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Walkthrough














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PLEASE NOTE:  I, The Creator Of This Site, Did Not Write This Walkthrough. I Merely Stole It (LOL), So Don't Blame Me For Any Bad Spelling Or Crappy Quality, Thanks :)
 
 
*********************************************************************
                       SECTION 1 - OLD SILENT HILL
*********************************************************************
    'Every town has its secrets, some are just darker than others'

FMV 1

WELCOME TO SILENT HILL
FMV 2. After the intro you will find yourself in the street looking
for Cheryl, your daughter. Follow the figure in the fog (the game
guides you if you stray) until you see FMV 3, Cheryl in the fog.

Go down the alley and through the gate. Follow the path (only 1 way
to go) and through the next gate. It will get dark, carry on. When
you have gone far enough a cut scene will show a rotting body hung on
the fence, then you're attacked. Don't worry you are meant to die.
You cannot escape as a fence is now in the way.


CAFE - you start here in next fear mode (games after your first)
Items (6) - Handgun, 2x Health drink, Flashlight, Knife, Radio.

FMV 4. You meet Cybil here and after answering a few questions she
gives you the Handgun. Pick up the items (not radio) and the map. You
can also save using notepad 1 if you wish. Try to leave and the radio
will start emitting static. Then a window smashes and you get to kill
your first monster (Air screamer). After the kill take the radio and
leave. You must kill the air screamer before you can take the radio.

=====================================================================
SAVING INFO

Pressing action on the notepads that you see lying around will allow
you to save your game. You can save 11 times for each memory card
slot.

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

FLASHLIGHT INFO

When using the flashlight you cannot:
-Pick up items
-look at the map
-aim accurately
-see very well

The advantages are:
-enemies cannot see you very well
-you can 'cheat' by increasing the brightness on the TV so you can
see without improving your enemy's vision.
-you can use hand weapons without being seen by other enemies
=====================================================================

INVENTORY INFO

Access your inventory using the select button (default). Here you can
choose a weapon to equip or reload or an item to use. The map can
also be accessed here as can the options menu. The inventory is also
useful for checking items such as keys and papers to find an address
or code. Harry's face will be in the top corner. The colour behind
Harry represents his health state. The main colours are Green,
Yellow, Orange and Red. Green is the healthiest and Red is the most
injured. One colour will fade into the other as Harry becomes
injured.
=====================================================================

MAP INFO

Access your map by pressing triangle or through the inventory. See
controls section for how to use each button. You can only use the map
if you have picked it up. You cannot see the areas that you have
already been to (like res evil). Open/Locked doors and other info
will be shown on the map.
=====================================================================

LOOK FOR CHERYL
Items (7) - 4x Handgun bullets, Health drink, Steel pipe, Note

After the cut scene which shows you where you last saw Cheryl go
right and get the 2X handgun bullets from the bench. Turn around, go
past cafe and carry on to the Queen Burger. Get Health drink from the
outside windowsill. Look at your map. Make you way to the alley that
has been marked on.

Down the alley are groaners to kill/avoid. Go through the gate and
carry on, there is a groaner down here as well (only in Hard mode).
Notice that the gate says beware of dog, that's the bloody mess just
to the other side of the gate. Just after going through the second
gate you will find 2X handgun bullets, a steel pipe and a note from
Cheryl indicating that she is at the school. (This is now marked on
the map). You will also find Sheryl's Sketchbook but you can't take
it with you.


FIND WAY TO SCHOOL
Items (6) - Note, Key, First aid kit, Health drink, 2x Handgun
bullets

Make your way out of the alley. Turn left when you reach the street.
The school is in the bottom left corner of map. Head down the first
street you come to. At the end of the street turn right. The road is
blocked by a huge chasm but there is a note saying 'Dog house Levin
street'. (Time saver - all roads to school are blocked so save time
and don't bother looking for another route).

Check map to find Levin street then go looking for the dog house.
Check the kennel to find the key for the house. Go in the house.
Inside you will find a first aid kit, 2X handgun bullets and a health
drink. Check the door on the right. If it is unlocked you can go in
and pick up the katana. Head for the back door. It's locked by 3
locks. Check the map next to the door for info on where the keys are
(this is copied to your map). You can save in here if you need to
using notepad 2.


GETTING FIRST KEY
Items (6) - 2x Health drink, First aid kit, 2x Handgun bullets, Key

Leave the house and turn right. Cross the road at the bottom and then
cross to the other side, the last house before the chasm has a health
drink on the doorstep. Get off the doorstep and follow the street
around corner and straight on until you get to an alley, go down and
get First aid kit before carrying on until there is another alley.
Down the alley you will find 2X handgun bullets. Back to the road and
check your map, head for the circled area. It's a dead end but a
plank leads across to a small island where you will find a key and a
health drink.


GETTING SECOND KEY
Items (2) - Key, Health drink

Check your map and head towards the marked alley. About halfway up on
your left are some gates that say 'off limits' on them. Go through to
a small basketball court where you will find a key and a health
drink. There is also a dogs head on the floor, maybe part of the dog
that was a bloody mess on the floor earlier and they were playing
basketball with it!


GETTING THIRD KEY
Items (2) - Key, Handgun bullets

Leave the way you entered and turn left. When you reach the road go
right and carry on until you reach a chasm where you will find a
police car. Check the boot for a key and there's some handgun bullets
nearby.


USING KEYS
Items (5) - 4x Health drink, First aid kit

Turn around and go straight until you reach Bachman Road (check map).
On Bachman road turn right and go to the convenience store. Inside
you will find 3X Health drinks and a first aid kit. You can also save
in here using notepad 3 and pick up the channelling stone if you have
earned it.

Leave and go straight until you reach the other side of the road. Go
right to find your jeep. It's wrecked but has a health drink in it.
Check your map and head for the house marked on the map (on Levin
Street). Go in the house and to the back door. Use the 3 keys.


GOING TO SCHOOL
Items (8) - 6x Health drinks, 2x Handgun bullets

In the garden everything will go dark again. Harry turns on his
light. (toggle on/off with circle). Collect the 2X health drinks from
the table and go out the gate. Turn right and head to the top left
corner of the map where you will find a health drink and handgun
bullets behind a pillow. Head South to the alley with the letter 'O'
in it from Old Silent Hill (check map).

Down the alley you will find a health drink (on your left next to the
second lot of bins) and some handgun bullets on your right. At the
end of the alley cross the road and go right, round the corner and
cross over again. Run down this road till you find a school bus. Go
in to find a couple of health drinks and notepad 4. Leave and go in
the nearby school (check map). The name of the school is engraved on
a stone near the entrance.


*********************************************************************
                         SECTION 2 - SCHOOL
*********************************************************************


LOOK FOR CHERYL (AGAIN)
Items (3) - Health drink, First aid kit, Handgun bullets

Collect the map from the lobby and go through the double doors. Go
right to the infirmary and get the health drink and First aid kit
from here. You can also save in here using notepad 5. Leave and go
left past lobby and to the reception. There is a list of teachers and
3 clues here.

=====================================================================
10.00
"Alchemy Laboratory"

Gold in an old man's palm
The future hidden in his fist
Exchange for sage's water
=====================================================================

=====================================================================
12.00
"A place with songs and sound"

A silver guide post 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.
=====================================================================


Go to the room behind the reception and collect the handgun bullets
and check the pretty picture. Leave and have another good read of the
clues. Head towards the courtyard via the double doors opposite the
lobby. Turn right to find the clock tower. Click on the door to check
the time. It says 10:00, which was a time mentioned in the clue.


CHANGING TIME FROM 10:00 to 12:00
Items (8) - 4x Handgun bullets, Chemical, Gold Medallion, Health
drink, First aid kit.

Leave the courtyard via the doors opposite the ones you entered by.
In the corridor go straight forward and through the doors. Pick up
the handgun bullets. Leave and turn right, through the double doors
at the end. Go up stairs (checking map shows lab, which was mentioned
in clue is on 2F). On 2F the lab is just through the doors in front
but we are going long way round to get everything.

Go into classroom to your right for a health drink. Leave and carry
on down corridor to the girls toilets where you will find handgun
bullets. In the boys toilet you will hear someone crying but there is
nothing to do in here. Go back up the corridor to first double doors,
go through. The first door leads to the music room which has a clue
in it as well as a piano (can't use yet). Leave and carry on to the
next door which is the locker room. Go in and investigate the noise
that you hear.

Leave and go through doors on right. Go through the door in front and
get the handgun bullets. Leave and head up the corridor to the
library where you will find a first aid kit. Now check your map and
go to the lab equipment room. Inside you will find the chemical.
Leave and go next door to the Lab. Inside you will find handgun
bullets and the gold medallion which is held by a stone hand. Use
chemical to dissolve the stone hand and take the medal. Check the
medallion in your inventory to discover a clock tower engraved on it.

Leave, turn right and go through doors, down stairs and through
nearby double doors. The courtyard is through the doors on the right.
Use gold medallion on the clock tower. Check the time again.


CHANGING THE TIME TO 5:00
Items (2) - Silver Medallion, Handgun bullets

Head back up to the second floor, the same way you just came down. Go
to the music room (check map). Once in check the clue and now the
piano can also be used. 

=====================================================================
'A tale of birds without a voice'

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

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

A Raven flies in,
Flying higher than the dove,
Just to show he can.

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

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

Who will show the way,
Who will be the key,
Who will lead to
The Silver Reward
=====================================================================

The clue refers to the colours of the keys to play by using the
colours of birds. There are 5 birds and 5 keys that are broken. You
need to play the broken keys so that they coincide with the rhyme.
Number the keys 1-12 from left to right including black and white
keys. The keys which are broken are 2,3,8,10,11.
2 and 11 are black so they are the Crow and Raven.
The order of the keys is White, White, Black, White, Black as this is
the order of bird colours.
The crow comes to a stop quickly so must be key 2, as it is the first
key we get to and so must be played last as the crow is the last bird
in the clue.
This makes the Raven key 11 as it's the only black key left so key 11
must be played third.
The Raven is above the Dove so the Dove must be key 10 and be played
second.
Key 3 must be the Pelican as the Dove flies as far away as it could
and the only other key left is 8 which makes it the Swan. So 3 must
be played first and 8 must be played forth.

Pelican - 3
Dove - 10
Raven - 11
Swan - 8
Crow - 2


Now play the following keys 3,10,11,8,2. This gets you the silver
medallion. Phew that was tough.

Leave the room and go right and through doors at end. Go downstairs
and into the classroom to your right. Carry on to the next classroom
where you will find Handgun bullets. Leave to the corridor and turn
left and go straight until you see the double doors. Unlock them and
go through. The courtyard is through the doors to your right. Go use
the silver medallion on the clock tower. The time changes to 5:00.


UNLOCKING THE CLOCKTOWER
Items (0) - none

Go through the door you just entered through and turn left. Go down
the nearby steps to the basement. Enter the right hand door and press
the red button. Head back up to the clock tower and you can now go
through the door. Follow the route until you leave into another
courtyard (?!) where you will see a strange sign on the floor.


REACHING THE 2F
Items (14) - 2x First aid Kit, Rubber ball, Picture card, 5x Handgun
bullets, Shotgun, 2x Health drink, Ampoule, Shotgun shells

Now you're in the alternate school. There is a small part of the last
clue left to complete (the part about the prey). So you're going to
have to face a boss. It's in the basement where you heard the growl
after switching on the boiler (you may have guessed). But it's not a
straight forward route there as you will need to up and round before
going down. Let's go.

First job is to head through the double doors to your right. Once in
the corridor enter the door in front. Pick up the first aid kit and
handgun bullets then leave. Go into the room on your right which is
the storage room. There you will find a rubber ball (play catch?).
Leave and go left to the last door on your left. Inside immediately
turn right and get out of this room, it's full of roaches (on hard
mode).

Go through the door on you left and collect the picture card from the
large table. Check the card in your inventory to discover it has a
picture of a key - a 'key' card then. Go into the next classroom and
leave via the door at the far end. Collect health drink from nearby
bench and go back down the corridor to the double doors. Go through
and into the infirmary (first door on left). Inside you will find a
first aid kit and a health drink and notepad 5 still. Leave and go
into the next room for an ampoule found in the wheelchair.

---------------------------------------------------------------------
AMPOULES

Many people are confused about what this item actually does. It
recovers your health to the highest state when you first use it and
for a short period of time (about 3 minutes) will recover you slowly
from any injury you sustain after using it. After a short period of
time it will have no effect.
---------------------------------------------------------------------

The final room on this corridor contains handgun bullets and a door
like the one in the picture that was previously here. Check the door
and there is a slot. The card in your inventory has a picture of a
key and is used on this door.
Use the picture card on the door to unlock it and go through. Go into
the boys toilets to find the shotgun and a clue:

=====================================================================
Leonard Rhine
The Monster Lurks
=====================================================================

Leave and go into the girls toilets. The girls toilets warp you
between floors (more loading time as well) so when you leave your on
the 2F. Go into the boys toilets to find 2X handgun bullets and
shotgun shells. Leave and use the girls to warp back downstairs.
Enter the door after the boys toilets and go through to the next
room. In here you will find handgun bullets and take a phone call
(when you try to leave). Leave this room and go up the nearby stairs.


REACHING THE BASEMENT
Items (12) - 3x Health drink, 2x Handgun bullets, 3x Shotgun shells,
2x key, First aid kit, Ampoule

Head right to find health drink on the end of the bench. Go into the
classroom via the door on the other side of the corridor. Inside you
will find handgun bullets and the next room contains shotgun shells.
When you leave the second classroom go through the double doors in
front of you. Only the locker room can be accessed this time (far
door on right). Do what you did last time and you will have a key
when you leave.

The key is for the Library reserve room, so head over there now. You
will need to go back on yourself. Inside this room will be a First
aid kit. There is an open book on the shelf as well. It is the one
referred to in the boys toilets.

=====================================================================
Chapter 3:
'Manifestation of Delusions'
...Poltergeists are among these. Negative emotions, like fear, worry
or
stress manifest into external energy with physical effects.
Nightmares have, in some cases, been shown to trigger them.
However, such phenomena do not appear to happen to just anyone.
Although it is not clear why adolescents, especially girls, are prone
to such occurrences.
=====================================================================

 
Go into the library next door and pick up the Handgun bullets and
read the book which gives clues to how to kill the boss.

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

Leave this room and attempt to enter the door on your left. It is
locked.

There is only 1 place left to go now, the 3F. Head up there now. Once
there just go through the door and out onto the roof. In the top
right corner there is a drain with 2 holes. One of the holes has a
key in but you can't reach it, the other is empty. If you turn the
valve water will flow down the hole in the corner before it reaches
the key. If you use the rubber ball on the empty hole then the water
will flow past that hole and wash the key down the drain.

*Use the channelling stone here if you have it.*

You now need to collect the key from the drain in the courtyard which
is where the clock tower is. When you have the key check it in your
inventory. The tag says 2NW which stands for 2F North-West, but we
already found the locked door. Go back upstairs to the classroom and
use the key.

Leave this room and go into the next classroom and collect the health
drink. Now go out through the door at the far end. Turn right and get
the health drink from the nearby bench before going downstairs. Once
downstairs you can unlock the fence to your right, go through the
double doors and into the infirmary to save or straight down to fight
the boss. When downstairs go into the door on the left for 2X shotgun
shells and an ampoule. Leave and go into the room next door.

There are 2 valves that need to be turned until a gap appears in the
turning gates.
Turn the right valve left twice and left valve right once. It's just
trial and error for the answer. To figure it out yourself just turn
the valves until the path is clear and write down what you did. The
cancel all the lefts and rights out until you get the minimum amount
of turns needed. Once done go through the gap and you will be
transported down.


BOSS FIGHT 1 - THE GIANT LIZARD
Items (1) - Key

After the cut scene which shows the arrival of the giant lizard you
will need to equip your handgun and fire away until he starts to
split his head. At this point the music changes and the real fight
begins. Equip your shotgun and get some space between him and you.
Don't go near the outer walls, if it traps you - you're dead. Wait
for him to come up to you (you may stumble) and open his mouth, then
fire twice while walking back (the book in the library is the clue to
this). He dies at this point on easy mode but you will need to repeat
the process on normal and hard mode. You may need some practice, I
did.

After you win dark Silent Hill will return to the light version and
you will get a key after the cut scene and FMV 5.
*There is an adolescent girl in the cut scene as mentioned in the
book you read in the Library reserve. Perhaps she is making this
happen!*

Leave the boiler room and go up the stairs. After another cut scene
you know that your next destination is the church (marked on map). Go
through the double doors and over to the reception at the end of the
corridor and check the teachers list. Gordon's name is on the list as
is his address. His house is now marked on the map and you have his
house key......

*You can also visit his house on the way to the school in alternate
Silent Hill but you can only go into the garden and there's no real
reason to bother.*

*********************************************************************
                      SECTION 3 - OLD SILENT HILL CONT.
*********************************************************************


GET TO THE CHURCH
Items (5) - 3x Handgun bullets, 2x Health drink

Leave the school through the main entrance and go up the alley which
is more or less in front of you. Check your map and it leads to the
back of Gordon's house. The garage door has a dodgy paint job and
also his name is on a plaque. Inside the house you will find 2X
handgun bullets and notepad 6, leave through the front door. Turn
left and go up the street until you reach a chasm, the last house on
the other side of the road has a health drink on the door step. You
now need to go to the alley behind the houses opposite Gordon's
house. The last bench you pass on the way has a health drink on it.
Go all the way up the alley stopping about halfway to collect some
handgun bullets on the right. Turn right at the top and go straight
until you get to the church. (check map). The plaques either side of
the door say Balkan church.


IN THE CHURCH
Items (3) - Key, Flauros, Health drink

In the church you will be met by FMV 6 followed by a cut scene which
tells you that the hospital is your next stop, it's in the other part
of town though. Afterwards pick up the Flauros and the key from the
front then the health drink to the left. You can also save using
notepad 7.


DRAWBRIDGE
Items (6) - 2x Handgun bullets, 2x Shotgun shells, First aid kit,
Health drink

Leave the church and turn right. When you reach the garage (check
map) go inside and collect the handgun bullets and save if you wish
using notepad 8. If you have finished the game before you can pick up
the Gasoline.

*********************************************************************
Chainsaw Detour
Head out the garage and turn left, back past the church and right to
the end of the road where a chasm prevents you going any further. On
your left will be Cut-rite chainsaws where you can pick up the
chainsaw.
*********************************************************************

When you leave turn right and follow the wall all the way until you
see a truck with VOWO written on the side. Collect the handgun
bullets and shotgun shells from the corner and turn around. Follow
the chasm round until you find a low wall, follow the wall till you
find some steps. You can only go down a bit but there is a first aid
kit and shotgun shells down there.

When you have these items go back up and carry on the way you were
going until you see the control tower. The sign says 'Orridge bridge
Control room'.

*If you go in the lower section of the tower you can find the Rock
Drill after switching on your flashlight.*

Go up the steps and inside. Pick up the map and health
drink then use the key on the controls next to where the health drink
was. Save if you want using notepad 9. Leave when you have control
and go over the bridge.


*********************************************************************
                    SECTION 4 - CENTRAL SILENT HILL
*********************************************************************

GETTING TO THE HOSPITAL
Items (10) - 5x Handgun bullets, 3x Health drink, 2x shotgun shells

Once over the other side look at the map for a small purple block on
the bridge. Go there and get the Health drink. Cross back over and
find the steps on that side to find some Handgun bullets. Carry on
down that road until you get to the police station on the corner
(check map). Inside you will find 2X handgun bullets and shotgun
shells. Go through the door on the left as you enter to find shotgun
shells and handgun bullets as well as a memo and plot info on the
chalk board. You can save in here using notepad 10.

=====================================================================
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.
=====================================================================


=====================================================================
Product only available in selected areas of Silent Hill.
Raw product is White Claudia, a plant peculiar to the region.
Manufactured here?
Dealer = manufacturer?
=====================================================================

*Drug dealers and unexplained 'murders'?? Weird.*

Leave the station and go down the road in front of you towards the
hospital.

On the same road as the hospital, there is a small alley where you
will find handgun bullets and a health drink (check map, its next to
'L' in the word Hospital). Across the road is a cafe with a health
drink on one of the tables. Go to the hospital entering through the
metal gates. The sign says 'Alchemilla Hospital'. Enter through the
door on your right.

*********************************************************************
                        SECTION 5 - HOSPITAL
*********************************************************************


EXPLORE THE FIRST FLOOR
Items (5) - First aid kit, key, Health drink, Plastic bottle, Unknown
liquid

To your left is notepad 11 if you need it. Go round the corner to the
first door on the right. Inside you will see FMV 7 and a cut scene.
After the cut scene go through the door on the right and straight
through to the next room. You will be behind the desk that you passed
a while ago. Take the map and the First aid kit, then return to the
room where you saw the cut scene. Go through the door to the left and
you will be in a small room. There is a newspaper and an article has
been cut out. Something important? Leave this room through the other
door and you will find yourself in a corridor. There are lots of
rooms but only some are accessible. 

Go into the Doctor's office to your left and get the map. The door
leads to the conference room where you will find a key.

*********************************************************************
* Good+/Bad+ endings only.                                          
* Return to the corridor and go into the kitchen (double doors) and 
* pick up the plastic bottle from the back and a health drink from  
* one side. The next room along is the directors office. Inside is a
* smashed vial on the floor and the room has been wrecked. Use the  
* plastic bottle on the puddle to pick up the unknown liquid.       
*********************************************************************



Go to the last door on this side of the corridor which leads to the
basement.


SEARCH THE REST OF THE HOSPITAL
Items (0) - none

Go left to the generator room and active the generator. Now go to the
lift round the corner. Choose 2F. The door on the second floor is
locked. Go back in lift, choose 3F. This door is also locked. Go back
in lift and a new button has appeared, choose 4F. You see a cut scene
and everything changes before you take control again. You were shown
an antique shop, better go there next.

GETTING OUT OF THE HOSPITAL
Items (26) - 4X Plate, 2X Shotgun shells, Lighter, Alcohol, 6X health
drink, blood pack, 2X first aid kit, 3X handgun bullets, 3X key,
ampoule, video tape, Hammer

Go through the double doors and carry on to the end of the corridor
(hear the door lock behind you, creepy). Go through the double doors
and down the steps (again the door locks behind you).

On the 3F enter the double doors to find yourself in a corridor. Go
into the men's toilets for the Plate of turtle. Leave and go into
room 301 to find an empty birdcage - might be useful later on.
In room 302 you will find shotgun shells and notepad 12 as well as a
VCR which might be useful later on. In room 304 you will find a
health drink and see a steel plate screwed to the wall. Even more to
remember for later!

Go into the next half of the corridor via the double door or linen
room. Enter the storage room to find a Blood pack, First aid kit and
handgun bullets. Leave and enter room 306 to find the plate of cat.
Leave the room and go through the double doors at the end of the
corridor. Use the lift to go to 2F. The door is locked so go back in
the lift and go to 1F.

Go forward and search the broken vending machine to find 3 health
drinks. Enter the directors office to find the plate of Queen and
notepad 13. Leave and enter the Kitchen to find a health drink. Go to
the office to find some handgun bullets. Leave and go to the medicine
room. Check the door to see that it is locked but there is a noise on
the other side. Return to the corridor and go through the double
doors and up the stairs to 2F.

Go through the double doors to arrive in a corridor. Enter room 201
to find a lighter. Go to room 204 where you will find some tentacles
coming out of the wall. They are stopping you from reaching the plate
on the wall. The tentacles seem to like the blood on the floor so use
you blood pack to distract the tentacles while you get the plate.
Leave the room and turn left to have a look at the plate on the wall.
Now go to the Nurse Centre.

Inside check the message on the wall:

=====================================================================
Clouds flowing over a hill.
Sky on a sunny day.
Tangerines that are bitter.
Lucky four-leaf-clover.
Violets in the garden.
Dandelions along a path.
Unavoidable sleeping time.
Liquid flowing from a slashed wrist.
=====================================================================

Now check the door. There are 4 squares and 4 empty slots. You have 4
square plates but you must figure out the order. The riddle is a
colour riddle so assign each line a colour and put the plates in that
order.

White - clouds are white
Blue - sky is blue
Orange - tangerines are orange
Green - clover is green
Violet - violets are violet (really they are)
Yellow - Dandelions are yellow
Black - Sleep at night, night sky is black
Red - blood is red

Take out the colours already present and the order starting top right
is : Blue, Green, Yellow, Red.

The door is now unlocked so go through. Enter the operating prep room
and go through to the operating room to pick up the Basement
storeroom key. Now return to the corridor. Enter the intensive care
unit to find the disinfecting alcohol. Leave the room and go to room
206 to find a first aid kit. Exit and go through the nearby double
doors and down the lift to the basement.

Enter the morgue and search the last 2 beds for a health drink and an
ampoule. Now leave and enter the storeroom. Inside there are handgun
bullets and shotgun shells. Check the scratches on the floor next to
the cupboard to find that the cupboard has been pushed along. Go to
the other side and push it back (over the scratches) to reveal a
door. Enter the door.

Check the grate to discover that it is covered in vines. They look
very dry but when you use the lighter on them the fire goes out
straight away. But if you use the alcohol first the fire is a lot
more intense and burns the vines away. Go down the revealed stairs.

Go straight on and through the door at the end. In the next corridor
only the door on the left can be opened. Go through to another
corridor. The first door on the left is empty but there is a smashing
sound when you go in. The first door on the right has a videotape in.

Only the last door on the left is unlocked so go there and watch the
cut scene. There is also a key and a picture of a girl named Alessa
who is the girl that you've seen a few times before. Return to the
first floor basement corridor. Go to the generator room to find the
hammer. Use the lift to go to floor 3F. Check the map to see that the
VCR is in room 302 so that's where we're heading. After watching the
video head down to the first floor via the lift as that is where the
examination room is and we have a key for it.

Once on 1F head for the examination room using your key to unlock the
door. Inside you will see FMV 8 and a cut scene. After the cut scene
take the key left for you. Leave the room to go into the waiting
room. Check the phones and phonebooks to find the position of the
antique shop (now labelled on map) and leave the hospital through the
main entrance.

*********************************************************************
                 SECTION 6 - CENTRAL SILENT HILL CONT.
*********************************************************************

FINDING ANTIQUE SHOP
Items (1) - Axe

There is nothing to collect on the way to the antique shop so just
head straight there. Inside the antique shop is notepad 14 and a
cabinet that appears to have been moved. Move it out of the way to
reveal a secret entrance before another cut scene starts.
When you have control run down the tunnel and through another hole to
find an alter. This is the 'other church' that Dahlia was talking
about. Check the chalice at the front of the altar to discover some
white powder which has been left behind. Collect the axe from the
wall and try to leave. After the cut scene you find yourself in the
alternate world.

HEAD FOR THE HOSPITAL
Items (3) - First aid kit, 2X rifle shells

Leave the antique shop and turn left and run down the street, the
camera will switch to guide you into the Silent Hill Town centre.
Inside try to go up the escalator to trigger a cut scene and FMV 9.
Watch it then go up the escalator.

*If you hang around for a while watching the screens then the
familiar circle pattern that was in the alternate school courtyard
will appear as well as some which you will recognize later on.*

Upstairs head forward and left to enter the wooden door into a
jewellery store. Pick up the first aid kit and 2X rifle shells and
save if you wish using notepad 15. Leave and turn left, run until the
floor collapses and then watch the cut scene which will introduce the
next boss.


BOSS FIGHT 2 - LARVA
Items (1) - Hunting Rifle

Stay where you are until you know where it will rise then move out of
its way, turn and shoot. Using the shotgun you should finish it off
in about 6 shots. An easy boss, but its not dead yet. When the boss
is defeated collect the Hunting rifle from the outskirts of the
fighting area and then go through the exit that the LARVA makes for
you.


HEAD FOR THE HOSPITAL (AGAIN)
Items (2) - Rifle shells, Handgun bullets

Outside turn right and run along the mesh floor until you can go
right. At this point go along all the way to the police station.
There is nothing to collect or do so just run for your life. The
police station doors are invitingly slightly open so go in and pick
up the Rifle shells and handgun bullets. Now leave and sprint in an
almost straight line to the hospital. Once inside go round the corner
and into the room on your left. Watch the cut scene. When you regain
control, leave the hospital.

*Use the channelling stone here if you have it.*

Go out the gate and across the street to the post office (it's the
only place you can go). Go up the stairs and watch the cut scene.

BOSS FIGHT 3 - THE MOTH
Items (0) - none

Equip your Hunting Rifle and start firing away checking your health
after each stab with the tail. You could also use the shotgun but
after the previous 2 boss fights and any other times you used the
shotgun, you may not have many left. The shotgun is best to use if
you have any as you can move and shoot at the same time. When the
enemy is dead watch the cut scene and everything will return to
normal.

REACHING THE SEWERS
Items (0) - None

From the roof of the post office, head for the drawbridge. Run across
the bridge and you are taken straight to the waterworks entrance. The
sign says 'Reservoir. Authorized Personnel only'. The gate is locked
but the padlock is rusty and if it is hit hard it might break. Use
any weapon (even the knife eventually breaks it) to break the lock.
Aim and action as though shooting to break the lock.


*********************************************************************
                         SECTION 7 - SEWER 1
*********************************************************************

GETTING THROUGH SEWERS
Items (6) - Rifle shells, Handgun bullets, Shotgun shells, Health
drink, Key, First aid kit.

From the start turn right and down the tunnel. At the end turn left
and follow the wall to the end to find some Rifle shells. Turn around
and start to go back then across to the other side of the water at
the first opportunity. Turn left and head to the end where you will
find Handgun bullets, Shotgun shells and a health drink. Now turn
around and go straight forward until the path on this side stops.
Cross over to the other side at this point. Carry on in the direction
you were going and cross back over to the other side at the first
opportunity.
Carry on going forward until you reach a gate. Go through and follow
the only route around to the office where you will find a key and a
map as well as notepad 16.

Go through the gate and follow the path to unlock the next gate. Go
through the gate and straight on until the path comes to an end.
Cross over at this point and carry on going forward. Cross back over
as soon as you can and then go back in the direction you came and
round the corner. Carry straight on until you reach a big fence. The
gate at one side can be unlocked with the key that you have. Go
straight on and follow the wall around to the dead end to find a
first aid kit. Go back on yourself and across the water to find the
ladder.

GETTING THROUGH SEWERS PART 2
Items (4) - First aid kit, Health drink, Handgun bullets, Key

From the start collect the first aid kit from your left. Check your
map, you need to go down the long thin tunnel that goes across the
map. At the end of the tunnel carry on going forward until you reach
a wall. You will find a Health drink and handgun bullets here. Check
your map again, you need to go downwards. At the end of the tunnel
turn left. The gate is locked so turn around and go the other way.
If you check your map you will notice 3 fences in a row. To avoid
being hurt you should learn where the gates are so you can go
straight through. The first gate is on the right, so is the second
but you will need to crossover and back again due to a missing
walkway and the last gate is on the left.

At the end check the blood pool to find a key. A cut scene will then
make you want to leave, quickly. Turn around and run for the gate.
The first is now on the right, the second is on the left and so is
the third but you will need to cross over when you see a big white 2
on the wall. The last gate is also on the left and can now be
unlocked. Go up the nearby ladder saving at notepad 17 first if you
need to.


*********************************************************************
                        SECTION 8 - RESORT AREA
*********************************************************************

*If you want the bad ending, bad+ ending or UFO ending then skip the
Good/Good+ only section below.*

*********************************************************************
* Good/Good+ endings only.
* RESORT AREA
* Items (17) - First aid kit, 3X rifle shells, handgun bullets, 3X
* key, receipt, 6X health drink, magnet, shotgun shells
*
* Hmm, Cheryl went over the lake so she must be around here          
* somewhere...
* Go straight forward to find a map and then check the ruins next to
* where you started to find a first aid kit, rifle shells and handgun
* bullets. Head for Annie's bar as it's the closest labelled building
* on the map. Inside you will see a cut scene look around near the  
* dead monster for a key and a receipt. Check the receipt to discover
* it has a code on it - 0473. Remember it for later. Also in the bar
* are 2 health drinks and notepad 18.
*
* Leave the bar and head for the Indian runner as that is where the
* receipt is from. There is a padlock on the door with a four digit
* code. Try the one from the receipt and bingo, the door unlocks.
* Inside you will find Rifle shells and a health drink on the counter
* and a key in the drawer. Use the key on the safe and you will find
* some drugs inside.
*
* *More drugs stuff.*
*
*Check the memo 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
* ===================================================================
*
* Another code to remember. Also check the photo next to the memo,
* 'Normans Grand Opening' of a motel and there's a motel on the map.
* We'll go there next. Last thing to do here is check the diary on      
* the counter:
*
* ===================================================================
* 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.
* ===================================================================
*
* *More drugs and mystery goings on. Perhaps the Indian runner owner
* also died of a mysterious heart attack.*
*
* Now leave the Indian runner and head towards the motel. When you
* get there go around to the back door (we have the code you see).
* The back door is on weaver ST. Enter the code from the memo (0886)
* to unlock the door. Inside you will find a magnet and a newspaper
* that is the same as the one in the hospital but the article isn't
* missing this time.
*
* ===================================================================
* Investigation stalled.
* 'PTV' dealers still at large.
*
* Suspicious deaths continue.
* Like the anti-drug mayor,
* A narcotics officer dies of
* A sudden heart failure of
* Unknown origin.
* ===================================================================
*
* *The officer is probably Officer Gucci who we read about in the
* police station*
*
* There's also a diary on the small desk:
*
*
* ===================================================================
* September 10
* Took package.
* Told to sit on it awhile.
* Don't want to get involved, but can't disobey...
* He's probably linked to death of the mayor and others.
* ===================================================================
*
* Now go through the door to the left as if you had just entered.
* Inside you will see a motorcycle, check it to discover that the
* dust has been wiped away around the gas tank cap. Is there
* something in the gas tank? Search the rest of the room for shotgun
* shells and a health drink. Leave the garage and head through the
* open door.
*
* In the reception is notepad 19. Unlock the door on the other side
* of the room and go outside.
*
* *Use the channelling stone here if you have it.*
*
* The motel rooms are here and if you check the key that Kaufmann
* dropped earlier, you will find it is No.3. Go to room 3 and use the
* key.
*
* Inside you will find a health drink in the bathroom and a cabinet
* that looks out of place (it covers part of a poster). Move the
* cabinet to reveal a small hole containing a key. You can't get to
* it using your hands so you have to use the magnet on a string. This
* gets you the motorcycle key.
* Now go back to the motorcycle and use the key on it and then watch
* the cut scene. If you looked at the drugs in the safe then Harry
* will comment on Kaufmanns probable involvement with the drug
* racketing.
*
* Apparently that was a waste of time, let's carry on looking for
* Cheryl. Check your map to find the next likely building to be
* explored, the garages. Head over there right now, checking the
* broken steps on the left (like on the drawbridge) and you will find
* Rifle shells and a health drink. About halfway along Sandford St.
* the world will change to the dark alternate world.
*********************************************************************

For all endings follow the guide below.

ALTERNATE RESORT AREA
Items (6) - Shotgun shells, 2X health drink, Handgun bullets, Rifle
shells, First aid kit

Check your map to see that there is an alley just to your right.
Silent Hill often has items in alleys so check there to find shotgun
shells and a health drink. All nearby buildings cannot be entered so
go to the lighthouse, which looks like the next important place.

On your way to the lighthouse you will find a boat. On the boat you
will meet Cybil and Dahlia. After all the talk search around for
Handgun bullets, rifle shells and a health drink. You will also find
notepad 20 in here.

*Use channelling stone here if you have it.*

Leave through the door to the right of the steering wheel to find
yourself outside.

Go over the plank and up the steps, straight on until you see more
steps to go down. Go over the 3 planks and through the gate when you
reach the land again. From here go straight on to the chasm to find a
First aid kit, then go back and go up the stairs that you passed. You
are now at the T-junction so check your map so that you are facing
the lighthouse and run in that direction. You will need to go down
some steps and up some steps before you reach the lighthouse.

Inside just go straight up the stairs to watch a cut scene and save
if you want using notepad 21.

*Use channelling stone here if you have it.*
*UFO ending is seen here.*

You now need to return to the boat to see if Cybil had any luck. The
game will take you there after you leave the lighthouse and run
forward a little.

After the cut scene you will discover that you need to be at the
amusement park. Check your map and a small arrow has appeared, go to
it now. When you arrive you will discover it is another sewer
entrance. Go down.

*********************************************************************
                SECTION 9 - SEWER 2 AND AMUSEMENT PARK
*********************************************************************

SEWER 2
Items (3) - 2X health drink, handgun bullets

Watch FMV 10 before you can take control then collect the map from
the wall. Go down the tunnel until you can go right. Go along this
tunnel and carry on going forward until you reach a wall. Here you
will find a health drink. Turn around to face the tunnel you just ran
down the go right and to the dead end where you will find a health
drink and handgun bullets. There is now nothing to collect in the
sewer and the route is simple so head for the ladder on the left of
the map to exit the sewers.


FIND CYBIL
Items (0) - none

I hate this bit because there's no map and no obvious route. Oh well,
follow my directions best you can and have a look at my poorly drawn
map for guidance. If this fails just run around at random until you
find the carousel.
From the start go right as much as you can (you will have to go
around holes) and you will find a working ride (you can also hear it
so head for the noise when you can). When you find the ride go left
to find a big yellow stall containing notepad 22. From hear go down
and right until you find a carousel. Go up the steps and watch FMV
11.

The map below has no scale or anything like that, it just represents
the general direction that you need to go.



                                     MAP


                                     Yellow stall----
                                     1              1
                                     1              1
                                  ----              ---------Carousel
                                  l                
                                  l                
                      -------Working ride           
                     l                             
                   ---                         
                   l
               Start



BOSS FIGHT 4 - CYBIL
Items (0) - none

*********************************************************************
* Good+/Bad+ ending.
* Cybil has a gun with 10 bullets. You must tempt Cybil to shoot at
* you by stopping near her then moving out of the way when she shoots
* at you. After the bullets are all gone Cybil will throw the gun
* away.
* This is your cue to either shoot Cybil (not for the best ending) or
* to use the unknown liquid on her (get best ending).
*
* Of course you can just use the liquid straight away by just running
* straight at her and using it but this is risky especially on Hard
* where 1 bullet kills you. To use the unknown liquid, you must be
* right next to Cybil. On hard level if you have your health in the
* bright green stage then you can survive being shot.
*********************************************************************

*********************************************************************
* Good/Bad ending.
* If you are killing Cybil then you can use her wheelchair to your
* advantage by hiding one side of it so the Cybil has to go around it
* to get you. This means you can shoot her more times before having
* to run away so the fight is over quicker.
*
* After the fight watch the long cut scene which introduces many plot
* twists.
* If you kill Cybil by shooting her you will get to see FMV 12.
*********************************************************************


*********************************************************************
                      SECTION 10 - NOWHERE
*********************************************************************

*There is no map for this section but thanks to David Newton a.k.a.
Wong Chung Bang you can follow the link below to see a custom map.*
http://www.geocities.com/harrymas0n/NOWHERE.gif

NOWHERE
Items (24) - 3X Handgun bullets, Shotgun shells, first aid kit,
screwdriver, pliers, 6X Key, stone of time, Amulet, crest, rifle
shells, ring, camera, 2X health drink, dagger, ankh, disk

Watch FMV 13 and the cut scene. When you have control use notepad 23
then go through the only door you can and down the elevator. If you
run around the corner you will get to see a ghostly image of Alessa.
From the elevator go into the first room on your right. Inside you
will see a birdcage like before but this time there is a key inside.
Remember it for later and pick up the handgun bullets from the bed.
Leave the room and go into the on opposite.

In here is a faucet (a tap if your English) with a key stuck inside.
Can't get it out using your hands so you'll have to remember it for
later. Leave the room and check the next door along the corridor. The
word PHALEG is carved on it. You'll need the PHALEG key then.

Try the next door along which is like the antique shop. Inside is a
clock with a square hole in the centre and a key for one of the
hands. You can't get the key yet. Search the room for shotgun shells,
a first aid kit and notepad 24. Leave and try the next door along
which is simply locked. The next door is also locked and has the word
OPHIEL carved on it. Another key to look out for.

The next door leads to some steps. Down these steps is a classroom.
Check the desk in the centre to find some abuse. Go through the
classroom and exit via the other door to find a dark room containing
a screwdriver and pliers.

Go back upstairs and to the room with the faucet (round the corner on
its own). Inside use the pliers to pull the key from the faucet. You
now have the key of OPHIEL. Use this key on the door that says OPHIEL
on it.

Through this door you will find another corridor. The doors to your
right are locked, one of which cannot be opened. The other has a
slate next to it entitled the 'The grim reaper's list'. Remember it
for later. The double doors to your left cannot be opened so go into
the next door along.

Inside you will see 4 pictures on the wall with numbers below them
and 3 pictures at the end where you have to enter a number. Check the
4 pics on the wall:

Pisces = 0
Taurus = 4
Libra = 2
Cancer = 10

To solve this you need to ask yourself, what has a bull got that a
shark hasn't. It is obviously legs. But if you look at the other
pictures then the legs don't correspond to the number so you must
also include arms to make the pattern work.

Using this the puzzle is simple, from left to right enter - 6, 4, 8.
You must press cancel after entering a number to return to the game.
Now collect the stone of time. Check the stone in your inventory to
discover it has a clock-face on it and if you remember the clock had
a square hole in it.

Leave the room and try the rest of the doors in the corridor, none of
them can be opened. Look at the slate at the end of the corridor:

=====================================================================
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!
=====================================================================

Hmmm another plate about the grim reaper's list. Go back to the first
one (around the corner) and look at it again. The are 5 names with
numbers next to them. The last plate talked about age so if we assume
the numbers are ages and put them in order:

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

After writing them down you may notice that the first letters spell
ALERT. Enter this in as the password and the door will unlock.
Go straight through this room to the next room and take the Amulet
from the wall.

Leave the room and watch FMV 14 followed by a cut scene. When you
take control you will be outside the room. If you re-enter you can
read Lisa's diary:

=====================================================================
Ask Doctor to let me quit being in charge of that patient.
Its 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...
=====================================================================

*So Lisa was in on the drug thing as well!*

After reading the diary, leave the room and enter the second door on
the left. You will be back in the first corridor. Enter the second
door on the left again and use the stone of time on the clock. This
will get you the key of HAGITH. We haven't found this door yet but if
you leave the room, turn right and go to the end then you will find
it.

In the new room you will find an elevator. Go to floor 2 and through
the double doors. The first 2 doors in this corridor are locked. The
third leads to a Jewellery store again. Inside you will find a crest,
rifle shells and a ring. Leave the room and try the next door, it
cannot be opened nor can the door opposite so go through the double
doors at the end.

The first 2 doors are locked. The third is unlocked when you try it
and, like the girls toilets in the school, acts as a lift between
floors 1 and 2. You will need it later. The door at the very end of
this side can also be opened. Inside is the steel plate that you saw
in the hospital. Again it is screwed to the wall but this time you
have a screwdriver. Behind the steel plate is a key that you cannot
take because it is electrified. Remember where it is and leave the
room.

Only door on the other side of the corridor can also be entered.
Inside you will find a camera and handgun bullets. Check the camera
to find that it has a flash. Leave the room and return to the lift
(just keep going through the double doors at the end). In the lift
choose 3.

The lift goes straight to a room on this floor. The room has an alter
like the one seen before and 2 paintings hanging either side. Check
the paintings. One is titled 'The light illuminating the darkness'
and the other is titled 'The light to the future'. There is an
emphasis on light here and you and you just picked up a camera with
flash so try that. After the light flashes on the pictures patterns
appear. Now check the doors on each side. There are 3 blocks of
buttons and 3 patterns on the paintings. Copy the pattern on each
side to the doors to unlock them:

(from elevator)

Left Door:                         Right Door:

            * * *                               * * *
            * * .                               * . *
            * . .                               * . *

        . . *   * . *                       . * .   * . .
        . . *   * * .                       * * *   * * .
        * * *   * * *                       . * .   * * *

The room on the right (as you enter from lift) contains a health
drink and a Botanical book that you cannot read yet. I don't know how
to read this book but this is what it says:
=====================================================================
There's a place mark in the book . . .

WHITE CLAUDIA.

Perennial herb found near water.
Reaches height of 10 to 15 in.
Oblong leaves, white blossoms.

Seeds contain hallucinogen.
Ancient records show it was
used for religious ceremonies.
The hallucinogenic effect
was key.
=====================================================================
(Thanks to AdamDisgust for telling me this.)

There is also a newspaper cut-out book on the desk that can be read,
although I'm not sure about the criteria for reading it.
The first part is the article that was missing from the paper in the
hospital:
=====================================================================
Investigation stalled.
'PTV' dealers still at large.

Suspicious deaths continue.
Like the anti-drug mayor,
A narcotics officer dies of
A sudden heart failure of
Unknown origin.
=====================================================================

The second part says:
=====================================================================
Fire broke out in town.
6 homes destroyed.

Charred body
Of Alessa Gillespie (7)
Found in aftermath.

Cause of fire currently under
Investigation.

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

Investigations show source
As basement of Gillespie home.
Blaze now believed caused by
Malfunction of antiquated
Boiler.
=====================================================================
The fire is the same day that Cheryl was found. Coincidence?

The other room contains the birdcage key. Use the lift to return to
the first floor. Once there go through the double doors and all the
way around to the last room on the left. Use the key on the bird cage
to get the Key of PHALEG.

Leave the room and go to the first door on your right. You will now
find yourself in the basement of the hospital. The first door on the
right is the kitchen. There is a dagger in the refrigerator but if
you take it you are attacked and die. To stop this from happening you
must first use the ring to complete the chain. You will then hear the
tentacles trying to get out but you live and keep the dagger.

*I suppose the ring of contract sort of implies a bond or link but
this one is a bit cryptic.*

Leave the room and try the door opposite. You need the BETHOR key
first. Try the next door along on that side. Inside you will see a
cut scene and find an ankh. Leave the room and enter the door
opposite. Inside you will find a health drink, handgun bullets and
the key of BETHOR (inside the Jelly beans bag). Go through the double
doors and you will find a VCR. Since you still have the video tape
you can watch it again and it is now clearer.

Leave and go back to the corridor. Try the next door along on this
side and you will be in a bedroom. Check the door at the back to
receive a message:

=====================================================================
Thou possess them
To guard thy spirit
Evoke five rites
Unveil thy fate
=====================================================================

5 rites and 5 differently shaped holes. Put in the amulet, crest,
ankh and dagger. Only one more needed now. Leave the room and try the
door opposite. You need the key of ARATRON. Go back down the corridor
to the door with BETHOR carved on it and use the key of BETHOR.
Inside is a generator that you can switch off. This does 2 things
1 - allows you to get the key that was electrified,
2 - Stops the lifts from working.

Since the key is on 2F this is a problem and this is where that magic
door that goes from 1F to 2F is useful. Exit to the corridor and exit
the corridor via the door at the end. Now go through the double doors
(second on right) and you will be on 2F. The key is in the room at
the end on your left.

Collect the key and go back to the double doors and back down to 1F.
Go back through the door of PHALEG (second on left) and you will be
back in the dark corridor. Go to the third door on your right and
unlock it. Inside you will see a cut scene. Afterwards pick up the
disk from next to the picture and leave. Go through the door opposite
and use the disk on the door at the back to unlock it. You are now
about to fight the last boss so save if you want to using notepad 25
and enter the door. You will see a cut scene before being able to go
down the stairs. Here you will watch a long cut scene which will
explain more of the plot before your left to fight the final boss.

BOSS FIGHT 5 - GR. Winged Demon (If Kaufmann is in previous cut
Scene, good+/good ending.)
Items - none

Equip your Rifle and shoot constantly until it is dead. On Hard mode
you will have to heal almost every time you're hit. On lower levels
you can take a few hits before being in danger of dying. If you
haven't got much health left then you will have to shoot 4 times and
then run around and try to avoid the lightning. If all else fails try
lying down (it works for Cybil) or just standing there scared (works
for Kaufmann). This boss is also known as Samael.

ALTERNATE BOSS FIGHT 5 - ALESSA (If Kaufmann isn't in previous cut
Scene, bad+/bad ending.)
Items - none

This boss is the same as the one above except she stays on the floor.
This makes it harder for you to avoid her (less area left for you to
run in) but this is compensated for by her being easier to kill.

After the boss is defeated watch the cut scenes that will vary
depending on how you played the rest of the game.


CREDITS
Different music is played depending on your ending but only the bad
ending has any lyrics.

EXTRA SCENE
FMV 15/16/17/18 or a cut scene depending on your ending.

BLOOPERS (FMV 19)
Cool cock ups and messing about by the entire cast which makes them
more life-like.

RANKING
You will have collected 204 items and have got the good+ ending. The
items in the background are what you have earned. (see secrets for
more info). See the section on ranking for more info.

GAME COMPLETETION SAVE
You will be able to save your completed game as a next fear game
(gold writing). You will start in the cafe from now on. The
difficulty level will also increase now (unless you were already on
Hard).


===========
08. ENDINGS
===========

There are 5 possible endings to Silent Hill depending on the actions
you take while playing the game.

Good+......Save Kaufmann in the bar then get the red liquid from the
motorcycle. Also use the unknown liquid on Cybil at the amusement
park. After the credits Harry and Cybil hold the baby and the
impression is that they will live happily ever after (maybe). This
also unlocks the alternate intro. (see secrets)

Good....... Save Kaufmann in the bar then get the red liquid from the
motorcycle. Kill Cybil at the amusement park.
After the credits Harry is running through the streets carrying the
child. He stops and looks around confused.

Bad+........Don't bother with Kaufmann or the red liquid from the
motor cycle but do save Cybil at the amusement park.
After the credits roll Cybil will snap (actually slap) you out of
your sobbing and tell you to go.

Bad........ Don't bother with Kaufmann or the red liquid from the
motor cycle and kill Cybil at the amusement park.
You get to hear the lyrics to the end tune (Esperandote) and see
Harry dead in his jeep after the credits.

UFO.......Use the channelling stone in 5 places, the 5th time you are
shot and abducted by aliens. The 5 places are:
1 Roof of the alternate school
2 Outside hospital just before moth fight
3 Motel car-park
4 Cabin of old boat
5 Top of lighthouse

You get to see a comic strip style ending followed by credits rolling
in a star wars style with strange music playing.































[Everything There Is To Know About Silent Hill]