*********************
SILENT HILL
FAQ WALKTHROUGH FOR THE
PAL VERSION OF SILENT HILL
AUTHOR: MILLERS C
CREATED: FEB 20TH 2002
FINAL VERSION
********************


***************
UPDATE HISTORY:
***************

***************
APR 15TH 2005.
FINAL VERSION
***************
A brief update to cater for copyright changes.

***************
FEB 20TH 2005.
Version 1.5
***************
Well, it has been 3 whole years since this guide was last updated.
It has been gahering a lot of dust in that time and I'm sure interest in
this game has waned since then. Having said that, I know that this was my
first walkthrough and is one which I look back at fondly. It certainly was a
lot of fun to write, and Silent Hill is one of the finest games available
for the PSX. I apologize for the lack of updates and hope that you will
have found this guide useful for this is the final update. It is better to
draw a line under this rather than leaving it undone any longer, so lots of
luck playing Silent Hill.


***************
FEB 21ST 2002.
Version 1.0
***************
This is the first installment of my Silent Hill walkthrough. It was a
tough few weeks getting it done but I can finally put my feet up and
retire for a while. I will update this game for quite a while and will
spruce it up in the future.

***************
Version 1.1
APR 17TH 2002.
***************
Not much new here really, just a spot check, maybe the problems have
been ironed out finally.

===---===---===---===
TABLE OF CONTENTS
===---===---===---===
SECTION A: TIPS AND LISTS
SECTION B: WALKTHROUGHS
SECTION C: SECRETS
SECTION D: ACKNOWLEDGMENTS


===---===---===---======---
SECTION A: TIPS AND LISTS
===---===---===---======---
CONTENTS:
I: INTRODUCTION
II: TIPS AND HINTS
III: MONSTERS
IV: WEAPONS
V: FILES
VI: CHOOSING MODES
VII: NOTEPAD LOCATIONS
VIII: CONTROLS
IX: CHARACTERS
X: DISCLAIMER
XI: ITEMS LISTING

===---===---===---===
I: INTRODUCTION
===---===---===---===
Silent Hill. From the outside, Silent Hill would appear to be an ideal
haven. Remote, tranquil, beautiful and yet this leads you into a false
sense of security. Silent Hill is not the serene picturesque lakeside
resort it appears to be. Silent Hill has age-old secrets, a legacy that
the locals are not aware of. Silent Hill is covered in a thick fog that
has appeared as if from nowhere. Roads out of town are obliterated.
Vehicles have stopped functioning. Where is everybody? What on earth
happened here?
This is all revealed to young writer Harry Mason. An average guy, Harry
is thrust into a strange situation where his daughter is missing. Harry
must save his daughter from this strange town, whilst dodging creatures
of the night, traipsing around this huge district and meeting up with
the not so trustworthy locals in order to find the source of this
nightmare. What Konami did with Silent Hill was to initially create a
rival for the popular Resident Evil series. Konami went better than
that. The truth is, Konami created a completely original title that
surpassed the Resident evil series in some areas. It is a truly
terrifying yet compelling experience and a joy to play what stands out
the most is the differences between Resident Evil and Silent Hill.
Harry is a writer, an average Joe who wants to recover his daughter
from a strange town; he is not a Hero in the Solid Snake sense of the
word. He's in proficient with firearms. He is merely acting out his
paternal instincts. I have created this guide partly because I have
noticed that there are only a few FAQ/Walkthroughs for this game
currently on GameFAQs, and because I wanted to help other people's out
there who are stuck in the confines of this cursed town and need help.
I hope this guide will serve you well, fellow Survivalists. Good Luck.

===---===---===---===
II: Basic Tips
===---===---===---===
Harry is not an expert in his situation and needs all the help he can
get. I hope that these Basic Tips will help you succeed in the
dangerous world of Silent Hill.

******
Torch
******
Harry is not a cat, e cannot see in the dark. The flashlight is
obtained near the beginning of the game and will prove to be a
lifesaver throughout. This lights up the predominantly dark areas of
Silent Hill and fits neatly in Harry's breast pocket. Learn to use it
efficiently. When the torch isn't equipped you cannot see the map, aim
well or pick up items.

***
Map
***
Maps to all locations are available in the game, usually when you enter
a new area. In order to get around in Silent Hill properly, you will
need to learn to consult the map often to find out where you are going
and what doors open or not. Often I will tell you to refer to your map
in order to proceed. Really, learning to map read is a good way of
succeeding in Silent Hill.

*******
Weapons
*******
Ammo is scarce; so don't rush in all guns blazing. Running away can
circumvent many battles with the enemy. Don't be worried about being
branded a coward, as the monsters can't talk. Also, try and use the
melee weapons as often as possible. It saves ammo and sometimes is more
efficient.

******
Health
******
The bad thing for the color blind is Silent Hill uses a color-coded
system of health. Red means danger, obviously, while green refers to
Perfect health. After fights, check your health often.

There are 3 ways of replenishing Harry's life bar.

-----------------
1: Health Drinks
-----------------
They are extremely common; you'll be finding them everywhere. They only
restore a moderate amount of life however, but they are certainly worth
picking up.

------------------
2: First Aid Kits
------------------
Common, but much rarer than health drinks. They restore most of you're
life in a snap, so don't go wasting them when a health drink would be
sufficient.

-----------
3: Ampoule
-----------
You will only find about 3-4 in the game, but they are worth it. Not
only do they restore full health, but also they give off a short period
of immunity to attacks. Save these for the boss battles later on in the
game.

---------
The Radio
---------
This small Pocket radio is found early on in the game, and for some
reason emits static when an enemy is close by. If you hear a crackling,
then it's time to lock and load. Very handy throughout the course of
the game.


===---===---===---===
III: Monsters
===---===---===---===

Please note that the following monster list is actually not the
official names for them, I just named them what I thought best suited
them. Okay?

----------
Teddy bear
----------
The Teddy Bear is the standard monster in Silent Hill. He first makes
an appearance in the opening scenes and then appears throughout the
School. Then he returns in the final section of the game at the
Lakeside Resort. They roam the corridors in an attempt to claw you to
death or stab you with kitchen knives. A couple of well-placed Handgun
Bullets should do the trick. The Steel Pipe is useful also.

---------
Clickers
---------
The Clickers are insect like monsters that roam the dank smelly
corridors of the Silent Hill Sewage System. To kill Harry, they use
their strength to crush his legs and claws to slash his ankles. The
problem with these is you can never be sure when they are dead. They
simply stand there dead. Be careful when running past fallen Clickers!
Shotgun works best, By the way.

------------
Flying Demon
------------
Bloody Annoying! They sweep down from the foggy skies whilst attempting
to sink their talons into Harry's scalp!
You will encounter these from the opening few minutes right through to
the end (Nearly). As they sweep at you, try and take them down with the
Handgun. Once on the floor they are disabled.

------
Apeman
------
The Apeman makes his first appearance in Central Silent Hill and
refuses to give up the ghost even when you run away from them! Run away
and the camera wills witch to a chase perspective, and they will then
jump on you in an attempt to crush you. Intimidated? You shouldn't be!
A few Shotgun blasts should send them home packing.

-------------
Skinless Dog
-------------
What was once probably an adorable family pet has been transformed into
an evil skinless dog, bent on causing misery for Harry. They are not
really worth fighting since the decomposition on their bodies has made
them slower than Marlon Brando, but if you feel the need, The Handgun
works wonders.

-------------------
Zombie Nurse/Doctor
-------------------
Zombified Nurses and Doctors roam the decrepit corridors of the
Alchemilla hospital and nowhere. Coming complete with a Maggot hump on
their back and armed with a crafty knife, the Zombified Medical Staff
of Silent Hill could prove to be formidable opponents for the unwary.
If I were you, I'd stick with the shotgun to cut them down quick, and
then resort to the hammer. Difficult in large numbers, as well.

------
Ghosts
------
These Ghosts are actually Ghost babies that appear in nowhere. These
transparent buggers will bite at your legs while you swear at the
screen saying 'I couldn't see the bugger!' Let the radio do the looking
while you frantically blast them with your Handgun!

===---===---===---===
IV: WEAPONS
===---===---===---===

----------------
FIREARMS
----------------

--------------
HANDGUN
--------------
The Handgun will be the first weapon that Harry will obtain, from Cybil
in the Cafe, and will serve as your most loyal ally throughout the
first section of the game. Actually, you will be using it right towards
the end. The Handgun has small stopping power and an average range
however, but Ammo is plentiful, so you can use it as often as you like.
Remember to keep picking up handgun ammo even when you are nearing the
end of the game, just so you have backup in case things turn nasty.

---------------
SHOTGUN
---------------
The Shotgun can be found at the start of the Alternate School section
in the boy's toilet. If you miss it here you can pick it up again at
the police station. Either way, you should come across it at least
once. The Shotgun is a poor gun in comparison to the rifle; it feels
more like an upgraded Handgun. But get used to it, for it is required
for the first boss of the game, and comes with Average Range and above
average damage. When you come across it in the school, be sure to save
any and all ammunition you can find.


---------------
HUNTING RIFLE
---------------
This is by far the best firearm in the game. It uses high-powered Rifle
shells that can take down generic enemies with only a few shots. Do not
get trigger happy, though, for ammo is quite scarce and you'll want to
save it for use on the bosses of the game. A long range and the
powerful blast compensate the fact that you can't move while aiming.

------------
HYPERBLASTER
------------
The Hyperblaster is a version of Konami's old lightgun, which can only
be obtained by getting the UFO ending, that is only possible in next
fear mode. So the earliest possible time of getting this item is in
your third play through. Although it comes with a Laser sight, the red
version is about as powerful as the shotgun. Getting higher stars on
the end game ranking will give you more powerful variants of this gun.
It comes equipped with infinite ammo.

-------------
MELEE WEAPONS
-------------

---------------
KITCHEN KNIFE
---------------
The Kitchen Knife is the first Melee weapon Harry will obtain and is
also the most useless. It can only be used at extremely close range and
is so weak; it will barely scratch the teddy bears that you encounter
in the school, and don't even think about using it on the ape-men. I'd
only trust it on the giant cockroaches. Still, It's better than your
bear hands. A Tap will mean a slash while a press of X will stab your
enemy.

--------------
STEEL PIPE
--------------
The steel pipe is a useful addition to Harry's Arsenal. It can be swung
down to crush the skulls of enemies and also has the long range with
which to do this. It can also be used to smash a lock late in the game
in case you missed certain other tools. Can be found in the alleyway
where you discover Cheryl's notes.

--------------
HAMMER
--------------
Don't be put off by the name for this is no DIY tool. Actually it's
more of a pickaxe, like the ones Construction workers use. It can be
found in the generator room of the alternate hospital and can deal out
extreme damage to the demon nurses. It takes about 2-3 smacks to take
them down and when they do, they hold their heads writhing in agony.
One of the most useful Melee weapons in the game.

-------------
AXE
-------------
The Axe is the second poorest weapon in the game. It can be described
as an upgraded Knife. It has longer range than the Knife but a weak
damage rate. One good point Is that you can run whilst using it and is
also required to smash a lock later on, although different tools can
make this tool obsolete. Still, it's a lot more reliable than the
Knife, so it can be used as an alternative.

-----------
CHAINSAW
-----------
This Gas powered machine is a favorite of Leatherface, and can make
chop suey of most enemies. It can be found in the broken shop window of
Cut Write Chainsaws in Bloch Street, but can only be obtained in Next
fear mode once you have the Gas canister. Once obtained, this weapon
can be swung about everywhere making mincemeat of most living things
including the Apemen who can only take a few swipes before kicking the
bucket.

-----------
ROCK DRILL
-----------
The Rock Drill can also only be obtained in Next Fear Mode provided you
have the gas canister. This means you must choose between the two, and
sadly, the Chainsaw is a lot more deadly than the rock drill. You must
stand still when using it and have to wait for enemies to walk into it.
You can jab with it which also results in extreme damage, but sadly
doesn't match up to the saw in terms of overall performance. Still it's
quite good! Can be found in the lower drawbridge control room.

-----------
KATANA
-----------
The appearance of the Katana is a source of debate amongst forums
throughout the web. Some say it is obtained after getting the Bad+
ending whilst others claim it appears randomly throughout the game.
However it is obtained, it's there for use and this Gray Fox favourite
proves to be a very deadly weapon as Harry uses it with frightening
proficiency.


===---===---===---===
V: FILES
===---===---===---===
Unlike the resident evil games, Silent Hill doesn't archive the files
that you read in the game. So now, I have put every file encountered in
the game up in my FAQ, each with a specific location, so you now have
an instant reference resource at your disposal. The Files are listed in
the order they are found.

---------------------------
FILE 1: ALCHEMY LABORATORY
---------------------------
Location: Reception area, Midwich elementary school.
     10:00
 'Alchemy laboratory.'
'Gold in old man's palm.
The future hidden in his fist.
Exchange for Sage's Salt water.

-------------------------------------
FILE 2: A PLACE WITH SONGS AND SOUNDS
-------------------------------------
Location: Reception area, Midwich elementary school.

   12:00
'A place with songs and sounds.
A silver guidepost is
Untapped in lost tongues.
Awakening at the ordained order.'

--------------------------------
FILE 3: CHOKING HEAT
--------------------------------
Location: Reception area, Midwich elementary school.

   5:00
'Darkness that brings the choking heat.
Flames render the silence awakening the hungry
Beast. Open time's door to beckon prey.

---------------------------------------
FILE 4: A TALE OF BIRDS WITHOUT A VOICE
---------------------------------------
Location: Music Room, Midwich elementary school 2F.

'A tale of birds without a voice'
First flew the greedy Pelican
White wings flailing eager for the reward.
Then came a silent Dove, flying beyond the pelican,
As far as he could. A Raven flies in, flying higher from
The Dove, just to show he can.
A Swan glides in to find a peaceful spot,
Next to another bird. Finally, out comes a Crow,
Coming quickly to a stop yawning and the napping.
Who will show the way?
Who will be the key?
Who will tend to the silver reward?

-------------------------------------
FILE 5: MANIFESTATIONS OF DELUSIONS
-------------------------------------
Location: Library reserve, Alternate School.

CHAPTER 3
MANIFESTATIONS OF DELUSIONS
..Poltergeists are among these.
Negative emotions, like fear, worry, or stress manifest
Into external energy with physical effects.
Nightmares have, in some cases, been shown to trigger
Them. However one such phenomena doesn't appear
To happen to just anyone. Although it's
Not clear why, adolescents, especially girls,
Are prone to such occurrences.

-------------------------------------
FILE 6: THE MONSTER LURKS
-------------------------------------
Location: Library, Alternate School.

Hearing this, the hunter armed with bow and arrow said, "I will kill
the Lizard." But upon meeting his opponent, he held back, taunting, "
Who's afraid of a Reptile". At this the furious Lizard hissed, "I'll
swallow you in a single bite!" then, the huge creature attacked, jaws
open wide. This was what the man wanted. Calmly drawing his bow, he
shot into the Lizards gaping mouth. Effortlessly the arrow flew,
piercing the defenseless maw. And the Lizard fell down dead.

-------------------------------------
FILE 7: Police Report
-------------------------------------
Location: Office, Silent Hill Police station.

Coroner Seals called. Officer Gucci unlikely
To be murdered. He apparently died naturally.
But medical records show Officer Gucci
Had no prior symptoms of Heart disease.

-----------------------------
FILE 8: WHITE CLAUDIA REPORT
-----------------------------
Location: Office, Silent Hill Police station (On the blackboard).

Product only available in
Select areas of Silent Hill.
Raw material is White Claudia,
A plant peculiar to the region.
Manufactured here?
Dealer=Manufacturer?

-------------------------------------
FILE 9: DIARY
-------------------------------------
Location: The Indian Runner, resort area.

August 20
He came by. I handed over the package
That the woman left here.
September 12
He showed up at Norman's too.
Don't want to be involved
With the likes of them anymore, but...
I'm getting creeped out even more
Than before. Thought of leaving
Town, but I'm afraid of what will happen if I do.


-------------------------------------
FILE 10: SHOPPING LIST
-------------------------------------
Location: The Indian Runner, resort area.

3 Loaves of bread
3 cartons of Milk
2-dozen eggs
Deliver to back door
Daily 8 a.m.
Rear entrance code 0886
Norman Young

-------------------------------------
FILE 11: NORMAN'S NOTEBOOK
-------------------------------------
Location: Norman Young's motel.

September 10
Took package.
Told to sit on it a while.
Don't want to get involved but
Can't disobey...
He's probably linked to
The death of the mayor and others.

-------------------------------------
FILE 12: NEWSPAPER ARTICLE
-------------------------------------
Location: Norman Young's motel.

INVESTIGATION STALLED
"PTV" Dealers still at large.
Suspicious deaths continue.
Like the ant-drug mayor,
A narcotics officer dies of
Sudden heart failure of
Origin unknown.

-------------------------------------
FILE 13: LISA GARLAND'S JOURNAL
-------------------------------------
Location: Back room, nowhere.

Ask doctor to let me quit being in charge of that patient.
It's too weird.
Still alive, but with wounds that won't heal.
Told the doctor I quit.
Won't work at that hospital anymore.
The room is filled with insects.
Even with doors and windows shut they get in to spite me.
To the Hospital...
Feeling bad.
Need to throw up.
But nothing comes out.
Vomiting only bile.
Blood and pus flow from the bathroom faucet.
I try to stop it, but it won't turn off.
Need drug.
Help me...

-------------------------------------
FILE 14: WHITE CLAUDIA DESCRIPTION
-------------------------------------
Location: Third Floor nowhere room.

WHITE CLAUDIA
Perennial herb found near water.
Reaches height of 10 to 15 inches.
Oblong leaves, white blossoms.
Seeds contain hallucinogen.
Ancient records show it was used for religious
Ceremonies.
The hallucinogenic effect was key.


===---===---===---===
VI: CHOOSING MODES
===---===---===---===
Before you start Silent Hill, you will be given the option of choosing
a difficulty level.



__________________________________________________________________
/EASY                  |NORMAL                     |HARD           \
|Now this is simple.   |Here you have less Bullets |this is the    |
|You are given a huge  |in a pickup, but you still |definition of  |
|amount of ammo,       |have moreorless the same   |hard! Small    |
|much fewer monsters   |health benefits as easy.   |amounts of ammo|
|to defeat, a higher    |There will be a few more   |, tougher bosses|
|withstanding of pain. |monsters to fight. This is |and the better |
|You name it, you have |the standard mode to play  |the likelihood |
|it. In other words    |with, and if you've played |of being killed. |
|if you don't want a   |similar games before,      |Play this mode  |
|challenge, choose     |you really should go with  |if you're      |
|this mode.            |This one.                  |Experienced.   |
--------------------------------------------------------------------

Please note that the walkthrough was written whilst playing through the
'Normal' difficulty level.

===---===---===---===--
VII: NOTEPAD LOCATIONS
===---===---===---===--
Obviously due to copyrights, Silent Hill couldn't use typewriters and
ink ribbons. So instead they have opted for the more practical notepad
as a means of saving your progress. Take note that there will, be
several Notepads in each area of the game. I will now write down the
know locations of Notepads throughout the game indexed in the district
they are in, so the gamer can have an easy reference for save points.

-------------------
OLD SILENT HILL
-------------------
1: DRAWBRIDGE CONTROL ROOM
2: BALKAN CHURCH
3: CAFE
4: LEVIN STREET DOGHOUSE
5: CONVENIENCE STORE
6: SCHOOL BUS
7: K.GORDON HOUSE
8: GARAGE

---------------------
SCHOOL
---------------------
1: INFIRMARY

----------------
ALTERNATE SCHOOL
----------------
1: INFIRMARY

-------------------
CENTRAL SILENT HILL
-------------------
1: ANTIQUE SHOP

-----------------
HOSPITAL
-----------------
1: RECEPTION

-------------------
ALTERNATE HOSPITAL
-------------------
1: DIRECTOR'S OFFICE
2: VCR ROOM

-----------------------------
ALTERNATE CENTRAL SILENT HILL
-----------------------------
1: POLICE STATION
2: HOSPITAL RECEPTION
3: ANTIQUE SHOP

------------------------
SEWERS
------------------------
1: END OF SEWER B, ON A BARRELL

--------------
RESORT
--------------
1: ANNIE'S BAR
2: HOUSEBOAT
3: MOTEL
4: LIGHTHOUSE

-----------
NOWHERE
-----------
1: ANTIQUE SHOP
2: ALESSA'S ROOM (CHILD'S ROOM)

===---===---===---===
VIII: Controls
===---===---===---===

X Button------------------------------Action Button/Confirm/Fire weapon
D-Pad---------------------------------Movement/Cycles through inventory
Select Button-------------------------Access Inventory Screen
Start Button--------------------------Pauses current game
Square Button-------------------------Hold together with D-pad to run
Circle Button-------------------------No Significant use
Triangle Button-----------------------Accesses Map screen
L1 Button-----------------------------Side step left
L2 Button-----------------------------Look Button
R1 Button-----------------------------Sidestep right
R2 Button-----------------------------Ready's aim

===---===---===---===
IX: Characters
===---===---===---===

-----------
Harry Mason
-----------
Harry Mason is the reluctant hero of Silent Hill. Harry arrived in the
suburb on vacation at the request of his seven year old daughter,
Cheryl. Following the death of his wife from illness, Harry raised her
on his own and she had become the whole world to him. Of course his
main priority is to find Cheryl any way he can. But Harry is
disorientated and lost in the foggy depths of Silent Hill and must
pluck up all the courage inside his body to help a loved one and get
out of this place alive. Although Harry is one of the 'Straightest'
Characters in the game, he too has his own 'Skeletons in the closet'
that will all be revealed in time.

-------------
Cybil Bennett
-------------
Cybil is the first human that Harry encounters in Silent Hill. Cybil is
a beautiful young Police Officer from Brahms, the next town over. What
she is doing alone in Silent Hill is still a mystery possibly she is
here to investigate links between murders and a rumored local narcotics
ring. Cybil gives Harry her backup Pistol, and then leaves to round up
some reinforcements. Cybil is the secondary character that Harry
obviously looks to as his closest ally. As the game advances, Romance
blossoms between the two. Well, maybe.

----------------
Dahlia Gillespie
----------------
Based on appearance, Dahlia looks like an old woman, and is yet in her
forties apparently. Harry first meets up with this crackpot in the
Balkan Church where she summons him. Her talk is mainly gibberish that
Harry finds hard to understand. Although these ramblings seem insane at
first, towards the end, what she says begins to make sense. Although
she seems to be a loony, Dahlia often points Harry in the right
direction giving him hints on how to defeat the 'Darkness'. Her past is
disturbing and will be revealed before the end of the game.

--------------------
Dr. Michael Kaufmann
--------------------
Kaufmann is the head physician at the Alchemilla Hospital in Central
Silent Hill. Upon encountering Harry for the first time, he mistakes
Harry for a demon and takes a potshot at him. The Doctor acts in a very
suspicious manner-he claims he just woke up and found it like this, yet
has bloodshot eyes suggesting he has been awake for days. He is very
Shifty around Harry and often abruptly (And Rudely) leaves when being
questioned. All he wants to do is escape, but may know more than he's
letting on.

------------
Lisa Garland
------------
Lisa is a nurse at the hospital and is the second person Harry meets
there, albeit only in the nightmare version. She has not seen to many
little girls running around and is as clueless as everybody about the
situation in the town. She is overjoyed when she sees Harry and a trust
develops between the two, yet refuses to leave with him when he offers.
She appears quite often in the latter stages of the game.

------------
Cheryl Mason
------------
Cheryl is Harry's good-natured seven-year-old daughter, whose
disappearance has sparked Harry's desperate search throughout the town.
Cheryl will appear rarely throughout the game often posing subtle hints
to her Father about her location. She is integral to the plot and to
the whole madness that is occurring in Silent Hill.

--------
Alessa
--------
Alessa is a mysterious girl who Harry sees, usually I the form of a
ghostly young girl. She never speaks and often seems to be trying to
tell Harry something. Very little is known about her, but as the game
moves along, more will be gathered about her past.

----------------
OTHER CHARACTERS
----------------
I know that there are only the seven principal characters, but there
are some small yet significant players in the plot.

----------------
NORMAN YOUNG
----------------
Young is the owner of the Motel In the Lakeside resort. From what we
know he's a middleman in the whole affair, probably involved in the
peddling of Kaufmann's drugs and whatnot. I don't think he was high up
on the food chain of this incident.

--------------
OFFICER GUCCI
--------------
Gucci was one of the Narcotics officers who was investigating the White
Claudia epidemic in Silent Hill. He was killed most likely by the cult
when he got too close to the truth. We learn of him by Files and Memos
scattered in the town. His purpose is to show to the player how the
Cult deals with outsiders. Not very nice then.

*************
X: DISCLAIMER
*************
This Guide is Copyright MILLERS C 2002-2005, all rights reserved. None of
this walkthrough may appear on any website or Publication without my
expressed consent. If you see this guide on any other website, contact
me at [email protected]. This guide may not be altered or
distributed for profit in any way or I'll have to consider legal
action. It isn't worth it bud.

Silent Hill is a trademark of Konami Computer entertainment. Sony and
Playstation are trademarks of Sony Computer Entertainment Limited.
This guide is unauthorized, and has not been produced with the
cooperation or consent of the respective parties. Thank you for
reading.

===---===---===---===
XI: ITEMS LISTING
===---===---===---===
The following is an inventory of all the items in Silent Hill and where
they can be located throughout the course of the game. I hope that this
will provide an easy reference if you can't find a vital component.

1: Handgun. Given to you by Cybil.
2: Torch. Cafe.
3: Knife. Cafe.
4: Radio. Cafe.
5: Levin Street House Key. The Doghouse Levin Street (Can only be
obtained after reading the message at the end of Matheson Street)
6: Key of Lion. Boot of Police Car at the end of Finney Street.
7: Key Of Woodman. Basketball court, down the alley just round from the
Cafe.
8: Key of Scarecrow: Mailbox, over plank at the end of Ellroy Street.
9: Channeling Stone: Convenience Store (Only In Next Fear).
10: Katana: Japanese room in the Levin Street House (Only In Next
Fear).
11: Steel Pipe: Alley where you find 'To School Page'.
12: Hydrochloric Acid: Lab Store room, 2F Midwich Elementary.
13: Gold Medallion: Laboratory, 2F Midwich Elementary.
14: Silver Medallion: Piano Room, 2F Midwich Elementary.
15: Shotgun: Boy's Toilet, 1F alternate School.
16: Rubber Ball: Storage Room, First Hallway at the alternate school.
17: Picture Card: Classroom, North Hallway.
18: Classroom Key: Courtyard, in gutter (After washing it down from the
roof).
19: Library Reserve Key: Locker Room (After investigating the rattling
locker).
20: K. Gordon key: Generator room, Midwich Elementary, after defeating
the giant Lizard.
21: Drawbridge Key: Balkan Church.
22: "Flauros": Balkan Church.
23: Hospital Basement Key: Meeting room, Hospital.
24: Plastic Bottle: Kitchen, Hospital.
25: Mysterious Liquid: Director's room, Hospital.
26: Chainsaw: Cut Write Chainsaws, Blocked end of Bloch Street 9Only In
Next Fear, and after obtaining the Gas Cannister).
27: Rock Drill: Drawbridge Cog Room (Only in Next Fear, and after
collecting the Gas Cannister).
28: Gas Cannister: Garage, Behind The SUV.
29: Plate Of Turtle: Boy's Toilet, 3F Alternate Hospital.
30: Blood Pack: Storeroom, 3F Alternate Hospital.
31: Plate Of Cat: Room 306, Alternate Hospital.
32: Lighter: Room 201, Alternate Hospital.
33: Plate Of Hatter: Room 204, Alternate Hospital.
34: Plate Of Queen: Director's office, Alternate Hospital.
35: Basement Storeroom Key: Operating room, Alternate Hospital.
36: Disinfecting Alcohol: ICU, Alternate Hospital.
37: Examination Room Key: The True Basement, Alessa's room.
38: Videotape: Last door on the left in the True Basement.
39: Antique Shop Key: Examination Room, after meeting Lisa.
40: Axe: Secret Room at the Antique shop.
41: Hyperblaster: In Inventory after the Cafe, after receiving the UFO
Ending.
42: Hunting Rifle: Sandpit, Alternate Central Silent Hill.
43: Emergency Hammer: Generator Room, Alternate Hospital.
44: Sewer Key: Office, Sewer A.
45: Sewer Exit Key: Inside Water, Sewer B.
46: "3" Key: Annie's Bar, Inside Dr. Kaufmann's wallet.
47: Receipt: Annie's Bar, Inside Dr. Kaufmann's wallet.
48: Safe Key: Indian Runner.
49: Magnet: Norman Young's Lounge, Motel.
50: Motorcycle Key (No you can't drive it!): Room 3, Norman's motel.
51: Pliers: Operating room, nowhere.
52: Screwdriver: operating room, nowhere.
53: Key of Ophiel: Bathroom, Nowhere (After using the Pliers).
54: Stone Of Time: Star Sign room, nowhere.
55: Amulet of Solomon: Morgue, Nowhere (Through ALERT door).
56: Key of Hagith: Antique Shop, Nowhere, after using the "Stone of
Time".
57: Crest of Mercury: Jewelry Shop, Nowhere.
58: Ring of Contract: Jewelry Shop, Nowhere.
59: Camera: First door, Nowhere (Basement Area).
60: Birdcage Key: Third Floor, Nowhere.
61: Phaleg Key: Birdcage, Nowhere.
62: Dagger of Melchior: Kitchen Fridge, basement area 9Area that looks
like the true basement from the Alternate Hospital), nowhere (Must use
Ring of Contract on Chain before walking away from the fridge).
63: Key Of Bethor: Storeroom, Basement area, nowhere, inside a bag of
Jellybeans.
64: Ankh: Graffiti room, Nowhere (Basement Area).
65: Key of Aratron: Metal Plate, Nowhere (After Cutting the Power and
Using the Screwdriver).
66: Disc of Ouroboros: Alessa's room, Nowhere (After using key of
Aratron).


===---===---===---===---=
SECTION B: WALKTHROUGHS
===---===---===---===---=
CHAPTER I: OLD SILENT HILL
CHAPTER II: MIDWICH ELEMENTARY
CHAPTER III: ALTERNATE SCHOOL
CHAPTER IV: CENTRAL SILENT HILL
CHAPTER V: ALCHEMILLA HOSPITAL
CHAPTER VI: ALTERNATE HOSPITAL
CHAPTER VII: ALTERNATE CENTRAL SILENT HILL
CHAPTER VIII: SEWAGE SYSTEM
CHAPTER IX: LAKESIDE RESORT
CHAPTER X: NOWHERE

Here we are at the Walkthroughs!
I have ordered it into chapters so you will find it easy to negotiate,
and these chapters will be split into mini quests to make it a lot
easier. Good luck once again.

===---===---===---===
Prologue
===---===---===---===
[Harry Mason awakes in his Jeep Wrangler by the road. He takes a few
seconds to gain his senses, and then peers into the back seat to check
on his daughter, Cheryl. Cheryl is not there. Dazed, Harry opens the
door of his Jeep and surfaces at the grey murky town of Silent Hill.
Where on earth could Cheryl be? Harry asks himself. Strange thing is,
Harry muses, there are no people around and it's snowing in
August/September! Something is definitely wrong in this town...
Harry then resumes his search for Cheryl.]

When you finally gain control of Harry, head in the immediate direction
for a while until you get a cutscene where the computer takes over.

[Harry sees a figure off in the distance. Is it Cheryl? Harry walks
forwards and sees a little girl. Cheryl. Cheryl ignores Harry's cries
and runs off, leaving Harry trailing behind. 'Hey wait, Stop! He says.]

For a few seconds you will see Cheryl through the fog. Follow her
footsteps precisely. If you go off the map, the computer will take over
for you and put you back on the right track. After a few seconds of
jogging, Cheryl will turn off into an alley. You should follow this
alley until it ends. Turn left and enter the gate with 'BEWARE OF DOG'
scrawled on the front. When you enter this gate, notice the remains on
the floor. What was this, I wonder.
Follow the path round until you come to another gate round the corner.
Notice how it gets progressively darker in that area.
When you enter the next alley it will be completely pitch black. Walk
forwards a few paces and Harry will make a makeshift torch from a
match. Better than nothing, I guess. As you follow the corridor round,
notice the weird out of places items. A Hospital Gurney, a wheelchair.
What on earth are they doing here? When you come to the gurney, make a
right turn and follow this alley till you come to a clearing.

[In the middle of the clearing, Harry will see a decomposing corpse
pinned to a fence. As Harry recoils in Horror, 3 demonic creatures in
the form of teddy bears enter the room armed with knifes]

Don't bother running from the demonic Teddies. All the doors are
barricaded. It's no use. Allow the teddies to kill Harry if you want to
continue with the game.

[As the Teddy strikes the final blow on Harry Mason, he slumps to the
floor, dead.]

===============
NOTICE
===============
After completing the game, the above scenario will not be played any
more. The game will start at the Cafe.

===---===---===---===---===
CHAPTER I: OLD SILENT HILL
===---===---===---===---===

[Harry Mason awakes suddenly. He's not in his Jeep. After a moment of
searching the room, he notices that he is in a diner. As he does so, a
female police officer walks towards him. The officer introduces herself
as Cybil Bennett, a Cop from Brahms the next town over. After a series
of introductorily exchanges, Harry says he is looking for his daughter
and asks Cybil if she has seen her. She hasn't. In fact, Harry is the
only person she has seen in town. She mentions that the radio and the
phones are out. Then, Harry motions for the door in an effort to find
Cheryl. 'Hold It!' Cybil exclaims and then tells Harry that 'This town
is dangerous'. She then gives him a Handgun for protection. She leaves,
supposedly to round up some reinforcements.]

---------
The Cafe
---------
Now that Cybil has left you alone here, you can raid the Cafe.
Now that you have the HANDGUN, equip it immediately.
First, pick up the KITCHEN KNIFE that's lying next to the TV and the
HEALTH DRINK that's next to it. Now pick up another HEALTH DRINK, The
MAP OF SILENT HILL and the FLASHLIGHT. Before you leave, notice the
notepad that's lying on the counter. The Notepad acts as a save beacon,
and you will be able to find them throughout the game. Accessing them
requires a tap of 'x'. Now, make your leave of the cafe.

[But wait. The radio that's on one of the tables begins emitting
static. Harry is bemused and investigates. Then, there is a crash at
the window. It breaks open in a shower of glass. In its place is a
winged demon.]

You should have the handgun equipped, so simply fire away at it a few
times until it is dead. With the beast dead, pick up the radio from the
table and you can now take your leave from the Cafe.

===============
TRIVIA
===============
The name of this Cafe is 5.2, the same name as the one featured in the
opening sequence of Oliver Stone's Controversial Natural Born Killers.

-----------------------------------
ALLEYWAYS AND THE CONVENIENCE STORE
-----------------------------------
When you exit the cafe, Harry will note down the location of the alley
he chased Cheryl in. Surely something will be there.
Of course you will want to go to the alley first, but I have a better
idea. First turn right from the Cafe, taking the sidewalk down. Soon
you will come to a building called 'QUEEN BURGER' (Subtle, eh?), where
you will find a health drink on the windowsill. Continue on the
sidewalk you are on, round the corner from Queen Burger. On your left
you should see and alleyway which you should take. Follow this alley
whilst hugging the left hand sidewall, and about 3/4 of the way up you
will see a gate. Take the gate.

You will now be in a basketball court, where someone has slam-dunked a
dog's head. Yuck. Pick up the KEY OF WOODMAN from underneath the net
and the HEALTH DRINK from the dumpster. Exit the court and go up they
alley again and head into FINNEY STREET. Use your map for directions
and find the Bachman Road/Finney Street intersection. Go up Bachman
Road towards the underpass. Keeping to the left hand side of Bachman
Road you will come across your Jeep. Cheryl is not here, but a Health
drink will be. Pick it up, cross over to the right side of the road and
follow that down until you get to the CONVENIENCE STORE car park. Enter
through the slightly ajar door, being very careful not to disturb the
flying demon that resides on the Wheelie Bin.
Once inside, Pick up the three health drinks from the shelves and the
First Aid Kit. Then leave.

Now, consult your map again and get back to the FINNEY/BACHMAN
intersection. This time we are turning right (From the Bachman road's
point of view.). Keep to the left hand side and you should find the
alley you came to earlier. It's marked on your map; so if you are
confused, use that to help. Continue down the back alley until your
radio starts going Haywire. Up to 3 ZOMBIE DOGS will be here guarding
their territory. These aren't the kind you can tell to sit. At this
time you probably will have negligible ammo, so outrun them and enter
the gate. There will be another dog here, but maybe only on hard mode.
Collect the ammo at the end of the alley and the STEEL PIPE. Also, you
will observe that a cave in has meant that access to the side where
Cheryl ran. You will find some clues to her whereabouts though, by
reading the pieces of coloring book littering the floor. It says 'TO
THE SCHOOL'. Harry theorizes that Cheryl may well be at the school on
Midwich Street, but since the roads are blocked we must find an
alternate route there. That is our next goal.

-------------------
THE ALTERNATE ROUTE
-------------------
You may remember that you have the KEY OF WOODMAN in your possession.
But you need two more keys to be able to proceed. Now, backtrack the
way you came and exit the alley. You will now have some ammo, so Kill
the dogs and run back out onto Finney Street. Now, turn RIGHT all the
way to the end. Try and Outrun the Flying Demons that you encounter.
Towards the end of Finney Street, you will be on the bridge. But the
Bridge has broken. Notice the Abandoned Police Car on the bridge.
Eliminate the two Flying demons that guard it and pick up the BULLETS
on the gravel and the KEY OF LION from the Trunk.

==================
DISTURBING STUFF
==================
Take a look at the Police Car at the end of Finney Street in self-view
mode (I Apologize if I tend to use this mode a lot. It's just that
there's so much cool stuff to be find using this.). Look at the bonnet.
It's like someone flew out the window and into the abyss. (Who found
this first?)

Now we need to backtrack a small way back Finney street until we come
to ELLROY STREET, the location for the third and final key. Head down
ELLROY until you come to yet another destroyed road. There is a wooden
plank on the right hand side that you will want to cross to the other
side. A Flying Demon is here usually so watch out. Pick up the HEALTH
DRINK from the Porch and the KEY OF SCAREWCROW from the Mailbox.

----------------------
LEVIN STREET
----------------------
Now we have three keys, where are they to be used?
Now find Matheson Street on your Map. Run down Matheson Street on the
LEFT HAND SIDE. After a short while of running you will come across a
short alley that has two cases of BULLETS. Further on on the left hand
side will be a FIRST AID KIT. Still on Matheson, head right to the end
where the road will be obliterated once more. Search around for a while
and the camera will focus on some pieces of paper lying on the floor.
You should examine these. It's from Cheryl again.
'DOG HOUSE LEVIN STREET' reads the piece of paper. Next stop, Levin
Street. Head up Levin Street on the left hand side and eventually your
radio will begin crackling _Again_. This means that the former
residents of the doghouse are guarding their property and they do NOT
like Intruders. Waste 'Em all and examine the dog's house to find the
HOUSE KEY. Use it on the House.

There is nobody in the house of course, but they have left some goodies
for you. The first aid kit and The TWO HANDGUN BULLETS should be
collected, as well as the HEALTH DRINK from the kitchen. You should now
go to the back door and use the keys you found on it.

---------------
SCHOOL RUN
---------------

[The turning of the three keys has resulted in a total eclipse of the
sun over Silent Hill. It's obviously dark now. Unnerved, Harry makes
his way to the school.]

Turn on the Flashlight with the Circle button. Now, Obtain the HEALTH
DRINKS from the Plastic Table and leave through the wooden door to
enter into _Another_ alleyway.
This time you will want to turn left. Follow this alleyway and when it
turns into MATHESON STREET, look at the map. There is another Alley
that you can follow. Do so, picking up the AMMO and the HEALTH DRINK
along the way. Finally when the alley ends you will be on BLOCH STREET.
Turn Right past the light bulb place and cross into Midwich Street.
Cross onto the far side of the road and Run, Forrest, Run! Run right
down past the waterworks and enter the school consulting the map if you
become disorientated. You will meet many enemies on the way, so beware.
You will also see tones of Dogs near the school entrance, so try and
outrun them. Now, enter the school through the front door.

============
WEIRD STUFF
============
On Midwich Street, on the left hand side about half way down is a
street that starts and ends at an obliterated road section. This road
obviously doesn't lead anywhere and seems to be there just for show.

===---===---===---======---===--
CHAPTER II: MIDWICH ELEMENTARY
===---===---===---======---===--
[After a mad dash through the pitch-black streets of Silent Hill, Harry
Mason has finally made it to the school, where he hopes to finally find
his daughter.]

-----------
LOBBY AREA
-----------
Regain your breath as soon as you enter the lobby. That run really took
out Harry's stamina! Now, take the MAP OF SCHOOL from the notice board
directly to your left. There's nothing else to do in here for the
moment so enter the door directly ahead of you to the hallway.
There will be another set of double doors staring at you when you enter
the hallway, but you can ignore these for the time being and instead
enter the door to the right of where you entered. This is the
Infirmary. Take the First aid kit from the cabinet behind the bed and
use the NOTEPAD if necessary. Now reenter the hallway from the way you
entered and run down the end of the hall again ignoring the double
doors. You'll now be in the reception area. You will find a list of
teachers and a poem that will make no sense to you, but rest assured
I'll try and make the puzzles easy for you.
Here are the three poems:

     10:00
 'Alchemy laboratory.'
'Gold in old man's palm.
The future hidden in his fist.
Exchange for Sage's Salt water.

   12:00
'A place with songs and sounds.
A silver guidepost is
Untapped in lost tongues.
Awakening at the ordained order.'

   5:00
'Darkness that brings the choking heat.
Flames render the silence awakening the hungry
Beast. Open time's door to beckon prey.

Now Find the single door in the back of the reception area and pick up
the BULLETS from the couch. On the wall notice the bizarre picture. It
will come up again soon.
Reenter the hallway again, but this time equip your Handgun and enter
the previously ignored double doors to enter the courtyard.

----------------
CLOCK TOWER
----------------
For the next 15-20 minutes of gameplay you will find yourself trudging
back and forth from different sections of the school back here.
For now, those Demon Teddies that viciously attacked Harry in his dream
are back with a vengeance. Cut down the first one with a few Handgun
Bullets and the kick it to make sure it's dead. His buddy will be
lurking around as well so deal him the same justice. Once they're dead,
examine the Clock Tower. You'll find two hollows. You will now go on a
quest to find these components. Now, enter the double doors opposite
the ones you entered.

--------------------
A GOLDEN SUN
--------------------
The poem that was found in the reception area mentioned an 'Alchemy
Lab'. I don't think we'll find one of those in a simple elementary
school, do you? I think the most likely destination would be the second
floor Chemistry Laboratory. And that is our next destination.
When you enter this door, your radio will begin cackling again. Ignore
the 2 Teddies for the time being and enter the door directly ahead of
you. Inside the storeroom your radio will again be in full swing but
you can't see anything. These are the much despised ghost babies that I
mentioned in the monster guide. Don't worry about them for now, they
can't hurt you. Not yet, anyway. Oh and don't get startled by the
distinct yelps they make. As compensation, collect the BULLETS from the
bench and make good your escape. Now cut down the 2 Teddies and enter
the double doors to the far right of the storeroom. You will now be in
the South Hallway. Go up the staircase directly ahead of you. You will
funnily enough arrive at the second floor of Midwich elementary school.
In front of you, slightly to the right, you will find another hallway
which you should enter using the double doors. There will be another
Teddy waiting for you here so make sure you kill him before he gets too
close. Then enter the first door on the left.

==================
INTERESTING STUFF
==================
The teachers on the register in the reception area are named after the
members of band Sonic Youth:
Kim Gordon, Leonard Renaldo and Thurston Moore.

---------------
LABORATORY
---------------
Search the LAB EQUIPMENT ROOMS shelves until you obtain the
HYDROCHLORIC ACID. Now look at your map and find the CHEMISTRY LAB. See
it? Next-door down. Enter it and look at the worktable in the center of
the room. Upon examining the STATUE OF HAND, you'll find that it is
holding a gold medallion. Use the ACID you found in the previous room
to corrode the Hand and obtain the MEDALLION. You must now return to
the Courtyard and use the medallion on the hollow that says 'A Golden
Sun'. The time on the clock will now change to 12:00. But now you must
find a Silver moon. The Poem back in the reception area mentioned a
place with songs and sounds. The Music room perhaps? That's our next </pre><pre id="faqspan-2">
port of entry.

-------------
A SILVER MOON
-------------
Make your way back to the second floor, and enter the Eastern hallway.
Enter the piano room and you will find that the Piano is now unlocked.

The Poem on the blackboard will give you some clues:

'A tale of birds without a voice'
First flew the greedy Pelican
White wings flailing eager for the reward.
Then came a silent Dove, flying beyond the pelican,
As far as he could. A Raven flies in, flying higher from
The Dove, just to show he can.
A Swan glides in to find a peaceful spot,
Next to another bird. Finally, out comes a Crow,
Coming quickly to a stop yawning and the napping.
Who will show the way?
Who will be the key?
Who will tend to the silver reward?

Examine the keys of the piano and you will find that there is blood on
them. This is the first INTERACTIVE PUZZLE you will find. You will now
have a Cursor, which will play the piano. If you press certain keys you
will find that they are not functioning properly and make a blunt
sound. These are the ones that you need to press in order to obtain the
Silver Medallion.

From Left to right the Keys should be marked 1-5.
Now with the blunt ones marked as numbers, they need to be pressed in
an order. The order that they should be pressed is 2,3,5,4,1. Konami
expected us to be proficient pianists apparently.

     |   | |  | |   |   | |  | |  | |   |
     |   | |  | |   |   | |  | |  | |   |
     |   | |  | |   |   | |  | |  | |   |
     |   | |  | |   |   | |  | |  | |   |
     |   |1|  | |   |   | |  | |  |5|
     |   |_|  |_|   |   |_|  |_|  |_|   |
     |    |    |    |    |    |    |    |
     |    |    |    |    |    |    |    |
     |    | 2  |    |    | 3   |4  |
           |_____|_____|____|_____|_____|____|_____|


Press them in that order and the Silver Medallion will fall from the
precipice above the blackboard. With this in your possession, run back
to the courtyard and place the Medallion in the hollow. But that's not
enough!

-------------
BOILER ROOM
-------------
You must now find a place that brings 'Choking Heat'. Next stop the
Boiler Room! Unfortunately a locked door barricades the route from the
first floor to the basement, so we will have to take an annoying detour
back through the second floor of the building. Go back to the second
floor with the usual way, killing any Teddies that stumble into your
path. Go into the hall that contains the Chemistry Lab and use the back
door to enter the hallway. Take the hallway right down to the backside
and go down the stairwell. Get off at the first floor and unlock the
door that leads back into the Lobby area. Now go back down the stairs
and enter the basement. The Storeroom on the right is locked so enter
the boiler room. When inside, activate the red button using the 'Action
button'. Now, the doors to the clock tower will finally open. You may
now be closer to finding Cheryl. Once again go back to the Courtyard.
Since you unlocked the first floor door, you can make the trip a lot
shorter. Some Teddies may well be in this hallway now and it is a good
thing to save you progress with the NOTEPAD that can be found in the
INFIRMARY. When you're done, enter the clock tower with the previously
unlocked doors. Climb own the ladder. Now, walk through the door with
the ominous 'Keep Out' sign. Continue through the next door to enter
part 2.2, the Alternate School.

===---===---===---===---===--
CHAPTER III: ALTERNATE SCHOOL
===---===---===---===---===--

---------------------------
THE NIGHTMARE BEGINS
---------------------------
[Now you will have some idea of why that 'Keep Out' Sign was placed
there. The walking through the clock tower opened up some Parallel
dimension where Harry surfaces at the courtyard of the school. On the
floor is a worrying symbol. Things have definitely taken a turn for the
worse, making your search for Cheryl even more frantic]

Now it's time to really get scared as some weird music starts playing.
The doors to the lobby area are locked, but the ones that lead to the
second floor aren't. Enter this Hallway. Some Teddies will be waiting
to ambush you so kill them quickly. Enter the door ahead of you and
obtain the BULLETS and the FIRST AID KIT from the benches. Also examine
the huge fan on the wall.
Now reenter the hallway and take the next door on the left, which will
lead to a storeroom. All you find of use in here is a PINK RUBBER BALL.
Surely it will come in useful for something. Now look at your map and
find the room back in the hallway on the far side. Enter the hall using
the door on your right to be in the Hall, ignore the cockroaches and
leave through the door on the right. Unlocking the door directly to
your right as you enter this hallway will give easy access from the
west hallway to the North Hallway. Now enter the single door on your
left and pick up the PICTURE CARD from the decrepit table. The door on
the right hand side of this classroom will lead back to the hall, but
an obstacle is barring your path to get further down the hall. Instead,
enter the door that leads to the adjoining classroom. Kill the 3
TEDDIES and exit through the door to the right. You will now have
circumvented the barricade. There is a gray door nearby, which after
consulting the map, which will lead back to the lobby area.

-------------
THE LOBBY
-------------
There will be three Teddies waiting for you in here, 2 near you and one
right down near reception. It's best to take the first two out now.
Once they are dead, enter the first door on the right, which leads to
the infirmary. The Notepad is still here and is the only save point in
the school, so use it Now. Pick up the FIRST AID KIT from the cabinet
and the HEALTH DRINK. Go back into the Lobby area and enter the front
of the school, the next-door down.

The midsection of the floor has changed into a Deep Chasm that makes
navigating this room tricky, as there will be enemies on either side to
trap you. Kill the one on the right quickly and go towards the front
doors. Now take out the second Teddy. There will be an Ampoule on the
wheelchair near the door. Pick it up then leave. Unlock the doors that
lead to the courtyard. Now, back in lobby area, walk towards reception
where there should be one enemy left. Cut him down quickly. Notice that
the door leading to the next Hall is jammed, so you must take a slight
detour through the teacher's room on the right.
Notice the gruesome remains hanging from the walls and pick up the
BULLETS. Use the PICTURE CARD you found in the classroom on the strange
looking door to enter the next hallway.

------------
TELEPORTERS
------------
The first door on the left is the Girl's bathroom; enter it to find
nothing useful. Exit, and you will be mysteriously transported to the
second floor!
Enter the boy's bathroom one door down to find an Ammo cache, which
contains TWO BOXES OF BULLETS and some SHELLS. Now return to the girl's
bathroom, and exit it to come back at the first floor.
NOTE: You cannot enter any other rooms on the second floor apart from
the bathrooms.

Now, enter the Boy's bathroom that is one door down. One door is
closed, which you should examine. Doing so, Harry will open it
revealing a rotting carcass pin to the wall, rather like the one found
in the alley. This unfortunate person left a SHOTGUN behind for you to
take, which you should leave for a boss battle coming up in a while.

Nearby, you should find some writing in blood:

"Leonard Rhine: The Monster Lurks".

What could this mean?

=============
SCARY STUFF
=============
If you look at the decomposing corpse that's pinned up inside the
toilet stall in Self View Mode and walk towards it, a graphical glitch
will occur, Quite a disturbing one. Concentrate on the head. Try It!!

Enter the door next up the corridor. Kill the two TEDDIES that are
walking around inside. Enter the next door down the hall. Unusually
enough, you will find numerous blue telephones on a desk, as well as
some Handgun bullets that should be picked up also. Attempt to leave
and there will be a disturbing scene.

[One of the phones will suddenly ring. On the other end is Cheryl,
Crying for Harry. The Phone will then stop working. Interesting thing
is, the phone was _Not Connected_...

Now leave this room.

-------------
THE ROOF
-------------
Remember to unlock the door that leads back into the Hallway opposite
the staircase. You should now ascend the staircase. Once on the second
floor, go up to the roof. Open the previously locked door. As the rain
lashes down, run to the end of the roof with blood everywhere and
examine the drainpipe. A key will be lodged in the drain, but Harry
can't reach it. Go to the far end of the roof and examine the small
hole. Use the BALL here. Told you it would come in useful for
something!
This will divert the water flow past the hole and it will the drift
into the pipe with the key. Now you need to turn on the water. Near the
Ball will be a bright red Valve wheel that you should turn. A check of
the pipe will reveal that the key is gone. You will be scratching your
head wondering where the key will be, but it actually ends up in the
courtyard in a gutter. You don't need to go there yet. Make your way
back down to the second floor.

-----------------------
THE SECOND FLOOR
-----------------------
Now on the second floor, ignore the North hallway that led to the
Chemistry lab and instead enter the Classroom on the right. Collect the
BULLETS and leave. You need to enter the classroom right down from the
one you were in previously. FOUR Teddies will be inside, as will some
SHOTGUN SHELLS. Collect them and try and kill the TEDDIES that will
need to be encountered again later. The classroom is quite large, so
you may be able to run from them. Exit through the door on the right,
using your map for directions should you come lost. Now enter the Piano
room hallway. You can't enter the Piano room, and a TEDDY will be here.
Kill him and enter the Lockeroom on the right. Once again there will be
some rattling on the locker. After opening it, all you will see is
blood. Strange. As you leave *SOMETHING HAPPENS* (I don't want to spoil
it, It's quite a shock!). Now pick up the LIBRARY RESERVE KEY that has
just been revealed to you.

--------------------
CASE FOR A KEY
--------------------
Leave through the hall and reenter the classroom that housed 4 TEDDIES.
Try and run from them. Back in the second floor hall, you must take the
stairs down to the first floor. In front of you, a bit to your right
will be a door that led to the first hallway you came to in the
Alternate school. It leads to the courtyard. Enter through these doors.
There may well be a Teddy or two now in here, so kill them. Get into
the courtyard. To the left of this door will be a gutter filled with
water and yes, the CLASSROOM KEY. Now, with two keys in your
possession, backtrack the way you came all the way up to the second
floor and enter the Laboratory hallway. Were going to the library!


------------
THE LIBRARY
------------
There will be *SIGH* 2 TEDDIES inside this hall. Take them out quickly,
they'll be on you in seconds. Pick up the HEALTH DRINK from the bench
and enter the Library reserve. On the right hand side of the room will
be a FIRST AID KIT on a shelf above an oddly sounding Metal Grate. You
will also find a FILE on the shelf. Read it.

CHAPTER 3
MANIFESTATIONS OF DELUSIONS
..Poltergeists are among these.
Negative emotions, like fear, worry, or stress manifest
Into external energy with physical effects.
Nightmares have, in some cases, been shown to trigger
Them. However one such phenomena doesn't appear
To happen to just anyone. Although it's
Not clear why, adolescents, especially girls,
Are prone to such occurrences.

Interesting.

Leave the library reserve and enter the Library. Read the book inside
here:

Hearing this, the hunter armed with bow and arrow said, "I will kill
the Lizard." But upon meeting his opponent, he held back, taunting, "
Who's afraid of a Reptile". At this the furious Lizard hissed, "I'll
swallow you in a single bite!" then, the huge creature attacked, jaws
open wide. This was what the man wanted. Calmly drawing his bow, he
shot into the Lizards gaping mouth. Effortlessly the arrow flew,
piercing the defenseless maw. And the Lizard fell down dead.

Take note of what the hunter did to defeat the Lizard.
Our next destination is the basement, but some gates block the direct
route, so you need to make another detour through some classrooms to
defeat some _More_ Teddies. Yawn.

Enter the classroom on the right using the CLASSROOM KEY.
3 TEDDIES will be inside so try and run past them to the door on the
other side of the room that leads to another class room. This room will
be vacant except for a Health drink. Now, exit through the next-door
BUT FIRST Unlock the door leading to the Lobby. Enter the Infirmary and
SAVE YOUR GAME!!! A boss battle will be coming up!

Now go back into the previous hall and take the stairs down to the
basement. Equip the Handgun. The door on the left is the basement
storeroom, which you should enter first. Inside will be another AMPOULE
and TWO BOXES OF SHELLS. Enter the boiler room, which has changed
considerably.

In the center of the room is a Football style Turnstile and two Valve
wheels either side of it. Turn the Right valve wheel Twice to the
right.
Now turn the left one Once to the right. You can now get past the
Turnstile. Go past it and you can now go down using an automatic
elevator.

***********************
BOSS 1: GIANT LIZARD
***********************
[Oh dear. Something is waiting for Harry down the bottom of the lift
shaft. Yep, you guessed it, the very same Lizard that you read about in
the fantasy novel upstairs. But this behemoth is VERY real, and very
dangerous.]

---------
ATTACKS
---------
There are a few ways to defeat this overgrown salamander.
Its main attack is the lunge, which it will perform would you get
within striking distance. Its second attack is instantly fatal, but you
should not let this happen if you follow by guidelines.

---------
STRATEGY
---------
First blast away with the Handgun at the beasts head whilst
backtracking around the room. After a few shots, its mouth will open a
bit, and it will stand still for a short while. This means it's about
to bight you. When this happens, Take out the SHOTGUN and stand in a
position with PLENTY OF space behind you. When it gets dangerously
close, it will open it's huge mouth and will try and swallow you hole.
When it starts to come towards you, back up whilst holding R1 (To aim
the Shotgun). When it opens its mouth, you should have backtracked far
enough so it doesn't bite you. Whilst backtracking, Fire the Shotgun
into its mouth.

-------
RESULT
-------
Once this has been done 2-5 times, The Lizard will perish and this
brings an end to the Third section of Silent Hill. When writing this
guide on Normal difficulty it took two blasts with it's mouth open the
first time.

---------
REMEMBER
---------
DO: Use the Shotgun when the Lizard opens its mouth.
Use the Pistol to shoot its face.
Get to a place with room so that you can backtrack.

DON'T: Waste The Pistol on his mouth, this will take about 10 tries.
Stand in a corner.
GET EATEN!!!

----------------
SAYANARA SCHOOL!
----------------
[When the Lizard dies, Harry's view of events will fade and go blurry.
Harry will then wake up in the basement of the real school. Harry is
not alone. A ghostly apparition of a young woman wearing a Blue dress
appears in the room, and then vanishes. Who is she? The Girl Harry hit
on the road? Weird. Who is she? Harry will find out soon! Although
Harry has survived the school, he still hasn't found Cheryl but maybe
someone else will be able to give him some sort of a clue]

There will now be a key lying on the floor of the basement. Take the K.
Gordon key and leave the boiler room. After exiting the stairs, Harry
will hear a church bell. The Church is on Bloch Street, but the roads
leading there are blocked. Harry must somehow find another way there.
Get back to the lobby area, saving the game at the Infirmary if
necessary. Now, get to the reception and check out the register.
Apparently, K. Gordon was a teacher at the school and Harry will then
mark his house on the map Leave through the LOCKED front doors. You
will now be at Chapter IV.

===---===---===---===---===---==
CHAPTER IV: CENTRAL SILENT HILL
===---===---===---===---===---==
[After exiting the school, Harry makes his priority getting to the
church and finding Cheryl. Perhaps the person ringing the bell knows.
One thing is for sure; Harry is not alone in Silent Hill. Note that
this section mainly takes place in Old Silent Hill, but carves out a
route too central Silent Hill. Oh yeah, It's daylight out as well.]

----------------
BRADBURY STREET
----------------
Leaving the front of the School, you should get back onto Midwich
Street, but stay on the school side though. A short distance from the
school, down the bottom of Bradbury will be a school bus. Enter it
through the side door. You can't drive it unfortunately, there are
cobwebs everywhere suggesting it's not been used for years. That's odd.
Anyway, there will be two HEALTH DRINKS on the second seat and a
NOTEPAD near the back. Take your leave from the bus and head down
Bradbury Street. Head up the alley towards K. Gordon's house using your
map for directions. Once at his house, use the HANDGUN on the dog and
enter through the back door. There's no health drinks here, so enter
through the back door, using the K. Gordon key.

=============
WEIRD STUFF
=============
On Bradbury Street, on the left hand side are posters for the movie Pet
Semetary.

--------------------
K. GORDON HOUSE
--------------------
There are TWO BOXES OF BULLETS and a notepad at his house plus a
NOTEPAD. Now leave the house. You'll now be in lower LEVIN STREET.
Look at the map and switch back onto Bradbury Street, where you should
head left keeping on the left hand side pavement. As it turns into an
alleyway, you'll find a HEALTH DRINK on the bench. If you didn't use
much at the school, you should have quite a stock now. Head up the
alley way and just about halfway up, on the right hand side near some
trashcans is a box of BULLETS. Collect them and head out onto Bloch
Street. Run off down Bloch street and just past BACHMAN ROAD is the
Church. Go inside for a Cinematic.

================
TRIVIA
================
The names of the streets in Silent Hill are so called after the writers
of Horror/Science Fiction novels.
Finney - Jack Finney, author of "Time and Again"
Bachman - Richard Bachman, Stephen King's pseudonym
Bloch - Robert Bloch, author of "Psycho"
Matheson - Richard Matheson, author of "I am Legend"
Ellroy - Jack Ellroy, author of the "Black Dahlia"
Bradbury - Ray Bradbury, author of "Something Wicked This Way Comes"
Levin - Ira Levin, author of "Rosemary's Baby"
Sanford - John Sanford, author of the "Prey' books
Simmons - Dan Simmons, author of "Song of Kali"
Sagan - Carl Sagan, author of "Contact"
Crichton - Michael Crichton, author of "Sphere"
Koontz - Dean Koontz, author of "Phantoms"
Wilson - F. Paul Wilson, author of "Nightworld"
------------------
BLOCH STREET
------------------
[Inside will be a lady, who will later be revealed to be Dahlia
Gillespie. She urges you to get to the Hospital. Although she appears
like a bit of a Quack, she does leave you with a bunch of goodies on
the altar.]

When Gillespie leaves, approach the altar and take the "FLAUROS", The
DRAWBRIDGE KEY and the HEALTH DRINK near the door. Exit by the door you
came in. keeping on the right hand side of Bloch Street, run along a
while and you will come across a garage. A DOG will guard it, so kill
it and enter the Garage. Behind the SUV will be a NOTEPAD and a
GASOLINE TANKE (If your playing Next Fear Mode), and round the side
will be some BULLETS. Pick them all up and leave. At the end of Bloch
Street, is the Ellroy intersection. Take Ellroy Street down, and head
round the back of the garage where you should pick up all the bullets
and shells. Head back onto Bloch Street and pace towards the
Drawbridge. Before you go to far onto the bridge, head to the left hand
side and walk down the steps where a FIRST AID KIT will be waiting. Now
head to the drawbridge and Enter through the door at the top of the
staircase. Once inside, pick up the HEALTH DRINK and locate the control
panel. Use the DRAWBRIDGE KEY and leave the place. Head back onto the
bridge that has now been lowered and bid Old Silent Hill farewell.

===========
TRIVIA
===========
Throughout town, the newspaper boxes contain a newspaper with the
headline "Bill Skins Fifth"-The exact same newspaper and headline from
"The Silence of the Lambs". They can be seen easily in Self View Mode,
which can be unlocked upon completion of the game. Furthermore, there
is an actual newspaper in the Drawbridge Control Tower. If you've seen
the movie, it's worth a look.

------------------------------
CENTRAL SILENT HILL
------------------------------
[Finally were out of Old Silent Hill and a little closer to finding
Cheryl. Following the advice of the woman at the church, you should
make your way to the hospital. Be wary though as a new monster, The
Apeman is out to get you.]

Once the game loads, run to your left and pick up the Solitary HEALTH
DRINK from the Oil Drum near the Shack. Cross back over to the right
hand side and run along until you see another set of stairs, which
leads to some AMMO. Pick it up and head into town. Look at your map and
find Crichton Street, follow it down and head left onto Koontz Street,
where you will find the gates of ALCHEMILLA HOSPITAL. Notice the rather
loud gunshots. Take the Two dogs out with the Handgun and enter the
front of the hospital, using the double doors.

===---===---===---===---===---==
CHAPTER V: ALCHEMILLA HOSPITAL
===---===---===---===---===---==
[Now that we've made it to the hospital, hopefully our search for
Cheryl will be finally justified. Who knows what awaits Harry in this
Hospital?]

------------------
RECEPTION
------------------
First, get the Hospital Map that's displayed on the wall. Head round
the corridor, taking note of yet another gunshot. The door on the left
hand side is the only one that opens so head through and brace yourself
for an encounter with Dr.Kaufmann.

[Despite nearly shooting you, Dr.Kaufmann seems friendly enough and is
oblivious to what's going on. He hasn't a clue where Cheryl is, but
tells you to look for an escape route. You concur, and Kaufmann leaves
hurriedly.]
Your now alone in the EXAMINATION ROOM. There's nothing of interest
here, but there are two doors. Use the one on the left to end up in an
office like area. Use the next door to end up back in the Reception
area, but round the other side of the counter. It's a Hospital, so it's
likely you'll find many FIRST AID KITS lying around. And there is one
on the bench. Take it and use the NOTEPAD if you feel a little
cautious. Now, lets get back to the Examination Room and use the only
door we haven't entered yet. This Medicine room is useless as well, so
head on out using the next door to end up in a corridor. The doors in
front of you and the one to your right cannot be opened. Stop Sulking.
Instead, go into the third door that will lead to the DOCTOR'S OFFICE.
A quick search of this area will reveal a BASEMENT MAP.

--------------------
DIRECTOR'S OFFICE
--------------------
Now, use the door to get into the adjacent room. On the large table
will be a BASEMENT KEY, which you should Pocket before returning to the
hallway. Enter the next-door down and you'll end up in a small kitchen.
Amongst the grimy pots and pans will be a HEALTH DRINK. Inspect the
cluster of transparent bottles near the sink area. Take the PLASTIC
BOTTLE. I'm sure it will come in handy. Leave and enter the Next door.
This is the DIRECTOR'S OFFICE. A quick peek behind the desk shows that
someone has smashed a vial of pink liquid on the marble floor. Inspect
it. Well, it's not there for no reason, so we'd better scoop it up with
the PLASTIC BOTTLE. Told ya it would come in handy. Now that we have
the Basement Key and The Basement Map, It's only right that we should
now investigate the Basement.

-----------------
BASEMENT
-----------------
The Stairwell leading to the Basement is just past the director's
office. Just after that is a pair of inactive vending machines and an
ornate Elevator that is out of action. Enter the final door using the
BASMENT KEY, and descend the staircase to the bottom. Emerging at the
Basement, you'll discover that the place is infested with giant
cockroaches. They are easily avoidable so don't start shooting like a
madman. We need to conserve our precious ammunition for later stages.
To cut a long story short, the only unlocked door is the one to your
right. Enter it and you'll find yourself in a Generator Room. Press the
switch on the generator to restore power to most parts of the Hospital,
and this will also enable the use of the Lift. Instead of heading to
the first floor, head past that door to find the Elevator. Get inside
and use the Control Panel to head to Floor 2. After leaving the
elevator, try and use the door. Dammn. Doesn't open. We'll have to0
find another way round. Get back to the elevator and get back to Floor
3. Get off and try and use this door. No Luck. Well, this is fun isn't
it! Head back to the Elevator and Inspect the Control panel VERY
CAREFULLY. Now, for some insane reason, a fourth floor has
materialized. But in an insane world such as this, this is one of the
sanest things you've seen yet. Take the elevator up to the Fourth Floor
and get off. Watch the scene of the girl you saw back at the school
generator room, She seems to be entering the antique shop. Things have
changed; the once nicely decorated floors of the hospital have morphed
into grimy, ugly corridors. It probably smells, too. So lets see if
this door opens. Success!

===---===---===---===---=
VI: ALTERNATE HOSPITAL
===---===---===---===---=
[Things have taken a familiar turn for the worse. If Cheryl is here
somewhere, this will make your search all the more frantic.]

----------------
THE THIRD FLOOR
----------------
Note, For the most of the Alternate Hospital, we will be working to
find Alice in wonderland Plates. There are four required to get us to
the next area, so don't worry about them for now.
Walk forwards a small way and the door will lock behind you. Don't
bother trying the doors you see here. They don't open, and lets face
it, I don't want to open them. Instead carry on until the corridor ends
and use the final door, and do exactly the same in the next room. In
this final corridor, is another stairwell. Take it down to the THIRD
FLOOR. The Hospital will now be overrun with Zombie Nurses. For now,
the Shotgun and Or Handgun will work best, so shoot the first Nurse
dead and enter the first door on the right. In this bathroom is a PLATE
OF TURTLE. Take it and leave, and now consult your map to find ROOM 302
where there is a NOTEPAD you can use. Actually, you probably should use
it. Room 304 is our next destination. Kill the Nurse quickly and pick
up the HEALTH DRINK. Opposite the staircase you entered from is the
LINEN ROOM that you should now enter. Get out using the next door. Kill
the two NURSES that linger here and enter the first door. In this
STOREROOM is a FIRST AID KIT, A box of BULLETS and importantly, a BLOOD
PACK. Now, we'll go to room 306. Once inside take the PLATE OF CAT.
Rooms 307 and 305 cannot be entered. Sorry. That's all we can do now on
the THIRD FLOOR, So it might be an idea to start on the FIRST FLOOR.

-----------------
THE FIRST FLOOR
-----------------
Get back to the Stairwell Via the Linen Room and take it right down to
the bottom and use the door. Once back at the third floor, take down
the ZOMBIE DOCTOR and use the next door that leads to the next hall.
Kill yet more ZOMBIE DOCTORS and reenter the KITCHEN, where there is a
HEALTH DRINK guarded by a DOCTOR. Now get back to the Director's OFFICE
where you should find the PLATE OF QUEEN and a SAVE POINT. Now head for
the SECOND FLOOR.

-----------------
THE SECOND FLOOR
----------------
Once back at the second floor, Take down the two NURSES and enter the
first door on the right, Room 201. Pick up the OIL LIGHTER and make
your exit. The final room of this corridor, Room 204 contains some
bloodthirsty tentacles that are blocking your access to The PLATE OF
HATTER. Use the BLOOD PACK you acquired in the Third Floor Storeroom to
nourish this ravenous life form and take the Fourth and Final PLATE.
Now head back into the hall and find the NURSES CENTER. Get inside and
notice the scribble on the wall. After reading that, look at the Door.

Each hole represents a hollow where a Plate should be placed.

First Hollow: PLATE OF TURTLE
Second Hollow: PLATE OF HATTER
Third Hollow: PLATE OF CAT
Fourth Hollow: PLATE OF QUEEN

Now that the door is unlocked, you should enter the next hall. The
first door you see, you should enter. There are two Nurses here that
will try to ambush you, so take them down quickly and enter the
adjacent room. Pick up the Basement Storage Key, doing your best not to
interrupt the NURSE. The Next room down from this Room is ICU, which
you should now enter. Take the DISINFECTING ALCOHOL and leave. This
time, enter ROOM 206 and pick up the FIRST AID KIT. Were almost done on
this floor.

--------------------
THE PROPER BASMENT
--------------------
Take the Next Double doors that lead to the Lift. Take it down to the
basement. Once you're off enter the Generator room and pick up the
HAMMER that should be used to take down the nurses that remain. Get to
the BASEMENT STOREROOM and use the BASEMENT STOREROOM KEY to get
inside. Check the Cabinet at the back for scratch marks and move it out
of the way. Use the hidden door. In this new a real, check the trapdoor
at the back. It seems some Plants have coiled round the Trapdoor. Use
the ALCOHOL and then The LIGHTER to destroy this obstacle, and now go
down the passage that as been revealed. Use the door at the end. There
are p0lenty of doors in this darkened hall, but only the one on the
left will open. Use it, avoiding the 2 NURSES. In this hall, avoid yet
more nurses and use the last door on the left. This looks like a
child's room to me. Take the EXAMINATION ROOM KEY from the panel and
inspect the Picture. Alessa? Leave the Basement and get back to the
FIRST FLOOR. Once there, kill the DOCTORS with the HAMMER and enter the
Medicine room (Using your map if necessary.), where there is yet
another DOCTOR. Take him down and use the Examination Room Key to meet
a new friend, Lisa.

===---===---===---===---===---===---===---=
CHAPTER VII: ALTERNATE CENTRAL SILENT HILL
===---===---===---===---===---===---===---=
[Lisa seems rather pleased to see you, but you can hardly blame her.
Although she hasn't seen Cheryl, she does appear to be on your side.
Your conversation is cut short however as Harry awakens in the
Examination room, back in the Good Hospital. It seems Harry's search
will never be over. Just then, the old lady from the Church, Dahlia
Gillespie arrives and urges you to get to the other Church. Wherever
that is, Cheryl Must be. You really haven't got anything else to go on,
so that's where we must go.]

-----------------------
EXAMINATION ROOM
-----------------------
Once Dahlia leaves the examination room, check the desk near the door
to find the ANTIQUE SHOP KEY. Head out into the Reception area and take
a look at the payphones and Harry will note down the location of the
ANTIQUE SHOP. This is where we'll head next, but before you leave it
would be a good idea to use the NOTEPAD. Back in the courtyard, waste
the two ZOMBIE DOGS if you didn't earlier and leave through the gates.

-------------------
KOONTZ STREET
-------------------
Follow Koontz Street down towards Simmons street, keeping on the left
hand side. After a while you'll pass a short alley, where you'll be
able to find some BULLETS and a HEALTH DRINK. Avoid any nasties that
are flying around and rejoin Koontz Street, this time going up to
SIMMONS STREET. Just before Koontz Street turns onto Simmons Street,
check out the cafe, where a HEALTH DRINK lies in wait. Take it and head
up Simmons street. There really is nothing to find here, just avoid all
enemies and run for your life right to the top of Simmons Street where
you should find the Antique Shop. The Front doors are invitingly open,
I see. Walk down the stone steps and use the ANTIQUE SHOP KEY to get
inside the Shop proper.

=============
TRIVIA
=============
On the opposite side of Simmons Street to where the Antique Shop is,
You'll find posters for the movie Carrie. A little way back down the
road, and you'll find the plant shop from "Little Shop Of Horrors".

-------------------
ANTIQUE SHOP
-------------------
As soon as you enter, you'll see a NOTEPAD on the counter. In the back
walk of the shop is a cabinet. Approach it and press action. Move the
Cabinet to reach a secret alcove. As you go to investigate, Cybil stops
you. Instead of reporting reinforcements, she tells you that her route
back to Brahms was cut short. Cars have stopped running. She also
deduces that Dahila must be high. But even better news is that she saw
Cheryl heading for the Lake. She must be around there. But first we'll
investigate this alcove. Continue through this dark passage until you
enter another chamber, which must be the "Other" Church that Dahlia
mentioned. Investigate the altar to find mysterious white powder there.
Look at the wall and you'll find the rather useless Axe. Pick it up and
attempt to leave. Harry will be again haunted by another vision. He's
now I the Hospital where he talks to Lisa. She'll talk about Dahlia and
the history of the town. Just then, you'll reawaken at the Antique
Shop. The wooden floor has changed to a metal walkway and on the floor
is yet another disturbing symbol. Use the Notepad if you feel like it
and head on out.

------------------------
SILENT HILL TOWN CENTER
------------------------
This is quite a hard part, as you may well end up getting completely
lost. To have an idea of our destination, look at your map and find
SILENT HILL TOWN CENTER. It's a very short distance down from the
Antique Shop. Unfortunately, Apemen and Dogs are out in force so be
careful. It's probably better to just run. Anyway, head for SILENT HILL
TOWN CENMTER, staying close to the buildings on the left hand side.
When you get there, the camera will change focusing on a hole in the
shutter. Get inside this hole to enter the TOWN CENTER, Aka the
shopping Mall. The ground floor is completely blocked as the floor has
caved in. Instead head for the escalators, which are disabled. As you
try to ascend the escalator, you'll get a short cutscene. Head up to
the top and bear left where you'll find the Jewelry Shop. Inside this
Shop, find the RIFLE SHELLS on the display case and use the NOTEPAD.
His is recommended, as there is an upcoming battle. Head back outside
the shop and head left past the shop, where you'll see a corpse
infested with Cockroaches. As you get closer the floor collapses and
Harry ends up in a Sandpit. This is our Second Boss, The Larvae.

*******************
BOSS 2: LARVAE
*******************

------------
ATTACKS
------------
The Larvae will burrow its way underneath the sand and will then spring
up and attack you by spraying venomous clouds at you. Fortunately, this
isn't very wounding, so don't worry about being hurt TOO much, just
simply keep looking back at your Inventory screen and use a HEALTH
DRINK if necessary. Unfortunately, the Larvae will usually sproing up
from behind to catch you off guard. This is bad as it usually results
in a hit, and the Larvae will usually get back underground before you
have a chance to shoot him.

------------
STRATEGY
------------
The best way to go is to back yourself into the corners of this arena
with the Shotgun loaded. When you hear it burrow out, shoot it with the
Shotgun.

----------
RESULT
----------
After a few direct hits, the Larvae will be defeated and will leave the
Sandpit.

----------
REMEMBER
----------
DO Use The Shotgun, The Handgun is too weak. Melee weapons are next to
useless.

------------------
SAGAN STREET
------------------
After the Larvae is defeated, Pick up the HUNTING RIFLE from the
display case in the Sandpit. Now head out through the glass that the
Larvae broke when it fled. As your map indicates, your now round the
back of the Mall. It's infested with Flying Demons so beware. Make your
way down the small road and head on round the corner to get to Sagan
Street. Run down Sagan Street, keeping firmly on the right hand side of
the road, and enter the POLICE STATION that's right at the end. Once
inside, Pick Up the RIFLE SHELLS and some more ammunition. There is
also a NOTEPAD here. Now, our next destination is the Hospital. Head
back down Crichton Streer until you get to the Koontz intersection.
Take KOONTZ a short way down and enter the Hospital. Two Ravenous Dogs
may be here, so run straight for the front door of the Hospital. Head
round the coridoor and enter the EXAMINATION ROOM for a short
Conversation with Lisa. It seems the only way to get to the lake is an
old waterworks by the elementary school. Now leave the Hospital through
the front door, but before you do so, make sure you use the NOTEPAD at
the Reception desk. And now then exit through the gate. It seems things
have definitely changed and the only place left to go is across the
street, up to the WATER TOWER. Take the stairs up to the roof and
prepare for another boss fight.

==========
NOTE
==========
In the front yard of the hospital, you can use the Channeling Stone.

*******************
BOSS 3: GIANT MOTH
*******************
The Larvae has evolved into a Huge Moth that hovers in the air waiting
to kill Harry. The first roof your on is no good. Instead, head up the
next staircase to get to the actual Water Tower. It is this arena where
you will kill this beast.

----------------
ATTACKS
----------------
The Moth will hover around attempting to hit you with his tail or,
throwing a cloud of poison at you. Getting hit is inevitable, usually
so constantly check on your status and use a HEALTH DRINK. You should
have quite a stockpile now, so don't be afraid to use them.

--------------
STRATEGY
--------------
Although the Shotgun works well, I prefer to use the RIFLE on this
boss. Simply run to a corner of the roof and fire a few bursts at him.
Then run to another corner to evade his Venom and repeat.

-------------
RESULT
-------------
After a While, The Moth will fall from the sky, which is now turning
back to daylight.

----------
REMEMBER
----------
DO Use the Rifle. You should have enough ammo now.
DO Use The Shotgun if you prefer. It does the job but a bit slower.
DON'T try to use the Knife or other such weapons. I would have thought
this would be obvious.

--------------------
POLICE STATION
--------------------
Although the police station was unlocked all this time, if you followed
my guide you shouldn't have been there yet. Anyway, the Moth is gone
and won't be coming back, so relax. Head down from the Water Tower and
get back onto Crichton Street. Run back to the top and beware of the
APEMEN. The Police Station is right on the corner. Get inside
immediately. On the Desk will be some HANDGUN BULLETS and some shells
for your Shotgun. If you use the door to the left, you'll be inside the
DETECTIVE'S OFFICE. You should find this scribbled on a piece of paper:

Coroner Seals called. Officer Gucci unlikely
To be murdered. He apparently died naturally.
But medical records show Officer Gucci
Had no prior symptoms of Heart disease

And This on the Blackboard:

Product only available in
Select areas of Silent Hill.
Raw material is White Claudia,
A plant peculiar to the region.
Manufactured here?
Dealer=Manufacturer?

This gives yet more clues as to what Cybil was talking about. Also,
Officer Gucci may have been killed by the Cult. Remember what Lisa
said?

Okay, were done with Central Silent Hill for good now. But we do have
to take a detour through OLD SILENT HILL to get to the RESORT.

----------
NOTE
----------
If you missed the Shotgun back at the School, It will appear at the
Police Station, or so I'm told.

===---===---===---===---===-
CHAPTER VIII: SEWAGE SYSTEM
===---===---===---===---===-
[This is too much with no sign of Cheryl yet, Harry must begin to
wonder when he will ever find his daughter. Both places Dahlia
suggested have proven to be red herrings. Can she be trusted? On this
evidence not really. But what else do we have to go on? Who is this
Girl In Blue that haunts Harry's Nightmarish visions? Just what the
hell is going on! Lisa did suggest however that The Lake could be
reached with the Waterworks by her old elementary school. It's a long
walk back from the Police Station however. Somehow, Cheryl must be in
the Resort.]

-----------------
WATERWORKS
-----------------
Leave the Police Station and head back over the bridge into OLD SILENT
HILL. Say a brief goodbye to the madness of CENTRAL SILENT HILL, too.
Lol.
When the game loads after going over the bridge, you'll be right
outside the Waterworks. Clever guys at Konami, Huh?
At the waterworks, press action at the gate. Locked. Wait a minute, a
Padlock. I bet it would snap off if hit hard enough. Any of your Melee
weapons will snap it off, so snap it and enter the Waterworks. Use the
Trapdoor you find there and lets get moving.

=================
VOICE ACTORS
=================
This is the List of the voice actors from this game. Normally you
wouldn't see this until completion of the game.

Michael G ..............Harry Mason
Susan Papa..............Cybil Bennett
Jarion Monroe...........Dr. Kaufmann
Thessally Lerner........Lisa Garland
Liz Mamorsky............Dahlia Gillespie
Saundra Wane............Cheryl/Alessa

---------------
SEWER A
---------------
The sewers are dank, dismal and smelly. And are also home to a new
brand of monster, that I've called the "Clickers". Be wary of these new
annoying beasts. There is no map to this area so try and follow my
vague directions. In this first tunnel, simply head forwards until it
ends, branching off left to right. We'll need to go right a lot later
on, but for now we'll head left. After a while, this path forks left
and right also. Stay on the left hand side and cross over using the
plank. Now, keep right and cross back over the water. Go round the
corner and you'll come to a gate. Continue through this passage right
to the end to find a desk. Pick up the SEWER KEY and use the NOTEPAD if
you wish. Now, find the next gate nearby and use it to leave this
Office. Now you'll be back near where you came in to this
passage/Office area.

Now, If you'll excuse my rather awful map of the SEWER, you may be able
to find where were able to go next. By looking at the map, you'll get a
brief outline of where we must now go. So, now, go down to where the
ITEMS are, Some BULLETS, RIFLE SHELLS and a HEALTH DRINK and head back
to the Sewer Exit, using the KEY TO escape. Relax; Sewer B is much
easier to navigate.

                                |----------|
----------------------------------          |
 ITEMS                               OFFICE|
--------      -------------------           |
       |    |                   |__________|
       |    |
       |    |
________|    |
ENTRANCE     |
________     |
       |    |
       |    |
       |    |
       |    |
      _|     |_
     |         |
     --      --
       |     |
       |     |
       |EXIT  |


---------------
SEWER B
---------------
From where you start, bear left and pick up the FIRST AID KIT and then
turn back and head due south (Look at your map. Try to get to the long
corridor that heads right.). Once at the start of this long passage run
down as far as you can. Beware of the evil Ceiling Clickers who want to
decapitate you. When the tunnel ends, you'll see another archway to
your right. Ignore it for a time being and go further past it and pick
up the HEALTH DRINK and BULLETS. Now go back to the arch and head down
this tunnel. To the left will be a locked gate and to the left will be
a very long tunnel. Head through the gate with "Keep Out" Scrawled on a
plate. Head through this tunnel, past numerous gates and soon you'll
get to a dead end. In the water though is a section filled with blood.
Examine this and you'll find the SEWER EXIT KEY. Pick it up, and 3
CLICKERS will ambush you. But this is laughably easy to circumnavigate,
Just Quick turn (R2+L2) and run back all the way to the gate that was
locked. Beware of more Clickers and use the SEWER EXIT KEY to gain
access to the end of SEWER B. You'll find a NOTEPAD lying on a barrel.
You may use it if you wish, but there are still plenty lying around the
RESORT AREA. Use the ladder here, and we'll finally get to the RESORT.
Boy, I HATE the Sewers.

===---===---===---===---===-
CHAPTER IX: LAKESIDE RESORT
===---===---===---===---===-
[Maybe now Harry will be able to find Cheryl and get out of this place.
This is the only place Cheryl could now be. It's make or break time.]

This is the first Flag point that needs to be met in order to secure
the Best ending. If you prefer to get either the Bad or Bad+ Ending you
should skip this part and go to the "Sandford Street" Section. The
second Flag point is further on in the game.

---------------
ANNIE'S BAR
---------------
After finally getting out of that blasted sewer, you'll surface inside
some ruins. Unfortunately it's gotten dark now, so turn your torch on.
Search all of the immediate area inside these ruins, as there is a lot
to pick up. RIFLE SHELLS and FIRST AID KITS are amongst the goodies.
Now, you must head for the road. This is Bachman Road, but we won't be
able to get back to OLD SILENT HILL. On the road, on the side by the
dilapidated building is a sign that contains the RESORT Map. Pick this
up right now. Head down Bachman Road, keeping to the left hand side
until the fence you are following turns into a Car Park. At this point,
head there and approach the front door to enter Annie's Bar. Inside
you'll see Dr. Kaufmann being attacked by a Demonic Teddy. Harry will
kill this beast and Kaufmann will talk to Harry. It seems both of you
haven't been able to come up with an escape route yet and Kaufmann then
leaves in a big Hurry. Anyway, investigate the area around the Snooker
tables to find an Orange Object on the floor. It's Kaufmann's Wallet
and it's full of stuff. A Store Receipt with the numbers "0473"
Scribbled on there is inside and so is a KAUFMANN KEY. Now search the
front of the bar to find some HEALTH DRINKS and a NOTEPAD. It's best to
use this NOTEPAD. Now leave the Bar.

=================
INTERESTING STUFF
=================
You know, it's not necessary to go to the Indian Runner. You could
alternatively skip that part and head to the Motel using the code 0886
to enter. Unless you want to be thorough, you could consider this an
option.

------------------
INDIAN RUNNER
------------------
I don't know what an Indian Runner is. A store of some sorts,
apparently. But this is where the receipt came from, so I'm sure there
will be something of significance up there. Look at the map and find
the INDIAN RUNNER, just off CRAIG STREET. From the car park, head
through the trees on your left and get to the INDIAN RUNNER. By this
time there may well be several enemies on your tail. Find the Lock and
input the Code, 0473 to unlock the door. Get inside. You'll find that
the place has been completely trashed. Take the RIFLE SHELLS and head
round the counter. Open the drawer to find the SAFE KEY. Then pick up
the HELATH DRINK and examine the DIARY on the Counter.

It reads:

August 20
He came by. I handed over the package
That the woman left here.
September 12
He showed up at Norman's too.
Don't want to be involved
With the likes of them anymore, but...
I'm getting creeped out even more
Than before. Thought of leaving
Town, but I'm afraid of what will happen if I do.

Now read the Shopping list on the wall.

3 Loaves of bread
3 cartons of Milk
2-dozen eggs
Deliver to back door
Daily 8 a.m.
Rear entrance code 0886
Norman Young

Could That Woman be Dahlia?

Now use the SAFE KEY on the Safe to find some drugs. Harry doesn't want
a snort, though. Now you have the combination to Norman's Motel (0886),
head there.

===========
NOTE
===========
The drugs cannot be taken. I would have thought that was obvious.

---------------
NORMAN'S MOTEL
---------------
Take Weaver Street down, but keep yourself to the right hand side.
Eventually you should see the door on your right. Examine the door and
use the code on the shopping list to get inside. On the Desk is a
notebook:

September 10
Took package.
Told to sit on it a while.
Don't want to get involved but
Can't disobey...
He's probably linked to
The death of the mayor and others.

Take the MAGNET from the Settee and read the PAPER. Sometimes you wont
be able to read it, don't ask me why.

INVESTIGATION STALLED
"PTV" Dealers still at large.</pre><pre id="faqspan-3">
Suspicious deaths continue.
Like the anti-drug mayor,
A narcotics officer dies of
Sudden heart failure of
Origin unknown.

It's quite obvious this is about Officer Gucci, The cop you read about
at the Police Station.
Go through the next door into the main Motel area. Use the NOTEPAD if
you feel so inclined and head out through the front door. We need to
find ROOM 3. Once located, use the KAUFMANN KEY to enter. Get inside
and notice the chest of drawers that's been moved. Look at it closer
and you'll see that some careless soul has dropped a key down there.
Use your MAGNET to retrieve the MOTORCYCLE KEY (No, You can't drive
it.) and before you return to the Living room, check out the shower to
find a HEALTH DRINK. Once back at Norman's Living Room, enter the one
door we haven't been through to get to The Garage. Surprise, surprise
there's a Bike. Before we examine it, pick up the SHOTGUN SHELLS. Now,
use the MOTORCYCLE KEY to find a vial similar to the one you found
destroyed at the Hospital. Then, Dr. Kaufmann enters and snatches it
away from you. Whatever that liquid is, it's bound to be important,
bear that in mind. Well, that was a waste of time. Wasn't it? The last
place to go now is Sanford Street, and that's where we'll go.

===========
NOTE
===========
You can use the Channeling Stone in the area that contains the Motel
Apartments.

-----------------
SANDFORD STREET
-----------------
Head out through the door and take Weaver Street down until it ends.
Now take Sanford Street down, keeping firmly on the left hand side,
near the waterfront. Halfway down Sanford Street is a small staircase
with some AMMO and HEALING SUPPLIES. Head back down Sanford Street
until we get to a cutscene. The Permanent Darkness may have occurred.
Gulp. The place is infested with monsters now, so you'll want to be
very swift. Ignore everything; there's nothing to pick up. Instead,
head down West Sanford Street, passing the east and west Garages. After
the West Garage, head down this short path until you see some steps
leading to the water. Follow this to a HOUSEBOAT, being wary of the
DOGS. Enter the HOUSEBOAT. You'll find a body hooked up to the
bulkhead. Continue to the door at the end and enter the Control Area of
the HOUSEBOAT. You'll have a brief cinema with Cybil. Dahlia enters and
warns that you must go to the Lighthouse and to the Amusement Park.
Cybil hasn't a clue what's going on, so she decides to go to the
Amusement Park while you go to the Lighthouse. We'll need to use the
"Flauros" Apparently.

==========
NOTE
==========
You can use the Channeling Stone inside the Houseboat. Notice how the
uses are becoming more frequent.

--------------
LIGHTHOUSE
--------------
Once we are alone in the Houseboat, take your time to pick up the
HANDGUN BULLETS, RIFLE SHELLS and the HEALTH DRINK. Oh, and do use the
NOTEPAD as well. This next section is extremely complicated to explain,
and the map will do you no good. So head out through the door Dahlia
went to and head down the end of the platform. Walk down the stairs at
the end and cross over the planks. Continue on this path until you can
cross over another Plank. Then go past the barrel through the open
gate. Go up some stairs to your left and head down some more stairs on
the opposite side. Go for a while on this path tom find some more
stairs that you should use. Get to the top, avoid the DOGS and get to
the Lighthouse. He he, this is familiar. There's a NOTEPAD Here too, so
when your finished head up this loopy spiral until you reach the top.
It seems Alessa has beaten you up here. Leave the Lighthouse and walk
back in the direction to the HOUSEBOAT. The nice chaps at Konami have
again got rid of a boring bit and enabled you to get back to the
houseboat without too much hassle. Cybil didn't come back, so now we
must look for her. Use the NOTEPAD and head out through the doors and
rejoin SANFORD STREET. Beware of the numerous baddies that are roaming
the streets. There's not much point in battling them, so just run.
Cross to the other side of the road to find a fenced off area, where
the gate is open. Cybil must have got here. Use the Manhole to enter
SEWER C. Gulp. As you go down you'll see a brief FMV of Cybil getting
attacked.

========
NOTE
========
The final place that the Stone can be used is at the Lighthouse. If you
use it here and have used it at all previous locations, the game will
now end.

---------------
SEWER C
---------------
You'll find another strange symbol on the floor. Ignore it and pick up
the SEWER C map from the right hand wall and head on through this first
section of the sewer. When this path ends, it will end up at another
one, heading south. Follow this right down to the end and pick up the
HEALTH DRINKS and AMMO. Now double back to the path-leading east and
kill all the beasts here. Especially the Teddies, as they are very
dangerous this time round. They can catch up in seconds so once they
are down make sure they STAY down. Now continue until this path ends
and take a left. When you start to see carousel horses, you'll be
getting very close to the AMUSEMENT PARK. Use the ladder here.

----------------------------
THE LAKESIDE AMUSEMENT PARK
----------------------------
Since there is no map for the amusement park, you're going to have to
be very careful. The Concessions stand is where we need to make for, so
look at all the rides. The Concessions stand is opposite the big wheel.
Save the Game here and notice the Black Baby's. Now, head to the
Carousel. Turn around and head forwards. Then go left until you find
the Carousel. Enter through the gate and you'll get a Cut Scene.
It seems Cybil has been overtaken by a parasite of some kind. When the
cut scene ends, Cybil will attempt to strangle you. When she gets very
close, use the RED LIQUID you found at the Hospital on Cybil to stop
her in her tracks. If you can't get her with the Liquid, run around her
and use it. Be careful, as she's a little trigger-happy; so if she
pulls her sidearm out, run. Once she is soaked in the Liquid, you'll
get a few cut scenes.

**************
BOSS 4: CYBIL
**************
If you soak Her in the liquid, the parasite will escape. Harry will
then stomp on it. If the above method is used, then you'll get the best
ending. If you kill her, you'll get the Good + Ending. It's advised
that you save her as it's easier, and you'll get the better rewards at
the end.

If you decide to kill her, use the following method.
Cybil's first attack is the slap. She'll walk forwards and slap you.
This is usually followed with her shooting at you. Her shots are easily
avoided, so just run a bit away when she pulls her gun out. You need
her to shoot at you so she runs out of ammo. She'll then throw the gun
away, and will attempt to strangle you. If she does, repeatedly bash
all four buttons to stop her. Prolonged strangulation will result in
death for Harry. If she shoots you, you'll fall to the floor. If this
happens, mash X as she'll usually walk forwards and put another bullet
in your brain. Anyway, once she disposes of her weapon, pull out the
Handgun and fire away at her until she dies.

Now, hopefully you didn't kill Cybil.

Harry and Cybil will then sit down on the Carousel, and then Harry will
confess that Cheryl was found by the side of the road, and she's not
his real daughter. He deduces that there must be some connection
between her and this town (Well, Duh). Harry will then leave Cybil
alone and confronts Alessa, who pummels Harry with inhuman strength.
Then, The "Flauros" Will appear and attacks Alessa. Dahlia then enters
and a blue light envelops the both of them.

===---===---===---===---=
CHAPTER X: NOWHERE
===---===---===---===---=
[It now seems that Dahlia is the enemy and she must be stopped.
Wherever Harry is, He's clueless. He awakens to find Lisa with him in a
room that resembles the Examination Room. This whole area is made up of
new areas and ones from Harry's past. This has to be the final chapter
of Silent Hill, and this is the last place Cheryl could be. Lisa, on
the other hand seems to be losing it. She soon disappears, leaving
Harry alone.]

---------------
NOWHERE
---------------
As Lisa Leaves, you may want to use the NOTEPAD on the desk. Then leave
for there is nothing else here. You'll now be on a catwalk that leads
to an elevator, where Harry will be summoned. Harry will automatically
enter the elevator and will drop you off on the first floor, NOTE that
the elevator cannot be re entered. Continue down this short hall and
find the third door to your right. Notice the ghostly Cheryl. This room
is the antique shop from Central Silent Hill. If you look at the clock,
you'll find that the hands are actually keys, but you need the right
component to retrieve it. Use the NOTEPAD if necessary, and then pick
up the FIRST AID KIT and SHOTGUN SHELLS. As you leave, some nurses will
be in this corridor. Use the HAMMER to deal with them, and then find
the last door on the right. You'll now be at a stairwell. Follow this
down to end up in a Classroom, with a solitary desk in the middle. Read
the words etched on the wood.

'Go Home, Thief. Drop Dead.'

Since there's nothing else here, use the door at the end of this room.
In this next room is a hospital Gurney, with some PLIERS and a
SCREWDRIVER sitting on top. Collect them and leave this room. Head back
upstairs and enter the room to the right of the Elevator. In this
bathroom, use the PLIERS on the tap to retrieve the KEY OF OPHIEL. Go
back into the hall and find the OPHIEL DOOR, which is next to the
stairwell that led to the classroom. Use the KEY to enter another
hallway.

--------------
HALLWAY
--------------
In this Hall, find the only door that opens and get inside.
At the back of this room is the stone of time and surrounding it are
three pictures with a keypad beneath them.

Under Sagittarius you the left, press 4. In Taurus at the center press
6.And finally press 8 under Gemini on the right. This will release the
STONE OF TIME. Pick it up, and then leave this room. You'll now want to
head to the dead end of this hall to check out the Plate on the wall.

Names engraved on a Lithograph.
The Grim Reaper's list.
Yes, the headcount is set.
Young and old, lined up in order of age.
Then the pathway opens.
Awaiting them the frenzied uproar
The feast of death!

That means a lot, doesn't it? If you checked out a similar plate back
at the Alternate Hospital, you'll know that there is a Grim Reaper's
List somewhere around and surprise, surprise there's one pinned up on
the wall near the locked door. Go up to it and read it for a better
understanding of this puzzle.

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

Now this puzzle starts to make a little sense.
"Lined Up in order of age". So I guess we should start by lining the
names up in age order. This will open up the "Pathway". This is quite
obviously the locked door.
Now we'll arrange them in name order.

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

This reveals that the code is "ALERT". Enter this in the cool looking
keypad to open up the door.

You'll now be confronted with a small storeroom. There's nothing in
here of any significance, so head on through the door in the back to
surface at a Morgue. At the far end, pinned up on the wall is an AMULET
OF SOLOMON, which will come in handy near the end of the game. Attempt
to leave this area back into the hallway and you'll be confronted with
a rather sad scene that I'm not willing to spoil, accompanied with
compassionate music.

After the scene is over, head back inside the storeroom and read the
diary on the floor.

Ask doctor to let me quit being in charge of that patient.
It's too weird.
Still alive, but with wounds that won't heal.
Told the doctor I quit.
Won't work at that hospital anymore.
The room is filled with insects.
Even with doors and windows shut they get in to spite me.
To the Hospital...
Feeling bad.
Need to throw up.
But nothing comes out.
Vomiting only bile.
Blood and pus flow from the bathroom faucet.
I try to stop it, but it won't turn off.
Need drug.
Help me...

Then reenter the red ophiel door to enter the first hall. You'll want
to get back to the ANTIQUE SHOP. Enter and use the stone of time on the
Grandfather clock. The glass will explode, enabling the retrieval of
the KEY OF HAGITH. Get back into the hall and use the key on the double
doors at the end. You can now gain access to the elevator. Once inside,
go to the SECOND FLOOR.

-----------------
THE SECOND FLOOR
-----------------
In this hall, only the third door on the left is open. This is the
Jewelry shop again. In the display cases, take the CREST OF MERCURY and
the RING OF CONTRACT and take the AMMO. Leave, reenter the hallway and
use the door at the end to enter a new hall. Unlock the red double
doors on the left hand side and then enter the first door on the right.
Pick up the AMMO and the CAMERA. Now use the Red double doors to rejoin
the first floor. Go back through the Hagith door and head up to the
THIRD FLOOR. In this room will be an altar at the end, two locked doors
on the side and two pictures beside the altar. Walk up to both pictures
and use the Camera to reveal some shapes. Input these shapes on both
Keypads on the two doors to unlock them.

Then enter the right door to read a page from a book:

WHITE CLAUDIA
Perennial herb found near water.
Reaches height of 10 to 15 inches.
Oblong leaves, white blossoms.
Seeds contain hallucinogen.
Ancient records show it was used for religious
Ceremonies.
The hallucinogenic effect was key.

Pick up the HANDGUN BULLETS and then enter the left hand door.
Inside will be a BIRDCAGE KEY and a HEALTHD DRINK. Pocket both and head
to the first floor. Find the door we haven't opened yet, the one to the
right of the first Elevator. Inside is a Birdcage. Use the BIRDCAGE KEY
to obtain the KEY OF PHALEG, which opens the door just down the hall.
This area now resembles the Hospital Basement area.

----------------
BASEMENT AREA
----------------
Head on into the first door on the right. This is a Kitchen, and
holding a chain together on the fridge is the DAGGER OF MELCHIOR, BUT
BEFORE YOU LEAVE, Use the Ring of Contract on the door, as it will stop
a monster from escaping. If this happens, it's game over. Leave the
kitchen, deal with the nurses and enter the next-door down. In this
storeroom, pick up the HEALTH DRINKS and AMMO, and notice the Bag of
Jelly Beans in the back. Open it, and then pick up the KEY OF BETHOR
from the debris. In the back of this room, is another door that
contains a VCR. If you have videotape, you could use it. After all
that, head back to the main hall and enter the second door on the left.
After seeing a ghostly image, pick up the ANKH that's pinned to the
wall. Reenter the hallway and use the BETHOR KEY on the Bethor door.
Once inside, cut the power and head back into the Basement hall. Now go
back through the PHALEG Door into the first hallway. Eliminate the near
transparent Demon Children with the Handgun and enter the Red Double
doors on the right hand side. You'll now be in the area where you last
met Lisa. Kill yet more Demon Children and enter the last door on the
right. At the back, you can finally use the Screwdriver to unscrew the
metallic plate. Pick up the KEY OF ARATRON and retrace your steps back
to the basement area, being wary of yet more children. In this hall,
head to the last room on the right, again being careful of these
babies.

=================
NOTE
=================
In case your wondering, if you fail to use the Ring Of Contract on the
door of the oversized fridge in the kitchen, then you'll have a very
short cinema of Harry being dragged into the Fridge by a tentacle. What
this tentacle is attached to is a mystery, but suffice to say, it will
result in GAME OVER.

------------------
THE FINAL CHAPTER
------------------
In this room, you'll see the cult. Once this scene is over, you'll
recognize this room as Alessa's Room. Pick up the Disk of Ouraboros and
leave. Now enter the final room on the left. In this Child's room, use
the DISK OF OUROBOROS, THE CREST OF MERCURY, THE ANKH, THE DAGGER OF
MELCHIOR and the AMULET OF SOLOMAN to unlock the door. Then save your
game at the Notepad. Head on through the door for a cutscene involving
dahlia and Alessa.

In this balcony, head on down through the stairs for the final battle.

After the long scene is over (Don't Want to spoil what happens), you'll
face the final boss, a Huge Winged Demon.

*********************
BOSS 5: HUGE DEMON
*********************
The HUNTING RIFLE is the only weapon to use here. If you were sensible
you should have plenty of ammo. I'll be blunt here. There is only one
real way of taking this dude down. Stand exactly where you are and
constantly chug away at him with the rifle. If you fire continuously,
you'll get off about 5-6 shots before he zaps you with a lightening
bolt. When he does this, use a healing item (You should have enough).
After about 20-25 shots he, and the game will be defeated.
Now watch the credits!

MAJOR SPOILERS BELOW!!!!
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
As the Demon is killed, Cheryl, or the girl made out of Cheryl and
Alessa gives Harry a beautiful baby. Harry accepts this parting gift
from the daughter he loves. Cybil wakes up from being knocked out from
the blast. Kaufmann awakens but is tackled by Nurse Lisa Garland who
drags him away to his fate. Both Cybil and Harry escape into the
wilderness holding the baby. The girl is swept up by flames as Harry
and Cybil finally escape.

Now sit back and watch the credits and see what score you got. Look in
the background to see what items you obtained. Then read the secrets
section.

===---===---===---===---=
SECTION C: SECRETS
===---===---===---===---=
I: SECRET ITEMS/CODES/TRIVIA
II: ENDINGS
III: CUTSCENE TRANSCRIPTS
IV: FAQ

===---===---===---===---=
I: SECRET ITEMS
===---===---===---===---=
There are a number of secret items available to you once you have
completed the game. This is a list of the secret items available to you
and how you obtain them.

---------------------
CHANNELING STONE
---------------------
The Channeling stone is a mysterious emerald inside a stone, that
appears inside the Convenience store on Bachman road, near Harry's
jeep. You can only get this in NEXT FEAR mode. After completing the
game, choose yes to save the progress. The save will now be in gold and
will be called Next Fear. On the game completion screen, the items you
have unlocked will be seen in the background. If you see a blue jewel
with a yellow outline, congratulations, you have got the Channeling
stone. The appearance of the Channeling stone is unclear. When Writing
this Guide, I got the Good+ ending on purpose, and obtained the stone,
so if you follow my guide and get the Good+ ending, you shall have the
channeling stone. The Channeling stone is the required device that can
help you get the hilarious UFO ending.
To get this ending, you must use the Channeling stone at some
particular stages in the game:
1: Roof of the alternate school.
2: Courtyard of alternate hospital, just before Giant moth fight.
3: Norman's Motel, In front of the apartments.
4: In the Houseboat.
6: Roof of the Lighthouse.

--------------------
KATANA
--------------------
The Katana is a silver Japanese Samurai Warrior sword, the same one
Gray Fox uses in Metal Gear Solid. It's a fairly cool weapon, one of
the best Melee weapons out there. Its appearance is up for debate as
usual. Some believe it appears randomly after completing the game with
different endings. I get it when getting the Bad+ ending. Try getting
the Bad+ ending and see if you get it. Once you have unlocked the
Katana, you will see it in the background of the stats screen once you
complete the game. It is found in the Japanese room of the Levin Street
doghouse.

---------------
CHAINSAW
---------------
At the end of Bloch Street, not the one with the drawbridge, on the
right hand side is a building called Cut Write Chainsaws. The window is
smashed, and on the display window is a Chainsaw. Problem is there is
no fuel. Get it from the garage and go here. You can now use the
Chainsaw but not the Rock Drill. It really is a cool weapon, taking out
the apes in a few swings and the same with the nurses and doctors at
the hospital.

----------------
ROCK DRILL
----------------
A lot like the Chainsaw, this weapon can only be obtained after getting
the Gas canister from the garage and going up to the lower room of the
drawbridge control room. It's not as good as the Saw, but is still a
useful weapon.

--------------
GAS CAN
--------------
You will usually get this the first time you play the game. Pick it up
at the garage on Bloch Street, and use it with either the Drill or
Chainsaw.

-------------
HYPERBLASTER
-------------
The Hyperblaster is a version of Konami's old Lightgun. There are two
ways of getting this weapon. 1, Get the Secret UFO ending. It will
appear at the clear stats screen and at the start of the game in the
Cafe. 2 Get the ACTUAL lightgun and plug in to Controller port two.
It's cumbersome as it requires two people to work it, but it works!
Of course the Hyperblaster is an awesome weapon, but after completing
the game over and over, you can gain access to more powerful versions
of the Blaster with different colored beams.

---------------
CHEATING
---------------
Before you confront Dahlia at the basement, use up all the ammo from
your guns. The boss will be *Easy* to beat. He He.
Also, note that this cannot be done with the Hyperblaster in your
inventory.

------------
INTRO
------------
After completing the game with the Good+ rating, the intro will change
from Harry's wife to Cybil.


===---===---===---===---=
II: ENDINGS
===---===---===---===---=
As you may already know, there is more than one ending to Silent Hill.
I wrote this guide so that you would obtain the best possible ending,
the Good + one, but you need to do certain things in order to get the
others.

==============
ENDINGS
==============
GOOD+
GOOD
BAD+
BAD
UFO

---------------
THE FLAGPOINTS
---------------
Flag point one: Kaufmann.
You need to save Kaufmann at the bar, visit the Indian runner and use
the Motorcycle key. You will now get the Good ending. If you don't you
can only get a Bad ending.

Flag Point Two: If you don't use the liquid on Cybil at the amusement
park, and simply kill her, you will not get a + ending. You can only
get a good or bad ending. Got It?

Lets hope this will explain better:

I saved Kaufmann but didn't go to the Motel and use the motorcycle key.
I also killed Cybil. What ending will I get?
You've got the bad ending.

I Saved Kaufmann and used the motorcycle key but killed Cybil. What
ending will I get?
The Good ending.

I saved Cybil but forgot about Kaufmann, what ending will I get?
The Bad+ ending.

I saved Cybil and did all the Kaufmann things, what ending will I get?
The Good+ ending.

How do I get the UFO ending?
The Channeling stone is the required device that can help you get the
hilarious UFO ending.
To get this ending, you must use the Channeling stone at some
particular stages in the game:
1: Roof of the alternate school.
2: Courtyard of alternate hospital, just before Giant moth fight.
3: Norman's Motel, In front of the apartments.
4: In the Houseboat.
6: Roof of the Lighthouse.

To get the channeling stone, you must get a Good ending. You should
pick it up at the Convenience store on Bachman road in Next Fear mode.
After you use it at the Lighthouse, the game will end. You can now use
the Hyperblaster with this new save. Enjoy!

SPOILERS!!!
ALL ENDINGS REVEALED BELOW!!
+
+
+
+
+
+
+
+
+
+
+
***********
GOOD +
***********
Kaufmann shoots Dahlia, and throws the vial of Aphlagotis on the child.
A Huge demon comes out of her back. Harry defeats the Demon. As fire
guts the entire area, Cheryl/Alessa gives Harry a newborn baby. She
shows him an escape route. As Harry runs towards the light, Cybil
awakens and follows him. As Kaufmann tries to follow, he's stopped in
his tracks by the demonic Lisa Garland who pulls him underneath the
grating. Cheryl/Alessa is then swept up by flames.

***********
GOOD
***********
All of the above, except Cybil is not there.

************
BAD +
************
Instead of the flying demon, Harry dukes it out with Cheryl/Alessa.
After killing her, Harry faces up to the nightmare truth. As Harry
sinks to his knees, Cybil slaps him. "Go!" She tells him.

*************
BAD
*************
This ends with Harry lying in the front seat of his Jeep, dead. Yikes!

*********
UFO
*********
After using the Channeling stone for the final time on the roof of the
lighthouse, the lights that have been shadowing Harry finally reveal
themselves as UFO's. They beam down and several Grays come out. Harry
rather stupidly asks them if they've seen Cheryl (Funny!), and the
aliens then zap him.


===---===---===---===---===
III: CINEMATIC TRANSCRIPTS
===---===---===---===---===
This is a transcript of all the conversations in the game. Obviously,
I've left out the smaller ones in favor of the ones that matter in
relation to the plot. Enjoy!

-------------------------------------------
CINEMATIC ONE:
LOCATION: CAFE
CHARACTERS: HARRY MASON AND CYBIL BENNETT.
-------------------------------------------
[Harry Mason suddenly wakes up on a Cafe table. Looking around, he sees
a uniformed Police officer walking towards him].

Harry: Was I dreaming?
Cybil: How do you feel?
Harry: Like I've been run over by a truck. But I'm all right I guess.
Cybil: Glad to hear it. You from around here? Why don't you tell me
what happened.
Harry: Wait a second; I'm just a tourist. I came here on vacation. I
just got here. I don't know what happened. I'd like to find out for
myself.
Have you seen a little girl? Just turned seven last month-Short black
hair. My daughter.
Cybil: Sorry. The only person I've seen in this town is you.
Harry: Where is everybody?
Cybil: I'd tell you if I knew, believe me. But from what I can tell,
something bizarre is going on. That's all I know.
Harry: Hmmm.
Cybil: What's your name?
Harry: Harry. Harry Mason.
Cybil: Cybil Bennett. I'm a police officer from Brahms, the next town
over. The Phone's out and the radio too. I'm going back to call in some
reinforcements.
Harry: Hmpf.
[Harry gets up and walks towards the door].
Cybil: Hold it!
[Harry stops]
Cybil: Where do you think your going?
Harry: My daughter, I've got to find her!
Cybil: No way, It's dangerous out there.
Harry: In that case I need to find her now; Cheryl's my little girl. I
can't just leave her out there by herself.
Cybil: Have you got a gun?
Harry: Err, No.
[Cybil pulls out a Handgun and hands it to Harry]
Cybil: Take this, and hope you don't have to use it. Now listen to me.
Before you pull the trigger, know who your shooting. And don't do it
unless you have to. And don't go blasting me by mistake. Got It?
Harry: Yeah, Thanks.
[Harry puts the gun in his pocket]
Cybil: You'll do best to stay nearby. I'll be back as quick as I can.
[Cybil then leaves the cafe].

-----------------------------------------
CINEMATIC TWO
LOCATION: BALKAN CHURCH
CHARACTERS: HARRY MASON, DAHLIA GILLESPIE
-----------------------------------------
[Harry enters the church. A woman at the front turns around]

Harry: Were you ringing that bell?
Dahlia: I've been expecting you. It was foretold by Gyromancy.
Harry: What are you talking about?
Dahlia: I knew you'd come. You want the girl, right?
Harry: the Girl? You're talking about Cheryl!!?
Dahlia: I see everything.
Harry: You know something? Tell me!
Dahlia: Stay Back! Nothing is to be gained from floundering about at
random. You must follow the path. The path of the hermit concealed by
Flauros!
Harry: What? What are you talking about?
Dahlia: Here! The Flauros. A cage of peace. It can break through the
walls of darkness and counteract the wrath of the Underworld. These
will help you. Make haste to the Hospital before it is too late.
[Dahlia Leaves]
Harry: Wait! Don't go yet!

-----------------------------------------------
CINEMATIC THREE
LOCATION: EXAMINATION ROOM, HOSPITAL
CHARACTERS: HARRY MASON, DR. MICHAEL KAUFMANN
-----------------------------------------------
[Harry enters the Examination room. A man with blood shot eyes sits on
a bed, a Revolver in his hand. Lying on the floor is a dead winged
demon. The man gets up to confront Harry.]
Harry: Hold it? Stop don't shoot!
[Kaufmann fires, missing Harry.]
Harry: Wait, I'm not here to fight, my name is Harry Mason, I'm in town
on vacation.
[Kaufmann Relaxes]
Kaufmann: Thank god. Another human being.
Harry: Do you work here?
Kaufmann: I'm Dr. Michael Kaufmann. I work at this hospital.
Harry: So maybe you can tell me what's going on.
Kaufmann: I really can't say. I was taking a nap in the staff room.
When I woke up it was like this. Everyone seems to have disappeared.
And it's snowing out. This time of year. Something's gone seriously
wrong. Did you see those monsters? Have you ever seen such aberrations?
Ever even heard of such things? You and I both know creatures like that
don't exist.
Harry: Yeah. Have you seen a little girl anywhere? I'm looking for my
daughter. She's only seven, short black hair.
Kaufmann: She's missing? I'm sorry. But with all those monsters around,
I highly doubt she's-
[Harry sighs]
Kaufmann: I'm sorry. I didn't mean to alarm you. Your wife, she's here
with you?
Harry: She died, 4 year ago. Now it's just me and my daughter.
Kaufmann: I see. I'm sorry.
[Kaufmann picks up a briefcase and heads for the door.]
Kaufmann: Well, I better be going. Ican't just sit around doing
nothing.
Harry: So long, good luck out there.
[Kaufmann leaves]

------------------------------------------
CINEMATIC FIVE
LOCATION: ALTERNATE EXAMINATION ROOM
CHARACTERS: HARRY MASON, LISA GARLAND
------------------------------------------
[Harry enters the Examination room with his newfound key. His Torch
beam scans the room. Suddenly, a young woman springs out from
underneath the table and holds Harry. She is obviously VERY relieved.]

Lisa: Finally, someone else whose Ok.
Harry: Who are you?
Lisa: My names Lisa Garland, what's yours?
Harry: Harry Mason.
Lisa: Harry, tell mewhat's happening here, where is everybody? I must
have gotten knocked out. When I came to, everyone was gone. It's awful.
Harry: So you don't know anything either. Great. I just don't get it.
It's like this is all some kind of bad dream.
Lisa: Yeah, a living nightmare.
Harry: Let me ask you. Have you seen a little girl around here? Short
black hair, seven years old?
Lisa: A seven-year-old girl? What, she's your daughter?
Harry: Yes.
Lisa: A seven-year-old girl.
I can't say that I have. I was unconscious all this time. I'm sorry.
Harry: That's all right. Do you know anything about all that weird
stuff in the basement?
Lisa: No. Why is there something down there?
Harry: You don't know? Don't you work here?
Lisa: Were under strict orders never to enter the basement storeroom,
so I really don't know. What did you say was down there?
Harry: Well, It's-
[Harry hears the very same sirens he has heard throughout. He grabs his
head in agony.]
Lisa: What's wrong? Harry....? Harry! Let me help you Harry......

-----------------------------------------
CINEMTATIC SIX
LOCATION: EXAMINATION ROOM
CHARACTERS: HARRY MASON DAHLIA GILLESPIE
-----------------------------------------
[For some reason, Harry has materialized in the examination room of the
proper hospital.]
Harry: Was I dreaming?
[Dahlia Gillespie enters the room].
Dahlia: You were too late.
Harry: It's you!
Dahlia: Yes. Dahlia Gillespie.
Harry: Tell me everything you know. What's going on?
Dahlia: Darkness. The town is being devoured by darkness. Strength must
overcome petty desire, childish sleep talk! I knew this day would come.
Harry: What are you talking about? I don't understand a word of this!
Dahlia: Believe the evidence of your eyes! The other church in this
town that is your destination. This is beyond my abilities. Only you
can stop it now. Have you not seen the crest marked on the ground all
over town?
Harry: So that's what I saw in the schoolyard. What does it mean?
Dahlia: It is the mark of Samael. Do not let it be completed!
[And with that, Dahlia leaves.]
Harry: hey wait, Stop!

---------------------------------------
CINEMATIC SEVEN
LOCATION: GREEN LION ANTIQUE SHOP
CHARACTERS: CYBIL BENNETT, HARRY MASON
---------------------------------------
[Harry slides back the shelf, revealing an alcove. Cybil enters the
room.]
Harry: What's this.
Cybil: Harry!
Harry: Cybil!
Cybil: I'm glad your OK. I shouldn't have left you. Things are worse
than I thought. Its nuts.
Harry: What are you doing here, I thought you left town!
Cybil: I saw you go in here, so I followed you. I couldn't get out. All
the roads out of town are blocked. Cars have completely stopped
running. And the phones and radios are still out too.
Harry: What about my daughter, did you see her!
Cybil: I did see a girl.
Harry: Was it Cheryl!?
Cybil: I only caught a glimpse of her through the fog. I went after
her, but she vanished. I don't know about you daughter, but....
Harry: And you just let her go!!! Where was it!
Cybil: On Bachman road, she was heading towards the lake. Now don't get
excited. It wasn't like she ran off exactly. There was no place for her
to go. The road has been obliterated.
Harry: What, so then Cheryl...
Cybil: It was like she was walking on thin air..........What about you?
Harry: Yeah, I met this bizarre woman. Her name is Dahlia Gillespie. Do
you know her?
Cybil: Dahlia Gillespie? No. And?
Harry: She said something about the town being devoured by darkness.
Gibberish like that. Any idea what it means?
Cybil: Darkness devouring the town? Must be on drugs. They sell em to
the tourists. The force still can't figure out whose behind it. No
leads have panned out, and the investigation is stalled.
Harry: What could drug trafficking have to do with all this?
Cybil: Hmmm. I really don't know. But maybe that's the darkness she was
talking about. That's all I can think of.
Harry: Hmmm.
[Cybil notices the alcove.]
Cybil: What's this?
Harry: Just discovered it. Maybe there's something back there.
Cybil: Lets have a look.
Harry: Wait! We don't know what's back there. I better check it out
first.
Cybil: I'm a cop, I should go.
Harry: No! I'm going!
Cybil: All right. I'll cover you from here. But if anything looks
fishy, get back here on the double.
Harry: Oh.......Cybil?
Cybil: Yes?
Harry: Do you know anything about, well, some other world? It's like a
bad dream.
Cybil: What are you talking about?
Harry: I'm not quite sure. I try to make sense o it, but my mind goes
blank. Everything's dark there, and I hear sirens in the distance. I
met this nurse, Lisa. It's like I was there, but not really, its all a
blur, like some kind of Hallucination, you know?
Cybil: I have no idea what your talking about Harry.
Harry: Oh, I was just wondering, never mind.
Cybil: Harry, Your tired.
Harry: Yeah Maybe.
[Harry walks through. He finds some sort of altar.]
Harry: What's this? I've never seen anything like this before. Maybe
this is the other church.
[As Harry leaves, the candle on the altar starts burning.]
Harry: Huh! What the..........
[Cybil investigates. She goes into the altar room. Harry has vanished.]
Cybil: Harry? Are you OK? Harry...................Harry.

-------------------------------------------
CINEMATIC EIGHT
LOCATION: EXAMINATION ROOM
CHARACTERS: LISA GARLAND AND HARRY MASON
-------------------------------------------
Harry: Where am I?
Lisa: Harry!
Harry: Lisa? Then I'm in the hospital?
Lisa: You were having a bad dream.
Harry: I was? Hey, you don't look too good, are you OK?
Lisa: I'm fine. Nothing you need to worry about.
Harry: Lisa, do you know a woman named Dahlia Gillespie?
Lisa: Oh yeah, that crazy Gillespie lady. She's kind of famous around
here. She never sees anybody, so I really don't know that much about
her. But I heard her kid died in a fire and supposedly, she's been
crazy ever since.
Harry: Well, she says the town is being devoured by the darkness. Do
you have any idea what she's talking about?
Lisa: The town being devoured by the darkness? Yes, I think I do.
Before this place was turned into a resort, the townspeople were on the
quiet side. Everybody followed some kind of queer religion. Weird
occult stuff. Black magic, that kind of thing.
As young people moved away, people said they were summoned by the gods.
Evidently, things like that used to happen around here all the time.
Before the resort there really wasn't anything out here.
Everyone was so flipped out...........Got to blame it on something.
Then a lot of new people came in and everybody clammed up about it.
Harry: A cult.
Lisa: Last time I hear anything about it was gosh, years ago. When
several people connected with developing the town died in accidents.
People said it was a curse. Oh, I'm, sorry, I'm rambling. I'll shut up.
[Harry then wakes up in the middle of the antique shop. The floor is
now a metallic grating, similar to that at the alternate hospital and
school.]
Harry: Was that another dream? Did I pass out again?

---------------------------------------
CINEMATIC NINE
LOCATION: EXAMINATION ROOM!
CHARACTERS: LISA GARLAND, HARRY MASON
---------------------------------------
Lisa: Harry!
Harry: Glad your Ok.
Lisa: Thank god you came back. I was scared to be here all alone.
Harry: I'm here now. I was worried too. I'm real happy to see you.
Lisa, Can you tell me how to get to the lake?
Lisa: the Lake? You take Bachman road.
Harry: The roads blocked.
Lisa: Well that's the only road out there.
Harry: Are you sure? There's got to be another way.
Lisa: Wait! I just remembered something!
Harry: What?
Lisa: There's a Waterworks over by my old elementary school. It's been
abandoned or years. There's an underground tunnel used for inspections
or something. I remember hearing it runs all the way to the lake.
Harry: Really? Do you think I can get to the lake from there?
Lisa: I've never been down there myself, so I'm not positive. Besides,
it's all fenced off to keep people out.
Harry: If there's a chance, I've got to try.
Lisa: Harry! Don't go! I don't want to be alone. It's so scary I can't
stand it!
Harry: How about coming with me? This may not be the safest place in
the world either. I can't promise anything, but I'll do my best to
protect you.
Lisa: No. Somehow I feel like I'm not supposed to leave this place. Oh
Harry, I'm so scared I'm Cold!
Harry: Look, just wait here a little longer. I'll be back as soon as I
find my daughter.
Lisa: Harry.....

-----------------------------------------------
CINEMATIC NINE
LOCATION: ANNIE'S BAR
CHARACTERS: HARRY MASON, DR. MICHAEL KAUFMANN
-----------------------------------------------
[As Harry enters Annie's bar, he sees Dr.Kaufmann on the floor being
attacked by a Teddy. Harry takes careful aim and dispatches it.
Kaufmann gets up, but not before kicking the limp body of his
attacker.]

Harry: Are You Okay?
Kaufmann: Yeah, I guess so. But I'm beat. I thought I was a goner
there. So how'd it go, did you find a way out?
Harry: No. Not yet. How about you?
Kaufmann: Zip. But It's too soon to give up. This Craziness can't go on
forever. A military rescue squad should be here anytime now. If they
come through the town, were home free.
Harry: I hope so.
Kaufmann: I better get going. This isn't the time to stand around
flapping our gums.
[Kaufmann heads for the door.]
Harry: Do you know a girl named Alessa?
Kaufmann: No.

-------------------------------------------------
CINEMATIC TEN
LOCATION: GARAGE, NORMAN'S MOTEL
CHARACTERS: HARRY MASON, DR. MICHAEL KAUFMANN
-------------------------------------------------
[Harry has just discovered a vial of liquid, similar to the one he
found in the Hospital. Kaufmann enters. He looks real pissed off.]

Kaufmann: Give me that!
Harry: What is this?
[Kaufmann snatches it away from Harry.]
Kaufmann: That's none of your business. Instead of messing with thatm
how about coming up with a way to0 get out of here. You shouldn't be
hanging around here goofing off. What do you think your doing? You want
to get yourself killed, get out of here!
Harry: Okay, Take it easy!
Kaufmann: Unless you want to die, keep your mind on business, Got It?
[Kaufmann then leaves.]

-----------------------------------------------------------
CINEMATIC ELEVEN
LOCATION: THE HOUSBOAT
CHARACTERS: HARRY MASON, CYBIL BENNETT, AND DAHLIA GILLESPIE.
-------------------------------------------------------------
[Cybil enters the Houseboat.]

Cybil: Harry!
Harry: Cybil? How did you get here!
Cybil: I followed the sewer. Were you the one who cut the fence?
Harry: Yeah. I'm glad you made it. I was worried about you.
Cybil: You were worried? Where did you disappear to! Never mind. I want
to know what's going on. What's with this town?
Harry: This may sound really off the wall, but listen to me. You've got
to believe me. I've not gone crazy, and I'm not fooling around. At
first I thought I was losing my mind. But now I know I'm not. It's not
me. This whole town. It's being invaded by the other world. Worlds of
someone's nightmarish delusions come to life. Little by little the
invasion is spreading. Trying to swallow up everything in darkness. I
think I'm finally beginning to understand what that lady was talking
about.
Cybil: Harry. Hold on a minute. I don't get it.
Harry: Look, I don't understand it all myself. I guess I can't explain
it.
Cybil: Well what's making this happen?
Harry: I don't know that either. But I know Cheryl is "There".
Cybil: "There"?
Harry: Under whoever created this darkness. Cheryl is somewhere and she
needs my help.
Cybil: Harry, this whole thing has been a major blow to you. You need
to rest.
Harry: Cybil, I
[Harry's interrupted by the entrance of Dahlia Gillespie.]
Dahlia: The demon is awakening, spreading those wings!
Harry: Dahlia Gillespie.
Dahlia: Was it not as I said? I see it all now-Yes everything. And with
the sacrifice, the demon will swallow up the land. I knew this day
would come. And the task is almost finished. There are only two left.
To seal this town to the abyss, the mark of Samael. When it's
completed, all is lost. Even in daytime, darkness will cover the sun.
The dead will walk and martyrs will burn in the fires of hell. Everyone
will die!
Harry: So what am I supposed to do; I've got to find Cheryl!
Dahlia: Stop the demon! The demon that is taking that child's form! You
must stop it before your daughter becomes a sacrifice. Before it is too
late! Stop it! STOP IT!
Harry: What do I do?
Dahlia: Go to the lighthouse on the lake. And to the center of the
amusement park. You are the only hope.
Cybil: Look Harry, I really don't know what's going on, but if there's
a chance we can save your daughter, I'm in. I'll check out the
amusement park. You go to the lighthouse.
Harry: Cybil...Thanks.
[Cybil leaves.]
Dahlia: You will need to use it.
Harry: Use what?
Dahlia: The Flauros! Only with that can you stop it.
Harry: What about Cybil?
[Dahlia leaves.]

----------------------------------------------
CINEMATIC TWELVE
LOCATION: CAROUSEL
CHARACTERS: HARRY MASON, CYBIL BENNETT
----------------------------------------------
[Harry uses the mysterious liquid on Cybil.]

Cybil: Uh. Uhooh. Ureagghahahah!
[A creature escapes from Cybil's back. Harry stamps on it.]
Harry: Cybil, wake up! Snap out of it. Cybil.
Cybil: Harry, what happened?
Harry: Shush, Don't talk; I'll take care of you.
[Scene switches]
Cybil: Harry? Why did they take your daughter? Why her?
Harry: I don't know myself, but you know, Cheryl isn't my biological
daughter. I actually haven't told her yet. She probably knows anyway
though. We found her abandoned by the side of the highway. Nobody knew
where she came from, and we didn't have any kids of our own. And my
wife was sick and it didn't look like she was getting any better. So we
took Cheryl in.
Cybil: So in that case...
Harry: There might be some connection between Cheryl and this town.
Cybil: So what do you do now?
Harry: Cheryl is my daughter. I'll save her no matter what.

------------------------------------------------------------
CINEMATIC THIRTEEN
LOCATION: CENTER OF AMUSEMENT PARK
CHARACTERS: HARRY MASON, ALESSA GILLESPIE, DAHLIA GILLESPIE
------------------------------------------------------------
[Harry stumbles across Alessa.]
Harry: I figured you'd show. Hold it right there! I don't know who you
are or what you're trying to do. Just one thing. Let Cheryl go, that's
all I ask.
[Alessa raises her arm. A beam knocks Harry backwards.]
Harry: What?
[Harry runs at Alessa but a force field bars his approach.]
Harry: Damm!
[Dahlia enters.]
Harry: What is this?
[The Flauros levitates out of Harry's pocket. A blue light shoots out
of it, hitting Alessa.]
Alessa: AHHHHHHH!
Harry: Where's Cheryl, Give me back my daughter!
Dahlia: We meet at last Alessa!
Alessa: !!
Harry: Dahlia Gillespie. Where's Cheryl, Where is she!
Dahlia: Alessa, this is the end of your little game.
Alessa: Mama!
Harry: Could she mean?
Dahlia: You've been a ghastly little pest, haven't you Alessa?
I was careless thinking you couldn't escape from our spell. But mommy
didn't realize how much you'd grown. That's why I couldn't catch you by
myself. And what a pity, Yes? Now your half Indebted to this MAN for
his help.
Harry: Hey, what are you talking about!
Dahlia: Alessa, my dear little girl/ I have one thing left I need for
you to do for me.
Alessa: No, get away from me.
Dahlia: Bad girl!
[A blue light envelops both Dahlia and Alessa.]
Someone: AHHHHHHHHHHHHHHHHHH!!!

--------------------------------------------
CINEMATIC FOURTEEN
LOCATION: EXAMINATION ROOM!!!
CHARACTERS: LISA GARLAND, HARRY MASON
---------------------------------------------
[Harry wakes up in the Examination room. Lisa is nearby.]

Lisa: Harry.
Harry: Lisa, what happened? Where's Alessa and Dahlia?
Lisa: Harry, listen, something you said before has been bothering me. I
just can't get it out of my head.
Harry: What is it Lisa?
Lisa: So I went to look in the basement. Even though I was as scared as
hell. Like you said there were these creepy rooms, but nothing really
unusual down there. But while I was down there, I got this weird
feeling. Like I've been there before. Like something happened there but
I can't quite remember it. What was it?
Harry! Help me; I'm so scared I can't take this.
Harry: It's only a temporary thing. You're in shock from when you were
knocked out. Don't fret about it, you'll remember in a while.
Lisa: No! You don't understand!
[Lisa runs for the door and leaves.]
Harry: Wait! Where do you think your going!

-----------------------------------------------
CINEMATIC FIFTEEN
LOCATION: BACKROOM, NOWHERE
CHARACTERS: HARRY MASON, LISA GARLAND
-----------------------------------------------
[Harry leaves the morgue. Lisa, who is standing behind the door, stops
him.]

Lisa: Harry.
Harry: Lisa? What's the matter with you!
Lisa: I get it now. Why I'm still alive even though everyone else is
dead. I'm not the only one who's still walking around. I'm the same as
them! I just hadn't noticed it before.
Harry: Lisa.
Lisa: Stay by me Harry please! I'm so scared! Help me!
Save me from them Harry. Please. Harry
[Harry backs towards the door and shoos Lisa away. Lisa breaks down
crying. Lisa, now resigned to her tragic fate begins to bleed from the
face down. Harry runs away and stands at the door so she cannot escape.
Lisa pounds frantically on the door. After a few seconds, the pounding
stops.]
Harry: Lisa...

-----------------------------------------------------
CINEMATIC SIXTEEN
LOCATION: ALESSA'S ROOM, NOWHERE
CHARACTERS: THE CULT.
-----------------------------------------------------
[Four people crown around Alessa's bed.]

Dahlia: Everything is going according to plan, sheltered in the womb.
Hispanic man: But it's not done yet. Half the soul is lost.
That is why the seed lies dormant.
Man In Lab Coat: And What soul remains captured in that Husk. Is buried
deep down in the subconscious.
Kaufmann: Are you trying to say it wont work? That wasn't our
agreement!
Dahlia: No, No these are just stalling tactics. If we lend a hand we
will be able to get power. Never fear the promise shall not be broken.
Hispanic Man: But the power we can draw now will be very weak. Almost
nothing. Unless we get the other half of the soul.
Dahlia: We'll use a magical spell. Sealing the child's pain is sure to
come.
Man In Lab Coat: But that will take time.

----------------------------------------------
CINEMATIC SEVENTEEN
LOCATION: LANDING
CHARACTERS: DAHLIA AND ALESSA GILLESPIE.
----------------------------------------------
[Dahlia tries to pull Alessa along. Alessa resists.]


Dahlia: Come, Come along!
Alessa: No. No I don't want to.
Dahlia: Do what mommy tells you now. I just want you to lend me a teeny
bit of your power, that's all.
Alessa: No! I don't want to do it.
Dahlia: It would make everyone happy, and it's for your own good.
Alessa: No, but mommy I just want to be with you. Just the two of us,
please understand.
Dahlia: I see. Maybe mommy has been wrong.
Alessa: Mommy?
Dahlia: Why didn't I see this before? There's no reason to wait. Herein
lies the mother's womb, containing the power to create life. I could
have done it all myself!
Alessa: Mommy?

</pre><pre id="faqspan-4">
-----------------------------------------------
CINEMATIC EIGHTEEN, THE FINAL CHAPTER
LOCACTION: FINAL ARENA
CHARACTERS: EVERYONE!
-----------------------------------------------
[Dahlia, Alessa and a figure in a wheelchair stand in the center of the
room. Cybil loads her Handgun and aims it at Dahlia.]

Dahlia: I was shocked to learn that the Talisman of Metratron was being
used/ In spite of the lost soul returning at last, If we waited any
longer, all would have been for naught. It's all because of that man.
We must be thankful to him. Even though Alessa has been stopped, his
little girl has to go, what a pity Ahahahahahahaha!!!
Cybil: Freeze!
[Cybil fires, but another force field prevents the bullet from passing
through.]
Cybil: What in the devils name?
[A blast knocks Cybil flying. She's knocked out. Harry now enters the
room and confronts Dahlia.]
Harry: Dahlia!
Dahlia: Well, Well, Well to think you'd make it this far.
Harry: Where's Cheryl, what have you done to her?
Dahlia: What are you talking about? You've seen her many times,
restored to her former self.
Harry: I'm in no mood for jokes.
Dahlia: Don't you see! She's right there!
[Points to Alessa.]
Harry: That's absurd!
Dahlia: You are the only one who thinks so.
Harry: Why? Why are you doing this?
Dahlia: It's been a long seven years. For the seven years since that
terrible day. Alessa has been kept alive suffering a fate worse than
death. Alessa has been trapped in an endless nightmare from which she
never awakens. She has been nurtured by that nightmare. Waiting for the
day to be born. That day has finally come. The time is neigh. Everyone
will be relieved from pain and suffering. Our salvation is at hand.
This is the day of reckoning. When all our sorrows will be washed away.
When we return to the true paradise! My daughter will be the mother of
God!
[The figure in the wheelchair rises and transforms into an Angelic
girl. A gunshot rings out and Dahlia falls over. Kaufmann enters.]
Kaufmann: Quit screwing around! Return things to how they were before!
Harry: Kaufmann!
Kaufmann: Did I ask for this? Nobody uses me! You wont get away with
this...
Dahlia: Your role is over we don't need you anymore. What did you think
you could accomplish by coming here?
Kaufmann: My, Aren't we getting cocky! Bet you can't see this and keep
your cool!
[Kaufmann pulls out the vial that Harry found at the Motel.]
Dahlia: Aglaphotis!!! I thought I got rid of that!
Kaufmann: All I had to do was plant it somewhere for you to find; You
all, Well, It kept you busy. Ha you're easy! And there's more where
this came from!
Dahlia: Stop It!
[Kaufmann throws the Vial. It hits the angel. A huge demon comes out of
her back!]
Harry: Huh? What the!
Kaufmann: What on earth? That's not supposed to!
Dahlia: AHAHAHAHAHHAHAHAHHAHAHAHHAHHHAHAHA!!!!
[The demon flies in the air. It lets out an energy blast that sets
Dahlia on fire. Dahlia is killed, and the battle is set.]]

===---===---===---===---=
CHAPTER IV: FAQ
===---===---===---===---=
Q: I missed the Rifle back at the Sandpit/Boss area. Can I go back and
get it?
A: If you missed it, you can only go back and get it if you have not
started the giant moth fight yet. If you go any further than this, kiss
that lovely Rifle goodbye.

Q: Can I drive a car? What about the Houseboat?
A: You cannot drive any car or the boat in this game. There is a rowing
boat in Silent Hill 2, however.

Q: Can I take the drugs?
A: No!

Q: My friend says that if you press "Blah Blah Blah" at the title
screen, you get infinite ammo...
A: Wrong, there are no codes that give cheats in this game. Your friend
is a liar. Go round to his house and force him to admit he's wrong.
Then cave his head in. Or maybe not.

Q: Are there any secret weapons? I want an Uzi!!!
A: There are 4 secret weapons: Hyperblaster, Katana, Rock Drill and the
Chainsaw.

Q: Is the Katana at the Dog House or in the K. Gordon house?
A: The Dog House, where you use the Keys of "Woodman", "Scarecrow" and
"Lion".

Q: Can those Babies at the school/Amusement Park harm me?
A: Apart from a high-pitched yelp, the Babies are harmless. They do
appear towards the end of the game, and can hurt you. They're hard to
see as well so don't get complacent when you see them.

Q: Can I save Lisa?
A: Sadly, Lisa cannot be saved from her tragic fate. She does appear in
the ending if you do all the Kaufmann things at the Motel/Indian
Runner.


===---===---===---======---
SECTION D: ACKNOWLEDGEMENTS
===---===---===---======---
CHAPTER I: THANKS
CHAPTER II: E-MAIL POLICY/CONTRIBUTIONS

===---===---===---======---
CHAPTER I: THANKS
===---===---===---======---
Thanks to the following:
Jane Bryant
Tom Bryant
CjayC
Konami Computer Entertainment Europe
Konami Computer Entertainment Japan
The Guys at the TWINE64 Board, the nicest place on GameFAQs.

===---===---===---======---===---===---===---====
CHAPTER II: E-MAIL POLICY AND CONTRIBUTIONS
===---===---===---======---===---===---===---====
Silent Hill is such a huge town/Game that it may be impossible to
document every little Easter egg in the game in one guide and it's
highly likely that I've overlooked something, made an error or have
messed up at some point. Therefore it's your informal duty as readers
of this guide to contact me in order to report mistakes and/Or make
contributions in order to make this guide a better place. If you have
something to contribute, whether it is a code, secret, short
walkthrough or boss tactic/Strategy, please contact me and I'll most
likely include it in a future update. I will make no claim to any
contributions as my own; I'll make it crystal clear that someone else
has written it. If you contact me, be sure to leave your Name and/Or
GameFAQs username, whichever you prefer. If you don't I'll have to use
your E-Mail address. And of course you'll get full credit for it. My
Address is [email protected]. Please, I implore you to make it
known to me what's up so I can amend it swiftly. Before contacting me,
please read the E-Mail policy, below.

I will keep adding to this guide indefinitely, but there will of course
be a time when I'll have to bring it to a conclusion, and at that point
I will have to accept no more contributions, so please, when the guide
is complete, so not bombard me with E-Mails as they will most likely be
ignored. I will trust you guys and gals not to abuse this service, but
I'll make it plain that I do not want people to send me junk mail,
Pornographic links and Spam in general. This is one thing that I will
not tolerate; so don't force me to shut it down. Thanks for reading.


<If your reading this, you have way too much time on you
hands.........Just kidding! >

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DOCUMENT COPRIGHT MILLERS C 2002- ALL RIGHTS RESERVED
=======================================================================