"Hot! Not!"
After a long delay and the usual laziness, it's time for another one!
Started: 23-06-2000
Ended: 25-06-2000
--------------
** S I L EN T H I L L **
* T he 60 m in u tes version *
-------
000 Intro
001 Charas
002 Accelerating Play
003 Run for Your life
004 Bits'n'Bytez
000 Introduction
Yo GameFAQQers! In between the arrival of Vagrant Story (US version) and some
extended RE3 knife sessions, I decided to write a small speed faq regarding the
rather quiet Hill.
You may wonder why the heck I'm doing this, as Silent Hill's been out for aeons
now. Hey, better late than never, right? I bought a copy of the game some time
ago indeed, but never got around to play it in depth, mainly due to some other
titles screaming for attention.
But anyway, for the few horrorfans out there, here's a little something to sink
your fangs in: a 60 minutes walkthrough, or rather the shortest way to guide
Harry into a neverending nightmare (ahh, the poor blighter), ie. the Next Fear
Mode.
Of course we do all this in Hard Mode - most of you reading this are probably
veteran players anyway -, starting from a new game. This means that extras, like
the Channeling Stone which allows for a much faster UFO ending, aren't
available.
The aim is to reach a Good+ ending in 60 minutes. The bad endings are quicker,
so why Good+? Well, because the latter's necessary if you want to get a ten star
rating. And by demonstrating that it all can be done in an hour, you'll have 30
minutes to fulfill all the extra requirements for a ten star rating.
So let's kick off (sorry about the word play, but the European Soccer 2000
tournament is on. Forgive me this foul shot. Why did Belgium lose in the first
round anyway?! Arghh we bite) with a sure-fire classic. Those afraid of spoiler
material better skip it...
001 Cast of Characters
Harry Mason - 32
Professional writer. No luck in life. You.
Poor Harry. Lost his wife to some horrible disease and now his little girl's
missing. You've seen her? Short, black hair... about seven years old... Oh well,
better go on a suicide mission in a monsterfilled town where the lights go off
and on at the strangest moments, and a hanging human carcass is never far away.
Now if you're into the survival horror business, you know that you better be
prepared. And Harry isn't. Apart from being a total waste using the handgun,
he's not too keen at jumping off the stairs, either. And did we mention the
condition problem yet? Just let Harry run around a single block for about two-
three times, then wait for him to catch his breath...
But still, he's the star, and it's fun working with someone who's not some
hotshot merc/cop/special op, capable of running around with a realsized rocket
launcher whilst spewing immortal oneliners like "Looks like we got to the ROOT
of the problem!".
Cheryl Mason - 7
She's a little girl, short, black hair... you seen her?
This is what it's all about. Harry's one and only (yeah right), Cheryl likes to
walk around in foggy streets and scare the holy night out of her old man. "Ooohh
help me daddy, while I appear horribly mutilated on tv screens and sit behind
satanic altars together with mr. Rushdie".
But even as the prank grows to absurd proportions and the player's rather sure
that Cheryl is no more, Harry just keeps on going. The love of a father knows no
boundaries. Or he just badly wanted to feel the liberation after giving his
little girl the spanking of her life for doing all those naughty things.
By the way, don't you get the feeling that you've seen 'Cheryl' before? Short,
school outfit, lost her 'daddy'...? Come on, think survival horror, people...
think of a certain kind of liquor...
No, I'm not even going to touch the subject of Cheryl's horrible voice acting,
which is probably done with a squeaky mouse toy. Not a single word. Don't even
try to talk me into it, I'm a brick house. Solid brick, ya hear?
Cybil Bennet - 28
You know, CHIPS? It's this old series... biker cops, chick on wheels, superb
actors... you seen it?
"...and the "Horniest look in a videogame EVER" award goes to... Cybil Bennet!
Huzzah!"
As Harry gets up from his couch for the umpteenth time and stares right into the
lookers of Cybil, you know that they're going to be together forever. Oh boy.
As you start in Next Fear mode, you KNOW that they're going to be together
forever. Oh boy.
I must say that Cybil's pretty good for a police officer, I'd give my gun to a
perfect stranger, too. And sneaking around without a weapon at the ready in a
haunted amusement park is my idea of a challenge. But at least her voice's
pretty enjoyable, even though she's never able to give you any new or useable
information.
No, we won't shoot you by mistake. We'll shoot you on purpose :P
Dahlia Gillespie - 46
Old. Hag. Neck problems.
Dahlia's voice actress really manages to capture that 'Old Hag' feeling,
accentuating the horrific atmosphere that succumbs you. Her conversations with
Harry are on the brink of insanity, but as you run through the town of insanity,
that's okay. Flauros, mark of Samael, Dallas Cowboys win the Superbowl... sure,
been there, all the time.
I'm having more problems with the way she talks to Alessa/Cheryl. That's just
appaling. As if higher demons have the combined IQ of a Game Designer. Thus it
comes as no surprise that Dahlia's the first to get fried after the awakening
("Thou thinketh that I, Samael, archangel of darkness, am an imbecile? Go
telleth my lackeys all about ithst, whench!").
..and one last thing. I'm okay with the cap and the robe. But for Christ's
sake, what's up with the NECKTIE?! Old Hags have the tendancy to look a bit
eccentric, but this is ridiculous. Wear a cross or some arcane symbol, but not
this. If you go this far in fashion style, might as well give Harry a small tutu
around the waist.
Michael Kaufmann - 50
Cool dude. What's in the briefcase, btw?
My vote for MVC (Most Valuable Character). Michael looks like a doctor and acts
accordingly. Over the years he did evolve into more of a businessman, which can
be heard in his conduct towards Harry: short, strictly the essential.
But working for years in the same hick town hospital does that to you. No wonder
that you start up a local drug circuit in order to cultivate the Samael sect run
by the Old Hag. Now and again, I'm overcome by similar urges. Unfortunately,
there's no sect in my neighbourhood, except for that weapons freak calling
himself the "Angel of Liberation" or something...
Lisa Garland - 23
Why hello there.
Lisa's about the most intriguing plot point in the game. Even though her voice
actress tends to get carried away in smalltalk, there's no humane way to foresee
what's about to happen to her, her surroundings, and you, until it's nearly
inevitable.
And you'll have a hard time dealing with it. It certainly isn't the way you
wanted things to be, but that's how Silent Hill works. Throw you off-guard once
you think you know what's going on. Just brilliant.
There is some aftermath that soothes the pain, however.
Alessa Gillespie - ?
"Una enigmatica jovencita que se cruzar en el camino de Harry. Se desconoce su
procedencia..."
That's what it says in the manual I've received with the game. For those
unfamiliar with the Spanish language, here's a small translation:
"Alessa Gillespie is basically the 'real' undetained form of Cheryl and bearer
of the demon child. It speaks only in 'squeakish' and has the bizarre power to
drive videogame players up the wall by appearing in the most unlogical settings
for no apparent reasons."
There you have it. Alessa's insane mental projections and memories come to life
through pure diabolic power and we have to sit it all out in one long
rollercoaster ride of doom (well, actually only for an hour ;). Isn't it nice
how informative the manual is?
002 Preparations
Time to git bizzy! As usual, mastery of the controls is all-important if you
want to speed up the game flow. Understanding what's hot and what's not in
Silent Hill is also pretty vital.
01 Quick turnaround
Pressing L1 and L2 simultaneously causes Harry to do a 180 degrees turnaround.
This is not only crucial in a certain Boss Fight, but also allows you to swiftly
pick up items and move on, in contrast to the slow rotation using the
directional pad.
02 Run for your life!
As in Resident Evil *fill in part here*, it's beneficial to simply pass
opponents instead of wasting time and ammo. And ammo you shall waste, thanks to
Harry's most bogus aiming skills. So run from your foes unless a confrontation
is completely unavoidable (nurse duo fights come to mind here).
03 Weapons are only items
You'll be avoiding so many battles, that your entire arsenal is actually reduced
to 'items', which only get used in rare occasions. In fact, your 'true arsenal'
is your collection of Health Drinks, Medipacks and Ampoules.
You'll use these objects far more than your weapons, so Health items are your
absolute priority. This concept's strongly reflected in the walkthrough.
Remember to heal regularly, after you've been hit three times, say. Safety
first.
04 Become a true Silent Hill Resident
I'm sure that many of you worship the person who implemented the 'Map' option in
Silent Hill. "Where the xxxx am I? What direction am I looking at?", are now
problems that get solved by the push of a button.
However, this absorbs time like one of those commercial supersponges does with
water, so it's not a good idea to consult the map. Instead, spend a regular game
in becoming familiar with Silent Hill until you can orient yourself almost
blindly and only need the map on rare occasions, as would a regular townsperson.
Yes, it takes time to get acquainted with the city's layout, but you'll also be
amazed at how much time is saved in the later games.
05 Monster trouble
Here are a few assorted running tips while trying to avoid confrontation with
certain opponents.
* Flying Pterodactyl *
Annoying little twerps, these. If you can hear quickly flapping wings, one of'em
is near and charging. You should see a fast pterodactyl coming in for a head-on
collision, when not, the airborne lizard will be right behind you.
Don't panic. Either case is solved in the same way, namely to keep on running
until the monster is really close, then suddenly change course. It should fly
right past you, quickly getting out of radius. There's also a chance of it
slowing down in order to turn around and start a second charge, however you'll
be long gone, because you're still running, remember?
* Teddy Bears *
They're slow, but appearing almost exclusively in small corridors more than
balances things out. With a large grab radius, these critters cling on and have
a few bites of Harry's patented groin steak. And that really hurts.
The flashlight comes in handy here. Clip to one side of the wall whilst running
forward in order to lure the teddy bears out, then swing back to the other side
(preferably housing the exit) and watch'em swing and dive into thin air. Works
like a charm.
More specifics can be found in the walkthrough.
* Hospital Staff *
What a sad fate, having to spend the rest of your life in dark, yet refreshingly
sterilized hallways with a large cockroach stuck up your back. I'd slice up
everything that moves, too.
Unfortunately for them, we're not going to put them out of their misery. Maybe a
few if it's unavoidable, but... anyway, here's the trick: lights off. As long as
you're undetected, the hospital staff moves at a snail's pace while you chase
for objects and solve puzzles.
The only real danger here is the dreaded nurse combo: one grabs, the other
stabs. In corridors this won't be a problem as you keep the lights off, but in
certain rooms (housing vital objects), this can be annoying. Don't worry, we'll
make sure to pack the necessary goodies to surprise the nurse's tag team...
* Invisible demons *
These horrible little scavengers have very powerful attacks and are nigh on
invincible. You can take them on, but prepare to use a medpack or two. Thank god
that they only appear in a few corridors close to the end, so it's not that
great a problem. Just go from door A to B, let them have a go at you, and heal
afterwards. It's not only fast, but economical, too.
06 Lights on, lights off
What's better, play the game with flashlight on or flashlight off? A lot of
debate has been going on about this subject, and the good answer is that both
options are equally good. Quick overview:
The advantages of Lights On:
- You attract monsters. One couldn't have asked for a better lure, so
better use it. Works well in corridors.
- You can pick up items, solve puzzles, read the map. Even though we're
not doing the latter, all the other things are pretty vital.
- With the lights on, you can actually distinguish true colors and see
things properly, which is a darn good reason to put on the lights. I'd
hate to play the game entirely in darkness, kinda boring, really.
The advantages of Lights Off:
- You don't attract monsters, and they have difficulties pinning you
down. Works well in corridors, and allows for more effective use of
handweapons. Thing is, we're not using handweapons.
- Everything is so dark, it's great. Better not see what's killing
you.
So there you have it. On and Off both have their purpose, so use each mode
wisely. I'll give some pointers in the walkthrough, coming up rather soonish...
07 Skipping stuff
Ever pressed the Start button during an FMV, causing it to end prematurely?
Well, that also happens while having a conversation with any of the game's
characters, when alterations are being made to the map and during a selection of
non-interactive sequences.
Needless to say, if you want to be quick, you better start skipping the lot. Of
course you don't want to do this the first time you play the game.
08 And finally...
Heal, heal, heal and, heal.
004 The Walkthrough
Ready for a one-hour rollercoaster ride through hell?
Wanna show Cheryl who's daddy once and for all?
All righty then, pop your Silent Hill(tm) CD into your Playstation 1 or 2,
activate the console, and select Hard Mode upon starting a New Game.
Ladies and gentlemen, we have begun. Should your little sister or sibling bother
you along the way, let them. They'll usually skim off in a matter of minutes
anyway. Ahh, the virtues of playing a truly scaring horror game...
ADDENDUM: The following guide is based on the European version of the game
'Silent Hill'. If you spot any differences with the US version (eg. it might be
that you can't skip dialogues in the first play) that seriously affect total
playing time, let me know.
Chapter 0: Prologue (Clock: 0')
-------------------
The opening chapter is truly a spine-chilling one, and brings you right into the
mood required for a game of this ilch. Your goal here is to get killed as
quickly as possible.
Skip the opening FMV, as well as Harry's first words. He'll pick up the rap
saying 'Footsteps?', and you'll have to sit through the ensuing run.
Once you're back in control, simply run straight on, in order to trigger a small
sequence showing you the right way.
Run down the suburb and follow the shady figure into the small gate saying
'BEWARE OF DOG'. Unfortunately, it's been a long time since the dog barked
before getting squashed by some kind of steamroller.
Anyway, your true foe is the everchanging camera perspective, fiendishly trying
to put you off track as you twist from bend to bend (smooth transit: Right-
Right-kink-Left). Burst through the gate at the end, only to be trapped in
darkness... press Start, followed by X to quickly step over the dialogue, then
run all the way through the bloody maze (smooth transit: Right-Left-Right-Left-
Right) until Harry decides to admire the decorum.
Then, turn around to spot a group of Teddy Bears zooming in. Run into the first
of the batch while shouting "Kill me! My groin tastes great! Free servings!"...
hopefully, the second Teddy will give an extra lethal slash, otherwise the
proces'll take a little longer...
Chapter 1: Enter the Darkness (Clock: 2')
-----------------------------
Hit Start twice to send Cybil on her way. Run ahead to the right counter and
pick up a Health Drink, Flash Light and Residential Area Map. The left counter
has another Health Drink as well as a small Kitchen Knife.
Turn around and head for the exit. Oh look, the radio's emitting static! better
examine it.. whoa, incoming Pterodactyle! Tap Select to equip the handgun, then
hit L2-R2-X while going backwards for quick elimination of your foe.
Why does this combo work? Well, R2-X is for shooting the Handgun, of course, and
the backtracking (even though you hit an obstacle soon enough) forces the
Pterodactyle to fly forward, buying you precious time to land a hit. Once the
hit is through, there most probably won't come a second attack.
The backbone of the combo is L2, this key not only restores third person back
perspective, but also causes Harry to pinpoint opponents. This is especially
handy when dealing with flying creatures, as Harry will look up, thus seriously
increasing his hit rate. We're going to use this trick on several other
occasions.
Once the Pterodactyl's down, fetch the radio and exit. The following map
sequence can be skipped. Pick up two boxes of Handgun Ammo on a bench to the
left of the Caf‚, then proceed to the right. You can hear a new Pterodactyl as
you find a Health Drink at the Queen Burger.
Enter the street guarded by the flying menace and go to the other side. The
absence of human life (and consequently traffic) turns out to be a good thing,
dunnit? Anyway, go all the way down the street, then turn right.
Approach the chasm and cross the small plank to find the Key of "Scarecrow"
inside a postbox. Continue to the stairs and grab the Health Drink stationed
there. A lone Pterodactyl's near, but poses no threat. Retreat to the street you
came out of, cross it and enter the nearby suburb.
At some point, you'll see a fence to the left which can be entered, only to grab
a Health Drink and the Key of "Woodman" before going back. Complete the suburb
and turn right. Keep running (one.. two Pterodactyls here) until you bump into
the trunk of a wrecked sedan, containing the Key of "Lion".
Now simply turn around and run until you come across familiar terrain (the
suburb where Cheryl trapped you perhaps?). According to the game, this is where
you should've gone first, but having fetched the 3 keys for Levin Street now, a
lot of unnecessary backtracking was avoided.
***NEXT FEAR INTERMISSION: In Next Fear Mode, don't enter the suburb just yet,
but rather make a pitstop in the convenience store nearby, where you can pick up
3 Health Drinks, a Medpack and the Channeling Stone***
Enter the suburb and head for the 'BEWARE OF DOG' gate, guarded by three Dogs
and a Pterodactyl this time (they're easily avoided). Curl down the familiar
pathway and don't worry about the lazy dog trodding around. Behind the gate lies
Cheryl's 'TO SCHOOL' note - Ignore the Steel Pipe, the boxes of Handgun Bullets
and the sketch book cover.
Return to the suburb entrance. Turn left as you exit, followed by another left
upon reaching the next street - which is effectively Levin street. Cross it, but
don't enter the resident patio yet. For now, simply go to the next crossroads,
then turn right.
You'll find two other notes from Cheryl, namely 'DOG HOUSE' and 'LEVIN ST'. Now
that you know what to do, enter the Levin street resident patio. Along the line
you'll be greeted by a Dog, your cue to search for his dog house to the left.
Bump into it and grab the House Key. Now quickly enter the adjacent door before
the previous Dog, as well as another one, have a chance of homing in on you.
***NEXT FEAR INTERMISSION: If you earned the Katana in the previous game, it's
here, in the once-locked room of the Dog House. The Katana is huge, looks cool,
and makes Harry act like a Samurai would in those typical Japanese sword
fighting movies. It's also extremely deadly, but only when handled by an
expert.***
Inside you'll find your first Medpack (yes!), two boxes of Handgun Ammo and a
Health Drink. Forget the Ammo, you already have enough Handgun bullets for the
remainder of the game. So ignore those little red boxes, unless you really need
the stuff.
Use the Keys of "Scarecrow", "Woodsman" and "Lion" that you already picked up to
unlock the door. Exit and watch how darkness takes over, definately upsetting
everyone's biological clock. We play the rest of the chapter with Lights On.
Whoever lived in this house sure had a fitness obsession, as testified by
another two Health Drinks. Exit through the gate and turn left, followed by a
right as you exit the suburb, and a left at the T-junction. Cross the street
into the treefilled walkway.
As Harry runs down the street, notice the waterworks appearing shortly before a
large clearing. Turn right here, because it's Midwich Elementary's entryway. The
place's guarded by two Dogs and a Pterodactyl, but as they're half asleep, they
won't get a fair chance to react while you stomp on by. Suckerz.
Chapter 2: Midwich Elementary (Clock: 7')
-----------------------------
No need to take the map, as the route is straightforward. Take the door on the
opposite side of the Courtyard, and don't wet your pants as a Teddy Bear appears
right in front you. Turn left and run a large circle to evade the more dangerous
Bear on your way to the 1F corridor. By the way, Lights are On.
Go up the stairs (to the 2F corridor) and crash through the nearest set of doors
leading to the Chemistry Hallway (we're not entering the classrooms here). The
closeby Teddy can't reach you as you go for the nearest door. Grab the
Hydrochloric Acid and use it on the stone hand in the adjacent Chemistry Room.
Amidst all of the rubble lies the Gold Medallion.
Store the item in Harry's pockets and slide it into the correct slot at the
small clocktower in the Courtyard. Return to the 2F corridor but this time,
proceed all the way down to another set of doors. The single Teddy Bear is
hardly an obstacle.
Teddy Bears are present in the Piano Hallway, but you're never going to see
them. At the right is the Music room housing a gorgeous piano, albeit a little
bloodstained. Check the piano closely and press the keys in following sequence:
| | | | | | | | | | | | |
| | | | | | | | | | | | |
| | | | | | | | | | | | |
| | | | | | | | | | | | |
| |5| | | | | | | | |3| |
| |_| |_| | |_| |_| |_| |
| | | | | | | |
| | 1 | | | 4 | 2 | |
___|___|___|___|___|___|___|___|___
You're now able to pick up the Silver Medallion. Quickly place it next to the
Gold Medallion in the Courtyard, then backtrack to the Chemistry Hallway on the
second floor. In order to get to the exit on the opposite side, pass Teddy Bear
1 to the left.
Stick close to that side for a brief moment, then curb to the larger clearing
halfway the hallway. You should see Teddy Bears 2 and 3 walking to the left,
cursing in madness because they know you're home free.
Anyway, once through, you can take a small break at the Library (beyond the door
closest to you), where a large Medpack is glowing brightly. This is optional,
however. In either case, go all the way down the corridor and have a crack at
the two Teddy Bears guarding it (left press, right pass). I'd conserve my ammo,
dude.
Once the staircase is reached, descend all the way down to the basement. Enter
the door on the right and activate the rusty boiler. Exit and go up the stairs.
At the first floor, unlock the nearest set of doors and go through.
Two Teddy Bears'll greet you, but they're easily put off guard by a left zigzag
and right curb, bringing Harry's nose at 2mm from the Courtyard doors. There,
you can finally enter the clocktower. You can skip the ladder sequences, as well
as the little cut-scene outside.
Alternate Midwich Elementary
----------------------------
Nice, an ornamented Elementary School. I especially dig the human gargoyles.
Curb right to go through the doors you've been through so many times... hey, no
Teddy Bear at the entrance? Cool! There's still an annoying one to the left,
though.
Enter the room he's been guarding (the 1F Hallway doors are locked, btw), and
fetch the hideous Rubber Ball. Then go to the other end of the Hallway and take
the single door on the left. Some roaches bother you a bit while passing.
In the Hallway, take the second door to the left to access the classrooms. Curb
left to get the Picture Card, then go for the adjacent classroom, but watch out:
four Teddy Ruxpins haunt the place.
Here's the trick. Go a bit to the right and lure the gang into your circle of
light. Once they're close, run a large circle around them. Pure bliss, homes.
Run for the door at the far end of the room. After exiting, jump to the doors
directly in front of you. If the three Teddies are to much for you, might as
well take a pitstop at the infirmary, housing a Medpack and a Health Drink.
Back with the Teddies, turn left and run. Be patient as the third Bear gets out
of the way (you need to take the left door). Once inside, use the Picture Card
on the mysterious door in order to proceed.
But, you feel a piss coming up, so might as well head for the little boys room.
Open the toilet and admire the artwork. They don't make'em like that anymore.
Hey, a Shotgun, might come in handy, so grab it. Back in the 1F Hallway, go to
the final classroom door. Run straight on to reach the adjacent classroom.
As you want to reach the exit, the phone'll ring. It's handy to press Start
here, as otherwise the single Roach (sometimes there are two) will get behind
Harry and have a bite once the cut-scene ends. But as we press Start, the
Roach(es) don't have a chance. Exit.
Watch it, for one Teddy Bear is very close. Make an extremely tight turn to run
up the stairs unscathed. Proceed all the way up to the rooftop. Here, examine
the nearby watering hole first before stuffing the butt-ugly Rubber Ball in the
second hole. Finally, turn the valve near the water tank to flush the Classroom
Key which was in the examined hole.
***NEXT FEAR INTERMISSION: Use the Channeling Stone here***
We'll fetch the Classroom Key later, first, let's get the Library Reserve Key.
Return to 2F Hallway and hit the final classroom door - there's also a Health
Drink sitting on a bench. Run straight on - notice the closeby Teddy - to get to
the adjacent classroom. It's quiet here, a box of Shotgun Bullets lying on a
chair. Better pick it up before the heat is on...
Beyond the Shotgun Bullets lies a door. Enter, then it's straight ahead to the
Piano Hallway. You'll get munched at by a Teddy here. Luckily, he won't be able
to do that the next time you enter this Hallway.
Barge into the Locker Room, but you won't find any lingerie-clad beauties, only
the disturbing sound of a trapped animal inside a locker. Try to liberate it,
then hit Start. Nothing inside, so better hurry back, but what the... BOO!
A corpse 'drops by' to say hello. Search him for the Library Reserve Key, then
backtrack to the room where you previously got the Shotgun Shells.
The classroom's filled with Teddy Bears now, so better turn right and start to
circle/zag. Return to the staircase and go to the first floor.
Evade the annoying stair Teddy to unlock the double doors. Go through and notice
that this is the place where you got that icky Rubber Ball, thus the Courtyard
is nearby and easy to reach. There, turn to the left. The Classroom Key is in
the drainage ditch.
It's time to wreak some serious havoc. Return to the Chemistry Hallway, where
two Care Bears await. Use a left-right zigzag to freak them out, then enter the
Library Reserve. A Medpack awaits, but at the cost of your sanity. BANG!
Something must've fell off somewhere, that's all...
The Library only holds a pack of Handgun Ammo and a fairy tale musing about
hunters and lizards. Ignore both and exit to the right. In the Hallway, unlock
the nearest door on the left side. Another bucketload of Teddies are here. Count
to three before attempting a large radius curve to the right.
That should take care of your foes as you go to the next classroom. This one's
empty, thank Samael, and offers a Health Drink. By all means, grab it. Exit near
the staircase and go down, mildly hindered by a couple of Roaches.
Descend all the way down to the Basement and take the left door first, as it
contains two boxes of Shotgun Shells and an Ampoule. Now take the other one,
which previously was the Boiler Room.
The fastest solution to the valve turning puzzle is:
Left Valve: Turn Right
Right Valve: Turn Left twice
Now go down and face (skip the cut-scene)...
BOSS FIGHT 01: The Mouth
Practice makes perfect, as usual. Run up to the burning corpse, aim and start
shooting the Handgun (hold L2 as well). The Mouth will curl around the circular
structure in an attempt to reach you. Turn to face him and retreat backwards
while firing. Move around the structure in this fashion and pause regularly if
Mouth is too far back.
After you've sank about 30-35 pellets into the big critter, the music'll change
dramatically, warning you that the Mouth's mouth is now officially opened. He'll
take a short break as well, and the bad 3D clipping routine is a good indication
as well. Switch to Shotgun and make sure you're more or less close to the
circular structure.
Now wait for Mouth to get close, while shouting things like: "You talkinta me?
You wanna piece'a'me? Right here, come on!". Sooner or later, he'll open his
wide yap, your signal to walk backwards and pump in a few shells. About 5-7
whams and he's history.
Tap Start to get past the FMV and a cut-scene, pick up the K. Gordon Key, then
exit Midwich Elementary asap, because them bells are summoning you (skip that
scene as well)...
Chapter 3: Reaching the Alchemilla Hospital (Clock: 19')
-------------------------------------------
Ahh, let's get some fresh air... cross the street and follow it right-left until
you come across a suburb. Enter it and run to the right, you should meet a Dog
sooner or later. He's guarding a small fence, which you need to enter (the large
puddle of blood on the garage is a pointer as well).
Unlock the back door using the K. Gordon Key. Alakazam through the house (only
Handgun Ammo here anyway), cross the street, and take, in sequence, a right, a
left (lone Health Drink on bench here), another left through a suburb and
finally a right all the way down to Balkan Church. Some Pterodactyls might
pester you on the way, but barely.
***NEXT FEAR INTERMISSION: It's here, on this street, that you can get the
special weapons earned in completing the previous game. First, get the Fuel
cannister at the Gas Station, then go to either Cut-Rite Chainsaws for the
Chainsaw, or to the room under the Drawbridge control facility for the Rock
Drill.
In my opinion, the Rock Drill is the best, as it allows you to easily clean up
the Zombie mob in Alchemilla Hospital without risking injury. The chainsaw's
cute and unlike the Drill, you can move while using it, but it lacks raw power,
unfortunately.***
Hit Start twice to skip Dahlia's mumbo jumbo, then pick up Flauros, Drawbridge
Key and Health Drink. Exit Balkan Church, then continue right, until you get to
the Drawbridge Control Room. Near it is a destroyed stairway with a Medpack and
Shotgun Shells, just so you'd know - but beware, a Pterodactyl's guarding it.
In the Drawbridge Control Room, pick up the Health Drink and use the Drawbridge
Key in the console. Exit and cross the Drawbridge, then go right followed by a
left, crossing the street to bash right into the Alchemilla Hospital entrance
gate.
In the small courtyard are a few Dogs, but never mind them. Just go to the
nearest door to the right.
Chapter 4: Alchemilla Hospital (Clock: 23')
------------------------------
A shot can be heard in the Examination Room, so better check it out. Skip the
Kaufmann FMV and conversation, then turn around and run for the door. You're now
in the 1F Hallway, the two single doors nearest to you being locked, so head for
the third one.
Don't pick up the Basement Map, it'll only slow you down. Continue on to the
Conference Room to pick up the Basement Room Key. Go back to the 1F Hallway and
take the next door. In this rather small hospital kitchen, you'll find a Health
Drink and a Glass Bottle. Pick up both and proceed to the Director's Office
(next door).
At the back of the office lies a puddle of red liquid, but it ain't blood for a
change. Use the Glass Bottle to scoop up the remainder of the liquid. You might
ask yourself why we did this - you don't need either Glass Bottle or liquid, but
trust me; the effort will pay off.
Time to use the Basement Room Key and to go down, because the facility is in
dire need of some juice.
It's dark in here, but the next door to the left houses a set of generators.
Turn them on, then use the elevator. Check out levels two and three to make sure
that there's no way of entering these floors. This unlocks a hidden fourth floor
(Harry's rather short-sighted, isn't he?). Enter the floor and observe how the
surroundings mutate into
Alchemilla Alternate Hospital
-----------------------------
Despite the similarity in between floors, the fastest route out of here is
rather linear. But to make sure that you're oriented, I'll include a map every
time we enter a new floor. The numbers and figures represent key objects and
common items respectively, the I's and ~'s represent doors.
First, descend to the third floor:
----
3F -
----
__________ _________
| | | | | | SS: Shotgun Shells
| | | | I | MP: Medpack
|______I | |_~~__|___|
| | | | I | 1: Plate of "Turtle"
|______I | | |_____| 2: Blood Pack
| SS | | | | | 3: Plate of "Cat"
|______I |_______| I 3 |
| I | | |_____|
|______| I_____~_| | |
| I I I |
| O I_~___~_I__~~___|_____|
| || | | | MP | |
|2F||4F| 1 | | 2 I |
| || |___|___|_______|_____|
O is where you start and remember, these maps are merely there to help you get
oriented, after a while you should be able to move through the area intuitively.
First, turn left and get the Shotgun Shells (second door on the left). Turn
right to get to the girl's lavatory where you can pick up the BLUE Plate of
"Turtle". The single Zombie Nurse shouldn't be a problem, as she's guarding the
wrong door. Then, go right and open the double doors for the next part of the 3F
Hallway.
Immediately take the door on the right. In this storage area you should find a
Medpack, as well as a small Blood Pack. Now turn the Flashlight OFF and re-enter
the 3F Hallway. Dash to the second door on the right. You should bump straight
in a Zombie Nurse, but turn during the crash and you ought to be able to get in.
The Lights may go back On.
Grab the YELLOW Plate of "Cat". After the exit, turn right and unlock the
Elevator doors - they were locked from the other side, remember? Take the
elevator down to the first floor:
----
1F -
----
__________ _________
| I |HDx3 | | HD: Health Drink
| ___I | O I |
| _|___| | __|___| 4: Plate of "Queen"
| | | | I____B1
| |_____| | | 4 | GOAL: your final target
| | | | I_____|
| | |_______| | |
| | I GOAL | I_____|
|_~~_|_____|_____~_| | |
| I I |
|___ _~___~_I_~___~_|_~___|
| | | | | | |
|2F| | | | I |
| |___|___|___|___|_____|
Not a lot to do on this floor. Check the beverage dispenser for 3 Health Drinks
(yes) and get the RED Plate of "Queen" in the alternate Director's Office. Now
proceed down the corridor (the zombie doctor's aren't a threat) and go to the
stairway. Climb to the second floor:
----
2F -
----
__________ _________
| | | | | | 5: Lighter
|6 | | | I | 6: Plate of "Hatter"
|______I | |_~~__|___| 7: Basement Storeroom Key
| | | | I MP| 8: Disinfecting Alcohol
|______I | | |_____|
| | | | | |
|______I |_______| I |
|5 I | | |_____|
|______| I_____~_| | |
| I I I 8 |
| O I_~___~_I__~~___|_____|
| || | | | | |
|1F||3F| | | I 7 |
| || |___|___|_______|_____|
Turn Left and take the first door to the left. RUN like hell to the operating
table to grab the Lighter and turn around... to see a Zombie Nurse ready to
stab! If you were swift enough, you should have ample time to wrap around her
and make a break for the door.
Turn left again and go to the door at the end of the hallway. Yes, some nurses
are around, but they're no challenge. Anyway, inside the room, you should find a
set of tentacles feasting on some blood on the floor, but there's not much left,
so it's a bit cranky when Harry wants to sneak by in order to take the GREEN
Plate of "Hatter".
But luckily you brought the Blood Pack, so toss it over to get the desired item.
Back outside, you'll need to turn right and head for the first door to the left.
It's time to use the four Plates you've been collecting thus far. Place them as
follows:
RED BLUE
YELLOW GREEN
An easy way to remember the code: start at bottom left, then say "Y, R u a B
G?". Don't forget to sing "Hah-hah-hah-Har-ry's staying alive! Staying alive!"
once you've cracked the code :). Go to the double doors right in front of you -
ignore the Zombie Nurse to the left.
Inside turn LEFT and dash around the perimeter - you should stumble upon a
Zombie Nurse. This time, there's no way around her, so aim the Shotgun you're
still holding from the fight against the Mouth and fire away. Four shots should
be sufficient. Enter the nearby door.
Here, you do have sufficient room to negociate the Zombie Nurse, so get the
Basement Storeroom Key on the operating table. Retreat to the 2F Hallway and
dash past the Zombie nurse to the next door on the right. Inside you'll find a
bottle of Disinfecting Alcohol. It's badly guarded by something you'll never see
- guess what it is...
Back in the Hallway, twist around the two remaining Zombie Nurses, so that you
can unlock the Elevator doors. There's a Medpack in the vicinity, too, you might
want to pick that up. Now you're ready to take the Elevator all the way down to
Basement 1:
----
B1 -
----
_________________
| | | | Ham: Hammer
| HD I O I | AP: Ampoule
| AP I _|___|
|______| I_____1F
| | | |
| I I Ham |
| SS | |_____|
| | | |
| | I |
|______|____|_____|
Arriving at the Basement, there's a possibility to pick up a Health Drink and an
Ampoule by entering the Morgue, which is straight ahead, but it's guarded by a
nurse duo, which can lead to the dreaded 'hold and slash' combo. Best ignore it
unless absolutely necessary.
The Hammer in the Generator Room is interesting, but you're never going to need
it in the battles to come, but one might be inclined to pick it up as a
confidence booster. Do grab the Shotgun Shells in the Storage Room, though, and
shift the large closet to reveal a secret area.
Pour the disinfecting Alcohol over the vine-covered hatch, then light it. Enter
Basement 2:
----
B2 -
----
_
|O| 9: Examination Room Key
| |
| |___________
| | | | |
| | | | 9 |
|~|_~_|_~_|_~_|
| | |
| I |
| |_~___~___~_|
|_| | | |
| | | |
|___|___|___|
A grand total of six Zombie Nurses await on your way to the Examination Room
Key, but they're quite easy to overcome, especially on your way out after you've
retrieved the item. Now try to reach the GOAL, marked on the 1F map - use the
basement stairs to get to 1F, not the Elevator.
Inside GOAL is a lone Zombie Doctor, but he's, like, totally avoidable.
Unlock the path to the Examination Room, then quickly skip FMV and dialogue
featuring Lisa and Dahlia. Grab the Antique Shop Key afterwards.
Chapter 5: In Moth's name (Clock: 32')
-------------------------
Exit Alchemilla Hospital and go through the gate. Cross the street, then turn
right and follow it until a first crossing. Turn left, run all the way down,
only to curb right again. Keep on running until you come across a chasm and are
forced (by me ;) to go left.
Follow the road (notice the Shopping district to the right) until you reach the
Antique Shop. There isn't anything of intrest inside, besides maybe that small
closet at the back of the place... hmm, don't you get a d‚ja vu feeling here
(Hospital...)?
After you've shifted the closet, Cybil somehow managed to track you down, which
is pretty amazing, I must say. Hit Start to go straight into the secret
passageway. Run through, hit Start and grab the Axe before plunging back into
darkness. Another set of FMV and cut-scenes follow, so you know what to do.
Harry awakens in an alternate version of Silent Hill. Navigate him outside, then
turn left and keep on running until the camera perspective changes, and shows a
wrecked gate where you should be able to enter. The jumping Monkeys and mutated
Pterodactyls won't hurt you.
Inside the shopping mall (with a nice crossreference to a certain Megastore...),
try to climb the escalator. You'll be stopped by a small cutscene - press Start
twice to escape it. Now you can climb the escalator.
The radio emits a lot of static, but no apparent foe in sight. Go to the left
side of the Mall and loot the abandoned Jewelry Shop of a Medpack and two cases
of Rifle Ammo. Then run to the carcass holding some unknown type of weapon.
Curiosity killed the cat, you know, as suddenly the grating collapses and throws
Harry into the hands of darkness...
BOSS FIGHT 02: The Giant Caterpillar
Before tackling this overgrown leaf-eater, pick up the Hunting Rifle and stock
it in your small collection of fire-arms - you'll be needing it shortly, but for
now, stick to the Shotgun.
The Giant Caterpillar is easily beaten. Just stand still, and listen carefully.
Sooner or later, you'll hear the Caterpillar digging his way up, which is your
cue to run a little bit forward, thus evading the 'pillar's poisonous breath.
Don't waste any time - turn around quickly (L1+R1, remember?) and pump a few
shells into the Caterpillar's body, then stand still again and repeat the entire
procedure until the Caterpillar rolls up to a little ball in sheer agony, and
disappears a few moments later. You'll need about 7 shots to pull it off.
Follow the giant bug on his way out. Now comes a rather long run to Alchemilla
Hospital. You're going to see a lot of critters pass, but none of them is any
threat. Turn right and start running, curbing right at the next major crossing.
Oh, and 'cross the street'.
Now keep on running forward while counting the crossings you pass: one, two,
three... turn left now. Complete the remainder of the street, and you should
soon be near familiar terrain, even though it's in its alternate version. Hit
the fence of Alchemilla hospital, then go consult Lisa inside the Examination
Room.
She'll tell you about the Waterworks near Midwich Elementary, but you're not
interested - skip it. You'll be automatically transported to the reception area,
so turn right and exit. Too bad that you won't have time to enjoy the cool
atmospherics, but something more interesting lurks...
***NEXT FEAR INTERMISSION: Use the Channeling Stone in the small courtyard
outside the Hospital (no Dogs around to pester you).***
You'll soon notice that there's only one road, forcing you to the rooftop of the
Postal Office.
BOSS FIGHT 03: The Moth
Looks as if little Catie grew up to become a big Moth, but happy she isn't.
Still mad at you for disturbing her peace back at the Mall, she decides to
attack you with her poisonous breath (a weak attack, but covering a large area)
and sting (strong attack, update your status after two of those).
If you stay on the current altitude, you're going to lose, so climb the stairs
to the small watertank. Use the famous L2+R2+X combo while walking backwards
around the tank. A bit of exercise may be needed to do this proficiently.
You won't have enough Shells to annihilate the Moth, so count your shots, then
switch to the Hunting Rifle. Unfortunately, you can't walk backwards when using
this weapon, so just stand your ground and shoot to kill, whilst healing at
regular intervals.
As before, the music is a pretty good indicator of your enemy's status. Once the
sounds has swollen to dramatic proportions, the end will be near. On average,
this'll happen after about twenty shells and 3 to 7 Rifle shots.
This fight clearly demonstrates the superiority of the Shotgun over the Hunting
Rifle. Sure, the Rifle's more powerful, but for what price? You're a sitting
duck with it whereas the Shotgun offers full mobility.
But then again, as you almost never need to use weapons anyway...
Once victory is yours, run back to the drawbridge. The game decides to lend you
a little hand by transporting Harry immediately to the Waterworks - push Start
at the little map sequence. Examine the entrance gate and notice the rusty lock.
Arm the Axe to destroy it with four mighty swipes (for laughs, have a go with
the Kitchen Knife first... "Gnnhh! Raahh! Gyohh! Break dammit! Break!").
Chapter 6: Sewer Syndrome (Clock: 38')
-------------------------
Go inside the Waterworks and proceed down the hatch (btw, ALL ladder climbing
sequences can be skipped) to the sewers. Turn right and run all the way through
the tunnel until a large sewage machine stops you. Curb left and pay attention
to the clicking noises - they're from a new type of enemy, which I'd like to
baptise Sewer Hunters.
Sewer Hunters attack from the ground (harmful) and ceiling (harmless). Their
claw swipes are rather powerful, so keep a good eye on Harry's condition if you
get hit multiple times.
The hardest bit of the sewers is right here, at the start. Here's a schematic of
how you should run once you get past the first Sewer Hunter after the left curb
(by the way, this guy'll probably hit you).
---------
- -
H - -
O --------- --------- -
- - -
- - -
--------- ---------
-
-
O: Start ---------
X: Finish - -
H: Sewer Hunter - -
(A): Alternate Start - -
(A) X
Follow this route and you should hit a gate soon enough. Enter and sweep the
perimeter until you reach a small desk. Check the cupboard to its right to find
a Sewer Key, which you'll need to unlock the gate beyond the exit of this area.
You're now in (A), the Alternate Starting point. Backtrack your steps to O, then
continue to another gate (lying to the left), which can be unlocked thanks to
the Sewer Key. From there, it's straightforward to reach a new ladder. Climb it.
Resist the temptation to turn right. Instead turn left to find a Medpack in
close proximity. Now turn around, run through the long tunnel to the left and
turn right twice to enter another gate. Continue moving forward, taking a few
gates, switching a few sides, until you reach a dead end.
Meanwhile, the music takes on scary proportions, and with good reason. As you
reach in the bloody pool to grab the Sewer Exit Key, a trio of Sewer Hunters
comes marchin' down. Turn around and flee, but beware, as a fourth Hunter is
between you and the exit. He can be avoided, though.
Run back until you get to see a large collection of Sewer Hunters guarding a
single gate (on the left). Negotiate the pack, unlock the gate with the Sewer
Exit Key and climb the ladder. Phew, another scary area bites the dust...
Chapter 7: Silent Hill Resort Area (Clock: 43')
----------------------------------
First off, there's a Medpack and some Hunter Rifle Ammo in the ruins near to
Harry's surfacing point, take it. Turn left and go to the street.
Now, this area is pretty important, because here you get to decide whether you </pre><pre id="faqspan-2">
want a Good or Bad ending. The Bad ending is a few minutes shorter, but for
those interested in getting a ten star rating at the status screen, a Good+
ending is needed (amongst other things).
So, in order to please the masses, I'll now give the fastest possible way to a
Good ending (the '+' will come later). There's also a pointer for those
interested in the UFO ending. All others (ie. the Bad ending dudes) can skip the
Operation Kaufmann bit and pick up the thread from there.
*** TEN STAR INTERMISSION: Operation Kaufmann***
------------------------------------------------
I'm aware that there are a lot more things to do for a ten star rating, but this
should at least provide you with a solid backbone upon which you can add further
requirements (you'll have to obtain these within an additional 30 minutes...).
Run along the street and once you get to the T junction, take a left diagonal
straight into Annie's Bar. Don't worry one bit about the jumping apes, they're
harmless. Press Start to skip Harry's heroic act of saving Kaufmann, then pick
up the latter's personal belongings on the floor (as well as a couple of Health
Drinks) near the pool tables.
No need to look at them, just get out, and take a left turn. Keep running -don't
get lost in the shrubbery- until you spot another T junction. Turn left and
proceed to a door with an electronic lock next to it. This is the motel's back
entrance.
Punch in '0886' to enter the motel owner's room. On the sofa is a small Magnet.
Pick it up, then exit to the motel's courtyard (the exit's near the motel lobby
- try to find the vending machine).
***NEXT FEAR INTERMISSION: Use the Channeling Stone in the courtyard to arouse
the Martians' interest yet again...***
Kaufmann's room is no. 3. Inside, push the shelf (that's the third and final
shelf shove for the day) to reveal a small crack. Use the Magnet on the crack to
obtain the Motorcycle Key. Now head back to the motel owner's room, unless you
want to pick up the Health Drink first (there's a nice reference to Psycho here
:).
Now go to the garage door, near the back entrance with the electronic lock, and
use the Motorcycle Key on the, well, motorcycle. It seems that the gas tank was
the home of a small, but very important little glass vial. Skip the ensuing
sequence of an angry Kaufmann snatching the vial out of your hands.
Exit through the back entrance, rotate to the right and run down the street.
Operation Kaufmann is now officially finished.
***END OF TEN STAR INTERMISSION - NOW IT'S TIME FOR THE REAL THING***
Run all the way down the street, then turn right. A very long run follows, with
at the end, a transformation into alternate Silent Hill, definately not a good
sign. Now, a set of buildings will arise to the left. Count the inlets until
number three comes along. Take this inlet, and once you spot a couple of Dogs,
you'll spot some stairs going down, leading to a small ship.
Inside you'll find another great cut-scene, which'll last about two microseconds
as you push the Start button frantically.
***NEXT FEAR INTERMISSION: On the ship's bridge, use the Channeling Stone. I
think that the Martians are getting the message...***
Pick up Rifle Ammo and Health Drink, then exit through the other door - not the
one you came from. It's time to pay a little visit to the Lighthouse.
Now comes an annoying, yet straightforward run. Straightforward, because the way
to the Lighthouse is linear, so you won't get stuck that easily. Annoying,
because the linear route is obscured by stairs, perspective and pesky apes. But
you should be able to reach your goal in the end.
Now quickly climb the stairs, which by the way looks extremely cool, to find
Alessa finishing the mark of Samael. You better get down again, or whallow a bit
in the gorgeous motion blur effect.
***NEXT FEAR INTERMISSION: Channeling Stone users, rejoice, for this is the
final time ye need to use the Stone. For you, the game ends here, which should
mean a 40-45 minutes walkthrough. Hurrah! But as this 'fastest' walkthrough
isn't available from the start, the 60 minutes run is preferred.***
Exit the Lighthouse, get bitten by a Dog when descending the stairs, then run
forth until the game brings you safely back to the boat.
Hit Start, because Harry's inclined to say a few lines -again-. Exit the boat,
and run straight to the main street. Turn left and continue down the road. Cross
it, to find an open sewer entrance nearby, guarded by a couple of Dogs. As you
go down, hit Start, because Cybil's in trouble and we're not interested in how
that happened, it's more important to save her.
Enter the Sewers. Unlike your previous sewer adventure, this one's a lot shorter
and easier. Just run and evade any opponents/obstacles and follow these
pointers: Long tunnel, right, medium tunnel, right, medium tunnel, Left, long
tunnel. Watch out for yellow markings indicating the tunnels. Eventually, you'll
reach a ladder leading to the Amusement Park.
Chapter 8: The Amusement Park (Clock: 50')
-----------------------------
It's easy to get lost here, thanks to the low visibility, so here's the
minitour: turn Right, Left at the park bench, another Right until a first
attraction pops up, Left to a food stand (with a save spot), then Right (and
watch out not to get stuck).
You should now be at the merry go round. Enter it and press Start thrice.
BOSS FIGHT 04: Cybil Bennet
Posessed Cybil will be right in front of you. There's a choice to make here: use
the Liquid (called Aglaophotis, by the way) on Cybil and get a '+' ending, or
destroy her alltogether.
In the first case, simply run up close to Cybil and use the Liquid right before
she strikes you. This is the easiest -and quickest- way to end the fight.
In the second case, you better have stocked up on a lot of bullets until now
(you should have at least 90 available). The first thing to do is wait until Cyb
runs out of bullets herself. Because she's a cop and highly reputed marksman, a
single shot is sufficient to drain Harry of a lot of energy.
To do this, simply taunt her. Always run out of reach, then position yourself in
her line of fire, but never forget to turn sideways. Sooner or later, Cybil will
draw her weapon, your cue to run forward. She usually tries two shots, so
immediately turn around and run forward again.
Repeat this little game until her weapon's finally empty (she's got 10 rounds)
and it gets thrown away in a little cut-scene. Now's your chance to repay the
favor and shoot her like a sitting duck. Use the L2+R2 combo and walk backwards
while shooting. Don't forget that you're on a merry go round, so turn at the
right moment.
It'll take a few minutes until she's history. By the way, here's a neat little
thing I discovered while figuring out this stragy: on occasion, Cybil's tempted
to sit on a horsea (yes, Pokémon's invaded Belgium too... :/) and ride on it,
laughing. Cute.
After this, you may push the Start button 3 times to get to the next part.
You'll miss Harry -or rather, Flauros- kicking Alessa's butt.
Chapter 9: Nowhere (Clock: 52')
------------------
The FMV revealing a bit of Lisa's true nature also needs to be skipped, as well
as the ensuing discussion with Harry. The latter ends the conversation with
"Where do you think you're going?". Well, same place as where you're going,
Nowhere.
This place may seem daunting at first, but you'll be surprised at how quick you
can get through. Even though there's no map available, the lay-out suspiciously
resembling Alchemilla Hospital, so I'll give you the corresponding exerpts to
aid your orientation in the important areas.
But first, follow Lisa out the door and head for the elevator. Hit Start twice
to find yourself in a place resembling the first floor
hallway:
---------
Metatron-
---------
____________________
| | | I | 1: Screwdriver
Hagith I | 1,2 | | 2: Pliers
|_~___|___|_____| | 3: Key of "Ophiel"
| I___________I____| 4: Key of "Hagith"
| |Ophiel 5: Key of "Phaleg"
__ | I_____
| 3 | |
| | I_____
|_~_| | |
IO I 4 |
I_~___~_|_____|
| | |
| 5 | Phaleg
|___|
For fun, turn left and press L2, then slowly walk forwards. With luck, you get
to see Cheryl before she starts her sickening little run. I usually forget that
she's there, and get scared stiff as she giggles past Harry yet again.
After this nice prelude of all the sick things coming up, head for the "basement
door". But you won't reach the basement this time. Oh no. Just take the next
door for the "Operation room", containing two vital objects, a Screwdriver and
Pliers (that's how the game calls it).
Now go back to the hallway. A couple of Zombie nurses installed themselves here,
but they won't harm you, like all the Nurses you'll encounter from now on. Head
to the right door near the entrance lift and use the Pliers to get the Key of
"Ophiel". Use this key on the door marked "Ophiel" (duh).
This part doesn't need a map, as the way to go is very simple: you just entered
the "little girl's room" of the second hospital floor. Take the second door to
the left side (near the double doors) and enter.
Here's a little puzzle where you need to enter three numbers in order to get the
Stone of Time. First time I came here, I had absolutely no clue how to solve it,
because I thought that the symbols on the walls had something to do with
conventional astrology (Cancer, Pisces etc).
I figured that the code had to match the number of the month where each given
star sign begins. But the numbers made no sense, so I started doing
permutations, additions, you get the drift... until it hit me: the month had
nothing to do with it, only the specific amount of legs and arms of each star
sign counts.
Thus the solution is, from left to right: 6-4-8. Grab the Stone of Time and
exit. You'll hear that another Nurse has installed herself, but she's only going
to see Harry's backside. Run to the double doors with the code wheel next to it,
and enter 'ALERT' (now that's easy to remember).
Keep running and entering until the first artifact, the Amulet of Solomon, is
obtained. You'll be unpleasantly interrupted while going back to the "little
girls room"... Just skip the lot and go back to the Metatron Hallway. Poor Lisa.
Go to the Antique Store - after turning left, it's the second door - and use the
Stone of Time on the Grandfather Clock to get the Key of "Hagith". Poor Lisa.
The Key of "Hagith" unlocks the doors leading to a second elevator. Take it (the
Nurse won't bother you).
The third floor is your first stop leading to -oh, how nice- Cheryl praying in
front of another unholy altar. Poor Lisa. Go to the left door. As you can
notice, it's code-locked. Just click on the dots as follows (recreate the 'x'
patterns):
x x x
x x .
x . .
. . x x . x
. . x x x .
x x x x x x
Inside you'll find the Bird Cage Key. Now go back to the elevator and select the
second floor. The following bit is indeed tricky, but after you've come this
far, you're not going to stop here. In the hallway, your aim is solely the third
door on the left - for now.
But it's blocked by a Zombie Nurse. Don't worry, she can't see you, so it's okay
to bump into her and shove her forwards until you're able to enter the door.
Here, you're in the "Jewelry Shop". Pick up Hunting Rifle Ammo, Crest of Mercury
and Ring of Contract before exiting.
Turn left and go to the double doors at the end of the hallway. Head straight
for the double doors in front of you and unlock them, bringing you back to the
Metatron Hallway. Turn left and make a break for the room marked '5'. Use the
Birdcage Key on the birdcage (duhh yet again) to get the Key of "Phaleg".
Unlock the Phaleg door outside. You've reached another familiar part of
Alchemilla Hospital, the secret basement area...
-------
Phaleg-
-------
___________
| | | | 6: Dagger of Melchior
| B | 8 | | 7: Key of "Bethor"
|_~_|_~_|_~_| 8: Ankh
| | 9: Disk of Ouroboros
I | B: Generator Room (Bethor)
|_~___~___~_| A: Research area (Aratron)
| | | A |
| 6 | 7 | 9 |
|___|___|___|
Hear those little moans? Those come from three Invisible Demons, very annoying
critters and the reason why a large health supply is so vital. Cure Harry at
regular intervals.
First, go to the door immediately to the right, leading to the "hospital
kitchen". Grab the Dagger of Melchior and use the Ring of Contract on the loose
chains. Exit, turn right and STICK TO THE WALL LIKE SUPERGLUE. Go inside the
next door.
On the shelves are some Handgun Bullets, a Health Drink and a pack of Jelly
Beans. Try to open the pack (another display of Harry's "human"like nature ;) to
obtain the key of "Bethor". You'll need this key to unlock the door marked 'B'
on the map.
To get there unharmed, turn left, go to the "hospital kitchen" door whilst
STICKING TO THE WALL, turn right and finally cross the hallway. Turn the
Generator of and go back to the Metatron hallway. Go through the double doors on
the right and turn left.
Another set of Invisible Demons can be heard, and this time, they're going to
inflict pain. You'll be hit twice before reaching the final door of the
corridor. Inside there's a metal plaque - remove it using the Screwdriver, then
pick up the Key of "Aratron".
Now return to the Phaleg Corridor and enter the second door on the left - you'll
be hit once. This room is covered in disgusting graffitti, depicting a lot of
eyes, butterflies and a set of intriguing -but hardly discernable- words (I can
make out 'Kill me' somewhere, and you?). Just get the Ankh and be gone.
Turn left, STICK TO THE WALL as you reach the next door, then turn right and
cross the corridor. Unlock the door (marked 'A' on the map) using the Key of
"Aratron" and push Start to skip an unveiling plot point. Grab the Disk of
Ouroboros on your way out.
Only one door left unexplored, and it leads you straight into young
Alessa/Cheryl's room. This is a fascinating place, for you'll get to see all the
things that have formed the very nightmare you've lived through.
There's a save point, but first, let's place all five artifacts (Amulet of
Solomon, Crest of Mercury, Dagger of Melchior, Ankh, Disk of Ouroboros) in their
respective slots at the back door. The music takes on monstrous proportions but
you're ready for the worst. Enter and hit Start to not see a scene with
Alessa/Cheryl and Dahlia.
Now equip the Hunting Rifle and run down the looong stairs.
Chapter 10: The End (Clock: 58')
-------------------
It's nearly over. Push Start one last time.
Depending on whether you went for the Good(+) or bad(+) ending, you'll get to
see two different forms of the ultimate being.
BOSS FIGHT 05
(A) Bad(+) ending: Alessa
This is so easy, it hurts. Alessa's blue lightning bolts don't do a lot of
damage, so just aim your Hunting Rifle and shoot while curing Harry if you
suspect he's running low on health. 12 well-aimed shots finish her off.
(B) Good(+) ending: Samael
A bit harder, but still. Samael's brown lightning bolts HURT, so a different
strategy is necessary. Dude's also airborne, which means that you need the L2+R2
combo for an accurate aim. The combo also enables you to see when Samael's
charging up for his attack.
The strategy: L2+R2, shoot 4-5 times. Samael should be fully charged (small
brown cloud around his waist), so better start running. Run in a tight circle,
and Samael's three lightning bolts should miss. Lather, rinse, repeat. 20-24
well-aimed shots and he should be history.
Phew, you did it! GAME COMPLETE!
Chapter 11: Aftermath
-----------
I'm not going to spoil the ending for ya (spoiled waaaayy enough already :), but
I will show you how your statistics will look, on average:
Mode Hard
Game Clear 1
Ending Good+ (Gold)
Saves 0 (Gold)
Continues 0 (Gold)
Total Time 0h59m58s (All right! Gold)
Walking Distance 0.243km
Running Distance 8.535km
Items 102/204( )
Defeated enemies by fighting 0
Defeated enemies by shooting 6 (4 bosses, 1 Zombie Nurse,
1 Pterodactyl = 6! :)
Shooting style
Short range shots 0.11
Middle range shots 0.42 (May differ from game to
Long rang shots 0.12 game)
No aiming shots 0.36
-------Your Rank------- ***
*********
Rewards: Fuel, Rock Drill, Chainsaw and Channeling Stone.
So there you have it; a solid 3.9 in just one hour time. For a ten star ranking,
you'll need to:
- kill onslaughts of monsters (Do this with the Chainsaw/Rock Drill/Lightgun
in Next Fear mode)
- Pick up about twice as much items
- Be a major league baseball player
- run for office
- wear a small tutu around the waste
You have an extra 30 minutes to fulfill these requirements in future games. Good
luck and godspeed.
004 Creditz'n'stuff
Okay, I hope that you enjoyed reading this guide, the end is nigh, but first...
Many thanks to Konami for creating this excellent game. This guide, its content
and general whackiness courtesy of Vincent Merken. For comments, flames and
other enlightening masterpieces, e-mail to:
[email protected]
Greetz fly out to (if you're from the US, try to read these names out loud ;):
My happy colleagues at IMO/LUC and Future Press, Nadine, Frank, Tim, Stijn,
Koen, Bart, Gert, Griet, Geert, Ken, Els, Jo, Frank Michlick, Frank Glaser,
Joerg Kraut, Ives Brabant, Geert Verschueren, Fredrik, Marco, Mikko Karaiste,
Yariv Gilgun, my former colleague-students at KUL, my fraternities Filii
Lamberti and Wina, JR Kerr, Aya Brea, Mermaid, Xbow, Deekay, Jeff, Torben, Timo and the entire human civilization.
Future projects will be:
* Resident Evil 3: Nemesis - Knife only walkthrough
* Resident Evil: Code Veronica - Speed guide
* Vagrant Story - Speed Novel
* Resident Evil 0's on ice for the moment, as Nintendo plans to
publish it on the Dolphin rather than the N64.
* ??? Chrono Cross ??? Metal Gear 2 ??? Resident Evil 4 ???
Fear Effect ??? Final Fantasy IX ??? Parasite Eve 2 ???
No more. Thanks for reading, and see you later. Signing off is
Vincent Merken, Belgium, sunny day today, maybe I'll go out for a bike ride to
Scotland...
005 The Official Unmentioned Bit.
This guide's only intent is to offer an in-depth, non-profit aid to the PSX
gaming community, and thus may not be used commercially in any way.
It's especially written for the GameFAQs library, so if you want to publish this
guide and you're not called Jeff "CJayC" Veasey, you'll need to ask my
authorization via e-mail.
I usually give permission straight away, on the terms that you publish this
guide in its entirety and, unaltered. You're not allowed to print this guide on
paper, unless for strict personal use.