===========================================================================
  ____   _   _       _____   _    _   _______   _    _   _   _       _
 / ___| | | | |     |  ___| | \  | | |__   __| | |  | | | | | |     | |
| |__   | | | |     | |___  |  \ | |    | |    | |  | | | | | |     | |
 \__ \  | | | |     |  ___| |   \| |    | |    | |__| | | | | |     | |
    \ | | | | |     | |     | |\   |    | |    |  __  | | | | |     | |
 ___/ | | | | |___  | |___  | | \  |    | |    | |  | | | | | |___  | |___
|____/  |_| |_____| |_____| |_|  \_|    |_|    |_|  |_| |_| |_____| |_____|

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

    ==---------------------------------------------------------------==
    ||                                                               ||
    ||     S I L E N T  H I L L  F A Q / W A L K T H R O U G H       ||
    ||    ------------------------------------------------------     ||
    ||         ©  C O P Y R I G H T  2 0 0 4 - 2 0 0 6               ||
    ||                  B Y  C O N Q U E R E R                       ||
    ||                                                               ||
    ||   This FAQ/Walkthrough is Copyright 2004-2006 by Andrew       ||
    ||   Haffenden, Conquerer. This FAQ may not be published on      ||
    ||   any website or in any magazine without written consent of   ||
    ||   the author. Otherwise, this FAQ is for Personal Use only    ||
    ||   This FAQ may not be altered or used by publishers and       ||
    ||   cannot be sold. This FAQ is ONLY allowed on the following   ||
    ||   web sites:                                                  ||
    ||                                                               ||
    ||                   - http://gamefaqs.com                       ||
    ||                   - http://faqs.ign.com                       ||
    ||                   - http://neoseeker.com                      ||
    ||                   - http://cheatcc.com                        ||
    ||                                                               ||
    ||   I'm only allowing this FAQ on these sites because I'm       ||
    ||   tired of sites with old versions of my FAQs, thus leading   ||
    ||   to tedious e-mails for things I've already answered in      ||
    ||   newer versions. Feel free to link to the FAQ list for       ||
    ||   this game, or to this FAQ from my site, but consult me      ||
    ||   first. If any part of this FAQ is found by anyone on a      ||
    ||   site or magazine without permission, please e-mail me,      ||
    ||   telling me the site name or magazine name and issue         ||
    ||   number.                                                     ||
    ||                                                               ||
    ||                                                               ||
    ||===============================================================||
    ||                                                               ||
    ||                                                               ||
    ||   Silent Hill is a trademark of Konami Computer               ||
    ||   Entertainment Tokyo. Konami is a registered trademark of    ||
    ||   Konami Co., Ltd. © 1999 Konami of America, Inc. All         ||
    ||   rights reserved.                                            ||
    ||                                                               ||
    ||                                                               ||
    ||====================---------=====---------====================||
    ||                                                               ||
    ||                          Silent Hill                          ||
    ||                                                               ||
    ||                     Developer: Konami                         ||
    ||                     Publisher: Konami                         ||
    ||                      Platform: PlayStation                    ||
    ||                         Genre: Adventure                      ||
    ||                        Origin: Japan                          ||
    ||             Number of Players: 1                              ||
    ||                 Released Date: 02/24/99                       ||
    ||                   ESRB Rating: M for Mature                   ||
    ||                                                               ||
    ||                                                               ||
    ||===============================================================||
    ||              S P O I L E R  F O R E W A R N I N G             ||
    ||                                                               ||
    ||   This FAQ contains many spoilers that may ruin your game     ||
    ||   experience. Read on at your own risk.                       ||
    ||                                                               ||
    ||                                                               ||
    ||====================---------=====---------====================||
    ||                                                               ||
    ||                    E - M A I L  P O L I C Y                   ||
    ||                                                               ||
    ||    READ THE FREQUENTLY ASKED QUESTION SECTION FIRST BEFORE    ||
    ||                          EMAILING ME                          ||
    ||                                                               ||
    ||   I will accept e-mails from people asking questions or       ||
    ||   making comments on the game or walkthrough. If you expect   ||
    ||   me to read your e-mail, please, put "Silent Hill" or        ||
    ||   "SH1" in the subject or it may be deleted. E-mail           ||
    ||   responses will usually take place in a day or less from     ||
    ||   the day the e-mail was received. If not, I may be on        ||
    ||   vacation or I deleted the e-mail because it didn't have a   ||
    ||   relevant subject line. But if you haven't read the          ||
    ||   section you're stuck on and you think you are special and   ||
    ||   you e-mail me before you check it, you are not special      ||
    ||   and you can read that part yourself.                        ||
    ||                                                               ||
    ||   [E-mail:] Conquerer13@hotmail.com                           ||
    ||                                                               ||
    ||                                                               ||
    ||====================---------=====---------====================||
    ||                                                               ||
    ||            W A N T  T O  R A T E  T H I S  F A Q ?            ||
    ||                                                               ||
    ||   If you feel this FAQ has helped you in any way and you      ||
    ||   want to thank me, please, all I ask is for you to give my   ||
    ||   FAQ a good rating wherever acceptable. But it's your        ||
    ||   decision, I am not forcing you.                             ||
    ==---------------------------------------------------------------==

            There are violent and disturbing images in this FAQ.

TABLE OF CONTENTS.................................................[SH1_00]
--------------------------------------------------------------------------
MAIN
1.   INTRODUCTION.................................................[SH1_01]
2.   UPDATES......................................................[SH1_02]
3.   FAQS.........................................................[SH1_03]
4.   PROLOGUE.....................................................[SH1_04]
5.   CHARACTERS...................................................[SH1_05]
6.   ENEMIES......................................................[SH1_06]
7.   WEAPONS AND SUPPLIES.........................................[SH1_07]
8.   CONTROLS.....................................................[SH1_08]
9.   PLAYING THE GAME.............................................[SH1_09]
10.  DIFFICULTY SETTINGS..........................................[SH1_10]
11.  WALKTHROUGH..................................................[SH1_11]
12.  SPEED WALKTHROUGH............................................[SH1_12]
13.  ENDINGS......................................................[SH1_13]
14.  RANKING......................................................[SH1_14]
15.  ITEM LIST....................................................[SH1_15]
16.  EXTRAS.......................................................[SH1_16]
17.  SAVE POINT LOCATIONS.........................................[SH1_17]
18.  MEMOS........................................................[SH1_18]

MISCELLANEOUS
19.  COOL AND SCARY THINGS........................................[SH1_19]
20.  MY PERSONAL REVIEW...........................................[SH1_20]

CONCLUSION
21.  CREDITS......................................................[SH1_21]
--------------------------------------------------------------------------

SEARCH - Press Ctrl + F for the Search menu to pop up. Copy the code from
the Table of Contents for the section you would like to go to, then click
"Find Next". The first use of the code will be found in the Table of
Contents, so click "Find Next" again to go to the matching code at the
beginning of the selected section. The above description is for Internet
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Example: If you would like to go to the FAQS section, take the code from
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Contents to the actual section.

--------------------------------------------------------------------------
==========================================================================
                               M A I N
==========================================================================
==========================================================================
1.                      I N T R O D U C T I O N
==========================================================================
--------------------------------------------------------------------------
INTRODUCTION......................................................[SH1_01]

Welcome to my Silent Hill FAQ/Walkthrough! Although this FAQ was first
submitted seven years after the original release of the game, it has
always been in my mind. It was actually started in 2003, but it went aside
and since then it has been completely rewritten.

I've truly had a lot of fun making this FAQ and I feel everything a player
should want to know is within (or at least will be when the FAQ is
compelte) this document. I hope you enjoy this FAQ because I had a great
time making it and it's nice that it has finally been submitted for public
view after all this time. If you have any relevant questions to this FAQ
or the game, feel free to email me.

 - Conquerer

--------------------------------------------------------------------------
==========================================================================
2.                           U P D A T E S
==========================================================================
--------------------------------------------------------------------------
UPDATES...........................................................[SH1_02]

Most Recent Updates:

[01/10/06] - 293 KB
First submitted. Far from complete but the essentials are complete. This
version has not been edited yet, so many typos and sentence structure
problems inhabit the FAQ.

--------------------------------------------------------------------------
==========================================================================
3.                            F A Q S
==========================================================================
--------------------------------------------------------------------------
FAQS..............................................................[SH1_03]

Frequently Asked Questions

Q: How many endings are in this game, and what are they?
A: Five. Good, Good+, Bad, Bad+, UFO.

Q: How do I get the UFO Ending?
A: In a Next Fear game, you must acquire the Channeling Stone from the
   Convenience Store at the northeast end of Bachman Road in Silent Hill.
   You must then use the stone in five specific places, which are
   outligned in the Endings sections.

Q: I found and Chainsaw and a Rock Drill but I can't pick them up because
   I can't find gasoline to power them. Where is some gasoline?
A: In a regular New Game, there is no gasoline and these weapons cannot be
   acquired. In a Next Fear game, however, the Gasoline Tank will be in
   Gas Station on Bloch Street in Old Silent Hill. Once you have it, you
   can pick up the Chainsaw or the Rock Drill, but only one of the two the
   first time. Next time in another Next Fear, you can power them both.

Q: I keep shooting the Split Head lizard but it won't die. What am I
   supposed to do?
A: The book, "The Hunter and the Lizard" explains what you must do very
   well. You cannot kill the lizard by plainly shooting it, and you must
   shoot into its open mouth to actually kill it. First, you must fight it
   a bit to piss it off, and then it will begin to open its jaw when it
   opens its jaws. Fire into it until the screen turns blurry.

If you have any questions regarding the game or this FAQ, feel free to
email me. This is an early version of the Frequently Asked Questions
section, and many, many more will be up in the near future.

--------------------------------------------------------------------------
==========================================================================
4.                          P R O L O G U E
==========================================================================
--------------------------------------------------------------------------
PROLOGUE..........................................................[SH1_04]

The town of Silent Hill is known to be a quiet resort town, but the
memories of a tragic fire seven years ago still haunts the town. Having
had his wife die of a disease four years ago, Harry is a single parent
with a seven year old daughter, Cheryl. Cheryl begs her father to go on a
vacation to the resort town of Silent Hill and Harry gives in. Due to car
troubles, they arrive in the outskirts of Silent Hill at night, following
the winding mountainside road.

Speeding alongside Harry's Jeep comes a motorcycle cop, taking a glance at
him, with Harry looking back, and then heading off in the distance.
Shortly after, Harry spots a ditched motorcycle, identical to the one that
just past him earlier, but no one is to be seen around it. Through the
dark fog lurking in the air, a shadow appears in the middle of the road
in front of Harry's Jeep. Reacting in panic, Harry quickly swerves out of
the way and off the road, resulting in a heavy accident with Harry losing
consciousness.

Waking up at the wheel of his wrecked Jeep some time after, it is daytime
and Cheryl is nowhere to be seen. The town is very quite, like a ghost
town, and is completely littered with fog. The fog is so incredibly thick
that Harry cannot see more than ten feet in front of him, and it is
snowing out of season. Something is clearly wrong, but Harry heads off
into the town to find his daughter.

--------------------------------------------------------------------------
==========================================================================
5.                        C H A R A C T E R S
==========================================================================
--------------------------------------------------------------------------
CHARACTERS........................................................[SH1_05]

-----------
Harry Mason
-----------
Age: 32
The main character in the game, Harry is a widowed writer with a seven
year old child. His wife died four years ago from a disease, leaving him
to take care of his now seven year old girl, Cheryl. Harry has brown hair
and brown eyes and seems to be a friendly guy. With just himself and his
daughter, Cheryl begged him to go on a vacation to the town of Silent
Hill and he agrees. Due to car problems, Harry arrives at the outskirts of
Silent Hill at nighttime. In the dark night, Harry spots a shadow in front
of his Jeep in the middle of the road and swerves to avoid it, resulting
in a bad wreck. After waking up, Cheryl is missing and it is daytime.

------------
Cheryl Mason
------------
Age: 7
The daughter of Harry Mason, Cheryl is a young girl of seven years of age.
She has brown hair and brown eyes and is a quiet little girl. After the
tragic loss of her mother at around the age of three, Cheryl was left
alone with her father. After begging Harry to go on a vacation to Silent
Hill for unknown specific reasons, Cheryl is missing after the car crash.

------------
Cybil Bennet
------------
Age: 28
Cybil is a police officer from Brahms, an adjacent town to Silent Hill,
and Harry's first acquintance with her is in the Cafe, after waking up.
Being a police officer, Cybil is awfully concerned about what happened to
Harry and why he's in Silent Hill, and also why the two of them together
are the only ones in Silent Hill. Cybil has blonde hair and green eyes and
is a generous person. The phones in the town and her radio are dead, so
she decides to leave the town for reinforcements, after handing her
Handgun to Harry for his protection.

----------------
Dahlia Gillespie
----------------
Age: 46
This crazy old woman is first found inside a church, supposedly ringing a
bell earlier to lure Harry to her. Dahlia has brown hair and blue eyes
and wears a lot of eye shadow. Her apperance is quite bizarre, and her
clothes are quite strange. In their frist acquaintance, Dahlia feeds Harry
crazy talk but mentions a girl, whom Harry obviously thinks to be Cheryl.
The woman does not talk for long and leaves after telling Harry to head to
the hospital. As told by Lisa, apparently Dahlia lost her child in a fire
and has been crazy ever since.

----------------
Michael Kaufmann
----------------
Age: 50
Harry first meets this man in the hospital, after a rather rough
introduction with Harry being shot at. Kaufmann has brown hair and blue
eyes, and is a Doctor who works at Alchemilla Hospital. Some relief for
Harry is that Kaufmann seems to be a normal person and is just as
concerned and in question about what's going on in the town, but that
doesn't help his situation with Cheryl. Doctor Kaufmann never finds enough
time to talk to Harry, although he's always wondering if Harry has found
anything new, and isn't a very polite man.

------------
Lisa Garland
------------
Age: 23
A Nurse who works at Alchemilla Hospital, Harry finds Lisa hiding under a
table and she stands up and hugs him in relief. Lisa has blonde hair with
green eyes and is a very caring and friendly person. Lisa tells Harry
that she woke up in the hospital the way it was, and that she was probably
knocked out. Lisa has a lot of knowledge of the town and is Harry's source
for a lot of information. Lisa feels very scared in the hospital, yet she
feels she can't leave.

----------------
Alessa Gillespie
----------------
Age: 14
A mysterious young girl, Alessa is the girl who stepped in front of
Harry's Jeep, causing the car crash that seems to have started this whole
mess. Later in the school, Harry spots this woman but she soon appears,
and Harry also has a few flashbacks and encounterings with her. Although
it is not certain, it is quite clear that Alessa may be involved in why
the town is currently the way it is.

--------------------------------------------------------------------------
==========================================================================
6.                            E N E M I E S
==========================================================================
--------------------------------------------------------------------------
ENEMIES...........................................................[SH1_06]

There are a total of 13 enemies listed in this section, which are the
whole bunch in the game, but only 12 of them are actually enemies and can
be attacked or attack you. Some enemies may be similar in terms of
appearance and attacks, and some enemies go through effects from the
transition to the otherworld.

------------
Air Screamer
------------
Location(s):
Old Silent Hill, Central Silent Hill, Silent Hill Resort Area.

Appearance:
A pyterodactyl looking bird, complete with wings. Has a pinkish-red colour
to its skin.

Strategy:
These dinosaur-type birds are found everywhere throughout the streets and
they are definitely one of the most annoying enemies in the game. Air
Screamers are heard coming towards you by the flapping of their wings, and
they will swoop down and try to smack you with their feet once they reach
you. When these creatures are in front of you and are about to pounce on
you with this attack from the front, just run to the left or right, out of
the way. If they're coming from behind, run windingly and the kick attack
should miss. It may take a while to master but always works if you do it
right. Air Screamers are very annoying creatures but are rarely truly
necessary to kill, because they are found in the open streets. But if you
must kill an Air Screamer, stop and face it as it swoops down towards you,
and shoot it with the Handgun until it falls to the ground.

Suggested Weapon(s):
The Handgun is the best weapon to use to kill these creatures, with its
quick rate of fire and moderate power. It should take around five shots to
bring the bird down to the ground. The Rifle is also a great weapon to use
because of its long range and power, but it isn't exactly necessary to use
the already scarce Rifle ammo.

-------
Groaner
-------
Location(s):
Old Silent Hill, Central Silent Hill, Silent Hill Resort Area.

Appearance:
A skinny dog patched all over with blood and gouges. Also has a bloody
mouth.

Strategy:
Groaners are simple to deal with but can catch you off guard quite easily.
When you encounter a Groaner dog, it will try to run up to you and jump at
you. Since these doggies are usually found in groups, it is important to
learn how to deal with multiple Groaners at the same time. Lure one away
from the other(s) and take it out individually. A few Handgun shots should
get the job done fairly easy, but the Steel Pipe is another great weapon
and is obviously better when conserving ammo. Most of the time you can
simply run past these creatures, and, although they will chase you, you
can outrun them.

Suggested Weapon(s):
If you have the ammo to spare, the Handgun does a spendid job. However,
melee weapons such as the Steel Pipe work great as well. Early in the
game, it's best not to even bother with the Knife, even if you have no
Handgun ammo -- just run.

-----------
Demon Child
-----------
Location(s):
Midwich Elementary School, Nightmare School, Lakeside Amusement Park.

Appearance:
A small, pale, deformed-looking child with a knife in its hand. Its head
is somewhat molded as part of its body, without a neck. Looks like a 
combination of a small child and E.T., except with a much smaller head.

Strategy:
These demons are not only deadly and disturbing, they move quite quickly
for their size. These creatures are only found in Midwich and are rather
abundant. Demon Children will walk towards you and dive at you with their
knives, pinning you down for a few seconds. This attack is very damaging
and fighting is always necessary, since it's very hard to run past these
little kids. The Handgun works very well in dealing with these Demon
Children and stops their movement for a brief moment after every other
shot. The Steel Pipe works very well if you learn how to use it properly.
Once a Demon Child is found, let it come towards you, and the second it
dives towards you to stab you, quickly jump back (Down + Square) and then
whack it -- repeat this until it is dead.

Suggested Weapon(s):
The Steel Pipe works great if you use the strategy above, but when dealing
with multiple enemies, things get quite difficult. Use the Handgun if you
have a lot of ammo or are fighting multiple Demon Children.

-------
Creeper
-------
Location(s):
Nightmare School, Alchemilla Hospital, Nightmare Hospital, Nightmare
Central Silent Hill.

Appearance:
A truly giant roach, yellow and red in colour, with many legs.

Strategy:
Creepers are mostly just annoying creatures and aren't much of a threat at
all. If you don't want to waste time killing these roaches, just run past
them. Most of the time, Creepers are found in groups, so killing them is
sometimes necessary. Their attack is running at Harry and biting his foot,
inflicting minimal damage. To kill these little buggers, all it takes is
1-2 Handgun shots.

Suggested Weapon(s):
Just run past Creepers if you can, but if you must, use the Handgun. It
should only take 1-2 bullets to kill them, followed up by a finishing
kick.

--------------
Larval Stalker
--------------
Location(s):
Nightmare School, Lakeside Amusement Park.

Appearance:
A small child-like apparition. Spotted by a small black shadow, stumbling
all over the ground like a recently newborn child. Disappear after a few
seconds.

Strategy:
These shadow figures never try to attack you and never pose a threat. They
are simply spotted in various areas stumbling on the ground, recognized by
their shadows and the sound of new shoes slipping on a glossy floor. Not
that there's a reason to ever attack these humanoids, it is not possible
to attack them or even have Harry target them.

Suggested Weapon(s):
These humanoids can never be touched and never bother you, so no weapon
can be or needs to be used.

------
Romper
------
Location(s):
Central Silent Hill, Nightmare Central Silent Hill, Silent Hill Resort
Area, Nightmare Silent Hill Resort Area.

Appearance:
Takes the form of an ape-like creature on all fours; apeman. Doesn't
specifically look like an ape but a man covered in dirty, stretched skin.

Strategy:
A very quick creature that is extremely hard to run away from. Rompers are
found standing still, but upon site of Harry will they start jumping  at
him to attack him. Rompers attack by jumping on Harry after chasing him
down, biting him afterwards. This attack inflicts moderate damage but is
extremely hard to avoid. However, Rompers are very simple to kill,
requiring 1-2 Shotgun shells.

Suggested Weapon(s):
Melee weapons are way too dangerous and the Handgun takes a bit long to
kill. The Shotgun works great if you have the ammo and one or two shots
will be sufficient to take a Romper down. The Handgun can work pretty well
as a substitute to the Shotgun, but Rompers may jump you before you take
off enough shots.

------------
Puppet Nurse
------------
Location(s):
Nightmare Hospital, Nowhere.

Appearance:
A nurse in uniform with a giant hump in its back, from which its name is
derived, that has been parasitized. All nurses carry small knives similar
to Harry's.

Strategy:
Nurses are very strong enemies and are very dangerous, inflicting moderate
to heavy damage with their knife attacks. Once a Nurse spots Harry, it
will quickly run up to him and try to swipe him with its knive. To avoid
this, oviously, fight the Nurses with a weapon before it can get to you.
With firearms, the Handgun can work but it takes too many shots to knock
the Nurses down, resulting in them sometimes being able to attack you. The
Shotgun works great, with only 1-3 shots necessary to kill. From the melee
weapons, the Hammer is fantastic -- performing the double swing attack not
only keeps a Nurse from getting to you from the front, it knocks them down
rather quickly. In a replay game, the Rock Drill works great as well --
just hold it up and let the Nurses walk into the drill, causing them to
kill themselves, really.

Suggested Weapon(s):
The best firearm to use against Nurses is the Shotgun. With its widespread
and strong blast, the Shotgun is very powerful and works against multiple
Nurses. The Rifle works well with one shot, but it really isn't necessary
to use it. The Hammer works amazingly with its double swing attack, and if
you have the Gas Can in a replay game with the Rock Drill powered up, just
hold it up and stand still, letting Nurses walk into the drill. 

------------------
Parasitized Doctor
------------------
Location(s):
Nightmare Hospital.

Appearance:
A doctor in uniform with a large lump in its back, very similar to the
Puppet Nurse. All doctors carry knives similar to Harry's

Strategy:
Parasitized Doctors have the same attacks and general characteristics as
Nurses, but they are slightly stronger and more aggressive. Doctors will
run up to you upon sight and slash you with their knives, if they get the
chance. Similarly to Nurses, the Shotgun is the best firearm and the
Hammer is the best melee weapon. Only a few Doctors are ever found, not
nearly as many as Nurses, and they are basically the same as Nurses. Not
much new here.

Suggested Weapon(s):
If you have the ammo, the Shotgun works perfectly. If not, the Hammer is
an awesome weapon to use, and is most definitely the best melee weapon to
use on both Doctors and Nurses.

-------------
Night Flutter
-------------
Location(s):
Nightmare Central Silent Hill, Nightmare Silent Hill Resort Area.

Appearance:
Almost identical to the Air Screamer in foggy Silent Hill, still looking
like a pterodactyl, however, the effect of the shift to the otherworld
made a strong impact on the creature. Its head is completely covered with
worms.

Strategy:
This creature has the same characteristics of the Air Screamer, although
taking its place in the alternate world. These creatures are also stronger
and have stronger attacks than the Air Screamer. Night Flutters swoop down
on Harry once they spot him and try to kick him with their legs while
passing by. In the nightmare world, you'll be almost always, if not
always, running non-stop so there's really no need to stop and kill these
creatures. If you must kill them, use the Hunting Rifle.

Suggested Weapon(s):
It's never necessary to kill these creatures, but the Rifle would be the
weapon of choice if you desire so. Night Flutters are stronger than Air
Screamers so the Handgun won't be as effective against them.

--------
Wormhead
--------
Location(s):
Nightmare Central Silent Hill, Nightmare Silent Hill Resort Area.

Appearance:
Almost identical to the Groaner in foggy Silent Hill, except that the
shift to the otherworld is strong, and its face is completely covered with
worms; hence its name.

Strategy:
Wormhead dogs have identical attacks to the Groaner, but they have more
physical strength and their attacks are stronger. Wormheads will chase
Harry and will try to jump at him at bite him in the air. The nightmare
world contains a large amount of enemies and it's recommended that you run
past enemies most of the time, if not the entirety of the nightmare areas.
If you feel you must kill a Wormhead, use the Handgun or Shotgun. The
Shotgun works better but uses more valuable ammo.

Suggested Weapon(s):
The Handgun only takes a few shots and works fairly well, but if you have
the ammo for the Shotgun, it works great.

----------------
Hanged Scratcher
----------------
Location(s):
Sewers (connecting to resort area), Sewers (connecting to amusement park).

Appearance:
A large green insect creature with sharp claws. Looks somewhat like a
giant frog. Sometimes found hanging on the roof.

Strategy:
Hanged Scratchers are only found in the Sewers but are very deadly
creatures. They attack Harry with their claws, inflicting heavy damage.
Scratchers are found romaing around both the ground and the roof, and the
are heard by the sound of their claws clanking when they're walking. The
Hammer works very effectively against Scratchers, especially when they're
on their own. If the ammo is available or you are fighting multiple
Scratchers, the Shotgun takes only a few shots. Once Scratchers die, they
take a while to fall down, and when they do, they do it slowly. Always
watch out for these monsters on the roofs of the Sewers, because that's
where they'll strike from surprise. When you meet multiple Scratchers in
a tough situation, it's best to run instead of fight.

Suggested Weapon(s):
The best melee weapon to use is the Hammer, with its quick motion and
heavy damage power. The Shotgun works great as well if you have the ammo
to use. The Handgun can work, too, but it takes around 5 shots, so you
may be attacked while shooting with the Handgun.

-------
Mumbler
-------
Location(s):
Sewers (connecting to amusement park)

Appearance:
The size of a small child, with yellowish-red monster-like skin, with long
claws on both hands. Looks somewhat like a teddybear and has no neck; its
head is directly placed at the top of its body, similar to Demon Children.

Strategy:
These creatures are very similar to Demon Children, however, are even more
disturbing by their appearance. Mumblers attack Harry by walking up to him
and diving on him, using their claw fingers for damage. This attack is
very damamging, and Mumblers should be killed whenever confronted. The
Handgun takes around 5 shots, so the Shotgun may be the best weapon to
use. The Hammer works great against Mumblers and the double swing should
keep them away if you're consistent with it.

Suggested Weapon(s):
The Sewers are very dark so the Handgun might not be ideal. The Shotgun
and Hammer are terrific, as always, and are very effective for killing
Mumblers, even in groups.

---------------------
Invisible Demon Child
---------------------
Location(s):
Nowhere.

Appearance:
Takes the form of a Demon Child but is a shadowy figure; invisible.
Carries a knife, just like the regular Demon Child.

Strategy:
Invisible Demon Children bear the same characteristics as regular ones,
other than one obvious characteristic change, and may be hard to see in
the dark corridors of Nowhere. If you keep a sharp eye, and pay attention
to your radio, these creatures shouldn't be much of a problem to kill.
The Shotgun is the preferred weapon for Nowhere, but the Hammer works
great as well.

Suggested Weapon(s):
Use the Shotgun, and don't worry about ammo because there are no bosess
to use it on (be sure you have enough Rifle shells, though). The Hammer
works great as well, but it may be difficult to know when to strike
because you might not see the Demon Children sometimes.

--------------------------------------------------------------------------
==========================================================================
7.               W E A P O N S  A N D  S U P P L I E S
==========================================================================
--------------------------------------------------------------------------
WEAPONS AND SUPPLIES..............................................[SH1_07]

w e a p o n s
===--=-=====---=-=====---=-=-----=======---====---=----=====--===-===---==
Throughout Silent Hill, a total of ten weapons can be procured, seven on
the first playthrough. There are three firearms and six melee weapons,
plus one extra melee weapon that must be unlocked. Two other melee weapons
are gas-powered and can only be acquired in a Next Fear game, although
they can always be found (you just can't pick them up if you don't have
the Gasoline Tank, which must be unlocked, to power them).

The chart below displays how effective each weapon is on each enemy. Refer
to the legend below the chart for the meanings in the chart. Looking at
the chart, the best firearms are the Shotgun and Hunting Rifle, while the
best melee weapons are the Hammer and Katana (although these melee weapons
aren't very effective on certain enemies because they fly or are a few
inches tall, so obviously firearms would work a lot better with those
enemies). Looking at the Handgun, it is always at least effective against
every enemy, and is quite consistent.
 ___________________________________________________________
|Weapons Chart      | K |HG |SP |SG |HA |AX |HR | C |RD |KA |
|-----------------------------------------------------------|
|Air Screamer       |NE | E |NE |VE |NE |NE |VE |NE |NE |NE |
|Groaner            | E |VE |VE |VE |VE | E |VE | E | E |VE |
|Demon Child        |NE | E | E |VE |N/A|N/A|N/A|N/A|N/A|VE |
|Creeper            |NE |VE |NE |VE |NE |NE |VE |NE |NE |NE |
|Romper             |NE | E |NE |VE |VE |NE |VE | E | E |VE |
|Puppet Nurse       |NE | E |NE |VE |VE | E |VE | E |VE |VE |
|Parasitized Doctor |NE | E |NE |VE |VE |N/A|N/A| E |VE |VE |
|Night Flutter      |NE | E |NE |VE |NE |NE |VE |NE |NE |NE |
|Wormhead           | E |VE | E |VE |VE | E |VE | E | E |VE |
|Hanged Scratcher   |NE | E |NE |VE |VE | E |VE |NE |NE |VE |
|Mumbler            |NE | E | E |VE |VE | E |VE | E | E |VE |
|Invis. Demon Child |NE | E | E |VE |VE | E |VE | E | E |VE |
 -----------------------------------------------------------

        Legend
 ---------------------
|Weapons:             |
|K   - Kitchen Knife  |
|HG  - Handgun        |
|SP  - Steel Pipe     |
|SG  - Shotgun        |
|HA  - Hammer         |
|AX  - Axe            |
|HR  - Hunting Rifle  |
|C   - Chainsaw*      |
|RD  - Roch Drill*    |
|KA  - Katana*        |
|                     |
|VE  - Very Effective |
|E   - Effective      |
|NE  - Not Effective  |
|N/A - Not Applicable |
 ---------------------

Melee Weapons
=============
From the seven melee weapons in the game, just five of them can be
obtained the first time through the game. Once these weapons are acquired,
they are always available for use -- they don't require ammunition and
can't break. To use a melee weapon once equipped, hold R2 and press X to
perform a swing or thrust.

Kitchen Knife
-------------
Simply said, the worst weapon in the entire game. The Kitchen Knife is the
first melee weapon, and second weapon, found in the game, just after the
Handgun. During the early stages of the game you should either use the
Knife instead of the Handgun to conserve ammo, or just run. To use the
Knife, hold R2 to hold it up in the air, and press X to perform a swing.
The Knife can only be used at extreme close range because of its very
limited length, and its power is quite minimal. When you're using it, be
cautious -- when you're not using it, be happy. The Kitchen Knife is found
on the counter of the Café at the beginning of the game.

Steel Pipe
----------
Quite a step up from the Kitchen Knife, the Steep Pipe provides a longer
range to deal with enemies and inflicts more damage. Although the Steel
Pipe is a decent melee weapon, it still doesn't rack up with the Handgun.
However, ammo conservation should be on your mind and you should learn to
use the Pipe. On the street and in Midwich Elementary, the Steel Pipe
works very well if you know how to use it. A trick to using it is to lure
an enemy towards you, ready your weapon, let it initiate its attack as you
jump backwards (Down + Square), and then strike it. This works very well
on Demond Children. The Steel Pipe's location depends on the difficulty
level you chose at the beginning of the game. On Easy and Normal it is
found at the end of the Bachman Road alleyway (second time), and on Hard
it is found at the north end of Midwich Street among the rubble there.

Chainsaw
--------
The Chainsaw is a gas-powered weapon and requires the Gas Can to use --
actually, you can't even pick the weapon up until you have the Gas Can in
your inventory. Whenever the Chainsaw is equipped, it is off -- to turn it
on you must press R2 to ready the weapon, and then you can use it.
Whenever you enter a new room the Chainsaw turns off. This gas-powered
menace is a bit awkward to use, but it is quite powerful. Hold R2 to turn
to Chainsaw on and hold it up for use, and press X to strike an enemy
within range. The Chainsaw is an extra weapon that can be found in the
smashed window display case of the Cut Rite Chain Saws store on Bloch
Street in Old Silent Hill.

Rock Drill
----------
Another gas-powered weapon found in the game, requiring the Gas Can to
use. However, only one weapon can be powered with the Gas Can the first
time you get it (the next time you'll be able to get both). You may wonder
which of the two weapons to choose, but the Rock Drill is noticeably
better. Just like the Chainsaw, you'll need to press R2 to activate the
Rock Drill in each area. To use the Rock Drill, hold R2 to have it ready,
and press X to thrust it forward. You don't have to press X to perform an
attack, however, and if you just hold the Drill up in the air and stand
facing your enemy, they will walk into the Drill and effectively kill
themself. The Rock Drill is an extra weapon and is found in the lower room
of the control tower on the Bloch Street bridge in Old Silent Hill.

Hammer
------
An emergency Hammer found in the hospital, the Hammer is one hell of a
weapon that may surprise you. This bloodthirsty Hammer is arguably the
best weapon in the entire game and is very deadly. The size of the Hammer
is very large because its for emergencies (this is an emergency, right?).
To use the Hammer, hold R2 to hold it up and press X to swipe it through
the air; hold it to continuously perform alternating strikes. This attack
from the Hammer inflicts a lot of damage and blocks the enemy from you
while attacking, since its long range swipe pushes enemies back. Requiring
only a few swipes to kill, the Hammer is a weapon to be adored and used
whenever necessary. The Hammer can be found in the Generator Room of the
Nightmare Hospital basement, leaning against the generator.

Axe
---
Found around halfway through the game, the Axe is a decent weapon for its
extreme close range. What the Knife lacks, it has -- power. Althouh not as
strong as some of the other melee weapons, the Axe provides moderate
damage. However, because of its minimal range, it may be hard to deal with
some of the tougher enemies in the game, and since there are better melee
weapons found earlier in the game, you may find yourself only using the
Axe to cut the lock to the waterworks, if at all. Hold X to ready the Axe
and press X to strike; hold X to continuously perform alternating strikes.

Katana
------
The Katana is a secret weapon that can not be found the first time through
the game, and even subsequent times through the game you still probably
won't unlock it. To unlock the Katana, you must complete the game with
one of the Good endings and one of the Bad endings (at least twice through
the game). Anyway, the Katana is an extremely deadly weapon and is very
useful if you have it. Hold R2 and press X to swing; hold X to swing
multiple times in a row. When Harry swings the Katana he is sucked forward
towards his target, effectively giving the Katana the longest possible
range of a melee weapom. This way, you won't have to stand too close to
your enemy before striking, and can kill a lot easier this way. Once
unlocked, the Katana can be found inside the the house with the dog house
outside, in the room near the door.

Firearms
========
There are three firearms in Silent Hill, which should generally be your
main weapons. Once a weapon is procured it comes with a full ammo clip or
full load (the ammo load for each gun is different). To continue using a
firearm you must pick up ammo pickups for that firearm as you progress
through the game. Each firearm has its own accuracy, range, and power, but
another factor that affects all these attributes is the amount of light in
an area when shooting. Accuracy and range are directly worsened in dark
areas, however, power is undirectly related (since the bullets or shrapnel
might not even hit the target). Harry shoots his best in broad daylight,
although he does shoot quite decently in moderately dark areas with the
Flashlight. However, in very dark areas you will have to move closer to
the enemy than normal to get an accurate and consistent shot.

Handgun
-------
What looks to be a Glock 17 pistol, the Handgun is probably the best
overall firearm, if not weapon, in the game. It provides moderate stopping
power and hold 15 bullets in each ammo clip. The range of the Handgun is
quite dececent, with great accuracy within 15 feet. Occasionally you may
miss a target, even within this range sometimes, but the Handgun is meant
for close to medium range combat. However, in the broad daylight streets,
Harry's aim is fairly accurate so the Handgun works quite well there, but
not as much in the dark streets. The Handgun is acquired from Cybil in the
Café at the beginning of the game.

Shotgun
-------
A very deadly weapon at close range, the Shotgun works extremely well in
close quarters, especially with its widespread blast. The Shotgun holds
six shells and ammo isn't found nearly as much as for the Handgun, so use
it wisely. Since the Shotgun packs heavy damage, it is best that you don't
go wasting it on the weaker enemies -- Shotgun shells are put to best use
with stronger and deadlier enemies, especially bosses. Always try to make
sure you have at least around 15 shells at all times, just in case. The
Shotgun is found in the first floor Boy's Washroom in the Nightmare
School.

Hunting Rifle
-------------
The Hunting Rifle is found late in the game and is best for tough enemies
and bosses. With its strong power and long range, the Hunting Rifle is the
most deadly weapon in the game, however, not in all situations. The Rifle
holds six shells, just like the shotgun, but doesn't shoot as fast.
Recommended use for the Rifle is in the streets and all bosses from the
point where you find the Rifle. You may find yourself using the Rifle
against enemies such as Nurses, which works out quite well with one shot,
but ammo is scarce and should be conserved for when needed most. The
Hunting Rifle is located against the wall in the pit inside the Silent
Hill Town Center, during the Larva boss fight.

s u p p l i e s
====-=-=----=----=======--=-------=====---=====-=--====--====----=--===---
The items listed in this section are items that serve as supplies, which
can be found multiple times, and are held as stock. Refer to the chart for
the meanings of the numbers listed for each item.

     Legend
 ----------------
|Availability    |
|1 - Scarce      |
|2 - Rare        |
|3 - Usual       |
|4 - Often       |
|5 - Very Common |
|                |
|Health Restored |
|25%-100%        |
|                |
|Power           |
|1 - Terrible    |
|2 - Bad         |
|3 - Okay        |
|4 - Good        |
|5 - Great       |
 ----------------

Health Drink
------------
Availability: 5
Health Restored: 25%

Health Drinks are found very often through the game and recover a decent
amount of health, especially considering how many are found. You can
generally take a few hits before it's necessary to use a Health Drink, and
it's a good time to use one when your status in the inventory menu is
orange or even noticeably yellow. Even though there are so many of these
found, don't waste them. Only use one when you need to. In cases where you
have very bad health, you can use two Health Drinks if you wish, but it is
probably better to use one First Aid Kit instead.

First Aid Kit
-------------
Availability: 3
Health Restored: 50%

First Aid Kits aren't found nearly as often as Health Drinks but are still
found quite often. The effect of First Aid Kits is strong, and one will
recover around half of your health. You should only use First Aid Kits if
your health status is in the red zone or heavy orange, because you never
want one to go to waste. When your health is at is worst, in the heavy red
zone, two First Aid Kits will do the job, but one Ampoule may be a better
choice.

Ampoule
-------
Availability: 1
Health Restored: 100%

Ampoules are very scarce and only a few of them are found over the course
of the game. Ampoules recover your health status to 100 percent, no matter
what you're health is, and are very useful for boss fights. Wasting health
supplies is already no joke, but if you're going to waste anything, never
let it be an Ampoule -- these things deliver all you could ask for, and
should only be used when you are in critical condition.

Handgun Bullets
---------------
Availability: 5
Power: 3

The Handgun is an all around weapon and can be used effectively virtuallly
everywhere in the game. Handgun Bullets are found everywhere, so it's not
much of a problem using the Handgun so much. Each pack of Handgun Bullets
contains 15 bullets, a full ammo clip. Although the power of the Handgun
doesn't match the Shotgun or Rifle, it deals fairly well with most enemies
and should be used the most out of all the weapons throughout the game.

Shotgun Shells
--------------
Availability: 3
Power: 5

Not as abundant as Handgun Bullets, but quite a lot of packs of Shotguns
Shells can be found in the latter half of the game. The Shotgun inflicts
a lot of damage and one shell is quite effective. Each pack of Shotgun
Shells consists of six shells, and ammo packs for the Shotgun aren't found
until around the time the Shotgun is found in the school.

Rifle Shells
------------
Availability: 2
Power: 5

Rifle Shells are rare are aren't found until around two thirds through the
game, after the Hunting Rifle is found. Each pack of Rifle Shells has siz
shells, and the power of Rifle Shells is very strong. One or two shots
from the Rifle will take care of many enemies, and it is the strongest
weapon in the game. Although ammo for the Rifle is quite rare, you'll find
a rather decent amount of Rifle Shell packages near the end of the game.
In the last part of the game in Nowhere, stock up on Rifle Shells to fight
the last boss, since the other firearms aren't nearly as effective on the
boss.

--------------------------------------------------------------------------
==========================================================================
8.                          C O N T R O L S
==========================================================================
--------------------------------------------------------------------------
CONTROLS..........................................................[SH1_08]

Control                         Function
D-Pad/Left Analog Stick         Movement, Move cursor in menu/screen
START                           Pause game
SELECT                          Open inventory, Accept, Skip scene
X                               Accept, Examine, Attack, Stomp or Kick
Square                          Run, Guard
Circle                          Cancel, Exit menu/puzzle, Toggle
                                Flashlight ON/OFF
Triangle                        Cancel, Quick Map
L1                              Sidestep left
R1                              Sidestep right
R2                              Ready weapon
L2                              Position camera behind Harry
L1 + R1                         Turn 180 degrees
Down + Square                   Backwards hop
Start+Select+L1+R1+L2+R2        Soft Reset

==========
3D Control
==========
Silent Hill uses 3D control movement, meaning holding forward will move
your character in the direction they're facing. Use left and right to turn
while standing still or moving. It's really easy to work with, although it
may take some getting used to for first timers.

==============
Extra Options
==============
To access this menu you need to go to the Options menu and press L1 or R1.
In this Extra Options menu you can change different things including
Walk/Run Control, which you can change so you don't have to hold Square to
run or if you have to. Others are Weapon Control, Map, Blood Color, and
View Control. You will also receive the ammo multiplying option once you
beat the game at least once. You'll be able to multiply ammo by 2 after
one time through the game, and you'll get one more level up each time you
beat the game, until you reach x5.

--------------------------
Switching Walk/Run Control
--------------------------
Normally, you will walk when you move forward and you'll have to hold
Square to run. It's not really annoying to keep holding Square to run, but
it is very inconvenient. And you should be running at all times, even in
small rooms -- it's just so unnecessary to walk. I highly recommend you
change the Walk/Run Control in the Extra Options, so normal move is
running, and holding Square is used to walk. This is much more convenient
and a lot better feeling, so save yourself some time by changing Walk/Run
Control in the Extra Options to Reverse.

--------------------------------------------------------------------------
==========================================================================
9.                   P L A Y I N G  T H E  G A M E
==========================================================================
--------------------------------------------------------------------------
PLAYING THE GAME..................................................[SH1_09]

00 // Contents...............[PTG_00]
-------------------------------------
01 // Menu Navigation........[PTG_01]
02 // Game Basics............[PTG_02]
03 // Combat Strategies......[PTG_03]
04 // Items..................[PTG_04]
05 // Health Items...........[PTG_05]

01 // m e n u  n a v i g a t i o n                                [PTG_01]
---=-======---=-====---=-===-=----===-=-=====---=-===---==-=----=-=====--=
This section explains the options and features of the different menus in
the game and what they mean.

=========
Main Menu
=========
-------------
Opening Movie
-------------
Before the main menu, and introduction video will be played, composed of
several CG cutscenes from the game and some that aren't in the game. This
movie tells the beginning of the game -- the ride on the way to Silent
Hill and the crash -- since the game starts right after the crash. To
watch the movie again, wait at the main menu for around a minute without
moving the cursor and it will play.

--------
New Game
--------
This option is quite self-explanatory, and is how you start a new game.
Upon choosing to start a new game, you must then choose a difficulty
level before you begin. However, starting a new game is a completely new
game, and you won't be able to use any extras unlocked in an previous run.
In order to continue in a saved file, with the ability to use extras, you
must load a complete game file and start a "Next fear".

--------
Continue
--------
Use this option to continue a game in progress from your memory card that
has already been loaded, or continue your current game after dying. Once
you are killed during the game, you will return to the main menu. If you
hadn't saved or wish to continue from the same area you died, select this
option. The same goes for if you soft reset the game while playing.

----
Load
----
This is how you load a game from your memory card, in progress or
complete. If you would like to play the game again with your results and
unlockables, select Load and load a file that is complete, which is titled
as "Next fear". However, starting a Next fear game will use the same
difficulty level as the original level selected for the file (you cannot
change it).

------
Option
------
Here you can view the options and change whatever you like, including
walk/run control, blood colour, et cetera. To see all the options you can
change, refer to the Options menu section below.

==============
Inventory Menu
==============
Throughout the game you will need to access the invetory menu several
times for several reasons, such as equipping weapons and using items. It
has many uses and can also be used to monitor your health status. To
access the inventory menu during the game, press Start. To understand the
layout of the inventory menu, see the ASCII picture below:
 _______________________________________________
| ----Status---   --Equipment--  |---Command---||
| |¯¯¯¯¯¯¯¯¯¯¯|                  |             ||
| |           |      Equipped    |---Use-------||
| |  Health   |        Item      |   Look      ||
| |  Status   |                  |             ||
| |___________|                   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|                   _________                   |
|                  |         |                  |
|  Item    Item    |  Item   |  Item    Item    |
|                  |         |                  |
|No. #             |_________|                  |
|Name: Item Name                                |
|  Item Description. Usually what it is and     |
|  where it was found.                          |
|                                               |
| ---Option----   ----Exit-----   -----Map----- |
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
------
Status
------
The top left corner of the inventory menu displays Harry's health status,
coupled with a picture of Harry's face. The colour of the bar in this
small screen represents Harry's health status, and can be a few different
colours meaning different health states:

Green: Excellent
Yellow: Good
Faint Orange: Okay
Colourful Orange: Bad
Faint Red: Very Bad
Colourful Red: Terrible

---------
Equipment
---------
Under this title is your currently equipped weapon, which will be blank if
no weapon is equipped. All weapons must be equipped from your inventory,
by moving the cursor on a weapon and selecting "Equip". When a firearm is
equipped, the reload option can be used by selecting "Reload" under
"Unequip". It is never necessary to reload in the menu because each
firearm will automatically reload each time it is aimed.

-------
Command
-------
When you move the inventory cursor on an item, you will see a few commands
under the Command title at the top right of the screen. Weapons have Equip
(or Unequip) options and firearms will also have a Reload option. For
health supplies, there will be a Use command, and some key items have a
Look command, which is used to take a closer look at the item. 

------
Option
------
This is how you go to the Options menu while playing the game instead of
returning to the main menu. Press L1 or R1 to view the Secret Options
while in the Options menu. You can change several things affecting the
game in the Options menu which are listed somewhere below.

----
Exit
----
Just move the cursor over this command and press X to exit the inventory
menu to return to the game. However, it's really not necessary to do this,
and you can simply press Triangle or Circle to exit the menu. which is
much quicker.

---
Map
---
Your best friend during the game is always your map, and without it, you'd
find yourself lost all the time. Although it's not necessary to enter the
menu to use the map, selecting this option you show you the map of the
current area you're in, if you've found it. However, simply press Triangle
while playing the game to view the map quickly.

============
Options Menu
============
Several options can be changed in the Options menu, which are the
following:

Option               Selections
Brightness Level     Level 0, Level 1, Level 2, Level 3, Level 4, Level 5,
                     Level 6, Level 7
Controller Config    Type 1, Type 2, Type 3
Screen Position      X and Y Coordinates
Vibration            Off, On
Auto Load            Off, On
Sound                Stereo, Monaural
BGM Volume           |||||||||||||||| (1-16)
SE Volume            |||||||||||||||| (1-16)

-------------
Extra Options
-------------
Option               Selections
Weapon Control       Press, Switch
Blood Color          Normal, Green, Violet, Black
View Control         Normal, Reverse
Retreat Turn         Normal, Reverse
Walk/Run Control     Normal, Reverse
Auto Aiming          Off, On
View Mode            Normal, Self View
Bullet Adjust        x1, x2, x3, x4, x5

To access the Extra Options menu, press L1 or R1 while in the Options
menu. You must beat the game at least once to unlock Bullet Adjust. Once
you beat the game, you'll have x1 and x2, and each time you complete a
Next fear game, you'll have another, until you reach x5, which is the
maximum.

==============
Save/Load Menu
==============
After you have saved a game file on your memory card, you can load it and
continue it a different time. After finding a notepad, which is a save
point, in the game, examine it to go to the Save menu. If you haven't
created a file yet, do so by selecting one of the empty slots. You can
save multiple files on one memory card and you can also overwrite files by
saving in the same file (you will be asked to confirm it first). To load
your game, select Load from the main menu and select the file you wish to
load.

------------------
Saving and Loading
------------------
Use notepads during the game to open up the Save menu and save your game,
and load your game from the main menu with the Load option. Each file on
your memory card has a location written in it, which is the location you
save your game. Normally, this will be written in white lettering.
However, once you complete the game it will turn to gold lettering, and
after you complete the game and save, instead of a location the file will
have "Next fear" written in it, which is how you start a new game with all
your unlockables. If you have multiple files and are trying to find a
specific one, say the one you played last, take a look at the bottom of
the screen while each file is highlighted to see the amount of time and
number of saves, but you should really remember the location as well. Once
you complete Silent Hill once and you save your game, you have the ability
to play a "Next fear" game by loading the file that you beat the game in.
Using this file, you can use any extras you've unlocked and continue to
unlock other extras. If you ever start a normal "New Game" and overwrite a
Next fear save, you will lose all the unlockables and the lettering will
return to standard white.

02 // g a m e  b a s i c s                                        [PTG_02]
====--=-====---=-=-====---=-=====--=--=====---=-====---=-=----===---=-====
The basics of gameplay is explained in this section, including functioning
the camera, using navigational and helping instruments, and basic
explanations for several other apsects of the game.

===========
Audio/Video
===========
------
Camera
------
The camera angle in Silent Hill isn't perfect -- far from perfect some may
say -- and it may take some getting used too. First of all, the camera is
very different from that of Resident Evil and it follows Harry as he walks
around, instead of being a still image. Most of the time the camera will
be behind Harry, providing the player with a nice view of what's ahead.
However, sometimes the camera may be a bit awkward and will sometimes be
facing Harry from the front or side, or just an awkward angle. For the
most part, pressing and holding L2 will return the camera to behind Harry
or at least show what's ahead of him, although sometimes the camera angle
will stay at what it is. Learn to use your ears when you can't see what's
in front of you and you should be fine.

------------------
Subtitles & Sounds
------------------
During cutscenes, captioned text will appear at the bottom of the screen
whenever a character talks. You should foremost be listening to the
characters as they talk, but the text is nice to read just for the hell of
it or in case you didn't hear something properly. A lot of the time,
however, Harry will think to himself instead of talking, and you'll read
what he's thinking from the subtitles. The subtitles can never be turned
off and are rather helpful, anyway. Be sure to keep your volume up well
enough to hear conversations yourself, as well as other sounds during the
game, because that's what Silent Hill is all about.

------------------------
Static and Sudden Noises
------------------------
The Radio found at the beginning of the game is a very useful tool that
emits static when monsters are nearby, giving you a warning of their
presence. Use this static sound wisely and don't get yourself in a mess
that you don't have to, and kill enemies individually if you can by
letting them come to you. You can't turn your Radio off if you really
don't like the static, but it's recommended that you keep it on at all
times. During the game you will also experience many sudden noises, likely
causing you to jump or flinch -- these are jumps scares -- be ready for
many of these and have a few extra pairs of pants as you play through the
game.

==========
Using Maps
==========
The map is your best friend and most valuable tool in the game. Maps are
usually located near the entrance of buildings, such as the Reception, or
the beginning of sections of the town. Upon finding a map for an area,
press Triange to open it up and take a look at it. As Harry progresses
through areas -- running through the streets, moving through doors -- he
marks things on his map. Harry puts an "X" where streets are blocked off
or destroyed in the streets. In buildings, a squiqqly line over a door
means the lock is broken and it can't be opened, a solid line over a door
means it's locked and can be opened (by a key or from the other side), and
arrows on both sides of a door means the door is unlocked. Harry only
marks these things on his map after you've tried them yourself. When using
the walkthrough, it is important that you know how to use the map, and
efficiently. I may say something like, "Enter the Examination Room down
the hall", and I expect you to use your map to get there if you don't know
how.

------------------
Compass Directions
------------------
Compass directions are used everywhere through the walkthrough in this
FAQ, and it is important that you follow my directions correctly in order
not mess yourself up. First of all, you should always check the compass on
the map for each area and building, because north isn't always the top of
the map. There is only one area that doesn't have north facing up on your
map, which is the school, and it is facing to the right instead. It's
important to take note of this because my directions in that section of
the walkthrough go by the compass on the map, just like every area. So,
in that case, north would be to the right on your map, and east would be
the bottom of your map. Eight compass directions are used in the
walkthrough of this FAQ, which are all common sense and you should have no
excuse of not knowing already, but here they are:

North, east, south, west, northeast, southeast, southwest, northwest.

==============================
Using the Radio and Flashlight
==============================
At the beginning of the game in the Café, there is a Flashlight and a
Radio which are two extremely valuable tools. You must get both the items
or Harry will not allow himself to leave the place, but there's no reason
not to take them, anyway. Very many parts of the game are very dark, and
your Flashlight will light those areas up fairly well. Press Circle to
toggle your Flashlight on and off in a dark area. Every time you enter a
dark area or bulding you will have to turn the Flashlight on, unless you
just came from a dark area. Every time you are in the daylight, the
Flashlight is automatically turned off, which makes sense, and cannot be
turned on. To use the Radio, just leave it on and it will do all the work.
When monsters are nearby, the Radio will emit static. This static is quite
distinct and will become a part of you after a while. 

=====
Memos
=====
Through the game you will find several memos, most specifically for
puzzles and sometimes knowledge on the happenings on the game. Although
you may not think so, these memos are very useful for learning more about
the game, and they also describe to how solve some puzzles. See the Memo
section of this FAQ for all the memos in the game, including brief notes
that aren't necessarily meant to be important.

=======
Running
=======
Don't feel like a wussie if you find yourself running awat from enemies
all the time, especially on the streets. Running is almost always the best
thing to do, and if you can ever run past an enemy without getting it, you
should probably do so. It's best to take out some enemies, especially ones
that pose a threat or you will meet again when you return to an area, but
on the streets you should almost always run. Killing enemies in the street
is generally a waste of time and ammo, unless they are quick enough to
catch you.

=================
Ammo Conservation
=================
A very important factor to consider in Silent Hill is you use of ammo. If
you're going around shooting everything you see, you'd better reorganize
yourself. There's not all that much ammo in the game and it is vital to
conserve ammo for when needed. As mentioned above under Running, it may be
best just to run past enemies sometimes instead of killing them, and
wasting bullets is not a smart thing to do. When low on ammo, or trying to
stock up, use your melee weapons.

=============
Melee Weapons
=============
Although these weapons involve more risk using them than firearms, they
work very effectively in close quarters and some melee weapons are
stronger than some firearms. And most importantly, they don't require
ammunition and can always be used. Your first weapon in the Kitchen Knife,
which is plain awful, but the Steel Pipe is a very decent weapon with long
range. However, the best melee weapon, and maybe ever weapon, would be the
Hammer. When you have low ammo or want to conserve, switch to a melee
weapon and take matters into account that way.

===============
Searching Areas
===============
Searching is very common in Silent Hill and you'll have to pay attention
and have a good eye to search well. Some items may not be so noticeable,
but for the most part it isn't very difficult to search rooms for items.
Items that Harry can pick up are usually brighter than their surroundings,
and they have a certain colour and light that makes them stand out quite
well. When searching the streets, refer to your map and try different
streets and alleys. Inside buildings, check every door you come across,
and thoroughly check each room before leaving.

==============
Checking Doors
==============
An overwhelming majority of doors in Silent Hill cannot be open, and this
is because these doors have broken locks. Other than broken locked doors,
there are locked doors, which can be opened with a key or from the other
side, and unlocked doors, which you can always go through. Harry marks
all types of doors and blocked off areas on his map, so take a look at it
to figure out where you've been and where you haven't.

===============
Using Elevators
===============
Use of elevators are common in Silent Hill, although there aren't many
areas with them. First off, to enter an elevator you must move up to its
doors, or the outside panel, and press X. Once inside, examine the side
panel for a close-up view of the buttons to press. Since the only place
that actually has elevators is the hospital (both versions and Nowhere),
there will be buttons for floors 1, 2 3, and B (basement). There are also
two other buttons on the panel, which are meant to open and close the
doors. To go to a different floor in the elevator, press the button of the
floor you want to go to, other than the floor you're on. If you wish to
leave the elevator on the same floor you enters, press the open doors
button (<>).

=====
Codes
=====
You'll find several locks and keypads during the game that require
combinations to unlock, and these codes are usually found in memos or
written on items. When you find a code, jot it down on a piece of paper
and a bit of its background (where you got it, what was mentioned about
it) and when you find a keypad or a lock, it will come in handy.

===============
Nightmare Areas
===============
Also known as the otherworld or alternate world, Nightmare areas are seen
and travelled many times. Nightmare areas overpower the "normal" world in
many areas and turn the surroundings into hellish dark and bloody areas,
like someone's nightmarish delusions come to life. You'll encounter more
enemies in these areas, and some enemies are replaced by stronger and more
damaging enemies, but it's not terribly different from the normal world,
other than the appearance.

==========
Soft Reset
==========
During gameplay, there is no option to exit the game to the main menu, and
that's where soft reset comes is. While playing the game, press and hold
Start + Select + L1 + R1 + L2 + R2 for a few seconds to return to the main
menu. Reasons for doing this may be wanting to redo something, starting a
new game, wanting to load another file, or something along that level.
After reseting the game to the main menu, you can start a new game or load
a game from your memory card and continue.

03 // c o m b a t  s t r a t e g i e s                            [PTG_03]
====-=-====---=-====----=-=====----=-=-----=====--=----=-===--====---=====
This section contains strategies for fighting every enemy in the game, as
well as some other tips during combat, including evading attacks and
fighting multiple enemies.

================
Fighting Enemies
================
------------
Air Screamer
------------
These enemies stock you in the street, flying above you, and try to swoop
down and smack you. Air Screamers are very annoying and it is mostly
recommended that you kill them at least some of the time. If you feel that
you can run away, do that, but it may not be so easy. The Handgun works
fairly well with Air Screamers when you have it, and it takes around five
shots to knock one down. Later when you get the Rifle, you can kill them
much faster with less shots and the Rifle's long range, but you'll
encounter a lot more Night Flutters that late in the game, which are
essentially the same monster.

-------
Groaner
-------
Groaners are only encounter in the street, and even then they can be
outrun by Harry. But to kill Groaners, the Handgun should suffice,
requiring two shots to knock them down. The Steel Pipe also works pretty
nicely, and if you let them run up to you, you can smack them as they're
in the air en route to bite you.

-----------
Demon Child
-----------
These little buggers can deal a decent amount of damage and have probably
longer range than you'd think. The Handgun works the best on them and the
distance really helps. However, Demon Children are encountered in very
dark areas, where Harry's aim is at its worst, and you may find yourself
missing a lot of shots and you may need to go closer. The Steel Pipe works
very well if used properly -- let a Demon Child walk up to you, and step
or jump back as it dives towards you. While it's on the ground, beat it
with the pipe, and you can also smack it while it's standing up fairly
well.

-------
Creeper
-------
You're not liekly to ever have a tough problem with Creepers, but they
tend to be in groups all the time so you'll have to act fast. The Handgun
only takes about two shots to kill a Creeper or at least put it on its
back, ready for a kicking. Other than that, there's really no other
weapons to use on Creepers.

------
Romper
------
Probably the most threatening enemy in terms of having the ability to
attack you. Rompers move very quickly and can easily pounce on you, so
it's important to fight them if they'll get in your way. The good thing
about Rompers is that they're very weak creatures and don't take too much
Handgun ammo to knock down, and the same goes for the Shotgun. Shoot the
creature from a distance with the Handgun or close with the Shotgun, and
it should fall rather quickly. Melee weapons are too risky since Rompers
are very quick and pounce on you.

------------
Puppet Nurse
------------
Nurses are quite the strong enemies and require around seven Handgun
bullets to take down. Nurses also run towards you and the Handgun lacks
stopping power, meaning Nurses can slash you in the process of your
shooting sometimes. Therefore, the Shotgun is the preferable firearm, with
it's great power and widespread blast. However, the Hammer works extremely
well on Nurses, and the double swing not only keeps them away but inflicts
heavy damage.

------------------
Parasitized Doctor
------------------
Almost the equivalent of Nurses, Doctors bear the same characteristics as
Nurses for the most part, and so the strategy is still the same. Since the
Handgun isn't too powerful, the Shotgun is the better firearm when dealing
with Doctors, and it has high stopping power. But, once again, the Hammer
really has the spotlight, especially in terms of melee weapons, and works
very effectively.

-------------
Night Flutter
-------------
This creature is almost identical to the Air Screamer and is just as
annoying. Having more strength, however, it is necessary to use the
Hunting Rifle, if you have the ammo. The Handgun can still work but
requires many shots, and it's hard to shoot in the dark. If you do without
killing Night Flutters, just run past them and dodge their attacks if they
follow you.

--------
Wormhead
--------
Wormheads share the same characterstics as Groaners but have more
strength, but the Handgun still works fairly well, still requiring two or
three shots to knock them down. The Shotgun will get the job done more
quickly, though, if you have the ammo.

----------------
Hanged Scratcher
----------------
Only found in the Sewers, Hanged Scratchers have strong attacks and should
be killed at all costs if in your way. The Handgun may prove to be took
weak but it can work, although the Shotgun is really the idea here. When
you're cornered by Scratchers and you can get away with running, don't
bother attacking and just flee the area.

-------
Mumbler
-------
These small creatures are very similar to Demon Children and have similar
attacks. They try the same diving move to attack Harry, so to avoid this
just step or jump back, and then you can bash them with the Hammer.
Although encountered in dark areas, the Handgun works quite all right, but
you may need to get in close. The Shotgun does more damage and is more
efficient if you can spare the ammo.

---------------------
Invisible Demon Child
---------------------
These monsters are simply Demon Children that are invisible, as the name
implies, and have the same attacks and such as their buddies. Since they
are invisible -- shadowy creatures, rather -- melee weapons may be too
confusing and risky to use. The Shotgun or Rifle work very well, but you
must watch out for these little guys in the dark corridors of Nowhere.
Take them out as quickly as you can so they don't become a problem.

=========================
Fighting Multiple Enemies
=========================
Similarly to when you're surrounded, but only with multiple enemies near
you rather than cornering you, fighting multiple enemies can be difficult.
The first idea is to take a strong firearm, preferably the Shotgun, and
pick up enemies one by one -- the closest to you first. If multiple
enemies are right up close to you, try to step back a few meters for some
breathing room. At long range, you may want to consider the Hunting Rifle,
but it's not exactly necessary to use it. Melee weapons generally don't
work well with multiple enemies, but the Hammer kills enemies quickly, and
you may be able to use it rather will if you have good coordination and
the enemies aren't all terribly close to you.

==========
Surrounded
==========
You've gone and done it, huh? You are completely surrounded by monsters.
In this situation, first see if there's a small gap that you can flee the
area from, and act fast if you can. If not, pushing your way out of the
group as quickly as you can should work -- push in between two enemies so
you push them both off to their respective side. Another solution may be
using the Shotgun, with its widespread blast, or the Hammer with it's
great power and effectivity.

===============
Kicking Enemies
===============
For the most part, shooting or beating an enemy down just makes it prone
so Harry can kick it. There are exceptions, and sometimes monsters will
die without a finishing kick. But you should always expect to finish the
enemy off with a kick. You'll notice that the radio static doesn't stop
sometimes when enemies are on the ground, and this means they're still
alive. Step in front of them and kick them or stomp on them for a killing
blow.

===============
Pushing Enemies
===============
In order to get by enemies blocking a hallway or if you're surrounded,
pushing enemies can work as a resolution. Although you put some risk on
the table when trying to push enemies to slip by, it's mostly worth it. To
push an enemy, run up to it and push at the side you wish to pass on,
pushing the enemy off the that side before you're smacked. You'll need to
do this quite quickly to get away without injury and it might not prove
too successful sometimes, but that's what it is.

===============
Evading Attacks
===============
Certain enemies have the ability to hold up with their attacks, and the
length of these attacks depends on if and how much you interact during the
attack. Once you're grabbed by an enemy and you're held up, wiggle the
shoulder buttons and the D-Pad to get out of the attack as quickly as you
can. Doing this inflict less damage since the attacks are shortened. If
you don't interfere with the attack at all and let it happen, which is
never recommended, you won't take all that much more damage, but it is
noticeable.

===============
Fighting Bosses
===============
There are five bosses in Silent Hill, and each one of them is unique and
has their own set of attacks. Firearms are the main weapons for boss
fights, and really the only weapons you're expected to use. That's why
it's important to conserve ammo; so you always have enough ammo to fight
bosses. Use melee weapons when fighting weaker enemies to conserve ammo,
and always be stocked up on both health and ammo so you're ready for a
boss fight at any times. Good coordination is important during battles,
and if you don't have good movement it will negatively affect you. Learn
to strafe, hop backwards, move while shooting, et cetera, and you should
do well when fighting bosses.

========
Strafing
========
Strafing is the act of running sideways, and it comes in very handy in
tough situations with enemies and bosses. Normally, with normal walk/run
control, you'll have to press Square to strafe instead of sidestep, so
it's recommended that you change the walk/run control to reverse. To
sidestep or strafe, press and hold L1 or R1 to move left and right,
respectively. Learn to strafe at the right time in tactical situations to
escape a threat and improve your coordination.

=========
Reloading
=========
Once you shoot off the whole magazine or load of a firearm in one moment,
you will need to reload to continue shooting right away. However, there is
a simple trick that completely throws away the art of reloading in Silent
Hill, and that is simply lowering your weapon when you're done shooting or
right before Harry will reload. So with the Handgun, you can aim it and
shoot off 15 shots -- one magazine -- and lower it, and then aim it again
and fire 15 more shots without reloading. You can do this with the other
firearms, too, and you'll never have to reload if you learn how to do it
correctly. However, there is also a Reload option in the inventory menu
for your equipped weapon if you really want to use that.

04 // i t e m s                                                   [PTG_04]
=====--=-===----=-====-=--=-===----=-=-======-----=-======--=====----=----
On your journey through Silent Hill, you will find hundreds of items,
including key items and supplies.

=============
Finding Items
=============
It's not very difficult to find items in Silent Hill, especially
considering them being everywhere, but it is important to look everywhere
to get every item or at least the key items. Take note of camera angles,
because sometimes this is how items may be pointed out to you. Keep your
Flashlight on in poorly lit areas and use your imagination to find items.

===========
Using Items
===========
There are different types of items, including keys, other key items, and
supplies. Some items can be used without entering the inventory, others
can't.

----
Keys
----
Around half of the key items you'll find in Silent Hill will be keys, and
keys are the simplest of items to use. Almost every key can be used
without entering the inventory, most commonly door keys. After finding a
key for a door, go up to the door it's for and press X to use the key and
unlock the door, and then you can pass through it. You can use the key
from the inventory as well, if you really want to, but it's not necessary.
Some keys, however, require use from the inventory, such as a key for a
safe door for example.

-----------
Other Items
-----------
Just as there are so many keys in the game, the are many assorted other
key items, and these items must be used from the inventory. Items like a
Lighter, for example, simply can't be used by walking up to where you use
it. In some instances, more than one item may need to be used to get past
an area, and you just simply use these items one after the other. However,
you may be required to use a certain item before another item -- an
example would be using gasoline before lighting a Lighter, which never
happens in the game, because the Lighter alone wouldn't do the job. There
are also some useless items that are found, or items that have no actual
use, including a paper with a code on it, so you don't have to worry about
using items like this. 

--------
Supplies
--------
In order to use health items or reload your weapon, you'll need to do so
from the inventory. Once you've taken a few hits, or feel the controller
vibrating, enter the inventory and use a health item or two. Reloading is
never really necessary because of the nifty trick of lowering your weapon
before using the whole ammo load, but you can reload your equipped weapon
from the inventory if you need to by selecting Reload.

05 // h e a l t h  i t e m s                                      [PTG_05]
====--=-=====---=-----======---=====--====---===-=------=-===---=-====----
Throughout Silent Hill there are several health items lying around, and
these items are essential for survival. These supplies provide different
amounts of health recovery and can be found virtually everywhere.

=================
The Health System
=================
The top left Status screen in the inventory displays Harry's health, and
the colour of the bar by Harry's face represents Harry's health, which can
be several different colours:

Green: Excellent
Yellow: Good
Faint Orange: Okay
Colourful Orange: Bad
Faint Red: Very Bad
Colourful Red: Terrible

-------------
Health Drinks
-------------
These are the easiest health items to find and they are found literally
all over the place. They recover around one quarter of your health and
are quite effective for treating minor wounds. However, only use these
drinks if you really need to, and don't ever go wasting them by using too
many or too soon. Use a Health Drink when you have yellow or faint orange
health status.

--------------
First Aid Kits
--------------
Not as freely available as Health Drinks but more powerful, First Aid Kits
recover around half of Harry's stamina and are great for recovering large
wounds. Nonetheless, quite a lot of them can be found throughout the game,
and should definitely be used only when needed. Don't waste a First Aid
Kit when a Health Drink will do the job. Only use First Aid Kits if your
status is heavy orange or faint red.

--------
Ampoules
--------
Ampoules are extremely rare health items and only a few of them are found
during the game. They recover Harry to full strength no matter what health
he has, and replenish energy. The effect of Ampoules is very strong and
should only be used when really needed. Only use an Ampoule if your health
status is in the heavy red zone and you are in critical condition. 

=================
Recovering Health
=================
Recovering health is one of the most important things in the game, and it
should be done regularly. It's not necessary to heal after every hit, but
some attacks may inflict enough damage for some health items to heal. In
general, you should heal after every three or so attacks and be sure to
check your health status in the inventory menu often. With a Dual Shock
controller, you will feel the controller vibrate when your health is
getting low. The harder you feel the vibration, the worse your health and
the more you need to health. Whenever you feel the vibration at all, it's
a good time to patch up your wounds.

--------------------------------------------------------------------------
==========================================================================
10.                D I F F I C U L T Y  S E T T I N G S
==========================================================================
--------------------------------------------------------------------------
DIFFICULTY SETTINGS...............................................[SH1_10]

Starting a new game in Silent Hill, a difficulty level must be chosen.
This difficulty affects several things during the game, most notably the
health and attack damage of enemies and bosses. However, the riddles and
puzzle solutions are not affected by this difficulty level and are always
the same. Choose the difficulty that you feel is best for you, taking into
account whether you are new to the series or familiar with it.

----
Easy
----
The simplest way the game can be played, recommended for those new to the
series. Enemies will have low health and will take minimal shots to take
down. Enemies rarely regenerate and have weak attacks. Bosses have around
half their normal strength and are less aggressive than normally.

------
Normal
------
This is the way the game is truly meant to be played, and is recommended
for those who are familiar with the Silent Hill series. Even some who feel
confident about the game should consider playing on Normal, although it
may be quite difficult for others. On Normal, enemies have normal
strength, naturally, and take moderate firepower or melee attacks to bring
down. The strength of enemies is not overly strong, but reasonble. Enemies
will inflict normal damage, with some attacks being quite damaging. Bosses
take reasonable time to defeat and have moderate attacks.

----
Hard
----
Hard mode is a thrilling experience and is only recommended for hardcore
players and veterans of Silent Hill, as well as players who have beaten
the game at least once or twice. For players who haven't played the game
before or not even the series, Hard is not recommended the first time.
Enemies have much more strength than normal and have noticeably stronger
attacks, with many of them being very damaging. Some enemies may even take
around ten shots to bring down, and bosses have much more strength and
aggressiveness.

==========================
Suggested Difficulty Level
==========================
For players completely new to the Silent Hill series, it's smart to go
with Easy. If you're not familiar to the style of the game, it's not
uncommon to die a lot even on Normal, so that's why Easy is recommended.
However, Normal is recommended for veterans of the series, because the
style of the game is quite similar to the others. Leave Hard alone the
first time, because that's a real challenge, and it will very likely
frustrate you the first time, even for hardcore Silent Hill fans. Beat the
game a few times and get your Bullet Adjust up before you go for Hard.

--------------------------------------------------------------------------
==========================================================================
11.                      W A L K T H R O U G H
==========================================================================
--------------------------------------------------------------------------
WALKTHROUGH.......................................................[SH1_11]

00 // s i l e n t  h i l l  a r r i v a l
---==-======----=-===---==----=-=======-----=-======--====--=====---==-===
"Cheryl? Is that Cheryl!?"

Starting the game for the first time, a cutscene will play of Harry
stepping out of his Jeep -- bad parking job, by the way. Afterwards, Harry
thinks to himself about the town. When you can play, follow the road
forward for a bit and Harry will comment, "Footsteps?" Cheryl is seen in
a cutscene and she crosses the wide road. In the depths of the fog, follow
her down the street, and Harry will notice her in an alley. Continue your
pursuit down the long alley, and you'll hear the sound of a gate near the
end, which Cheryl goes through. Do the same and move through the left gate
at the end of the alley.

Upon the terrifying sight, hope that mess isn't Cheryl, and follow the
pathway, hearing a siren. Adapt to the twisting camera angle and move
around the corner to Harry's right. Follow the strangely disturbing
pathway to a gate and go through it. The area is very dark for some reason
-- move forward a bit and Harry will light a flare. Follow the darkened
hallway with your light source around some corners and past a broken
wheelchair. Near the end of the path is a bloody stretcher -- what the...?
Take the right path and follow it over several streaks of blood and around
a corner.

Feeling apprehensive, embrace yourself and walk the rest of the pathway
for a cutscene. Demon Children will appear in the area and Harry has no
weapon to fight with. It is inevitable to live through this part since the
demons won't allow you to escape -- they'd rather you sliced and diced.


01 // o l d  s i l e n t  h i l l
===---=-====----=-======--=-=------=-=====--====---===---=-==---======---=
"What's that? Huh? Radio? What's going on with that radio?"

Harry soon awakes in a cutscene inside a Café. This is where you will
start in a Next Fear game. Harry is accompanied by a Police Officer, Cybil
Bennett from Brahms, the next town over. Cybil hands you her HANDGUN in
the cutscene, and later leaves to call in reinforcements. After the civil
conversation, Harry will comment that he should look for something useful
before leaving, if you try to exit.

Move towards the right section of the Café counter to find a HEALTH DRINK,
a FLASHLIGHT, and a RESIDENTIAL AREA MAP. After the view change, move to
Harry's right to find a notepad, which is a SAVE POINT. At the other end
of the counter is a HEALTH DRINK and a KITCHEN KNIFE for a weapon. On the
nearby table is a radio but Harry is convinced that it's broken. Now you
should be ready to leave. Try to head out the front door for a cutscene.

After Harry's humorous quote about the radio, an Air Screamer blasts
through the glass, knocking Harry to the ground. Enter your inventory and
equip the Handgun. Shoot away at the flying demon -- it should take only
six shots on Normal. Harry now feels that the radio could be useful (and
so should you), so examine it to get the POCKET RADIO. Now you're finally
done here, so exit the Café.

Once outside, Harry suggests that he should check the alley from before
again, and marks it on his map. For a start, head north on this road,
which is called Bachman Road. Just past the Cafe on the east side of the
road are two packs of HANDGUN BULLETS on a bench. Checking your map,
you'll notice a Convenience Store at the northeast corner of Bachman and
Finney. See if the store is of any convenience. Near the entrance of the
store, with your Radio emitting static, is an Air Screamer on some bins.
Ignore it and enter the store through the open door.

Once inside, move towards the camera to find a HEALTH DRINK at the end of
the top shelf. Move down the middle aisle for 2 HEALTH DRINKS on the right
and left shelves respectively. On the right counter away from the camera
is a SAVE POINT, and a FIRST AID KIT is on a shelf further back. Exit the
store when you're done.

If the Air Screamer is out here again, quickly run away from it and head
towards the Finney Street alley, moving west. Once in the alley, you may
encounter another annoying Air Screamer, and further down the alley,
three Groaner Dogs. Run past them and go through the left end gate. Follow
the pathway to another Groaner -- kill this one as it may cause some
trouble in this small area. Continue past it and go through the gate at
the end of the path.

In this area, grab the 2 packs of HANDGUN BULLETS on the ground in front
of Harry. Moving over to Harry's left, you'll find a note from Cheryl's
sketchbook, "To school". So she must be at the school... Harry marks
Midwich Elementary School on his map. Beside the note lies the STEEL PIPE,
however, it will only be here on Easy and Normal. Exit this entire alley
to Finney Street. If the Groaners follow you to the street, use the
Handgun to get rid of them.

You want to get to Midwich, but if you go west, past an Air Screamer,
you'll find that the road is destroyed. So head south down Levin Street,
seeking another way to Midwich. If you stay on the right (west) sidewalk,
you'll come up to two Groaners by a Doghouse. Deal with the doggies and
then examine the Doghouse -- Harry doesn't find anything interesting. Also,
note the locked door at the house where the Doghouse is. Continue south on
Levin Street, and head west on Matheson Street when you reach it.

Well, this road is destroyed too. However, there are notes on the ground.
"Doghouse", "Levin st." -- apparently Harry didn't look well enough at the
Doghouse on Levin Street. All the roads that lead to Midwich seem to be
destroyed, so return to the Doghouse. Upon more examination of the
Doghouse, a HOUSE KEY is found hidden inside -- take it. Now use the HOUSE
KEY to enter the house right here, through the single brown door up the
steps.

Once inside, a FIRST AID KIT is on the stand to Harry's right. Move into
the dining room area, past a door that won't open, to find a SAVE POINT
two packs of HANDGUN BULLETS -- one on the right table and the other on
the left stand. In the kitchen you'll find a HEALTH DRINK by the stove.
The far door in the area, leading to the backyard, has three locks on it,
and it has a map beside it. The map has "Keys for Eclipse" written on it,
and has three different symbols for what seem to be the locations of the
three keys for eclipse, of course. No, you're not looking for a Mitsubishi
Eclipse -- you need three keys to open this door. Exit this house through
the front door and start your scout.

Since Harry copied the locations onto his map, look at them, and then for
the arrow on Finney Street. Move north on Levin, and head east all the way
to the end of the road on Finney, ignoring any enemies on the way. At the
east end of Finney Street is an Air Screamer by a Police Car almost
falling off the destroyed road. Kill the Air Screamer and grab the HANDGUN
BULLETS on the ground by the Police Car, then examine the open trunk of
the car for the KEY OF "LION".

Okay, now head to the line in the narrow alley connected to Finney Street.
Moving south in the alley, find the wide gate on the west side with "Off
Limits" marked on it and go through it. Move to Harry's left to find the
KEY OF "WOODMAN" beside a blood dog head. It looks like some sick person
was playing Basketball with this dog's head... Also grab the HEALTH DRINK
on the garbage bin to the left.

Exit this area back to the alley and head towards the circle on Ellroy
Street. Head south down the alley and continue south to enter a small
alley past Matheson Street. Move past the Air Screamer and grab the
HANDGUN BULLETS x2 at the end of the alley on the right ground. Exit the
alley and head east on Matheson Street, then head south to the end of
Ellroy Street. Stay the furthest to the west as you can go to find a
fallen tree allowing you to access the grassy area ahead. Examine the
bloody mailbox to get the KEY OF "SCARECROW". What is this, the Wizard of
Oz? Also grab the HEALTH DRINK at the top of the steps of the house just
here.

Now that you have the three Keys for Eclipse, return to the house on Levin
Street with the Doghouse -- use Matheson Street for a quick passage.
Inside the house, examine the Eclipse door and Harry will use the KEY OF
"LION", KEY OF "WOODMAN", and the KEY OF "SCARECROW" to unlock the door.
Now go through the door.

A cutscene plays and the area is suddenly getting darker again. Hmm... So
that was the "Eclipse"... Harry turns on his Flashlight for a light source
in this darkness. After the cutscene, grab the 2 HEALTH DRINKS on the
white lawn table. Find the backyard wooden exit gate to the west and go
through it. If you follow this alley to the north and go to the northwest
end of Midwich Street, you can find HANDGUN BULLETS and a HEALTH DRINK
among some rubble.

From the alley by the backyard, head south down the alley, across Bloch
Street, and continue south in the alley there. Staying on the east side,
you can find a HEALTH DRINK by the second set of garbage bins (not
including the one garbage bin near the beginning of the alley). Further
south, you can find HANDGUN BULLETS on the west side by some garbage bins.
An Air Screamer may fly towards you around now, and two Groaner Dogs are
at the south end of the alley.

Midwich isn't very far away now and you can get there by moving west on
Bloch Street and then south on Midwich Street. You may find two Groaners
and an Air Screamer near the Bloch/Midwich intersection -- run past them
and stay on the west sidewalk. Very soon you should come up to the school,
hearing radio static by the entrance, but there are some helpful items
further south that you should get.

Just south of Midwich Elementary, two Groaners appear to be patrolling a
school bus. Kill them if you wish, and enter the school bus through the
open door on the right side. Inside, near the entrance are 2 HEALTH DRINKS
on a seat. Further back you can find a SAVE POINT on one of the second
furthest back seats. Exit the school bus and return to the relative school
area just north of here.

Find the entrance pathway by the "Midwich Elementary School" engraving and
move down it to find two Groaners guarding the entrance doors. You can
easily run past them and enter Midwich Elementary through one of the two
entrance doors.

02 // m i d w i c h  e l e m e n t a r y  s c h o o l
===---=-====---====----====-=-======--===-=====--====-----=-=-===-----=-==

[Note:] The map for this area has north facing to the right. So when I say
north, I mean right on the map. When I say east, I mean down on the map.

Once inside this already freakish school, move forward to find the SCHOOL
MAP on the left display cases. Afterwards, move through the red double
doors to enter the Reception hall. Find the Reception to the left (south)
and enter it through the doorway to find three books with blood written on
them...

                 "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 guidepost is
         untapped in lost tongues.
      Awakening at the ordained order."


                  "5:00
          'Darkness that brings
             the choking heat'

          Flames render the silence,
         awakening the hungry beast.
      Open time's door to beckon prey."

Looks like a puzzle of some sort. At the beginning of each memo is a time.
This refers to the time on the Clock Tower in the courtyard of the school.
If you go through the east coutyard doors, you'll find two frightening
Demon Children, and most importantly the Clock Tower in the northwest. You
may notice the two slots at the left and right of the tower respectively.
You must have to get two items to put in there. If you examine the front
of the tower up the steps, Harry will notice that the clock hands are
stopped at 10:00. The "Alchemy laboratory" bloody memo has 10:00 written
at the top of it.

So what you need to do is find the "Alchemy laboratory" for the gold,
which must be the "Golden Sun". But before you do so, head back through
the east double doors (at the bottom of this area), and enter the
Infirmary. Inside, on the blue table is a FIRST AID KIT. Also check the
shelf beside it for a HEALTH DRINK. Lastly, on the desk in the room is a
SAVE POINT. This is the only save point in the school, so remember to come
here when you want to save. Exit the room when you're done.

Checking your map, you'll notice that there's a Chemistry Lab on 2F --
thst's where you want to go. If you check both the connecting hall double
doors in this corridor, you'll find that they're locked. So enter the
courtyard again and use the west double doors to get to the west corridor
(which is the top corridor on your map, not the left; always refer to the
compass at the left of the map).

In the west corridor, you'll be ambushed by three Demon Children! You'll
probably lose some health here, but try not to worry too much about it.
Try to sneak between two of them and lure them to a corner, killing them
with the Handgun subsequently. Once you've cleared the corridor, enter the
room between the Storage and the Hall on your map. Inside, you'll find an
apparition, which is named "Larval Stalker". By no means will it attack
you, and you can see its trouble of staying on its feet. Soon it will
disappear. Anyway, there is a pack of HANDGUN BULLETS on the turquoise
bench in the northeast. Exit the room back through the red double doors
when you're done, since the other doors won't open.

Back in this corridor, there will be another Demon Child, even if you
killed them all before. You'll be able to hear loud radio static in this
area as well -- there is a Demon Child by the right stairs, and another
two to the left. The only open rooms in this corridor are the Boys' and
Girls' washrooms, however, nothing is in the Girls', and all you'll find
in the Boys' is a Demon Child. Head up the stairs in the southwest (top
left of your map) to 2F.

If you move up the stairs here again, you'll only find a locked door to
the rooftop. Anyway, a lone Demon Child vacates this hallway, which is not
much of a threat. Entering the upper Classroom on your map, you'll
encounter two eerie Demon Children. A HEALTH DRINK lies on the desk to the
left of the chalkboard. Continuing on to the next classroom through the
east door, all you'll find is an empty classroom, so exit to the hallway.

You can find HANDGUN BULLETS in the Girls' washroom, accompanied by two
Demon Children. Kill them and move past their corpses for something
startling. The Boy's washroom is unlocked but nothing interesting is
inside. You can access the Music Room corridor, however, you'll go there
later anyway. Enter the west corridor through the double doors at the top
of this corridor on your map.

Just ahead of you by the right heater will be a Demon Child, and another
two should come from further back. First, enter the Lab Equipment Room to
look for the "sage's water" from the memo on 1F. You can find a purple
CHEMICAL bottle on one of the sidewall shelves in this room -- that must
be it. Exit the room and enter the Chemistry Lab before the newly
appearing Demon Child gets to you. Find the old man's hand statue on the
middle lab counter and use the CHEMICAL to vaporize it, revealing the GOLD
MEDALLION. Take it and exit back to the hallway.

Move north down the corridor to find the locked Library Reserve. Move
through the double doors there to the north corridor. Enter the Library
for a FIRST AID KIT on the desk near the door. In the back of the room
between the bookshelves, the Larval Stalker is back, accompanied by two
friends. You can enter the Library Reserve through the other door in the
room, only to find a Demon Child -- exit to the hall, unlocking the
Library Reserve door if you exit from there.

The upper classroom (in the north) on your map has nothing inside, however,
the lower one contains HANDGUN BULLETS on a table near the window. You'll
have to fight or avoid the two Demon Children in the room to get it.
Exiting that classroom, you may encounter two more Demon Children, along
with the possibility of a Larval Stalker apparition afterwards.

If you choose to enter the east corridor (bottom on your map), you'll find
two Demon Children roaming around. Enter the Locker Room and find where
the noise is coming from. Examine the locker for a suprise. After the
kitty leaves, you'll hear a rather gruesome noise... Exit the room to find
another Demon Child. If you enter the Music Room, you'll find a closed-up
piano and a memo on the chalboard, which is irrelevant at the moment.

Head back down to 1F, but take the northeast staircase (bottom right of
your map), past the Demon Child if it's there. On 1F, there will be a
Child Demon near the staircase, and another one further down the hall.
Enter the upper Classroom on your map for HANDGUN BULLETS on the back
table, as well as noticing another clumsy Larval Stalker in the room. Exit
the room and head east back down the hall. Use the double doors near the
stairs to get back to the Reception hallway, unlocking them first.

From this corridor, exit to the courtyard and go up to the Clock Tower.
Insert the GOLD MEDALLION into the Golden Sun slot on the left, and you'll
hear the clock hands move. Examine the front of the tower up the steps for
Harry to notice the clock hands at 12:00. 12:00 is at the beginning of one
of the other memos in the Reception -- "A place with songs and sound" --
now where would that be? Obviously the Music Room -- head up the northeast
stairs (bottom right of your map) through the north double doors, if you
unlocked them; if not, use the other stairs.

Enter the Music Room corridor and enter the Music Room itself. The piano
cover is now open -- who could've done it? There are some bloody keys,
which involve a puzzle that relates to the memo on the chalkboard in the
room.

p i a n o  p u z z l e
--------------------------------------------------------------------------
Checking the chalkboard in the room, there's a riddle which explains this
puzzle and reads as follows:

     "'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 that 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."

Examining the piano and pressing the different keys, you'll find that some
of them make sound as usual, and others are broken and make a wooden
sound. The idea of this puzzle is to coordinate between the riddle on the
chalkboard and the keys on the piano. There are five birds mentioned in
the riddle, and your first idea would probably be to press the keys that
work in a certain order, but that won't work and there are too many
working keys. Checking the keys more carefully, both black and white ones,
you'll find that five of them don't work -- there are five birds -- that's
it. You must determine the order in which to press the five broken keys on
the piano relating to the riddle.

Let's start things at the beginning. "First flew the greedy Pelican, Eager
for the reward, White wings flailing." Okay, so a greedy Pelican flies in,
eager for the reward, with its white wings flailing. From this stanza
alone, it's impossible to decipher the position of the Pelican, but the
next stanza explains, "Then came a silent Dove, Flying beyond the Pelican,
As far as he could." This is not fully clear but it seems to point out
that the Dove is as far away as possible from the Pelican, meaning one's
at the beginning, one's at the end.

Beginning to end is normally left to right -- how a book is read, for
example -- so the idea here is that the Dove is at the right end, flying
as far as he could, and the Pelican is at the left end. However, if you
check the keys you'll find that both the first and last keys that are
broken are black keys, and both these birds are white -- "white wings
flailing" is mentioned of the Pelican, and Doves are naturally white. So
instead of these birds being on the close and far end black keys they
belong on the first and last white keys, respectively, that are broken.

Moving on, read the next line, "A Raven flies in, Flying higher than the
Dove, Just to show that he can." So the Raven flies higher than the Dove,
which is at the farthest right white key. First of all, the earlier part
of the puzzle was mentioned moreso left to right, instead of high and low,
but this is quite obvious. Since we're dealing with music here, "higher"
would higher pitched, meaning more to the right on the piano. There's only
one broken key past the Dove, which is the black key just right of it, and
it hasn't been taken. Furthermore, already looking at the fact that the
Raven flew higher than the Dove, Raven's are naturally black -- the last
broken key on the right is black. Makes perfect sense.

The next stanza reads, "A Swan glides in, To find a peaceful spot, Next to
another bird." A Swan comes in the picture, which is a white bird, and
finds a peaceful spot next to another bird. With only two keys left now,
one is black and one is white -- and we've already determined that Swans
are white -- but the explanation will continue. Since Swans are white, the
Swan can't sit next to the Pelican, which is at the far left, since it has
a black key beside it and no broken white keys near it. However, on the
other side, there is a broken key just to the left of the Dove, and this
key is the second last broken key on the right. This is where the Swan
sets down, since the key is also white.

"Finally out comes a Crow, Coming quickly to a stop, Yawning and then
napping." First of all, there's only one key left, but this stanza is
ridiculously easy to understand all by itself. Crows are naturally black,
and there's only one black key left, which is at the left end.
Furthermore, the stanza mentions that the Crow quickly comes to a stop,
yawms and naps, which is clear that he doesn't go far at all and instead
stops at the first place available. So the Crow rests at the first black
key on the left. Now the puzzle has been solved.

Now that the solution to the puzzle has been found, work it with the keys
on the piano. The above descriptions already tell you the order, but the
ASCII drawing below is a lot easier to follow. The piano ASCII represents
all the keys you can press, and the numbers represent the birds -- the
broken keys -- and the order you press them in. Just below, however, is a
simple briefing of which number is which bird:

1 - Pelican
2 - Dove
3 - Raven
4 - Swan
5 - Crow
 ____________________
| | || | | | || || | |
| | || | | | || || | |
| |5|| | | | || ||3| |
| |_||_| | |_||_||_| |
|  |  |  |  |  |  |  |
|  |1 |  |  |4 |2 |  |
|__|__|__|__|__|__|__|

So in other words, press the second white key from the left, press the
second white key from the right, press the first black key from the right,
press the third white key from the right, and press the first black key on
the left.

After pressing the five broken keys in the correct order, a medallion will
fall down to the floor from the wall in the room.
--------------------------------------------------------------------------

Grab the SILVER MEDALLION after it falls and exit all the way back to the
Reception hallway on 1F. Unfortunately, there will be two eager Demon
Children in this corridor. Kill them and head to the Clock Tower in the
courtyard. Insert the SILVER MEDALLION into the Silver Moon slot on the
right, and you'll hear the clock hands move once again. Examine the tower
up the steps and Harry will notice that the time has changed to 5:00. The
last blood-written memo has 5:00 at the top of it -- "Darkness that brings
the choking heat"  -- where would that be? Heat, eh? Must be the Boiler
Room in the basement.

Reenter the east corridor through the double doors to discover another
Child Demon. Ignore it and head through the double doors to the north,
subsequently going down the stairs there to BF. Enter the Boiler Room
through the right door. Find the illuminated red light on the right boiler,
then examine it and press the switch to turn it on. Enjoy the creepy
sound and return to the Reception hallway on 1F.

Another Child Demon here -- will it never end!? Ignore it and find the
Clock Tower once again in the courtyard. Examine the small door up the
steps and Harry will enter the Clock Tower. Once, inside, move down the
ladder just ahead of Harry. A familiar siren is heard... Follow the
pathway and go up the ladder down the steps ahead. Once up the ladder, go
through the small door in front of you.

03 // n i g h t m a r e  s c h o o l
---=-=====---=-===----=-====---=-===---=-=====--===----==-=-=------=-==---

[Note:] The map for this area has north facing to the right. So when I say
north, I mean right on the map. When I say east, I mean down on the map.

In a cutscene Harry is confused at where he is. It seems to be the school
-- the courtyard -- but its appearance is very different. The east double
doors here are locked so head through the west doors. Just inside are two
Child Demons -- left and right. Try to get out of the way and enter the
Storage. Inside this peculiar room is a pink RUBBER BALL on one of the
three tables that seems to be of Harry's interest, so take it. Exiting
back to the hall, you'll find another Child Demon in the area.

Inside the room between the Storage and Hall on your map you'll find a
large, disturbing fan as well as HANDGUN BULLETS and a FIRST AID KIT on
the left benches. Back in the hall and checking the south double doors,
you'll find that they're locked, and the same for the north doors. Upon
this, enter the Hall in the north. Just inside the room you'll be ambushed
by five Giant Roaches -- act quick with the Handgun. Stay along the inner
wall and pass through the other door in the room.

Once here, feel free to unlock the double doors beside you, and enter the
west Classroom through the nearby door. After noticing some bloody
lockers, look for the desk in the center of the room. You'll find several
odd cards on the desk, and one particularly interesting -- take the green
PICTURE CARD.

If you exit back to the hall through the east door you'll find that the
hall is blocked off. So in the Classroom, enter the next Classroom to the
east to continue. Be alert in this room, there are four Child Demons! Try
your best to not get cornered, and exit the room, preferably from the west
door, as it's the closest.

Now on the other side of the hall, grab the HEALTH DRINK on the nearby
bench. The east end of the hall here is blocked, so head through the east
double doors. Three Child Demons vacate this hall -- two near the door and
the other far back in the Reception. The Infirmary is always a great place
to go so enter the Infirmary in this hall.

Just as before, there is a SAVE POINT in here, but it's on a different
table. Also like before, there's a HEALTH DRINK in the shelf right by the
table, and a new edition is a FIRST AID KIT on the other side of the save
point table. Take good note of the save point here as it's the only one in
this entire area; come back here if you need to save. Exit the room when
you're done.

Back in the hall another, but lone, Child Demon will appear in the south.
Ignore it for now, and if you enter the Lobby you'll only discover an odd
room with two Child Demons inside, one at each side of the room. In the
corridor again, move to the south double doors to find a Child Demon
roaming around. Kill it and move through the door down the small
passageway past it, since the double doors here are locked.

Once in here, you may find the scene familiar. In this same room in the
normal school, there was a painting of this door with the two corpses on
the wall... now it's real. Anyway, grab the HANDGUN BULLETS on the left
couch and examine the door between the corpses on the wall. Harry notices
a horizontal slot in the center of the door. Open your inventory and use
the PICTURE CARD you got just earlier. Go through the door.

Entering the Girls' washroom just in front of you in this hall will
transport you to the 2F Girls' washroom, although nothing is inside it.
Exit the washroom to the 2F hall and enter the Boys' washroom up here, to
find two boxes of HANDGUN BULLETS, and SHOTGUN BULLETS on the floor
inside. Back in the 2F hall, the hall is blocked just past the washrooms,
so enter the Girls' washroom to be transported back down to 1F, in the
Girls' washroom down there. Exit the room to return to the 1F hall.

Entering the Boys' washroom back on 1F, you'll come up across a blocked
off area with a door. Examine the door to open it, and a stunning corpse
is seen on the wall ahead. Examine the right wall to find some blood-
written words, and the awesome SHOTGUN lies on the ground to the left by
the open door. Exit the room and enter the southeast Teacher's Room.
Inside the room, quickly diminish the two Child Demons and the Giant Roach
before they get to you, then continue through the southwest door to the
next Teacher's Room.

Once inside the room, quickly kill the Giant Roach moving towards you and
grab the HANDGUN BULLET on the right chair ahead. Three blue phones can be
seen on the table in this room but Harry says he can't use the phone. Try
to exit through the far door and one of the phones will ring, and Harry
will answer. Afterwards, exit the room through the same door.

Out in the hall, three viscious Child Demons will surround you, as well as
a Giant Roach. Try to run forward and stay against the right wall to
initially avoid the enemies, and head up the stairs to the west to move up
to 2F. Move up the stairs again and go through the door at the top to
access the roof.

Moving into the right side of the area, the camera angle changes, hinting
at a hole by some blood -- examine it to notice a hanging key just out of
reach. At the far end of the roof is a red valve. If you open the valve,
water will will enter the drainage system. Harry notices that the water
drains into the wrong hole, thinking of the hanging key in the other hole.
He also suggest that maybe he could plug it uo somehow, and shuts the
valve.

Checking your inventory, you should notice an item that will be sufficient
for blocking the hole -- it's bright pink. Move to the hole by the edge to
the right of the valve and put the RUBBER BALL in the hole. Now open the
drainage valve, and the key will be knocked down from the other hole, but
where? Checking your map, the key should be by the west wall in the
courtyard on 1F. Exit back through the door on the roof and move down the
stairs to 2F. Move down again to 1F and pass the the double doors just in
front of you in that 1F corridor, after unlocking it.

Move ahead and enter the courtyard through the double doors. Move down the
steps and left just around the corner to find the key -- along the west
wall at the north side of the double doors. Take the CLASSROOM KEY from
the drainage ditch and reenter the west corridor through the double doors
here. Get back to the south corridor and head up to 2F via the stairs.

Down the hallway on one of the side benches against the wall is a
HEALTH DRINK. Inside the southwest Class Room up here are three Child
Demons, and a pack of HANDGUN BULLETS on a chair in the room. Move to the
next Class Room through the southeast door in the room to find SHOTGUN
BULLETS on a chair in the room as well, then exit the room.

Dodge the Child Demon and two Giant Roaches in the hall and move through
the east double doors. Make your way past another Child Demon and two
Giant Roaches in this hall and enter the Locker Room. Those who entered
the normal school's Locker Room earlier should be feeling a bit uneasy
from the familiar sound. Approch the locker that the sound is coming from
and examine it for Harry to open it.

After the short cutscene, head back for the door. Something should happen
-- when it does, pick up the LIBRARY RESERVE KEY on the ground, then exit
the room. The north double doors are locked, so head back through the
south double doors in the corridor, and make your way through the two
Class Rooms to get to the other side of the gate in that corridor. Then
head through the northwest double doors to access the west corridor.

Now in the west corridor, move down the corridor and enter the Library
Reserve, using the LIBRARY RESERVE KEY, by the locked double doors to the
north. Locate the shelf at one side of this room to find a FIRST AID KIT,
and a book titled "The Monster Lurks". Find the door at the other end of
the room and pass through it. Move in between the two tables in this room
to find HANDGUN BULLETS on one table and book about a fairy tale lizard
-- take note of the story in the book as knowledge of it will come in
handy later, trust me. Exit the room through the only other door in the
room when you're done.

Enter the Classroom just to the left of Harry, using the CLASSROOM KEY
(if you don't have the key, backtrack a little in the walkthrough). Inside
the room are three Child Demons, be aware. Move through the door in the
room leading to the next Classroom and grab the HEALTH DRINK on the chair
to Harry's right. Exit the room to encounter three Giant Roaches in the
hallway. Near the gate separating the east from the west in this corridor
is a HEALTH DRINK on a bench. When you're done here, move down the stairs
to the east, and once again, to reach the basement.

Enter the Boiler Room to Harry's right, and there will be a little puzzle
for you to solve.

v a l v e  p u z z l e
--------------------------------------------------------------------------
This isn't a very difficult puzzle, but there's no riddle or any clue in
the game to help you with it -- just trial and error. In this room you'll
find a bunch of bars, which is really two sets of bar, blocking the path
in the middle of the fenced pipes, and a valve on each side. The idea here
is to turn the valves on both sides until a clear path is revealed. You
can try this puzzle yourself, really, it's not very difficult, although it
may take a while, but the solution is below.

In order to clear the path, before you've done anything at all, turn the
right valve twice to the right and the left valve three times to the left.
It doesn't matter which side you turn first, because the bars never
actually make contact with each other. If you already turned the valves,
this solution won't work unless you return the bars to how the initially
were. But don't worry about that and just keep trying different solutions
until a clear path is provided.
--------------------------------------------------------------------------

Once you provide yourself a clear pathway by turning the valves, move down
the path to descend down an elevator. Down the elevator, Harry encounters
a large lizard in an allocated area, and Harry has to defeat the lizard in
order to succeed.

b o s s  1 :  s p l i t  h e a d  l i z a r d
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====
If you read the book about the lizard fairy tale just earlier, than you
should know how to defeat this monster. The book mentions that the lizard
open its mouth, which was what the man wanted, and he fired arrows into
the lizards mouth, defeating it. You want to do the same thing, but of
course a little different.

Hopefully you got the Shotgun earlier -- if not, tough luck. Right at the
beginning of the fight, move to one side of the circle area in front of
you and start blasting away at the Lizard with the Shotgun. What you want
to do is make him open his mouth and kill him by shooting inside his
mouth, but you can't do that right now -- if you try it, the Lizard will
open its mouth and you can shoot into it, but it will kill you. So you
must make the Lizard weaker before attempting this.

It should only take around 6 shots from the Shotgun on normal to piss the
Lizard off, and you'll be able to kill him by his mouth after that --
you'll know when the Lizard is pissed because he stop for a while and
green spew comes out of his mouth. Wait for him to start going again and
stand still, with your Shotgun equipped and ready to shoot. The Lizard
will come towards you, and when he opens his mouth, Start firing away into
the Lizard's mouth and back up at the same time. If you don't back up
while shooting, you'll be eaten, although you will get two shots off into
is mouth.

Repeat this strategy, letting the Lizard approch you so you can fire into
its mouth. Whenever you're not shooting, let go of R2 and hold it again,
so Harry reloads the gun (just a little trick that doesn't require you to
reload in the game or in the menu). It should take around 5 or 6 shots
straight into the Lizard's mouth to kill him on normal, and the battle
will end with the screen turning blurry.
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====

Normal Midwich Elementary
-------------------------
After the cutscenes, you'll be back in the normal school, inside the
Boiler Room in the basement. Pick up the K. GORDON KEY on the ground in
front of Harry and exit through the door just past the key. Move up the
stairs and Harry will take note of the bell heard ringing in the distance.
He opens up the map and marks the Balkan Church -- that's your next
destination. Move through the nearby double doors, after unlocking them,
to reach the east corridor.

If you haven't saved in a while, I recommend you use the same save point
as before in the Infirmary. Head over to the Reception in the hall to find
a list of teachers on the Reception counter. Harry notices the name K.
Gordon, the name of the key he got just earlier, and marks the address
down on the map. Unlock the Lobby's double doors and pass through them.
Then exit the school through one of the two far doors, after unlocking
the door first.

04 // o l d  s i l e n t  h i l l  p a r t  2
==--=-=====---=----=-=-----======---===---=====----=-==----===-=--=-====--
Once outside in the foggy town, stroll down the path to the road. You may
remember a school bus at the side of the road to the south from before,
which had 2 Health Drinks inside, but if you go inside it you'll find 2
HEALTH DRINKS this time as well, and there's also the same save point as
earlier. Moving on now, you want find where the bell sound was coming from
when you were inside the school, and Harry has the Balkan Church on Bloch
Street marked on his map, but if you remember from earlier, you couldn't
get there from the north, so try the south. If you take Bradbury Street
and head all the way east you'll find that the road is demolished.
However, there is an alleyway before that point, so head north up that.

North up the alley, hearing radio static, there will be a Groaner waiting
for you near the end. Kill it, and take a look where it was standing.
There's a wooden gate door down a short path there, leading to someone's
backyard. Go through the gate into the yard, and try to go through the
door to inside the house -- Harry will use the K. GORDON KEY -- go inside.

Just inside on the counter is a pack of HANDGUN BULLETS. In the kitchen to
the right is another pack of HANDGUN BULLETS, and there's a SAVE POINT on
the table in the dining room. Move down the hallway, past the door that
won't open, and head through the front door to outside. Now you see you're
outside once again, but the whole point of that was to get to the other
side of the demolished road on Bradbury Street.

Anyway, if you're curious and check out the north of this road, you'll
find that it's destroyed, however, there is a HEALTH DRINK up the steps at
the last house on the east side of the road. Now running south to
Bradbury, continue east when you get to it. You may hear some radio static
but there won't be anything to worry about if you stick to the north side
of the road. On a bench farther east lies a HEALTH DRINK, and just past
that is an alleyway that you'll have to take, since the road ahead to the
east is destroyed.

North in the alleyway at opposite ends you'll find two Air Screamers (one
on each side), and some HANDGUN BULLETS on the ground around halfway
through the alley. On the northside, past a Groaner to the west, is a
Chainsaw store, and there's a CHAINSAW in the smashed window.
First of all, you can't pick it up just yet since you have no gas to power
it, but remember it for now.

Continue east en route to the church, and when you reach it on your map,
move up the steps and go through the doors. Inside, you'll meet a crazy
old woman in a cutscene. She presents you with a pyramid and suddenly
leaves. Move up to the altar and pick up the "FLAUROS" and the DRAWBRIDGE
KEY on it. There's also a HEALTH DRINK on a stand near the altar, and a
SAVE POINT at the back of the room. The door the woman went through won't
open, so exit the church through the main doors back to outside.

The woman inside the church told you to make haste to the hospital, which
isn't on your map -- there is a bridge crossing east, and you do have a
key for a drawbridge, so that's your destination. However, just past the
church is a gas station that you should check out. Avoid the Groaner
outside and head through the open door by the single "SUPER TUESDAY" sign
on the wall to the west of the pumps. Inside you'll find a GASOLINE TANK
on the shelf, HANDGUN BULLETS on the ground, and yet another SAVE POINT on
a table -- but seriously, you just met a save point one minute ago, so
it's really not necessary.

Anyway, the gas tank is not a key item, but if you remember the Chainsaw
from before, you can now go pick that up. However, there is another gas-
powered weapon shortly ahead that may make you think twice about which to
choose -- since you can only power one of these two weapons with the gas
tank (in a replay game you can get them both). Before moving on to the
bridge, you may want to head around to the back of the gas station, where
you'll find HANDGUN BULLETS and SHOTGUN SHELLS by the truck there. Anyway,
continue east to the drawbridge.

Once you reach the bridge, down the chipped off steps on the south side of
the bridge is a FIRST AID KIT and SHOTGUN SHELLS (the Shotgun Shells are a
bit hard to notice), but there are two annoying Air Screamers in the area.
Kill them if you can, and run down the bridge on the south side to the
small control booth and enter the bottom of it through the door by the
barrels. Inside this dark room (make sure your Flashlight is on) you'll
find the ROCK DRILL on the small yellow boxes, which is the other gas-
powered weapon. All in all, both the Chainsaw and Rock Drill are
great, but I'd personally give my vote to the Rock Drill. Make your own
decision with these two weapons and take one.

Leave the bottom room of the control tower, and if you move around it to
the east you'll see that the bridge is up. No worries, though, since you
have a key for that. Move up the steps on the control tower and enter the
top room. Inside, you'll find the SHOPPING DISTRICT MAP on the chair and
another SAVE POINT on the desk. Deeper into the room is a HEALTH DRINK on
a small box and a keyhole in the control panel. Use the DRAWBRIDGE KEY and
lower the bridge. Exit the tower and cross the now lowered bridge to
Central Silent Hill.

05 // c e n t r a l  s i l e n t  h i l l
====--=-===----=----======--=-=====---==-==----=-=======--=-===---====---=
Across to the other side of the bridge by the booth on the northside (the
pink box on your map) is a HEALTH DRINK, and on the southside steps is a
pack of HANDGUN BULLETS. Continue east to what turns into Sagan Street to
be welcomed by two Air Screamers, trying to smack you in the face -- not a
very pleasant welcoming I might add. Checking your map, there is a Police
Station just ahead on this street, so be sure to check that out. On the
way you'll encounter two new enemies, called Apemen, that will jump on you
and drain your health -- once again, not a pleasant welcoming to this side
of the town.

Inside the Police Station, you'll find SHOTGUN SHELLS on a bench and two
packs of HANDGUN BULLETS on the very tall reception counter. Inside the
room to the west are more HANDGUN BULLETS and a SAVE POINT on a desk, and
more SHOTGUN SHELLS on another desk. There is also an interesting memo on
the desk with the shells, and on the chalkboard as well. Once done here,
leave the room and exit back to outside.

Returning outside to the wilderness of the Apemen, check your map for a
hospital, remembering what the old woman from the church said --
Alchemilla Hospital in the south, on Koontz Street. That's your current
destination. Head back west on Sagan and take the south route on Crichton
Street. Ignore any enemies on the way and enter the small courtyard of
Alchemilla through the two large gates on the south side of Koontz Street.
Inside the yard are two Groaners waiting for you -- ignore them and
quickly enter the hospital through the double doors to Harry's right.

06 // a l c h e m i l l a  h o s p i t a l
-===--=-=====-=-=-=-=======---=-=====-===-====---=-=-----------===---==-==
Inside this already frightening hospital you'll find a SAVE POINT on the
Recpetion desk. Take note of the map on the wall inside the Reception area
as well (you can't get to it right now). Head around the Reception to the
hallway to hear a gunshot... Follow the hallway and go through the first
door on the left for a cutscene. Harry meets Dr. Michael Kaufmann who at
first doesn't welcome Harry too nicely. The man doesn't talk for long and
leaves the room after a while.

Once you're left alone in the room, the door behind you leads back to the
hallway, so go through the door to the right (Harry's left). Pass through
the other door in this empty room to get the FIRST AID KIT on a box and
the HOSPITAL MAP within the Reception. Now with a map, head back to the
Examination Room and go through the east door, to the Medicine Room. All
in here is a newspaper with something clipped out, so exit to the east
hallway through the other door in the room.

Enter the Doctor's Office to find the HOSPITAL BASEMENT MAP on the table
by the wall, and through the other door in here to the Conference Room is
the BASEMENT KEY on the conference table. Leave both rooms and enter the
Kitchen from the hallway. Inside, move straight ahead for the camera angle
to change, seemingly focussing on some bottle in the foreground. Examine
the bottles to take a PLASTIC BOTTLE from the bunch. Also in the room is a
HEALTH DRINK, on the island. Exit back to the hallway when done in here.

Continuing along, enter the Director's Office to come across a very messy
room, with books strewn all over the floor and cupboard doors carelessly
opened. Head around the desk at the back of the room to find red liquid
splashed all over the floor from a shattered glass vial. Examine it for a
closer view. Hmm... You just picked up a bottle in the Kitchen, so use the
PLASTIC BOTTLE to pick up the liquid, to get the UNKNOWN LIQUID in your
inventory. Just to let you know, you don't have to do this -- you don't
even need to get the bottle in the first place, however, doing this will
give you an advantage late in the game and will also help you get one of
the better endings in the game. Leave the room.

The elevator won't work up here so you're only left to go down to the
basement. Use the BASEMENT KEY to access the stairway, and go through the
door down the stairs to the basement of the hospital. Don't worry about
the radio static down in this dark basement, there are only Roaches down
here -- three of them. Once they're done with, enter the only unlocked
room down here, which is the Generator Room. Inside you'll find the
generator of the hospital, which isn't making any noise, not to mention
the elevators not working. Examine the panel on the generator to find a
note stating what the generator powers, elevators being one of the few
things, and turn it on. Leave the room after doing so.

Now with the generator on you can access the elevator. You can head back
up to 1F and enter the elevator from there, but that's really not
necessary since you can enter the elevator from here. Once inside,
examine the panel and move up to 2F. Trying to open the double doors to
access the main hallway up here, they won't open. Reenter the elevator to
try the same up on 3F. Up on the third floor, these doors won't open
either... Thinking what to do, reenter the elevator.

Examine the panel for an absolutely shocking sight -- a fourth floor! Take
a moment to take this in, and then press the "4" when you're ready.

07 // n i g h t m a r e  h o s p i t a l
----=-====---------====-====---=====----=-=------==--=====-----=-==-===---
After Harry's vision of a girl walking into what seems to be an Antique
Shop, the "non-existant" fourth floor around you is decaying of blood.
Head through the double doors. Start to follow the lifeless hallway before
you, hearing a click sound shortly after you begin -- that was the doors
locking behind you! All the rooms in this corridor won't open so don't
turn back and continue through the double doors around the corner. Now in
another hallway, run forward to hear these doors locking behind you, and
go through the end door in the corridor, since all the rooms won't open
here either.

Now you'll be in a stairwell, so quickly get off this floor before you're
locked in, by goind down to 3F. Now your map can be used, since this floor
actually exists. If you're still a bit curious of the mysterious fourth
floor, head back up the stairs, only to find... a wall! So that was... an
illusion? Anyway, go through the stairwell door on 3F to the west hallway
of the floor.

Lurking around this corridor is a new enemy, a Nurse Demon. Nurses are
quite strong, taking around six Handgun shots before going down. If you
have the Rock Drill, however, hold it up and let them run right into you,
effectively committing suicide. Anyway, inside the Men's Room you'll find
the PLATE OF "TURTLE" sitting on the window sill. Try to leave the room,
and see if you can get yourself to see what that noise was behind you. If
not, just leave the room (there's nothing there, anyway).

Leave the room and enter Room 302 in the corridor, since Room 301 contains
only an empty birdcage. Inside 302 you'll find a SAVE POINT and SHOTGUN
SHELLS, as well as an old, but usable VCR -- you don't have a videotape so
it's useless to you at the moment, if not period. North up the hallway
inside Room 304 you'll encounter another Nurse. After killing it, pick up
the HEALTH DRINK on one of the gurneys, and you may also notice a steel
plate screwed to the wall for some reason, which has no use to you now.

The Linen Room by the double doors contains nothing but dryers -- "Useless
now", Harry says -- apparently he hasn't wet his pants yet. Moving on to
the east corridor, either through the Linen Room or the double doors in
the west corridor, take care of the to Nurses in the area first. Inside
the Store Room you'll find HANDGUN BULLETS, a FIRST AID KIT, and a BLOOD
PACK, oddly enough. The door leading to the other Store Room won't open so
return to the hallway.

Enter Room 306 to get the PLATE OF "CAT" on the far wall, and then you'll
be done on this floor. You can unlock the double doors at the north end
of the hallway and use the elevator, but that's not the ideal way to go,
so head back to the west corridor and enter the stairwell. Run down to 2F
and enter the west corridor. Start things off on this floor by killing the
Nurse in the corridor, and then enter Room 201. Inside this room you'll
find a brass Zippo LIGHTER lying on the table. Leave the room and continue
north up the hallway to find another Nurse at the north end.

Enter Room 204 for an interesting task. You'll hear radio static in the
room, but there aren't any Nurses in here or anything. Move to the back of
the room to discover tentacles blocking you from another of those plates.
If you run at it, it will grab your foot and suck your blood. Take a good
look at what it's normally sucking at -- a puddle of blood on the floor.
Remembering something of interest you picked up, use the BLOOD PACK from
your inventory. Harry will drop the pack to the left, occupying the
tentacles. Great thinking for picking that pack of blood up Harry, phew!

Now that the tentacles are partly out of the way, move up to the wall and
grab the PLATE OF "HATTER". Exit the room and head back south down the
hall, entering the Nurse Center on the way. Inside this room is a riddle
on the wall and a locked door that looks very much like a puzzle. There
are four missing pieces, which seem to fit the plates you've been picking
up, however, you still need one more of them. Exit back to the hallway,
and you'll find that double doors leading to the east corridor won't open
as well. You may also notice a large plate slab with a list of names on
the by the doors, which is titled "The Grim Reaper's List", and a blank
plate slab at the north end of the corridor. Don't worry about it, as
haunting and questioning it may be, and reenter the stairwell.

In the stairwell, move down the stairs to the main floor of 1F to meet a
Doctor Demon this time. Doctors essentially the same as Nurses but are
slightly stronger and more aggressive. They also tend to regenerate very
often. The doors to the north corridor won't open, so enter the east
corridor through the double doors to meet another unhappy Doctor. Inside
the Medicine Room awaits another Doctor, and something is heard from
behind the other door, although it's locked.

Inside the Office in the corridor are HANDGUN BULLETS on the table, and
you can also find a HEALTH DRINK and a Doctor Demon in the Kitchen.
Another Doctor stands in the corridor to the north, and inside the
Director's Office you'll find the PLATE OF "QUEEN" on the table, after
almost pissing your pants, and a SAVE POINT by the far wall. Back out in
the hallway, you can check the broken vending machines on the north wall
for 3 HEALTH DRINKS!

Anyway, now that you have the last plate you should return to the puzzle
room on 2F. Start off by returning to the west corridor on this floor and
running up the stairs to 2F. In the 2F west corridor, enter the Nurse
Center to start the puzzle.

p l a t e  p u z z l e
--------------------------------------------------------------------------
Checking the other door in the room, you'll notice that it has four square
depressions as well as four other depressions that have been filled in and
are colourful. That means you'll need to use your four plates in the empty
depressions to unlock the door, and the riddle is explained in the memo on
the wall by the door:

     "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."

The memo explains eight different colours, and you have four different
coloured plates. However, there are also four coloured indentations on the
door, totalling as eight. So four of the eight descriptions in the riddle
aren't directly related to your plates, but they just makes things easier
for you.

Starting off, the first sentence reads, "Clouds flowing over a hill." So
what colour would that be? Well, clouds are white, regardless of whether
they're flowing over a hill or not, so the colour that matches this
sentence is white. Checking the door, the square at the middle top is
white, so it doesn't involve one of your plates. Take a look at the next
sentence, "Sky on a sunny day." The mentioning of a sunny day here may
confuse you, but the sky is always blue, even on a sunny day. If you were
thinking orange or yellow, that's only the case in a sunrise or sunset,
and if you were thinking white, that's the colour of clouds, not the sky
itself. So the answer to this setence is blue, which is the colour of the
Plate of "Turtle".

Okay, now on to the next sentence, "Tangerines that are bitter."
Tangerines are orange (they're small fruit oranges, if you didn't know
already), and they're still orange if they're bitter or not, so the
correct colour here is orange. The middle right square on the door is
orange, so it seems that we're going clockwise here starting at the top
middle. Next up is, "Lucky four-leaf-clover." We all know, or at least
should know, that clovers are green, be it four-leaf, three-leaf, or
whatever. So this colour is green, and the Plate of "Hatter" is green.
So now it's quite clear that we're going clockwise starting at the top
middle, and so far we've determined "Turtle" (blue) belongs at the top
right and "Hatter" (green) belongs at the bottom right.

"Violets in the garden." Well, that one was given away quite easily...
Violet is a colour itself, but is a variation, if you will, of purple. So
the colour here is purple, which matches the bottom middle square on the
door. Reading on, the next sentence is, "Dandelions along a path."
Dandelions are yellow, although their stems are green (which has already
been used), no matter what path they're on. So this colour is yellow,
which is the colour of the Plate of "Cat".
      
The next sentence isn't so clear, "Unavoidable sleeping time.". If you
really think about it, what colour is most closely resembled with sleep?
Well, when you sleep you see black, if you will -- the absence of light;
darkness, which is what is known as black. So the answer for this one is
black, which is the left middle square on the door. Lastly, the final
sentence reads, "Liquid flowing from a slashed wrist." This is an obvious
one -- when a wrist is slashed, as mentioned, blood is discharged from the
cut, and the colour of blood is red. The Plate of "Queen" is red, which
actually looks a little pink, and matches this sentence.

Now that you've determined all the correct colours, you should have the
following colour arrangement in your mind:
              __________
   __________|  ______  |__________
  |  ______  | |      | |  ______  |
  | |      | | |White | | |      | |
  | | Red  | | |______| | | Blue | |
  | |______| |          | |______| |
 _|__________|          |__________|_
|   ______                  ______   |
|  |      |                |      |  |
|  |Black |                |Orange|  |
|  |______|                |______|  |
|____________            ____________|
  |  ______  |          |  ______  |
  | |      | |  ______  | |      | |
  | |Yellow| | |      | | |Green | |
  | |______| | |Purple| | |______| |
  |__________| |______| |__________|
             |__________|

Only four of those colours really matter in terms of using your plates,
and those colours are: blue, green, yellow, red. Matching those up with
the plates in your inventory, you'll get the following solution:
              __________
   __________|  ______  |__________
  |  ______  | |      | |  ______  |
  | |      | | |      | | |      | |
  | |Queen | | |______| | |Turtle| |
  | |______| |          | |______| |
 _|__________|          |__________|_
|   ______                  ______   |
|  |      |                |      |  |
|  |      |                |      |  |
|  |______|                |______|  |
|____________            ____________|
  |  ______  |          |  ______  |
  | |      | |  ______  | |      | |
  | | Cat  | | |      | | |Hatter| |
  | |______| | |      | | |______| |
  |__________| |______| |__________|
             |__________|

So put the PLATE OF "TURTLE" in the top right slot, the PLATE OF "HATTER"
in the bottom right slot, the PLATE OF "CAT" in the bottom left slot, and
the PLATE OF "QUEEN" in the top left slot. Once the plates have been
placed in their correct positions, the puzzle door will unlock.
--------------------------------------------------------------------------

Once the door is unlocked, go through it to meet three Nurses in the
corridor, one right beside you. Inside the Operating Prep Room are two
Nurses along the wall, since there is a large gaping hole in the room.
Once they're dealt with, head through the other door in the room to the
Operating Room to meet another Nurse, who seems to be in charge here.
Luckily she ain't no Nurse Ratched and it's easy to deal with her. Pick up
the BASEMENT STOREROOM KEY behind the Nurse on the table and leave both
rooms back to the hallway.

Enter the Intensive Care Unit room and grab the Disinfecting Alcohol on
the table. Note the Nurse behind the table, but you should be able to get
out of there before she can touch you. Moving north up the hallway, you
can find one more FIRST AID KIT before you leave this floor in Room 206.
After getting that, go through the double doors up here and enter the
elevator. Examine the panel and go down to the basement, since you got a
key for the Storeroom down there.

Hellooooo Nurse! Right after landing on BF, take care of the Nurse right
in your face, and then enter the Morgue if you dare... Inside you'll be
ambushed by two Nurses from both side of the room right by the door --
quickly run forward out of their reach, equip the Shotgun, and blast those
suckers. Inside the room lying on gurneys you can find an AMPOULE and a
HEALTH DRINK -- don't waste that Ampoule by the way; only use it when you
have terrible health and need the strength and energy. Leave the room.

Take care of the Nurse that regenerated in the hall and enter the
Generator Room, since it's unlocked, before you enter the Storeroom. Walk
forward to check the generator, and stand still in front of it -- what do
we have here? Looking at the awe-inspiring weapon lying against the
generator, pick up the Emergency HAMMER, which is arguably the best weapon
in the game. You can't miss this baby, it is really an awesome weapon that
no one should do without -- it is definitely worth picking up. Leave the
room after picking it up and enter the Storeroom, using the BASEMENT
STOREROOM KEY.

Once inside, you can find some HANDGUN BULLETS and SHOTGUN SHELLS on the
shelves, but there doesn't seem to be any other doors or keys in here. One
object of interest, however, is the large wooden cabinet in the back
corner of the room. Harry notices some skid marks to the left of the
cabinet from it being moved, so go to the right side of the cabinet and
push it. Once the small door is revealed, go through it.

Now in the secret room behind the cabinet, examine the grate door in the
room for Harry to notice a hallway under it. The grate is covered in
vines, so Harry cannot open it like this. Remembering that you do have a
Lighter, although that won't be enough, check your inventory. Looking
through your items, the Disinfecting Alcohol should work great to soak the
vines with, and the Lighter can light it all up. So, first use the
DISINFECTING ALCOHOL to soak the vines and then the LIGHTER to light it
all on fire and burn the vines. Harry will open the grate after the vines
are gone, so go through the grate opening to the stairs below.

Once down in this unmapped area, follow the pathway forward and go through
the door. In this area you'll be greated by three Nurse Demons. Take care
of them and go through the first door on your left. Entering this hallway,
you'll meet two more Nurses. Only enter the first room on your left if you
feel like wetting yourself, but the first room on the right contains a
VIDEO TAPE guarded by a Nurse. If you remember, there's a VCR on the
second floor that you can use to watch the tape, but you're busy right
now.

Back in the hallway, enter the last room on the left, which is the only
other unlocked room down here. Inside, Harry will find a picture of a
young girl named Alessa, who looks quite similar to Cheryl. After looking
at the picture of her, get the EXAMINATION ROOM KEY just to the left of
the picture. Now it's time to get out of this hellhole of a basement's
basement. Head back down the hallway and go through the end door, then go
through to door to Harry's right to enter the stairway. Follow the stairs
to return to the Storeroom.

Now that you have the key to open the Examination Room, use the stairs or
the elevator to get to the first floor from the hallway. Once back on 1F,
run past the Doctor in the hall and enter the Medicine Room. Enter the
Examination Room through the other door in here, using the EXAMINATION
ROOM KEY. Meet Lisa Garland, a Nurse who works at this hospital. The
conversation between the ends when Harry sudden has a major headache.

Return to Normal Hospital
-------------------------
Harry awakens in the normal hospital's Examination Room, and the crazy old
woman from the church, who reveals her name as Dahlia Gillespie, greets
Harry in a once again strange matter. She leaves a key for you on the
and leaves the room, after tell you the other church in this town is your
next destination, wherever that is. Once Dahlia is gone, pick up the
ANTIQUE SHOP KEY she left on the table... Antique Shop, eh? Leave the room
through the west door and get ready to leave the hospital. Save your game
at the Reception if you want, and then leave the hospital through the main
double doors. In the courtyard, ignore the two Groaners like you did when
entering here before, and go through the hospital gates to the streets.

08 // c e n t r a l  s i l e n t  h i l l  p a r t  2
=====--==-----=====--=-=====--=-=-----===-====---====--=-======---=-===-==
"Darkness devouring the town? Must be on drugs."

Once back on the streets, your next destination is an Antique Shop, which
you don't know the location for. If you use the Look option for the key
in your inventory, you'll see the tag says "Green Lion" on it. Taking a
look at your map, you'll notice a shop in the northeast named "Antique
Green Lion", so that's your current destination. Start off by heading east
down Koontz Street until you reach Simmons Street. If you check to the
south at that three-way intersection, you'll find HANDGUN BULLETS and a
HEALTH DRINK in an alleyway, however, two Air Screamers may follow you in
there. At the northwest side of the intersection is a HEALTH DRINK on one
of the tables, guarded by two Rompers nearby.

Take a left a Simmons, heading north all the way to the Antique Shop at
the north end of the road. By the way, if you're wondering just what the
hell that sound is that your hearing everywhere, somewhat like a siren,
that's just the music, so don't worry about it. Try to ignore any enemies
on the way to your shop, especially the three Air Screamers near the
Antique Shop in the north. Once you reach the shop in the north you can
see that it looks exactly like the Antique Shop from Harry's vision in the
hospital eariler, except the town around it isn't bloody as hell -- this
is definitely the right place.

The front door is wide open, so walk through the doorway and down the
steps to meet the actual door of the shop. Use the ANTIQUE SHOP KEY to get
inside. Once you set inside the shop, there will be a SAVE POINT right in
the foreground that you can use. Turn on your Flashlight to brighten up
the room and look around deeper in the room. There is a cabinet with trace
marks on the ground by it, so push it aside to reveal a hole in the wall.
Before Harry can check it out, someone enters the room behind him -- it's
Cybil!

After informing each other, Harry decides to check out what's through the
whole, leaving Cybil to cover him from the main room. After the cutscene,
head down the narrow path and go through the hole at the other end.
Through the hole, Harry finds a strange room with an altar -- is this the
"other church"? Looking around the room, grab the AXE sticking out of the
framing on the wall. There's nothing else to do here, so try to go back
throuh the hole and Harry will have another headache.

09 // n i g h t m a r e  c e n t r a l  s i l e n t  h i l l
----=-=========---=-=----=====---=-======---=------=====--======----==-===
Harry awakens back in the Nightmare Hospital examination with Lisa. Harry
asks Lisa a few questions about what Dahlia said and she gives an
explanation. Just after that Harry awakens back in the Antique Shop,
however, the nightmare version of it. Now Harry wants to get to the Resort
Area, since Cybil said that's where she last saw her. He doesn't know how
to get there so he must return to Lisa in the hospital to ask her.

After Harry thinks to himself, move forward with the awkward camera angle
to find another SAVE POINT on the desk, which is in the exact same spot as
the one that was here in the normal world. Leave the room through the only
door, and then move up the steps in front of Harry and move out to the
streets, or what used to be the streets... The road is now grating and the
town looks like the Nightmare School and Hospital effect.

There are too many enemies in the nightmare world of Silent Hill, so it's
best to always run, dodging any enemies that you might encounter. Your
current destination is the hospital, to talk to Lisa, so you need to find
a viable route to get there. Moving south past any Apemen and Groaners,
you eventually find the "road" ends before Sagan Street, so you'll need to
find an opening around here somewhere. Stay on the east side of the road,
you'll find a torn hole in the shutters for the Silent Hill Town Center,
so go through the hole into the mall.

Inside the Town Center lobby there isn't anything of interest except for
the escalators and the large TV screens nearby. There's nothing down here,
though, so head for the escalators and begin to climb up for a message
from the TV screens. Continue up the escalators to the second floor and
take the left passage, since the right ends shortly because the floor is
missing. You'll hear radio static up hear but so far no enemies and in
view or even heard.

On the left path you'll meet a door to a shop, which I highly suggest you
enter before continuing on towards the static. Inside the shop you'll find
two packs of RIFLE SHELLS (although you don't have the Rifle yet), a FIRST
AID KIT, and a SAVE POINT. The other door at the back of the room won't
open so leave the shop through the front door. Continue following the path
towards the static to see what looks like slugs sucking on a corpse. Move
closer to check it out and the floor panel will fall with the weight of
Harry moving on it and you'll land in a pit with a large Larva. Good luck.

b o s s  2 :  t w i n f e e l e r
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====
After landing in this pit with this giant Larva, there is no escape.
You'll have to fight this giant monster to get out of here. First of all,
there is a HUNTING RIFLE leaning against the wall just ahead of you to the
left. Equip the Rifle and run around the room for a brief moment, finding
a nice place to stand. Once you do that, wait for the Larva to come out of
the sand by you, move out of the way and shoot at it. Hold L2 and look
around when you can't see the Larva so you know where it is when it comes
up, leaving you time to get out of the way.

Every time the Larval comes up to the surface, it will spit green acid at
you as it slides across the sand, and then it will return to down in the
ground. Each time it comes up, you'll have around five seconds to shoot it
until it goes back down. Sometimes, however, the Larva will strike you (by
ramming into you) before you even know where it is, and this can be
frustrating. Always ahve your hands over the L1 and R1 buttons so you can
strafe out of the way at any time. Then, one out of the way, start
emptying rounds into the thing.

The Larva has two attacks: one is spitting acid at you every time it comes
up to the surface, and the other is ramming into you. Both inflict quite a
bit of damage, so be aware of your health state at all times and be ready
to heal. It may be hard to avoid this attacks, sometimes, because a lot of
the time the Larva will come up right in your face while you're moving.
That's why it's best to stand on the middle the remains of the grating
from the floor above, because that way the Larva can't just pop up beside
you.

You still have to keep your eyes and ears open, and be prepared to strafe
out of the way and start blasting away at the monster. It shouldn't take
too long to defeat this thing; it should only take around 10-15 shots with
the Rifle. If you don't have enough or any Rifle shells, use the Shotgun
or Handgun. Obviously the Shotgun is better because of its strength and
widespread blast, and it works very well, but the Handgun is also quick
and easy to use.

After taking enough damage, the Larva will roll up in a ball and the
fight will be over. Fortunately, your means of escape are helped by the
Larva then getting back up and smashing through the glass in the area.
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====

After the Larva smashes through the glass and gets away, run ahead and go
through the opening to outside. Now at the east side of the Town Center,
there will be several more enemies out here, including different looking
and stronger Air Screamers. It's best just to try and outrun them,
avoiding their attacks. Start your route from this side by running south
to meet an individualized grating path, and follow that as it turns to the
right onto Sagan Street. Follow this way east and never stop. Eventually
you may have three Groaner Dogs and an Air Screamer chasing you, but don't
stop to fight them and run like hell!

This is truly insane, the features of the alternate world and these
multiple creatures hunting you down. Don't stop until you reach the Police
Station near the end of Sagan Street and enter it. Oh man, that was
intense! Now you can finally take a moment to breathe. While you're hear,
check the area for any new items. On the front reception counter you'll
find RIFLE SHELLS and HANDGUN BULLETS, and on the table by the front doors
is a SAVE POINT. You might want to save your game, anyway, so it would be
smart to before you go back outside.

Once you're ready to return to thrilling world outside, continue the chase
by exiting through the double doors and running west to Crichton Street,
past the Apeman greeting you outside. Take the south route at Crichton all
the way to Koontz, past the barrage of Air Screamers. Once you reach
Koontz Street, head through the hospital gates. Just inside the gates,
you'll be swarmed by three Groaners. Quickly enter Alchemilla before they
touch you.

Now you can take another breath, stepping into the hospital again. Use the
SAVE POINT on the Reception counter if you need to and enter the
Examination Room to talk with Lisa. She remembers a waterworks near
Midwich that is closed off, and that you might be able to get to the lake
from there. Lisa doesn't feel she can come with you and Harry leaves the
room. Exit the hospital and head for the waterworks.

Out in the courtyard the doggies are gone, so there's no pressure. Go
through the gates to the street, or what's left of it, and follow the new
path forward as it leads to a stairway. There's nowhere else you can go,
so run up the steps to the roof at the top for a short cutscene. Up here,
a giant moth will come into sight -- it's the Larva from the mall, it's
turned into a Moth and wants revenge! The stairs you just came up are
destroyed, so it's time to fight.

b o s s  3 :  f l o a t s t i n g e r
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====
Right at the beginning of the fight you'll be standing just in front of
the giant Moth, so it would be wise to get some breathing room. Staying on
this main roof section is generally not bad and it can work well when
fighting the Moth if you have good movement, but the higher area up the
stairs with the water tower works very well, since you have some cover. If
you stay on the main level, though, it's hard to see the whole Moth, even
when holding L2, and it can be hard to run around, shoot, and avoid
attacks. So it's really best to go up to the water tower.

First off, if you have Rifle ammo, equip the Rifle and start unloading
rounds into the Moth from the water tower area. Always leave some space to
sidestep after you shoot, so the Moth doesn't get to spit acid at you, or
come up to hit and smack you. Take off 2-4 shots each time you stop to
shoot, and then sidestep to another corner of the water tower roof. You
may find it difficult to get away cleanly after shooting with the Rifle,
which is why you might want to try the Shotgun.

The Shotgun is a great alternative method, especially since you can
actually move while shooting. So if the Moth is in your face, continue to
shoot it as you step back, and then move to a different corner.
Sidestepping while shooting works great as well, especially since you can
constantly be moving while shooting while you're shooting, avoiding the
Moth's attacks. You may want release R2 to put your gun down to
auto-reload instead of doing it manually while standing still.

The Moth has two attacks. which are very similar to its attacks as the
Larva. One of them is simply spitting green acid on you, which inflicts
moderate damage, and the other involves the Moth moving close to you and
smacking you with its abdomen, which is very damaging. To avoid these
beatings, simply do not let the Moth get close to you -- when it does,
sidestep or run to another corner. As for the acid, which is harder to
avoid, when you hear the distinct sound of the Moth spitting the acid, try
to sidestep out of the way as quick as you can, although this is hard to
do. Just don't stand still in one spot for too long and you should be
okay.

As you run around the water tower, the Moth will always follow you, and
rather quickly. You need to be quick to orchestrate this battle well, and
you need to know how to strafe properly and when to do it. Try to run a
complete circle around the tower and then stop and perform a quick
turnaround, ready your weapon, and start shooting. With these tactics,
the battle shouldn't be too difficult and the Moth will be eliminated
after around 10-20 shots with the Rifle or Shotgun.
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====

Return to Normal Central Silent Hill
------------------------------------
Just when you deliver the final blow to the Moth and it falls to the
ground, the world around you turns back to normal. The stairs aren't
destroyed in this normal world now, so step down from the water tower area
and set your feet on the main street ground by going down the main stairs.
Back on Koontz street, you need to get to the waterworks by Midwich, so
you must first get back to Old Silent Hill. Follow Koontz street west to
Crichton, and take that road north to Sagan. Once there, ignoring any
enemies, cross the bridge to west to Old Silent Hill.

Return to Old Silent Hill
-------------------------
After crossing the bridge, Harry will have his map open to show you that
you're at the waterworks, just north of Midwich, to save you the trouble
of getting there yourself. Move ahead and check the gate to discover that
it's locked. Harry takes a closer look to notice how rusty and worn out
the lock is, and he may be able to break it if he hit it hard. Take out
the Axe or Steel Pipe (or whatever else you prefer) and smach the lock a
few times to knock it off. You can also blast it with the Shotgun if you
prefer, which only takes one shoot. But it really isn't necessary.

Once the lock is broken, go through the gate door to notice the manhole
here has been carelessly left open. Give some thanks and go down the
ladder in the hole to the Sewers.

10 // s e w e r s  ( c o n n e c t i n g  t o  r e s o r t  a r e a )
-----====--=-======---=-====--------==-=====---=====---=-=------===--====-
Once down in the Sewers, things aren't feeling so safe. Move right around
the corner and follow the path all the way to the near end to hear
clicking sounds. New enemies will come in your wake, called Hanged
Scratchers -- one will come from each side ahead while two Roaches sneak
up behind you, essentially forming a three-pronged attack on you. Try to
get out of the mess first and then pick them off individually. Equip the
Shotgun from now on to deal with future Scratchers.

Take a left around the corner and follow the path, killing any Scratchers
on the way. What you're probably noticing now is that the Scratchers take
quite a while to fall down and they do so quite silently. All it takes is
two to three Shotgun shots (on Normal) to kill them, but they won't fall
for a few seconds. Once you reach another path intersection down here,
take the left route to find some worthy items. At the end, the path
diverts into two narrow routes. The right route contains a HEALTH DRINK,
HANDGUN BULLETS, and SHOTGUN SHELLS at the end, and the left route has
RIFLE SHELLS.

After getting all the items, head back all the way east and continue past
the intersection there to move on. There will be some objects blocking
portions of the path in some areas this way, but there's always a way to
get through. Once you reach the end of this path and meet a fence, go
through the fence door on the left side path, since the one on the right
is locked. Follow the path around the water, and on the far side past the
generator, and over the steps ahead. Continue along the path aroung the
corner to finally reach some important items. On the desk you'll find the
SEWER MAP (CONNECTING TO RESORT AREA) and a SAVE POINT, and if you check
the open key box on the wall you'll get the SEWER KEY.

Now that you have the exit key, head through the gate door to the right,
and through the next one, after unlocking it. Head all the way back west
to the intersection, running past any Scratchers -- some may drop down
from the roof -- and then head south all the way to the end, passing the
west opening (where you initially entered the Sewers). By the fence in the
south, use the SEWER KEY to go through the door and continue ahead over
the narrow blue grating. Just up ahead, you should see three Roaches that
may take separate paths towards you. Kill these pests before moving on.

After the Roaches, the path diverts once again into two. The left path has
a FIRST AID KIT at the end and is blocked off, but the right path leads to
a ladder -- go up it. Now on a blue grating ledge, pick up the FIRST AID
KIT to Harry's left, and follow the grating on the actual floor ahead. If
you hold L2 you should notice several Hanged Scratchers hanging on the
roof just up ahead, which is not great news. Get the drop on them now by
using the Shotgun. This may triger the others to come towards you, but
they won't move so quickly.

After dealing with the three Scratchers, continue following the Sewer path
to find another Scratcher on the roof just ahead. Both west and south
paths here are blocked off, so take the east route. You'll encounter
several Roaches on the way, which shouldn't be a big problem, and at the
east end wall you'll find a HEALTH DRINK and HANDGUN BULLETS. Follow the
path to the south past a Scratcher to the south pathway on your map. The
gate door to the east is locked, so you'll need to find a key for that.

Start heading west down the pathway, moving through the first gate door
along the fence when you reach it. Continue east, navigating over the blue
grating paths, eliminating any Roaches on the way, and go through the next
gate door. Farther west, take the left route when the path diverts into
two and head through the gate. Head to the west end of the pathway to find
a section of bloody water with an item of interest, although the wide
camera angle and music doesn't seem to be good news.

In the water is the SEWER EXIT KEY -- grab it, and once you do that, three
Scratchers will appear in the area from the roof and from the water to
corner Harry. However, they do not truly block Harry at all side, and you
can slip away through the back right hole between them. Turn around and go
through that missing link, and whatever you do, do not take the left path
(Harry's left), which is a dead end, or the result will very likely be
your death, since the three Scratcher will truly trap you in there. So
take the path to Harry's right, which contains another Scratcher -- have
the Shotgun ready and quickly blast it and run past before the others get
to you. Go through the gate just behind the creature.

On the other side of the gate, you may notice the Scratchers trying to get
through the fence, but they won't be able to. Head back to the east, now
that you have the key. Don't waste time with Roaches and just keep running
-- the sudden bang sound shouldn't convince you to stop and fight, anyway.
Once through the gates and now back in the east, you'll encounter three
more annoying Scratcher's by the exit gate. You don't necessarily have to
fight them, though, and you can run in between the first two and quickly
use the SEWER EXIT KEY to get through the gate right beside the third
Scratcher -- run at the door while pushing the creature and constatly
pressing X to use the key and go through the door.

Now on the safe side, use the SAVE POINT on the barrel ahead if necessary,
and climb up the ladder beside it.

11 // s i l e n t  h i l l  r e s o r t  a r e a
====---=-=====---=-====---=-=-----===-=-=====---=-====----=---======---===
Ah, freedom... fresh air. But are we there yet? Check the area around you
to see if you can find any items or a map. Run forward and investigate the
destroyed building around the corner, to find RIFLE SHELLS and HANDGUN
BULLETS inside to the left, and a FIRST AID KIT inside to the right. Exit
the wreckage and head forward to the road. The road is demolished one way,
so head the other way and check the Information sign for the RESORT AREA
MAP.

Checking your new map, you're currently on Bachman Road. An Air Screamer
may come to greet you soon or may have already. Head south, deeper into
this resort side of town. First of all, there are quite a few places you
can go in this resort area, but you can immediately run to the Lighthouse
area on your map if you really feel like doing so. However, you will miss
a lot of information if you do this and you will receive one of the two
bad endings in the game, so it's recommended that you check the town
thoroughly.

Looking for places of interest on your map, Annie's Bar stands out pretty
nicely, so go check that out. The entrance is at the south of the building
on your map, and you'll find two Rompers out there. Unless you plan to
pick them off one by one, don't bother with them and quickly enter Annie's
Bar through the front door. Inside the bar, Harry will encounter Kaufmann
struggling with a monster ontop of him and will save him. They'll chat for
a bit, but the typical Kaufmann doesn't talk too much and leaves rather
quickly.

Searching the room for items, you'll find two HEALTH DRINKS on the bar by
the entrance, which blend in quite well. There's also a SAVE POINT on the
bar. Deeper into the room by the pool tables, you'll find the KAUFMANN KEY
and the RECEIPT where Kaufmann was struggling earlier, which evidently he
dropped. The key looks to be a motel key, and there is a motel in the
general area, and the receipt has a code written on it. If you use the
Look command to take a closer look at the receipt, you'll see that it says
"Indian Runner" at the top of it, which is a name of a store to the east.
Exit the bar and head over to Indian Runer.

You may encounter some Groaner Dogs on the way, but they're easy to take
care of. Near the entrance to Indian Runner you'll notice two Rompers.
You can either kill them individually to be safe, or you can run right up
to the double doors and enter the place, after using the code. Both ways
work out quite well actually, and it's not very difficult to avoid the
Rompers if you just run like hell to the doors. When you reach the doors,
examine them to find a padlock with a 4-digit code. On the receipt that
matches this store, it says "0473", and that is the code to unlock the
door. Enter the building after entering the code.

Inside the quiet general store, you can find RIFLE SHELLS and a HEALTH
DRINK on the front counter. There's also an interesting diary on the
counter and a picture on the wall behind it with a man, presumably Norman
Young, in front of a motel. The shopping list on the wall to the left of
the picture contains a code, 0886, to the back entrance of what seems to
be the motel. The motel is your next destination, since you already have
a key for it as well, but you're not done at Indian Runner just yet.

Near the cash register on the far counterside is a safe door, which is
locked. There is a cabinet back the other way, which you can open the
drawer if you examine it. The SAFE KEY is found inside the drawer -- I
wonder what that's for. Move up to the safe door and use the SAFE KEY to
open it. Drugs are found inside... Interesting -- you don't ever need to
open up this safe and it doesn't help you game-wise if you do, but it
helps you understand a bit of what was going on in Silent Hill -- Cybil
mentioned drug trafficking earlier.

You now have a code for the motel and motel key, so leave the store and
head south to the motel. You may encounter an Air Screamer and a Romper
near the back entrance of the hotel, which you should probably kill to
make this easier for you -- especially the Romper. On the west side of the
road you'll meet the back entrance of the motel, where you'll find a door
locked by an electronic keypad. Examine the keypad, and remembering the
code from the shopping list at Indian Runner, enter 0886 and press Enter
to unlock the door. Then enter the motel through the unlocked door.

Just inside the door you can find a MAGNET on the couch (this item may be
on the desk in the room instead, sometimes). Also on the coffee table is
an interesting newspaper article explaining more on the narcotics issue
in Silent Hill, partially on top of an even more interesting magazine.
Unfortunately, you won't be able to "read the articles" of the magazine.
Through the door by the couch you'll find a motorcyle in a garage area,
as well as SHOTGUN SHELLS on the ledge by the wall and a HEALTH DRINK on
the stair stool near beside it. Return to the living room of the motel.

Further in the room on the desk you can find another diary involving the
mystery man. Through the open doorway to the left you'll find a SAVE
POINT. There's nothing else in here so leave the motel office through the
door around the counter in this Reception room to outside. Now in the
hotel compound, remember that you still have a key, which is for Room 3 if
you look at the key in your inventory. Head forward to cross to the other
side of the lot and find Room 3 to the right, entering it using the
KAUFMANN KEY.

Right near the door is a suspicious cabinet -- every cabinet in this game
is suspicious so why would you not think this one was? Push the cabinet
from the right side and check the ground to spot what looks like a key,
glinting in the narrow hole. Harry can't get the key like this because the
opening is too small. You just got a magnet earlier, which, if you check
from your inventory, has a string attached to it -- that should be plenty.
Use the MAGNET from your invetory to click onto the metal object in the
hole, and you'll get the MOTORCYCLE KEY. Motorcycle, huh? There's a
motorcycle in the hotel office, but what exactly could this key be for?

Leave the motel room and reenter the hotel office across the lot. Move
into the main room through the open doorway and go through the door by the
couch to enter the garage again. If you check the motorcycle, Harry will
just comment that it's an old motorcycle, but then he'll notice dust wiped
away only around the gas tank -- use the MOTORCYCLE KEY to open the gas
tank. Harry finds a small glass vial inside the tank, very similar to the
smashed vial in the hospital. Just then a very pissed Kaufmann enters the
room and really gives you a threat. With that attitude, maybe you
shouldn't have saved him, the bastard. Whatever is in that vial must be
very important, because Kaufmann almost swallowed up himself giving you
that speech.

Anyway, Kaufmann snatches the vial from Harry's hands while he's
lecturing him and leaves, rendering pretty much all you did pointless.
However, you have clinched one of the better endings of the game, so don't
feel upset about that. You're all done here, so leave the garage exit to
outside. Now that that ordeal is all done, your next destination is
across the bridge, since there's nothing else to do on this side of the
bridge. Before the bridge you may encounter a Romper and a Groaner, but
it's quite easy not to go near them and just run past. Head over the
Sandford Street bridge, hearing static in the distant darkness.

12 // n i g h t m a r e  s i l e n t  h i l l  r e s o r t  a r e a
==-=----=-=====----=-====---=-===----=------=-======--=-===---==-====---==
Once again, the world around Harry turns into a nightmare world, although
he thinks it feels different this time. Nonetheless, you should already be
familiar with this nightmare state by now, and this grating replacing the
roads is nothing new. Remembering last time the streets were like this,
prepare for another onslaught of enemies. On the other side of the bridge,
stay at the north side of the road to find SHOTGUN SHELLS and a HEALTH
DRINK around the barrels when you reach them. There is also a Night
Flutter (nightmare version of Air Screamer) and a Romper in the general
area, which you should probably take care of while they're on their own.

Continue west past both east and west garages, almost always hearing
static in the distance. Take a left after the west garage and head south
down the pier, past the first Night Flutter on the way. Past that the pier
narrows to the right side only, and you'll meet two agry Wormhead Dogs
near a stairway on the left. Don't bother to fight them and quickly run
down the steps. Move over the set wooden bridge, stepping onto the boat,
and enter it through the double doors at the stern. Inside, move ahead and
go through the door up the steps to the cabin.

Inside the boat you'll meey Cybil, and Harry will have a conversation with
her in a cutscene. Dahlia interrupts the conversation with her typical
crazy talk. She tells you to go to the Lighthouse on the lake, and the
center of the Amusement Park. Cybil will check out the Amusement Park for
you, and Harry will have to head to the Lighthouse. Dahlia also mentions
you must use the Flauros, and then she leaves. Afterwards, you can find
HANDGUN BULLETS, RIFLE SHELLS, a HEALTH DRINK, and a SAVE POINT around the
cabin. Leave the boat through the double doors to a different side.

Now at the west side of the boat, go over the small wooden bridge to the
pier and move up the steps ahead. There's a Romper up here and a Night
Flutter patrolling the sky. Continuing south, head down the next set of
stairs on the right side and cross over the longer wooden bridge. Follow
the path through these red railings on this dock and head over the next
wooden bridge to the pier again, and continue past the fence to the right
to meet two Rompers. Just past that along the water at the right, follow
the pier to the next stairs, and if you continue past that you can find a
FIRST AID KID guarded by two Night Flutters at the south end of that area.

Head back from the dead-end and go up the stairs to the higher groud. Take
the first left and head down the stairs, now going east directly towards
the lighthouse. Follow the path to and up the next set of stairs to
encounter three Wormheads. Finally, continue east and enter the Lighthouse
through the door up the steps. Once inside, note the SAVE POINT and head
up the winding stairs with the wicked camera angle to the Lighthouse roof.
Once up here, Harry realizes he's too late. You're free to fool around up
here, though, and you can lose your character in the darkness in the area.
Anyway, head back down the stairs in the lighthouse and exit back to
outside.

Starting your path through the labyrinth again, just step a few meters
ahead and Harry will then be inside the boat, to save you a lot of time.
Cybil is not back yet, so you better get to the Amusement Park. Go through
the single door in the cabin and exit through the double doors at the
stern. Move over the small wooden bridge back onto the pier and move up
the stairs. Make minced meat out of the two Wormheads up the stairs, and
head north to Sandford Street. Check your may and head for the red arrow
at the west of your map, which you'll find is another Sewer opening.

Once you reach the fenced off area, go through the partially opened gate
and go down the ladder in the open manhole to the Sewers (connecting to
the Amusment Park).

13 // s e w e r s  ( c o n n e c t i n g  t o  a m u s e m e n t  p a r k )
----=-=======---=-=-=====----=-=-===---==-====---=-==----=-=----=-=====---
After entering the Sewers, a cutscene will play of Cybil, who doesn't have
good fortunes. Back to Harry, grab the SEWER MAP (CONNECTING TO AMUSEMENT
PARK) on the wall and head off to the east. Shortly, you may notice three
Hanged Scratchers on the roof, which you should take advantage of and
shoot from a distance. Continue past them after disposal to reach a tunnel
to the right. If you continue straight, however, you'll meet a dead-end
with two more Scratchers on the roof, so that's obviously not necessary.

Follow the tunnel to the west to encounter a Mumbler -- that's one hell of
a creapy sight, isn't it? It is quite strong and requires quite a lot of
ammo kill. Moving on, you can find a HEALTH DRINK at the west end path,
where the tunnel intersects with another route. To the south you can find
a HEALTH DRINK and HANDGUN BULLETS. Follow the north route to encounter
two more Scrathers and Mumblers, unless you feel you can run past them --
you might not feel too comfortable with all those enemies chasing you,
though, so killing them isn't a bad idea.

When you meet the west tunnel, take it to encounter another Mumbler not
too far down. Past that, you'll hear a bang, followed by the clicking
sounds of Scratchers walking behind you -- don't stop, as if that sound
wasn't enough to scare the hell of out you, and continue runninng for your
life, navigating around the holes on the ground. You'll eventually reach a
junction where the ground is completely gone, however, you can slip past
by moving around the extremely narrow grating on either side -- don't get
get caught up here or those Scratchers are very likely to catch you.

Continue past the missing ground area into an amusement park type area,
and follow it to a ladder at the end and quickly go up it. If you get
caught up at either side of the ladder and can't climb up it from your
angle, the Scratchers are very likely to corner you and eat you up -- so
it is vital to approach this ladder at the right angle so you can safely
climb up it right away.

14 // l a k e s i d e  a m u s e m e n t  p a r k
=====--==-=-=====-----==-=====---=-=-==--======----=-====---=-======------
Now this area is quite confusing, and it's not terribly difficult to get
lost. Follow the directions within carefully. Once up the ladder, move
ahead into the open area. Follow the grating path off to the right to
encounter a Larval Stalker again -- it's been quite a while since you last
saw once. Head past it and take a right afterwards. A Demon Child may come
from the left, so you'd better take it out. Move past the pleasant-
sounding carousel on the left side, and run over to the far left all the
way to the end of the grating. Nearby, there's an ice cream stand, with a
SAVE POINT on the counter. There's a Demon Child somewhere around but
that's not really a concern.

Facing the ice cream stand, turn around and run straight, turning a bit to
the right. Once you reach another Larval Stalker, as if these things are
guiding you, continue a bit more to the right to find another one of these
apparitions, falling down right near some steps. Head up the small steps
and through the low gate, onto the carousel. In a cutscene, Harry meets
Cybil in a wheelchair, but she doesn't seem like her normal self. She
stands up and shoots at Harry. It's time to fight Cybil.

b o s s  4 :  c y b i l
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====
Although Cybil is your friend, you have to fight her in this battle.
Evidently she isn't her normal self and appears to be possessed, so there
doesn't seem to be anything you can do but fight her at the moment. Right
away, instead of shooting at Cybil, turn around and run the other way to
gain some space and thinking time. The best weapon for this battle is the
Hunting Rifle, since it's very powerful and shoots quite quickly. Once
you find Cybil, ready your aim and fire at her. The Rifle is strong so it
will stun her after every few shots, unlike the Shotgun and Handgun. You
may be open to Cybil's attacks a lot, though, when you're standing still
or trying to run away, but that's quite common during this battle. Just
try to stand far away from her and use the Rifle's long range to attack
her.

During the battle, Cybil has three attacks, only two in the first part of
the battle, however. The first and most simple attack is a shot from her
Handgun, which inflicts very serious damage -- two shots from this will
kill you no matter what health you have, so always heal to full health
after being shot. And each time you're shot, you will be knocked straight
to the ground, allowing Cybil to reload if she needs to. The other attack
with her Handgun is a simple pistol whip when you're right in front of
her. This doesn't inflict as much damage as a bullet, but it's still quite
damaging. The last attack only takes place after Cybil drops her weapon,
once she receives enough damage. This attack involves her grabbing you
around your neck, and she tries to strangle you for quite a while without
letting go. To escape the attack, wiggle the shoulder buttons and the
direction pad buttons -- if you let her strangle you for too long, it
inflict heavy damage.

As mentioned above, Cybil will drop her Handgun once she receives enough
damage, ane she feels like taking matters into her bare hands. From here
on, the battle is very simple. First of all, if you picked up the Unknown
Liquid with the Plastic Bottle in the hospital, you can use it on Cybil to
cure here -- it will expel the demon inside her. To use this liquid, run
up to Cybil and use the UNKNOWN LIQUID from your inventory. If you use it,
you'll get a better ending than if you don't, and if you don't use it or
never even got it in the first place, you will have to kill Cybil and opt
for a worse ending, although not much worse.

So, if you have the Unknown Liquid, you can end the battle right now and
save Cybil. If you don't have it, you'll have to keep fighting and kill
Cybil. It's not hard at all to do, though, if you can allow yourself to do
it. Since Cybil threw her weapon down, you can stay safely away from her
and shoot her with the Rifle, or whichever firearm you chose. Repeat this
and the battle will end.
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====

After the battle, if you saved Cybil, there will be a cutscene where Harry
shares unknown information with Cybil, which is really quite interesting.
After that, or if you didn't save Cybil, Harry will walk off somewhere
else to find Alessa, and the "FLAUROS" will be used automatically.
Shortly, Dahlia comes and then everyone, including you, seems to disappear
with the powers of the Flauros.

15 // n o w h e r e
====---=-===----=-=======---=-=======--====-----=------======---=-=====--=
Harry awakens once again with Lisa in the hospital -- what the hell is
going on here!? Lisa talks to Harry for a bit and then leaves the room in
anger. Something is giving Harry a headache -- there's a sound coming from
the basement. When you start, feel free to use the SAVE POINT on the desk
in the room. Although this really is the Examination Room of Alchemilla
Hospital, this "place" you are in is not the hospital, and can only be
described as "nowhere" -- it's somewhat like a labyrinth; an abyss, if you
will.

Leave the room and followed the narrow walkway with the awesome camera
angle to reach the elevator. Harry feels he's being summoned and takes the
elevator down to a different level. Since this isn't truly the hospital,
you have no map for this area and must rely on your sense of direction and
memory. Inside the room on your left is a key stuck in the faucet, and in
the right room is a key locked in a birdcage... Strange.

The room directly across from the elevator bears the striking resemblance
of the Antique Shop from earlier on, and you can find a SAVE POINT on the
desk inside. On a chair lies a FIRST AID KIT, and over on the shelf deeper
in the room are SHOTGUN SHELLS. At the back of the room, there is no hole
in the wall, so head back towards the door. Taking s look at the clock,
Harry will notice that the hand of the clock is a key, but he can't get to
it because it's closed off right now. There's also a square hole in the
clock. Remember that and exit the room.

Finally some enemies will appear in the corridor, one in front of you and
another to the right -- the Rifle should take care of them with one shot
each. Although it's okay to use the Rifle in this area, you should
probably switch to another weapon to conserve ammo for it, unless you have
a lot of it. Save at least around 30 shells for now. As you probably
already noticed, some doors in this hallway are locked and have words
carved into them. In order to unlock those, you'll need to find the
corresponding key.

All other doors in the corridor are locked except for the last door on the
right at the end of the corridor. Go through that door to the stairway and
go through the door at the bottom of the stairs. Now in a classroom, take
a look at the carvings in the desk in the middle of the room, and go
through the other door. Inside on the table just ahead, you'll find a
SCREWDRIVER and a set of PLIERS. You don't have a use for a Screwdriver
just yet, but you do for the Pliers. Head back through the door to the
classroom and reenter the stairway. Exit to the main corridor through the
door atop the stairs and enter the room at the right side of the elevator
(while facing the elevator).

Use the PLIERS from your inventory by the faucet to pull the key out. Pick
up the KEY OF "OPHIEL" from the ground afterwards. Exit the to hallway and
find the door marked "Ophiel", which is the door to the right of the
stairway. Use the KEY OF "OPHIEL" to get through the door to the next
corridor. Looking to the right, you'll notice a slate with names engraved
on it, which was in the hospital earlier, and at the north end of the
hallway you'll find an explanation which becomes a riddle. There's a
keypad of letters by the locked east door, which is obtained from the
puzzle.

t h e  g r i m  r e a p e r ' s  l i s t
--------------------------------------------------------------------------
--------------------------------------------------------------------------
The first slate by the keypad will make no sense to you at first, so read
the other slate at the other end of the hall:

     "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!"

Now that you've read that, take a look at the slate by the keypad, which
should now make sense to you:

     "The Grim Reaper's List

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

The key to this puzzle is explained in the second paragraph of the slate
with the riddle on it, "Young and old lined up; In order of age." Looking
at the slate with the names on it, you'll find a number beside each name,
which is the age of the corresponding person. The idea of this puzzle is
to arrange the five names in the order of their age, youngest to oldest.
You should get the following:

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

Although not much is really accomplished by doing this at first, take a
very close look at the names, in the order that they are. Notice anything
strange? How about the spelling of "ALERT" down the list of the first
letter of the first names? That word seems to be relevant to the situation
here, and it matches the last part of the other slate, "Awaiting them, the
frenzied; Uproar, the feast of death!" That's something that should be an
alert to you.

After determining the code, examine the crazy-looking keypad on the wall
by the door and enter the code "ALERT" to unlock the door.
--------------------------------------------------------------------------
--------------------------------------------------------------------------

Once the correct code for the puzzle has been entered into the keypad and
the door unlocks, go through the door. Nothing is in the first room, so go
through the other door to the next room. Up ahead on the wall is the
AMULET OF SOLOMON. Get it and retreat to the previous room, since nothing
else is in here. Back in here, Harry will meet Lisa in a cutscene, and
he'll force himself to leave to the main corridor. Afterwards, if you
enter the room again, Lisa will be gone and you can read her diary on the
ground.

Back in the main corridor, the only other unlocked room is the one just
ahead of Harry to the right (second room on the left side moving north up
the hallway). Inside this room is a square stone on the large object
ahead, and to get that stone you'll need to solve another puzzle.

a s t r o l o g y  p u z z l e
--------------------------------------------------------------------------
--------------------------------------------------------------------------
This is by far the most difficult puzzle in the game and requires
tremendous thinking to discover how to do it on your own. The first and
foremost aspect of this puzzle, which is the hardest, is to discover what
the astrological symbols on the wall are trying to show you. Firstly,
you'll fix six astrological symbols on the left and right walls -- three
on each side -- and three on the large pillar deep in the room. Checking
all sides of the pillar, each of the three sides has a keypad under its
astrological symbol. For each of these keypads, only one number can be
inputted. Finally, there is a square stone depressed in the center of the
pillar, which seems to be the reason why you're solving this puzzle.

Starting the puzzle, get acquainted with all the astrological symbols by
taking a good look at all of them. If you're not too aware of astrology
and don't know what the symbols are, refer to below:

Libra - Scale
Pisces - Fish
Aries - Ram              (on the walls)
Cancer - Crab
Scorpio - Scorpion

Sagittarius - Man/Horse
Taurus - Bull            (on the pillar)
Gemini - Twins

Each of the six symbols on the walls is complete with a number under it,
and these numbers are as follows:

Libra - 2
Pisces - 0
Aries - 4
Cancer - 10
Scorpio - 11

So what do these numbers mean? That is the question. It is very difficult
to come up with this on your own, but if you examine each symbol
relating to the number, you can ultimately determine that the number
represents the number of limbs in the symbol. Libra, a scale, is not human
but has two "arms" if you will. Pisces, a fish, has no limbs. Aries, a
ram, has four limbs (four legs). Cancer, a crab, has ten limbs (eight legs
and two arms). Scorpio, a scorpion has eleven limbs (eight legs, two arms,
and a tail), and may be a bit more confusing.

Therefore, you should be able to come up with the following numbers for
the symbols on the pillar:

Sagittarius - 6
Taurus - 4
Gemini - 8

Sagittarius, a man/horse has six limbs (four legs and two arms). Taurus,
a bull, has four limbs (four legs). Gemini, twins, has eight limbs (two
arms and two legs each; four limbs each). So now you've determined the
numbers for each keypad on the pillar. Under Sagittarius on the left, push
6, under Taurus in the middle, push 4, and under Gemini on the right, push
8. So essentially, the code is 6, 4, 8, although between the three keypads
combined.

After inputting the correct number for each keypad, the square stone will
fall down from the astrological pillar.
--------------------------------------------------------------------------
--------------------------------------------------------------------------

Once you complete the puzzle and the stone falls on the ground, pick up
the STONE OF TIME and leave the room. Now you will encounter Nurses in
this corridor, but you can quickly go back through the door at the close
end of the longer hallway to return to the main corridor. There will be
another Nurse in here, right to the left of you. Enter the last room on
the left in this corridor before taking the corner, which is the Antique
Shop. Now back in here, insert the STONE OF TIME into the square
depression in the grandfather clock. The clock sounds five times, meaning
it's five o'clock, and the glass of the clockface shatters in Harry's
face. Grab the KEY OF "HAGITH" from the clockface and exit the room.

Face to the right and go through the double doors at the end of the
hallway, using the KEY OF "HAGITH". Pop a cap in the Nurse in your face
and enter the elevator. Ride up to 2F and head through the double doors
into the first corridor. You'll be able to hear Nurses ahead of you in
here, and you can just barely them. If you have the Rifle ammo to spare,
you can snipe the Nurses without moving at all at first.

Go through the third door on your left and grab the CREST OF MERCURY
inside the smashed display case and the RIFLE SHELLS on the table in the
corner. Deeper in the room, be sure to grab the extremely important RING
OF CONTRACT in another smashed display case -- this ring will save your
life if you know when to use it, so don't be careless. Leave the room to
encounter another Nurse in the corridor. Moving on, head through the
double doors around the corner just ahead.

Put the Nurse in front of you out of her misery. Check the door directly
across from the double doors, you will unlock it, and that's how you get
back to the other corridor on 1F (yes, you do transport to downstairs,
but this is nowhere -- what do you expect?). Don't bother going through
the door just yet, and enter the small room on the right side of the
hallway, near the double doors. Inside this room, grab the HANDGUN BULLETS
on the table to your right and the CAMERA. Exit the room.

Two more Nurses linger down the halway, and in the last room on the far
left of the hallway, you'll find a use for your Screwdriver. There's a
steel plate screwed onto the wall in the room, just as there was in the
hospital. Use your SCREWDRIVER to remove the steel plate, since you don't
want that, to discover a key behind it. However, you cannot take the key
just yet -- electricy is flowing through it, and if Harry touches it he'll
be shocked. You'll need to turn off the generator in the basement in order
to get this key. Leave the room.

Now it's time to check 3F, so head for the elevator. You can either pass
through the previous corridor on this floor and enter it from there, or
you can go through the door at the beginning of the longer hall to be
transported down to 1F and use the elevator from there after passing
through the door of Hagith. Either way, head up to 3F via the elevator.
The reason you're not going to the basement just yet is because there is
no button for it on the elevator panel, in case you were wondering.

Now on 3F, take a look at the altar and the two paintings ahead of you.
It's time for another short puzzle.

t h e  " l i g h t "  p u z z l e
--------------------------------------------------------------------------
--------------------------------------------------------------------------
The altar really isn't much of interest here but the paintings on the
sides of it and the two strange doors on the sides of the room. If you
examine the paitings you'll read a description for them:

     (left painting)
     "The light to the future."

     (right painting)
     "The light illuminating the darkness."

You'll notice the word "light" in both the descriptions, so the idea seems
to be exposing light to the pictures. Checking your inventory for any
items, you have a flash camera which will shine bright light before taking
a picture, although you won't care about the pictures -- just the light.
Use the CAMERA on both paintings while facing them individually to expose
white line shapes in the paintings, which show up as follows:
                    ____                         ____
                   |   /                        |    |
 Left Painting:    |  /        Right Painting:  |    |
                   | /                          |    |

                   |   |  /                   |      | \
                   |   | /                  --|--    |  \
               ____|   |/___                  |      |___\

Now that you've brought out those shapes, take another look at the strange
keypads on the doors on each side of the room. You'll find three dot
keypads on each door, like so:

     . . .
     . . .
     . . .
      
. . .     . . .
. . .     . . .
. . .     . . .

Thinking about it, that looks very similar to the format of the shapes in
the paintings, and the idea of this puzzle is to match the shapes in the
painting on each side of the room with the keypad on the door on the same
side of the room. When you press one of the dots on the keypads it is
pushed in, and it turns dark. Take a look at the painting on each side of
the room and enter the shapes in each small dot keypads, and you should
come up with the following solution for each side respectively:

Left Side: ("The light to the future.")
                           ____
     o o o                |   /
     o o .                |  /
     o . .                | /

. . o     o . o           |   |  /
. . o     o o .           |   | /
o o o     o o o       ____|   |/___

Right Side: ("The light illuminating the darkness.")
                          ____
     o o o               |    |
     o . o               |    |
     o . o               |    |
      
. o .     o . .        |      | \
o o o     o o .      --|--    |  \
. o .     o o o        |      |___\

(o - pushed in dot, . - pushed out dot (normal))

Once you've inputted the correct "code" into each door, it will unlock.
--------------------------------------------------------------------------
--------------------------------------------------------------------------

After the codes for each door have been inputted and are unlocked, start
to search the rooms. The room on the left, when facing the altar, contains
the BIRD CAGE KEY, and the room on the right bears a HEALTH DRINK and a
botanical book about White Clauida, which sometimes you can and sometimes
you can't read, for some odd reason. Return to the elevator and head back
down to the first floor. Go through the double doors and around the corner
at the end of the hallway. Enter the room on the left, facing the
disfunctional elevator.

Go up to the birdcage in here and use the BIRD CAGE KEY to get the KEY OF
"PHALEG". Bird wings are heard flapping, but there's not a bird in sight
to support this. Leave the room and use the KEY OF "PHALEG" to pass
through the door of Phaleg, the next door on the same side of the hallway.
Just through the door you'll hear child whimpering sounds, indicating the
presence of Demon Children. However, these aren't normal Demon Children --
they're invisible! Well, actually, you can see their black shadows, but
they're very hard to see in these dark hallway.

Keep your eyes open and kill the Demon Children as they walk towards you,
and then enter the first room on your right. There seems to be suspicious
placement of objects in this room, and one might wonder why there's so
much open space in front of the fridge. Examine the suspicious fridge for
Harry to notice a missing link in the chain, and there's a dagger until it
which seems to be holding the fridge shut. Grab the DAGGER OF MELCHIOR,
but don't be greedy and careless. That dagger was there for a reason, and
I'm sure you don't want to find out the hard way what that reason is.
After taking the dagger, use the RING OF CONTRACT, which Harry notices is
a hefty ring, to complete the missing link in the chain.

After attaching the ring, turn around and head for the door. A banging
sound is heard from behind Harry -- something is in the fridge! Good thing
you attached that ring... If you didn't use the ring and tried to leave
the room like a greedy bastard, you will be punished for your wrongdoing.
Since nothing will be keeping the fridge shut without the ring, instead of
just hanging, the monster in the fridge will bang the door open, grabbing
Harry by his leg and killing him. That's what greed gets you. Anyway,
leave the room after everything is all good.

Back in the dark corridor, another invisible Demon Child will appear
(well, it won't actually "appear" if you want to get technical, however
its shadow is still there). If you check some of the other rooms in this
corridor, you'll notice that they have names like the doors in the
previous corridor. Moving on, the next door on the right side of the hall
contains HANDGUN BULLETS, and HEALTH DRINK, and a bag of jellybeans!
Unfortunately, you can't eat these babies. Harry wonders if he should open
the bag. Decide to rip open the bag, and Harry furiously tears open the
bag like it owed him child support, causing the jellybeans to go flying in
all directions. If you're wondering, no, that wasn't pointless. Check the
floor and pick up the KEY OF "BETHOR". Pass through the other door in the
room as you're still laughing at Harry's actions.

You find yourself in a familiar room from the hospital with a VCR. If you
tried to view the Video Tape back in the hospital, it was all staticky.
Insert the VIDEO TAPE in the VCR this time and it will play fine. After
viewing, leave both rooms to the hallway. Enter the room directly in
front of you after exiting to the hallway and grab the ANKH on the wall
after the short cutscene. Leave the room. The last door at the end of the
hallway is a child's room, and there are five depressions of different
shapes on the other door in the room. Some of the required items you
already have, but you still need one more, so there's no real need of
going in there just yet.

Head back down the hallway and enter the last room on the right, using the
KEY OF "BETHOR". This is the Generator Room -- turn off the generator,
remembering the electrostatic key on the second floor. Turning off the
generator will disable the elevators, but there is a door in main corridor
of 1F that transports you to 2F. After disabling the generator, leave the
room and exit back to the main corridor of nowhere through the right door.

Following the right wall, go through the second door on the right to be
transported to 2F. Up on the second floor, dispose of the three invisible
Demon Children and enter the last room on the left side of the hall.
Inside, check the far wall and take the KEY OF "ARATRON", now that
electricity isn't flowing through it anymore. Exit the room to find more
invisible Demon Children, one on each side of you. Plow through them and
return to 1F through the last door on the right side of the hall, moving
back down the corridor.

There are more invisible Demon Children is this corridor as well, but they
aren't in your way. Turn to the left and go through the door of Phaleg in
front of you. No enemies are in here this time -- run down the dark
hallway and enter the last room on the right, using the KEY OF "ARATRON".
Harry enjoys a cutscene of the ghosts of Dahlia, Kaufmann, and other
people, over Alessa in her sickbed. Afterwards, grab the DISC OF OUROBOROS
on the computer panel by Alessa's picture. Leave the room and enter the
child's room across the hall, which is Alessa's bedroom.

Entering the room, there's a SAVE POINT on the desk ahead, which you
should definitely take note of and save your game. Now that you have all
"five rites", as mentioned on the locked door ahead, insert the five
specific items into the door. Use the AMULET OF SOLOMON, CREST OF MERCURY,
ANKH, DAGGER OF MELCHIOR, and the DISC OF OUROBOROS to unlock the door.
Save your game before you leave this room! When you're ready, go through
the door for a cutscene.

After the strange ghost scene, follow the path around the bend and go down
the stairs into the darkness. A cutscene will play in an allocated area,
and Harry arrives shortly. This cutscene will be slightly different based
on your previous actions in the game, but I won't mention anything
specific. After the cutscene, it's time to fight the final boss. Just like
the cutscene, the boss you're about to fight may be different depending on
what you have done in the game.

b o s s  5 :  i n c u b u s / i n c u b a t o r
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====
If you spent time in the Silent Hil Resort Area investigating the area,
saving Kaufmann and following up with everything else, ultimately
triggering the cutscene with Kaufmann all pissed about the glass vial from
the motorcycle, then you will fight the Incubus, which is a extremely
large and truly evil-looking demon with wings. If you didn't do all that,
or didn't even save Kaufmann, meaning you did not trigger the scene with
Kaufmann and the glass vial, you will fight the Incubator, which is a
little girl dressed in white, bearing striking brightness. Use the
strategy below for the specific boss you are facing.

i n c u b u s
-------------
First of all, make sure you're at full health because this creature can
kill you in one hit. To start things off against this giant, which is also
known as the Great Demon, equip the Hunting Rifle and start shooting at
the Incubus. Hold L2 to focus the camera on the enemy at all times so you
can always see where it is and what it's doing. 

Honestly, the best strategy for this fight is to just stand exactly when
you are and unload shots into the demon until it falls down dead. You will
receive a lightning shock several times, but it's impossible to avoid even
if you're running at full speed (on Hard). The trick, however, is to heal
the exact moment you are striken -- if you just stand there and take the
attacks without healing, you will die. So, if you have enough health
items, you'll be fine

The Incubus only has one attack, which is striking you with red lightning
charges, inflicting maximum damage, which will certainly kill you if you
do not heal within the second. Each time the demon strikes you with its
lightning, it will perform several strikes in a row. But as long as you
heal within the first second you're touched, no more damage will be
inflicted. The warning of the lightning charges is a hint of the red
lightning seen flashing before it performs the attack. You can't avoid the
attack so it's not to important, although you should be prepared to hit
Select and heal when you see this.

As mentioned, start off with the Hunting Rifle and unload 6 shots into the
flying demon. You will then be struck by lightning -- the second it
touches you, enter your inventory and heal to full health. If you wait
more than a second after impact, you will die. After returning to the
game, you will continue to be struck by the lightning bolts, but because
you already healed you won't take any more damage from the current attack.
You may think you're about to die, but if you already healed after the
first strike it you, you will not die or even take any more damage.

Once the several lightning attacks are finished, ready your Rifle again
and unload 6 more shots, just in time before the demon strikes you again.
Once again, enter your inventory the second it touches you and heal to
full health. Repeat this strategy, and after 24 rifle shots, the demon
will fall down dead and the battle will be over.

i n c u b a t o r
-----------------
This boss, although completely different in appearance, is almost exactly
like the Incubus. The exact same strategy is used. Just stand still where
you areand unload Rifle shots into the Incubator, which appears to be
the combination of Alessa and Cheryl, until it dies. Unload 6 shots to
empty the rifle and then the Incubator will strike you with its lightning
attack. The second the blue lightning touches you, enter the inventory
and heal to full health. Once you return to the game, the Incubator will
continue to strike you with lighting but you will not take any more
damage, since you already healed during the attack.

Just like the Incubus, the Incubator has the same attacks -- the only
difference is the colour of the lightning bolts, which are blue instead of
red. For the attack, the Incubator will strike you with it's lighting for
around five seconds, and you must heal within the first second of the
attack or you will die. Once you've healed once during the attack, you're
fine for the rest of the attack, even the the lighting continues to hit
you. After around 18 shots on Hard, you will defeat the Incubator and the
battle will be over.
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====

After defeating the final boss, congratulations on completing Silent Hill!
Enjoy your ending, the credits, and the bloopers.

--------------------------------------------------------------------------
==========================================================================
12.                S P E E D  W A L K T H R O U G H
==========================================================================
--------------------------------------------------------------------------
SPEED WALKTHROUGH.................................................[SH1_12]

This speed walkthrough is intended for people who have beaten the game at
least once, but it is recommended that you play through it a few more
times to get that hang of things before go ahead for speed.

In order to follow this walkthrough quickly, you'll need to have good
coordination and know where to go when a room is mentioned, and exactly
where an item is. Make sure you know which rooms the items are in and
exactly where the items are in the rooms on an earlier run.

Since this is a speed walkthrough, it is suggested that you don't fight
too many enemies, especially if it's unnecessary. Only kill enemies who
pose a threat to you, like blocking a hallway, and don't waste time
stopping to kill enemies on the street.

Only the essentials are mentioned in this walkthrough, and health and ammo
supplies are never mentioned. You are expected to pick up these items on
your own, but don't go out of your way for any supplies. Pick up any
supplies within a decent distance of key items and weapons. It's always
good to know where supply items are so you already have an idea of which
items you will get and which items you won't

 ------------------
|     Legend       |
|                  |
| n e w  a r e a   |
| ---=-====---=--- |
|                  |
| ------           |
| Puzzle           |
| ------           |
|                  |
| ****             |
| Boss             |
| ****             |
 ------------------

[Note:] Watching cutscenes count towards your total time so it is
recommended that you skip all of them. The same goes for pausing the game;
the timer won't stop even when the game is paused, so refrain from doing
that to get a good time.

All weapons, items, and maps are in CAPITALS.

[Note:] Although the Silent Hill Arrival section is in this speed
walkthrough, it is recommended that you go for speed in a Next fear run,
meaning you will start in the Café and skip the arrival part. Regardless,
that section is still in here if you wish to go for speed in a new game,
which isn't recommended.

00 // s i l e n t  h i l l  a r r i v a l
===-=-=-====---=-====---=-=-----=-=====---=-====----=-==----=====---==-===
-Follow the road south, away from the Jeep, and follow the little girl
 after the cutscene
-Follow the little girl down the alley and go through the gate at the far
 end of the alley
-Continue along the path, through the gate, and continue to the end of the
 alley pathway and let the Demon Children kill you

01 // o l d  s i l e n t  h i l l
----=-====--=-=====---==-----=====---=-=----====--===-=====---=-=======--=
-After getting the HANDGUN from Cybil, get the POCKET FLASHLIGHT, KITCHEN
 KNIFE, and the RESIDENTIAL AREA MAP on the counter
-Try to leave the Café and exit to outside after killing the Air Screamer
 and getting the RADIO
-Run north the Finney Street and follow the alleyway in the west to and
 through the gate at the end
-Follow the path through the other gate to get A NOTE "TO SCHOOL", and get
 the STEEL PIPE on the ground there, if playing on Normal or Easy
-Exit back all the way to Finney Street and head east all the way to the
 end of the Finney Street and get the KEY OF "LION" in the trunk of the
 police car
-Head south down Ellroy Street and get the KEY OF "SCARECROW" on the porch
 of the house past the fallen tree
-Head back north and head west at Matheson Street and north up the first
 alley there on the north side
-Go through the gates around halfway down the alley and get the KEY OF
 "WOODMAN" on the ground
-Exit the area and head north to Finney Street, then head west to Levin
 Street
-Run south to Matheson Street and get A NOTE "DOGHOUSE" by the wreckage in
 the west
-Run north to the house with the doghouse and get the HOUSE KEY inside the
 doghouse
-Enter the house, using the HOUSE KEY, and use the KEY OF "LION", KEY OF
 "WOODMAN", and KEY OF "SCARECROW" to unlock and go through the back door
-Exit the backyard to the alley and head south to Matheson Street
-Run west to Midwich Street and follow it south all the way to the school
-Run down the entrance path and enter Midwich Elementary through one of
 the two entrance doors

02 // m i d w i c h  e l e m e n t a r y  s c h o o l
--=-====---=-====----=-======--=====-=-=====---=-----=-====--===--==----==
[Note:] The map for this area has north facing to the right. So when I say
north, I mean right on the map. When I say east, I mean down on the map.

-Get the SCHOOL MAP on the counter in the Lobby and pass through the
 double doors to the hallway
-Enter the courtyard and go through the west double doors to the west
 corridor
-Go through the double doors to the south and go up the southwest stairs
 to 2F
-Enter the west corridor through the doors in front of you and get the
 CHEMICAL inside the Lab Equipment Room
-Enter the Chemistry Lab and use the CHEMICAL on the large gold hand to
 get the GOLD MEDALLION
-Run back down to 1F insert the GOLD MEDALLION into the clock in the
 courtyard
-Rub back up to 1F and pass through the west hallway to the north hallway
 and then enter the east hallway
-Enter the Music Room and examine the piano
--------------------------------------------------------------------------
-Use the following solution by pressing the numbered keys in numerical
 order:
 ____________________
| | || | | | || || | |
| | || | | | || || | |
| |5|| | | | || ||3| |
| |_||_| | |_||_||_| |
|  |  |  |  |  |  |  |
|  |1 |  |  |4 |2 |  |
|__|__|__|__|__|__|__|
--------------------------------------------------------------------------
-Grab the SILVER MEDALLION that just fell and run back down to 1F, via the
  and
 enter the courtyard
-Insert the SILVER MEDALLION into the clock and reenter the north corridor
-Go down the northeast stairs and enter the Boiler Room in the basement
-Turn on the boiler and return to the courtyard on 1F
-Enter the clock tower through its small doors, go down the ladder and up
 the other ladder at the other end of the path, and exit through the small
 doors

03 // n i g h t m a r e  s c h o o l
=--==-=====--=--====---=-=-=====--=-----=-=====-===-==----=-====--=-=====-
[Note:] The map for this area has north facing to the right. So when I say
north, I mean right on the map. When I say east, I mean down on the map.

REST OF SPEED WALKTHROUGH COMING SOON!

--------------------------------------------------------------------------
==========================================================================
13.                         E N D I N G S
==========================================================================
--------------------------------------------------------------------------
ENDINGS...........................................................[SH1_13]

There are five endings in Silent Hill that can be achieved, and their
requirements are quite simple. The first time through the game, four of
these endings can be achieved, the fifth being a secret joke ending. In
order to get the best ending, the player must generally be patient,
curious, and explorative. The following are the five endings in Silent
Hill and the requirements to get them.

h o w  t h e  e n d i n g  s y s t e m  w o r k s
--------------------------------------------------------------------------
The system for the endings is based on two and only two factors. For each
of these two factors, the player can do the requirement or the player can
not do the requirement. Between these two factors, one requirement can be
done and the other not, or any other combination. Looking at it this way,
there are four possible endings, other than the extra UFO ending.

The first factor is the entire Kaufmann ordeal in the Silent Hill Resort
Area. If the player saves Kaufmann at Annie's Bar and follows up to
find the glass vial in the motorcycle gas tank at Norman's Motel, a
cutscene will be triggered with a very pissed Kaufmann lecturing Harry
and snatching the glass vial from Harry hands. Ultimately, this glass
vial is what determines the Good or Bad ending. The whole point of the
Kaufmann ordeal is to allow Kaufmann to use the glass vial at the end of
the game, and if he does, you will get one of the Good endings. If not,
you'll get a Bad ending. Saving Kaufmann is only part of the requirement,
because Kaufmann can't get at the glass vial without your help. Although
Kaufmann nearly pisses himself lecturing Harry about the glass vial, Harry
has helped him once the ordeal is complete and allows for a Good ending.

The second factor is dealing with Cybil in the Lakeside Amusement Park
boss fight. Simply said, whether Cybil lives or dies in this battle is
what determines the ending. In order to save Cybil, the Plastic Bottle
and Unknown Liquid must be procured at Alchemilla Hospital, and this
Unknown Liquid must be used to save Cybil, however, it can only be used
after Cybil drops her weapon. After using the liquid, a cutscene is
triggered and Cybil is saved. If the player saves Cybil, a + ending will
be achieved at the end of the game, and if Cybil is not saved, a +
ending will not be achieved.

The way these two factors work together is what has been done and what
hasn't been done.

If Kaufmann is saved and he gets the glass vial from Harry, you will
receive one of the two Good endings (Good, Good+). If Cybil is saved with
the Unknown Liquid, you will receive one of the two + endings (Good+,
Bad+). If Kaufmann doesn't get the glass vial from Harry or isn't even
saved, you will get one of the two Bad endings (Bad, Bad+). If Cybil isn't
saved during the boss fight, you will get one of the normal, non-plus
endings (Good, Bad).

t h e  e n d i n g s
--------------------------------------------------------------------------
There are a total of five endings in Silent Hill, but only four can be
achieved the first time through the game. The fifth ending, the UFO ending
can only be achieved in a Next Fear game and is a joke ending. The
following are all five endings and the requirements to get them:

===========
Good Ending
===========
To receive the Good ending, which is the most practical ending in the
game, the player should have an instinct of exploration and discovery, and
willing to take the time to inquire points of interest that aren't fully
necessary in completion of the game.

The Good ending is really based on the actions of the player in the Silent
Hill Resort Area alone. A series of actions must be completed to assure
one of the two Good endings, and the essential requirement is to trigger
the scene with Kaufmann in the motorcycle garage at Norman's hotel where
he is severely pissed and takes the glass vial from Harry. In order to
trigger that cutscene, the following must be done, all in the Silent Hill
Resort Area:

-Save Kaufmann at Annie's Bar
-Get the Motorcycle Key in Room 3 at Norman's Motel with the Magnet
-Open the motorcycle's gas tank with the Motorcycle Key to see the glass
 vial inside

There are some codes needed mixed along in this process, and the
walkthrough clearly expresses everything regarding the whole Kaufmann
ordeal, including the codes and what's inside Indian Runner.

Triggering the scene with Kaufmann in the garage assures one of the two
Good endings, but does not set in stone which ending you will get. It is
for certain that either the Good or Good+ ending will be achieved, but
there is still another factor in whether you will get the Good ending or
not, and this is based off of two events -- one before and one after the
resort area. Once the Kaufmann scene has been triggered, all that needs to
be done to receive the Good ending is to not save Cybil when fighting her
in the Amusement Park. When aiming for the Good ending, it is pointless to
get the Plastic Bottle and Unknown Liquid in the hospital, and the idea is
to not save Cybil.

============
Good+ Ending
============
The Good+ ending is a variation to the normal Good ending, and generally
requires the player to be very active not only in terms of exploration and
discovery, but also for the assurance of doing all that's possible. The
player should play an active role in searching everywhere and in caring
for the characters around them, one in particular.

Two factors contribute to the result of the Good+ ending, and they are
completing the whole Kaufmann ordeal and saving Cybil. In terms of the
Kaufmann ordeal, the motorcycle and glass vial scene must be triggered by
following all the clues, and to save Cybil, the player must use the
Unknown Liquid obtained in the hospital to save Cybil during the boss
fight. Those are the requirements, but the following must be done in order
to perform those requirements and to get the Good+ ending.

-Save Kaufmann at Annie's Bar
-Get the Motorcycle Key in Room 3 at Norman's Motel with the Magnet
-Open the motorcycle's gas tank with the Motorcycle Key to see the glass
 vial inside

-Obtain the Plastic Bottle in the Kitchen 1F and with that, pick up the
 Unknown Liquid on the ground from the smashed vial at the back of the
 Director's Office 1F, Alchemilla Hospital
-During the Cybil boss fight in the Lakeside Amusement Park, after Cybil
 has dropped her firearm, move in front of her and use the Unknown Liquid
 to save her

For the Kaufmann ordeal, there are some codes found in Annie's Bar and
Indian Runner that are needed to complete the ordeal, and the walkthrough
clearly explains everything regarding the entire ordeal. As for saving
Cybil, the player must fight with Cybil during the boss fight until she
drops her Handgun, and only then can the Unknown Liquid be used to save
her.

==========
Bad Ending
==========
This ending is clearly the worst possible "achievement" in the game, and
there are no requirements for it. However, in a sense, the only
requirement is to not do any of the requirements for the other endings. In
short, the player must do as little as possible in order to complete the
game, not getting involved with non-key items and not bothering to search
when a destination is already set.

In order to receive the Bad ending, the player must not trigger the pissed
off Kaufmann scene at the motel and must not save Cybil. Whether the
player obtains the Unknown Liquid or follows the Kaufmann ordeal a little
bit but not entirely does not matter -- the only factor that matters is
whether the two resulting scenes are triggered, which are Kaufmann giving
Harry a lecture about the glass vial, and Harry talking to Cybil after
saving her. Even though the ending has no true requirements, the following
should be done to begin with:

-Do not save Kaufmann at Annie's Bar in the Silent Hill Resort Area
-Do not get the Plastic Bottle or Unknown Liquid in Alchemilla Hospital

In short, don't save Kaufmann and don't save Cybil.

===========
Bad+ Ending
===========
The Bad+ ending is a variation of the normal Bad ending, and the player
should generally lack care for searching areas when a destination is set,
but should explore where no true destination or point of interest is set.
Not much is expected of the player except for the care and assurance of
safety for the characters around them, namely one person.

To receive the somewhat happy Bad+ ending, the player is only required to
save Cybil in the boss fight with her by using the Unknown Liquid obtained
from the hospital, and the player must not complete the Kaufmann ordeal by
triggering the glass vial scene in the motorcycle garage at Norman's
Motel. Those are the requirements, but the following must be done in order
to achieve the Bad+ ending:

-Obtain the Plastic Bottle in the Kitchen 1F and with that, pick up the
 Unknown Liquid on the ground from the smashed vial at the back of the
 Director's Office 1F, Alchemilla Hospital
-During the Cybil boss fight in the Lakeside Amusement Park, after Cybil
 has dropped her firearm, move in front of her and use the Unknown Liquid
 to save her

During the boss fight with Cybil, the player must fight Cybil until she
drops her Handgun, and only then is it possible to save her. Move in front
of Cybil and use the Unknown Liquid to save her and trigger the following
cutscene.

==========
UFO Ending
==========
The UFO ending is a secret joke ending and can only be received in a Next
Fear game. In order to receive the ending, the player must get the
Channeling Stone in the convenience store at the northeast corner of the
Bachman and Finney Street intersection in Old Silent Hill, and use it in
the following five places during the game:

-On the rooftop RF of the Nightmare School
-In the courtyard of the Nightmare Hospital just before you fight
 the Floatstinger boss on the rooftop in the streets
-Inside the motel compound at Norman's Motel, Silent Hill Resort Area
-Inside the cabin of the boat at the Lake Side Pier, Silent Hill Resort
 Area
-At the top of the Lighthouse on the Like Side Pier, Silent Hill Resort
 Area

Upon using the Channeling Stone at the top of the Lighthouse, after using
it at every other area, the game will end right there and the UFO ending
will play.

--------------------------------------------------------------------------
==========================================================================
14.                         R A N K I N G
==========================================================================
--------------------------------------------------------------------------
RANKING...........................................................[SH1_14]

COMING SOON!

--------------------------------------------------------------------------
==========================================================================
15.                        I T E M  L I S T
==========================================================================
--------------------------------------------------------------------------
ITEM LIST.........................................................[SH1_15]

This section contains a list and explains every single weapon, item, and
map found in the game, excluding health and ammo supplies which are
everywhere. Each item's location and purpose are specifically described
below, however, with notes for weapons since they have no direct purpose.
Every item and weapon has its own description, which is exactly how Harry
describes the items from the inventory. Also, locations and areas covered
are explained for maps.

===========
Weapon Name
===========
Axe
Chainsaw
Hammer
Handgun
Hunting Rifle
Hyper Blaster
Katana
Kitchen Knife
Shotgun
Steel Pipe
Rock Drill

=========
Item Name
=========
Amulet of Solomon
Ankh
Antique Shop Key
Birdcage Key
Blood Pack
Camera
Chemical
Classroom Key
Crest of Mercury
Dagger of Melchior
Disc of Ouroboros
Disinfecting Alcohol
Drawbridge Key
Examination Room Key
"Flauros"
Gold Medallion
Hospital Basement Key
House Key
K. Gordon Key
Key of "Aratron"
Key of "Bethor"
Key of "Hagith"
Key of "Lion"
Key of "Ophiel"
Hey of "Phaleg"
Key of "Scarecrow"
Key of "Woodman"
Library Reserve Key
Lighter
Magnet
Motel Room Key
Motorcycle Key
Picture Card
Plastic Bottle
Plate of "Cat"
Plate of "Hatter"
Plate of "Queen"
Plate of "Turtle"
Pliers
Pocket Flashlight
Radio
Receipt
Ring of Contract
Rubber Ball
Safe Key
Sewer Key
Sewer Exit Key
Screwdriver
Silver Medallion
Stone of Time
Unknown Liquid
Video Tape

================
Secret Item Name
================
Channeling Stone
Gas Can

========
Map Name
========
Hospital Map
Hospital Basement Map
Residential Area Map
Resort Area Map
School Map
Sewer Map (connecting to amusement park)
Sewer Map (connecting to resort area)
Shopping District Map

===---------------------========================
t h e  l o c a t i o n s  a n d  d e t a i l s :
=======================---------------------====

=============
W E A P O N S
=============
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Weapon:     | Axe
Location:   | Hanging on a picture frame in the "other church" tunnel,
            | inside the Green Lion Antique Shop, Central Silent Hill.
Description:| 
            | 
Notes:      | 
            | 
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Weapon:     | Chainsaw
Location:   | Inside the smashed display case of Cut-Rite Chain Saws on
            | Bloch Street, Old Silent Hill (can only be picked up in a
            | Next fear game).
Description:| 
            | 
Notes:      | 
            | 
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Weapon:     | Hammer
Location:   | Leaning against the generator in the Generator Room BF,
            | Nightmare Hospital.
Description:| 
            | 
Notes:      | 
            | 
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Weapon:     | Handgun
Location:   | Received from Cybil in Café 5 to 2 at the beginning of the
            | game.
Description:| 
            | 
Notes:      | 
            | 
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Weapon:     | Hunting Rifle
Location:   | Leaning against the wall in the dirt pit in the Twinfeeler
            | boss fight, Silent Hill Town Center, Central Silent Hill.
Description:| 
            | 
Notes:      | 
            | 
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Weapon:     | Hyper Blaster
Location:   | 
            | 
Description:| 
            | 
Notes:      | 
            | 
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Weapon:     | Katana
Location:   | On the shelf in the closet of the house with the doghouse on
            | Levin Street, Old Silent Hill (in a Next fear game after
            | completing the game with a Good and Bad ending).
Description:| 
            | 
Notes:      | 
            | 
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Weapon:     | Kitchen Knife
Location:   | On the counter in Café 5 to 2 at the beginning of the game,
            | Old Silent Hill.
Description:| 
            | 
Notes:      | 
            | 
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Weapon:     | Shotgun
Location:   | On the floor in the Boy's Washroom 1F, Nightmare School.
Description:| 
            | 
Notes:      | 
            | 
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Weapon:     | Steel Pipe
Location:   | At the end of the Finney Street alley on Easy and Normal,
            | and at the north end of Midwich Street on Hard, Old Silent
            | Hill.
Description:| 
            | 
Notes:      | 
            | 
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Weapon:     | Rock Drill
Location:   | On the boxes in the lower room of the control tower on the
            | Bloch Street bridge, Old Silent Hill (can only be picked up
            | in a Next fear game).
Description:| 
            | 
Notes:      | 
            | 
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

=========
I T E M S
=========
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Amulet of Solomon
Location:   | On the wall in the morgue room after the "ALERT" keypad, in
            | the Ophiel hall 1F, Nowhere.
Description:| 
            | 
Purpose:    | Insert into "thy five rites" door in the Child's room in the
            | Phaleg hallway 1F, Nowhere.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Ankh
Location:   | On the wall in the graffiti room in the Phaleg hallway 1F,
            | Nowhere.
Description:| 
            | 
Purpose:    | Insert into "thy five rites" door in the Child's room in the
            | Phaleg hallway 1F, Nowhere.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Antique Shop Key
Location:   | On the desk in the Examination Room 1F, Alchemilla Hospital,
            | after the hospital turns back to normal (left by Dahlia).
Description:| 
            | 
Purpose:    | Unlocks the front door to the Green Lion Antique Shop on
            | Simmons Street, Central Silent Hill.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Basement Key
Location:   | On the conference table in the Conference Room 1F,
            | Alchemilla Hospital (accessed through Doctor's Office).
Description:| 
            | 
Purpose:    | Unlocks the door to the basement stairway on 1F, Alchemilla
            | Hospital.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Birdcage Key
Location:   | On the table in the room to Harry's left on 3F when facing
            | the altar, Nowhere.
Description:| 
            | 
Purpose:    | Unlocks the birdcage in the birdcage room in the main hall
            | 1F, Nowhere.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Blood Pack
Location:   | On a shelf in the Storeroom 3F in the east corridor,
            | Nightmare Hospital.
Description:| 
            | 
Purpose:    | Feed to the Bloodsucker tentacle monster in Room 204 2F for
            | a distraction to get the plate on the wall, Nightmare
            | Hospital.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Camera
Location:   | On the desk in the Office 2F, Nowhere.
            | 
Description:| 
            | 
Purpose:    | Use on the two paintings by the altar on 3F to expose
            | "light" to them, Nowhere.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Chemical
Location:   | On a shelf in the Lab Equipment Room 2F, Midwich Elementary.
Description:| 
            | 
Purpose:    | Use to burn the hand statue in the Chemistry Lab 2F to get
            | the medallion in the "old man's palm", Midwich Elementary.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Classroom Key
Location:   | Lying in the drainage ditch in the northwest corner of the
            | courtyard 1F, after the Rubber Ball had been used and the
            | water valve has been opened on the roof, Nightmare School.
Description:| 
            | 
Purpose:    | Unlocks the northwest Classroom on 2F, Nightmare School.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Crest of Mercury
Location:   | In a smashed display case in the jewelry store room 2F in
            | the east corridor, Nowhere.
Description:| 
            | 
Purpose:    | Insert into "thy five rites" door in the Child's room in the
            | Phaleg hallway 1F, Nowhere.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Dagger of Melchior
Location:   | Stabbed into the fridge in the Kitchen 1F in the Phaleg
            | hall, Nowhere (use the Ring of Contract before leaving).
Description:| 
            | 
Purpose:    | Insert into "thy five rites" door in the Child's room in the
            | Phaleg hallway 1F, Nowhere.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Disc of Ouroboros
Location:   | On the control panel beside the bed in the sickroom 1F in
            | the Phaleg hallway, Nowhere.
Description:| 
            | 
Purpose:    | Insert into "thy five rites" door in the Child's room in the
            | Phaleg hallway 1F, Nowhere.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Disinfecting Alcohol
Location:   | On the table in the Intensive Care Unit room 2F in the east
            | corridor, Nightmare Hospital.
Description:| 
            | 
Purpose:    | Pour on the vines on the grate cover in the secret room
            | behind the shelf in the Storeroom BF, Nightmare Hospital
            | (then use the Lighter).
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Drawbridge Key
Location:   | On the altar in the Balkan Church on Bloch Street after
            | meeting Dahlia, Old Silent Hill.
Description:| 
            | 
Purpose:    | Insert into the control panel in the top of the control
            | tower on the Bloch Street bridge, Old Silent Hill.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Examination Room Key
Location:   | On the control panel in the sickroom in the second hallway
            | of the basement's secret basement (B2), Nightmare Hospital.
Description:| 
            | 
Purpose:    | Unlocks the Examination Room 1F from the Medicine Room,
            | Nightmare Hospital.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | "Flauros"
Location:   | On the altar in the Balkan Church on Bloch Street, after
            | meeting Dahlia, Old Silent Hill.
Description:| 
            | 
Purpose:    | Unknown exact purpose, but it will be used at the right
            | time.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Gold Medallion
Location:   | In the "old man's palm" statue on the lab desk in the
            | Chemistry Lab 2F, Midwich Elementary School (use Chemical).
Description:| 
            | 
Purpose:    | Insert into the left slot on the clock tower in the
            | courtyard 1F, Midwich Elementary School.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | House Key
Location:   | Inside on the roof of the doghouse at the west side of the
            | road on Levin Street, Old Silent Hill (need to see the note
            | at Matheson Street to notice the key first).
Description:| 
            | 
Purpose:    | Unlocks the front door to the house with the doghouse on its
            | lawn on Levin Street, Old Silent Hill.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | K. Gordon Key
Location:   | On the ground in front of the boiler in the Boiler Room BF,
            | Midwich Elementary School (after return to normal school).
Description:| 
            | 
Purpose:    | Unlocks the back door to the K. Gordon House at the middle
            | of Levin Street, however, accessed through the backyard gate
            | in the west alleyway there).
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Key of "Aratron"
Location:   | Behind the plate on the far wall in the morgue room 2F in
            | the west corridor, Nowhere (must use the Screwdriver first
            | to unscrew the plate, and turn off the generator to take the
            | key, since it's originally lit by electricity).
Description:| 
            | 
Purpose:    | Unlocks the door marked "Aratron" in the Phaleg hall 1F,
            | Nowhere.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Key of "Bethor"
Location:   | Inside the bag of jellybeans on a shelf in the Storeroom in 
            | the Phaleg hall 1F, Nowhere (rip open the bag and check the
            | floor).
Description:| 
            | 
Purpose:    | Unlocks the door marked "Bethor" in the Phaleg hall 1F,
            | Nowhere.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Key of "Hagith"
Location:   | Inside the glass on the clockface of the grandfather clock
            | in the Antique Shop room 1F in the main hallway (use the
            | Stone of Time to break the glass and get the key).
Description:| 
            | 
Purpose:    | Unlocks the double doors marked "Hagith" at the end of the
            | main hallway 1F, Nowhere.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Key of "Lion"
Location:   | Inside the open trunk of the police car by the demolished
            | east end of Finney Street by the bridge, Old Silent Hill.
Description:| 
            | 
Purpose:    | Unlocks one of the three locks on the back door from the
            | inside of the house with the doghouse in front of it on
            | Levin Street, Old Silent Hill.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Key of "Ophiel"
Location:   | Stuck in the faucet in the shower room by the elevator 1F in
            | the main hall, Nowhere (use Pliers).
Description:| 
            | 
Purpose:    | Unlocks the door marked "Ophiel" in the main hallway 1F,
            | Nowhere.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Key of "Phaleg"
Location:   | Inside the locked birdcage in the birdcage room 1F in the
            | main hallway, Nowhere.
Description:| 
            | 
Purpose:    | Unlocks the door marked "Phaleg" in the main hallway 1F,
            | Nowhere.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Key of "Scarecrow"
Location:   | In the mailbox across the gap at the west side of the road,
            | over the fallen tree, at the blocked off end of Ellroy
            | Street around where it meets Bloch, Old Silent Hill.
Description:| 
            | 
Purpose:    | Unlocks one of the three locks on the back door from the
            | inside of the house with the doghouse in front of it on
            | Levin Street, Old Silent Hill.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Key of "Woodman"
Location:   | On the ground by the splattered blood at the back of Café
            | 
Description:| 
            | 
Purpose:    | Unlocks one of the three locks on the back door from the
            | inside of the house with the doghouse in front of it on
            | Levin Street, Old Silent Hill.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Library Reserve Key
Location:   | Falls out of a side locker after checking the small locker
            | where the noise is coming from and heading for the door in
            | the Locker Room 2F, Nightmare School.
Description:| 
            | 
Purpose:    | Unlocks the Library Reserve 2F from the west corridor.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Lighter
Location:   | On the bed in Room 201 2F, Nightmare Hospital.
Description:| 
            | 
Purpose:    | Burn the vines off the grate cover in the secret room behind
            | the shelf in the Storeroom BF, Nightmare Hospital (after
            | pouring the Disinfecting Alcohol on the vines).
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Magnet
Location:   | On the table in the lounge area of the Office for the motel,
            | Silent Hill Resort Area.
Description:| 
            | 
Purpose:    | Use to pick up the key in the hole after moving the shelf in
            | motel room number 3 in the motel compound, Silent Hill
            | Resort Area.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Motel Room Key
Location:   | On the ground in between two pool tables in Annie's Bar,
            | after rescuing Kaufmann, Silent Hil Resort Area.
Description:| 
            | 
Purpose:    | Unlocks motel room number 3 in the motel compound, Silent
            | Hill Resort Area.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Motorcycle Key
Location:   | In the hole in the floor after moving the shelf in motel
            | room number 3 in the motel compound, Silent Hill Resort
            | Area (use Magnet to get).
Description:| 
            | 
Purpose:    | Unlocks the gas tank on the motorcycle in the garage of the
            | motel office, Silent Hill Resort Area.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Picture Card
Location:   | On the table inside the northwest Classroom 1F, Nightmare
            | School.
Description:| 
            | 
Purpose:    | Unlocks the door identical to the card, in the teacher's
            | lounge behind the Reception 1F, Nightmare School.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Plastic Bottle
Location:   | Grouped with other plastic bottles on the far counter of the
            | Kitchen 1F, Alchemilla Hospital.
Description:| 
            | 
Purpose:    | Use to pick up the red liquid on the floor at the back of
            | the Director's Office 1F, Alchemilla Hospital (Unknown
            | Liquid).
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Plate of "Cat"
Location:   | Hanging on the wall at the back of Room 306 3F, Nightmare
            | Hospital.
Description:| 
            | 
Purpose:    | One of the four plates needed to solve the plates puzzle in
            | the Nurse Center 2F by insertion into the door, Nightmare
            | Hospital.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Plate of "Hatter"
Location:   | Hanging on the wall at the back Room 204 2F by the
            | Bloodsucker tentacles, Nightmare Hospital (use the Blood
            | Pack to distract the Bloodsucker so you can get it).
Description:| 
            | 
Purpose:    | One of the four plates needed to solve the plates puzzle in
            | the Nurse Center 2F by insertion into the door, Nightmare
            | Hospital.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Plate of "Queen"
Location:   | On the desk in the Director's Office 1F, Nightmare Hospital.
Description:| 
            | 
Purpose:    | One of the four plates needed to solve the plates puzzle in
            | the Nurse Center 2F by insertion into the door, Nightmare
            | Hospital.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Plate of "Turtle"
Location:   | On the back ledge in the men's washroom 3F, Nightmare
            | Hospital.
Description:| 
            | 
Purpose:    | One of the four plates needed to solve the plates puzzle in
            | the Nurse Center 2F by insertion into the door, Nightmare
            | Hospital.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Pliers
Location:   | On the table in the in room connected to the classroom BF,
            | Nowhere.
Description:| 
            | 
Purpose:    | Use to pull out the key stuck in the faucet in the shower
            | room by the elevator 1F in the main corridor, Nowhere.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Pocket Flashlight
Location:   | On the counter in Café 5 to 2 at the beginning of the game,
            | Old Silent Hill.
Description:| 
            | 
Purpose:    | Lights up dark areas with the tap of the Circle button.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Radio
Location:   | On a table in Café 5 to 2 at the beginning of the game, Old
            | Silent Hill (try to leave the Café and kill the monster, and
            | then you can pick it up).
Description:| 
            | 
Purpose:    | Emits static when monsters are nearby.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Receipt
Location:   | On the ground in between two pool tables in Annie's Bar,
            | after rescuing Kaufmann, Silent Hil Resort Area.
Description:| 
            | 
Purpose:    | Has a code written on it for the keypad at Indian Runner,
            | Silent Hill Resort Area.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Ring of Contract
Location:   | In a smashed display case in the jewelry store room 2F in
            | the east corridor, Nowhere.
Description:| 
            | 
Purpose:    | Use to hold the missing link chain together on the fridge
            | when you take out the Dagger of Melchior in the Kitchen 1F
            | in the Phaleg hallway, Nowhere.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Rubber Ball
Location:   | On the table in the Storage 1F, Nightmare School.
Description:| 
            | 
Purpose:    | Place in the drainage hole near the drainage valve on the
            | roof RF, Nightmare School (then turn the valve to knock the
            | key in the drain loose).
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Safe Key
Location:   | Inside the shelf of the cabinet behind the counter in the
            | Indian Runner general store, Silent Hill Resort Area.
Description:| 
            | 
Purpose:    | Unlocks the safe door in the counter inside Indian Runner,
            | Silent Hill Resort Area (not an essential item).
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Sewer Key
Location:   | In the key box beside the desk in the enclosed sewer office
            | area B2 at the northeast of the Sewers (connecting to resort
            | area).
Description:| 
            | 
Purpose:    | Unlocks the gate door at the south of the main pathway B2 in
            | the Sewers (connecting to resort area).
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Sewer Exit Key
Location:   | On the plastic floating in the bloody water at the west end
            | of the south pathway B1, Sewers (connecting to resort area).
Description:| 
            | 
Purpose:    | Unlocks the gate door at the east end of the south pathway
            | B1, Sewers (connecting to resort area).
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Screwdriver
Location:   | On the table in the in room connected to the classroom BF,
            | Nowhere.
Description:| 
            | 
Purpose:    | Use to unscrew the plate on the back wall in the morgue room 
            | 2F in the west corridor, Nowhere.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Silver Medallion
Location:   | On the wall above the chalkboard in the Music Room 2F,
            | Midwich Elementary School (solve the piano puzzle to make it
            | fall).
Description:| 
            | 
Purpose:    | Insert into the right slot on the clock tower in the
            | courtyard 1F, Midwich Elementary School.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Stone of Time
Location:   | Depressed into the large pillar object in the astrology room
            | 1F in the Ophiel hall, Nowhere (solve the astrology puzzle
            | to make it fall on the ground).
Description:| 
            | 
Purpose:    | Insert into the square depression in the grandfather clock
            | in the Antique Shop room 1F in the main hall, Nowhere.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Unknown Liquid
Location:   | On the ground behind the desk at the back of the Director's
            | Office 1F, Alchemilla Hospital (use the Plastic Bottle to
            | pick it up).
Description:| 
            | 
Purpose:    | Use to save Cybil while standing in front of her after she
            | drops her weapon during the Cybil boss fight in the Lakeside
            | Amusement Park.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Video Tape
Location:   | On the table in the first room on the right in the second
            | hallway of the basement's secret basement (B2), Nightmare
            | Hospital.
Description:| 
            | 
Purpose:    | Insert into the VCR in Room 302 3F of the Nightmare Hospital
            | or the VCR room 1F in the Phaleg hall of Nowhere to view
            | (it will be almost all static in the hospital, but you can
            | view it clearly in Nowhere).
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

======================
S E C R E T  I T E M S
======================
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Chanelling Stone
Location:   | On the front counter in the Convenience Store at the
            | northeast corner of the Bachman Road and Finney Street
            | intersection.
Description:| 
            | 
Available:  | Only in a Next fear game.
Purpose:    | Use at the following five locations to receive the UFO
            | ending: Nightmare School Rooftop, courtyard of Nightmare
            | Hospital before fighting the Floatstinger, inside the motel
            | compound in the resort area, in the cabin of the boat on the
            | Lakeside pier, and on the roof of the Lighthouse on at the
            | end of the pier.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item:       | Gas Can
Location:   | On the ledge in the garage at the gas station on Bloch
            | Street, Old Silent Hill.
Description:| 
            | 
Available:  | Only in a Next fear game.
Purpose:    | Powers the two gas-powered weapons (Chainsaw and Rock
            | Drill), allowing you to pick them up. You can only power one
            | of the two in a first time Next fear run, but you can power
            | both in further Next fear runs.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

=======
M A P S
=======
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Map:        | Hospital Map
Location:   | On the wall of the Reception 1F, Alchemilla Hospital
Covers:     | Floors 1F, 2F, and 3F of Alchemilla and Nightmare Hospital.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Map:        | Hospital Basement Map
Location:   | On the table in the Doctor's Office 1F, Alchemilla Hospital.
Covers:     | Basement BF of Alchemilla and Nightmare Hospital.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Map:        | Residential Area Map
Location:   | On the counter of Café 5 to 2 at the beginning of the game,
            | Old Silent Hill.
Covers:     | The whole outside area and streets of Old Silent Hill.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Map:        | Resort Area Map
Location:   | On the Information sign at the west side of the road at the
            | north end of Bachman Road, Silent Hill Resort Area.
Covers:     | The whole outside area and streets of the Silent Hill Resort
            | Area.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Map:        | School Map
Location:   | On the ledge at the south side of the Lobby 1F, Midwich
            | Elementary School.
Covers:     | Floors 1F, 2F, RF, and BF of Midwich and Nightmare School.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Map:        | Sewer Map (connecting to amusement park)
Location:   | On the east wall by the entrance ladder at the northeast of
            | the amusement park Sewers.
Covers:     | The whole single floor (B1) of the amusement park Sewers.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Map:        | Sewer Map (connecting to resort area)
Location:   | On the desk in the sewer office area B2 at the northeast
            | enclosed area of the resort area Sewers
Covers:     | Floors B1 and B2 of the resort area Sewers.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Map:        | Shopping District Map
Location:   | On the chair inside the top of the control tower of the
            | Bloch Street bridge, Old Silent Hill.
Covers:     | The whole outside area and streets of Central Silent Hill.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

--------------------------------------------------------------------------
==========================================================================
16.                          E X T R A S
==========================================================================
--------------------------------------------------------------------------
EXTRAS............................................................[SH1_16]

COMING SOON!

--------------------------------------------------------------------------
==========================================================================
17.              S A V E  P O I N T  L O C A T I O N S
==========================================================================
--------------------------------------------------------------------------
SAVE POINT LOCATIONS..............................................[SH1_17]

===============
Old Silent Hill
===============
-On the counter inside Café 5 to 2 on Bachman Road.
-On the counter in the Convenience Store at the northwest corner of the
 Bachman Road and Finney Street intersection.
-On the living room counter inside the doghouse home on Levin Street.
-On a seat inside the school bus at south Midwich Street.

=========================
Midwich Elementary School
=========================
-On the desk in the Infirmary 1F.

================
Nightmare School
================
-On the desk in the Infirmary 1F.

======================
Old Silent Hill Part 2
======================
-On the table inside the K. Gordon house on Levin Street.
-On the desk by the entrance inside Balkan Church on Bloch Street.
-On the table inside the garage at the gas station on Bloch Street.
-On the desk inside the control tower on the Bloch Street bridge.

===================
Central Silent Hill
===================
-On the desk in the side room in the Police Station on Sagan Street.

===================
Alchemilla Hospital
===================
-On the Reception desk 1F.

==================
Nightmare Hospital
==================
-On the bed in Room 302 3F.
-On the counter inside the Director's Office 1F.

==========================
Central Silent Hill Part 2
==========================
-On the table inside the Green Lion Antique Shop on Simmons Street.

=============================
Nightmare Central Silent Hill
=============================
-On the table inside the empty Green Lion Antique Shop on Simmons Street.
-On the table inside the shop in the Silent Hill Town Center 2F on
 Simmons Street.
-On the Reception desk inside the Police Station on Sagan Street.

==================================
Sewers (connecting to resort area)
==================================
-On the desk in the sewer office area at the northeast of the sewers B2.
-On the barrel by the exit of the sewers B1 in the southeast.

=======================
Silent Hill Resort Area
=======================
-On the bar inside Annie's Bar off Bachman Road.
-On the counter inside Indian Runner on Weaver Street.
-On the counter inside the Office of the Motel.

=================================
Nightmare Silent Hill Resort Area
=================================
-On the counter in the cabin of the boat on the Lake Side Pier.
-On the barrel inside the Lighthouse at the end of the Lake Side Pier.

========================
Lake Side Amusement Park
========================
-On the counter of the ice cream stand deep into the amusement park

=======
Nowhere
=======
-On the table inside the Antique Shop room in the first corridor 1F.
-On the table inside the Child's room in the Phaleg hallway 1F.

--------------------------------------------------------------------------
==========================================================================
18.                             M E M O S
==========================================================================
--------------------------------------------------------------------------
MEMOS.............................................................[SH1_18]

Table of Contents
-----------------
A note "To School"
A note "Doghouse"
Midwich Headstone
"Alchemy laboratory"
"A place with songs and sound"
"Darkness that brings the choking heat"
Gold plate
Silver plate
"A Tale of Birds Without a Voice"
Locker Room corkboard note
Locker Room note
"The Monster Lurks" wall note
"The Monster Lurks" book
"The Hunter and the Lizard"
Drawbridge Control Tower plate
Officer Gucci
Police Station chalkboard
Hospital generator note
Nurse Center riddle
Alessa Portrait
Indian Runner diary
Shopping List
Norman's Motel photgraph
Newspaper article
Norman's Motel diary

REST OF THE MEMOS COMING SOON!

--------------------------------------------------------------------------
Title:    A note "To school"
Location: At the end of the Bachman Road alley by some rubble, Old Silent
          Hill.
Context:

To school
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    A note "Doghouse"
Location: On the ground at the east side of the demolished west end of
          Matheson Street, Old Silent Hill.
Context:

Doghouse
Levin st.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Midwich Headstone
Location: The headstone of the school, just north of the entrance pathway,
          Old Silent Hill.
Context:

Midwich Elementary School
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    "Alchemy laboratory"
Location: On the counter of the Reception 1F, Midwich Elementary School.
Context:

10:00
"Alchemy laboratory"

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

--------------------------------------------------------------------------
Title:    "A place with songs and sound"
Location: On the desk in the Reception 1F, Midwich Elementary School.
Context:

12:00
"A place with songs and sound"

A silver guidepost is
untapped in lost tongues.
Awakening at the ordained order.

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

--------------------------------------------------------------------------
Title:    "Darkness that brings the choking heat"
Location: On the counter of the Reception 1F, Midwich Elementary School.
Context:

5:00
"Darkness that brings
the choking heat"

Flames render the silence,
awakening the hungry beast.
Open time's door to beckon prey.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Gold plate
Location: Engraved under the slot in the left side of the clock tower in
          the courtyard 1F, Midwich Elementary School.
          
Context:

A Golden Sun
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Silver plate
Location: Engraved under the slot in the right side of the clock tower in
          the courtyard 1F, Midwich Elementary School.
Context:

A Silver Moon
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    "A Tale of Birds Without a Voice"
Location: On the chalkboard in the Music Room 2F, Midwich Elementary
          School.
Context:

"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 that 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.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Locker Room corkboard note
Location: On the corkboard in the Locker Room 2F, Midwich Elementary
          School.
Context:

Warning. Don't forget to
take all of your possessions
after using the lockers.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Locker Room note
Location: On the wall in the Locker Room 2F, Midwich Elementary School.
Context:

NO
RUNNING OR PLAYING
IN THE LOCKER ROOM
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    "The Monster Lurks" wall note
Location: On the wall by the hanging corpse in the Boys' Washroom 1F,
          Nightmare School.
Context:

Leonard Rhine
The Monster Lurks
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    "The Monster Lurks" book
Location: On the shelf in the Library Reserve 2F, Midwich Elementary
          School (must see "The Monster Lurks" wall note to read).
Context:

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's not clear why,
adolescents, especially girls,
are prone to such occurrences.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    "The Hunter and the Lizard"
Location: On the center table in the Library 2F, Nightmare School.
Context:

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 opened wide.

This was what the man wanted.
Calmly drawing his bow, he shot
into the lizard's gaping mouth.

Effortlessly, the arrow flew,
piercing the defenseless maw,

and the lizard fell down dead.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Drawbridge Control Tower plate
Location: On the wall by the steps of the control tower on the Bloch
          Street bridge, Old Silent Hill.
Context:

Orridge Bridge Control Room
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Officer Gucci
Location: On the right side of the desk near the chalkboard in the side
          room inside the Police Station, Central Silent Hill.
Context:

Coroner Seals called.

Officer Gucci is unlikely to
be murdered. He apparently
died naturally.

But, medical records show
Officer Gucci had no prior
symptoms of heart disease.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Police Station chalkboard
Location: On the chalkboard in the side room inside the Police Station,
          Central Silent Hill.
Context:

Product only available in
selected areas of Silent Hill.

Raw material is White Claudia,
a plant peculiar to the region.

Manufactured here?
Dealer = manufacturer?
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Hospital generator note
Location: On the panel of the generator in the Generator Room BF,
          Alchemilla Hospital.
Context:

The in-house generator
powers elevators, ICUs
and operating rooms only.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Nurse Center riddle
Location: On the wall by the puzzle door in the Nurse Center 2F, Nightmare
          Hospital.
Context:

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.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Alessa Portrait
Location: On the control panel in the sickroom in the second hallway of
          the basement's secret basement (B2), Nightmare Hospital.
Context:

[Portrait of a young girl]
Alessa
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Indian Runner diary
Location: On the counter by the register inside Indian Runner, Silent Hill
          Resort Area.
Context:

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.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Shopping List
Location: On the back wall behind the counter inside Indian Runner, Silent
          Hill Resort Area.
Context:

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

--------------------------------------------------------------------------
Title:    Norman's Motel photgraph
Location: On the back wall behind the counter inside Indian Runner, Silent
          Hill Resort Area.
Context:

[Picture of a man standing in front of a motel]
Norman's Grand Opening.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Newspaper article
Location: On the coffee table in the lounge area of the motel office of
          Norman's Motel, Silent Hill Resort Area.
Context:

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.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
Title:    Norman's Motel diary
Location: On the far desk in the lounge area of the motel office of
          Norman's Motel, Silent Hill Resort Area.
Context:

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 the death
of the mayor and others.
--------------------------------------------------------------------------

--------------------------------------------------------------------------
==========================================================================
                        M I S C E L L A N E O U S
==========================================================================
==========================================================================
19.             C O O L  A N D  S C A R Y  T H I N G S
==========================================================================
--------------------------------------------------------------------------
COOL AND SCARY THINGS.............................................[SH1_19]

COMING SOON!

--------------------------------------------------------------------------
==========================================================================
20.               M Y  P E R S O N A L  R E V I E W
==========================================================================
--------------------------------------------------------------------------
MY PERSONAL REVIEW................................................[SH1_20]

COMING SOON!

--------------------------------------------------------------------------
==========================================================================
                          C O N C L U S I O N
==========================================================================
==========================================================================
21.                          C R E D I T S
==========================================================================
--------------------------------------------------------------------------
CREDITS...........................................................[SH1_21]

In this section, I'd just like to thank some people and organizations for
making this FAQ possible, and just some general thanks.

 - Thanks to Konami TYO for Developing this game

 - Thanks to Konami for Publishing this game

 - Thanks to Akira Yamaoka for composing an awesome soundtrack that
   started the musical brilliance of the Silent Hill series

 - Thanks to CJayC for posting this FAQ on GameFAQs

 - Thanks to Stephen NG for posting this FAQ on IGN

 - Thanks to http://dictionary.reference.com as I almost always had it
   open while writing this FAQ.

 - Thanks to everyone who gives this FAQ a good rating

     ©  C O P Y R I G H T  2 0 0 4 - 2 0 0 6  B Y  C O N Q U E R E R
                            E N D  O F  F I L E