symbol on the desk. Leave the room and pass through the
north door past the other Insane Cancer.
Crying Girl Corridor
--------------------
Here you will hear the tears of a young girl accompanied by bloody
footsteps that lead behind the painting on the right. Examine the painting
once they stop to move it aside, revealing a door.
Before passing through, the room at the end of the corridor contains a
large SAVE POINT in the center and three different paintings. When ready,
pass through the door behind the hall painting you moved. Follow the
hallway through the next door as well.
Elevator Hall Upper Level
-------------------------
Now on a ledge near an elevator, the only other working door is at the end
of the corridor which leads to the library. You'll have to get past a
Scraper to get there, which is a much weaker version of the Missionary
boss. One Shotgun shell should be enough to kill it.
Head through the end door to the library where you can find a memo about
Silent Hill's Ancient Gods on the right shelf and a memo about tarot cards
on the left side of the middle aisle, along with the "MOON" TAROT CARD at
the back left. Vincent will then enter for a chat, giving Heather the
BOOK: OTHERWORLD LAWS before leaving.
Give the book a read if you wish, then exit back to the elevator hall and
descend down to the lower level.
[NOTE ON LIBRARY HIDDEN RIDDLE]:
In an Extra New Game on Hard Riddle Level, multiple hidden clue notes can
be found at various spots across the shelves in the library. Solving this
incredibly vague yet complex riddle will reward you with the code for an
extra costume. The full riddle and its solution is entirely covered in the
Unlockables and Secrets section of this FAQ.
Elevator Hall Lower Level
-------------------------
Through the northwest door you'll find a mortuary through the next door
straight ahead. Grab the SHOTGUN SHELLS on the right body drawer and find
the "HANGED MAN" TAROT CARD on the other side of the corpse stretcher in
the middle. Take a right in the previous corridor to another room that
looks suspiciously familiar.
Flip through Harry's diary on the bed and grab the two STUN GUN BATTERIES
on the desk. Be mindful of two Scrapers appearing in the previous hall as
you make your way back to the elevator hall.
Head through the second last door on the other side. Ignore the Pendulums
along the next ledge walkway and make your way past a Scraper to go
through the last door on the other side over there.
Lower Level South
-----------------
Head through the first door on your left and run past the two stronger
Closers in the large room to get to the next hallway. Follow the hall
ahead until the camera shifts.
You'll hear and see more crying girl's footsteps lead to the wall, upon
which you can examine and push it open. Be sure to take in the interesting
scenery of Valtiel and two female bodies at the end of the hall before
passing through the hidden doorway you just opened.
Enter the room in the hidden hallway to Alessa's very familiar hospital
room from the first Silent Hill. Read through the Aglaophotis book on the
chair to get the "FOOL" TAROT CARD inside it. Grab the HANDGUN BULLETS on
the right shelf just inside the room, the AMPOULE on the back side of the
life support unit and examine various parts of the room for some
interesting comments from Heather.
Pass by another Insane Cancer on your way to and back through the large
room with (repopulated) strong Closers to the earlier hallway and continue
to your left. Take in Valtiel strangling the nurse to your left and you'll
find another very familiar room from the first Silent Hill at the end of
the hall with a SAVE POINT on the shelf.
Examine the butterfly frame to get the BRASS KEY and find another of
Harry's notepads on the desk, along with the Drawing Block sketchbook from
the first game on the bed. It sounds like a riddle for the other door in
here but we still need another card. Feel free to examine things around
the room and exit back to the elevator hall in the north.
Back to the Chapel: Beyond the Locked Door
------------------------------------------
Take the elevator to the upper level and head back to the chapel area of
your map. Once in the room with the whiteboard, the room and rest of the
chapel will begin to aggressively transform in real-time. Ignore the
Scrapers and Slurper and quickly pass through the other door in the left
corner.
Find the other door just ahead in the fiery, bloody corridor and pass
through it with the BRASS KEY. Ignore Valtiel crawling in the ducts and go
through the first door on the left to a classroom from the first game (a
Scraper may come from out of nowhere behind you if you don't or wait long
enough).
Read the scratches on the student desk and the memo on the teacher's desk
from K. Gordon, whose name you may recognize from the K. Gordon (House)
Key in the first game. You may also find two clips of SUBMACHINE GUN
BULLETS on the small extension table attached to the desk if low on ammo.
Exit through the other door near the teacher's desk to find an Insane
Cancer lying to your right. Ignore it and enter the first room on the
right side ahead.
Use the CASSETTE TAPE in the cassette player to hear a recording with
Father Vincent discussing the events of the first game. Read the memo on
the desk and exit. Enter the next room on the same side to find the "HIGH
PRIESTESS" TAROT CARD on the bed, which is the last of the cards you need.
Read Claudia's diary on the shelf and the birthday card on the desk and
leave the room.
The door on the other side of the hall only leads to a large room full of
Scrapers ready to slice you up, and you have all five tarot cards now so
you can head back to Alessa's bedroom. Follow your map to the elevator
hall in the northeast, descend to the lower level and return to the
western room in the middle of your map.
Alessa's Bedroom
----------------
Now with all five tarot cards, you're ready to solve the final puzzle.
PUZZLE: TAROT CARD DOOR (ALESSA'S BEDROOM) [puz_05]
--------------------------------------------------------------------------
The locked door in this room contains nine card slots for you to place
your five tarot cards, and the key to this puzzle is the riddle in the
sketchbook on the bed. The solution is different per riddle level but it
will always be the same on each level. Read through the riddles and their
solutions below.
To place the cards, first you must use one from your inventory. Then you
can choose in which slot you wish to place it and insert the other cards
by clicking on them in the blue corner box and placing them accordingly.
Click on the cards in their placed slots if you wish to remove them.
But first, what are tarot cards? Simply put, they are an earlier form of
modern playing cards, from which the latter descended. A tarot deck most
often contains 78 cards, including four suits of 14 cards (Minor Arcana),
comprised of Ace through 10, Page, Knight, Queen and King, in addition to
22 trump cards (Major Arcana) with unique names and numbers from 0-21. All
five cards you've collected are trumps, although the Eye of Night is a
fictional card created for this game. With that understood, let's look
closely at our cards to see what we have:
HIGH PRIESTESS: A priestess standing between two pillars at the entrance
of a temple. Marked with II as the second trump card.
HANGED MAN: A man hanging from one foot on a cross of wood, relaxed as
if this position and perspective is of his own choice.
Marked with XII as the twelfth trump card.
MOON: A moon portrayed both in full and crescent form, above a
wolf and a dog howling near a crayfish leaving the water.
Marked with XVIII as the eighteenth trump card.
FOOL: A vagabond carrying a bindle (blanket stick), accompanied
by a small dog. Marked with 0 as an unnumbered trump card
(or sometimes serves as the first trump card), it is also
known as the Jester in different tarot decks, and further
is the origin of the modern Joker playing card.
EYE OF NIGHT: A mysterious eye in the dark sky amongst stars and clouds.
Not a real tarot card but instead made-up for the game, it
is marked with XXII to serve as the twenty-second and
final numbered trump card in this specific deck.
With an understanding of our cards, we can now move on to solving the
puzzle as per each riddle difficulty.
EASY:
The sketchbook reveals an illustrative diagram with five different images
at specific spots of the page, something like so (in descriptive form):
vagabond with crescent moon
a blanket stick above two dogs
and a dog and a crayfish
large eye
amongst stars
man hanging priestess with
upside-down from a cross and
a cross of wood wearing a crown
This one is real simple. Just open up your inventory to examine each tarot
card and you'll find they each look exactly like one of the images in the
sketchbook. With the positions on the page representing the card slots on
the door, it leaves you with the following solution:
|¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯|
| | | | | |
|"FOOL" |---| |---| "MOON"|
| | | | | |
| | | | | |
|_______|\ |_______| /|_______|
| \ | / |
|¯¯¯¯¯¯¯| \|¯¯¯¯¯¯¯|/ |¯¯¯¯¯¯¯|
| | | | | |
| |---|"EYE OF|---| |
| | | NIGHT"| | |
| | | | | |
|_______| /|_______|\ |_______|
| / | \ |
|¯¯¯¯¯¯¯|/ |¯¯¯¯¯¯¯| \|¯¯¯¯¯¯¯|
| | | | | "HIGH |
|"HANGED| | | |PRIEST-|
| MAN |---| |---| ESS" |
| | | | | |
|_______| |_______| |_______|
NORMAL:
"The door sure does rattle,
but it's stuck tight.
A secret is hidden out
of your sight!
You may be thinking,
'What could it be?'
You'll need five magic cards
if you want to see.
What to do, then,
with all these?
I'll tell you straight
and I won't tease--
Just as long as
you say 'please'.
Now the first thing you must know
Is that there's something
in each row.
But that is not the half of it:
Three would be too hard to fit.
The upside-down man
under the ground:
To his right, to his left,
there's no one around.
Leave him alone, though
his tears are profound.
The moon is up above the sky,
Full or crescent, floating high.
Twinkling light sits like a crown
On the head of a crazy clown.
Your Excellency,
praying to God most high
Do you think you
can tell me why
You always look up
at the night sky?
Do you have it now?
You didn't forget?
One major point you
must not omit.
And now at the last,
before you take a whack
Here's one more hint to
help keep you on track.
Scary and hateful, that
thing in the night
Better be careful --
it's not on your right!
Turn to the left and
you'll keep it in sight.
So you'll open the door?
I'm just sure that there'll
Be nothing beyond it but
frightening peril.
Forget about that!
Just stay and play!
Or else I'll be left
here alone all day."
The first two verses simply explain that you need to insert the five tarot
cards into the door to unlock it and that the riddle will tell you where
they go if you pay attention. Now onto the first major clue:
"Now the first thing you must know
Is that there's something
in each row.
But that is not the half of it:
Three would be too hard to fit."
This means there is at least one card in each row but no row contains
three cards. This also extends to columns and means that two rows and
columns will hold two cards and one row and column will each hold one, as
no other combination will satisfy the above criteria.
"The upside-down man
under the ground:
To his right, to his left,
there's no one around.
Leave him alone, though
his tears are profound."
The Hanged Man is hanging upside-down on his card, and thus he is in the
middle of the bottom row with no cards beside him. Very clear.
"The moon is up above the sky,
Full or crescent, floating high.</pre><pre id="faqspan-6">
Twinkling light sits like a crown
On the head of a crazy clown."
This means the Moon card, portrayed both in crescent and full form
simultaneously, is in the top row ("up above the sky"), directly above the
Fool card ("like a crown On the head of a crazy clown"). The Fool is known
to be a madman in tarot and in some decks is called the Jester (also the
origin of the Joker in modern playing cards), making him the "crazy
clown". They can't go in the middle row cause that'd be three in a row
with the Hanged Man already at the bottom, but we'll have to keep reading
to determine if they're on the left or right.
"Your Excellency,
praying to God most high
Do you think you
can tell me why
You always look up
at the night sky?"
"Your Excellency" refers to the High Priestess and the "God most high" she
is praying to, or at least the "night sky" she looks up at, is represented
by the Eye of Night (and the only remaining card). So the Eye of Night is
in the top row with the High Priestess directly below, but again we'll
have to keep reading to determine in which column. The next verse hints
that there's one more important clue, given in the following verse.
"Scary and hateful, that
thing in the night
Better be careful --
it's not on your right!
Turn to the left and
you'll keep it in sight."
This must be the Eye of Night in the sky, placing it on the left side with
the High Priestess directly below it. That means the Moon and Fool cards
belong at the right. This leaves you with the follow solution:
|¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯|
| | | | | |
|"EYE OF|---| |---| "MOON"|
| NIGHT"| | | | |
| | | | | |
|_______|\ |_______| /|_______|
| \ | / |
|¯¯¯¯¯¯¯| \|¯¯¯¯¯¯¯|/ |¯¯¯¯¯¯¯|
| "HIGH | | | | |
|PRIEST-|---| |---| "FOOL"|
| ESS" | | | | |
| | | | | |
|_______| /|_______|\ |_______|
| / | \ |
|¯¯¯¯¯¯¯|/ |¯¯¯¯¯¯¯| \|¯¯¯¯¯¯¯|
| | | | | |
| | |"HANGED| | |
| |---| MAN" |---| |
| | | | | |
|_______| |_______| |_______|
HARD:
"I had a dream.
In my dream, I opened a door.
But was that really me?
I had a different name.
ING WXX NXA
OEI IFI VII
MOX NOT XVH
XON HNG III
XAA CXX CCX
JII IEI IHT
5 are true and 4 are lies---
and there are some fibs mixed
in with the truth.
That's 'cause it's scary to write
only the truth.
But dreams...dreams are like lies,
after all."
The main point of interest here is the chart of nine different sections of
letters. What else are there nine of in regards to this puzzle? Nine card
slots on the door. So they must represent each slot.
The riddle explains, "5 are true and 4 are lies". What else are there five
of? Five cards. So five of these sections represent an individual card
while four do not and are simply gibberish. Additionally, "there are some
fibs mixed in with the truth." So even the five that represent cards have
some trickery mixed into them that we'll have to uncover.
So let's just take a look at the nine-sectioned chart and see what we can
learn from it:
ING WXX NXA
OEI IFI VII
MOX NOT XVH
XON HNG III
XAA CXX CCX
JII IEI IHT
Anything stand out? You may have noticed roman numerals written on each
tarot card, and each slot here (except the middle) also contains roman
numerals, albeit with non-numerals mixed in. Those are the "fibs mixed in
with the truth." So let's remove any letter that doesn't represent a roman
numeral with the following legend as our guide:
LEGEND: I = 1 V = 5 X = 10 L = 50 C = 100 D = 500 M = 1000
II XXII XVII
MXX 0 XVIII
XII CXXII CCXI
This is what we're left with. Note that the middle is zero because it
doesn't contain any roman numerals. One could argue the O or 0 in that
original section remains as the only numeral and thus stands as an
absolute zero (while 0 can't be mixed and used with other roman
numerals), but there really is no symbol for zero in roman numerals and
there's no indication that the original character is 0 instead of the
letter O. Instead zero would be the lack of any numerals. But either way,
with either method we're left with zero or "nulla" (Latin for "none") for
the middle slot.
Now examine your tarot cards in your inventory to similarly find numerals
printed on all as listed below. Match each numeral/card up with the chart
to identify the corresponding slots for the cards on the door.
HIGH PRIESTESS: II [II] [XXII] XVII
HANGED MAN: XII
MOON: XVIII MXX [0] [XVIII]
FOOL: 0
EYE OF NIGHT: XXII [XII] CXXII CCXI
Note that while 0 is not a roman numeral, it is still written on the Fool
card and thus matches with the 0 or "nulla" of the middle slot. And what
of the four other slots? Remember, "5 are true and 4 are lies". That
leaves you with the following solution:
|¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯|
| "HIGH | |"EYE OF| | |
|PRIEST-|---| NIGHT"|---| |
| ESS" | | XXII | | |
| II | | | | |
|_______|\ |_______| /|_______|
| \ | / |
|¯¯¯¯¯¯¯| \|¯¯¯¯¯¯¯|/ |¯¯¯¯¯¯¯|
| | | | | |
| |---| "FOOL"|---| "MOON"|
| | | 0 | | XVIII |
| | | | | |
|_______| /|_______|\ |_______|
| / | \ |
|¯¯¯¯¯¯¯|/ |¯¯¯¯¯¯¯| \|¯¯¯¯¯¯¯|
| | | | | |
|"HANGED| | | | |
| MAN" |---| |---| |
| XII | | | | |
|_______| |_______| |_______|
---
After correctly inserting all five cards, the door will unlock.
--------------------------------------------------------------------------
Beyond the Tarot Door
---------------------
Pass through the now unlocked door and follow the pathway to and through
a set of double doors for a cutscene with Vincent and Claudia. After a
series of events, Heather finally gives Claudia some fitting words of
wisdom and you'll regain control. It's now up to you to figure out what to
do here.
You only have a limited amount of time to act before a potential Game Over
with Heather crying out in pain while birthing the God inside her, and if
you attack Claudia the same will happen, so there must be another way.
Check your inventory to see what you can use.
The TALISMAN doesn't work and is quite useless as Claudia explains, but
what else do you have? Remember reading that book about Aglaophotis in
Alessa's hospital room in the church? Remember what that liquid did in the
first game? Inside your PENDANT is a red tablet that Harry gave to Heather
to wear at all times... could it be? Use it to find out.
Things take quite a disturbing turn and Claudia is pulled to the depths
below by Valtiel to prepare for the God's birth. All you can do now is
jump down the hole and aim to destroy her.
Down below, watch Valtiel assist the God and then it will be time to
fight the monstrous creation.
FINAL BOSS: THE GOD (UNDER CHURCH) [bos_05]
**************************************************************************
So this is the God, eh? To start things off, the God will be standing
upright with a curtain over her face. The Handgun is a very effective
weapon in this battle due to its range and volume of ammo, so equip it and
fire away until she lowers to her hands and knees. From this position you
can attack the God's head either with firearms or a melee weapon, but do
note that she will be able to smack you if close enough.
Take a look at the floor to find a very helpful black semi-circle. As long
as you are outside the inner part of this marking, the God will be unable
to physically smack you, although she can still throw fire your way.
Therefore using firearms from behind that line is a fairly safe method.
However, keep in mind you will unlock an extra weapon by defeating the God
with a melee weapon. While you may be exposed to her smack attacks, you
can also avoid them by not getting greedy and only attacking her 2-3 times
before leaving and repeating when there's another window. Once she drops
to her hands and knees, wait for her to swing her arm while you're behind
the black semi-circle, then go in for two or three thrusts at her head
with the Katana, then safely leave. From there, fire more Handgun shots at
her from behind the line as you dodge the fire to either side and just
keep repeating the strategy.
To be safe for the extra weapon, you may want to restrict firearms for
only when the God is standing up, at least after the first couple minutes.
The God will only die from the lower position so keep that in mind as you
attack her late in the fight.
Do note that in the PC version there is a safe zone to the right of the
God's head in the lower position, right by her arm along the low edge
wall. Therefore you can wait for her first arm swing while down, then go
in for 3-4 thrusts and then strafe to that side wall and she'll swing
right through you. Then just go in for another series of thrusts and
return to the safe zone before her attack and repeat. Always remember to
wait for her first arm swing once she lowers to that stance before rushing
in to attack her. Simply repeat the Handgun fire from the higher stance to
bring her down each time.
Sadly this safe zone does not exist in the PS2 version so you'll have to
defeat her the more traditional way. That includes strafing or running
around from side to side to avoid her fire attacks, which spread from the
semi-circle line and divert outward to hit you. She'll telegraph the fire
attacks by flicking her arm, so get moving as soon as you see this action.
Note that at first the fire may divert outward only once and move rather
slowly overall, but it'll speed up and divert two or three times later on
so be sure to keep on the move until the fire has stopped flowing. After,
take the open opportunity to fire at her and get ready to move if she
dishes out more fire. If you don't react just as her hand moves, it may be
too late and you'll get hit, so do stay on top of it and be sure to heal
when hit since it's rather damaging.
After dodging the fire attacks, the God should stand back up, which is
when it's time to fire more Handgun bullets to bring her back down. This
gives you another opportunity to go for Katana swings after she first
swings her arm upon dropping, or you can safely fire from behind the
semi-circle if strictly using firearms.
While the Handgun is best or most efficient for shooting the God while
standing, the Shotgun and Submachine Gun can offer more power per shot or
second so go ahead and use the ammo you've got. While getting close with
the Shotgun is normally the way to go, it opens you to physical attacks,
so consider staying behind the line or limiting your closer range blasts.
And be wary of the Shotgun's slow recovery time so you can escape in time
from any fire attacks, which effectively makes the Handgun the safer
option.
Do stay on top of your health in this fight since she may hit often and
quite hard as well, especially if you're getting hit by the fire attacks.
The Bulletproof Vest remains as an option to limit damage taken, but it
does limit your speed quite a bit and removes your ability to strafe, so
it's really not ideal for the fire.
[THE GOD'S ATTACKS]:
The God has several types of attacks that are all very powerful. A swing
of her arm while standing is the easiest to avoid by simply avoiding her
from up close in that stance. While on her hands and knees, she can
perform a dangerous arm swing (that does not reach beyond the semi-circle)
or a headbutt if right by her face. Approach her head from the side to
avoid the latter while attacking, and run or strafe behind the semi-circle
after attacking to avoid any counters.
Lastly the God can and will often throw fire across the arena when you're
behind the semi-circle while she's on her hands on knees, and this
inflicts a lot of damage. Always be ready to bail as soon as her hand
moves and you should be able to avoid it. Note that the fire increases in
volume, spread and speed as the fight goes on so it'll get harder to avoid
later on.
---
Keep in mind the God will die from the lower position, so be sure to
attack her with a melee weapon in that stance later in the battle if you
want to unlock the extra weapon, which is worth it. After dealing enough
damage, the mighty God will drop to the floor. Mission accomplished.
**************************************************************************
The End
-------
Congratulations on beating Silent Hill 3. Enjoy the short cutscene of your
ending, which will always be the Normal ending on your first attempt.
Check the Endings section of this FAQ to learn how to achieve the other
endings.
After the credits with a very familiar yet new song, you will see your
ranking screen and be informed what extra items you've unlocked. Refer to
the Unlockables and Secrets section for more information on all extra
content and check the 10-Star Ranking Guide for helpful tips on how to
improve your ranking.
The Speed Walkthrough of this FAQ can serve as a helpful reference while
going for the other endings and unlockables.
--------------------------------------------------------------------------
==========================================================================
12. S P E E D W A L K T H R O U G H [SH3_12]
==========================================================================
--------------------------------------------------------------------------
The following speed walkthrough is intended for players who have beaten
the game at least once (as a quick reference), or players who only want
the bare minimum of instructions instead of detailed explanations.
Boss strategies will be minimal and to the point, enemies will mostly not
be mentioned at all, and it'll be up to you to keep yourself stocked on
ammo and health. Consider using Bullet Adjust to give you more ammo from
each pickup, and feel free to skip any weapon you don't plan on using.
While maps can be avoided if going for pure speed, I'll still list them
as optional pickups if you wish to have them, since it is easy to get
confused as per exactly where you need to go sometimes. Note that we
won't be covering save points so it'll be up to find one if needed. Refer
to the Save Point Locations section for all locations.
Collecting extra weapons adds to a better ranking, so consider picking
them up if playing an Extra New Game. Extra New Game also skips the
opening nightmare, reducing your play time.
[Note]: Cutscenes do not count towards your time, but it's recommend to
skip them to remain focused. Additionally, while you should play an Extra
New Game to skip the Nightmare, I'll still list it here for completion's
sake.
All items, weapons and maps are in CAPITALS.
____________________
| Legend |
| |
| New Area |
| ---=-====---==-=- |
| |
| ----------------- |
| -Puzzle |
| ----------------- |
| |
| ***************** |
| -Boss |
| ***************** |
| |
| -(Optional Task) |
|____________________|
01 // n i g h t m a r e
===--=----=-=====---=-=====-----=-====---=---=-====------====--==--====---
-(You can complete the stage, fall down a hole on Hard or just get killed
by an enemy to end the nightmare prematurely)
-For completion, head through the left door, pass through the small brown
end door, then follow the left path to and up the stairs where you'll end
the stage after running the tracks
02 // c e n t r a l s q u a r e s h o p p i n g c e n t e r
-=--=-=-======---==-=====-=---=-====-=-=====---=-=====-----=--=---==-=====
-Exit the washroom through the window enter the next hall down the alley
-(The UNLIMITED SUBMACHINE is on the left boxes in the first alley if
unlocked)
-Take a right and go through the end double doors
-Enter the women's clothing store under the shutter to get the HANDGUN,
then exit through the back door
-(The SHOPPING MALL MAP is available on the left board by the stairs door)
-Head up to 2F via the EXIT door by the map
-Ignore the right path and enter the next hall ahead
-Get the TONGS from Helen's Bakery ahead and return back to the previous
hall
-(The FLAMETHROWER is on the bakery counter if unlocked)
-Take a left at the fork and move through the last door on the right side
-Use the TONGS under the skid to get the KEY TAKEN WITH TONGS
-(The BEAM SABER is in the end hallway door if unlocked)
-Head back to the balcony hall and immediately take Heather's right to
find and enter My Bestsellers bookstore with the KEY TAKEN WITH TONGS
-Collect and use the SHAKESPEARE ANTHOLOGY books by the shelf if on Easy
or Normal Riddle Level (ignore them on Hard)
--------------------------------------------------------------------------
-Easy/Normal: Arrange the books until they reveal the random code
-Hard: The code is 8352 every time
--------------------------------------------------------------------------
-Use the code to get past the locked back door and meet Claudia
-Follow the hall and enter the elevator on the left
-Get the RADIO when it falls down and exit the elevator
03 // n i g h t m a r e m a l l
----==-======----=-===---=-======---=-==-=====---=-=-====-=-=-=--======-=-
-Take Heather's right around the corner, take a right at the next fork and
head to the next hall
-Follow the narrower hall to the storage room just before the ladies' room
and get the FLASHLIGHT between the boxes (don't need to turn lights off)
-Get the BLEACH (Normal/Hard Riddle Level only) from the ladies' room and
enter the women's' clothing store under the next two shutters
-(The BULLETPROOF VEST is available on the clothes rack deep in the room)
-Get the HANGER on the coat rack by the door and return back and enter the
westernmost room on the north side in the bigger hallway with Closers
(across from where you originally entered that hall)
-Use the HANGER to bring down the ladder and climb up to 2F
-Head up the escalators to 3F and grab the COOKED KEY from the dog through
the right double doors
-Head back to 2F, take a left and enter the shop at the end of the hall to
get the WALNUT
-Head through the other door and enter the easternmost room in this hall,
Café Turn Mill, at the short fork using the COOKED KEY
-(The STEEL PIPE is available on the wall behind the counter)
-Exit through the other door, run ahead and enter Helen's Bakery at the
southeast
-Get the DETERGENT (Normal/Hard Riddle Level only) on the cart and exit
through the other door
-Turn off the fan at the end of the hall (Normal/Hard Riddle Level only)
and pass through the door
-Combine and use the BLEACH and DETERGENT on the bucket by door
(Normal/Hard Riddle Level only; skip this and the next step on Easy)
-Back by the fan, turn it on and re-enter the corridor
-Now follow the hall, take a right at the fork and go through the first
door on your left to the northeast shop
-Enter the next hall, take a left and cross over to the other (north)
side, then enter the shop in the northeast
-Use the vise to break open the WALNUT and get the MOONSTONE
-Take Heather's right (west) and pass through pale orange door, then pass
through the cafe on the opposite side of the balcony
-Take a left and pass back through the walnut shop at the end, then take
the escalators up to 3F
-Use the MOONSTONE to pass through the locked door and go down the long
ladder
**************************************************************************
-Use the Handgun to kill the Split Worm and make sure to dodge its attacks
-Hold L2 to see which hole it's coming from next and shoot it when it
opens its protective head cover
-Only shoot it two or three times when it emerges so it doesn't retreat,
then dodge its attacks and continue firing to minimize your time
-It should die after about 15-20 shots on Normal
**************************************************************************
-Head west under the shutter and through the next set of doors
04 // h a z e l s t r e e t s u b w a y s t a t i o n
===----====-====---==-=====----=-====-=-=====-----=-==----==---==-=====-==
-When the hallway diverts, take a right and go through the door
-Follow the left wall around the corner and through the left turnstiles at
the far end
-(The SUBWAY MAP is just around the corner)
-Go straight ahead from the turnstiles and down the middle stairs at the
other end
-Take a left and head down the left stairs to platform 1
-Head across the covered tracks and down the stairs to get the NUTCRACKER
-Head back up the stairs, cross the tracks and return up the initial
stairs
-Follow the path ahead and use the NUTCRACKER to pass through the left
gate and down the stairs to south platform 2
-Head down the stairs and get the SHOTGUN (recommended) in the abandoned
train
-Run back past the stairs and down the other set to the floor below
-Run the path past platform 4 and head down to platform 3
-Follow the platform until the camera angle changes
-Jump on the tracks and try to open the red light door, then dodge the
Double Heads and quickly climb back on the platform
-Head all the way west through a gate and up and down the next stairs and
enter the open train at the end of platform 3
-Make your way through the nine subway cars and enter the Underpass from
the platform where the train stops
05 // u n d e r p a s s
==-=-==-=====----=-====---=-====-=---=-=-=-=======----=-=====--=-=-==----=
-Pass through the door down the steps, take a right and head through the
end door
-Take left and go through the door on the right
-Pass through the first door on the right in the hallway, then take the
first left and enter the map room
-(The UNDERPASS MAP is available on the left wall near the MAUL)
-Head through the other door and the next door on your right to get the
WINE BOTTLE from the wine rack
-Head back, take a left and go through the large end door
-Follow the hall to and through the next door, then the next door at the
end of the long, narrow hall
-Take a right and go through the right end door
-Ignore the first right opening and enter the second room via the next
opening
-Use the WINE BOTTLE on the heater to get the OIL-FILLED BOTTLE
-Now enter the other room to the north and fill the gas tank with the
OIL-FILLED BOTTLE, then turn the switch on
-Descend down the ladder and go through the door up the steps
-Head through the door down the long stairway, take a right and go through
the door at the end on the right
-Head up to the garbage room and get the DRYER from the chair, then return
to the large sewer corridor
-Head through the large door across the sewer and through the next door
on the left to the office
-Pass through the warning door and use the DRYER in the outlet by the door
to kill the monster
-(You can get the GOLD PIPE and SILVER PIPE by dropping your STEEL PIPE
into the water and answering honestly in an Extra New Game)
-Cross the path and go through the other door
-Follow past the intersection and through the blue door
-Cross the sewer and follow the path to the left around the right corner,
then take a right at the opening and go through the blue door
-Move up and down the steps, through the door, then find the ladder up the
small stairs to exit the Underpass
-Follow the path around the right corner and enter the Construction Site
06 // c o n s t r u c t i o n s i t e
---=-=====----=-====---=-=====---=-=====---=-=-=====-----=-=--===----===--
-Enter the stairwell at the end of the hall, then proceed to the main room
of 5F
-(The SILENCER is available by breaking the different patch of wall around
the corner with a melee weapon)
-Drop the bed down the hole and jump down to 3F
-Pass through the hole in the wall ahead, follow the scaffolding to
Heather's left and enter the Hilltop Center through the window
07 // h i l l t o p c e n t e r o f f i c e b u i l d i n g
---=-====--=-=====-=-=-=-======--=-=-===-=-======----=----=-=-======----==
-Exit to the hall and follow to and through the left door to the main hall
-(If on Easy Riddle Level it's faster to pass through the next door, then
the next door on the right side to get the ROPE, while the OFFICE
BUILDING MAP is in the same room if you need it)
-Enter the stairwell to the left past the elevators and ascend to 5F
-Head past the elevator, take a left and enter the gallery (you can skip
to the hall across from the gallery on Easy Riddle Level)
-Pass through the right door, take Heather's left and grab the SCREWDRIVER
from the boxes at the end of the hall (Normal/Hard Riddle Level only)
-(The KATANA is available in the room at the other end of the hall on the
right side)
-Exit back through the gallery and pass through the next double doors
ahead to the KMN Auto Parts hallway
-Follow around the next two corners and enter the large room on the left
-Grab the JACK from the back left of the room and exit to the hall then
through the door ahead of you to the main 5F hall
-Head back down to 3F, then take a left past the elevators and enter
Monica's Dance Studio on the left (east) side
-Enter the first room along the right (east) wall and use the SCREWDRIVER
to grab the ROPE from the stuck drawer at the back (Normal/Hard Riddle
Level only; on Easy it can be taken as is)
-(The OFFICE BUILDING MAP is available on the glass table if you want it)
-Head to the left (west) elevator and use the JACK to open the doors, then
use the ROPE and descend down to 2F
-Take a right past the elevators, another right and through the door to
ECHO Interiors
-Pass through the right (north) door and the next one north after that
-Examine the bathtub to initiate the transformation to the Otherworld
08 // n i g h t m a r e h i l l t o p c e n t e r
==-=--=====----=-=====--==-=-====-----=-=====--=-==-=====-=--=-=====-=----
-Pass through the other door and then the next door to the left
-Move through the left door and the next door on the left side to meet
Vincent inside Green Ridge
-Now in another room, grab the OXYDOL on the desk and exit through the
other door
-Return to the main hall, follow around left to the elevators, then take
the right (east) elevator to 1F
-Ignore the first part of the riddle by the Glutton, head left past the
elevators, left around the corner and enter the Last Drop Café
-Get the PORK LIVER in the small fridge and then go up to 5F via the
elevator
-Head around the elevators, take a right and enter the west KMN corridor
-Head left, take a right at the fork and enter the end room to get the
MATCHBOOK on the table
-Back in the hall, pass through the next end door then enter the gallery
ahead
-Combine and use the OXYDOL, PORK LIVER and MATCHBOOK on the bucket in
front of the large painting
-Go through the small doors and down the stairs, ignoring the middle
section of the fairy tale, and go through the door there
-Follow the next two corridors to and through the end door there
-Get a SILVER COIN from the desk and use it on the vending machine to get
the LIFE INSURANCE KEY
-Back in the hall, exit through the blue light door to the main hall and
take the elevator down to 1F
-Head around the elevators, take a right and use the LIFE INSURANCE KEY to
access the west corridor
-Follow the corridor to Heather's left and enter the left room before the
Slurpers
-Read the end of the fairy tale and exit to the main corridor
-Take a left past the elevators and exit the building to outside
-Take a left down the street, left down the alley and enter the apartments
09 // d a i s y v i l l a a p a r t m e n t s
==---=-=-=====---=-=-====-=---=-==-===-=-=-----=-===----=-===-----=-===-=-
-Find and enter your apartment past the elevator when the angle changes,
using the HOUSE KEY
**************************************************************************
-Use the Shotgun to kill the Missionary
-Bait the Missionary into attacking while you strafe or run past it, then
blast it from the side or behind
-Kick or shoot it while it's on the ground but be careful when it rises
-Repeat until it dies
**************************************************************************
-(The STUN GUN is available in Heather's room across the hall)
-Exit Harry's room and the apartment to the right
-Take a right then a left and exit the apartments
10 // s i l e n t h i l l
----=-=-======----===-=====----=-=====--=--=-========---=-=-====-=-====-==
-Exit the motel room, leave the parking lot ahead and take a left down
Nathan Avenue
-Head all the way to Carroll Street, take a left and enter Brookhaven
Hospital to the south on the right side
11 // b r o o k h a v e n h o s p i t a l
===-=-=-=====-=---======-=--=-=====----==-====----=-======-=-=-----===----
-(The HOSPITAL MAP is available inside the Reception)
-Enter the elevator in the lobby and go up to 2F
-Take a right and loop back past the elevator, take a right and enter the
Women's Locker Room at the left end
-Get the NAIL POLISH REMOVER, return to the hall and check the keypad to
the patient wing
--------------------------------------------------------------------------
-Solve the puzzle to open the patient wing double doors with the following
codes for each Riddle Level:
-EASY: 4639
-NORMAL: 8634
-HARD: 4896
--------------------------------------------------------------------------
-Enter room M4 in the patient wing
--------------------------------------------------------------------------
-Examine the clock and solve the puzzle as per your Riddle Level
-EASY: the code is written on the clock
-NORMAL: the code is the time on the clock (12-hour time)
-HARD: the code is the time on the clock (24-hour time)
--------------------------------------------------------------------------
-Get the INSTANT CAMERA after unlocking the briefcase
-Return to 1F via the employee wing elevator and enter the patient wing
-Use the NAIL POLISH REMOVER on the wall in room C4 to get the STAIRWELL
KEY
-Use the STAIRWELL KEY to enter the employee wing stairwell and head to
the basement
-(The SUBMACHINE GUN is available by the elevator)
-Enter the Storeroom on the right past the wheelchair and use the INSTANT
CAMERA to see the code behind the shelf
-Head up to 3F via the stairwell and use that code to enter the patient
wing
-Enter room S12 and answer the phone
-Head down to 2F via the stairs and go through the "M" door at the end of
the patient wing hallway
-Use the following directions at every corner (including one-way routes):
-Right, right, left, right, right, left, through the door
-Left, right, left (gate will close), turn around and move forward under
the next gate, left, through the door
-Left, left and under closing gates
-Examine the Metatron crest when you reach it, then move through the door,
up the ladder and through the top door
12 // n i g h t m a r e h o s p i t a l
==----==-====----=====-=-=---=-====---=--======----=-=====---=--=-====--==
-Head through the Day Room at the other end of the hall and enter the
employee wing elevator
-Descend to 2F, head right around the elevator, take a right and enter the
Women's Locker Room at the left end
-Get the PLASTIC BAG from the garbage bin, then return to 3F via the
elevator
-Head right around the elevator and through the patient wing doors on the
left
-Enter the next room on Heather's right and use the PLASTIC BAG to get the
PLASTIC BAG (WITH BLOOD) from the blood bucket in Examining Room 4
-Take the employee wing elevator down to B3
--------------------------------------------------------------------------
-Solve the oven door puzzle on Normal/Hard or just grab the key on Easy
Riddle Level
-NORMAL: Use the roman numerals on the oven and match them with the
numbers on the gurneys with corpses in the corresponding positions around
the room to get your code
-HARD: The code is 9271
--------------------------------------------------------------------------
-Get the CREMATED KEY from the oven and go up to 1F
-Take a right and follow past the corner to the end of the hall, then use
the CREMATED KEY to pass through the Day Room to the patient wing
-Enter room C4, use the PLASTIC BAG (WITH BLOOD) on the altar and descend
the ladder
**************************************************************************
-Defeat Leonard with the Shotgun or Submachine Gun
-Try to go for shots from behind or the side
-Stay away from Leonard while he's getting up
-Continuously shoot Leonard while he's on the ground
-Rinse and repeat until he dies
**************************************************************************
-Heather will pick up the TALISMAN in the cutscene
-Exit the room and exit the hospital through the front lobby doors
-Head back to Jack's Inn and re-enter room 106 in the far right corner
-After the cutscene, exit the parking lot, take a left and keep running
past Pete's Bowl-O-Rama until time fast-forwards
13 // l a k e s i d e a m u s e m e n t p a r k
===----======----=====---====-=-=-====-=--=-=-======-=---==------====---==
-Head through the door just ahead
-Enter the souvenir shop by the sidewalk sign
-Move to the back left of the shop, then run to the back right to make the
shelf fall
-Grab the ROLLER COASTER KEY from the tin box
-Leave and pass through the brown door at the end of the path
-Take a left, climb up Mountain Coaster and use the ROLLER COASTER KEY to
access the control room
-Turn the ride off and run the tracks until the cutscene plays
-Go through the left door and enter Borley Haunted Mansion
-Make your way through the house as quickly as possible (some doors you
can pass through without waiting for the narrator in an Extra New Game)
-When the body drops from the roof, turn around and move through the small
door
-Exit through the other door in the spike hallway (hold R2 to lower
Heather to avoid the spikes on Hard Action Level)
-Follow these directions for both red glow hallways:
-Left, right, left, right, quick right, left, right, quick left, through
the door
-Take a left and pass through the narrow path ahead on the right to the
next area
-Follow forward, take a left and head through two gates to the small
theatre
-Take a right and grab the CHAIN on the bleachers and the RED SHOE on the
stage
-Return back through the previous two gates and follow ahead to the Swing
Rocket ride
-Attach the CHAIN to the left gate door, then attach the other side to
the metal bar on the center column of the ride
-Start the ride from the small control room and pass through the door
-After meeting Douglas, go through the gate in front of you and enter the
Fortune House on your right
-(DOUGLAS'S NOTEBOOK is available on the chair just inside)
-Grab the DOLL HEAD deeper in the room, then exit and pass through the
next door to Marchen Travel
-Place the DOLL HEAD in the left doll's hand and the RED SHOE by the right
doll
-Follow the left path through the wooden door and then the left green door
-Head left into the pathway and through the left gate at the end
-Head over to the carousel and board it
-Kill all 11 horses (Shotgun is quickest if you have the ammo; otherwise
use your best melee weapon)
**************************************************************************
-Defeat the Memory of Alessa, using the Shotgun or your preferred weapon
-When Alessa has a firearm, stay close to her to avoid getting shot
-Bait her into attack and then blast her, or use the Katana strategy
mentioned in the regular walkthrough if you don't have the ammo
-Repeat on all forms to end the battle
**************************************************************************
-Enter the path on the other side of the carousel and go through the door
at the end
-Enter the Church through the next door
14 // c h u r c h
==-=--=-====-=----==-=====----=-=====----=-==-=====-=----=-=====-----=-===
-Get the "EYE OF NIGHT" TAROT CARD on the altar and go through the door by
the piano
-(The CHURCH MAP is available on the wall in this hallway)
-(Forgive the lady in the confessional if going for the Possessed ending;
not recommended for speed)
-Pass through the left door at the end of the hall and exit through the
other door
-(The CASSETTE TAPE is available in the right room but is unnecessary)
-Head through the left door and examine and move the painting once the
bloody footprints reach it
-Pass through the door, the next hallway, then enter the library via the
final door in the elevator hall
-Get the "MOON" TAROT CARD on the back left table
-Vincent will hand you the BOOK: OTHERWORLD LAWS in a cutscene
-Return to the elevator hall and descend to the lower level
-Head through the right end door and get the "HANGED MAN" TAROT CARD from
the center gurney in the morgue directly ahead
-Return to the elevator hall and move through the second last door on the
other side
-Head through the final door in the next hall and pass through the large
room on your left to the south hall
-Move down the hall until the angle shifts, then examine and open the wall
door once the bloody footsteps reach it
-Grab the "FOOL" TAROT CARD in the Aglaophotis book inside Alessa's
hospital room
-Return back through the large room to the previous hall, then take a left
and enter Alessa's bedroom at the left end
-Get the BRASS KEY from the butterfly display on the wall and return back
to the elevator hall through the two end hallway doors
-Take the elevator to the upper level and pass through the hallway just
right of the elevator to the first bloody footstep hall
-Take Heather's left, pass through the door, take a right and pass through
the transforming whiteboard room
-Use the BRASS KEY to pass through the door just ahead
-Enter the room at the very end of the hall on the right side and get the
"HIGH PRIESTESS" TAROT CARD
-Return back to Alessa's bedroom on the lower level -- exit back to the
previous hall, pass through the right transforming classroom, take a left
through the next door, the right door where the painting was, through the
next door to the elevator; descend to the lower level, through the second
last door on the left side, the final door in the next hall, then head
down the hall and enter the bedroom at the left end
--------------------------------------------------------------------------
-Use the TAROT CARDS to unlock the other door with the following
solutions:
-EASY: "FOOL"---Empty---"MOON"
| \ | / |
Empty--"EYE OF"-- Empty
| / NIGHT \ |
"HANGED | "HIGH
MAN"----Empty--PRIESTESS"
-NORMAL: "EYE OF
NIGHT"--Empty---"MOON"
"HIGH | \ | / |
PRIESTESS"----Empty---"FOOL"
| / | \ |
Empty---"HANGED--Empty
MAN"
-HARD: "HIGH "EYE OF
PRIESTESS"--NIGHT"--Empty
| \ | / |
Empty----"FOOL"--"MOON"
| / | \ |
"HANGED---Empty---Empty
MAN"
--------------------------------------------------------------------------
-Go through the unlocked door, follow the path and go through the right
end double doors
-Use the PENDANT after the cutscene with Claudia
-Jump down the hole to the final boss arena
**************************************************************************
-Use the Handgun or alternate with the Shotgun to defeat the God
-Stay just outside of the semi-circle on the ground and fire the Handgun
until the God shoots fire -- strafe to the left or right to avoid it
-Consider using the Shotgun or SMG when the God lowers to her hands and
knees, and repeat this whole process until she dies
-If out of ammo, use melee weapons while beside the God's head and avoid
her arm swing by staying in the safe spot between her hand and shoulder
right up against the low edge
**************************************************************************
Congratulations on finishing your speed run. A time under two hours is a
job well done and very doable, especially for your first dedicated speed
run. However if you're able to really push yourself, a time under an hour
is certainly an impressive feat and you can further bring down your time
from there if you maximize your efficiency.
Consider also pushing for a 10-star ranking. Check out the 10-Star Ranking
Guide in this FAQ to help you on your way.
--------------------------------------------------------------------------
==========================================================================
13. E N D I N G S [SH3_13]
==========================================================================
--------------------------------------------------------------------------
Despite the series' previous games having five or more endings, Silent
Hill 3 has only three and just one can be achieved the first time. But
before getting into them, we first need to examine how the ending system
works.
How The Ending System Works
===---===---===---===---===
While you can only receive the Normal ending on your first run, what
determines your ending on successive runs is essentially a point system
that awards you for kills, damage received, and forgiving the lady in the
church's confession box. The way it hands out points is standardized in
the following way:
Killing an enemy: 10 points
Receiving damage: 1 point for each damage point
Confessional Box: Forgive - 1000 points
(Church) Say Nothing - 0 points
Damage points will vary depending on the enemy or attack. An effective way
to determine the approximate damage received is by what health items are
required to heal your wounds. Health Drinks heal 25 points, First-Aid Kits
50 points and Ampoules a full 100 points.
Note that it's hard to determine the exact amount of damage points
received this way since you may slightly over or under heal (for example,
recover to 95 health rather than 100, or waste 5 points of a Health Drink
when recovering from 80 health), but you can generally approximate it
within a fairly accurate margin of error of just 10-20 points.
Endings
==-=-==
Whether you will receive the Normal or Possessed ending on subsequent
playthroughs depends on whether you have received 4000 points as described
above. Additionally, there is a joke ending on top of it called the
Revenge ending and is similar to the UFO ending in previous games.
Normal Ending
-------------
This is the only achievable ending on your first run and the default
ending on subsequent runs, unless you achieve a total of 4000 points with
the point system above. If you wish to achieve this ending again, just
play normally and you should be fine unless you take a massive amount of
damage. But if you want to set a certain target, here's a basic guideline:
-Kill under 100 enemies
-Try your best to avoid damage
-Say nothing to the lady in the confessional box in the Church
This guideline allows you to take just shy of 3000 points in damage, which
is a lot. But if you struggle, you may want to limit your kills further to
compensate, and if you're better at limiting damage you can up your kills
accordingly, just as long as you don't eclipse 4000 points. Never forgive
the lady in the confessional to stay safe.
Possessed Ending
----------------
Only achievable in an Extra New Game, to receive this ending the player
must accumulate at least 4000 points as described in the above system.
This can be achieved through reckless play by taking a lot of damage and
killing lots of enemies. Top it off by forgiving the lady in the church's
confessional. There is no one way to do this, but you can try the
following as a general guideline:
-Kill 200 or more enemies (2000+ points)
-Try to receive at least 1000 damage points (1000+ points)
-Forgive the lady in the confessional (1000 points)
Note that 1000 points in damage isn't even a lot, so if you're reckless
you can easily achieve more than that and thus not have to kill as many
enemies, especially if playing on Hard where taking damage is even easier
(but don't be too reckless to run out of health supplies). Another general
guideline could be 100 kills and 2000 points in damage while forgiving the
confessional lady.
If you wish to just go for this ending without any number guideline, kill
every enemy you see, seek out even more in optional "murder" rooms that
only contain enemies, don't be afraid of taking damage, and always forgive
in the church. Also be sure to equip the Perfume once acquired in the
hospital to spawn and draw more enemies to you.
Revenge Ending
--------------
Only achievable in an Extra New Game, this ending serves as the UFO ending
of Silent Hill 3 with a different name and ends the game at around half
distance upon entering your apartment. To achieve the ending, you must
first unlock the Heather Beam by killing a total of 333 enemies in your
save file over however many runs it takes. Two runs is possible while
three is more reasonable with at least a moderate focus of killing
enemies.
With the Heather Beam unlocked, you must kill at least 30 enemies with it
(Heather Beam or Sexy Beam) before reaching home in Daisy Villa Apartments
where the game will abruptly end with this wacky ending. Enemies must be
killed with the beam as the killing blow to count, so avoid kicking
enemies.
--------------------------------------------------------------------------
==========================================================================
14. U N L O C K A B L E S A N D S E C R E T S [SH3_14]
==========================================================================
--------------------------------------------------------------------------
Beginner Mode
==--==-==--==
Normally restricted to Easy, Normal and Hard Action Levels, you will
unlock Beginner if you die 3-4 times on Easy or Normal Action Level and
will be asked if you'd like to switch on the spot. Additionally you can
change to it at any time in the Extra Options menu, however you cannot
switch from Hard to Beginner. You must turn it on while playing Easy or
Normal to play on Beginner.
Extra New Game
==--==--==--==
Upon completing the game once, you will unlock Extra New Game which serves
as a New Game Plus equivalent. It works just like Next Fear and the
yellow-highlighted New Game in Silent Hill 1 and 2, allowing you to
continue your save file, collect any unlockables and achieve more endings.
Unlike a standard New Game, an Extra New Game cuts out the Amusement Park
nightmare and starts you off in the mall.
Extreme Action Levels
==--==--==-==--==--==
Once you beat the game on Hard Action Level, you'll unlock Extreme 1
Action Level, upping the ante in difficulty even further. Completing that
will unlock Extreme 2, continuing all the way up to Extreme X (10) should
you be able to manage the challenge. Key item locations will be the same
as on Hard, but supplies will be found in lower frequency. Enemies will
keep hitting harder while your health bar will remain half the size as
Hard for all levels. Once you complete Extreme X, you'll unlock a code for
a new costume. If you wish to play down to a previous Extreme level, use
the left and right buttons to toggle between the levels you've unlocked.
Bullet Adjust
==--==-==--==
After your first game completion you will unlock a function called Bullet
Adjust in the Extra Options. What this does is multiply the amount of ammo
found in each pickup in the game. One playthrough will unlock x2 while
each successive playthrough after that will unlock the next level until x5
is reached after your fourth run. Be sure to change it manually, and note
that you may have to set it after starting each new run, since it tends to
reset to x1 in a New Game/Extra New Game.
Extra Weapons
==--==-==--==
There are six unlockable extra weapons in Silent Hill 3, all only
available in an Extra New Game. See the requirements to unlock each weapon
below, upon which they can be found in your next playthrough. Note that
using any extra weapon will reduce your ranking by one small star (or
0.1/10).
Unlimited Submachine Gun
------------------------
"Fires unlimited rounds.
No submachine gun bullets
necessary."
Unlocked upon defeating the final boss with a melee weapon. You can use
guns, but the final blow must be made by a melee weapon, so switch to a
melee weapon permanently past a certain point just in case. This fantastic
weapon has an infinite supply of ammo and never has to reload, allowing
you to unleash a bullet storm on any enemy, saving you from any difficult
situation.
Otherwise it behaves exactly like the standard SMG. Hold R2 and X to fire,
and use the left analog stick to aim up, down, left or right. Once
unlocked, the Unlimited Submachine Gun is found on the stack of boxes at
the left end of the alleyway outside the beginning washroom in Central
Square Shopping Center.
Beam Saber
----------
"A sword shining with a strange
force. A switch turns the blade
on and off."
Unlocked after beating the game with more fighting than shooting kills,
but if you don't get it after your first run you will automatically
receive it after your second. The Beam Saber is a green lightsaber sword
as if taken straight out of Star Wars. May the force be with you as you
use it to defeat enemies, and you'll find that it's a very powerful melee
weapon.
It starts as just a short handle, with the beam extending upon raising it
with R2. Press X for a single swing or multiple times for a three swing
combo, or hold X for an overhead downward swing. If you get a perfect
10-star ranking, the Beam Saber will extend and give you even more range.</pre><pre id="faqspan-7">
Once unlocked, the Beam Saber is found embedded as the door handle of the
northwest end door in Central Square's north office hallway on the second
floor.
Flamethrower
------------
"This thing'll roast the bad guys, and
I don't have to worry about fuel, either."
Unlocked upon beating the game with more shooting than fighting kills, but
if you don't get it after your first run you'll automatically unlock it
after your second. Similarly to the Unlimited Submachine Gun, it not only
has an infinite fuel supply and will never run out, but can be manually
aimed in all frontal directions. Hold R2 to ready it and hold X to
continuously shoot flames.
Unfortunately the Flamethrower is normally rather weak in power and not a
very effective weapon as a result, however its flames will dramatically
strengthen upon receiving a 10-star ranking. Once unlocked, the
Flamethrower is found on the counter inside Helen's Bakery on 2F by a
slightly altered flyer, Central Square Shopping Center.
Gold and Silver Pipes
---------------------
"It looks snazzy, but it's not strong
at all. Well, maybe I can sell it."
"How gorgeous! No stronger than the
steel pipe, though. Good against
vampires and werewolves."
Unlocked after completing the game just once, the Gold and Silver Pipes
are found in the form of a secret. First you must obtain the standard
Steel Pipe in the mall and make your way to the room with the monster in
the water in the lower level of the Underpass (where the Dryer is used to
kill it). Approach and examine the edge of the water at any single spot
(before or after killing the monster, doesn't matter) to see a prompt
asking if you'd like to drop your Steel Pipe in it (you must unequip it if
using it). Select yes and a princess will appear and ask you three
questions, whether the Gold, Silver and rusted pipes she's holding are
yours.
Answer honestly with No, No and Yes and you'll receive the Gold and Silver
Pipes along with your standard Steel Pipe back. If you lie even once, you
won't get any back. Unfortunately these pipes are no stronger than the
regular one and just look a lot more interesting. They also work the same
way: ready with R2, press X for an overshoulder swing, hold X for an
overhead downward swing or hold forward while holding X for a thrust
attack.
Heather Beam and Sexy Beam
--------------------------
The Heather Beam is unlocked after killing 333 total enemies in your save
file and will be available on your next Extra New Game playthrough. That
includes kills spread over however many playthroughs it takes, as long as
you're adding to your total by continuing your file with Extra New Games.
The Heather Beam cannot be seen in your inventory and rather is a type of
mind control weapon that shoots beams at enemies through Heather's eyes.
You will know it is unlocked in the beginning washroom if you see two Halo
of the Sun insignias over Heather's head, although they disappear for the
rest of the game.
Although the Heather Beam is quite a powerful weapon, you should still
keep your distance to enemies to stay out of harm's way and utilize the
weapon's range. All other weapons must be unequipped to use it. Hold R2 to
prepare it and press X to fire singular sphere-shaped projectiles (press,
let go then hold to fire them continuously), although this attack is quite
weak. Hold X to perform a much more powerful and practical heat-seeking
beam attack. Note that it requires and depletes your stamina to fire
beams and projectiles, and you can see how much stamina you have at all
times with the Life Display turned on (unlocked by completing the game on
Hard).
Once the Heather Beam is unlocked, it can be combined with the Transform
Costume (read about it below) to produce the even more powerful Sexy Beam.
This version also has two attacks: press X to fire a double laser beam
(holding it after the initial press and release to continuously fire) or
instead hold X from the beginning to fire several heat-seeking missile
beams and cell-type projectiles (both combined attacks from the standard
Heather Beam) from Heather's eyes. Use the left analog stick to aim each
attack with both the Heather and Sexy Beam, although the heat-seeking
missiles should automatically land if shot in the vicinity of an enemy.
Use whichever beam you find easier to use, since while the Sexy Beam is
more powerful, it takes a bit longer to prepare with Heather first
leaning to the side before attacking. Cause a girl's always gotta make
sure she looks sexy first.
The Heather Beam or Sexy Beam are required to receive the Revenge ending.
To receive it, you must kill at least 30 enemies with either weapon before
reaching Heather's apartment where the game will abruptly end.
Costumes
=--==--=
After completing the game once you will unlock Extra New Game and Extra
Costume options in the main menu. You will also receive a code for at
least one costume and you may find or unlock more codes in later
playthroughs, either in-game including memos, notes, or in the ranking
screen. Once you uncover these codes, you must enter them in the Extra
Costume menu to unlock costumes for Heather to wear in subsequent runs.
Additionally there are several unlockable shirts from game magazine or
media outlets that were originally found in their corresponding magazines,
or more easily through the internet. All known codes can be found below.
Note that these codes are case-sensitive and all have been tested and
confirmed to work in the original PS2 version. The media outlet costumes
are not available in the PC and HD Collection versions.
Transform Costume
-----------------
"It's a costume to change into the
magic girl, 'Princess Heart'."
Unlocked upon completing an Extra New Game, this costume transforms
Heather into the magic girl "Princess Heart" when equipped, following a
very Japanese cutscene. When combined with the Heather Beam it creates the
Sexy Beam, a powerful mind control weapon accompanied by appropriate
"sexy" whispers. Note that it is only the code that is awarded to you
upon Extra New Game completion, while it'll be added to your inventory in
your next playthrough upon entering that code in the Extra Costume menu.
Find its password in the chart below.
"Silent Hill 3 Original" Costume Passwords
------------------------------------------
Costume Code
-------------------------------------------------
"Block head" Shirt | PutHere2FeelJoy
"Don't touch" Shirt | TOUCH_MY_HEART
"God Of Thunder" Shirt | GangsterGirl
"Golden Rooster" Shirt | cockadooodledoo
"Heather" Shirt | HappyBirthDay
"Killer Rabbit" Shirt | BlueRobbieWin
"Onsen" Shirt | I_Love_You
"Royal Flush" Shirt | 01_03_08_11_12
"The Light" Shirt | LightToFuture
"Transience" Shirt | ShogyouMujou
"zipper" Shirt | Shut_your_mouth
Transform Costume | PrincessHeart
Media Outlet Costume Passwords
------------------------------
Costume Code
-------------------------------------------------
"13ème RUE" Shirt | Suspense
"EGM" Shirt | EGMpretaporter
"Game Informer" Shirt | gameinformer
"GamePro" Shirt | ProTip
"GAMEREACTOR" Shirt | SH3_Wrestlarn
"Gamespy.com" Shirt | iaml33t
"GMR" Shirt | GMRownzjoo
"GN" Shirt | IwannabeaGJ
"IGN.COM" Shirt | IGN_pickleboy
"OPS2" Shirt | extra_thumbs
"OPM" Shirt | SH3_OPiuM
"Play" Shirt | sLmLdGhSmKfBfH
"PS2RO" Shirt | MATADOR
"PSM" Shirt | badical
There are a total of 26 extra costumes, plus Heather's original costume.
All costumes with "Shirt" in their name come with a shirt, blue jeans,
wristbands (some have their own colours) and shoes. However, the "God of
Thunder" Shirt is an exception with different coloured pants while also
changing her hair colour and adding tattoos and scars on her body.
In an Extra New Game, you'll be wearing a new shirt if you entered a code
in the Extra Costume menu, while all other unlocked shirts will be found
in your inventory under Items. You can change your costume at any time by
equipping it in your inventory. Unequip whatever you're wearing to switch
back to Heather's default costume. Refer to below for a quick summary of
each costume.
"Silent Hill 3 Original" Costumes
---------------------------------
All of these costumes have "Silent Hill 3 Original" in their description,
barring the unique Transform Costume. Most of their codes can be found in
the game while others are found in magazines.
------------------------------------------------------------------------.
|Costume Name:| "Block Head" Shirt |
|Code: | PutHere2FeelJoy |
|Code Found: | At the ranking screen if you kill less than 10 enemies |
| | (including bosses). |
|Description: | "Silent Hill 3 Original" |
|Details: | White shirt with a block head and "SH3" written on it. |
|------------------------------------------------------------------------|
|Costume Name:| "Don't Touch" Shirt |
|Code: | TOUCH_MY_HEART |
|Code Found: | In the magazine in the Women's Locker Room, Brookhaven |
| | Hospital 2F (Extra New Game only). |
|Description: | "Silent Hill 3 Original" |
|Details: | Purple shirt with a "Don't touch" sign on it. |
|------------------------------------------------------------------------|
|Costume Name:| "God of Thunder" Shirt |
|Code: | GangsterGirl |
|Code Found: | At the ranking screen after beating Extreme X Action |
| | Level. |
|Description: | "Silent Hill 3 Original" |
|Details: | Shirt with many brown shades and brownish jeans. Heather |
| | is covered with tattoos, her face is scarred and she has |
| | grey hair and grey lipstick. |
|------------------------------------------------------------------------|
|Costume Name:| "Golden Rooster" Shirt |
|Code: | cockadooodledoo |
|Code Found: | At the ranking screen if you get a 10-star ranking. |
|Description: | "Silent Hill 3 Original" |
|Details: | Dark blue shirt with a golden rooster on it. |
|------------------------------------------------------------------------|
|Costume Name:| "Heather" Shirt |
|Code: | HappyBirthDay |
|Code Found: | At the ranking screen after beating the game once. |
|Description: | "Silent Hill 3 Original" |
|Details: | Red shirt with Heather and "Silent Hill" on it. |
|------------------------------------------------------------------------|
|Costume Name:| "Killer Rabbit" Shirt |
|Code: | BlueRobbieWin |
|Code Found: | In the BradyGames Silent Hill 3 Official Strategy Guide. |
|Description: | "Silent Hill 3 Original" |
|Details: | Yellow shirt with Amusement Park rabbit mascots. |
|------------------------------------------------------------------------|
|Costume Name:| "Onsen" Shirt |
|Code: | I_Love_You |
|Code Found: | In Famitsu Magazine and the BradyGames Silent Hill 3 |
| | Official Strategy Guide. |
|Description: | "Silent Hill 3 Original" |
|Details: | Green shirt with a yellow design and Japanese characters.|
|------------------------------------------------------------------------|
|Costume Name:| "Royal Flush" Shirt |
|Code: | 01_03_08_11_12 |
|Code Found: | Decipher from the note clues in the Church's upper level |
| | library in an Extra New Game on Hard Riddle Level, after |
| | previously clearing an Extra New Game. |
|Description: | "Silent Hill 3 Original" |
|Details: | Orange shirt with cards on it. |
|------------------------------------------------------------------------|
|Costume Name:| "The Light" Shirt |
|Code: | LightToFuture |
|Code Found: | Silent Hill 3 web site. |
|Description: | "Silent Hill 3 Original" |
|Details: | Brown shirt with a picture of one of the "Light" pictures|
| | by an altar in the first Silent Hill. |
|------------------------------------------------------------------------|
|Costume Name:| "Transience" Shirt |
|Code: | ShogyouMujou |
|Code Found: | At the ranking screen after beating the game on all three|
| | riddle levels. |
|Description: | "Silent Hill 3 Original" |
|Details: | White shirt with a red blood splatter and Japanese |
| | characters. |
|------------------------------------------------------------------------|
|Costume Name:| "zipper" Shirt |
|Code: | Shut_your_mouth |
|Code Found: | In the BradyGames Silent Hill 3 Official Strategy Guide. |
|Description: | "Silent Hill 3 Original" |
|Details: | White shirt with a drawn-on zipper and "Silent Hill" |
| | written above it |
|------------------------------------------------------------------------|
|Costume Name:| Transform Costume |
|Code: | PrincessHeart |
|Code Found: | In the ranking screen after completing an Extra New Game.|
|Description: | "It's a costume to change into the |
| | magic girl, 'Princess Heart'." |
|Details: | A key that transforms Heather into Princess Heart, a |
| | costume reminiscent of Sailor Moon. Turns the unlocked |
| | Heather Beam into the more powerful Sexy Beam. |
'------------------------------------------------------------------------'
Media Outlet Costumes
---------------------
The rest of the costumes have unique descriptions and none of their codes
are found in the game. They could originally be found in the corresponding
gaming magazines and the internet.
------------------------------------------------------------------------.
|Costume Name:| "13ème RUE" Shirt |
|Code: | Suspense |
|Description: | "13ème Rue est une marque |
| | Universal Studios Channels France |
| | tous droits réservés 2003" |
|Details: | Red shirt with a French street sign with "13ème RUE" |
| | (13th Street) written on it. |
|------------------------------------------------------------------------|
|Costume Name:| "EGM" Shirt |
|Code: | EGMpretaporter |
|Description: | "Electronic Gaming Magazine (USA)" |
|Details: | Blue shirt with white writing, "THE HARDER THEY COME..." |
|------------------------------------------------------------------------|
|Costume Name:| "Game Informer" Shirt |
|Code: | gameinformer |
|Description: | "Game Informer (USA)" |
|Details: | Grey shirt with "game informer" logo. |
|------------------------------------------------------------------------|
|Costume Name:| "GamePro" Shirt |
|Code: | ProTip |
|Description: | "GamePro Magazine (USA)" |
|Details: | Dark grey shirt with the GamePro logo. |
|------------------------------------------------------------------------|
|Costume Name:| "GAMEREACTOR" Shirt |
|Code: | SH3_Wrestlarn |
|Description: | "GAMEREACTOR |
| | (Norway,Sweden,Denmark) |
| |
http://www.gamereactor.net" |
|Details: | Red shirt with the GameReactor logo. |
|------------------------------------------------------------------------|
|Costume Name:| "Gamespy.com" Shirt |
|Code: | iaml33t |
|Description: | "Gamespy.com (USA)" |
|Details: | Black shirt with the Gamespy logo. |
|------------------------------------------------------------------------|
|Costume Name:| "GMR" Shirt |
|Code: | GMRownzjoo |
|Description: | "GMR (USA)" |
|Details: | Black shirt with "SOMETHING WICKED THIS WAY COMES..." |
| | written on it. |
|------------------------------------------------------------------------|
|Costume Name:| "GN" Shirt |
|Code: | IwannabeaGJ |
|Description: | "GAME NETWORK (Italia) |
| |
http://www.game-network.net" |
|Details: | Black shirt with "Silent Hill 3" and GN logo. |
|------------------------------------------------------------------------|
|Costume Name:| "IGN.COM" Shirt |
|Code: | IGN_pickleboy |
|Description: | "IGN.COM (USA)" |
|Details: | Blue shirt with IGN logo. |
|------------------------------------------------------------------------|
|Costume Name:| "OPS2" Shirt |
|Code: | extra_thumbs |
|Description: | "Official PlayStation 2 Magazine (UK)" |
|Details: | Black shirt with crossed out sign of a hand with two |
| | thumbs. |
|------------------------------------------------------------------------|
|Costume Name:| "OPM" Shirt |
|Code: | SH3_OPiuM |
|Description: | "Official PlayStation Magazine (USA)" |
|Details: | Pink shirt with blue writing, "OPM SAYS RELAX". |
|------------------------------------------------------------------------|
|Costume Name:| "Play" Shirt |
|Code: | sLmLdGhSmKfBfH |
|Description: | "Play the PlayStation (Germany) |
| | www.playplaystation.com" |
|Details: | Brown shirt with a skull with wings. |
|------------------------------------------------------------------------|
|Costume Name:| "PS2RO" Shirt |
|Code: | MATADOR |
|Description: | "PlayStation 2 revista oficial de españa |
| | (Spain)" |
|Details: | Black shirt with PS2RO logo. |
|------------------------------------------------------------------------|
|Costume Name:| "PSM" Shirt |
|Code: | badical |
|Description: | "PSM: 100% Independent |
| | PlayStation 2 Magazine (USA)" |
|Details: | Red shirt with a smiley face with an eyepatch. |
'------------------------------------------------------------------------'
Douglas in Underwear
==--==--=--=--==--==
Unlocked after completing the game once, this secret code removes Douglas'
shirt and pants, leaving him with just his boxers, trench coat, tie, hat
and shoes. Once Extra New Game has been unlocked, move the cursor over it
and then enter the following button inputs to unlock this hidden gem:
Up, Up, Down, Down, Left, Right, Left, Right, Circle, X
Now select your Action and Riddle Levels and you'll hear Heather moan to
signify you've entered the code properly, because clearly she loves the
idea of Douglas in his boxers. Get ready to have a laugh here, especially
in the first scene.
Life Display
==--=--=--==
Appearing for the first time in the series, the life bar is unlocked
after completing the game on Hard Action Level. While displayed, the
yellow bar shows your health while the green bar indicates your stamina. A
thin purple line will appear on screen when you get knocked down or
grabbed to indicate how long it'll take to get back up or escape. Mash the
shoulder and directional buttons to speed up this process. Once unlocked,
you can turn the life bar on or off in the Extra Options menu.
Bloody Underpass
==--=--==--=--==
In an Extra New Game, certain parts of the Underpass will be appear
bloody and morphing, similar to the Church near the very end of the game.
Unfortunately this effect will also drain your health on Hard or Extreme
Action Levels, although it will not kill you. Only certain areas will
normally appear like this, although you may notice others turn this way if
you return and go the wrong way.
Silent Hill 2 References
==--==--=--==--=--==--==
If you have a completed save of Silent Hill 2 on your memory card you can
experience up to four extra scenes or comments referencing the game. They
can be found in the following locations:
-SCENE: Examine the women's washroom toilet with the "blockage" and choose
to reach into it, Nightmare Mall 1F. Heather will prepare to reach into
the toilet before wimping out and making light of someone who would even
think of doing such a thing. Poor James.
-COMMENT: Examine the mailboxes in Daisy Villa Apartments by the front
door. Heather will comment that there's no letter from a dead wife
waiting for her.
-POSTER: A poster of a dancer named Lady Maria will be found on the
Heaven's Night stage in Silent Hill, with a headline Heather can read.
-COMMENT: Examine the fence by the Elevator Control Room on the Brookhaven
Hospital rooftop. Heather will comment that it doesn't look like it's
about to break and fall through, as it did for James.
Secret Item: Silencer
==--==--==-==--==--==
This item is not exactly an extra item as it can always be found, but it
is hidden in somewhat of a secret location. On the 5th floor of the
Construction Site, a portion of the wall across from the hole and bed
won't match the rest, as if recently plastered. If you've played the
original Metal Gear Solid and remember the different coloured walls you
need to explode with C4, it may stand out even more to you, although the
camera angle shifts to reveal the specific spot. Once found, equip a melee
weapon and smash it to reveal the Silencer, along with the visible legs
from a body hidden in the wall. Solid Snake, was that your doing...?
The Silencer can be attached to the Handgun or Submachine Gun to reduce
its volume and cover the muzzle flash when fired. It allows you to be a
bit more discreet when fighting multiple enemies in a room or hallway such
as Slurpers, and hiding the flash prevents the Missionary and Scrapers
from deflecting your bullets from the front. To use the Silencer, equip
it from your inventory and it'll automatically attach to the Handgun or
Submachine Gun when they are equipped, allowing you to seamlessly switch
between them. Unequip the Silencer to remove it. Note that the power of
each bullet will be slightly weakened with the Silencer equipped.
Extra Costume Clues
==--==--===--==--==
In an Extra New Game, you'll be able to find an extra costume code in a
magazine inside the 2F Women's Locker Room of Brookhaven Hospital, as well
as a small puzzle in the Church's library while playing on Hard Riddle
Level. On eight different shelves you'll find different written clues that
piece together an extremely vague and challenging puzzle. Give it a read
below and see if you can make sense of it, or just find the solution below,
which is the code to the "Royal Flush" Shirt.
Church Library Riddle: The "Royal Flush" Shirt Code
==--==--==--==--==--==--===--==--==--==--==--==--==
After completing the game at least once and then starting an Extra New
Game on Hard Riddle Level, you'll come across eight hidden notes on the
Church's library shelves (no visual clue, you just have to find the right
spots blindly) that piece together a very difficult riddle. Read it below
in whole:
"A secret told before you awake:
the start of a new transformation.
The first number is
'the traveller to St. Ives.'
The second number is
'the hare wear a crown of straw.'
The third number is 'king of beasts
and goddess of harvests.'
The fourth number is 'representative
of both knight and page.'
The fifth number is
'lapis lazuli or turquoise.'
There's no separating numbers from
beginning to end.
14 buttons all told; therefore, one
is always two."
Where to even begin here... With the first line perhaps referring to this
riddle being found only in an Extra New Game (new transformation), five
number clues are listed along with two additional hints. Let's start with
the clue for the first number, which is "the traveller to St. Ives." This
refers to a famous nursery rhyme riddle called "As I was Going to St.
Ives". It reads as follows:
"As I was going to St. Ives,
I met a man with seven wives,
Each wife had seven sacks,
Each sack had seven cats,
Each cat had seven kits:
Kits, cats, sacks, and wives,
How many were going to St. Ives?
The trick to this riddle is all in the language. Rather than pulling out a
calculator, simple reading comprehension reveals only the author to be
going to St. Ives, while the man and his wives, sacks, cats and kits are
completely inconsequential and not accompanying him to St. Ives. Note that
even our riddle spells it out with "the traveller", indicating it's one
person from the start. With just one person going, the first number of our
riddle is 1.
Onto the second, "the hare wear a crown of straw." This is a tricky one,
but if you're familiar with Lewis Carroll's Alice in Wonderland you may
remember the March Hare from the tea party scene with the Mad Hatter. In
the original illustrations by John Tenniel inside Carroll's book, the
March Hare wears strands of straw on his head like a crown. Okay, so how
do we deduce a number from this character? Well, March is the third month
of the year. Therefore the second number is 3.
"King of beasts and goddess of harvests." Who's that? Well, the king of
beasts is certainly the lion, also known as the king of the jungle as well
as the zodiac symbol for Leo, from July 23 to August 22. Continuing the
zodiac theme, what comes next? That would be Virgo from August 23 to
September 23. The symbol for Virgo is a (female) virgin or maiden, with
heavy association with wheat as this period from August to September is
known as harvest time when the crops are cut. Further, Greek and Roman
mythology associate Virgo with Proserpina, the Roman goddess of harvest.
And the common theme between Leo (king of beasts) and Virgo (goddess of
harvests)? They both share the month of August, the eighth month of the
year. Therefore the third number is 8.
Now the fourth number, "representative of both knight and page." This
calls back to the history of playing cards which descended from tarot
cards. Tarot cards ascended from ace to 10 just as do modern playing
cards, however the face cards were Page, Knight, Queen and King. Modern
playing cards retained Queen and King, but effectively merged the Page and
Knight under the new name of Jack. As the first face card and thus the
11th numbered card, and representing both knight and page, the fourth
number of the riddle is 11.
And now our last number, "lapis lazuli or turquoise." Simple enough to
figure out, lapis lazuli and turquoise are both birthstones for the month
of December, the 12th month of the year. Therefore the fifth number is 12.
And so we're left with 1 3 8 11 12, but it's not the final form of our
code. We read on for two more clues:
"There's no separating numbers from
beginning to end.
14 buttons all told; therefore, one
is always two."
So we won't have any spaces in our code and the final form must have 14
button presses. "One is always two" refers to standardizing each number as
two digits, which means 1 becomes 01 while 11 remains as is, and so on.
But if we go with 0103081112 we only have 10 buttons all told.
How do we get the final four if we can't use spaces? Well, what do we
often use on the internet to solve this problem? Underscores, specifically
four of them -- one between each two-digit number. 10 numbers plus 4
underscores is 14 buttons all told. That leaves us with the following
code:
01_03_08_11_12
This is the password for the "Royal Flush" Shirt. Enter it into the Extra
Costume menu to add it to your inventory on your next Extra New Game
playthrough.
Similarities to Silent Hill 1
==--==--==--==-==--==--==--==
Perhaps you noticed or perhaps you didn't that Silent Hill 3 throws back
a hell of a lot to its direct prequel, the very first Silent Hill. Not
only do the games share heavy themes such as wheelchairs, giant fans and
metallic grating everywhere, but when you really take a look at certain
aspects you'll find a lot of striking similarities between the two. While
some may be more coincidental in nature, others are clearly a throwback to
the original 1999 game. These similarities include:
-Both games begin with a nightmare section where the main character dies
and wakes up in a restaurant. In subsequent playthroughs, this section is
skipped in both.
-Both games feature annoying airborne enemies (Air Screamers and
Pendulums) and dogs (Groaners and Double Heads).
-Both Dahlia and Claudia serve similar roles in each game and both are
barefoot. Perhaps Claudia got the idea from Dahlia.
-Both games feature red Radios.
-Both characters start with a Knife and are both able to use a Katana,
although Harry's is a secret unlockable weapon. Furthermore, Heather
swings and thrusts the Knife in the exact same way while performing two
of the same Katana swings, while adding her own thrust.
-Harry sees Cheryl on the static-filled TV screens by the escalators in
the Silent Hill Town Center. Heather sees a flash of the exact same
image of Cheryl on a staticky TV by the escalators of Central Square
Shopping Center.
-Harry kills the Split Head and Floatstinger to return both Nightmare
areas to their normal counterparts, while Heather defeats the Split Worm
and Leonard to do the same.
-Harry moves through underground sewer tunnels while Heather traverses an
Underpass with its own sewers.
-Harry uses the Ring of Contract to prevent the monster in the fridge in
Nowhere from killing him, while Heather uses the Dryer to do the same
with the sewer monster in the Underpass.
-The "Flame Purifies All" mini-puzzle with the Pork Liver, Oxydol and
Matches to burn the painting in SH3's Nightmare Hilltop Center is quite
similar to the Disinfecting Alcohol and Lighter to burn the vines in
SH1's Nightmare Hospital. Both result in a secret passage for the player
to proceed through. Perhaps making Heather perform some chemistry, along
with a junior high school chemistry book to help her, is also a draw from
Harry being guided by the Reception memo to pour the Chemical on the old
man's hand statue to free the Gold Medallion in Midwich Elementary's
Chemistry Lab.
-Harry reads a fairy tale which helps him defeat the Split Head lizard in
the Nightmare School while Heather finds a 3-part fairy tale which helps
her eliminate the Glutton monster in Nightmare Hilltop Center.
-Cheryl sits in the passenger seat while holding her sketchbook as Harry
drives to Silent Hill in the nighttime. Heather (who is technically the
same person) sits in the passenger seat while holding her dad's notebook
(describing the events of SH1) as Douglas drives to Silent Hill in the
nighttime.
-A mysterious 4th floor button appears in the Alchemilla Hospital
elevator, leading to the Nightmare Hospital, just as the secret M door
appears in the 2F patient wing of Brookhaven Hospital that leads to the
Nightmare Hospital.
-Both games feature key puzzles involving birds -- the Piano Puzzle in SH1
and the Crematorium Oven Door on Hard in SH3.
-Harry finds and uses a Blood Pack to distract the tentacle monster in
the Nightmare Hospital, while Heather collects the Plastic Bag (With
Blood) in her Nightmare Hospital. Perhaps one could also call to Harry
collecting the Unknown Liquid in a Plastic Bottle while Heather collects
Oil in a Wine Bottle.
-Heather comes across two of Harry's clipboard note save points exactly
where they appeared in SH1 -- one on the ice cream stand counter in the
Amusement Park and one in Alessa's bedroom before the final boss of both
games.
-Harry fights Cybil on a carousel in the Amusement Park, while Heather
fights the Memory of Alessa on potentially the exact same carousel. In
correlation to the nearby ice cream stand that appears in both games,
both carousels sit at about the exact same location, despite other
differences like the floor being out at different places in both games.
-Harry traverses "Nowhere" which is a jumble of several halls and rooms
from the game while Heather comes across her father's bedroom in the
Church, along with the very same bedroom and hospital room of Alessa and
a Classroom from SH1, three rooms that all reappear in SH1's Nowhere as
well.
-Harry can view/listen to the optional Video Tape. Heather can listen to
the optional Cassette Tape.
-Both Harry and Heather come across Cheryl's Drawing Block sketchbook,
which helps both of them advance to the next part of the game. In Harry's
case it is a nearby page ripped out which says "To school" and for
Heather it contains clues to solving the tarot card door puzzle.
-Both Harry and Heather must place five objects in Alessa's bedroom door
to proceed to the final boss.
-The giant rotating fan before the final room with Vincent and Claudia
bears a very strong resemblance to the fan in the empty room beside the
Storage in the Nightmare School in SH1. In both games there are actually
two fans layered together, although they're a bit farther apart in SH1.
-Both games end by defeating a similar god-type monster. Harry is handed
a baby while Heather is suddenly surprised by something as she turns
around but the camera cuts. This has since been revealed to be Heather
hearing a baby crying which she sees as she turns around, perhaps a
similar sight to what Harry saw. We can assume she declined the option to
keep the loop going however, unlike Harry who wanted his daughter back
and accepted the baby girl.
You could take it even further with a lot of smaller little details, such
as things like both characters saying "Where am I?", both of them
suffering from headaches throughout the game, and both using Screwdrivers,
but you could be here all day by examining all those small similarities.
Either way, there's a ton of details in Silent Hill 3 that are either
direct nods to its prequel or coincidental but interesting similarities.
Jacob's Ladder References
==--==--==--=--==--==--==
Jacob's Ladder is a psychological horror film directed by Adrian Lyne in
1990, revealed by Team Silent to have been a major inspiration to the
Silent Hill series and already strongly referenced in Silent Hill 2. Team
Silent pay further homage by additionally referencing the film in Silent
Hill 3 as explained below. This film is absolutely a must-see for any fan
of this game or series.
Bergen Street
-------------
This is the name of the subway platform that is supposed to lead Heather
home, and the very same as Jacob's station in Jacob's Ladder. He asks a
woman ahead of him in the subway car if they've passed Bergen Street yet,
since he was sleeping.
Platform 2 Lock
---------------
The south gate to platform 2 in the subway is locked with a chain and a
bolt, exactly like in Jacob's Ladder. Jacob tries to open the gate but has
no success, since unlike Heather he does not find a convenient nutcracker.
Hospital Basement Wheelchair
----------------------------
In the basement of Brookhaven Hospital, Heather finds a tipped over
wheelchair with one wheel still turning. Perhaps this is a reference to
Jacob's Ladder when Jacob is wheeled on a stretcher leading to an insane
asylum. Rather than a wheelchair, Jacob witnesses his son Gabe's smashed
bicycle from an accident, with one wheel still turning.
Head Twitching
--------------
Also featured heavily in Silent Hill 2, enemy heads frequently twitch,
very similar to multiple instances in Jacob's Ladder. Closers and Valtiel
in particular make use of this head twitch, along with the horse dummy in
the game's opening, perhaps all homage to Jacob's Ladder.
Session 9 References
==--==--=--=--==--==
Session 9 is a horror thriller film directed by Brad Anderson in 2001,
just one month before Silent Hill 2's release. Like Jacob's Ladder, the
film had quite an impact on Team Silent and as a result they've paid
homage to it in Silent Hill 3 as explained below. While it's interesting
just to see the sources of the references, it's also a fantastic and eerie
horror film that is a must-watch for any fan of Silent Hill. I would
recommend watching the film before reading these references as some
contain spoilers.
Wheelchair Behind Glass
-----------------------
In the Nightmare Hilltop Center you'll come across a sheet of glass with
a wheelchair behind it, with yellow light shining over it from a nearby
doorway. This visual is a direct reference to a near identical visual from
Session 9. Further, Heather says that the world behind the glass is
calling her, just as the similar sight calls to Gordon in Session 9.
"Thus one's life turns to riches"
---------------------------------
In the Nightmare Hilltop Center there are a bunch of silver coins on a
desk and a note on the wall by a vending machine in the northwest room of
Onestop Imports on 4F. It reads as follows:
"Thus one's life turns to riches:
What was a bag of silver coins is
now the number in a book.
Yet fate hath no price...
Ah, but do people know this?"
This appears to stand as a reference to Session 9, particularly when Hank
finds a bunch of old coins behind a wall in the asylum, much to his
surprise. He takes the coins and tries to escape the asylum, but things
don't go well for him. Perhaps the note alludes to this with, "Yet fate
hath no price..." Fortunately Heather chooses to take just one coin for
the machine and doesn't suffer a similar fate.
Hospital Basement Wheelchair
----------------------------
In the basement of Brookhaven Hospital you'll come across a tipped over
wheelchair with one wheel still turning. While this can be interpreted as
a reference to Gabe's bicycle in Jacob's Ladder, perhaps it is more
directly a reference to Session 9. Before the power goes out in the
asylum, Gordon is seen running past a tipped over wheelchair with one
wheel still turning.
Red Glow Hallways
-----------------
In the Amusement Park's Haunted Mansion, Heather comes across two hallways
in which she has to outrun deadly red glow that chases after her. Perhaps
this is a reference to Session 9 when Jeff aka "mullet-head" experiences
a power outage in a long underground hallway. With his fear of the dark
already established, the lights turn off one by one behind him as he runs
to escape the incoming darkness, very similar to the red glow in Silent
Hill 3, with both scenes accompanied by similar eerie sounds.
--------------------------------------------------------------------------
==========================================================================
15. 1 0 - S T A R R A N K I N G G U I D E [SH3_15]
==========================================================================
--------------------------------------------------------------------------
Here we will cover everything related to your ranking shown at the end of
the game, including how to receive a perfect score of 10 stars.
CONTENTS
--------
1. Ranking Overview
2. Requirements
3. Difficulty Levels
4. Ending Type
5. Saves & Continues
6. Clear Time
7. Item & Extra Weapon Number
8. Defeating Enemies
9. Boss Kill Times
10. Total Damage
11. Rank Reduction
12. Walkthrough
13. Strategies
14. Puzzle Solutions
15. Extra Weapon Upgrades
01 // r a n k i n g o v e r v i e w [tsr_01]
--------------------------------------------------------------------------
After finishing the game you will see a screen full of stats which can be
scrolled through. It includes the following stats.
Ending type Which ending you received this time
Action Level The Action Level you chose at the beginning of
the game
Riddle Level The Riddle Level you chose at the beginning of
the game
Clear time The total game clock time
Split worm kill time How long it took you to kill the Split Worm
Missionary kill time How long it took you to kill the Missionary
Leonard kill time How long it took you to kill Leonard
Memory of Alessa kill time How long it took you to kill Alessa
The god kill time How long it took you to kill the God
Clear number The number of times you've finished the game
Save & continue number The amount of saves and continues you used
Item number How many items you collected
Extra weapon number* How many extra weapons you collected*
Defeated enemy by shooting How many enemies you killed by firearms
Defeated enemy by fighting How many enemies you killed by melee
Total damage The total damage you received
Rank reduction If you used an extra weapon* or beginner mode
RANK Your assessed ranking out of 10 (or 100) with
large and small stars
* - Only in an Extra New Game
Note that your rank will be displayed with large and small stars. Each
large star is worth 1 and each small star is worth 0.1. Or if using a
0-100 point scale they would be 10 and 1, respectively. So if you have 7
large stars and 5 small stars, your rank is 7.5/10 or 75/100. Our goal
here will be to pump that up to a perfect 10/10 or 100/100.
Beyond the immense achievement itself, Your reward for a perfect ranking
will be upgrades to two extra weapons. Read more in the final section of
this 10-star guide.
Below is a breakdown of the entire ranking and what amount of stars you
will receive for every possible result. Note that 10 small stars are equal
to one large star.
Category Result Small Stars Awarded
--------------------------------------------------------------------------
Ending type Doesn't matter 0
Action Level Easy 1
Normal 3
Hard/Extreme 1-X 5
Riddle Level Easy 1
Normal 3
Hard 5
Clear time Under 3 hours 10
Under 4 hours 5
Under 6 hours 3
Under 8 hours 2
Under 16 hours 1
Over 16 hours 0
Split worm kill time Under 2 minutes 2
Under 4 minutes 1
Over 4 minutes 0
Missionary kill time Under 2 minutes 2
Under 4 minutes 1
Over 4 minutes 0
Leonard kill time Under 3 minutes 2
Under 5 minutes 1
Over 5 minutes 0
Memory of Alessa kill time Under 3 minutes 2
Under 5 minutes 1
Over 5 minutes 0
The god kill time Under 8 minutes 2
Under 10 minutes 1
Over 10 minutes 0
Clear number 1 1
2 3
3 or more 5
Save & continue number 0-2 5
3-5 4
6-10 3
11-20 2
21-30 1
31 or more 0
Item number Under 5 0
5-9 1
10-14 2
15-19 3
20-24 4
25-29 5
30-34 6
35-39 7
40-44 8
45-49 9
50-54 10
55-59 11
60-64 12
65-69 13
70-74 14
75-79 15
80-84 16
85-89 17
90-94 18
95-99 19
100 or more 20
Extra weapon number Unlimited Submachine Gun 1
Flamethrower 1
Beam Saber 1
Gold Pipe 1
Silver Pipe 1
Defeated enemy by shooting 0-4 0
5-9 1
10-14 2
15-19 3
20-24 4
25-29 5
30-34 6
35-39 7
40-44 8
45-49 9
50-54 10
55-59 11
60-64 12
65-69 13
70-74 14</pre><pre id="faqspan-8">
75 or more 15
Defeated enemy by fighting 0-4 0
5-9 1
10-14 2
15-19 3
20-24 4
25-29 5
30-34 6
35-39 7
40-44 8
45-49 9
50-54 10
55-59 11
60-64 12
65-69 13
70-74 14
75 or more 15
Total damage Under 500 points 5
Under 1000 points 4
Under 1500 points 3
Under 2000 points 2
Under 2500 points 1
Over 2500 points 0
Rank reduction Extra weapon used -1
Beginner mode used -15
RANK Total stars awarded 0-100
02 // r e q u i r e m e n t s [tsr_02]
--------------------------------------------------------------------------
Ending type Normal/Possessed
Action Level Hard/Extreme 1-X
Riddle Level Hard
Clear time Under 3 hours
Split worm kill time Under 2 minutes
Missionary kill time Under 2 minutes
Leonard kill time Under 3 minutes
Memory of Alessa kill time Under 3 minutes
The god kill time Under 8 minutes
Clear number 3 or more
Save & continue number 0-2
Item number 100 or more
Defeated enemy by shooting 75 or more
Defeated enemy by fighting 75 or more
Total damage Under 500 pts
Rank reduction None
Rank 10 LARGE GOLD STARS
To clarify ending type, there is no amount of stars allotted for which
ending you receive so it technically doesn't matter between Normal and
Possessed. But Normal is the most reasonable one to achieve since
Possessed would require at least 251 kills to reach 4000 points without
going over 500 damage points.
While that is still possible, it leaves you open to more danger and more
likely to take too much damage. Additionally, the Revenge ending requires
an extra weapon to be used, doesn't have enough enemies and skips several
mandatory bosses, eliminating it as an option entirely.
You may read elsewhere that you require 130 or some other amount of items,
which is untrue since that category hands out 1 star per 5 items up to a
max of 20. You can also see that I had 121 items in my 10-star run below,
while I've tested the threshold and can confirm it awards max stars for
100. I can also verify 3h00m being the full time limit as well, not 2h30m,
2h40m or any other value that you may find elsewhere.
Note that since you must acquire all extra weapons (at least two clears)
and to have at least three game clears, you can only achieve 10 stars in
an Extra New Game and no earlier than your third time through the game.
I'd recommend waiting at least until your fifth where you'll have x5
bullet adjust, but beyond that it requires a lot of skill that is frankly
only obtained from many playthroughs.
MY STATS:
Ending type Normal
Action Level Hard
Riddle Level Hard
Clear time 1h 59m 28s
Split worm kill time 1m 22s
Missionary kill time 55s
Leonard kill time 1m 07s
Memory of Alessa kill time 2m 11s
The god kill time 1m 21s
Clear number 14
Save & continue number 2
Item number 121
Extra weapon number 5
Defeated enemy by shooting 88
Defeated enemy by fighting 77
Total damage 295 pts
Rank 10 LARGE GOLD STARS
These are my personal stats for my first 10-star ranking, which I achieved
on my second attempt. My first attempt was a 9.8 with me going about 300
points over in damage, and apparently I was 1 second over the Split Worm
time, which wasn't true cause I timed it safely in the 1m50s range, but
later learned the timer keeps going until the fade to white after the
fight, making the Handgun strategy not worth it compared to the quicker
Steel Pipe method.
Either way, my second run was much better and I'd learned from most of my
mistakes. For the record, Memory of Alessa could've been much shorter but
I was low on Shotgun ammo and wanted to save some for the Church so I used
the Handgun when she walked away at times. In hindsight it wasn't really
necessary and I would've been fine, but it was just some insurance. Also,
this was done with the PC version so I was able to kill the God very
quickly with the Katana, while it would've taken me another 4-5 minutes on
PS2 with my strategy for that version.
Both these runs were also preceded by a practice run that I used
to try multiple strategies for certain areas and each boss, intentionally
saving before each of them and therefore not a real 10-star attempt. But
this ranking ended up as a 9.5.
I wouldn't just lightly suggest doing a practice run with extra saves like
this but rather say it's essentially mandatory and will help you a lot.
Frankly the chance of you getting a perfect ranking on your first go
without a practice run are close to zero. You could just keep doing
10-star runs until you achieve it but accepting the first one to be a
throwaway where you try multiple strategies is a good idea in the long
run and will likely streamline you to a pretty good first real attempt.
Practice on Hard/Hard and create a separate save before every boss fight
or crucial area so you can practice as much as you wish, aiming to limit
your damage received while also clearing each with enough time to spare
(time yourself with a stopwatch).
Also be sure to go for the 75 shooting and fighting kills while trying
your best to limit your damage to under 500 points to see how much work it
all entails. Don't worry if you don't meet these requirements, but
understand what you'll have to improve in your actual run.
03 // d i f f i c u l t y l e v e l s [tsr_03]
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To achieve a perfect ranking you are required to play on Hard (or any
Extreme) Action Level and Hard Riddle Level. You may consider going for
10 stars while playing the Extreme Action Levels, and while that's great
if you can accomplish it, it'll certainly be more difficult than Hard. So
for the most reasonable way to achieve it, stick to Hard unless you're
genuinely able to rise up to the Extreme challenge.
To learn more about the Extreme Action Levels including how to unlock
them, visit the Unlockables and Secrets section. But again, I recommend
achieving 10 stars on Hard before upping the ante on any Extreme.
04 // e n d i n g t y p e [tsr_04]
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As mentioned in the requirements section, there is no allotment of stars
awarded for your ending, so it technically doesn't matter which ending you
receive. However Revenge is ruled out for skipping multiple bosses and
not nearly having enough enemies to kill and even Possessed while possible
requires you to kill a lot more enemies than otherwise necessary.
Therefore the only realistic ending for achieving a perfect ranking is the
Normal ending. Either way, just play the game normally without even
thinking about your ending and you'll be fine.
05 // s a v e s & c o n t i n u e s [tsr_05]
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In order to meet the rank requirements, you must use two or fewer saves
and continues. Since you shouldn't be dying and using a continue at all,
that gives you two opportunities to save. Therefore I suggest you think
wisely and plan out exactly where you want to save before you even start
your run. Personally I would recommend the following spots:
1. Daisy Villa Apartment hallway before fighting the Missionary.
2. Nightmare Hospital room C4, just before Leonard. Ideal on PC.
OR
2. Alessa's bedroom just before the final boss in the Church, after
unlocking the tarot door. Ideal on PS2.
The first save before the Missionary is always a perfect spot, halfway
through the game with the craziness of the Hilltop Center behind you while
right before a boss that can sometimes surprise you, and fairly close to
the hospital which may be the toughest portion of the game for limiting
damage. Therefore this spot is a one-size-fits-all, recommended for
everyone. If you're really confident with the Missionary you could even
save in the Reception of Brookhaven, but even when you've got that boss
strategy down it can still throw you a curveball here and there so I'd
advise just saving before it.
The second save depends more on which version you're playing and perhaps
player confidence. In the PC version, the God becomes a trivial boss fight
due to a safe zone to the right of her head that allows you to stay in
position, dodge attacks and end the battle fairly quickly and easily with
the Katana (read about it under Strategies). Meanwhile on PS2 there is no
safe zone (perhaps it may be a frame rate thing) and she will have to be
fought more traditionally, taking longer and with more risk for damage.
Therefore in the PC version it's really not necessary to save before the
God, which should instead be more of a formality and give you some
insurance by saving as soon as you clear the madness that is the hospital
and right before Leonard, who isn't very difficult at all but can
sometimes deliver a surprise hit or two. But more importantly, with the
recommended overall strategy you'll be getting most of your kills in room
M5 and the 2F patient wing of Brookhaven, so saving before Leonard locks
in all that hard work and offers you a fairly safe path to the final boss.
Alternatively you can also save in room S3 on the third floor immediately
at the start of Nightmare Hospital if you're unsure about getting through
its craziest areas and want a shot at multiple attempts.
On PS2, it depends on how confident you are with the God, but I'd strongly
suggest saving before her since it's got to be the single most challenging
fight in the game and quite easy to be caught out by the fire or even an
occasional arm swing. If you are super confident about it and can beat it
safely within the 5-6 minute range, go ahead and save somewhere else if
you wish, but it's still a big risk to take and I'd suggest playing it
safe, especially since there's only a few semi-risky spots on the way
through the Amusement Park and Church. Further, if you get your extra
kills with the 2F hospital strategy you won't be spending much time in
both areas afterward.
Either way, decide which spots make most sense for you and stick to them.
And remember to avoid using the Continue option to load your game between
deaths or retries as it will add a continue and push you over if using 2
saves.
06 // c l e a r t i m e [tsr_06]
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Your total play time must be under 3 hours to achieve 10 stars, which is
one of the simpler things in the whole process. Despite having to spend
enough time killing at least 150 enemies, you should know the game well
enough by now to beat it in 2-2.5 hours, allowing for a large safety
buffer of 30-60 minutes or more.
While you shouldn't be stressing to beat the 3 hour limitation, keep
focused on always directly running straight to the next objective, only
detouring slightly for important items like ammo or to kill nearby
enemies.
Note that the game timer in Silent Hill 3 stops when paused (Start button)
while it does not when in your inventory. If you ever need to step away or
think something over, always pause.
However, boss fight timers do not count time spent in the inventory so you
won't need to stress while reloading or healing. Note that while inventory
time is not reflected in boss clear times, it is reflected in your total
clear time. So again, always pause if you need to take a break.
That said, be prepared with puzzle solutions beforehand, either written
down or refer to the Puzzle Solutions section of this 10-star guide below
as a quick and easy reference. That is unless you've already memorized
them.
07 // i t e m & e x t r a w e a p o n n u m b e r [tsr_07]
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With 1 star handed out per 5 items up to 20 stars total, your total item
count must be at least 100, which shouldn't be any problem whatsoever and
instead fairly automatic as long as you're not skipping items in or near
your reach.
Key items and weapons make up around 60 items already, plus you'll be
finding a ton of supplies between ammo, health and jerky. Pick up
everything you see along with important pickups in side rooms like ammo
and you'll easily reach even 120 items.
From there you can decide what you don't need in certain side rooms and
ignore them for efficiency. For example, while you'll certainly want at
least three Ampoules to max your stamina for three specific bosses, you
can only take less than 500 points in damage so every single health item
you find won't be necessary. That's because Ampoules, First-Aid Kits and
Health Drinks recover 100, 50 and 25 points respectively.
That said, you don't really need to overthink it either and you don't have
as massive of a buffer like you do in Silent Hill 2 with all the items
around. Therefore I suggest picking up everything that you see while
specifically remembering important ammo pickups for the Handgun, Shotgun
and SMG.
You must also collect the five extra weapons to maximize the extra weapon
rank. Note that these must be unlocked beforehand (read the Unlockables
and Secrets section), then they can be found in the following locations
on your 10-star run:
Unlimited Submachine Gun - On the boxes at the left end of the alley out
the beginning washroom in Central Square.
Beam Saber - The handle of the northwesternmost door in the north 2F
corridor of Central Square.
Flamethrower - On the counter of Helen's Bakery while getting the Tongs,
Central Square 2F.
Gold and Silver Pipes - Drop your Steel Pipe into the water in the monster
room of the Underpass' lower level and answer
honestly.
Another very important thing is that you must not use any of these extra
weapons or you will be docked a point in your ranking. So don't even think
of equipping them.
And while you may also have the Heather Beam unlocked, it does not count
as an extra weapon number, but it will count as an extra weapon used via
rank reduction. So stay away from it and always have a normal weapon
equipped.
08 // d e f e a t i n g e n e m i e s [tsr_08]
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As one of the more involving tasks in achieving a perfect ranking, you
must kill at least 75 enemies by fighting and another 75 by shooting, with
1 star handed out per 5 kills in each category up to a max of 15 stars
each and 30 total.
This means 75 must be defeated with bullets and another 75 must be
defeated with a kick or melee blow. While I do suggest pulling out the
Steel Pipe or Katana here and there as a finisher, you can rest assured
you won't have to use a melee weapon as your primary weapon, unless you
choose to. However melee is the recommended strategy for two boss fights.
Even so, killing enemies mostly with firearms will still put you in danger
situations where you will be exposed to frequent enemy attacks, requiring
a careful approach to each enemy, especially ones in groups. Read on below
for a general guide for handling this aspect of your run, including
keeping track of kills, controlling the kill types and enemy strategies,
while the later Walkthrough section will serve as a general guide for
balancing kills and progressing.
"Shooting" vs "Fighting" Kills
------------------------------
To clarify, a fighting kill is one where a melee hit or a kick delivers
the killing blow, while a shooting kill is when the final blow is from a
firearm, regardless of how you attacked the enemy beforehand. Note that
while you can still kick enemies sometimes after death, it will not turn a
shooting kill into a fighting one. But if the enemy is shot down and still
scrambling when kicked, or blood pours out immediately following a kick,
it will count as a fighting kill.
Note that unlike Silent Hill 1 and 2, you have less control over whether
enemies die by shooting or fighting, especially with the Handgun which
almost automatically kills enemies once they drop. Therefore it's even
more important to stay on top of how many kills you have in each category
and try to keep them as balanced as you can throughout.
With limited control though, you will likely have to play catchup with
your fighting kills later in the game, but don't fret too much as the
later game is more suited for fighting kills anyway.
Bosses also count as kills of whichever method you finish them with, so
don't forget about them when keeping track. And for the record, all Stun
Gun kills count as melee kills.
Keeping Track of Kills
----------------------
To stay on top of your kill count in each category, I recommend grabbing a
notepad and pen and creating a chart like so:
fighting | shooting
-----------|-----------
|
|
|
|
|
Upon killing solo enemies or clearing out hallways and rooms, take a brief
moment to pause the game with Start (freezes the game timer) and mark down
your kills depending on how each enemy died. I recommend using tally marks
(|) so you can simply keep adding to them rather than constantly crossing
out numbers. It's important to actually pause the game with Start, rather
than entering your inventory with Select which does not stop the game
timer (it does stop boss timers, however).
Alternatively, you can just use word document on a computer at your
fingertips to constantly update your kill counts. Whichever works for you.
Since many enemies will die simply from gunfire as shooting kills whether
you like it or not, consider regularly kicking downed enemies to death to
keep the tally relatively even throughout. Or even it up the other way by
shooting them to death if you're building up more fighting kills later on.
And remember to count bosses however you kill them.
Try your best to keep fighting kills as close to shooting as you can (or
even higher is great, but hard to do), but don't get too hung up on it as
you can catch up later in the game, particularly the hospital, and it's
fairly normal and expected to get a head start in shooting kills due to
the Handgun's propensity to kill enemies when dropped.
Killing Each Enemy Type
-----------------------
Each enemy requires a unique approach to kill most efficiently, with some
being better candidates for shooting kills and others fighting, also
depending on the weapon used. Refer to below for the best way to kill each
enemy.
NUMB BODY:
5 Handgun bullets for normal size from medium range while backing up
(shooting kill). 3rd bullet always stuns them so use it to your advantage
if they're getting close. Dealing with them in the same room can be tough
so try to run to the safest spot and also utilize the block function
whenever they're about to headbutt you. Bigger ones take about 8-10 shots.
Use the Shotgun for fighting kills on all sizes -- they'll usually drop
after 1 or 2 shots and squirm until kicked to death. The Underpass is a
great place to build some fighting kills this way, even with larger ones.
DOUBLE HEAD:
Ready your aim and let them jump at you as you block their attack and
immediately counter blast with the Shotgun. Usually kills them in one
shot. Without the Shotgun, use the Handgun (7-8 shots) from a distance,
but always be sidestepping to avoid any lunges when closer. I suggest
avoiding them in groups unless you can isolate them to another area.
They'll almost always die upon dropping but if they're squirming, try to
kick them 2-3 times for the fighting kill. Usually they'll get up after
the second kick though, and likely die when dropped again.
CLOSER:
13 Handgun shots while backing up for a shooting kill. Note you will have
to reload but Heather can do so while moving. If contained in a smaller
area, sidestep while firing and do not let them get too close.
Alternatively if you want a fighting kill, shoot them 12 times and switch
to the Steel Pipe or Katana for the final hit or two (thrust or downward
swing), but first bait them into their lunge attack to make sure you have
enough time and they don't get to do their spinning arms attack.
PENDULUMS:
Avoid at all costs. The one exception is the one to the left of the
Mountain Coaster stairs in the amusement park since it'll chase you up
there. Pump it with the SMG as you pass it, saving at least a half clip or
more for it. You may also consider killing others that pose a threat to
you, such as one or two in the Church, but they're very difficult to kill
without taking damage, so running is often your best bet.
INSANE CANCER:
Take way too much time and ammo to kill so don't bother under normal
circumstances. If you need fighting kills in the Church, use the Stun Gun.
Wait for them to get up, shock once to knock down, kick until they rise
and repeat. Usually takes 3 shocks and many kicks before you'll hear their
death note.
SLURPERS:
Use the Silenced Handgun from medium range, about 10-13 shots for a
shooting kill, while liberally dropping jerky. For a fighting kill, shoot
4-5 times, reload and let them regroup after the head twitch and then
shoot another 3-5 times and approach from the side to downward slice to
death with the Katana (1-3 times). Avoid approaching from the front and
even touching them from super close in case they're playing dead. Read
more in the Nightmare Hilltop and Hospital Madness strategy in the
Strategies section below for very specific details.
NURSES:
Use the Shotgun from close range for fairly reliable fighting kills, since
they don't die after dropping the first time. Usually requires 1 blast
(sometimes 2, rarely 3) and 4 kicks. Always kill revolver Nurses before
others before they get a chance to shoot. Note Heather's aim may not be
perfectly on target and you may have to manually adjust before shooting
for best results. They'll almost always die after the second Shotgun drop,
and the Handgun will also kill them immediately after dropping. When found
in groups, always block first before blasting. Refer to the 2F Patient
Wing and Room M5 strategy in the Strategies section below for more
details.
SCRAPERS:
1-2 Shotgun blasts for an easy kill. Usually they die from the blast but
sometimes can be kicked for a fighting kill. Very simple but there's not
too many of them to kill.
Bullet Adjust
-------------
With ammo already harder to come by, you'll be flying through it while
killing so many enemies in your 10-star run to the point that it's really
not practical without bullet adjust. I suggest you beat the game at least
four times to unlock the maximum bullet adjust of x5, giving you 50
Handgun bullets, 30 Shotgun shells and 160 Submachine Gun bullets per
pack.
This will help a ton to keep your weapons fueled, and particularly extends
the mileage of the SMG from being a footnote to an actually helpful and
reliable weapon, particularly to fight Leonard and also to potentially
keep Slurpers and Nurses in check when desperate in the hospital. So use
it wisely.
Always be sure to collect every box of ammo you can find, at least within
reason without diverting too far off track, because running out of ammo
even with bullet adjust is not beyond reason. You might be more than okay
with the Handgun, but you may need every Shotgun shell you can find to
hold you over.
Quick Reload
------------
Always equip the ammo for the weapon you're using so you can reload with
an R3 press at any time, without wasting time going into the inventory to
reload there. However, only manually reload when away from enemies. If
surrounded and you need a reload, be safe and use the inventory. But I
can't stress how helpful and convenient it is to get in quick and easy
reloads without breaking your pace in a menu every few seconds.
Note that once you equip a weapon's ammo while using it, it should
automatically switch to the appropriate ammo if you switch weapons. But do
remember to switch back to your ammo if you equip and use jerky.
09 // b o s s k i l l t i m e s [tsr_09]
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First of all, if you're looking for boss strategies, check the Strategies
section below. This is just an overview of fighting bosses and
understanding their time limits.
Each of the five boss fights has its own time limit to achieve a perfect
ranking, listed below:
Split Worm: 2 minutes
Missionary: 2 minutes
Leonard: 3 minutes
Memory of Alessa: 3 minutes
The God: 8 minutes
You must defeat each boss before the respective time has passed all while
limiting damage to preserve your run, therefore it can pose quite a
challenge. I recommend trying a practice run on Hard, saving before each
boss and trying all the strategies in the Strategies section below mixed
with any of your own.
Use a stopwatch or your phone to measure your time according to the limits
above, retrying each boss until you're able to beat it in well under the
allotted time while limiting damage taken. Use soft reset (Start + Select)
to return to the main menu and redo bosses if you need more practice.
IMPORTANT NOTES ON TIMERS:
1. The boss timer stops while in your inventory.
2. The overall game timer keeps counting while in your inventory.
3. Both timers stop while paused (Start).
4. Boss fight timers end not when the boss dies but when the game
transitions out of gameplay and into the following cutscene, adding
more time than you'd normally think.
Note number 4 as this is extremely important for the Split Worm. After
killing this boss, you lose player control during the worm's death
animation, but the timer keeps going all the way until it finishes fading
up to white. Yes, this is absolutely ridiculous and adds around 10 extra
seconds to your time in what can already be a difficult fight against the
clock. It's clearly an unfortunate oversight. Always account for it when
timing this fight or you may be surprised with a 9.9/10 ranking after all
your hard work.
Additionally, the Missionary and Leonard fights add 2-3 seconds after
their death notes, Memory of Alessa adds about 5 seconds, and the God ends
as soon as you deliver the final blow. These last four fights shouldn't be
a concern for time, while the Split Worm fight requires fairly efficient
execution with the Steel Pipe method while making the Handgun method very
difficult and rather inconsistent, perhaps not even worth relying on.
10 // t o t a l d a m a g e [tsr_10]
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This is perhaps the most difficult task in achieving a 10-star ranking,
which is limiting total damage received to under 500 points. Since there
are so many annoying and aggressive enemies that you will have to attack
and expose yourself to reach the kill requirements, 500 points of damage
can go by in a hurry if you haven't mastered combat, an even more
specifically blocking, a hugely important aspect to a perfect ranking
that was not a part of previous games.
To understand damage, most enemies deliver attacks that inflict anywhere
from 5-30 points of damage. Larger enemies like the Closer can inflict
even more, from 25-40 points, but these guys are slow enough that they
shouldn't be a concern. Small enemies like Numb Bodies and Double Heads
generally inflict around 5-10 per hit (while grab attacks can do up to
30 or more in a hurry if you're not quick to shake off), with others
dishing out 10-20.
To stay on top of damage received, you can turn on the Life Display from
the Extra Options once it's unlocked from completing the game on Hard
Action Level. Note that a full health bar on Hard is 100 points, so use
that as the basis. Additionally, Health Drinks, First-Aid Kits and
Ampoules recover 25, 50 and 100 points respectively, so you can also go
off this to keep track of your damage points by what you use to recover
your wounds, within just a small margin of error.
While defeating enemies, the Handgun and Shotgun will be used most often.
Always back up while firing the Handgun at oncoming enemies to keep your
distance and stay out of their range, or sidestep accordingly with L1 and
R1. With the Shotgun, you'll want to get close enough to maximize the
power from its wide blast radius, but also be mindful not to get too close
to receive an attack immediately after your blast. Try to find the sweet
spot that leaves you out of range while delivering high power.
Understand that blocking attacks (R2 + Square) and also following up
blocks with your own attacks is tremendously important throughout the
game. Blocking most attacks prevents more than 99.5% of damage taken,
leaving you with the tiniest sliver of damage and a great tradeoff to not
only avoiding more but also being able to follow up with a shot,
especially with the Shotgun. Equipping the Bulletproof Vest while blocking
eliminates all damage entirely, making it ideal for situations where
you'll be blocking on repeat. Note that some attacks, particularly heavy
boss hits, cannot be blocked.
The Vest will otherwise prevent about 15% of damage when hit normally
while wearing (without blocking), although it comes at the cost of
mobility. While not always practical cause of it, it can be very handy in
certain spots where speed isn't as much of a factor, especially where you
plan to be blocking a lot to deal with enemies anyway.
Note that using Ampoules will also max your stamina for several minutes,
giving you max running and attack speed. Thus they are very helpful for
boss fights, specifically where you may be moving a lot or attacking with
a melee weapon on repeat and thus able to attack faster.
Since you will be playing an Extra New Game, certain parts of the
Underpass will decrease your health just by being inside them. Forget the
enemies in these areas and immediately run to the destination to limit
damage received, and do not heal until beyond these rooms to limit further
damage (you cannot die and your life will simply remain at zero if
depleted). Similarly, avoid the Nightmare Hospital 3F Storeroom entirely,
which unlike the Underpass can actually kill you.
11 // r a n k r e d u c t i o n [tsr_11]
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What's important to understand is that you cannot use any extra weapons on
your run or you will be docked a point and thus unable to achieve 10
stars. This includes using any of the five extra weapons you can find in
the game, plus the Heather Beam or Sexy Beam. Remove them from your mind
and also be sure you're equipping the Steel Pipe and not the Gold or
Silver ones in the few cases where you want to pull it out as a finisher.
And be sure to differentiate between the normal and Unlimited SMG whenever
equipping it.
The only other way to reduce your ranking is to play with Beginner Mode
on, docking you 15 points but obvious enough to avoid anyway.
12 // w a l k t h r o u g h [tsr_12]
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This is a general walkthrough for balancing kills and handling some of
the tougher moments. For boss strategies and a few other select areas,
refer to the Strategies section just below, while Defeating Enemies above
covers how to handle each enemy type.
Picking up ammo, health items (you'll want at least 2-3 Ampoules
especially) and jerky is fairly straightforward but make sure you don't
miss them in key moments to build up your supply. I'll throw in reminders
for the required Extra Weapons and saves, but keep an eye out and grab
what else you need.
Refer to the Puzzle Solutions section for quick reference, while the
walkthrough or speed walkthrough in the main FAQ should help you with
anything else, although you should know the game well enough in terms of
how to proceed with keys and other items. Let's get started.
Shopping Mall
-------------
For the entirety of the mall, your primary weapon will be the Handgun
before you're finally able to grab the Shotgun in the subway.
Unfortunately the Handgun pretty much kills anything once it drops so
you'll be getting lots of shooting kills with it until you get the
Shotgun, which will let you get some fighting kills, ironically.
Be sure to get the Steel Pipe to use as a finisher here and there,
especially on Closers. Generally I'd recommend always kicking any enemy to
death if it doesn't die from your gunfire, knowing that fighting kills are
harder to come by.
REMINDER: Grab the Unlimited Submachine Gun on the boxes in the first
alleyway, the Flamethrower in Helen's Bakery and the Beam Saber
on the door at the northwest end of the north 2F hall. This will
net you 3 of the 5 Extra Weapons that you'll need but cannot
use.
REMINDER: Make sure your bullet adjust is set to x5 before you pick up any
ammo, since it doesn't seem to carry over between runs.
Starting off, don't miss the first box of Handgun Bullets on the bench
after Heather kills the first Closer in the clothing store cutscene. Kill
all 7 enemies that appear in the regular mall (4 Numb Bodies, 1 Double
Head, 2 Closers).
The first dog hallway in the Nightmare Mall can be too crazy so I suggest
just running through it. Kill the 3 Closers in the next hall and otherwise
try to isolate enemies if you can or ignore them if you can't. Get the
Bulletproof Vest in the clothes shop with the Hanger since it'll be very
handy for eliminating all damage from blocks.
Kill the Closer and Double Head on 3F, then your first real test will be
the 2F shop with four Numb Bodies that also respawn after getting the
Moonstone. Either master your block timing to avoid attacks and run to an
isolated spot to shoot, or just run through this room and get your kills
elsewhere if it's too hard for you (or pass through the Walnut shop both
times instead, since they also regenerate). Also kill the Closer in the
back hall.
Kill the Numb Bodies in the balcony hall while away from the Pendulums,
consider getting a fighting kill with the solo Closer (12 shots and pipe
swing) before the crazy vise shop hallway where you should run past
everything.
Subway
------
You can go hunting for Double Heads on platforms 3 and 4 in the subway but
they can be supremely annoying to fight with the Handgun so I'd advise
against it unless you really know what you're doing. Same thing for north
platform 1/2 while getting the Nutcracker, which can cause you a headache
with how many dogs patrol there. I took some hits there on my practice run
so I just ran past them all on my real run.
Use the Nutcracker, head down the stairs then backtrack up to get two
Closers to spawn in the previous hall. Consider making them fighting
kills. Once you get the Shotgun, use it to kill Double Heads after
blocking their lunges.
Block-blast the first 2 Double Heads after trying the door on the tracks,
then run to safety (don't worry, you easily have time for these 2 kills).
Either be super quick with the Handgun in the subway train, efficiently
block and/or use the Shotgun to deal with the closer Numb Bodies.
Underpass
---------
Run the health-draining hall in the Underpass asap, ignoring all enemies.
Do not heal until after it since it won't kill you. Consider using the
Shotgun and kicking for some fighting kills against Numb Bodies down here,
isolating them whenever you can.
Be aware that more Numb Bodies will spawn after leaving the Wine Bottle
hallway. Be super quick to run to the other wall and left hook around the
big one to avoid it hitting you with a super aggressive lunge. Consider
just leaving them be afterwards, unless you can isolate them.
In the sewers, jump in the water and kill the two large Numb Bodies with
the Steel Pipe's downward swing. They cannot hit you from above as you
swing from the water. In the next area, lure them one by one, getting
Shotgun fighting kills with kicks if possible. Sprint through the next
area with Pendulums, same with every other area with them.
REMINDER: Examine any part of the water in the sewer monster room and
answer honestly (No, No, Yes) to get the Gold Pipe and Silver
Pipe. You should now have all 5 Extra Weapons needed.
Office Building
---------------
Get the Silencer in the Construction Site to use in Nightmare Hilltop and
Brookhaven, as well as the Katana in Hilltop. Treat all Numb Bodies and
Double Heads the same as earlier in Hilltop. Liberally use jerky and the
Silenced Handgun on Slurpers. Refer to the Nightmare Hilltop and Hospital
Madness under Strategies below for Slurpers and also Nurses for later on.
Specifically in the west 4F hallway, drop jerky in the southwest corner
because two Double Heads will spawn behind you as you proceed north. This
will completely distract them and allow for easy kills once you head back.
Also drop jerky near the blue light door to distract the Double Heads and
Slurper that appear after using the vending machine in the northwest room.
REMINDER: Save your game right before entering your apartment to fight the
Missionary boss, if using the recommended saves. Record your kill
counts up until now in case you need to load this save later on.
Be sure to kick the Missionary as the killing blow once it stops moving.
This way you'll lock it in as a fighting kill.
Silent Hill Streets
-------------------
You can get 6 Double Head block-blast kills on the Silent Hill streets.
4 are on Nathan Avenue (try to isolate them if possible) and 2 more at the
south of Carroll (be wary of Pendulums; try to move far away from them
before the second Double Head).
Hospital
--------
Start getting lots of Shotgun fighting kills with Nurses in the hospital,
and always treat revolver Nurses seriously. Keep your Flashlight off to
limit their vision from afar.
The first revolver Nurse is the second Nurse in the 2F patient wing. First
blast the first Nurse down and then run to the revolver Nurse to down and
kill her asap (kicks if possible), then return to finish off the other.
Always keep kicking Nurses to try to get fighting kills, otherwise they
will often die on the second down with the Shotgun.
In M5 are three Nurses (including one with a revolver but she should
alway go for the pistol whip) but you can easily block at the right time
whenever any are about to attack and blast back. Refer to the M5 and 2F
patient wing strategy under Strategies below for more specific details.
You can come back here later for potentially a ton more kills, so give
that section a good read if interested.
Back in the 2F employee wing, run towards the Women's Locker Room and
blast the revolver Nurse there first, then deal with the other.
In the 1F patient wing, the third Nurse has a revolver. With the
Flashlight off, quickly down the first two and kick them to death if you
have the time. If the revolver Nurse is coming too quickly, sprint to
blast and kill her, then return to finish the others.
C2 contains three pipe Nurses. Just be patient and block first, then blast
immediately after to down them potentially one by one.
Be sure to get the two mags of SMG ammo on the hospital roof (and the one
in the basement by the SMG), and kill the 3 Closers while up there. Take
them seriously with appropriate spacing, considering the SMG or a Shotgun
blast to knock them each down. Get in a fighting kill or two (or three if
possible) but don't take a beating over it. It's easy to lose control with
3 of them together if you don't take them 100% seriously.
In the 3F patient wing towards the end of the hall, three Nurses will
spawn -- two with pipes on either side plus a revolver Nurse behind the
one where you came from. Consider leaving the one by room S14 for now and
blasting the lead Nurse behind, then rushing to kill the revolver Nurse
before returning to finish the others.
Before leaving normal Brookhaven, consider the 2F patient wing and M5
respawn exploit if you need the kills (read about it in the Strategies
section). If there's any previous area that you'd rather not take the risk
in killing enemies, you can make up for them with this strategy once
mastered.
I suggest finishing normal Brookhaven with at least 65 shooting kills and
70 fighting kills, especially if respawning enemies on 2F anyway. A few
more can't hurt though, especially fighting. If not using the 2F respawn
exploit then you can instead rely on getting a lot more kills in the
Amusement Park and some more in the Church.
In Nightmare Hospital, use the Silenced Handgun and jerky to deal with
Slurpers when needed, otherwise just keep your Flashlight off and run
around them if you don't need the kills. It can get a little crazy in
some halls with Slurpers and revolver Nurses, so the running game is often
the best idea.
If you want the kills, try to kill the first Slurper or two in the 3F
employee wing asap, and if the revolver Nurse comes at the wrong time,
either use the SMG to down her or consider bailing back into the Day Room
and perhaps just running by next time if you can, unless you can do better
on the reset.
In the 2F employee wing, strategically and liberally place jerky at the
sides of the hall before getting the Plastic Bag from the Women's Locker
Room, since Slurpers (and a revolver Nurse) will spawn when you come back
out. If the jerky is in the right places, you can just run right past the
Slurpers and just avoid the Nurse.
If enemies are still in the 3F employee wing when you return to fill the
Plastic Bag, try to be quick (Flashlight off) and pass through the patient
wing doors after unlocking them, then later run quickly and carefully back
to the elevator. Otherwise if the route through the Day Room looks better,
go that way.
When on 1F, I suggest staying out of trouble by just passing through the
Day Room asap rather than exploring the lobby since a revolver Nurse and
Slurper patrol. Get an easy fighting kill with the Nurse in the Day Room
and consider just sprinting around the Slurpers and revolver Nurse (on her
right side to not get stuck) in the final hall before C4. Otherwise, maybe
some SMG spurts could help you, but save enough for Leonard if using the
SMG strategy, which I recommend.
REMINDER: Right before Leonard is an ideal spot to use your second save in
the PC version, if you've mastered the God fight with the arm
swing exploit. Or you could just delay your save until then
anyway, up to you. On PS2, it's probably best to wait until
then. If you save here, record your kill counts in case you need
to load from here later, and don't overwrite your first save.
Amusement Park
--------------
The two Closers at the beginning of Lakeside Amusement Park are good
candidates for fighting kills (12 Handgun shots + Katana). Run past
everyone in all the crazy areas. Murder the Pendulum beside the Mountain
Coaster stairs (SMG is best) so it doesn't follow you up.
The three Closers after Borley aren't too risky to kill if you're
careful, potentially killing one, two or all by fighting if possible. I
suggest running past everything else in the park, but you'll otherwise
probably need a bunch of kills there if avoiding the hospital respawn
strategy.
Church
------
Ignore the Closers and Insane Cancers in the Church unless you absolutely
need kills. You can get a few more shooting and sometimes fighting kills
with Scrapers. Shoot them from farther if you want a better chance at
fighting kills. Another couple will appear if you enter and exit Harry's
bedroom beside the mortuary on the lower level, but be careful they don't
surprise you around the corners.
At this point you should have at least 74 fighting kills locked in, or a
few more to be safe. The God will be your last, while some other final
chances will be the Closers before and after the second crying girl hall
and the solo Insane Cancer in that very hall on the way back.
Always sprint through every Pendulum hall with the Flashlight turned off.
There's one more Insane Cancer in the classroom hall, while a Scraper will
spawn behind you if you run past the first classroom door and then go back
around the corner. Lastly, the southeast large room in that hall contains
six Scrapers, but only if you absolutely need more kills as it's a risky
room.
REMINDER: Use your second save in Alessa's bedroom after inserting all
five tarot cards, if playing the PS2 version and following the
recommended saves. Use a new file rather than overwriting your
first. You can also save here on PC if you didn't use your
second save elsewhere, such as before Leonard.
Be certain you have at least 74 fighting kills and 75 shooting kills
before fighting the God and finish her off with the Katana or the Stun Gun
to confirm her as your final fighting kill.
13 // s t r a t e g i e s [tsr_13]
--------------------------------------------------------------------------
Bosses
==--==
Split Worm
----------
Time Limit: 2 minutes
The tricky thing about this fight is that since it's so early in the game,
it'll likely be before your first save, so if you don't beat the time
limit you'll have to start all over again. Therefore it's imperative to
have a great understanding of this boss fight before attempting your run,
and you should probably even do a few practice attempts of just this boss
immediately before your run to give you the confidence.
Now, there are two strategies that can be employed here and they're both
completely different. One is the more traditional strategy with the
Handgun which is much easier mechanically but very unpredictable for time,
either cutting it very close or sometimes going over since it's always a
risk. I'd even go as far as saying it's just not worth the risk of putting
your 10-20 minutes of gameplay before this point on the line since it
might not work out with the Handgun, especially since the timer counts an
additional 10 seconds after the worm dies to make it even worse.
The other involves the Steel Pipe, and if executed properly you will end
the fight easily in time, but it requires very precise positioning and
also timing for both your attacks and blocks. Either way, you will need a
ton of practice in this boss fight before attempting your run, so consider
trying them both out but ultimate I recommend the Pipe. Read them both
below.
[STEEL PIPE STRATEGY]:
First things first, equip the Steel Pipe and use an Ampoule before
descending the ladder. The Ampoule will max your stamina for the full
fight, giving you full running speed and faster attacks, very much needed
to pull this off. Additionally I recommend the Bulletproof Vest to prevent
all damage while blocking since you'll be doing it so many times. But I'd
suggest getting in position before equipping the vest since it really
slows you down and can totally ruin the fight if you can't get to the
first hole in time.
In the arena, hold L2 to find the correct hole and understand that timing
is everything here. Immediately run to the hole where the worm will emerge
from. Equip the vest as you arrive and stand close enough so that you can
smack the worm but not close enough that it'll bowl you over when it
emerges (some spots may have some scratches on the floor that are a good
marker). As soon as it arrives, deliver back to back thrust attacks with
the pipe (R2 + up + X hold). If you're not quick enough, it'll headbutt
and knock you over, keeping you down for about 10 seconds. This wastes
time and costs you damage, so avoid it at all costs.
Therefore you must act quickly, and consider even anticipating its head
arriving by attacking before he's even fully there. Get in your two
thrusts and then release the attack button. Wait about a half second and
then block (Square) just as the worm lunges forward. Heather will block
the attack while the vest will prevent any damage whatsoever (or it'll
do just a tiny bit without it; less than a point).
Immediately after your block, perform the two thrusts again and then wait
that half-second to block its counter, and from there it's just repetition
of the thrust-thrust-block routine until the fight ends. If you take too
long to get back to thrusting after the block, again it'll knock you over.
Be as quick as possible to perform every attack, while blocking is the
only move that requires non-immediate timing. It may take some practice to
get right, but trust me that when you do get the hang of it, it becomes
rather trivial. And it's always better to block slightly early than too
late, since it has a fairly large block window.
Also if you take too long to return to thrusting, the worm may retreat and
switch holes (if it doesn't hit you instead), wasting more time but it's
not a huge deal since you'll have at least a 30 second buffer to perform
the strategy. However if this happens, I recommend unequipping the vest
since it slows you down so much and will make it difficult to get to the
next hole in time, and if you don't... you will get knocked over and waste
more time on top of taking damage. So get in position asap and reequip
the vest once you're there. Always be mindful that the worm will knock you
down if you take too long to attack, and understand that the Ampoule is
also important in keeping your attack speed up.
After all is said and done, it'll take 28 pipe thrusts to kill the worm,</pre><pre id="faqspan-9">
but remember that the boss timer keeps going for another 10 or so seconds.
So make sure you kill it well clear of 1m50s. With perfect execution it
should take you no longer than 1m20. If you're finding this too difficult
and considering the Handgun instead, I suggest just giving it more
practice, even including stepping away and coming back another time with
a fresh mind where it may very well become easier to you. It was that way
for me.
[HANDGUN STRATEGY]:
Be warned that this strategy while easy to pull off mechanically is
awfully unpredictable and risky for time, often either cutting it very
close or even going over. Additionally, the boss timer continues for
another 10 or so seconds after the final blow, making it even more
ridiculous to rely on. While it is possible to get a little lucky and end
this fight with a time of 1m30-40s, it's much more common to be in the
range of 1m50s-2m10s and not rare at all to take more than that, even if
you've done all you could. Therefore I recommend the pipe strategy, but
this one does still remain as possible if it all works out.
Always hold L2 to focus the camera at the worm, even when it's offscreen.
It will clue you to the hole the worm will emerge from a few seconds
before it does. When you get the signal, position yourself in front of the
correct hole and back up to a safe distance to avoid being near the worm
or it might bite you.
When it opens its mouth, fire two bullets at it. Do not fire a third or it
will go back in the hole and waste more precious time -- this is key to
reaching the target time. After firing twice, back up as far as you can
and to either side (preferably towards the middle of the arena when on the
sides) and reload with R3 (Handgun ammo equipped). Wait for the worm to
either just keep sitting there or pound the ground.
If it keeps sitting there for 2-3 seconds without action, fire two more
shots and repeat. After that it may either leave, do nothing again (less
likely the second time but possible) or get ready to pound the ground this
time. Note that you need to wait 2-3 seconds before firing again whenever
it stays or else it'll leave down the tunnel. Now it may do so anyway when
you shoot but there's always a chance it stays if you wait first.
When it pounds the ground, you'll be briefly stunned but it's fine. It'll
then screech and prepare for its insta-kill attack. This is why it's
important to already be well-positioned that you're out of reach -- just
at the side or offscreen -- but if not just sidestep now to avoid it. But
as it does screech, shoot the worm once while its mouth is open, or even
try to get two shots, then stop. You can shoot its open head just as it
starts to pull back after the attack, but this makes it more likely to
leave when it returns to the hole after another shot or two, so I'd
suggest not shooting there.
Once returning to the hole after the insta-kill attack, shoot it twice
more and repeat the strategy if it remains. That said, the worm is very
unpredictable and will sometimes stay and sometimes leave either way and
waste a bunch of time resetting to another tunnel. If it does, use L2 to
clue you to the next hole and arrive and set station before it does. If it
crawls through the arena to another hole, empty a full clip or more into
it. It doesn't do much damage this way but it does do something, so take
whatever you can get at all times. Always be prepared to strafe out of the
way to avoid it, especially if it charges to the tunnel straight ahead of
it. Ultimately, the worm should drop dead after around 40-50 Handgun
bullets, depending on how much you shot it from where.
With this strategy, time is so incredibly marginal and there's always a
chance you'll go over. Therefore timing yourself (stopwatch, phone, etc.)
is 100% imperative, whether practicing or on a real run, since you'll
otherwise not know if you've made it. Even executing perfectly you can
always hit bad luck where the worm leaves quickly too many times and
wastes too much time in the tunnels. If things go really well you can net
a time in the 1m30s range, but this is very rare and lucky. Good execution
can regularly net you results in the 1hm50s-2m00s range, while one extra
trip to the tunnels will put you over through no real fault of your own.
And that is always the risk with this strategy unfortunately... It's so
marginal and literally never a guarantee. I found on some repeated
attempts I could keep it to around 1m50s to the final blow, but this is
still dangerous territory cause the timer adds another 10 or so seconds
after the final hit. So understand if you do this strategy that it just
might not work out and waste your 15-20 minutes invested until this point.
Either way, I honestly recommended forgetting this risky strategy and
just using the Steel Pipe. It may seem hard at first, but it becomes a
formality with enough practice.
Missionary
----------
Time Limit: 2 minutes
This fight can be a bit unpredictable and have you take a fair amount of
damage if things go wrong, making it an ideal spot to save just before.
That said, there's a fairly reliable method that handles him efficiently
and safely, also ending the battle in well under a minute if executed
properly.
First, equip the Shotgun since Heather switches to the Handgun in the
cutscene. Also consider using an Ampoule since it'll boost your stamina to
max for the full fight, giving you the extra speed to be quick on your
feet. You should have at least one, or even two if you didn't use one on
the Split Worm, and they are best used in this way when going for 10 stars
since the health recovery is not important with a cap already at 500
points in damage.
At the start, approach the Missionary head on, perhaps stuttering for a
bit in front of him to more likely bait him into an attack, and continue
past as he swings the other way. Immediately stop when you pass him, aim
and blast his rear to knock him down. You should always get another free
blast while he's down just this one time, so approach him and take it, but
first align yourself right behind his butt for the prime position. Don't
get any other ideas though...
After taking the free shot while he's down, the Missionary will stand up
and almost certainly swing both arms at you. This is when you need to
block the attack (R2 + Square), just after he starts standing and not too
late when the attack's already on its way. This is the key to this
strategy, and if you're put off by blocking, just give it a real shot
because it becomes incredibly trivial once you get the timing right and
it's frankly crucial to getting this fight right.
Note that you'll lose the tiniest sliver of health (less than 0.5 of a
point) for each block, which is extremely negligible and worth the
tradeoff. However you can also equip the Bulletproof Vest to eliminate all
damage with blocks, but the speed is rather important here, especially if
he slips away.
Immediately after blocking, keep R2 held and prepare to shoot, but first
you must wait and observe what he does. If he tries to run away with his
back to you, blast him asap and it should knock him down. Do the same if
he sort of lingers around you with his back facing you. But importantly,
if he turns towards you which he will absolutely do some of the time, DO
NOT SHOOT. Instead, lower your weapon and either strafe or run a bit out
of the way as he prepares to attack in a very telegraphed manner, which is
beyond easy to avoid by not standing where he's aiming. Use this time to
blast him from the rear or side and knock him down.
This time, quickly position yourself right behind his butt again but do
not shoot since you will rarely ever get a free shot again outside of that
first instance (sometimes you will though, so if he doesn't stand up after
a second or two of squirming, blast him). Once you position yourself, just
wait for him to stand without shooting and prepare that same block move.
After blocking, do the same strategy of observing him and immediately
shooting once you see him try to run away, or move aside if he turns to
you. Note that you cannot shoot too early or it will not knock him down
while also leaving you totally exposed if he's close.
Now, you can get lucky with just automatically shooting every time he
stands (waiting a second first since he can't get knocked down immediately
after standing), but this is way too risky since probably a quarter of the
time he will turn towards you just as you're wanting to shoot. And if you
shoot... easy block from him and you are completely exposed and will one
hundred percent take a big hit. The key to this strategy is to quickly
observe what he's doing and react accordingly, knowing that if you let him
turn towards you and he tries to attack, you have plenty of time to get
out of the way and get in an easy blast. And if he goes the other way,
perfect; just blast him right away.
If he ever does get a chance to slip away, cause sometimes Heather will
just straight up miss and he can be quick, I recommend immediately running
towards him to close the distance, but aim slightly at his left to avoid a
head on attack. Immediately once he runs by you, aim and try to blast him
(or if you miss, try again or see if his back is facing you now). Once he
gets knocked down, reset to his butt and wait for him to stand and then
block. Repeat the strategy as mentioned above.
Remember that you should always get a free blast the first time he's down,
and while you may sometimes get lucky with free blasts on additional
downs, it's never guaranteed and you shouldn't ever expect it. So always
just get in position and prepare to block in all other cases, only
shooting if you see he's not getting up right away. And I suggest being
super ready to shoot with an itchy trigger finger as he stands, knowing he
runs away very quickly. But I cannot stress enough how important it is to
wait to see if he turns towards you, cause if you shoot as he does it will
totally ruin your attempt and he will hit you. I learned the hard way so
many times until I realized patience is key in that moment, rather than
relying on stupid luck.
Repeat this strategy and he should permanently drop after around 7-8
close-range Shotgun blasts, or perhaps a few more from farther range. Now
you can decide if you want a fighting or shooting kill to finish him off
with the final blow. I recommend fighting as those kills are harder to
come by.
The more you're able to keep him grounded with the blocking strategy, the
more you can limit the time this battle takes, keeping it safely around 40
seconds to a minute. And do not ever attempt to fire at him from the front
since he'll block your shot and almost certainly get in a free smack with
how slow the Shotgun is. Yes, it can be incredibly frustrating to deal
with this boss until you totally nail the timing and strategy, but then it
should be relatively straightforward. Be smart, be patient, and you will
succeed.
Leonard
-------
Time Limit: 3 minutes
This boss can be incredibly frustrating due to the tiny window you have to
shoot him while down, and he can waste so much time stupidly swimming
around the arena. That said, you have three minutes to beat him so just
keep your cool, be patient and you should get many chances to end the
battle in that time frame since he doesn't have much health.
You can use the Shotgun here and I have seen effective strategies where
he's knocked down at the start and then just kept pinned down with
repeated shots until his death (about 20 shots), but in my experience he
just seems to get up before you can get the second blast off, at least at
the beginning of the fight. Go ahead and give it a go while practicing if
you wish to try, but I honestly recommend the SMG strategy over anything
else. With the SMG magazine in the hospital basement and the two on the
roof you should have 480 bullets with x5 adjust. All you'll need is around
200-230 to pull this off with some margin for error.
Immediately at the start, pump a burst of bullets into Leonard, but only
about half the mag since that's all it takes to knock him down and you can
finish your mag on him after he's down. Wait for him to drop and even
anticipate him hitting the ground, or use the time to move a bit closer.
Then continue firing while aiming down at his body with the goal of
hitting him with enough bullets while down so that he remains pinned there
as you reload and still there to pump another mag into (and more after
that). This is honestly extremely hard to do but if you can hit him with
10-15 bullets while down you can pull it off. But still, it's harder than
it sounds.
Note that after the first burst while standing, you can immediately stop
firing and reload from the inventory to get a full mag, but understand
that time is super precious to keep him pinned down and the concern is
more about shooting him in time rather than having enough bullets (you do
need enough but a half mag is sufficient, while a full mag is useless if
you don't fire quickly enough). So immediately start firing after the
reload (or don't reload if you have enough) and aim accordingly, knowing
that you require some level of precision to effectively hit him enough
times.
If you do it right or let's just say you get lucky, Leonard will remain
down through your next reload and allow you to pump another full magazine
into him, and by this time you should have him locked in until his death,
repeatedly emptying magazines into him. Reloading in the game should be
totally fine and is probably better than stopping and resetting with
inventory reloads, so just keep going.
If executed perfectly, you can end this fight in under 20 seconds, but
understand how ridiculously hard it is to pull off. So if Leonard does
stand up after your initial burst, just relax knowing you have so much
more time and many more attempts to keep trying. Just wait for your next
opportunity and try the same thing. While hardest to pull off at the
beginning, it will be much easier on subsequent attempts, especially if
you can get closer.
When Leonard is swimming underwater, I know it can be frustrating but you
have lots of time to handle this, so be patient. Follow him back and forth
around the water and generally stay out of harm's way when you feel he may
stand up. You never want to be right in front of or around him since he'll
smack you as he stands. I'd recommend aiming to be behind him with a small
gap for safety.
As soon as he rises, consider getting closer to him and give him an SMG
sandwich. Remember, just a half-mag burst, then stop and aim your SMG down
where he's falling. Once he hits the ground, continue firing. Keep your
aim exactly trained on him as you reload in-game and continue firing the
next mag into him. If he stays pinned down for that, you should be able to
empty several more mags into him and end the fight, reloading in-game each
time while keeping your aim trained on him. If not, follow him around
again and try for another attempt when he stands.
Again, you can always stop firing as soon as he drops and rush into the
inventory to reload to ensure you have enough ammo in the mag, but I want
to stress you need to be lightning quick with your reactions and ready to
start shooting while aiming down immediately after exiting the menu. Your
goal is always to hit him (in time) with enough SMG bullets after the drop
to keep him pinned down through your reload (either in-game or inventory),
and if not you'll just have to keep trying.
Understand that this may take practice to get right and can be
frustrating, but once you've got the hang if it, it becomes relatively
straightforward. Pinning him at the first instance is incredibly hard so
don't get hung up on that, but you should be able to do it the second or
third time and end the fight there, with tons of time remaining. But
still, things can happen so if it takes you a few more tries you should
have enough time, so just be smart and avoid taking damage.
Memory of Alessa
----------------
Time Limit: 3 minutes
Perhaps the easiest fight of them all since you can just abuse the Shotgun
and use up 20-25 shells (less than one pickup with x5 bullet adjust).
Equip the Shotgun at the beginning of the fight, raise it and approach
Alessa or wait for her to come to you. As soon as she raises her arm to
swing (making a distinct whipping sound), blast away and prepare to repeat
every single time she swings. She'll drop after four to five close blasts
and return in the next form. If she gets a chance to run away, chase after
her and blast her from behind.
Give extra caution when Alessa carries a firearm since she'll try to shoot
you from afar. Try to get in close to prevent this. If you do hear the
cocking sound, try to duck behind a horse asap, wait her out and then
reposition accordingly. But if you do get caught in a bad spot, just
blast her as soon as you hear her gun cock.
Otherwise, get up close to her so she defaults to the whip attack instead,
to which you can repeat the same strategy as the melee weapons by waiting
for the attack to start and then blasting her. I'd avoid attacking her
before her whip since she'll block it and in some cases, particularly with
the pipe, might be able to swing and hit you even through your next blast.
So stay safe and pick your shots well.
Each form should take 4-6 blasts at close range, or a few more at longer
range. Sometimes you'll get a free shot at her as she's down so take it,
but get ready to reset into the above strategy after. You should generally
be able to wait for one form to die before you have to reload, and then
you can easily do so in-game, but do count your bullets and reload in
the inventory if you have to mid-form.
Overall, time shouldn't be an issue here as the Shotgun makes fairly
quick work of her.
The God
-------
Time Limit: 8 minutes
Normally a fairly tough and lengthy boss on PS2, the God becomes a trivial
and quick fight in the PC version due to a safe zone on the right side of
her head by her arm, along the low ledge. Read more about it below or skip
to the more traditional PS2 strategy, which does not offer a safe zone.
[PC STRATEGY]:
With the Handgun equipped, fire three shots at the God while backing up
and sidestepping to the right side of the black semi-circle line which she
cannot physically reach you from (unless too far up). As she makes her way
to her lower stance, equip the Katana and also use an Ampoule to max your
movement and attack speed for the fight, which is rather crucial for
timing and avoiding attacks.
As soon as she swings and misses in the lower stance, run to the right
side of her head (her left side) and perform four thrust attacks right in
her face. If you're not quick enough you may only be able to get in three
safely, so consider if you want to be safe or risky. Immediately after,
strafe right along the low wall right by her arm, and she'll swing right
through you with no damage taken.
Now go back in for another three or four thrusts and repeat. Note that for
the first three setups you can get four thrusts in but it may be a close
call, so consider just taking three to be safe. After the first three
setups, she'll attack you more quickly so you'll certainly want to limit
it to three thrusts each time by then for sure. Even if there's a small
gap before her arm swing after, it's probably not enough time to get in
another swing and not worth it.
From here, just keep repeating the three thrusts and strafe dodge, and
eventually the God will stand back up. Equip the Handgun and fire three
shots at her while backing up to the right behind the black line as you
did to start things off, or just make sure you get out of her swing range
before firing to make sure. When she lowers to her hands and knees again,
wait for her arm swing and then go in for your three thrusts, strafe dodge
and then keep repeating until the fight ends. She may or may not stand up
again, but just repeat the above strategy if so. Properly executed it
should take 1m20-30s and serve as a relative formality, which is why your
second save is probably better spent elsewhere in the PC version.
[PS2 STRATEGY]:
With no safe zone by the God's head on PS2, you will not be able to linger
for continuous Katana attacks but otherwise it's similar in principle. To
start things off, fire three Handgun shots at the God as you back up to
either side behind the black semi-circle line. Equip your Katana, use an
Ampoule to max movement and attack speed, and wait for her to swing her
arm in her lower position, then go in and perform three thrusts and strafe
exit back behind the line, preferably the farthest center point away from
her.
Note that you may call it close with three thrusts and so two may be the
safer option, but if you're super quick after her initial swipe and
minimize the distance travelled, including starting your thrust from
farther back, you can regularly escape safely by strafing beyond the black
semi-circle before she gets a chance. Note that the Ampoule is crucial to
pull this off, otherwise Heather won't attack quickly enough, at least
beyond the first couple times.
Back at the line, the God will begin throwing fire at you. Sometimes you
may have time for a quick Handgun shot here if you're quick to fire,
especially if she swiped and missed you, but if she's already throwing the
fire your bullet likely won't land for some reason, so forget about it
otherwise.
Strafe to the other side to avoid the fire. You don't have to go too
quickly in the earlier part of the fight so feel free to pace yourself for
better efficiency. Once the fire stops you can often get in another shot
or two before she throws more fire. Quickly strafe to escape and move back
all the way to the other side.
By now she should rise to her standing position. Fire three Handgun shots
to bring her back down while positioning yourself on the line in a close
spot so you can soon run in. First wait for her arm swing while down and
run in for your 2-3 Katana thrusts. Remember, if you react as soon as she
misses and thrust from a distance while still hitting her, three hits is
pretty doable, but stop at two any time you aren't lightning quick. Then
strafe back behind the line and get ready to dodge fire.
Now it's just a matter of repeating this strategy as the fire attacks
become faster. As they do speed up, you may have to strafe for longer,
going all the way to the inner edge of the black semi-circle, where you
can then cross over through the danger area very quickly to escape it.
It can be tough to dodge the fire while also not throwing yourself right
in front of the God where she can swing you, but when mastered it will
serve you well. As soon as she rises, quickly get back behind the line,
drop her with three more shots and get in your Katana thrusts. Repeat
until she dies while dodging the fire, noting that the extra speed of the
Ampoule will help you dodge more quickly.
Another option here is to use the Stun Gun and fire two shocks whenever
she drops, or even three for the first few occasions. Always be sure to
reload in the inventory when equipping it. Either way, both the Katana and
Stun Gun strategies should take around 5-6 minutes of in-game time if
well-executed, allowing for a bit of a buffer for mistakes. But of course,
practice makes perfect and you'll want to limit damage taken here.
Note that if timing it on your own it may take upwards of 9-10 minutes,
but rest assured that inventory time does not count towards boss clear
times (while it does for your overall clear time). So even above 10 live
minutes you're still probably well in the clear under 8 game minutes. Even
if you're unsure, you might as well just finish and see what the ranking
screen says.
While this is a fairly straightforward fight, it's not uncommon to get
caught out by the fire, which is why it's highly recommended you use your
second save here in the PS2 version. That said, if you master this boss
fight ahead of time you can consider saving elsewhere, such as just before
Leonard, but it's still a fairly big risk perhaps not worth taking.
Other Strategies
==--==-==-==--==
Bloody Transforming Underpass Hallways
--------------------------------------
In every Extra New Game playthrough, certain hallways of the Underpass
will transform and damage Heather while inside them. To combat this, all
you can do is run as fast as you can through them, ignoring any enemies on
the way since you can't afford to lose any more health. Save yourself the
extra damage by not healing anywhere in the Subway, and don't heal during
these halls either as they will only drain your health but not kill you.
Heal only when past them.
Nightmare Hilltop and Hospital Madness
--------------------------------------
Just like in Silent Hill 2, Brookhaven Hospital can be a nightmare to get
through in a 10-star run due to its abundance of aggressive Nurses and
also Slurpers, especially in its actual nightmare form. The Nightmare
Hilltop Center is also a pain due to multiple tight hallways full of
Slurpers, requiring careful advancing and strategies for weeding out one
enemy at a time.
While fighting Slurpers, utilizing jerky can certainly serve as a helpful
distraction to stop them in certain locations or prevent one from
advancing while allowing another alongside it to continue towards you so
that you can take it on individually. Although you may not even need too
much jerky, pick them up when you see them and use them liberally in
Nightmare Hilltop and Brookhaven in hallways with Slurpers. If the first
part of the hallway is empty and the Slurpers are deeper in, this can work
perfectly. Place jerky strategically and spread out in these empty spots,
then get the attention of the Slurpers and run back to lead them to your
traps.
Additionally you'll want to turn off your Flashlight regularly (and Radio
for good) in these hallways and attach the Silencer to your Handgun to
prevent Slurpers from finding you more easily. Never let them fool you by
playing dead and instead keep firing at them until you hear their death
note or see blood pour out from their bodies.
Alternatively there is a fairly reliable way to even get fighting kills
off solo Slurpers. First unload 4-5 Handgun bullets into them until they
start twitching their heads. You can fire another bullet or two as they do
but then stop, use the time to reload and just let them regroup into their
normal state. Now fire again with the Handgun until they start to twitch
or play dead. Now you can cautiously approach and downward slice with the
Katana, preferably from the slide. It'll usually take 1-3 swings, and make
sure you don't touch their body or they may wake up to grab you. Even if
they do awaken, it's better to be on the side so you can quickly escape.
Always retreat if possible when multiple Slurpers approach you, using
jerky to keep them at bay. If you have no other option, use the Shotgun to
stop them in their tracks at close range and use the opportunity to escape
so that you can later take them on one by one. Also consider just running
past them and getting your kills elsewhere if you can slip by in the
crazier spots, especially in Nightmare Hospital if you've already gotten
enough kills from the second floor respawn point (mentioned below).
In the final 4F hallway of Nightmare Hilltop, drop some jerky in the
southwest corner of the west hall before advancing north since two Double
Heads will spawn out of nowhere to come after you. The jerky will distract
them and allow you to get easy block-Shotgun kills with them.
Additionally, drop more jerky in ideal spots far away from the northwest
door before entering the vending machine room so the newly-spawned Slurper
and Double Heads will be distracted when you return.
Just as well in Nightmare Brookhaven, drop jerky in strategic spots in the
2F employee wing, which is empty when you arrive to grab the Plastic Bag
from the Women's Locker Room but will be full of Slurpers when you come
back out. Having them distracted will allow you to handle them more easily
or even run past them. Also be mindful of the revolver Nurse that spawns
with them, which is perhaps better to sprint past than fight.
You'll also find the SMG to be much more helpful with x5 bullet adjust, so
be sure to collect all the ammo for it and prepare to use it on Slurpers
when you need a quick kill or two in a confined space. Attach the Silencer
to it to keep more from finding you easily. Do be sure to save 200-230
bullets for Leonard however.
Nurses on the other hand aren't quite as annoying as Slurpers, but they
are still found in high frequency and often groups in the hospital. Always
target and kill Nurses with revolvers first, ignoring those with pipes as
you rush to them. Sadly the Shotgun is quite nerfed from SH2 with a
narrower spread and weaker from a distance, but up close should handle
Nurses fairly efficiently. If you ever need a quick kill of a Nurse that's
raising her revolver and you're not quite close, consider pulling out
the SMG to handle her quickly. And be sure to get the SMG ammo on the
roof.
Note that sometimes you may enter a room with Nurses immediately ready to
come after and smack you. Always have the Shotgun or SMG ready and always
prepare to block and counter these situations when multiple Nurses are
rushing you. Get in your block, blast, then switch targets and repeat if
necessary. Keep switching targets to the Nurse the closest to you when
found in groups, then kick them when they're down or finish them off with
more shells or bullets.
2F Patient Wing and Room M5 Respawn
-----------------------------------
While there are enough enemies in the game to easily reach 150 kills, I'd
say there's not enough in safe locations where you can avoid taking risks,
especially without many other enemies roaming about. Further, fighting
kills are much harder to come by since most enemies shot with the Handgun
will die immediately upon falling.
There is however a respawn exploit in Brookhaven Hospital where you can
respawn the same five Nurses over and over. I wouldn't even call it a
glitch or an unfair advantage since you still have to kill them
legitimately, two of them have revolvers, and three of them are in the
same room and will charge you all at once.
But wait a minute, isn't this supposed to be helpful and not risky? Well,
once mastered it's really trivial and relies on blocking which frankly
almost makes this too easy. You'll want to clear out the 2F patient wing
and M5 naturally when getting the Instant Camera from the case to lock in
those five kills, but you'll have to wait until the "M" door appears
after speaking to Leonard. Once it does, the two Nurses in the hall and
the three in M5 will respawn every time you enter the hallway maze and
then exit back to the 2F patient wing.
As a quick guide, I suggest equipping the Bulletproof Vest for all of this
since it'll limit blocked damage taken to zero, and even if you do get hit
it'll still save you some damage. To start off after returning from the M
door, run down the hall and blast the revolver Nurse from behind with the
Shotgun. She faces the other way so she shouldn't be a concern. Kick her
to death (four kicks usually) and do the same to the pipe Nurse farther
down. Fighting kills are harder to come by so always take them when you
can. Now proceed to M5 where the magic happens.
Immediately when inside, run forward towards the Nurses. Yes, you want to
position yourself so they can all or at least two of them can hit you. No,
I'm not crazy, just listen. As soon as one or two or even all of them
start to swipe at you, immediately block (R2 + Square) and counter blast
with the Shotgun. One of the Nurses will surely fall down or sometimes
two. Now be patient if two still stand and wait for one of them to swipe
you, then block and shoot again. When it's just one standing you can do
the same or just blast her without the block. Despite the far Nurse having
a revolver she'll pretty much always try to run in and smack you, probably
because the bed blocks her line of sight to you a bit which is great.
Now quickly rush to kick their corpses to lock them in as fighting kills,
although sometimes one or two will get up too quickly and will die from
your next Shotgun blast, making them shooting kills. You will probably
still need some shooting kills at this point anyway, but generally you
want more fighting kills if you can get them. Another option is to use the
Katana and downward slice them while down, which may be more wisely done
when it's just one Nurse left. Alternatively when one solo Nurse gets up,
you can block her attack and counter swing with the Katana and then
another time to kill her that way.
When done, exit M5, pass through the M door and return to the patient wing
to respawn all 5 enemies and repeat the whole thing. Do this as many times
as you need to. I recommend doing it until you have at least 65 shooting
kills and 70 fighting kills, or perhaps even 71-72 to be safe, but there's
still the God and some other enemies that can be fighting kills before the
end anyway, while there should be multiple shooting kill chances before
the end. Although I'd generally recommend running through the Nightmare
Hospital hallways and ignoring kills when there's several enemies around.
If you start running out of Shotgun ammo, consider killing the second
Nurse in the hallway with the Handgun (shooting kill), or try killing some
Nurses with the Katana. Always be careful and block first while standing,
unless you can safely get in a hit without a return attack.
Equipping the Perfume
---------------------
The Perfume can be found in the open locker of the 2F Women's Locker Room
of Brookhaven Hospital. When equipped, more monsters will spawn and be
attracted to Heather's presence, particularly Nurses. Therefore if you're
wishing to increase your kill count a bit more than normal, this can help
you accomplish that. Of course it will put you in more danger at the same
time so use it responsibly. And always unequip it once you're in the clear
for kills.
Haunted House Spiky Roof
-------------------------
Just running through the spiky roof hallway of the Amusement Park's
haunted mansion will spell certain death on Hard Action Level. Therefore
you must hold R2 to lower Heather's stance as she walks through the hall
when the spikes fall.
Red Glow Hallways
-----------------
While the speed of the red glow in the haunted mansion is already
increased on Hard Action Level, you'll also have to deal with Heather
stumbling and falling into walls or doors in the process, making this
hallway actually somewhat of a challenge, at least until you get the hang
of it. I recommend giving it some practice runs on Hard to fully
understand what it takes.
Firstly, consider removing any weapons (and certainly the Bulletproof Vest
if wearing it) to speed Heather up just a bit. Make sure you know the
hallway well and exactly where you need to turn at every corner before you
get there so you're anticipating rather than reacting. When reaching a
corner while moving at full speed, either briefly release the analog stick
and continue pushing it, or quickly tap Square (with reverse Walk/Run
Control; release Square otherwise) to induce a brief walk just as you get
there before continuing to run. The latter method seems to work best and
barely reduces your speed.
Don't worry about the instances where you don't have enough time to build
up speed and instead restrict it to the corners with longer straights
before them. Otherwise, refer to the graphic below for a reference of
which way both identical hallways twist and turn. And remember the first
door at the end of the first hallway has a broken lock and should be
ignored.
Start
|
|__
|
|___
.___|
|
_|
|
Finish
Limiting Heather's Stumbles
---------------------------
Although Heather isn't quite as clumsy as James or Harry, she will still
often stumble and fall into walls and doors while running at full speed on
Hard Action Level. To counter this, simply release the analog stick for a
very brief moment and continue pushing it as you near tight corners and
doors, or even better, briefly press Square to make Heather walk before
continuing in stride (if using reverse Walk/Run control; release Square if
normal). It's a small thing but will save you some time and annoyance as
you go on, but more importantly it might save you from being exposed to
attacks after stumbling near enemies in some cases. Full disclosure: I
once took a shot from a Nurse after stumbling into a wall. Don't make the
same mistake.
14 // p u z z l e s o l u t i o n s [tsr_14]
--------------------------------------------------------------------------
Here you'll find quick-reference solutions for all puzzles on Hard Riddle
Level.
Shakespeare Anthology: The keypad code is 8352. Don't pick up the books,
unless you're relying on them to hit 100 items.
Hospital 2F Patient Wing: The keypad code is 4896.
Dead Man's Briefcase: View the time on the clock and enter it into the
briefcase keypad as 24-hour or military time.
Crematorium Oven Door: The turning lock code is 9271.
Tarot Card Door: Insert the cards into the door as follows:
"HIGH "EYE OF
PRIESTESS"--NIGHT"--Empty
| \ | / |
Empty----"FOOL"--"MOON"
| / | \ |
"HANGED---Empty---Empty
MAN"
15 // e x t r a w e a p o n u p g r a d e s [tsr_15]
--------------------------------------------------------------------------
Upon receiving a 10-star ranking, you'll receive an upgrade for both the
Beam Saber and Flamethrower.
Beam Saber
----------
The Beam Saber will extend to almost double its normal length, increasing
its range significantly. Its power does not change but it still becomes
a dominant melee weapon.
Flamethrower
------------
While first somewhat weak, the Flamethrower's power will increase
dramatically upon acquiring a perfect ranking, turning it into an
effective killing machine. Have fun!
--------------------------------------------------------------------------
==========================================================================
16. I T E M L I S T [SH3_16]
==========================================================================
--------------------------------------------------------------------------
Weapon Name
==--===--==
Handgun
Katana
Knife
Maul
Shotgun
Steel Pipe
Stun Gun
Submachine Gun
Extra Weapon Name
==--==--=--==--==
Beam Saber
Flame Thrower
Gold Pipe
Heather Beam/Sexy Beam
Silver Pipe
Unlimited Submachine Gun
Item Name
==--=--==
Bleach
Book: Otherworld Laws
Brass Key
Cassette Tape
Chain
Cooked Key
Cremated Key
Dad's Notebook
Detergent
Doll Head
Douglas's Notebook
Dryer
"Eye of Night" Tarot Card
"Fool" Tarot Card
"Hanged Man" Tarot Card
Hanger
"High Priestess" Tarot Card
House Key
Instant Camera
Jack
Key taken with Tongs
Life Insurance Key
Matchbook
"Moon" Tarot Card
Moonstone
Nail Polish Remover
Nutcracker
Oil-Filled Bottle
Oxydol
Pendant
Plastic Bag
Plastic Bag (With Blood)
Pork Liver
Red Shoe
Roller Coaster Key
Rope
Screwdriver
Shakespeare Anthology 1
Shakespeare Anthology 2
Shakespeare Anthology 3
Shakespeare Anthology 4
Shakespeare Anthology 5
Silver Coin
Stairwell Key
Talisman
Tongs
Walnut
Wine Bottle
Equippable Item Name
==--==--====--==--==
Bulletproof Vest
Flashlight
Perfume
Radio
Silencer
Map Name
==-==-==
Church Map
Hospital Map
Office Building Map
Shopping Mall Map
Silent Hill Map
Subway Map
Underpass Map
w e a p o n s
===-=--=-=-=-=====----=-=-=--=-=====---=-=--=====--==-=-=-=---=-======----
------------------------------------------------------------------------.
|Weapon Name:| Handgun |
|Location: | Heather picks this weapon off the floor after you enter |
| | the women's clothing store on 1F, Central Square. |
|Description:| "Holds 10 rounds of ammunition. |
| | Small and not powerful, but easy |
| | to use." |
|Notes: | Holds 10 bullets in one clip. Low stopping power but good |
| | range. Requires Handgun bullets. |
|------------------------------------------------------------------------|
|Weapon Name:| Katana |
|Location: | In the art storage room at the southwest of the Gallery of|
| | Fine Arts corridor, Hilltop Center 5F. |
|Description:| "This is a short katana, about 2 ft. |
| | long. Pretty powerful and easy |
| | to handle." |
|Notes: | Strong and effective melee weapon with fair range; the |
| | best normal melee weapon available. |
|------------------------------------------------------------------------|
|Weapon Name:| Knife |
|Location: | Heather starts off with it in her inventory in both her |
| | opening nightmare and in the mall. |
|Description:| "It's a switchblade for self-defense. (nightmare and |
| | I've never used it, but just in case." before meeting |
| | "It's a switchblade for self-defense. first monster) |
| | Better with than without it against |
| | those monsters." (rest of game) |
|Examine: | "I know it's terrible, but I just love |
| | walking around with this. |
| | Of course, this is the first time I've |
| | used it against anything living." |
|Notes: | A pathetic weapon of minimal range and power. Avoid using |
| | unless very patient and skilled in combat. |
|------------------------------------------------------------------------|
|Weapon Name:| Maul |
|Location: | Indented into the fallen locker in the first actual room |
| | of the Underpass on the upper level, beside the map. |
|Description:| "Like a big round pointy hammer. |
| | It's super heavy, but at least it's |
| | got some oomph." |
|Notes: | A large pole with a spiky ball on the end. Knocks down |
| | most enemies with a single swing. Great stopping power but|
| | awkward to handle. |
|------------------------------------------------------------------------|
|Weapon Name:| Shotgun |
|Location: | In a gift box in the abandoned Subway car on platform 2 |
| | south, Hazel Street Subway Station B3. |
|Description:| "Holds 6 rounds of ammunition. It's |
| | hard to handle, but has great range." |
|Notes: | Great stopping power and wide range, but slow to use. |
| | Best for bosses and larger, tougher enemies. |
|------------------------------------------------------------------------|
|Weapon Name:| Steel Pipe |
|Location: | Hanging from the steaming pipe in the Café Turn Mill |
| | restaurant, Nightmare Mall 2F. |
|Description:| "A steel pipe, about 3 feet long. Not |
| | very powerful, but not hard to use." |
|Notes: | Good melee weapon of moderate power, range and move set. |
| | More effective on smaller or weaker enemies. |
|------------------------------------------------------------------------|
|Weapon Name:| Stun Gun |
|Location: | In the open top drawer of Heather's bedroom dresser inside|
| | room 102 of Daisy Villa Apartments. |
|Description:| "High voltage to zap the bad guys. |
| | It has to touch 'em, though, so it's |
| | very short-range." |
|Examine: | "My worrywart dad gave this to me |
| | 'just in case'. |
| | I don't usually carry it with me |
| | 'cause it's bulky and gets in the way." |
|Notes: | Holds 4 high-voltage electric current shocks in 1 battery.|
| | Only usable at close range but powerful. |
|------------------------------------------------------------------------|
|Weapon Name:| Submachine Gun |
|Location: | On the bloody floor by the basement elevator, Brookhaven |
| | Hospital. |
|Description:| "Holds 32 rounds of ammunition. |
| | Great for its continuous firing." |
|Notes: | Rapid fire kills enemies quickly, but ammo is extremely |
| | limited with only a few magazines around. |
'------------------------------------------------------------------------'
e x t r a w e a p o n s
----=-=-=====---=--=-====---=-====-=----=-=-=====---=--=-======---=--=-===
------------------------------------------------------------------------.
|Weapon Name:| Beam Saber |
|Location: | Embedded as the door handle of the northwest door in the |
| | north 2F corridor, Central Square Shopping Center. |
|Description:| "A sword shining with a strange |
| | force. A switch turns the blade |
| | on and off." |
|Available: | Extra New Game only after beating the game with more |
| | fighting than shooting kills, or after your second |
| | completion. |
|Notes: | A very powerful laser blade like that from Star Wars. |
| | Blade extends farther after achieving a 10-star ranking. |
|------------------------------------------------------------------------|
|Weapon Name:| Flamethrower |
|Location: | On the counter of Helen's Bakery on 2F, Central Square |
| | Shopping Center. |
|Description:| "This thing'll roast the bad guys, and |
| | I don't have to worry about fuel, either." |
|Available: | Extra New Game only after beating the game with more |
| | shooting than fighting kills, or after your second |
| | completion. |
|Notes: | Shoots out fire with infinite fuel. Rather weak but gets |
| | much stronger with a 10-star ranking. |
|------------------------------------------------------------------------|
|Weapon Name:| Gold Pipe |
|Location: | Drop your Steel Pipe in the water with the monster in the |
| | Underpass and answer the questions honestly. |
|Description:| "It looks snazzy, but it's not strong |
| | at all. Well, maybe I can sell it." |
|Available: | Extra New Game only after beating the game once. |
|Notes: | Just like the Steel Pipe, but gold. No stronger or weaker.|
|------------------------------------------------------------------------|
|Weapon Name:| Heather Beam/Sexy Beam |
|Location: | Once unlocked, it is always equipped when no other weapon |
| | is equipped. |
|Description:| None. |
|Available: | Extra New Game only after killing a total of 333 or more |
| | enemies in your save file, over as many runs as it takes. |
|Notes: | Shoots heat-seeking and other mind control beams at the |
| | enemy. Heather Beam becomes the more powerful Sexy Beam |
| | when the Transform Costume is equipped. |
|------------------------------------------------------------------------|
|Weapon Name:| Silver Pipe |
|Location: | Drop your Steel Pipe in the water with the monster in the |
| | Underpass and answer the questions honestly. |
|Description:| "How gorgeous! No stronger than the |
| | steel pipe, though. Good against |
| | vampires and werewolves." |
|Available: | Extra New Game only after beating the game once. |
|Notes: | Just like the Steel Pipe, but silver. No stronger or |
| | weaker. |
|------------------------------------------------------------------------|
|Weapon Name:| Unlimited Submachine Gun |
|Location: | On the boxes at the left end of the alley outside the |
| | beginning washroom, Central Square Shopping Center. |
|Description:| "Fires unlimited rounds. |
| | No submachine gun bullets |
| | necessary." |
|Available: | Extra New Game only after defeating the God with a melee |
| | weapon as the final blow. |
|Notes: | Infinite ammo, no reload necessary. Makes a mockery of any|
| | enemy. |</pre><pre id="faqspan-10">
'------------------------------------------------------------------------'
i t e m s
---====---=--=========----=--=-====--=----=--======---=--=-===---===--==-=
------------------------------------------------------------------------.
|Item Name: | Bleach (Normal/Hard Riddle Level only) |
|Location: | On the counter in the northwest women's washroom, |
| | Nightmare Mall 1F. |
|Description:| "The sort of stuff you'd use to clean |
| | a toilet. I think I have the same kind |
| | at home." |
|Examine: | "The bottle says, 'DANGER! |
| | Do not mix!' |
| | Hmm... mix with an acidic detergent |
| | and it'll produce poisonous chlorine |
| | gas." |
|Purpose: | Combine and use with the Detergent in the bucket to make |
| | insecticide and kill the bugs in the southeast 2F hallway,|
| | Nightmare Mall. |
|------------------------------------------------------------------------|
|Item Name: | Book: Otherworld Laws |
|Location: | Received by Vincent in the library of the Church, upper |
| | level. |
|Description:| "A big ol' book I got from Vincent |
| | in the archives." |
|Purpose: | Just for reading information on cult symbolism. |
|------------------------------------------------------------------------|
|Item Name: | Brass Key |
|Location: | Mounted on the butterfly collection frame in Alessa's |
| | bedroom, Church lower level. |
|Description:| "This was the model for my old |
| | room key." |
|Purpose: | Unlocks the south door in the first corridor of the |
| | Church, upper level. |
|------------------------------------------------------------------------|
|Item Name: | Cassette Tape |
|Location: | On the desk in the bedroom in the second corridor of the |
| | Church, upper level. |
|Description:| "There's no label, but the tab's been |
| | removed. It might be worth checking |
| | out." |
|Purpose: | Inserts into the tape player on the shelf inside the |
| | second southernmost room on the west side of the south |
| | corridor, Church upper level. |
|------------------------------------------------------------------------|
|Item Name: | Chain |
|Location: | On the right aisle bleacher in the children's |
| | amphitheater, Lakeside Amusement Park. |
|Description:| "It has hooks on both ends. |
| | Looks pretty sturdy, anyway." |
|Purpose: | Attach one side to the shut tight gate and the other to |
| | the metal bar of the center column on the Swing Rocket |
| | ride, then start the ride from the control room, Lakeside |
| | Amusement Park. |
|------------------------------------------------------------------------|
|Item Name: | Cooked Key |
|Location: | Inside the roasted dog on the table in the restaurant, |
| | Nightmare Mall 3F. |
|Description:| "This key was in the barbecued dog |
| | at the restaurant. Yuck." |
|Purpose: | Unlocks the door to Café Turn Mill in the middle west |
| | office corridor of 2F, Nightmare Mall. |
|------------------------------------------------------------------------|
|Item Name: | Cremated Key |
|Location: | In the oven of the B3 Crematorium, Nightmare Hospital. |
|Description:| "I found this in some sort of |
| | crematorium underground. |
| | It's burned black, but still usable." |
|Purpose: | Unlocks the far corner doors of the 1F Day Room, Nightmare|
| | Hospital. |
|------------------------------------------------------------------------|
|Item Name: | Dad's Notebook |
|Location: | Received from Douglas after exiting Daisy Villa Apartments|
| | after the Missionary boss. |
|Description:| "Dad wrote about my past in here. |
| | As always, this should be novelized." |
|Purpose: | Interesting reading material about Heather and her dad's |
| | past, providing the backstory to the game. |
|------------------------------------------------------------------------|
|Item Name: | Detergent (Normal/Hard Riddle Level only) |
|Location: | On the cart in Helen's Bakery, Nightmare Mall 2F. |
|Description:| "It was next to the bakery sink. It's |
| | not for dishes, though -- it's for the |
| | bathroom." |
|Examine: | "The bottle says, 'DANGER! |
| | Do not mix!' |
| | Huh. Mix with chlorine bleach and it'll |
| | produce poisonous chlorine gas." |
|Purpose: | Combine and use with the Bleach in the bucket to make |
| | insecticide and kill the bugs in the southeast 2F hallway,|
| | Nightmare Mall. |
|------------------------------------------------------------------------|
|Item Name: | Doll Head |
|Location: | On the table in the Fortune House, Lakeside Amusement |
| | Park. |
|Description:| "It'd be cute enough on a normal doll, |
| | but just a head? Downright creepy." |
|Purpose: | Insert into the Snow White statue's hand in Marchen |
| | Travel, Lakeside Amusement Park. |
|------------------------------------------------------------------------|
|Item Name: | Douglas's Notebook |
|Location: | On a chair just inside the Fortune House, Lakeside |
| | Amusement Park. |
|Description:| "Probably Douglas's notebook. |
| | Can't forget to give it back later." |
|Purpose: | Just for reading Douglas' investigation about finding |
| | Heather as well as her past. |
|------------------------------------------------------------------------|
|Item Name: | Dryer |
|Location: | On a chair in the west garbage room, Underpass lower |
| | level. |
|Description:| "I found it in a sort of garbage dump. |
| | Still looks usable, though." |
|Purpose: | Plug into the outlet beside the door of the bloody |
| | crosswalk room on the lower level of the Underpass to kill|
| | the water monster. |
|------------------------------------------------------------------------|
|Item Name: | "Eye of Night" Tarot Card |
|Location: | On the ledge under the stained glass in the Church's |
| | Chapel. |
|Description:| "Found this in the chapel. |
| | Is this a real tarot card, though?" |
|Purpose: | One of five tarot cards needed to solve the Tarot Card |
| | puzzle and unlock the door in Alessa's bedroom, Church |
| | lower level. |
|------------------------------------------------------------------------|
|Item Name: | "Fool" Tarot Card |
|Location: | Inside the book in Alessa's hospital room in the Church's |
| | lower level south hallway. |
|Description:| "This was in my old room...in a |
| | hospital room. What did this one |
| | mean again?" |
|Purpose: | One of five tarot cards needed to solve the Tarot Card |
| | puzzle and unlock the door in Alessa's bedroom, Church |
| | lower level. |
|------------------------------------------------------------------------|
|Item Name: | "Hanged Man" Tarot Card |
|Location: | On a gurney in the morgue, Church lower level. |
|Description:| "This was in that morgue-ish place. |
| | It's such a pitiful card." |
|Purpose: | One of five tarot cards needed to solve the Tarot Card |
| | puzzle and unlock the door in Alessa's bedroom, Church |
| | lower level. |
|------------------------------------------------------------------------|
|Item Name: | Hanger |
|Location: | On the clothing rack by the door in the women's clothing |
| | store in the north hall, Nightmare Mall 1F (Flashlight |
| | required). |
|Description:| "A wire coat hanger I got at the |
| | boutique." |
|Purpose: | Pulls down the ladder above the table in Happy Burger in |
| | the west hall, Nightmare Mall 1F. |
|------------------------------------------------------------------------|
|Item Name: | "High Priestess" Tarot Card |
|Location: | On the bed in the southernmost room of the Church's upper |
| | level south corridor. |
|Description:| "Didn't this card mean something like |
| | 'Genuine Belief'?" |
|Examine: | "Just like her." |
|Purpose: | One of five tarot cards needed to solve the Tarot Card |
| | puzzle and unlock the door in Alessa's bedroom, Church |
| | lower level. |
|------------------------------------------------------------------------|
|Item Name: | House Key |
|Location: | In your inventory from the start of the game. |
|Description:| "It's my front door key." |
|Examine: | "'Daisy Villa Apt. #102' is carved |
| | into the key." |
|Purpose: | Unlocks room 102, Daisy Villa Apartments. |
|------------------------------------------------------------------------|
|Item Name: | Instant Camera |
|Location: | In the locked briefcase in room M4, Brookhaven Hospital |
| | 2F. |
|Description:| "Unlike a normal camera, you can see |
| | the developed photos right away." |
|Purpose: | Takes a photo of the code behind the shelf in the basement|
| | Storeroom by the elevator, Brookhaven Hospital. |
|------------------------------------------------------------------------|
|Item Name: | Jack |
|Location: | On the back left shelf in the lower large western room of |
| | KMN Auto Parts, Hilltop Center 5F. |
|Description:| "You use this to raise a car when you |
| | need to change a tire or something." |
|Purpose: | Forces open the slightly opened elevator doors on the |
| | third floor, Hilltop Center. |
|------------------------------------------------------------------------|
|Item Name: | Key taken with Tongs |
|Location: | Under the skid in the northernmost storage room in the 2F |
| | north hall, Central Square Shopping Center. |
|Description:| "This key was dropped in the |
| | storeroom. I used the tongs to get it." |
|Examine: | "There's a tag on the key that says |
| | 'My Bestsellers'. |
| | 'My Bestsellers'...a bookstore key?" |
|Purpose: | Unlocks the "My Bestsellers" bookstore, Central Square |
| | Shopping Center 2F. |
|------------------------------------------------------------------------|
|Item Name: | Life Insurance Key |
|Location: | Inside the pop can after using the Silver Coin on the |
| | vending machine in the northwest room of Onestop Imports, |
| | Nightmare Hilltop Center 4F. |
|Description:| "I bought this from a vending |
| | machine. It looks real enough." |
|Examine: | "There's a tag on the key that says |
| | 'Elberton Life Insurance'." |
|Purpose: | Unlocks the west door to Elberton Life Insurance on 1F, |
| | Nightmare Hilltop Center. |
|------------------------------------------------------------------------|
|Item Name: | Matchbook |
|Location: | On the table in the southwest corner room of KMN Auto |
| | Parts, Nightmare Hilltop Center 5F. |
|Description:| "This was in some company's |
| | conference room. Looks like it was |
| | used to light someone's cigarette." |
|Purpose: | One of three items needed to combine and use on the |
| | "Flame Purifies All" painting in the Gallery of Fine Arts |
| | main gallery, Nightmare Hilltop Center 5F. |
|------------------------------------------------------------------------|
|Item Name: | "Moon" Tarot Card |
|Location: | On the table in the library, Church upper level. |
|Description:| "Found this in the archives. I don't |
| | think it's an especially good card." |
|Purpose: | One of five tarot cards needed to solve the Tarot Card |
| | puzzle and unlock the door in Alessa's bedroom, Church |
| | lower level. |
|------------------------------------------------------------------------|
|Item Name: | Moonstone |
|Location: | Inside the Walnut after cracking it open with the vise in |
| | the northwest shop in the east section of 2F, Nightmare |
| | Mall. |
|Description:| "It's just a type of jewel, not really |
| | from the moon. It was inside the |
| | walnut somehow." |
|Purpose: | Unlocks the door with the engraved moon on 3F, Nightmare |
| | Mall. |
|------------------------------------------------------------------------|
|Item Name: | Nail Polish Remover |
|Location: | Inside the open locker in the Women's Locker Room on 2F, |
| | Brookhaven Hospital. |
|Description:| "This takes off nail polish. I found it |
| | in the women's locker room." |
|Purpose: | Removes the Stairwell Key glued to the wall in room C4, |
| | Brookhaven Hospital 1F. |
|------------------------------------------------------------------------|
|Item Name: | Nutcracker |
|Location: | On the table at the end of the hallway down the east |
| | stairs below the north part of platform 2, Hazel Street |
| | Subway Station B4. |
|Description:| "Rusty and impossible to turn, this |
| | is for cracking open nuts." |
|Purpose: | Unlocks the southeast gate to platform 2 from B2, Hazel |
| | Street Subway Station. |
|------------------------------------------------------------------------|
|Item Name: | Oil-Filled Bottle |
|Location: | Acquired after filling the Wine Bottle with kerosene from |
| | the oil heater in the lower small room in the east, |
| | Underpass upper level. |
|Description:| "This is for moving kerosene to and |
| | from a space heater. Of course I |
| | can't drink it." |
|Purpose: | Pour oil into the drainage machine in the upper small |
| | eastern room to vacate the water below, Underpass upper |
| | level. |
|------------------------------------------------------------------------|
|Item Name: | Oxydol |
|Location: | In the middle room of Green Ridge Mental Health Clinic, |
| | accessed after meeting Vincent in the north room, |
| | Nightmare Hilltop Center 2F. |
|Description:| "You use this to disinfect cuts and |
| | stuff. It foams when you put it on." |
|Purpose: | One of three items needed to combine and use on the |
| | "Flame Purifies All" painting in the Gallery of Fine Arts |
| | main gallery, Nightmare Hilltop Center 5F. |
|------------------------------------------------------------------------|
|Item Name: | Pendant |
|Location: | Carried from the beginning of the game. |
|Description:| "Dad gave me this pendant on my |
| | birthday. It's one of my treasured |
| | belongings." |
|Examine: | "There's a jewel inside, like a little |
| | red tablet. |
| | When I asked Dad what it was, |
| | he said, 'Just a lucky charm.' |
| | But then he told me to take good |
| | care of it and never take it off." |
|Purpose: | Use in front of Claudia in the room beyond the tarot door,|
| | Church lower level. |
|------------------------------------------------------------------------|
|Item Name: | Plastic Bag |
|Location: | In the garbage can of the 2F Women's Locker Room, |
| | Nightmare Hospital. |
|Description:| "A totally ordinary transparent |
| | plastic bag. This is from a trash |
| | can in the locker room." |
|Purpose: | Use on the blood bucket in Examining Room 4 to get the |
| | Plastic Bag (With Blood), Nightmare Hospital 3F. |
|------------------------------------------------------------------------|
|Item Name: | Plastic Bag (With Blood) |
|Location: | Use the Plastic Bag in front of the blood bucket in |
| | Examining Room 4 to fill it up, Nightmare Hospital 3F. |
|Description:| "I've put the blood from the |
| | treatment room in this. |
| | I don't especially want to carry |
| | it around with me." |
|Purpose: | Use on the altar in room C4, Nightmare Hospital 1F. |
|------------------------------------------------------------------------|
|Item Name: | Pork Liver |
|Location: | In the small fridge inside Last Drop Café, Nightmare |
| | Hilltop Center 1F. |
|Description:| "This was in the cafe's fridge. |
| | Gotta do something with it before |
| | it goes bad." |
|Purpose: | One of three items needed to combine and use on the |
| | "Flame Purifies All" painting in the Gallery of Fine Arts |
| | main gallery, Nightmare Hilltop Center 5F. |
|------------------------------------------------------------------------|
|Item Name: | Red Shoe |
|Location: | On the center of the children's amphitheater stage, |
| | Lakeside Amusement Park. |
|Description:| "One shoe, blood red. It was above |
| | the stage." |
|Examine: | "It's too small for me to wear, |
| | not that I'd want to." |
|Purpose: | Place beside the Cinderella statue in Marchen Travel, |
| | Lakeside Amusement Park. |
|------------------------------------------------------------------------|
|Item Name: | Roller Coaster Key |
|Location: | Inside the tin can at the back left of the souvenir shop, |
| | which falls after investigating the area and moving away, |
| | Lakeside Amusement Park |
|Description:| "This was in a cookie jar. I always |
| | dreamed I'd have one of these." |
|Examine: | "The tag says, 'Mountain Coaster'." |
|Purpose: | Unlocks Mountain Coaster's control room, Lakeside |
| | Amusement Park. |
|------------------------------------------------------------------------|
|Item Name: | Rope |
|Location: | In the jammed drawer (open on Easy Riddle Level) in the |
| | northernmost small room of Monica's Dance Studio, Hilltop |
| | Center 3F. |
|Description:| "This was in a drawer at the office. |
| | It looks sturdy and well-used." |
|Purpose: | Drop into the elevator shaft after opening the doors with |
| | the Jack, Hilltop Center 3F. |
|------------------------------------------------------------------------|
|Item Name: | Screwdriver (Normal/Hard Riddle Level only) |
|Location: | On a box at the north end of the northeast Gallery of Fine|
| | Arts corridor, Hilltop Center 5F. |
|Description:| "This flathead screwdriver was in |
| | a corner of the hallway. Totally |
| | ordinary." |
|Purpose: | Opens the jammed drawer (open on Easy) in the northernmost|
| | small room of Monica's Dance Studio, Hilltop Center 3F. |
|------------------------------------------------------------------------|
|Item Name: | Shakespeare Anthology 1 |
|Location: | On the floor of "My Bestsellers" bookstore at the west |
| | side of the middle 2F balcony of Central Square. |
|Description:| "It was on the floor at the bookstore. |
| | A Shakespeare book, just like it |
| | says." |
|Examine: | "I'm not much for sentimental slop |
| | like 'Romeo and Juliet'." (Hard Riddle Level) |
|Purpose: | Used to solve the bookshelf puzzle exactly where found and|
| | uncover the code for the keypad at the back of My |
| | Bestsellers bookstore, Central Square Shopping Center 2F. |
|------------------------------------------------------------------------|
|Item Name: | Shakespeare Anthology 2 (Normal/Hard Riddle Level only) |
|Location: | On the floor of "My Bestsellers" bookstore at the west |
| | side of the middle 2F balcony of Central Square. |
|Description:| "It was on the floor at the bookstore. |
| | A Shakespeare book, just like it |
| | says." |
|Examine: | "'King Lear' is in this one. |
| | I've never read that." (Hard Riddle Level) |
|Purpose: | Used to solve the bookshelf puzzle exactly where found and|
| | uncover the code for the keypad at the back of My |
| | Bestsellers bookstore, Central Square Shopping Center 2F. |
|------------------------------------------------------------------------|
|Item Name: | Shakespeare Anthology 3 |
|Location: | On the floor of "My Bestsellers" bookstore at the west |
| | side of the middle 2F balcony of Central Square. |
|Description:| "It was on the floor at the bookstore. |
| | A Shakespeare book, just like it |
| | says." |
|Examine: | "One line from 'Macbeth' that |
| | I just can't forget: |
| | 'Life's but a walking shadow, (Hard Riddle Level) |
| | a poor player' |
| | 'That struts and frets his hour upon |
| | the stage and then is heard no more.'" |
|Purpose: | Used to solve the bookshelf puzzle exactly where found and|
| | uncover the code for the keypad at the back of My |
| | Bestsellers bookstore, Central Square Shopping Center 2F. |
|------------------------------------------------------------------------|
|Item Name: | Shakespeare Anthology 4 (Normal/Hard Riddle Level only) |
|Location: | On the floor of "My Bestsellers" bookstore at the west |
| | side of the middle 2F balcony of Central Square. |
|Description:| "It was on the floor at the bookstore. |
| | A Shakespeare book, just like it |
| | says." |
|Examine: | "'Hamlet' is in this one. |
| | I've never read that." (Hard Riddle Level) |
|Purpose: | Used to solve the bookshelf puzzle exactly where found and|
| | uncover the code for the keypad at the back of My |
| | Bestsellers bookstore, Central Square Shopping Center 2F. |
|------------------------------------------------------------------------|
|Item Name: | Shakespeare Anthology 5 (Normal/Hard Riddle Level only) |
|Location: | On the floor of "My Bestsellers" bookstore at the west |
| | side of the middle 2F balcony of Central Square. |
|Description:| "It was on the floor at the bookstore. |
| | A Shakespeare book, just like it |
| | says." |
|Examine: | "'Othello' is in this one. I must've |
| | read it, but I forgot what happens." (Hard Riddle Level) |
|Purpose: | Used to solve the bookshelf puzzle exactly where found and|
| | uncover the code for the keypad at the back of My |
| | Bestsellers bookstore, Central Square Shopping Center 2F. |
|------------------------------------------------------------------------|
|Item Name: | Silver Coin |
|Location: | Amongst several others on the table near the door in the |
| | northwest room of Onestop Imports, Nightmare Hilltop |
| | Center 4F. |
|Description:| "It's about the size of a quarter. |
| | I get the feeling it's really old." |
|Purpose: | Insert into the vending machine in the same room where |
| | found, Nightmare Hilltop Center 4F. |
|------------------------------------------------------------------------|
|Item Name: | Stairwell Key |
|Location: | Glued to the wall in room C4, Brookhaven Hospital 1F (Nail|
| | Polish Remover required to remove). |
|Description:| "This was stuck to the wall in |
| | a hospital room." |
|Examine: | "The tag says 'office wing stairs.'" |
|Purpose: | Unlocks the employee wing stairwell of Brookhaven |
| | Hospital, allowing access to BF, 3F and RF. |
|------------------------------------------------------------------------|
|Item Name: | Talisman |
|Location: | Found by Heather in a cutscene in room C4 of Brookhaven |
| | Hospital 1F, immediately after defeating Leonard. |
|Description:| "It has an odd design inscribed on it. |
| | I got it after I defeated Leonard." |
|Purpose: | Nothing more than a red herring. |
|------------------------------------------------------------------------|
|Item Name: | Tongs |
|Location: | On a counter inside Helen's Bakery, Central Square |
| | Shopping Center 2F. |
|Description:| "It's a big pair of tweezer-like tongs |
| | for grabbing bread." |
|Purpose: | Allows Heather to reach the Key taken with Tongs under the|
| | skid in the northernmost storage room in the north hall, |
| | Central Square Shopping Center 2F. |
|------------------------------------------------------------------------|
|Item Name: | Walnut |
|Location: | In the smashed display case in the jewelry store at the |
| | south of the west 2F escalator corridor, Central Square |
| | Shopping Center. |
|Description:| "This is a good-sized walnut from |
| | the jeweler's showcase." |
|Examine: | "Something's rattling around inside, |
| | but I can't open it with my bare |
| | hands." |
|Purpose: | Crack open with the vise on the table of the northwest |
| | shop in the east section of 2F, Nightmare Mall. |
|------------------------------------------------------------------------|
|Item Name: | Wine Bottle |
|Location: | In a wine rack at the end of the southwest hallway through|
| | the door, Underpass upper level. |
|Description:| "This bottle was dropped at a corner |
| | of the underground passage." |
|Purpose: | Use to fill with oil and get the Oil-Filled Bottle from |
| | the heater inside the lower small room at the east side |
| | of the upper level, Underpass. |
'------------------------------------------------------------------------'
e q u i p p a b l e i t e m s
---==-=-====----==-=====--=-=====---=-=-====-=----=-=======---=--===--=-==
------------------------------------------------------------------------.
|Item Name: | Bulletproof Vest |
|Location: | On the north coat rack in the women's clothing store in |
| | the center north hallway, Nightmare Mall 1F (Flashlight |
| | required). |
|Description:| "It's heavy under a jacket, but it |
| | should protect against a monster's |
| | attacks." |
|Examine: | "The only problem is it's heavy and |
| | harder to move, so I'll run slower." |
|Purpose: | Reduces damage received by 15% when worn, although it |
| | slows Heather's speed. Blocked attacks will prevent all |
| | damage. |
|------------------------------------------------------------------------|
|Item Name: | Flashlight |
|Location: | Between the boxes in the northwest storeroom beside the |
| | women's washroom, easily found by turning off the light, |
| | Nightmare Mall 1F. |
|Description:| "It's in my chest pocket. |
| | A must-have in darkness." |
|Examine: | "But monsters'll notice me more |
| | easily when it's on." |
|Purpose: | Used to light up dark areas and also retrieve items that |
| | Heather otherwise cannot see. Press Circle to toggle on |
| | and off. |
|------------------------------------------------------------------------|
|Item Name: | Perfume |
|Location: | Inside the open locker in the 2F Women's Locker Room, |
| | Brookhaven Hospital. |
|Description:| "This stuff smells a little strange." |
|Purpose: | Spawns and attracts more enemies, especially Nurses. Only |
| | equip if you're trying to kill a lot of enemies; helpful |
| | for achieving the Possessed ending. |
|------------------------------------------------------------------------|
|Item Name: | Radio |
|Location: | Inside the southwest elevator accessed from 2F, Central |
| | Square Shopping Center. |
|Description:| "It's a small portable radio. It plays |
| | static when monsters get close." |
|Examine: | "It won't play normal stations. |
| | Is it broken?" |
|Purpose: | Emits static when monsters are nearby. The louder the |
| | static, the closer monsters are. Volume can be adjusted or|
| | turned off in your inventory. |
|------------------------------------------------------------------------|
|Item Name: | Silencer |
|Location: | Hidden inside the recently-plastered wall section across |
| | from the hole in the main room of 5F, Construction Site |
| | (break the wall with a weapon to collect it). |
|Description:| "Put it on a handgun or submachine |
| | gun to muffle the blasts." |
|Examine: | "Less noise means it's harder for the |
| | enemy to find me. It seems to be a little |
| | weaker though." |
|Purpose: | Silences the noise and hides the muzzle flash at the end |
| | of the Handgun or Submachine Gun barrel when equipped, |
| | allowing you to be more discreet. |
'------------------------------------------------------------------------'
m a p s
-==-===---==-=-======---=---=-=====----=--====---=-=-=====----=-====--=-==
------------------------------------------------------------------------.
|Map Name: | Church Map |
|Location: | On the wall beside the confessional booth of the Church's |
| | chapel, upper level. |
|Covers: | Initially just the main chapel and its first corridor, but|
| | Heather will draw the rest of the Church as she goes, |
| | covering the full upper and lower levels. |
|------------------------------------------------------------------------|
|Map Name: | Hospital Map |
|Location: | On the desk in the Reception Office, Brookhaven Hospital |
| | 1F. |
|Covers: | Floors 1F, 2F, 3F, BF and RF of Brookhaven Hospital and |
| | Nightmare Hospital. |
|------------------------------------------------------------------------|
|Map Name: | Office Building Map |
|Location: | On the glass table in the first room on the right side of |
| | the hall in Monica's Dance Studio, Hilltop Center 3F. |
|Covers: | Floors 1F, 2F, 3F, 4F, 5F and 6F of Hilltop Center and |
| | Nightmare Hilltop Center. |
|------------------------------------------------------------------------|
|Map Name: | Shopping Mall Map |
|Location: | On the bulletin board beside the blue stairwell door in |
| | the office hallway behind the clothing store after finding|
| | the Handgun, Central Square Shopping Center 1F. |
|Covers: | Floors 1F, 2F and 3F of Central Square Shopping Center and|
| | Nightmare Mall. |
|------------------------------------------------------------------------|
|Map Name: | Silent Hill Map |
|Location: | Received from Douglas after leaving Daisy Villa |
| | Apartments. |
|Covers: | West South Vale of Silent Hill. |
|------------------------------------------------------------------------|
|Map Name: | Subway Map |
|Location: | In a smashed glass frame on the wall of the ticket booth, |
| | around the corner after moving through the turnstiles in |
| | the concourse, Hazel Street Subway Station B1. |
|Covers: | All 5 floors of Hazel Street Subway Station. |
|------------------------------------------------------------------------|
|Map Name: | Underpass Map |
|Location: | On the left wall by the fallen locker and Maul inside the |
| | first actual room after a series of hallways, Underpass |
| | upper level. |
|Covers: | Upper and lower levels of the Underpass. |
'------------------------------------------------------------------------'
--------------------------------------------------------------------------
==========================================================================
17. S A V E P O I N T L O C A T I O N S [SH3_17]
==========================================================================
--------------------------------------------------------------------------
Here are the locations for every save point in Silent Hill 3:
Central Square Shopping Center
==--==--==--==--==--==--==--==
1. On the mirror in the starting women's washroom on 1F.
2. On the shelf in the northernmost storeroom in the north 2F corridor.
Nightmare Mall
==--==--==--==
3. On the bed in the infirmary in the southwest of 1F.
4. On a TV in the south part of the west 2F escalator corridor.
5. On the wall near the vise in the northwest shop in the east 2F hall.
RETURN TO NORMAL CENTRAL SQUARE:
6. On the right counter in Happy Burger on 1F, after the mall turns back
to normal
Hazel Street Subway Station
==--==--==--===--==--==--==
7. On a wall by the south stairs descending from the concourse, B2.
8. On the floor of the first moving subway car.
Underpass
==--=--==
9. On the wall after exiting the subway train once it stops.
10. On the wall in the kerosene heater room in the east, upper level.
11. On the floor in the room before the monster in the water, lower level.
Construction Site
==--==--=--==--==
12. On the barrel just outside the entrance.
Hilltop Center
==--==--==--==
13. On the wall in the northern small room of Monica's Dance Studio on 3F.
14. On the vending machine in the north of the main 2F corridor.
Nightmare Hilltop Center
==--==--==-==-==--==--==
15. On the wall in the small Green Ridge Mental Health Clinic corridor on
2F.
16. On the wall in the Gallery of Fine Arts main gallery on 5F.
Daisy Villa Apartments
==--==--==--==--==--==
17. On the bulletin board by the front entrance near Heather's apartment.
Silent Hill
==--=-=--==
18. On the TV stand in motel room 106 of Jack's Inn.
Brookhaven Hospital
==--==--=-=--==--==
19. On the wall of the Reception Office on 1F.
20. On the floor of the 3F Storeroom.
Nightmare Hospital
==--==--==--==--==
21. On the bed in room S3 on 3F.
22. On the wall in the Examination Room on 1F.
23. On the curtain in room C4 on 1F.
Lakeside Amusement Park
==--==--==---==--==--==
24. Inside the tin box that falls at the back left of the souvenir shop.
25. On the ticket booth at the entrance of the Haunted Mansion.
26. On the crystal ball table inside the Fortune House.
Church
==--==
27. On the altar in the chapel, upper level.
28. On the ground in the octagon-shaped room at the north of the upper
level.
29. On the shelf of Alessa's bedroom before the final boss, lower level.
--------------------------------------------------------------------------
==========================================================================
18. M E M O S [SH3_18]
==========================================================================
--------------------------------------------------------------------------
==--==--=--==--==
Table of Contents
==--==--=--==--==
Memos
-----
Bookstore Memo (Normal Riddle Level)
Bookstore Memo (Hard Riddle Level)
Ticket machine newspaper
Occult magazine
About the monster in the water
Photo on chair
Picture in the gallery
"Thus one's life turns to riches"
Fairy tale, Beginning
Fairy tale, continued
Fairy tale, Last Part
Silent Hill Tourist Information
About Leonard and Stanley
2F east hall memo (Easy Riddle Level)
2F east hall memo (Normal Riddle Level)
2F east hall memo (Hard Riddle Level)
Corpse tattoo
Memo about the corpse
Photo - Backside of shelf
"Hope House" article
Stanley's diary (Visiting room)
Stanley's diary (Room C4)
Stanley's diary (East hall)
Stanley's diary (Room M4)
Stanley's diary (S.T. room)
Stanley's diary (Storeroom)
Stanley's diary (Staircase)
Stanley's diary (Room S7)
The Song of the Sparrow (Hard Riddle Level)
The Song of the Owl (Hard Riddle Level)
The Song of the Thrush (Hard Riddle Level)
The Song of Cock Robin (Hard Riddle Level)
The Song of the Lark (Hard Riddle Level)
The Song of the Dove (Hard Riddle Level)
The Song of the Linnet (Hard Riddle Level)
The Song of the Rook (Hard Riddle Level)
The Song of the Wren (Hard Riddle Level)
The Song of the Kite (Hard Riddle Level)
Crematory door (Hard Riddle Level)
Note to the doctor
Day room notebook
Book: Lost Memories
Silhouette photo
Dad's memo
Carousel memo
Alessa memo
Prayer to God
Church door
Myth - "1. Origin"
Myth - "2. Birth"
Myth - "3. Salvation"
Myth - "4. Creation"
Myth - "5. Promise"
Myth - "6. Faith"
St. Alessa portrait
St. Nicholas portrait
St. Jennifer portrait
About syncretic religions
About Tarot
Dad's diary
About the cult's symbol
Believers' complaints
School desk scribbles
K. Gordon's notebook
Claudia's diary
Birthday card
"Aglaophotis"
Dad's memo 2
Sketchbook (Easy Riddle Level)
Sketchbook (Normal Riddle Level)
Sketchbook (Hard Riddle Level)
Item Memos
----------
Dad's notebook
Douglas's notebook
Book: Otherworld Laws
Tape Transcripts
----------------
Cassette Tape
Notes
-----
Helen's Bakery flyer
Mall storeroom lights note
Moonstone Door
Danger sign
Safety warning
Store Front Poseables sign
Prindle & Enos sign
Monica's Dance Studio poster
Locker Room note
Gallery sign
Flame Purifies All
KMN poster and sign
ECHO Interiors sign
Green Ridge signs
Green Ridge room plates
Junior high school chemistry book
Hilltop Center plate
Daisy Villa plate
Movie poster quote
Heaven's Night poster
Fridge note
Extra Costume Password
Special Treatment Room note
Happy Birthday notes
Mountain Coaster signs
Haunted Mansion sign
Haunted Mansion warning
Haunted Mansion exit sign
Swing Rocket sign
Happy Carousel sign
Church library puzzle
m e m o s
==--=-====---==----==---=-=====---==-=====---=-=-===---=-=====---=-=-=====
The following are all regular memos that will be added to the Memos
section of your inventory upon first reading.
--------------------------------------------------------------------------
Title: Bookstore Memo (Normal Riddle Level)
Location: Beside the back door of My Bestsellers bookstore, Central Square
Shopping Center 2F.
Content:
Fair is foul, and foul is fair.
Put these books out of order.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Bookstore Memo (Hard Riddle Level)
Location: Beside the back door of My Bestsellers bookstore, Central Square
Shopping Center 2F.
Content:
In here is a tragedy---
art thou player or audience?
Be as it may, the end doth remain:
all go on only toward death.
The first words at thy left hand:
a false lunacy, a madly dancing man.
Hearing unhearable words, drawn
to a beloved's grave---and there,
mayhap, true madness at last.
As did this one, playing at death,
find true death at the last.</pre><pre id="faqspan-11">
Killing a nameless lover, she
pierced a heart rent by sorrow.
Doth lie invite truth?
Doth verity but wear the
mask of falsehood?
Ah, thou pitiful, thou
miserable ones!
Still amidst lies, though the end
cometh not, wherefore yearn
for death?
Wilt thou attend to thy beloved?
Truths and lies, life and death:
a game of turning white to black
and black to white.
Is not a silence brimming with
love more precious than flattery?
A peaceful slumber preferred to
a throne besmirched with blood.
One vengeful man
spilled blood for two;
Two youths shed tears for three;
Three witches disappeared thusly;
And only the four keys remain.
Ah, but verily...
In here is a tragedy---
art thou player or audience?
There is nothing which cannot
become a puppet of fate or an
onlooker, peering into the cage.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Ticket machine newspaper
Location: On a ticket machine near the concourse turnstiles, Hazel Street
Subway Station B1.
Content:
Fatal Accident At Hazel Street
At about 11 PM on the 4th, a man
waiting on the platform at the Hazel
Street station fell onto the tracks
and was decapitated by the arriving
St. Renata College-bound train.
The victim died instantly.
While police have not yet determined
whether the death was an accident or
suicide, witnesses report that the victim
did not look inebriated and seemed to
jump off the platform deliberately.
The victim's identity is still
unknown. He was approximately
40 years old, 5 feet 10 inches tall,
and was wearing a black jacket.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Occult magazine
Location: On the floor in the west connecting stairway to platform 4,
Hazel Street Subway Station B3.
Content:
The souls of those who died
suddenly by suicide or accident
don't realize they're dead.
Sometimes they stay put and
haunt that particular place.
These spirits have lost their human
senses and memories and can only
keep replaying the pain and sadness
of the moment they died.
The pain can get so bad that they
turn to humans for salvation -- or
they begrudge humans their lives.
At such times they can possess
humans.
Places known as "famous suicide
spots" or "high-accident areas"
are often to blame.
You should be careful when
approaching such locations,
especially on the day or at the
time the death occurred.
That is, if you don't want it
to happen to you, too...
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: About the monster in the water
Location: On the desk in the office room before the low bridge pathway
over the water, Underpass lower level.
Content:
There's a monster in the water. The
bastard's killed 2 of my buddies.
I should never have doubted that
old urban legend about alligators
in the sewers. That was no myth.
But no one believes me. They were
drunk and slipped? We're not that
damn stupid.
Even calling it a monster isn't quite
right. This is something else. All I
know is...something's in there.
I'm going in now to beat that thing's
head in. If you find this note,
consider it my will.
Revenge is futile -- or so you may
think, reading this. But Jose and
Jaime were my best buddies.
Wish I knew how to do the deed.
Guns won't work underwater.
Even my famous knifework won't
do much. If only I had a hand
grenade...
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Photo on chair
Location: On the bench in the small lobby of Green Ridge Mental Health
Clinic, Nightmare Hilltop Center 2F.
Content:
[Photo of Heather, note written on back]
Find the Holy One.
Kill her?
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Picture in the gallery
Location: At the back of the main gallery room of the Gallery of Fine
Arts, Nightmare Hilltop Center 5F.
Content:
Flame Purifies All
By these remains may a person
find the road to Paradise.
[Underneath a large painting with flames engulfing Alessa as a crowd
watches her]
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: "Thus one's life turns to riches"
Location: On the wall by the vending machine in the northwest room of
Onestop Imports, Nightmare Hilltop Center 4F.
Content:
Thus one's life turns to riches:
What was a bag of silver coins is
now the number in a book.
Yet fate hath no price...
Ah, but do people know this?
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Fairy tale, Beginning
Location: On the floor in front of the Glutton monster blocking the main
exit on the first floor, Nightmare Hilltop Center.
Content:
Once upon a time, there was
a monster living at the gates
of a village.
It was a very scary and
a very bad monster.
It would catch people and
crunch them up with its big teeth.
The villagers were afraid of the
monster, and no one would dare
approach the gates.
Everyone was stuck inside
the village.
When the king heard about this,
he summoned his knights.
The knights eagerly rode out
to defeat the monster.
"Ha! Take that!"
Their swords slashed and their
spears flashed, but the monster
wouldn't die.
The monster tossed the knights
into its mouth one by one,
horses and all.
What was the king to do?
He fretted and fussed and paced the
floor, but could think of no solution.
Soon after, the village priestess came
to the castle. She was a very kind
and good person. The king asked
her to defeat the monster guarding
the gates.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Fairy tale, continued
Location: On the table of the northeast room of Onestop Imports after
descending from the gallery, Nightmare Hilltop Center 4F.
Content:
The priestess accepted the king's
request and went to the village gates.
But when she saw the monster, she
tried to convince it with words
instead of killing it.
"Shut up, you! I'm going to eat
you up!"
The monster didn't listen to
a word the priestess said.
But she kept trying to convince
the monster to give up.
"It's wrong to eat people,
you know."
The monster grew very angry at
this and attacked her, killing her
with a single mighty blow.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Fairy tale, Last Part
Location: On the bloody table in the middle east south room of Elberton
Life Insurance, Nightmare Hilltop Center 1F.
Content:
The king and his people shed tears
at the death of the kind priestess.
God took pity upon them and,
granting their wishes, healed the
priestess.
The priestess opened her eyes just
as she had done every morning of
her life. She went once more to the
monster's lair.
"Fool! You wish to die again?"
"No... this time it's your turn."
The priestess had come to defeat
the monster once and for all.
As the priestess was very very
kind, she felt sad about this task.
But it had to be done.
"Swords and spears won't work.
Arrows and bullets will just bounce
off. You can't kill me,"
the monster laughed.
But the priestess used neither
sword nor spear. She chanted
but a single spell.
"TU FUI, EGO ERIS."
Do you know what happened then?
The monster let out a huge cry
and then died and vanished!
Thus the villagers were able to use
their gates once more. Everyone
lavished their gratitude upon the
priestess, and they all lived
happily ever after.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Silent Hill Tourist Information
Location: On the center table inside Heaven's Night, Silent Hill.
Content:
Welcome to Silent Hill!
Silent Hill, a quiet little
lakeside resort town.
We're happy to have you.
Take some time out of your busy
schedules and enjoy a nice restful
vacation here.
Row after row of quaint old houses,
a gorgeous mountain landscape, and
a lake which shows different sides
of its beauty with the passing of the
day, from sunrise to late afternoons
to sunset.
Silent Hill will move you and fill
you with a feeling of deep peace.
I hope your time here will be
pleasant and your memories will
last forever.
Editor: Roger Widmark
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: About Leonard and Stanley
Location: On the low table in the Doctor's Lounge, Brookhaven Hospital 1F.
Content:
Leonard Wolf
Room S12.
Presenting mild audiovisual
hallucinations, emotional instability,
obsessive ideas.
Suspect mild schizophrenia.
Will continue observation.
Basically calm and cooperative with
a strong sense of justice.
However, according to reports,
becomes very violent when
overexcited.
Stanley Coleman
Room S07.
Usually passive and cowardly;
also egotistical.
Sometimes shows and acts on
obsessive attachment to a
particular woman.
This has caused violent incidents;
use caution.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: 2F east hall memo (Easy Riddle Level)
Location: On the noticeboard beside the 2F patient wing doors, Brookhaven
Hospital.
Content:
Press, move 2 right;
press, move 1 up;
press, move 2 down;
press, the door shall open.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: 2F east hall memo (Normal Riddle Level)
Location: On the noticeboard beside the 2F patient wing doors, Brookhaven
Hospital.
Content:
The first is larger than the second;
the second twice the third;
the third smaller than the fourth;
the fourth is half the first.
Four of the numbers
are not repeated
Three are not in the top row
Two are not in the right row
One of the numbers is the final key
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: 2F east hall memo (Hard Riddle Level)
Location: On the noticeboard beside the 2F patient wing doors, Brookhaven
Hospital.
Content:
Pure eyes, blue like a glassy bead---
You are always looking at me
and I am always looking at you.
Ah, you're too meek---
beautiful, unspoiled:
thus I'm so sad, I suffer---
and so happy, it hurts.
I want to hurt you
and destroy myself
What you would think
if you knew how I felt.
Would you simply smile,
not saying a word?
Even curses from your mouth
would be as beautiful as pearls.
I place my left hand on your
face as though we were to kiss.
Then I suddenly shove my thumb
deep into your eyesocket.
Abruptly, decisively,
like drilling a hole.
And what would it feel like?
Like jelly?
Trembling with ecstasy, I obscenely
mix it around and around: I must
taste the warmth of your blood.
How would you scream?
Would you shriek "It hurts!
It hurts!" as cinnabar-red tears
stream from your crushed eye?
You can't know the maddening
hunger I've felt in the midst of
our kisses, so many of them
I've lost count.
As though drinking in your cries,
I bring my hopes to fruition:
biting your tongue, shredding it,
biting at your lips as if tasting
your lipstick.
Oh, what euphoric heights I would
reach, having my desires fulfilled
like a greedy, gluttonous cur.
I longed, too, for your cherry-tinted
cheeks, tasty enough to bewitch my
tongue.
I would surely be healed,
and would cry like a child.
And how is your tender ear?
It brushes against my cheek;
I want it to creep up to my lips so
I can sink my teeth into its flesh.
Your left ear, always hearing words
whispered sweet as pie---
I want it to hear my true feelings.
I never lied, no...
but I did have my secrets.
Ah, but what must you think of me?
Do you hate me? Are you afraid?
As though inviting you to the agony
at the play's end, if you wish, you
could destroy me---I wouldn't care.
As you wish, you may destroy me
---I wouldn't care.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Corpse tattoo
Location: On the hanging arm of the corpse on the stretcher in Examining
Room 3, Brookhaven Hospital 2F.
Content:
[Tattooed on a corpse's arm]
The start time is my key.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Memo about the corpse
Location: On the back desk of Examining Room 3, Brookhaven Hospital 2F.
Content:
Background: unknown.
Name/age: unknown.
Not admitted patient. Found in poor
mental state on hospital grounds
and temporarily installed in room
M4 at chief's discretion.
Died late tonight from blood loss
due to severed carotid artery.
Was grasping own kitchen knife
in right hand; assume this was
cause of neck wound.
Possible suicide, but wound
angle suspicious. Sent to 2nd
floor treatment room for
further investigation.
Have received no proof or
corroboration of event from
patient residing in same room.
Have not notified police.
However, for future necessity,
leave victim's bed and effects
intact (room M4).
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Photo - Backside of shelf
Location: Acquired from the Instant Camera, capturing the back of the
shelf in the unlocked basement Storeroom, Brookhaven Hospital.
Content:
[Random four-digit code]
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: "Hope House" article
Location: On the bed in room S1, Brookhaven Hospital 3F.
Content:
Teaching Despair: "Hope House"
"Hope House", an orphanage on
the outskirts of Silent Hill. But
behind its false image is a place
where children are kidnapped
and brainwashed.
Hope House is managed by the
"Silent Hill Smile Support Society,"
a charity organization sometimes
called "4S."
It's true that 4S is a well-respected
charity that "takes in poor children
without homes and raises them with
hope."
But at its heart, it is a heathen
organization that teaches its own
warped dogma in lieu of good
religious values.
Mr. Smith (temp), who lives near
"Hope House," had this to say:
"Sometimes at night I can hear their
weird prayers and the sounds of
[children] crying. I went there to
complain one time, but they ran me
right out. Since then, it hasn't changed
a bit."
In fact, this reporter was refused
admission when he attempted to
take photographs in the facility.
What exactly do the folks at
"Hope House" have to hide?
During my investigations, I was
able to discover, however, a
suspicious-looking round concrete
tower which appears to be part of
their facilities.
Unfortunately no one was willing
to tell us what the tower was used
for. But it seems unlikely that it has
anything to do with the business of
raising orphans. It may in fact be a
prison, or a secret place of worship.
The cult religion that operates
"Hope House" is known by the
locals simply as "The Order".
It's a religion that is deeply interwoven
with Silent Hill's history.
But its worshippers' fervent belief
that they are among the elite "chosen
people" has a dark and dangerous side.
I intend to continue my
investigation of "Hope House"
and the cult behind it.
I've always believed that "telling
the whole truth" and showing the
children the true path, is our most
important duty.
Joseph Schreiber
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Stanley's diary (Visiting room)
Location: On the table in the Visiting Room, Brookhaven Hospital 1F.
Content:
This day has finally come.
That's right -- the day when you and
I will meet.
I was always thinking of you,
here in this gloomy cell.
I never even knew your name
or face until today.
But now I know.
I know you're the one
I've been waiting for.
And haven't you been
waiting for me, too?
That's why you came to rescue me.
Oh, how I love you, Heather.
I want to give you my prized doll
I made to commemorate our
meeting, the start of this
everlasting love.
Ah, I can already see your
smiling face.
Stanley Coleman
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Stanley's diary (Room C4)
Location: On the bed in room C4, Brookhaven Hospital 1F.
Content:
The Organization has me
shut up in here.
They mean to break my will,
to make me forget about all that.
But I'll stay sane even if they throw
me in here with lunatics.
How about if I stick this
to the wall?
That would be worthless.
You can peel it off,
can't you, with that junk those
nasty wenches won't stop using?
If a thing has no meaning, there's
no reason for it to exist at all.
Just as you exist for me.
But why haven't you taken
my doll with you?
Ah, my gift must've
embarrassed you.
How cute you are, Heather!
Stanley Coleman
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Stanley's diary (East hall)
Location: On the stretcher beside the patient wing doors in the second
floor employee wing, Brookhaven Hospital.
Content:
You may not yet have realized
your own true feelings.
But you sense them unconsciously.
And so you're trying to get
closer to me.
That's a virtue, the path to Paradise.
If the door's locked, open it.
Use the password for
the prison gates.
Doctor...I've forgotten his name.
Anyway, that quack has it posted.
He should be here, too.
I mean, 4 numbers would've been
good enough, but he kept on going.
Isn't it a shame? I'm not there.
Aren't you irritated?
I long for you, but you're so cruel.
Still, I want you, Heather.
Stanley Coleman
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Stanley's diary (Room M4)
Location: On the right bed of room M4, Brookhaven Hospital 2F.
Content:
There was a tattooed guy
on that rumpled bed.
Not any more, though.
That alarm clock and filthy bag
are his.
Ah, but don't misunderstand.
I haven't done a thing.
I didn't hate him,
though he was a liar.
Shall I write something of my own?
On my chest, since I can't cut it
open to show you my heart.
"I Love Heather".
No, something a bit more forceful.
"I Love Heather" isn't enough for
what I feel.
Oh, what tender emotion
this image brings...
Stanley Coleman
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Stanley's diary (S.T. Room)
Location: In the farthest cell from the main door in the Special Treatment
Room, Brookhaven Hospital 3F.
Content:
Flowing freely, your ebony hair
Like the night sky,
scattering fragrance
My heart, clamoring in my chest
Like a storm, you trifle with it
Your pristine glance
Like a feast, when you smile
My thoughts disturbed, my breath
Like opium, it drives me mad
..Eric, a great poet who conveys
my feelings so well.
I shouldn't have let this place get to
me, should never have gone crazy.
But it's superbly enjoyable to
drown in my love for you.
But why won't you accept
proof of my love?
Don't stand on ceremony, now.
After all, you and I exist as one.
What I give to you is the same as
what I give to me.
Stanley Coleman
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Stanley's diary (Storeroom)
Location: On a shelf in the 3F Storeroom, Brookhaven Hospital.
Content:
Heather, my most sacred lover.
I'm always watching you.
No matter where you are or
what you may be doing,
I have never lost sight of you.
I know you feel intensely lonely.
Yet with a single key to this door,
those feelings won't stand in the
way any longer.
We haven't been able to see each
other for so long.
Be patient---it's just a little longer.
I'll be patient, too, even though
I long to hold you in these hands
of mine.
The key is behind the shelves in
the underground garage.
Why there? Ask that idiot doctor.
There's not a single person here
who's right in the head.
Not just in this hospital---
I mean in all of Silent Hill.
Except me.
Stanley Coleman
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Stanley's diary (Staircase)
Location: At the top of the employee wing staircase by the Roof door,
Brookhaven Hospital.
Content:
I also like the rooftop.
It makes me want to fly.
You too?
Stanley Coleman
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Stanley's diary (Room S7)
Location: On the bed in room S7, Brookhaven Hospital 3F.
Content:
Goodbye, Heather.
I'm sorry I wasn't able to
respond to your love.
It's all over.
Leonard despises me---because
I made fun of it, saying it would
come to this.
If it weren't for his meddling,
I would have been able to meet
you in just a little while.
Then I could have taken you
to my world.
A world for us alone, more
beautiful than this one.
And I had been waiting for this day,
for today. The day I'd see you,
the day you'd save me. Today.
Heather, watch out for him.
Leonard is no ordinary guy.
Farewell. I loved you.
Heather, my goddess.
Heather, my lover.
Heather, my
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: The Song of the Sparrow (Hard Riddle Level)
Location: On top of gurney number 1 in the B3 Crematorium, Nightmare
Hospital.
Content:
Who killed Cock Robin?
"The Sparrow," they said
"He wants them all dead
To him, honey-sweet is
their sobbin'"
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: The Song of the Owl (Hard Riddle Level)
Location: On top of gurney number 2 in the B3 Crematorium, Nightmare
Hospital.
Content:
The Owl who forgot the sky
Resigned to his poor earthbound state
Hungry or full didn't matter at all
He ate and he ate and he ate
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: The Song of the Thrush (Hard Riddle Level)
Location: On top of gurney number 3 in the B3 Crematorium, Nightmare
Hospital.
Content:
The grass the Thrush so loved to eat
Gave him sweet happiness
He sank ever deeper and finally fell
To destruction and fatal distress
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: The Song of Cock Robin (Hard Riddle Level)
Location: On top of gurney number 4 in the B3 Crematorium, Nightmare
Hospital.
Content:
Cock Robin, who hid the key away
Is ash in the oven, all right
The place he held is empty now
And the doors remain shut tight
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: The Song of the Lark (Hard Riddle Level)
Location: On top of gurney number 5 in the B3 Crematorium, Nightmare
Hospital.
Content:
The Lark's child lost all his words
And walled himself up all away
Heart and mouth both locked up tight
In a cage where none want to stay
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: The Song of the Dove (Hard Riddle Level)
Location: On top of gurney number 6 in the B3 Crematorium, Nightmare
Hospital.
Content:
The Dove's hope died; he chose his path
His flapping wings fell still
Drenched in scarlet here they lay
His cheeks pale white and chill
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: The Song of the Linnet (Hard Riddle Level)
Location: On top of gurney number 7 in the B3 Crematorium, Nightmare
Hospital.
Content:
He seeks out her soul by his own
black ambition
Frightening her out of her wits
Whispering love songs into her ear
What cruel Linnet wants, he gets
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: The Song of the Rook (Hard Riddle Level)
Location: On top of gurney number 8 in the B3 Crematorium, Nightmare
Hospital.
Content:
The black Rook is the praying sort
Who hears the gods in the skies
His whispered petitions go on
without end
And glassy and dim are his eyes
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: The Song of the Wren (Hard Riddle Level)
Location: On top of gurney number 9 in the B3 Crematorium, Nightmare
Hospital.
Content:
The Wren, with pure heart as
yet unrefined
Makes us laugh with his feeble
lip-smacking
But still we all know he shall
never grow old
And he knows not how much
he is lacking
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: The Song of the Kite (Hard Riddle Level)
Location: On top of gurney number 0 in the B3 Crematorium, Nightmare
Hospital.
Content:
The Kite, hot, crazy, and panting mad
Sweet shackles that tease and excite
Death itself would drive him wild
Red blood that turns milky white
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Crematory door (Hard Riddle Level)
Location: On the door to the crematory oven, Nightmare Hospital B3.
Content:
Burn the one who knows no death
Pure, adored by those above
No prayers within, just simple love
And now the pining hunter
The flames longing for his rebirth
A distant breath within the earth
Burn up that heavy body of his
Make it wind, dancing in the sky
That bottomless gut now a cloud,
now a sigh
The sweet blood on his laughing lips
Now calls him to the gates of Hell
There burns evermore that soulless shell
Four bodies return to ashes
Thus the door is opened
Thus the door is opened
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Note to the doctor
Location: On the table in the Examination Room, Nightmare Hospital 1F.
Content:
Dr. Midkiff:
Please use extra caution with
the patient in room 312.
He should still have his religious
freedom here in the hospital, but
he shouldn't push his faith on
others. I'm a victim, too.
Rumor has it he got here by stabbing
someone over a religious dispute.
Please be careful.
R. Crosby
P.S. It looks like the rumor is true,
according to the head nurse.
I do think he's a good person
otherwise, though---
easy to deal with.
(Note: "room 312" is a typo and should read "room S12", corresponding to
Leonard Wolf's room.)
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Day room notebook
Location: On the side of the Day Room closer to main part of the lobby,
Brookhaven Hospital 1F.
Content:
The world is teeming with
unnecessary people.
It's God's decision that I fight.
As a knight of honor, as a protector
of the seal, I sacrifice myself to the
blood of criminals.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Book: Lost Memories
Location: On a stretcher in room C4, Nightmare Hospital 1F.
Content:
One characteristic, mentioned only
in rare documents and dying out in
the modern age, is that of the ritual
sacrifice.
"Offering prayers, pierce a man's
chest with a copper stake. Drench
the altar in the blood which spouts
red from the heart, to praise and to
show loyalty unto God."
In another sacrificial rite mentioned
in the same book, the victim is
burned alive.
This was a more dignified ceremony
in which prisoners and sinners were
not allowed to participate. Only the
clergy could be sacrificed.
Similar to burning at the stake, no
comparable rite can be found in
religions practiced nearby. It may
have some connection with the
main deity being a sun god.
Even though this religion extols
redemption, it brings to mind a
dark and cultish history.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Silhouette photo
Location: On the ground past the two life-sized doll statues inside
Marchen Travel, Lakeside Amusement Park.
Content:
[Two photos, one of the Cinderella's silhouette and that of a high
heel shoe, and one of Snow White's silhouette holding something in her
hand.]
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Dad's memo
Location: On the counter of the ice cream stand after Marchen Travel in
Lakeside Amusement Park.
Content:
Dahlia's the one who said it---
said that girl was a demon.
That she took my daughter
for a sacrifice.
But it's not totally believable.
I mean, appearances can be
deceiving.
When I saw that photo in the
hospital basement, I thought,
"That girl looks like Cheryl."
Is that why I feel this way?
Something's not normal, anyway.
Nothing good will come of this.
But I just can't think of her as
a demon.
Is it my imagination, or do I actually
feel sorry for her?
Why do I feel like she's looking
for someone to help?
Cheryl's what's important to me.
Everything else can wait until I've
gotten her back.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Carousel memo
Location: Pinned on a "dead" horse of Happy Carousel, Lakeside Amusement
Park.
Content:
When 13 turns count 4,
you will die from their curse.
If you wish to escape,
there is but one way out.
To kill before you are killed:
you will be saved by the 12th death.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Alessa memo
Location: Written on the floor of Happy Carousel after defeating the
Memory of Alessa, Lakeside Amusement Park.
Content:
It would be better for "myself"
to die. After all, it's nothing to
be afraid of...
That child...that demon...
When I think of the endless pain
it will bring when it is birthed....
I decided that, instead of the
suffering and cruelty I endured
in that sick room,...
That I would like to bestow a
more gentle and peaceful death
on "myself".
Why do "I" resist? I never thought
of "myself" as such a fool.....
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Prayer to God
Location: Written on the walls in the hallway before entering the Church.
Content:
Stained by the evils of this world,
we hold our sorrows within us.
Only you can heal us these wounds.
Each morning, afternoon, evening
and night, we call out your name
and pray for the day of the
Miraculous Descent.
I give to you unreservedly my body
and my eternal soul.
Whatever darkness may befall me,
I will endure with you beside me.
As proof of your miraculous power,
guide our obedient and willing souls
to the Road of Paradise, oh Lord.
We will not give in to the power of
temptation as long as we have you
in our hearts.
Oh Lord,
save us with your compassion.
Oh Lord,
shower us with your blessings.
Oh Lord,
favor us with your abundance.
(Note: Each verse is written on a different spot of the wall.)
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Church door
Location: Written on the door before entering the Church.
Content:
This door is the gate which leads to
the Road to Paradise.
Embrace the bosom of the
Holy Mother.
Admit your sins and be forgiven.
Eternal tranquility can be yours.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Myth - "1. Origin"
Location: On the right wall of the Church's chapel.
Content:
1. Origin
In the beginning, people
had nothing.
Their bodies ached, and their
hearts held nothing but hatred.
They fought endlessly,
but death never came.
They despaired, stuck in
the eternal quagmire.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Myth - "2. Birth"
Location: On the right wall of the Church's chapel.
Content:
2. Birth
A man offered a serpent to the
sun and prayed for salvation.
A woman offered a reed to the
sun and asked for joy.
Feeling pity for the sadness that
had overrun the earth, God was
born from those two people.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Myth - "3. Salvation"
Location: On the right wall of the Church's chapel.
Content:
3. Salvation
God made time and divided
it into day and night.
God outlined the road to
salvation and gave people joy.
And God took endless time
away from the people.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Myth - "4. Creation"
Location: On the left wall of the Church's chapel.
Content:
4. Creation
God created beings to lead people
in obedience to Her.
The red god, Xuchilbara;
the yellow god, Lobsel Vith;
many gods and angels. Finally,
God set out to create Paradise,
where people would be happy
just by being there.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Myth - "5. Promise"
Location: On the left wall of the Church's chapel.
Content:
5. Promise
But there God's strength ran out,
and She collapsed.
All the world's people grieved this
unfortunate event, yet God
breathed Her last.
She returned to the dust,
promising to come again.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Myth - "6. Faith"
Location: On the left wall of the Church's chapel.
Content:
6. Faith
So God hasn't been lost.
We must offer our prayers and
not forget our faith.
We wait in hope for the day when
the path to Paradise will be opened.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: St. Alessa portrait
Location: On the wall in the north octagonal room of the Church's upper
level.
Content:
St. Alessa:
Mother of God, Daughter of God
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: St. Nicholas portrait
Location: On the wall in the north octagonal room of the Church's upper
level.
Content:
St. Nicholas:
Miraculous Hands, a Doctor of God
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: St. Jennifer portrait
Location: On the wall in the north octagonal room of the Church's upper
level.
Content:
St. Jennifer:
Unwavering Faith Under
Death's Blade
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: About syncretic religions
Location: On the right side bookshelf in the library, Church upper level.
Content:
There is no religion that has
remained unchanged from the
moment it was founded.
This one is no exception.
When this religion fell into the
hands of immigrants, it was deeply
influenced by their own original
Christian beliefs.
For example, the traditional
representatives of these primal
gods may be given the names and
descriptions of Christian angels.
Thus shared characteristics begin
to appear.
(There is also one rare example
of the chief deity, "Creator of
Paradise" or "Lord of Serpents
and Reeds", being dubbed with
a demon's name. Of course, this
was not done by believers, but
by their opponents.)
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: About Tarot
Location: On the middle aisle shelf in the library, Church upper level.
Content:
Tarot was based on the 22 Hebrew
consonants and is said to represent
the entire world.
Each card, numbered 0 through 21,
has a particular meaning.
By reading these cards,
fortunetellers predict the future.
For example, the first card, "The
Magician," signifies creation, wisdom,
beginnings, or destruction and fraud.
The second card, "The High Priestess,"
denotes intuition, harmony, faith, or
dogmatism and arrogance.
According to some texts, the
Gardner deck had more than 22
cards. (The Gardner deck does not
exist today; it is mentioned only in
the literature.)
It is said that these extra cards were
based on lost Hebrew vowels and
denoted an otherworldly,
transcendental existence: i.e., God.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Dad's diary
Location: Inside the bedroom identical to Harry's in the north of the
Church's lower level.
Content:
I sometimes have the sense even
now that, that girl is a reincarnation
of Alessa.
I don't worry about it much now.
That's all forgiven.
You were unloved, Cheryl...
Or was that Alessa?
Now Cheryl is Alessa again.
No matter whose reincarnation
she may have been, that girl was
my most beloved treasure.
But that name was a mistake.
At the time I thought of her only as
a replacement for my lost Cheryl.
When she knows the truth,
will she feel bad?
That's what worries me.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: About the cult's symbol
Location: On the table in the bedroom in the second hallway of the
Church's upper level.
Content:
Represents the deity known as
"The Halo of the Sun." In heraldry,
symbolizes a religious group.
The two outer circles are charity and
resurrection; the three inner circles
are present, past, and future.
Usually drawn in red. Occasionally
drawn in black or other colors, but
blue reverses the meaning into a
curse on God and is therefore
forbidden.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Believers' complaints
Location: On the table of the northern bedroom in the south hallway of the
Church's upper level.
Content:
People are starting to voice their
dissatisfaction about Father Vincent
using the Organization's money for
his own personal benefit.
I've also heard rumors that Father
Vincent has been extorting donations
from some followers.
Is he really the right person
for such a position?
I'm in no place to deny all he's done
to make the Organization grow.
Even though we believe in God, if
there were some sort of gathering,
shouldn't we be valued not for our
limited talents or our talkativeness,
but for the depth of our faith?
L.S
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: School desk scribbles
Location: On the isolated desk in the classroom in the south hallway of
the Church's upper level.
Content:
[A desk with scribbled engravings.]
"Go Home" "Drop Dead"
"Thief"
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: K. Gordon's notebook
Location: On the teacher's desk in the south hallway classroom, Church
upper level.
Content:
There's a girl named Alessa
in my class. If your memory is
any good, you may remember her.
She's the one I said they called
a witch.
Most likely her mother is
abusing her.
I've never seen her come in without
some sort of scrape or bruise.
Her expression is pitifully dark
for a 6-year-old.
Something like this may not
be so uncommon.
Rather than coming up with
pointless ideas, it's best just
to watch and wait.
But isn't there something
I can do to help?
I'm considering consulting a lawyer,
but I do have my reservations.
That's why I thought I'd ask you,
my friend, for your opinion first.
K. Gordon
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Claudia's diary
Location: On the bookshelf in the southernmost room in the south hallway
of the Church's upper level.
Content:
November 10
She didn't die then; she was born.
I knew that for a fact.
But then why haven't I found her
yet? They were supposed to need
her power to build Paradise, for the
happiness of the people.
She was supposed to be reborn
for that.
I'd really like to see her.
November 14
Read "The Book of Praise."
I want to thank Father for lending me
such an invaluable book.
I found what I'd been searching for
in there -- how to awaken God.
But it's much too cruel.
Will I be able to pull it off when
I see her?
November 16
I was free all day, so I read "A
Modern History of Refugees" and
"Young Slaves: Child Exploitation."
I don't want to be a mere bystander
in this world. I can't do anything
now, though, and that's what's hard.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Birthday card
Location: On the table in the southernmost room in the south hallway of
the Church's upper level.
Content:
To little Claudia,
Happy 6th birthday!
I love you as if you were my real
sister. Here's to you!
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: "Aglaophotis"
Location: On the chair inside Alessa's hidden hospital room in the south
of the Church's lower level.
Content:
Aglaophotis
Red liquid or crystals resembling
blood. According to the Kabbalah,
the name is taken from an herb with
the power to dispel evil spirits. It is
said to grow in Arabian deserts.
It may be vaporized or applied as
a poultice to guard against demons.
It is powerful, but as it is rare, it is
extremely difficult to obtain.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Dad's memo 2
Location: On the desk in Alessa's bedroom in the west of the Church's
lower level.
Content:
She's just beyond this door.
I don't know how, but I can sense it.
But she's not the only one there.
I sense the presence of something
extremely dangerous, even sickening
.. or maybe what they call "God".
Nevertheless, I will open the door.
Enough of this idle chit-chat.
"God" I'm not, but I fully intend
to save her... no, them.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Sketchbook (Easy Riddle Level)
Location: On the bed in Alessa's bedroom in the west of the Church's lower
level.
Content:
[Sketches of each tarot card corresponding to its placement on the door.]
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Sketchbook (Normal Riddle Level)
Location: On the bed in Alessa's bedroom in the west of the Church's lower
level.
Content:
The door sure does rattle,
but it's stuck tight.
A secret is hidden out
of your sight!
You may be thinking,
"What could it be?"
You'll need five magic cards
if you want to see.
What to do, then,
with all these?
I'll tell you straight
and I won't tease--
Just as long as
you say "please".
Now the first thing you must know
Is that there's something
in each row.
But that is not the half of it:
Three would be too hard to fit.
The upside-down man
under the ground:
To his right, to his left,
there's no one around.
Leave him alone, though
his tears are profound.
The moon is up above the sky,
Full or crescent, floating high.
Twinkling light sits like a crown
On the head of a crazy clown.
Your Excellency,
praying to God most high
Do you think you
can tell me why
You always look up
at the night sky?
Do you have it now?
You didn't forget?
One major point you
must not omit.
And now at the last,
before you take a whack
Here's one more hint to
help keep you on track.
Scary and hateful, that
thing in the night
Better be careful --
it's not on your right!
Turn to the left and
you'll keep it in sight.
So you'll open the door?
I'm just sure that there'll
Be nothing beyond it but
frightening peril.
Forget about that!
Just stay and play!
Or else I'll be left
here alone all day.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Sketchbook (Hard Riddle Level)
Location: On the bed in Alessa's bedroom in the west of the Church's lower
level.
Content:
I had a dream.
In my dream, I opened a door.
But was that really me?
I had a different name.
ING WXX NXA
OEI IFI VII
MOX NOT XVH
XON HNG III
XAA CXX CCX
JII IEI IHT
5 are true and 4 are lies---
and there are some fibs mixed
in with the truth.
That's 'cause it's scary to write
only the truth.
But dreams...dreams are like lies,
after all.
--------------------------------------------------------------------------
i t e m m e m o s
-=-=====---=-=-=----==-======----=-=====---=-=----======---=-======----=-=
The following are readable items that are added to your inventory. Select
the "Examine" option to read them.
--------------------------------------------------------------------------
Title: Dad's notebook
Location: Handed to Heather by Douglas after leaving Daisy Villa
Apartments.
Content:
I hope this will never come to
any use; maybe it's better if
you never know.
More than anything else, I fear
the possibility of your going
away, far from me.
But sometimes we have to
tell the truth.
That's why I'm writing this, before
I'm lost in death and oblivion.
What happened back then?
That has something to do
with who you are.
It all started 24 years ago. Coming
back from a vacation, my wife and
I found a baby on the side of the
highway. Since we were childless,
we thanked God for letting us meet
this child...this girl. We took her
home.
3 years later, my wife died, and
another 4 years later -- 17 years
ago -- I came to Silent Hill.
I heard the girl's pleas and took
her with me, not knowing why
she wanted us to go there.
And it was there that the girl went
away. Not that she actually went
anywhere, nor did she die.
"Returned to her original self"...
that's what Dahlia Gillespie said.
"Original self"... That was the young
woman burned by her mother as a
sacrifice to God...Alessa Gillespie.
Half her soul escaped in those
flames and went on to live in a
baby...in that girl of mine. Of ours.
7 years passed before that half-a-girl
returned to Silent Hill and made
Alessa whole again. Newly
strengthened, she vowed to kill God.
God, a fetus nestled into this
sacrificial girl's womb, was
summoned with the usual rites.
This was Alessa's wish, no matter
what the outcome---even if her
own existence were at stake.
But that wish was not granted.
My interruption meant she prayed
instead for the girl's return.
I alone couldn't bring her back.
Dahlia did it---I only helped at the
birthing ceremony, to bring God out
of Alessa.
The newly-born God wailed
once and was dead.
All from that girl's---and probably
Alessa's---conscious resistance.
That's not the end.</pre><pre id="faqspan-12">
After God had vanished in a glow
of light, Alessa reappeared and
gave me a baby.
She looked a lot like that girl so
long ago.
And then Alessa was gone, dead.
There was nothing I could have
done to help.
I simply clutched the baby to
my chest and ran off.
The whole thing felt like a dream,
but I had proof that it wasn't.
The girl was nowhere to be found,
and in my arms...the baby.
Now 17 years have passed.
It feels like only yesterday, and
again it feels like a million years ago.
I confess I had reservations at
first about raising that baby.
Could I love her?
Her existence was thoroughly
unexplainable.
I thought, "She could be that young
woman who snatched away my
beloved daughter." That led to
sadness, anger...there were times
when I put my hands around her
tiny little throat.
Several times I even considered
abandoning her.
That's what a terrible person I am.
But I decided to raise her after all.
I just couldn't seem to let her go.
When she...when you look at me,
you laugh, so...
Even now, I can't forget
about that girl.
But I love you. I have no doubts
about that. That's all I ask you
to believe.
To my precious daughter...
Harry Mason
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Douglas's notebook
Location: On a chair inside the Fortune House in the next area after
meeting Douglas in Lakeside Amusement Park.
Content:
Client: Claudia Wolf
Request: Searching for (then infant)
Alessa Gillespie, kidnapped by man
named Harry Mason.
No word from police.
Kidnap location unknown.
Old Silent Hill newspaper article:
Alessa Gillespie (7) dead in fire.
Links to current case?
To be investigated. Priority: low.
Using alias "Heather."
Neighbors do not know real name.
What is she hiding.
According to records, 24 years old.
Client says looks 17---plausible?
Lived in Portland 'til 12 years ago.
Got wrapped up in a murder case;
Harry shot suspect.
Justifiable self-defense, so no
punishment. Moved away
immediately after, started to use
alias.
Apparently no connection with the
criminal. Just some occult freak,
slightly off from way back.
Originally from Silent Hill?
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Book: Otherworld Laws
Location: Handed to Heather by Vincent in the Church's upper level
library.
Content:
This magic square, with strong
protective and dispelling properties,
is called the "Virun VII Crest" or
the "Seal of Metraton."
It will bring results regardless of
whether the target is good or evil;
its strength, therefore, places a very
high burden on the caster. As it is
also difficult to control, it is not
usually used.
This is why it bears the name
"Metraton," after the angel
Metatron (or Metraton), also
known as the "Agent of God."
--------------------------------------------------------------------------
t a p e t r a n s c r i p t s
==-=---=====----=---=====-=-=--------=-====-=--=----=-=-=-=====--=---=-=--
This section has only one entry, which is a tape found in the Church.
--------------------------------------------------------------------------
Title: Cassette tape
Location: On the desk in the bedroom of the second hallway of the Church's
upper level. To listen to it, insert into the cassette player in
the northern bedroom in the south hallway of the Church's upper
level.
Content:
[After inserting into the cassette player, the following plays.]
Vincent: Do you know about what happened
here 17 years ago?
You've been here a long time.
You must have heard some details.
Woman: A group of pagans, blinded by
earthly desires, spit in the very
face of God.
They tried to use the Seal of Metatron
to prevent God's awakening.
But God drove the unbelievers away
and threw them into the Abyss.
But due to their wickedness, God
was unable to be born properly.
And so she has slumbered ever since
in the womb of the Holy Mother.
Until the time of the Awakening...
That's all that I know.
Vincent: That's it, huh...
Well, thanks.
Woman: Father Vincent.
I heard that the Holy Mother has
been found. Is it true?
Vincent: Alessa has been found?
Did Claudia say that?
Woman: Yes.
Vincent: Then it must be true.
Her Sight rarely fails her.
Woman: Bless the Lord!
Vincent: Maybe it's because of her great
faith.
But I could never be like her.
I wouldn't want to.
Woman: Nor I.
The truth is Sister Claudia frightens
me a little.
Vincent: Well now, let's both show our faith
by forgetting about this little talk.
Okay?
Woman: Yes.
But does that mean this land will
finally be the Home of Eternal
Paradise?
Vincent: If God wills it, my sister.
If God wills it.
--------------------------------------------------------------------------
n o t e s
--====-=-=----=-======--=-====---=-=----=-====---=-===---=-=---=-======--=
The following are small notes found through the game that are not added to
your inventory's Memos section. Usually only small tidbits of information,
they contain the same blue font as memos.
--------------------------------------------------------------------------
Title: Helen's Bakery flyer
Location: On the counter inside Helen's Bakery, Central Square Shopping
Center 2F.
Content:
Crispy toasted bread
right to your very door.
Everything on sale!
Helen's Bakery
(Once the Flamethrower is unlocked and found on top of this flyer in an
Extra New Game, the flyer is modified in the following way, with a "D"
written in black marker over the "br" in bread:)
Crispy toasted Dead
right to your very door.
Everything on sale!
Helen's Bakery
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Mall storeroom lights note
Location: On the wall beside the light switch in the storeroom beside the
women's washroom, Nightmare Mall 1F.
Content:
Warning!
When leaving the room,
be sure to turn out the lights.
It will be obvious if they are
not switched off.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Moonstone door
Location: Engraved into the west hallway door up the escalators on the
third floor, Nightmare mall.
Content:
Piling up the 300th day and night
From beyond the door,
cries of pain are heard
And the final destination
has become real
Though not a blessed beginning
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Danger sign
Location: On the floor in the office room before the monster in the water
pathway in the Underpass' lower level.
Content:
Danger! Keep out!
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Safety warning
Location: Posted on the 3F and 4F stairwell doors of the Construction
Site.
Content:
[3rd floor]
The 3rd level ceiling has crumbled.
For safety's sake, entry is forbidden.
[4th floor]
The 4th level floor has crumbled.
For safety's sake, entry is forbidden.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Store Front Poseables sign
Location: Beside the entry door to Store Front Poseables, Hilltop Center
3F.
Content:
Store Front Poseables
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Prindle & Enos sign
Location: Beside the entry door to Prindle & Enos Law Firm, Hilltop Center
3F.
Content:
Prindle & Enos Law Firm
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Monica's Dance Studio poster
Location: Beside the entry door to Monica's Dance Studio, Hilltop Center
3F.
Content:
Monica's Dance Studio
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Locker Room note
Location: On the front of a locker in the locker room in Monica's Dance
Studio, Hilltop Center 3F.
Content:
I got a map of the building from Mr.
Harris. Come to the office to get it.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Gallery sign
Location: Beside the doors to the main gallery in the Gallery of Fine
Arts, Hilltop Center 5F.
Content:
Gallery of Fine Arts
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Flame Purifies All
Location: The caption under the missing painting in the main gallery of
the Gallery of Fine Arts, Hilltop Center 5F.
Content:
Flame Purifies All
--------------------------------------------------------------------------
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Title: KMN poster and sign
Location: Poster on the wall in the large western room of KMN Auto Parts,
Hilltop Center 5F (also written beside KMN entry doors).
Content:
KMN Auto Parts
--------------------------------------------------------------------------
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Title: ECHO Interiors sign
Location: Beside the entry door to ECHO Interiors, Hilltop Center 2F.
Content:
ECHO Interiors & Floor Fashions
--------------------------------------------------------------------------
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Title: Green Ridge signs
Location: Both sides of the main door to Green Ridge Mental Health Clinic,
Hilltop Center 2F.
Content:
Green Ridge Mental Health Clinic
--------------------------------------------------------------------------
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Title: Green Ridge room plates
Location: Beside the doors to the corresponding rooms in the small lobby
of Green Ridge Mental Health Clinic, Nightmare Hilltop Center
2F.
Content:
Examination Room
Office
--------------------------------------------------------------------------
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Title: Junior high school chemistry book
Location: On the desk in the room after meeting Vincent in Green Ridge
Mental Health Clinic, Nightmare Hilltop Center 2F. It is only
found on Easy/Normal Riddle Level, while the second page only
shows up on Easy to directly spell it out for you.
Content:
When you pour diluted hydrogen
peroxide onto manganese dioxide,
oxygen is produced.
Although oxygen will not burn on
its own, it will help other things
to burn.
Oxygen is also formed when the
disinfectant oxydol is poured onto
grated vegetables or liver.
--------------------------------------------------------------------------
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Title: Hilltop Center plate
Location: Beside the front doors after leaving Hilltop Center.
Content:
Hilltop Center
--------------------------------------------------------------------------
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Title: Daisy Villa plate
Location: Beside the backdoor entrance to Daisy Villa Apartments.
Content:
Daisy Villa Apartment
(Despite the text, the plate itself actually reads:
Daisy Villa Apartments)
--------------------------------------------------------------------------
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Title: Move poster quote
Location: The poster for "Un Notte" on the wall in Heather's bedroom,
Daisy Villa Apartments.
Content:
"Morning always comes.
It's corny, but it's true."
"But if your eyes are closed,
it always feels like night."
--------------------------------------------------------------------------
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Title: Heaven's Night poster
Location: On the Heaven's Night stage in Silent Hill (only with a
completed Silent Hill 2 save on your memory card).
Content:
The Return of Lady Maria!
From 8:00 pm on the 27th.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Fridge note
Location: On the small fridge inside the Doctor's Lounge, Brookhaven
Hospital 1F.
Content:
Food only! Do not store drugs!
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Extra Costume Password
Location: On the table in the Women's Locker Room, Brookhaven Hospital 2F
(only in an Extra New Game).
Content:
Extra Costume Password
"TOUCH_MY_HEART"
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Special Treatment Room note
Location: On the wall in the Special Treatment Room, Brookhaven Hospital
3F.
Content:
Punishment for brutality towards
patient: 12 hours confinement in the
Special Treatment Room.
Dismissal policy no longer in effect.
Contact the Chief if you have any
questions.
(There's something handwritten on
top of the typewritten sentence.)
The trick is not to leave any marks!
(And one other thing. This looks like
it was written by a different person.)
The Chief is a pervert! Christie
would have been better off if she
had been fired....
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Happy Birthday notes
Location: Found on the exterior wall of and on the floor inside room C1,
Nightmare Hospital 1F.
Content:
Happy first birthday!
Happy 38th birthday!
--------------------------------------------------------------------------
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Title: Mountain Coaster signs
Location: Beside the stairs leading to Mountain Coaster, Lakeside
Amusement Park (also in Heather's Nightmare).
Content:
[Nameplate beside the brown door in the semi-circle pathway]
Mountain Coaster
[Sign near the ascending stairs to the ride]
MOUNTAIN COASTER
PLATFORM
--------------------------------------------------------------------------
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Title: Haunted Mansion sign
Location: Outside the front entrance to Borley Haunted Mansion along the
queueing line, Lakeside Amusement Park.
Content:
Borley Haunted Mansion
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Haunted Mansion warning
Location: On the ticket booth in the queueing line for the haunted
mansion, Lakeside Amusement Park.
Content:
If you have a weak heart or may
be pregnant, please refrain from
entering.
Any children under the age of eight
must be accompanied by an adult.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Haunted Mansion exit sign
Location: At the end of the spiky roof hallway inside the haunted mansion,
Lakeside Amusement Park.
Content:
EXIT
SEE YOU NEXT TIME!
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Swing Rocket sign
Location: By the small stairs leading to the Swing Rocket ride, Lakeside
Amusement Park.
Content:
SWING ROCKET
--------------------------------------------------------------------------
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Title: Happy Carousel sign
Location: The entrance by the ticket booth for Happy Carousel, Lakeside
Amusement Park.
Content:
HAPPY CAROUSEL ENTER
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Church library puzzle
Location: Various notes found on the library shelves in the Church's upper
level. Only found in an Extra New Game on Hard Riddle Level.
Content:
A secret told before you awake:
the start of a new transformation.
The first number is
"the traveller to St. Ives."
The second number is
"the hare wear a crown of straw."
The third number is "king of beasts
and goddess of harvests."
The fourth number is "representative
of both knight and page."
The fifth number is
"lapis lazuli or turquoise."
There's no separating numbers from
beginning to end.
14 buttons all told; therefore, one
is always two.
--------------------------------------------------------------------------
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==========================================================================
19. S O N G L Y R I C S [SH3_19]
==========================================================================
--------------------------------------------------------------------------
Silent Hill 3 is a first in the series for containing lyrical songs
throughout its official soundtrack. This section contains the lyrics to
each and every song in the game and its official soundtrack.
==--==
Tracks
==--==
You're Not Here
Float Up From Dream
Clockwork Little Happiness
Letter - From the Lost Days
Walk on Vanity Ruins
I Want Love
Sun
Hometown
Rain of Brass Petals - Three Voices Edit
The Silent Hill Song (Revenge Ending)
You're Not Here
---------------
(0:29) Blue sky to forever
(0:31) The green grass blows in the wind, dancing
(0:36) It would be a much better sight
(0:40) With you, with me
(0:43) If you hadn't met me
(0:45) I'd be fine on my own, baby
(0:50) Never felt so lonely then you came along
(0:55) So now what should I do?
(0:58) I'm strung out, addicted to you
(1:02) My body aches now that you're gone
(1:05) My supply fell through
(1:10) You gladly gave me everything you had and more
(1:15) You craved my happiness
(1:17) When you made me feel joy and it made you smile
(1:20) But now, I feel your stress
(1:24) Love was never meant to be such a crazy affair, no
(1:28) And who has time for tears?
(1:31) Never thought I'd sit around and cry for your love
(1:38) 'Til now...
(1:58) Oh, I feel your stress
(2:07) Oh, who has time for tears?
(2:11) Oh, my baby...
(2:20) Yeah, yeah
(2:34) Yeah, yeah, yeah, yeah!
(2:45) Oh, I feel your stress
Float Up from Dream
-------------------
[Spoken]
(0:42) They've come to witness the Beginning
(0:45) The rebirth of Paradise, despoiled by mankind
(0:50) Remember me, and your true self as well
(0:54) Also that which you must become
(0:57) The one who will lead us to Paradise with blood-stained hands
Clockwork Little Happiness
--------------------------
[Spoken]
(2:54) The time when all will be forgiven their sins
(2:59) When the Paradise we have long dreamed for will arrive
(3:03) After the judgment and atonement, an eternity of bliss
(3:09) Oh Alessa, the world you wanted is nearly here
(3:14) I wish only for the salvation of Mankind
(3:18) But for that to happen, the world must first be remade
Letter - From the Lost Days
---------------------------
(0:29) A letter to my future self
(0:33) Am I still happy? I began
(0:36) Have I grown more pretty?
(0:40) Is daddy still a good man?
(0:44) Am I still friends with Colleen?
(0:47) I'm sure that I'm still laughing
(0:51) Aren't I?
(0:54) Aren't I?
(1:05) Hey there, to my future self
(1:09) If you forget how to smile
(1:13) I have this to tell you
(1:16) Remember it once in a while
(1:20) Ten years ago your past self
(1:23) Prayed for you happiness
(1:27) Please don't lose hope
(1:34) Oh, oh, what a pair, me and you
(1:41) Put here to feel joy, nothing blue
(1:48) Sad times, and bad times, see them through
(1:56) Soon we will know if it's for real
(2:03) What we... both feel
[Whispered]
(2:18) Though I can't know for sure
(2:20) How things worked out for us
(2:23) No matter hard it gets
(2:26) You have to realize
(2:28) We weren't put on this earth to suffer and cry
(2:34) We were made for being happy
(2:37) So... be happy
(2:40) For me, for you
(2:44) Please
(2:47) Oh, oh, what a pair, me and you
(2:54) Put here to feel joy, nothing blue
(3:01) Sad times, and bad times, see them through
(3:09) Soon we will know if it's for real
(3:16) What we [what we] both feel [both feel]
(3:23) We were put here on this earth
(3:26) Put here to feel joy
(3:31) We were put here on this earth
(3:34) Put here to feel joy
(3:38) We were put here on this earth
(3:41) Put here to feel joy
(3:45) We were put here on this earth
(3:48) Put here to feel joy
Walk on Vanity Ruins
--------------------
[Entire track is spoken]
(1:25) In here is a tragedy
(1:27) Art thou player or audience?
(1:31) Be as it may, the end doth remain
(1:34) All go on only toward death
(1:39) The first words at thy left hand
(1:41) A false lunacy, a madly dancing man
(1:45) Hearing unhearable words
(1:48) Drawn to a beloved's grave
(1:50) And there, mayhap, true madness at last
(1:56) As did this one, playing at death
(1:59) Find true death at the last
(2:02) Killing a nameless lover
(2:04) She pierced a heart rent by sorrow
(2:09) Doth lie invite truth?
(2:11) Doth verity but wear the mask of falsehood?
(2:15) Ah, thou pitiful, thou miserable ones
(2:20) Still amidst lies
(2:22) Though the end cometh not
(2:24) Wherefore yearn for death?
(2:27) Wilt thou attend to thy beloved?
(2:30) Truths and lies, life and death
(2:34) A game of turning white to black
(2:37) And black to white
I Want Love
-----------
(0:37) I want a river full of love
(0:49) I need an ocean full of love
(1:01) I want a cup that overflows with love
(1:05) Although, it's not enough to fill my heart
(1:13) I want a barrel full of love
(1:16) Although, I know it's not enough to fill my heart
(1:25) I want a river full of love
(1:28) But then, I know the holes will still remain
(1:37) I need an ocean full of love
(1:40) Although, I know the holes will still remain
Sun
---
[Entire track is spoken]
(0:00) In the beginning, people had nothing
(0:03) Their bodies ached, and their hearts held nothing but hatred
(0:09) They fought endlessly, but death never came
(0:13) They despaired, stuck in the eternal quagmire
(0:19) A man offered a serpent to the sun and prayed for salvation
(0:24) A woman offered a reed to the sun and asked for joy
(0:29) Feeling pity for the sadness that had overrun the earth
(0:33) God was born from those two people
(0:37) God made time and divided it into day and night
(0:42) God outlined the road to salvation and gave people joy
(0:47) And God took endless time away from the people
(0:53) God created beings to lead people in obedience to Her
(0:57) The red god, Xuchilbara
(1:01) The yellow god, Lobsel Vith
(1:04) Many gods and angels
(1:07) Finally, God set out to create Paradise
(1:11) Where people would be happy just by being there
(1:15) But there God's strength ran out, and She collapsed
(1:20) All the world's people grieved this unfortunate event
(1:24) Yet God breathed Her last
(1:27) She returned to the dust, promising to come again
(1:32) So God hasn't been lost
(1:35) We must offer our prayers and not forget our faith
(1:40) We wait in hope for the day
(1:42) When the path to Paradise will be opened
Hometown
--------
(0:10) He spoke of tortured souls
(0:18) So outrageous the toll
(0:23) You can lose all you have
(0:29) He refused to give in
(0:34) To the town that takes all
(0:40) Survive
(0:44) You must have the will
(0:51) This movie doesn't end the way we want all the time
(0:57) Then he shouts at the moon
(1:01) She's gone
(1:05) And fear has overcome
(1:10) He was walking the mile
(1:15) He was walking alone
(1:40) So outrageous the toll
(1:45) You can lose all you have
(1:50) He refused to give in
(1:55) To the town that takes all
(2:02) Survive
(2:06) You must have the will
(2:12) This movie doesn't end the way we want all the time
(2:18) Then he shouts at the moon
(2:22) She's gone
(2:26) And fear has overcome
(2:31) He was walking the mile
(2:37) He was walking alone
(2:43) Four and twenty dead birds
(2:48) They bleed upon the nest
(2:53) There was no time for reasons
(2:58) They had no sign of a threat
(3:03) Now it's too late
(3:06) Too late for me
(3:09) This town will eventually take me
(3:15) Too late
(3:17) Too late for me
(3:20) This town will win
[Spoken]
(3:24) Through this fog they came along
(3:26) Dark creatures singing a terrible song
(3:30) The rest of the bar laughed at him
(3:33) Only I felt my hope grow dim
(3:36) They found him dead the very next day
(3:39) No more stories from him, I heard them say
(3:44) We blame bad luck for his fate
(3:47) Only I felt terror so great
(3:50) She and he will know
(3:56) That someday
(4:01) All things will end
(4:05) That misty night
(4:07) That dismal moon
(4:10) The dead search for their kin
(4:15) While angels sing in endless dark
(4:20) The dead seek out sin
I Want Love (Studio Mix)
------------------------
(0:00) All right, let's do this
(0:02) One, two, three, four
(0:30) I want a cup that overflows with love
(0:35) Although, it's not enough to fill my heart
(0:42) I want a barrel full of love
(0:45) Although, I know it's not enough to fill my heart
(0:54) I want a river full of love
(0:57) But then, I know the holes will still remain
(1:06) I need an ocean full of love
(1:09) Although, I know the holes will still remain
(1:18) And the Swiss cheese heart knows
(1:24) Only kindness can fill its holes
(1:30) I'd love to dry my tears
(1:35) As pain disappears
(1:40) I need a miracle and not someone's charity
(1:45) One drop of love from him and my heart's in ecstasy
(1:51) The high that is sending me is most likely ending me
(1:57) I need a miracle and not someone's charity now
(2:58) Fill up my heart with love
(3:00) Oh, you'd be amazed at how
(3:04) Little I need from him
(3:06) To feel complete here and now
(3:09) Stirring within me are these feelings I can't ignore
(3:15) I need a miracle and that's what I'm hoping for
(3:20) I need a miracle and not someone's charity
(3:26) One drop of love from him and my heart's in ecstasy
(3:31) The high that is sending me is most likely ending me
(3:37) I need a miracle and not someone's charity now
(3:46) Oh, baby baby
(4:03) My baby
(4:05) Anybody's love but his
(4:10) Will never fill this place within me now
(4:16) Doctor give me what I need
(4:21) To free my heart from misery, yeah
Rain of Brass Petals - Three Voices Edit
----------------------------------------
(1:05) I am the first
(1:08) A shadow at the end of the hallway
(1:17) I spin the carousel
(1:21) The laughter recedes away
(1:27) My finger on your lips
(1:31) I stole something precious
(2:33) I am the second
(2:37) Alone in a faceless crowd
(2:42) A human caught in monochrome dreams
(2:48) I scream to wake up
(2:53) My voice drowns deep underground
(2:59) Only the dead can hear me, see me
(3:57) I am the third
(4:01) A master
(4:03) A sentinel of awakeness
(4:09) I hold truth like a torch
(4:13) Shadows flicker before me
(4:20) Rapid eye follow the chain of thought
(4:25) Until the silence ends
The Silent Hill Song (Revenge Ending)
-------------------------------------
[Spoken and sung in Japanese; translations provided]
Come on, kiddies! Gather around!
[Cheers]
Now, tell me, everyone...
Aren't you sick and tired of that ol' UFO ending?
[Raised voices]
That's right! Be honest!
Honesty helps you grow big and strong!
Okay, you fine youngsters,
let's all sing the Silent Hill song!
[Cheers]
Ready? And-a one, and-a two,
and-a one, two, five, seven...
Shake it
Yo man
Yo, yo
Yo, shake it
Shake it, shake it
Yo
Everybody sing the Silent Hill song
[Silent Hill no uta minna de utaou]
Come on, friends - let's sing along
[Minna de minna de utaimasyou]
We'll start with Claudia!
You don't all have to sing!
Claudia, Claudia
She's oh so nice, and I'm glad
[Honto ha yasashii obasan da]
She gives us all candy and money to spend
[Okashi toka katte kurerushi otoshidama kurerushi]
Just be sure that you don't get her mad
[Dakedo ne okoru to kowai]
Everybody sing the Silent Hill song
[Silent Hill no uta minna de utaou]
Come on, friends - let's sing along
[Minna de minna de utaimasyou]
Next up is Vincent!
Here we go!
Vincent, Vincent
He's such a good boy, it's true
[Honto ha yasashii oyaomoi]
He walks old ladies across the street
[Oudanhodou de obaasan no te toka hiiterushi]
But he's selfish and so willful, too
[Dakedo ne wagamama dayo]
Everybody sing the Silent Hill song
[Silent Hill no uta minna de utaou]
Come on, friends - let's sing along
[Minna de minna de utaimasyou]
Now on to Douglas! (Douglas...)
Douglas, Douglas
He's not really a true-blue P.I.
[Honto ha tantei janainda]
He gets up awful early and smells of the sea
[Asa toka yatara hayaishi iso no kaori surushi]
Because he sells fish on the sly
[Soreha ne sakanayasan dakara]
Everybody sing the Silent Hill song
[Silent Hill no uta minna de utaou]
Come on, friends - let's sing along
[Minna de minna de utaimasyou]
Last but not least, Heather!
Heather, Heather
Divorced with two kids of her own
[Honto ha batsuichi niji no haha]
It's so hard to raise 'em and still go to work
[Ikuji toka taihendashi part mo ikenai to ikenaishi]
A young mom who goes it alone
[Dattesa yanmama dakara]
Everybody sing the Silent Hill song
[Silent Hill no uta minna de utaou]
Come on, friends - let's sing along
[Minna de minna de utaimasyou]
Everybody sing the Silent Hill song
[Silent Hill no uta minna de utaou]
Come on, friends - let's sing along
[Minna de minna de utaimasyou]
[Machine gun fire and screams]
--------------------------------------------------------------------------
==========================================================================
20. C O O L A N D S C A R Y T H I N G S [SH3_20]
==========================================================================
--------------------------------------------------------------------------
The title of this section originates from the Silent Hill 2 GameFAQs
message board back in 2002 where I made a series of topics of "Cool and
Scary things" found in that game, or simply a list of some interesting
things you could see and hear throughout. This section carries on that
tradition by listing all the worthwhile trivia I've found in Silent Hill
3. Enjoy.
Nightmare
==--=--==
-You start in the same amusement park that Harry explores in Silent Hill
-In the opening cutscene, the image that flashes multiple times is the
twitching head of a horse later found on Happy Carousel
-Heather starts her nightmare with the knife, handgun, submachine gun,
a health drink, first-aid kit and ampoule along with some ammo
-You can actually fall down a hole or get killed by an enemy and wake up
in the mall, since it's just a nightmare
-Heather explains that she likes cookies and chocolate when you examine
certain walls in the gift shop
Central Square Shopping Center
==--==--==--==--==--==--==--==
-Heather awakens inside Happy Burger, a chain restaurant also found in
Silent Hill 2
-The way Douglas says "sorry" in the opening conversation is rather funny
-Heather provides some mildly funny but appropriate comments about the van
in the alley when examined
-The body the first Closer chomps on is a recoloured model of Angela from
Silent Hill 2
-There is a blue-coloured poster of Silent Hill 2 in the office hallway
following the clothing store
-You can hear some thumping in the room with the key under the skid,
perhaps as if someone is running above
-There's all sorts of baked goods and drinks inside Helen's Bakery that
have incredible detail
-You can hear the radio in the elevator before it falls
Nightmare Shopping Mall
==--==--==---==--==--==
-In the first hallway of the Nightmare Mall you can hear loud, distant
moans similar to those heard in Silent Hill 2's Historical Society
-You can hear crunching glass while in the 1F northwest hallway
-With a completed Silent Hill 2 save on your memory card, Heather can
prepare to reach into the women's washroom toilet before wimping out and
making light of anyone who would do such a thing
-Heather must be blind to need the flashlight to see the Hanger in the
women's clothing store since it's not very dark
-Heather could simply use the coat hanger to remove the toilet blockage in
the women's washroom but doesn't think of it
-When you knock on the farthest stall door in the 1F women's washroom and
walk away, it opens to reveal blood everywhere -- someone's had a bad day
-There are a few hallways where Double Heads are busy eating some sort of
meat package while you can walk right past them
-The room with the vise on 2F looks somewhat like Pyramid Head's lair from
Silent Hill 2
-The Moonstone door appears to allude to pregnancy with 300 days and
nights (10 months rather than 9, but still) and "cries of pain", while
the Walnut itself is pregnant with the Moonstone inside
(Return to Normal)
-When you examine the middle-left table in Happy Burger, Heather comments
that she was sleeping there earlier and she'd still like to be, or maybe
she still is
-Douglas hints that he saw the Split Worm ("that monster"), although it's
perhaps a mystery how and from where
Hazel Street Subway Station
==--==--==--=-=--==--==--==
-There's an interesting newspaper on one of the ticket machines that
mentions a man who died from a subway train collision four years ago --
you can witness an extra, paranormal scene if you read it before
proceeding to platform 4
-Heather says she could just hop over the turnstiles when you examine them
-Inside the concourse ticket booth are framed photos on the wall that are
screenshots from Silent Hill 2
-If you move near the phones in the middle of B2, a phone will ring just
once but cannot be answered
-Garbage bins in the subway have the slogan "STASH YOUR TRASH" on them
-The red shopping cart in the blocked off hallway below platform 1 and 2
is the same one from Wood Side Apartments where James acquires the
handgun in Silent Hill 2
-While Closers are normally not found in the subway, you can find a couple
if you head down the stairs after using the nutcracker and then backtrack
-Upon meeting the first Insane Cancer near the open subway train, you can
lead it back to the train and hide inside as it won't be able to fit
through the smaller door
-After trying the red glow door on the tracks, three Double Heads appear
out of nowhere at an instant
-Be sure to step out the back door of the moving subway train for a
fantastic exterior view of it speeding through the tunnels
-If you move forward on the back of the train, a brief first person
cutscene will play of Heather falling off and dying
-Each subway car is released from the train after proceeding to the next
car -- every time you go back you'll be on the last car's doorstep
-The subway car sounds, lighting and general atmosphere are extremely well
done and just like a real subway ride
-There is what Heather describes as garbage on the floor not worth her
time right near the Insane Cancer in the train -- close enough that it
can look like she's talking about the Insane Cancer (worth a good laugh)
-There are fallen hand holders from the roof on some of the seats that
look like weird knives
-The subway train moves and stops on its own without a conductor
Underpass
==--=--==
-Certain paths of the underpass will display all bloody and altered in an
Extra New Game, damaging Heather on Hard as she remains in them
-A creepy noise is heard upon examining the bloody lockers in the map room
-Heather explains that the hardhat helmets in the map room are
"geeky-looking"
-A Slurper can be seen in the water under the bridge before the garbage
room, disappearing on your way back
-There are a fair amount of objects in the garbage room for Heather to
comment on with interesting thoughts
-There is actually a radio in one of the garbage bins from the sewers
-When answering honestly to the sewer princess after dropping your steel
pipe in the water in the monster room, she says " "I've finally found a
truly honest man!" -- a rather unfortunate comment for Heather
-There are plenty of strange noises heard in the Underpass, ranging from
distant monster screeches to mysterious thumps and ringing
Construction Site
==--==--=--==--==
-An echoing clank is heard while climbing the stairwell
-The 5F washroom looks like a washroom from Silent Hill 2's apartments
-When you examine the washroom sink on 5F, Heather says "It's just a plain
ol' washbasin"
-You can actually find a Silencer hidden behind a newly-plastered portion
of wall in the 5F main room, along with a body -- perhaps it is the work
of Solid Snake
-Upon examining the pair of legs in the wall, Heather offers up some
comments, including that she shouldn't've watched a movie called "The
Black Cat"
-Heather actually jumps from the fifth floor to the third, since two
floors have collapsed below
Hilltop Center
==--==--==--==
-There are six floors in this building, making it the highest number of
floors in an accessible building in the Silent Hill series up to this
point
-If you examine the mannequin with the head in the Store Front Poseables
storeroom and move to the other corner, a scream will be heard and the
head will be chopped off with blood all over
-There are car wheels, a wrench and some oil bottles on the shelf with the
jack in KMN Auto Parts
-The sign to the Gallery of Fine Arts has what appears to be a red square
save point from Silent Hill 2 on it
-Heather says she's not found of fire upon examining the "Flames Purifies
All" painting caption in the Gallery of Fine Arts, understandable once
you realize her history
-In the Gallery of Fine Arts corridor, there's a noticeboard with upcoming
gallery shows -- Heather comments "Who really cares about that?"
-On 2F you can hear some noises from Silent Hill 2 when Pyramid Head is
chasing you in the hospital basement
Nightmare Hilltop Center
==--==--==-==-==--==--==
-There is a costume very similar to Pyramid Head's from Silent Hill 2
hanging from some scissors in the second room of this area
-It says "FRIEND" on the wall in the room with Vincent
-You can actually fall down some holes in this area on Hard
-The chemistry note on the Green Ridge desk only appears on Hard Riddle
Level
-Heather decides not to take any of the cash strewn on the counter in
Last Drop Café
-With the Transform Costume and Maul equipped, the Insane Cancer in Last
Drop Café speaks in Japanese and loudly screams when hit, and Heather
similarly returns Japanese comments when hit
-Upon exiting Last Drop Café, the camera angle looks like first person
view
-The doors with blue lights over them throughout Nightmare Hilltop look
fantastic and rather photorealistic
-You can hear a monster groan in the northern part of the west 5F corridor
upon checking the north door
-In a south room on 5F, you can shoot and kill two Slurpers behind a fence
while they cannot reach you
-Heather is only 17 but she says she quit smoking for good when you
examine the cigs in the southwest corner room on 5F
-The matchbooks in the smoking conference room on 5F are huge
-In the staircase room after burning the painting, on the wall are
question marks and smiles reminiscent of Lisa's from the first Silent
Hill
-Despite Heather only taking one silver coin in Onestop Imports, she
comments that she may act like a thief sometimes
-It costs 25 cents for a pop in the Onestop Imports vending machine
-Upon returning to the elevator with the life insurance key on 4F, you'll
hear a strange noise
-In the life insurance corridor, familiar music from Silent Hill 2's Blue
Creek room 203 plays
-It looks like they ran out of life insurance in the TU FUI, EGO ERIS room
of Elberton Life Insurance
-When Heather hears the monster after reciting TU FUI, EGO ERIS, she
comments on it, but not all the other noises she hears
-The Glutton monster and the fairy tale are awfully reminiscent of Harry
reading about how to defeat a lizard creature and then later fighting it
in the first Silent Hill's school
(Outside)
-The orange car outside the Nightmare Hilltop Center looks like a 1967
Ford Mustang
Daisy Villa Apartments
==--==--==--==--==--==
-The apartments sign outside says "Daisy Villa Apartments" but the text
reads "Daisy Villa Apartment" when you examine it
-With a completed Silent Hill 2 save, Heather will comment that there's no
letter from a dead wife inside the mailboxes upon examining them
-If you examine the save point by the front exit, Heather says "It makes
'me' head hurt" -- indeed it does, Heather
-Heather arrives at home after a crazy day like this and acts all casual
with a simple "Dad, I'm home"? That's it?
-Harry appears to wear the same outfit from the first Silent Hill, minus
the vest
-Heather gets blood on her vest, remaining for the rest of the game
-The boss you fight on the rooftop looks similar to Pyramid Head from
Silent Hill 2
-If you try to open the rooftop door during the boss fight after Claudia
leaves, Heather will comment, "It's locked. That bitch....!"
-There are washrooms in both Harry and Heather's bedrooms -- now that's
some luxury for a small apartment
-When you examine the chair that Harry was in, Heather says he told her
that he was the strongest man in the world; Heather then calls him a liar
-Heather can read a movie quote on a poster in her bedroom
-The middle shirt in Heather's dresser looks like a map
-There's a cloth on a bucket in the kitchen
-The phone by the door looks rather old
Silent Hill
==--===--==
-When Douglas is driving Heather to Silent Hill, you can see "California"
on the licence plate -- seems like he's come a long way as Silent Hill is
supposed to be in northeastern USA
-Harry's diary given by Douglas makes for a fantastic and emotional read
-Silent Hill now has even more fog than ever before
-You can access the doghouse lot from Silent Hill 2 but there's nothing
in the lot
-Pete's Bowl-O-Rama's entrance doors are shut tight and cannot be opened
-There are drawings of people bowling on the west wall on Carroll Street,
near Pete's Bowl-O-Rama, the same ones from Silent Hill 2
-It says "GOOKIE" on the wall near the entrance of Heaven's Night
-If you have a completed Silent Hill 2 save, there's a "Lady Maria" poster
on the stage with a woman of black hair -- not unlike Maria who had
dyed-blonde hair with dark roots
-On the center table in Heaven's Night is the exact same tourist pamphlet
found in the apartments in Silent Hill 2
Brookhaven Hospital
==--==--=-=--==--==
-While the nurses look awfully familiar, they now have hair and viewable
faces, and some sort of extended apron on the front of their miniskirts
-Before reading Stanley Coleman's first diary when checking the doll
beside it in the Visiting Room, Heather explains how she likes dolls with
a very positive tone, but upon reading the creepy diary her tone changes
and she explains she won't touch the doll with a 10-foot pole
-It's actually possible to read the alarm clock time from afar and type it
into the M4 briefcase without ever examining it up close, provided you
can see it clearly enough
-The end of the 2F patient wing hall contains the same mattresses, TVs,
bucket and mop exactly as they appeared in Silent Hill 2
-You can hear different tones of the basement wheelchair wheel on repeat
if you pause it about every second
-With a completed Silent Hill 2 save, Heather will comment that the fence
on the rooftop doesn't look like it's about to break and fall, just as it
does for James
-In the secret hallway supposedly to Leonard, you can pause the game while
a gate lowers to finish its sound effect, then unpause to have the gate
finish lowering in silence
-When climbing the ladder by Valtiel, it says "What A Wonderfull World" on
the wall -- this is a reference to The Exorcist III where the killer
writes something similar with two l's in Wonderful
Nightmare Hospital
==--==--==--==--==
-This is a TRUE "Nightmare" Hospital with the walls a mixture of what
looks like fire and blood
-Upon entering the 3F Storeroom, a large mirror is found on the wall
while the room in the reflection transforms, with the real room following
suit and Heather's reflection freezing
-The mystery man on the men's locker room telephone reveals that Stanley
Coleman is the corpse on gurney number 7 in the basement, and further
that he was murdered by Leonard
-The mystery phone caller says Happy 31st Birthday (14 of Alessa plus 17
of Heather) and then Happy 24th Birthday (7 of Cheryl plus 17 of Heather)
-After the phone conversation, Heather realizes that the phone wasn't even
connected
-Behind the smoky glass on 2F, Valtiel holds a nurse upside-down, very
suggestively with her legs spread open
-You can hear a cry by the smoky glass area on 2F
-In the B3 crematorium, you can hear the final dying breaths of Stanley
Coleman while near corpse number 7
-The scribbled memo in the 1F Day Room appears to have been written by
Leonard
-You can hear some monster noises in room C1
Lakeside Amusement Park
==--==--==-=-==--==--==
-There are some actual completely dark areas in the amusement park
-Robbie the Rabbit is only one of the park's four mascots -- the others
are Kathy the Kitty, Huey the Horse and Dawn the Duck, who can all be
seen in the wall frames in the children's amphitheatre
-Douglas has the same handgun as Heather
-For some reason Heather decides that she should call an ambulance when
she finds Douglas, forgetting the circumstances of her situation
-The Silent Hill 2 elevator game show host mentions the park has a
merry-go-round, haunted house, roller coaster, ferris wheel and tea cups;
Heather can see all these rides minus the ferris wheel, which can be seen
by Harry in the first Silent Hill
-The Tea Cup ride behind Douglas seems to have been directly inspired from
the mentioning of the "tea cups" ride by the Trick or Treat elevator
announcer in Silent Hill 2
-The full contents of Douglas's notebook can only be read from your
inventory, with Heather only reading about half of it before picking it
up in the Fortune House
-Heather can find two of Harry's notepad memos which serve as save points
in the first Silent Hill (one before the carousel and another before the
final boss in the Church)
-The ice cream stand with Harry's notepad is taken right out of the first
Silent Hill, appearing in very similar form
-Upon examining the carousel's ticket booth, Heather says there's no one
here and she'll just sneak in
-The ice cream stand and carousel line up in respect to each other just
about exactly as they did in SH1, meaning Heather fights the Memory of
Alessa on potentially the exact same carousel where Harry fought Cybil
Church
==--==
-The Eye of Night tarot card is a made-up card for this game
-When you examine the picture on the wall in the confessional box, Heather
comments, "Who can this be? Ah, it doesn't matter"
-Closers in the Church are covered in a green type of bacteria and are
faster and stronger
-In the southeast room on 1F, your shadow is very large and sharp
-There's a great view from behind the near desk light when you approach
the far desk in the second hallway's bedroom
-The painting of St. Jennifer in the room with the large save point on the
ground is Jennifer Carroll, the praying woman statue from Silent Hill 2
-When you examine the phone in Harry's Church bedroom, Heather comments
that she shouldn't bother because she knows it's not connected
-You can find Valtiel hanging a nurse in the corridor of Alessa's bedroom,
and also patrolling other areas of the Church
-Alessa's bedroom, hospital room and the classroom are taken straight from
the first Silent Hill, all very similar in appearance
-In Alessa's hidden hospital room corridor, Valtiel turns a valve below
two hanging young female bodies, said to represent Cheryl and Alessa
-When you examine the photo of Alessa in the hospital room, Heather says
she was bored and sad at seven (which was when the photo was taken)
-When you examine the bed in the same room, Heather goes on and on for a
while about Dahlia and her past
-The caption while examining the bed says "Dalia" instead of "Dahlia"
-When examining the cards in Alessa's bedroom, Heather says Claudia had
trouble winning when they were kids, which caused her to cry
-If you kill all the enemies in the transforming small room full of
monsters when returning to the chapel section, the room will return to
normal
-The graffiti desk and the "WOLF" drawing on the classroom wall in the
south corridor of the upper level reappear straight out of the first
Silent Hill
-Heather comments that the "WOLF" drawing looks like a dog but
acknowledges that it must be a wolf cause it says so
-There is a note written by a K. Gordon in the classroom, the same name of
the K. Gordon key from the first Silent Hill, revealed to be a teacher of
Alessa's
-There is a room full of Scrapers and nothing else in the south corridor
of the upper level
-Similarly to inserting the five tarot cards into Alessa's bedroom door,
Harry inserted "five rites" (five different objects) into the same door
at the end of the first Silent Hill</pre><pre id="faqspan-13">
-The five tarot cards are all meant to represent a character: Heather is
the "Fool", Claudia is the "High Priestess", Douglas is the "Hanged Man",
Vincent is the "Moon", and the god is the "Eye of Night"
-There's a large fan before entering the final room with Vincent and
Claudia, similar to the one in the first game's Nightmare School, but
also a recurring theme in all the Silent Hill games
-You can hear the Silent Hill 2 abyss moan at the beginning of the Vincent
and Claudia cutscene before the final boss
-Claudia stabs Vincent with what looks like the Dagger of Melchior from
the first Silent Hill
-If you examine Vincent's body before using the Pendant, Heather says she
hated him too but regrets that it ended this way
-After Heather coughs up the fetus, you can see blood dripping from her
mouth
-Valtiel climbs the wall in the final arena, assisting the God while
covering her face with a curtain
-After defeating the God and walking away, Heather mysteriously looks back
-- this is because she hears and sees a crying baby, just as did Harry at
the end of the first Silent Hill, but she decides to end the circle by
leaving it be (having no true connection to it like Harry did)
-Despite no exit in sight, Heather manages to escape the final boss arena
Miscellaneous
==--==-==--===
-The textures and clarity in Silent Hill 3 are extremely detailed and
advanced for its time, making it perhaps the best-looking PS2 game ever
released
-Due to the detail of its character models and environments, Silent Hill 3
looks outstanding when played on PC in HD, standing the test of time
-Numb Body moans sound like baby lambs
-Double Heads often howl for assistance from others nearby who howl back
before coming
-Claudia has no eyebrows and is barefoot for the entire game (her
spiritual predecessor Dahlia also went barefoot in the first Silent Hill)
-Just like the previous games, there are multiple large fans in this one
-While wearing an extra costume, the light from the flashlight comes from
nowhere
-In light areas, you can turn your flashlight on and off but no sounds are
heard and no light is seen
-The lighting when shooting is rather beautiful, especially with the
submachine gun
-Sometimes after dying, particularly in Nightmare areas, Valtiel comes and
pulls Heather's body away
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21. C R E D I T S [SH3_21]
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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 3.
- Thanks to Akira Yamaoka for composing another amazing soundtrack.
- 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 everyone on the Silent Hill 3 GameFAQs message board for all
the great discussions.
- Thanks to dictionary.com as I almost always had it open as a reference
while writing this FAQ.
- Thanks to SOCOM and SOCOM II for providing me with a lot of online fun
in the early days of making this FAQ.
- 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 2003-2019 BY ANDREW HAFFENDEN
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