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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.
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