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    FAQ/Walkthrough by adarkervision

    Version: 2.0 | Updated: 10/02/08 | Search Guide | Bookmark Guide

    Silent Hill 3: FAQs and Walkthrough with Synopsis
    U.S. Version
    Written by Collin Lee (adarkervision(at)yahoo(dot)com)
    Copyright September of 2003 by Collin Lee
    Version 2.0
    
    UPDATE NOTE: The guide was updated again in September of 2008, five 
    years after I originally wrote it.  In the meantime I've become a 
    father, and as such haven't written any new guides or had the time to 
    even update this one, so this update was a large one, the culmination 
    of several years more experience in the game, growth of my knowledge 
    through reading and education, and tons of e-mails from the very, very 
    helpful folk who love the series as much as I do.  Where appropriate, 
    I've added a notation as to who it was who helped me where it was 
    needed.  If your name isn't on here and you feel it should be, please 
    send me a note and I'll fix it; it may just be that I've gotten 
    multiple e-mails on the same tip, and lost track of just who told me 
    what.  That having been said, here's the things that were added in 
    Version 2.0: Expanded the Valtiel Section significantly, added the 
    solution to the royal flush t-shirt (and that was a beast), added a 
    number of new references to horror movies, books, and so on, added 
    notes on secrets and easter eggs that I hadn't seen or understood five 
    years ago, and added new tricks, camera hacks and cheats from the PC 
    version of the game, which didn't exist when this guide was originally 
    written.
    
    -GUIDE OUTLINE-
    I. Introduction
         I-a.  The Players (Characters)
         	I-a-1. Heather
         	I-a-2. Douglas
         	I-a-3. Claudia
         	I-a-4. Vincent
         I-b.  Critters (Monsters)
         	I-b-1. Closers
         	I-b-2. Double Heads
         	I-b-3. Insane Cancers
         	I-b-4. Numb Bodies
         	I-b-5. Nurses
         	I-b-6. Pendulums
         	I-b-7. Scrapers
         	I-b-8. Slurpers
         I-c.  The Arsenal (Weapons)
         	I-c-1. Knife
         	I-c-2. Steel Pipe
         	I-c-3. Maul
         	I-c-4. Katana
         	I-c-5. Stun Gun
         	I-c-6. Handgun
         	I-c-7. Shotgun
         	I-c-8. Submachine Gun
         I-d.  The Good Stuff (Secret Weapons)
         	I-d-1. Beam Saber
         	I-d-2. Flamethrower
         	I-d-3. Unlimited Submachine Gun
         	I-d-4. Heather Beam
         	I-d-5. Sexy Beam
         I-e.  Your Stuff (Support Items)
         	I-e-1. Health Drink
         	I-e-2. First Aid Kit
         	I-e-3. Ampoule
         	I-e-4. Beef Jerky
         	I-e-5. Handgun Bullets
         	I-e-6. Shotgun Shells
         	I-e-7. Submachine Gun Clip
         	I-e-8. Stun Gun Battery
         I-f.  Tricks of the Trade
         	I-f-1. Before you Begin
         	I-f-2. Exploring
         	I-f-3. Combat Tips
    II. The Walkthrough
         II-a. Part One: "Worse than Christmas Season"
              II-a-1. Prelude: "The Unhappiest Place on Earth...":
              Lakeside Amusement Park
              II-a-2. "Does this gaping chest wound match my pants?":
              Central Square Shopping Center
              II-a-3. "Clean-up in aisle five..." Central Square Dark
              Side
         	II-a-4. BOSS BATTLE: SPLITWORM
         II-b. Part Two: "There's a World Going On Underground..."
         	II-b-1. "Eat Subway, Eat Flesh...": The Subway Tunnels
              II-b-2. "Sewers; The New Smell of Fear..." The
              Underground Passage
         II-c. Part Three: "How to Succeed In Business Without Really
         Dying..."
              II-c-1. "Some Spackle, a new coat of paint... and it
              will still suck.": Unfinished Building
              II-c-2. "Forget Fortune's 500, this is Fortune's 666..."
              Hilltop Center Office Building
              II-c-3. "Business so evil, it must be owned by Bill
              Gates...": Hilltop Center Dark Side
         	II-c-4. BOSS FIGHT: MISSIONARY
         II-d. Part Four: "Shotgun Surgery at Brookhaven Hospital..."
              II-d-1. "Silent Hill: Come for the scenery, stay for the
              mind-numbing horror..." The Town
         	II-d-2. "Helllloooo Nurse!": Brookhaven Hospital
              II-d-3. "I don't think my HMO is going to cover
              this...": Brookhaven Dark Side
         	II-d-4. BOSS BATTLE: LEONARD
         II-e. Part Five: "Daddy, what is Robbie the Rabbit doing to
         that man's face?"
         	II-e-1. "Are we there yet?": The streets of Silent Hill
              II-e-2. "Mommy, can we go on the 'Meat-Spewing Baby
              Eater' ride?": Lakeside Amusement Park
         	II-e-3. BOSS BATTLE: MEMORY OF ALESSA
         II-f. Part Six: "Taking Communion at Our Lady of the
         Bloodbath."
              II-f-1. "My advice?  Don't drink the Kool-Aid...": The
              Church
         	II-f-2. FINAL BOSS BATTLE: THE GOD
         II-g. Part Seven: Epilogue
    III. Endings
    III-a. "Normal" Ending
    III-b. "Possessed" Ending
    III-c. "Revenge" Ending
    IV. Puzzles
         IV-a. Bookstore Puzzle
         	IV-a-1. Easy
         	IV-a-2. Normal
         	IV-a-3. Hard
         IV-b. Hospital Second Floor Key Code Puzzle
         	IV-b-1. Easy
         	IV-b-2. Normal
         	IV-b-3. Hard
         IV-c. Hospital Briefcase Puzzle
         	IV-c-1. Easy
         	IV-c-2. Normal
         	IV-c-3. Hard
         IV-d. Hospital Mortuary Puzzle
         	IV-d-1. Easy
         	IV-d-2. Normal
         	IV-d-3. Hard
         IV-e. Tarot Card Puzzle
         	IV-e-1. Easy
         	IV-e-2. Normal
         	IV-e-3. Hard
    V. Secrets And Mysteries
         V-a. ADDITIONAL ACTION LEVELS
         V-b. BULLET ADJUST
         V-c. GOLD AND SILVER PIPES
         V-d. BONUS WEAPONS
         V-e. UNLIMITED SUB-MACHINEGUN
         V-f. HEATHER BEAM/SEXY BEAM
         V-g. COSTUMES
              V-g-1.  Transform Costume
              V-g-2.  Heather Shirt
              V-g-3.  Don't Touch Shirt
              V-g-4.  Block Head Shirt
              V-g-5.  God of Thunder Shirt
              V-g-6.  Transience Shirt
              V-g-7.  Golden Rooster Shirt
              V-g-8.  Royal Flush Shirt
              V-g-9.  Killer Rabbit Shirt
              V-g-10.  Onsen Shirt
              V-g-11.  Zipper Shirt
              V-g-12.  The Light Shirt
              V-g-13.  EGM Shirt
              V-g-14.  GamePro Shirt
              V-g-15.  Game Informer Shirt
    		V-g-16.  Official PS Magazine Shirt
              V-g-17.  OPS2 Shirt
              V-g-18.  PS2RO Shirt
              V-g-19.  Play Shirt
              V-g-20.  GameSpy.com Shirt
              V-g-21.  IGN.COM Shirt
              V-g-22.  13eme Rue Shirt
              V-g-23.  Game Reactor Shirt
              V-g-24.  GMR Shirt
              V-g-25.  GN Shirt
         V-h. DOUGLAS- KING OF NO PANTS
         V-i. EASTEREGGS
              V-i-1.  SPECIAL DEATH SCENES
              V-i-2.  VALTIEL
              V-i-3.  EXTRA NEW GAME WEIRDNESS
              V-i-4.  LIFE DISPLAY
              V-i-5.  SILENT HILL 2 REFERENCES
              V-i-6.  METAL GEAR SOLID REFERENCE
              V-i-7.  JACOB'S LADDER REFERENCE
              v-i-8.  STEPHEN KING REFERENCES
              v-i-9.  HOUSE OF LEAVES REFERENCE
              v-10-9. CAFE TURN MILL
              v-11-9. BORLEY HAUNTED MANSION
              v-12-9. SESSION 9 REFERENCE
              v-13-9. EXORCIST 3 REFERENCE     
          V-j. HOW TO GET A PERFECT RANKING
    VI. Final Review
    VII. Conclusion and Farewell
    
    
    I.  Introduction
    Good evening ladies and germs.  You are about to take a journey into 
    one of the darkest and most frightening games of all time, Silent Hill 
    3.  Silent Hill has always been my favorite vacationing spots: there is 
    something about its dark and nightmare haunted streets and the sound of 
    the howls of the damned echoing off of Taluca Lake that has made me 
    want to return to this town again and again.  If this is your first 
    foray into the town that sanity forgot, I envy you: you are in for an 
    unforgettable horror treat like no other.  However, if you haven't 
    played the previous games in the series, I suggest you do so before
    playing venturing further into Silent Hill 3.  Unlike Silent Hill 2, 
    which was more of a spiritual successor, taking place in the same town 
    as the original Silent Hill game, and thus could be played by itself 
    without having played the first game, Silent Hill 3 is a direct sequel 
    to the original Silent Hill.  It follows up on characters, locations, 
    and events that took place in the original game, and while it does a 
    very good job of summarizing the important bits of the first game, 
    there is no substitute for first-hand knowledge. And since the original 
    Silent Hill is still one of the best and most frightening games ever, 
    you should play the first game simply because it is a
    real treat.
    
    That having been said, here is a little history on the series. Silent 
    Hill was originally published for the Sony Playstation in 1999 by 
    Konami, and was an instant classic. Often compared to Resident Evil due 
    to its survival horror roots, Silent Hill took a different approach to 
    the genre than Capcom's B-movie zombie shooter.  While Resident Evil 
    put its emphasis on combat against the undead and "boo" scary frights, 
    Silent Hill focused on ambience and psychological horror.  Where 
    Resident Evil had highly trained soldiers and police officers as the 
    main protagonists, Silent Hill had a simple writer lost and out of his 
    element.  This meant that he was not nearly as adept with his weapons 
    as he could have been, got more and more tired as he ran throughout the
    large town, and seemed constantly to be almost overwhelmed by the 
    horrors around him.  At the same time the combat seemed grittier than 
    in Resident Evil, with the inclusion of melee weapons such as Steel 
    Pipes and Emergency Hammers and the necessity to stomp on or kick your 
    enemies once they fell, to make sure they didn't get up again.  Where 
    Resident Evil rejoiced in showing you your rotting foes in all their 
    lurid glory, Silent Hill frightened you with what you couldn't see.  
    The environments were all clouded in darkness and fog, and your enemies 
    were little more than forms in the shadows around you, heightening the
    sense of dread that built throughout the game.  While the ambiguity of 
    the story put off some players (Sony wouldn't allow direct references 
    to Satanism on any games made for their system, so Konami had to be 
    more cryptic than was probably good for them), the exceptionally dark 
    ambience, tight gameplay, and deeply frightening moments turned Silent 
    Hill into a sleeper hit for both Sony and Konami, and left fans 
    screaming for more.  Or maybe they were just screaming. It was scary.
    
    Enter Silent Hill 2, released by Konami in September of 2001 for the    
    Playstation 2.  Silent Hill did not offer a direct sequel to the 
    original Silent Hill, instead deciding to take things in a different 
    direction.  Since the events of the original Silent Hill, the town 
    itself has become a sort of beacon for the lost and the damned, 
    offering salvation or damnation to those who heed its dark call.  
    Combat and basic gameplay remained more or less unchanged from the 
    original, but the beautifully updated graphics, excellent story 
    telling, superb sound and voice acting, and twisted imagery set a
    precedent for the fledgling game system that was rarely matched and 
    never outdone until Silent Hill 3 was released two years later.  A 
    slightly updated version of Silent Hill 2, called Silent Hill 2: 
    Restless Dreams was released 2 months after the PS2 version for the 
    Microsoft X-Box, offering more detailed graphics, another ending, and 
    expanded gameplay in the form of a second scenario featuring a 
    supporting character from the storyline.  In 2002, the enhanced version 
    of Silent Hill 2 was released for the PS2 in the form of the
    PS2's Greatest Hits line.
    
    Which brings us to August of 2003 and the U.S. Release of Silent Hill 3 
    (followed by the PC version of the game in December of the same year). 
    This game features a return to and continuation of the original story, 
    but with new characters, new enemies, and new locations, as well as a 
    re-visitation of familiar material.  Other than the addition of an 
    automatic weapon, some new support items, and a few minor gameplay 
    tweaks, Silent Hill 3 remains true to the Silent Hill series in respect 
    to gameplay, puzzles, ambience, and out and out horror.  It is also 
    arguably the best-looking game available for any system, featuring 
    graphics that are simply mind-bendingly beautiful while at the same
    time inducing nightmares.  So step inside and find out what it is that 
    makes Silent Hill 3 one of the best horror experiences of all time...
    
    
    
    I-a. The Players
    
    I-a-1. Heather
    Heather is a seemingly ordinary seventeen-year-old girl, with a smart 
    mouth and a bit of an attitude, though she is loving and respectful to 
    her father.  One day, on a typical Sunday trip to the mall, Heather 
    finds herself trapped in a twisted nightmare world, populated by 
    hideously monstrous creatures.  Lost and alone she arms herself and 
    sets out, not to save the world, but rather her own hide.  But 
    sometimes things happen that we never plan for...
    
    I-a-2. Douglas
    In his late fifties, Douglas is a private detective who has been sent 
    by mysterious forces to find Heather.  He needs to talk to her about 
    her past, something having to do with the day she was born. The strange 
    events that happen in the game begin only minutes after he tracks 
    Heather down at the Central Square Mall.  Could he have something to do 
    with the Unholy events that unfold?
    
    I-a-3. Claudia
    This beautiful and mysterious woman is the first living human being 
    that Heather encounters after the world goes crazy.  She seems to know 
    something of what is going on, but speaks in cryptically spiritual 
    terms.  She seems to be some kind of religious fanatic, but what God 
    does she serve?
    
    I-a-4. Vincent
    Vincent is a strange and unsettling young man who seems to know more 
    about events than he is willing to say.  He shows up occasionally to 
    give Heather clues and guidance, but what he is playing at is unclear, 
    other than that he has a chip on his shoulder towards Claudia.  His 
    unflinching arrogance seems to mask something more, but is he Heather's 
    friend, or enemy?
    
    I-b. Critters (In alphabetical order)
    
    I-b-1. Closers
    These are large, almost simian monsters with long, bulbous arms.  They 
    attack by attempting to impale Heather on a needle-like blade that 
    comes from the end of their arms.  From Brookhaven Hospital on, any 
    Closers you encounter will also attack by swinging their arms around 
    themselves in a circular pattern, effectively keeping you at bay.  This 
    is an enemy that also gets tougher the later in the game that you 
    encounter them, inflicting more damage and taking more damage to kill, 
    so your combat tactics will have to change along with them.  The 
    special Closers in the last stage, who's skin crawls with blackish,
    blood-like smoke, are devastatingly powerful, fast, and tough, and 
    should probably be avoided.  The most effective way to combat a Closer 
    is to fire the Handgun at it while backing away, and strafing to the 
    sides if it is backing you into a corner.  If you are using a melee 
    weapon, the best tactic is to come in at an angle from behind and 
    strike fast, or to block their initial strikes and retaliate.  Once 
    they start swinging their arms around them, the best thing to do is 
    step back and wait for them to finish, circling around them using
    strafe while they are standing in place, then move in and strike when 
    their arms stop.  Just be sure to get out of the way when they start 
    swinging again. Most of their attacks can be interrupted by a strong 
    hit from a melee weapon, if it is properly timed: a overhead attack 
    (press and hold down attack button once) or a thrusting attack (forward 
    and press the attack button) used right before one of their attacks 
    lands may stun them and disrupt their own attack. If one doesn't work, 
    alternate with the other.  Since Closers are fairly slow moving (and 
    tough), the best bet on your first time through the game is to run
    right past them and save yourself the hassle, since they won't be able 
    to keep up.  If you face more than one at a time and running isn't an 
    option, kill one with the Handgun, strafing constantly until one falls, 
    dash in and kick it to finish it, then switch to the Steel Pipe or 
    Katana to take out the other one.  Special note: The Closers are the 
    only creatures other than the ever-present Nurses returning from an 
    earlier Silent Hill game.  In Silent Hill 2, they would hang from the 
    underside of the grating in the Dark Side version of the town, swinging 
    from their long arms as they pursued James.
    
    I-b-2. Double Heads
    Every horror game worth it's salt has a good undead dog, and the Double 
    Head is an especially disturbing little pooch.  It trails filthy 
    bandages from its sides as it runs swiftly at you, and they aren't just 
    there for show; they seem to be holding the creature together.  Double 
    Heads faces split in two vertically, rather than horizontally when it 
    attacks, as if it was sliced in two and then bandaged back together 
    haphazardly.  They are swift and often hunt in packs.  Most likely you 
    will hear them before you see them, as they let out a bone-chilling 
    howl when they spot living prey.  Their first attack will often be to 
    run straight at you and leap, smashing into you and chomping on you as
    they sail by.  Their secondary attack, once they are right on top of 
    you, is to grab your leg and savage you with their teeth.  If this 
    happens, press the action button and wiggle the left analog stick to 
    pull free.  The best way to deal with them is with the Handgun as you 
    strafe around them, as five or six shots will put them on the ground, 
    and another will put them down for good (although it is better to stomp 
    them to save ammo once they are down).  To conserve ammo, a fast melee 
    weapon will work in a pinch, but it requires precise timing that can 
    only be gotten through practice.  When facing a Double Head solo, face 
    it and wait for it to run at you.  Just as it springs to hit you with 
    it's leaping attack, use an overhead strike (press and hold down
    attack button) to smack it out of the air.  If you miss, or your timing 
    is off, the Double Head will most likely dash away before you can 
    strike, unless you are near a wall.  Facing out of a corner is actually 
    the best way to face a Double Head, since if you miss it or it runs by 
    you, it will run into the corner, where you can quickly bash it before 
    it runs away.  A block and attack combo doesn't work as well against 
    them, since by the time you have lowered your guard, they have most 
    likely bounded away again (once again, unless you are standing in a 
    corner; then the block/attack works great).  Once you have hit it once, 
    don't let up; the overhead attack will also stun it momentarily, 
    allowing you to hit it with a series of overhead strikes, one after 
    another, until it falls.  This is best achieved by simply holding down 
    the attack button after you connect once, and Heather will keep 
    chopping away at whatever is in front of her.  Once it is down you can 
    just keep hacking, or kick it a couple of times.  If there is more than 
    one Double Head in the area, and running isn't an option, kill all but 
    the last one with the handgun, then switch to the Steel Pipe or Katana 
    to finish off the straggler.
    
    I-b-3. Insane Cancers
    The name says it all.  These maggot-white, putrescent masses of flesh 
    are usually slumbering idly when Heather encounters them, but are quick 
    to rise if you get too close, and can both run and strike with 
    surprising speed.  It takes a lot of damage to put them down 
    permanently, so technically the best weapon for the job is the Shotgun 
    at a close range.  However, you don't want to waste ammo on these 
    monstrosities, first of all because it takes so much ammo to put them 
    down, and secondly because melee weapons can be much more effective. 
    First of all, it isn't generally a good idea to attack them when they 
    are lying on the ground.  They are resistant to such damage (although 
    it does hurt them somewhat) and can rise and attack in the same motion.  
    If given an opportunity to attack them from behind, bash away with your 
    heaviest melee weapon (even the Maul, but only if their backs are to 
    you) as they are turning around.  They have two basic attacks; the one-
    armed swing attack and the two-handed overhead bash.  Both are 
    surprisingly quick and fairly damaging.  A well-timed overhead attack 
    (hold down attack button) or thrusting attack (forward and the attack
    button) can disrupt either attack.  If one doesn't work, try the other,
    alternating between the two.  When they fall down, don't be fooled: 
    they are most likely just recuperating. This could be a good 
    opportunity to re-group and heal if necessary, but don't leave them 
    lying there for long, as they heal as they lie on the ground.  Instead, 
    keep bashing away until they rise again, and start the whole thing 
    over.  Unless you gave them time to heal, the second time they fall 
    should be their last.  Kick them or keep bashing them with the
    overhead strike.  When they are finally dead, they will make a 
    distinctive death rattle, and then begin to actually deflate.  A little 
    key; if they ain't flat, they ain't flat lined.  Facing off against 
    more than one Insane Cancer at a time is a recipe for a good ass 
    whupping.  Since they don't react until you approach make sure to face 
    one, then the other, instead of angering them both at once.
    
    I-b-4. Numb Bodies
    These things are going to be your whipping boys... or your whipping
    fish-things, rather.  They look a bit like faceless fish with spindly 
    legs made out of purplish raw and diseased flesh.  They move rather 
    slowly and can attack only by lunging at Heather and bumping her with 
    their mouth-less heads.  Never bother to waste ammunition on them, as 
    they are pathetically weak and can be defeated with a few good whacks 
    from the Steel Pipe or the Katana.  Since pretty much any attack that 
    connects with them can disrupt their own attacks they are easily beaten 
    down.  It is when you face them in numbers that they can become 
    dangerous.  One will draw your attacks while their companions work 
    their way in from the sides to pummel you from multiple directions.  If 
    this happens, you should back up if possible and try to get them to 
    separate, so that you can kill them one at a time.  If you get backed 
    into a corner, try to spread them out with the Shotgun or leave through 
    a door and then come right back in to get them off your tail.  Beef 
    Jerky works pretty well with them, as they tend to move in patrol 
    patterns; simply place the Jerky in a location you know they will be 
    walking through, wait for them to start munching, then smack them from
    behind.  They come in three varieties, small, medium, and large, but 
    they should all be dealt with the same way; just beat them like a 
    redheaded stepchild. No offence meant to any redheaded stepchildren out 
    there.
    
    I-b-5. Nurses
    Affectionately known as "Bobble Heads", the Nurses are the only 
    creatures who have been in all Silent Hill games, in one form or 
    another.  They are constantly evolving throughout the series; in the 
    original Silent Hill they looked like ordinary, dead nurses with some 
    sort of pulpy, parasitic growth on their backs.  In Silent Hill two 
    they became more loathsomely feminine, lost the leeches, and began 
    wandering the town outside of the Hospitals.  In Silent Hill 3 they 
    retain much of their look from Silent Hill 2, but now some of them
    are pistol-packing mamas.  In all three games they wield Steel Pipes, 
    but in Silent Hill 3, if you play on Normal or higher difficulty 
    levels, some of them also carry revolvers.  Pipe wielding Nurses attack 
    by either swinging them overhead, or by jabbing at you with them, 
    depending on how close you are to them.  Either attack can be disrupted 
    by a strong attack of your own, but not always.  Sometimes the best way 
    to deal with a Pipe swinging Nurse is to block her attack with your 
    defensive stance, then retaliate with an attack of your own.  Revolver 
    wielding Nurses will either shoot at you, if you are still further away 
    from them, or attempt to pistol-whip you if you get too close. The 
    gunshot cannot be blocked, so the best thing to do is try to keep 
    something between you and them while they are firing (preferably 
    another Nurse) and then charge in close to engage them hand to hand.  
    Once you are in close, deal with them just as you would a Pipe wielding 
    Nurse.  Normally, if you are careful, they can be taken on one at a 
    time, which is obviously the best way to deal with them.  There are a 
    few places, however, where they come rushing at you in groups of two or 
    more, up to four at once.  Then the Shotgun is the tool of the trade, 
    at least until you get them thinned out or knocked to the ground where
    they are more easily dealt with using melee weapons.  Although a boot 
    to the face is always particularly satisfying as well.
    
    I-b-6. Pendulums
    Lord how I hate the damn Pendulums.  You will always know when a 
    Pendulum is nearby, because they make a horrible noise not unlike a cat 
    being beaten to death with a bagpipe.  Well, maybe not quite that bad, 
    but it is a high-pitched rusty squealing noise that grates on your 
    nerves and won't stop until you have left the area where they reside, 
    or until they are dead.  Obviously, dead is better, but that is more 
    easily said than done.  These creatures are like flying, wingless food 
    processors, spinning end over end through the sky with blades sticking 
    out all over the place.  Combine that with a dead body wrapped in a 
    dirty shroud, and you are starting to get the idea.  Handguns are not
    effective against these creatures while they are in the air, as all 
    shots seem to miss, and send the Pendulum spinning towards you at a 
    greater speed, rushing the direction that the shot came from.  The 
    Submachine Gun works pretty well to take them down, but don't waste the 
    ammo from this precious weapon. One of the most effective tools you can 
    use is just a single blast from your Shotgun from close range while 
    they are in the air.  This will knock them out of the air, where you 
    can finish them a lot more easily with the Handgun or a melee weapon.
    Once you are toe to toe with them, they will try to "head"-butt you to 
    do damage, but a solid hit can disrupt this attack.  If you don't want 
    to knock them out of the air with the Shotgun, you can use a fast melee 
    weapon like the Katana or the Steel Pipe to do the trick: when they 
    charge you, don't panic, but rather strafe left or right and quickly 
    strike them as they pass.  This too will knock them out of the air so 
    that you can deal with them more easily, but takes a steady hand and 
    precise timing.  Yet another, far easier way of dealing with them is 
    the block and strike method (simply block their swipes and then
    immediately counter attack before they can get their defenses up).  
    However, the best way to deal with this enemy, especially if they 
    aren't alone, is the "run away like a scared little girl" method.  It 
    may sound complicated, but with a little practice you should get the 
    hang of it.  Fighting a Pendulum is simply more frustrating than it is 
    rewarding.
    
    
    I-b-7. Scrapers
    These enemies are fast, but they are really pushovers, especially 
    considering how late in the game they appear.  They closely resemble 
    the Boss Monster called Missionary, but they are smaller and a lot less 
    resilient.  They are of human size and shape, but their head is an 
    unidentifiable mass, and they carry rusty but razor sharp blades in 
    each hand.  They have two main attacks, a running slash, and a standing 
    slash.  When charging you for the running slash, they are capable of 
    moving surprisingly fast, so stay on your toes.  For either form of 
    their attack, they best way to deal with them is by blocking their
    initial swipes, then counter-attacking before they can recover for 
    another action.  The Katana is the best weapon for the job, because 
    once you get a strong strike in, it is all over for them.  A strong 
    strike disrupts any attacks they were going to make, and gives you 
    plenty of time to hit them just as hard the next time.  It only takes 
    two or three strikes to knock them to the floor, then you can finish 
    them off with overhead strikes while standing above them, or with an 
    old fashioned boot to the head.  If you are attacked by more than one 
    at a time, the Shotgun should make short work of them, but usually it
    is in your best interest to avoid fights with more than one of them.
    
    I-b-8. Slurpers
    These are the second noisiest and most irritating creatures in the 
    game.  They make a rising and falling chirruping noise as they move 
    around, crawling along the floors like a lizard, and just as capable of 
    moving suddenly and devastatingly fast without any warning.  They are 
    mostly humanoid, with a leathery, proboscis-like snout, beady eyes, and 
    club-like front limbs.  As they move in for the attack, they will often 
    dart suddenly forward and yank Heather's feet out from under her, they 
    crawl over her to inflict additional damage after she is on the ground.  
    Handguns and shotguns can work great against them, but the proper use 
    of a good melee weapon is really the way to go.  Since they crawl so 
    low to the ground, only melee weapons with a good overhead attack are 
    effective against them.  Well-timed attacks can disrupt any attacks 
    they were attempting to make, and allow you to keep beating on them. 
    Attacking from the side or from the back is always your best bet, but 
    can be difficult to maneuver with any regularity.  This foe is one of 
    the best to use Beef Jerky against, as it is somewhat near-sighted and 
    will snack on the treat even if Heather is fairly close.  This will 
    allow you to circle around it to the side or from the back and hit it 
    hard.  This is also one enemy that the Maul works pretty well against, 
    due to its reach and its ability to hit foes even low to the ground.  
    After a few hits from any weapon the Slurper will fall still and play 
    possum.  Don't be fooled by this, as it will burst back to life and 
    sweep Heather's legs out from under her if she gets too close.  Only 
    when the Slurper emits its loud and distinctive death cry, and then 
    falls entirely silent, is it truly dead.  If attacked by a group of 
    more than one Slurper wait for them to bunch up and rain your anger 
    down upon them with the Shotgun until their numbers are thinned.  Note: 
    since these enemies are close to the ground, Heather can actually kick 
    them or stomp on them for an attack.  It doesn't do a lot of damage, 
    but it is fast and can be an effective weapon... but only if she 
    attacks from the back or sides.  Otherwise, the Slurper will just swipe 
    her feet out from underneath her and attack her while she is prone.
    
    I-c.  The Arsenal
    
    I-c-1. Knife
    You start the game with the knife.  What this weapon lacks in attack 
    power and reach, it makes up for in uselessness.  It is pretty fast, I 
    guess, but unless you have no other choice it is best to leave this 
    weapon in your inventory and forget about it.  It can be fun to use 
    against Numb Bodies, just to prove how pathetic they are, but it is 
    usually a waste of time.  The knife can be used to perform Sweep 
    attacks (pressing the attack button) or Thrust attacks (holding the 
    attack button).  The Thrust attack does more damage but is not quite as 
    fast, while you can string together up to three Sweep attacks in a row, 
    after which Heather will pause for a moment, and then can do another 
    round of three attacks.  You can overcome this limit by tapping the 
    attack button twice, waiting a split second, and then pressing it twice 
    again.  This will result in an unbroken chain of two swipe attacks.  
    Furthermore, the Sweep attack can hit more than one enemy in a single 
    swipe, and you can even move forward and back or side-to-side while 
    performing a Sweep attack.  It doesn't make it much less useless, 
    however.
    
    I-c-2. Steel Pipe
    The Steel Pipe can be found in the Central Square Shopping Center (Dark 
    Side) in the second floor Café Turnmill kitchen, hanging from the wall.  
    This weapon will be your best buddy through the first parts of the 
    game, until you replace it with the Katana and never look back.  It is 
    a blunt length of metal about three feet long that can be used for 
    three basic kinds of attack: a side-to-side Sweep attack (press the 
    attack button), and overhead Bashing attack (press and hold the attack 
    button), or a Thrusting attack (pressing forward and holding the attack 
    button).  You can string together up to three Sweep attacks in a row, 
    after which Heather will pause for a moment, and then can do another 
    round of three attacks.  You can overcome this limit by tapping the 
    attack button twice, waiting a split second, and then pressing it twice
    again.  This will result in an unbroken chain of two swipe attacks. 
    Furthermore, the Sweep attack can hit more than one enemy in a single 
    swipe, and you can even move forward and back or side-to-side while 
    performing a Sweep attack. The Thrust attack is a quick jab to the 
    enemy's midsection, and this attack can disrupt an attack that the 
    enemy is beginning.  And finally there is the all-useful Bash attack, 
    in which you raise the weapon over your head and swing it straight 
    downward, causing a good chunk of damage and also capable of disrupting 
    enemies' attacks.  The Bash attack can also be used to beat enemies
    while they are on the ground, which means that you can continue to hit 
    them even after they have fallen.  So feel free to go all caveman on 
    them.  Special Notes: the Gold and Silver Pipes that you can get in an 
    Extra Save Game function identically to the Steel Pipe.  For 
    information on how to obtain them, read subsection V-c in section V, 
    "Secrets and Mysteries".
    
    I-c-3. Maul
    This weapon is found in the Employee Locker Room in the Underground 
    Passage, on the upper floor.  The Maul is a great weapon, but is really 
    rather useless for practical purposes, kind of like the Great Knife you 
    could steal from Pyramid Head in Silent Hill 2.  Slow, heavy, and very 
    difficult to wield, the Maul is a three-foot long length of handle with 
    a heavy, spiked ball on the end. It has two kinds of attacks, a Sweep 
    attack, and a Bashing attack, but can do four kinds of damage.  That is 
    because the damage it afflicts is different, depending on whether you 
    strike with the handle (less damage) or the head (a lot more damage).  
    This huge weapon is a little much for poor, petite little Heather to 
    use effectively, as you cannot move while swinging it or even hit more 
    than one enemy at a time with it.  If you can master the timing 
    necessary to use this unique weapon, its effects can be devastating.  
    The Sweep attack is a single, side-to-side attack, and does respectable 
    damage.  It is also a bit faster than the Bash attack.  The Bash attack 
    is slow and awkward, but if you can get the Maul's head to hit what you 
    are swinging at, the results are devastating.  The Bashing attack is 
    the second most damaging attack you can make with a regular weapon, 
    next to the Katana's Thrusting attack.  This weapon works wonders 
    against Slurpers, if you can get the timing of the Bash right to
    intercept them before they get to you.  If you don't take time to 
    practice the timing of attacks with this weapon, it is best not to try 
    to use it in combat situations.  If you do master the timing, it can be 
    one of the most effective tools in the game.
    
    I-c-4. Katana
    The Katana can be found in the second floor art storage closet in 
    Hilltop Center (Dark Side), behind the Gallery of Fine Arts.  This 
    weapon will be your best and closest companion through the second half 
    of the game.  An elegant, precise weapon of war, the Katana may be the 
    most famous sword-type in the world.  Technically, I believe this 
    particular weapon to be a Wakizashi, a shorter companion to the Katana, 
    which was wielded in the Samurai's less adept hand when using Musashi's 
    two-handed fighting style.  Heather finds a Daisho (matched set), and 
    chooses the smaller of the two blades, due to her relatively small 
    size.  It is still quite effective, and has the potential to be the 
    most damaging normal weapon in the game (if you use the Thrusting 
    attack with proper timing).  The Katana can perform three different 
    types of attack: the Sweeping (side-to-side) attack (press the attack 
    button), the Hacking (overhead) attack (press and hold the attack 
    button), and the Thrusting (forward stabbing) attack (press forward and 
    hold the attack button).  You can string together up to three Sweep 
    attacks in a row, after which Heather will pause for a moment, and
    then can do another round of three attacks.  You can overcome this 
    limit by tapping the attack button twice, waiting a split second, and 
    then pressing it twice again.  This will result in an unbroken chain of 
    two swipe attacks.  Furthermore, the Sweep attack can hit more than one 
    enemy in a single swipe, but due to the precision and concentration 
    needed to properly use the Katana, Heather can't move while attacking. 
    The hacking attack is the most useful and effective, does a moderate 
    amount of damage, and can disrupt an enemy's attack. The Thrust attack 
    is a quick forward stab, does a good deal of damage, and can disrupt an 
    enemy's attack.  Furthermore, the Thrust attack is exceptionally 
    powerful if you can hit the enemy from behind with it, catch them 
    unawares, or use it as a finishing strike (the last blow that kills an 
    enemy).  All forms of the Katana's attack are fairly fast, and fairly 
    powerful.  The Katana is a good, effective all-around weapon.
    
    I-c-5. Stun Gun
    You find the Stun Gun in Daisy Villa Apartments, in Heather's dresser 
    drawer.  Heather's dad gave her the Stun Gun to defend herself, but she 
    usually leaves it at home.  Ironically enough, it is just about as 
    effective buried in her sock drawer as it is in her hand.  It has even 
    less range than Heather's pig sticker (her pathetic excuse for a knife) 
    and sends out a moderate amount of damage with a successful strike.  
    The Stun Gun uses Stun Gun batteries, each of which has enough charge 
    for four attacks before it is out of juice and you have to use another 
    one.  Furthermore, Stun Gun batteries are rare in the game, so you 
    can't just use the thing to zap anything you want to.  If you run out 
    of battery power, Heather will continue to use the weapon, doing 
    ridiculously low damage with each successful hit; dragging your feet 
    across the carpet while wearing wool socks and then tapping enemies on 
    the nose would probably be more effective.  What is worse, Heather 
    won't even reload the thing on her own, so each time you run out of 
    juice you will have to manually go to the menu screen and reload it.  
    It is THE weapon to use if you are ever attacked by a blind, retarded 
    quadriplegic.
    
    I-c-6. Handgun
    The Handgun is found in Central Square Shoppping Center (Normal Side), 
    in Boutique Marguerite (the women's clothing store) on the first floor.  
    Ah, the Handgun. This is the screwdriver in the Survival Horror 
    player's toolbox: not the most impressive tool, but one of the most 
    useful. The Handgun's magazine holds 10 rounds, and is the first useful 
    weapon found in the game.  It has a fairly fast rate of fire, and 
    although the shots are not very powerful, the Handgun has great range.  
    Furthermore, you can move in any direction while firing the Handgun, 
    and even strafe from side to side.  Heather is by no means an expert 
    markswoman, and sometimes her shots go wide, even when you are aiming
    directly at an enemy, but that is just part of the deal.  When you are 
    in the combat stance, Heather will remained locked onto one enemy even 
    when strafing.  To change targets, use the left analog stick. When 
    Heather is not locked on to an enemy, she holds the gun close to her 
    chest, so this can be used as in indicator to tell if Heather has a 
    monster in her sights.  Simply go into the combat stance and move 
    forward, and when she gets closer she will point her gun at the enemy 
    to show she is locked on.  The Handgun can be equipped with a Silencer, 
    which muffles the sound of your gunfire so that nearby enemies won't
    come to investigate.  However, the Silencer slightly reduces the 
    Handgun's attack power, so use judgment when deciding whether to use 
    the Silencer or not.
    
    
    I-c-7. Shotgun
    The Shotgun is found in Hazel Street Station, Platform 2 on floor B3, 
    inside the derelict Subway car.  All right you primitive Screwheads, 
    listen up. This... is your Boomstick!  Sorry, I know that was obvious 
    and cliché, but it was also absolutely necessary.  I'm done now, 
    really.  Anyway, the Shotgun is an almost indispensable part of the 
    Survival Horror experience.  The cone-shaped blast of the Shotgun is 
    capable of causing moderate damage to all enemies in its blast radius a 
    medium range, or massive amounts of damage to a single enemy at short 
    range.  That is why it is THE weapon to use during Boss Battles: accept 
    no substitutes.  The weapon can hold 6 shots at a time, and can be slow 
    to reload, not to mention that you can't move or strafe while firing
    it, which means that it shouldn't be used when you are being attacked 
    from more than one side.  However, any time you need to do massive 
    damage to a single enemy, or whenever multiple enemies bunch into the 
    same general area, this is your weapon of choice.  The massive blast 
    let off when the Shotgun is fired can cause enemies from further away 
    to become aware of your presence and come attack you.  If you go into 
    the combat stance when there are enemies near, Heather will 
    automatically lock on to the nearest enemy.  If you walk into a room 
    already holding down the combat stance button, Heather will simply aim 
    it forward, regardless of where the enemies are in the room.  For this 
    reason, it is best to not raise the weapon until you are ready to use 
    it.  Remember, shop smart... shop S-Mart.
    
    I-c-8. Submachine Gun
    The Submachine Gun can be found in Brookhaven Hospital (Normal Side), 
    in the Basement corridor, in front of the elevators.  Automatic 
    firearms make their appearance for the first time in the series with 
    the discovery of the SMG.  To use it, simply equip it, go into the 
    combat stance, and press the attack button.  The SMG fires half of its 
    clip in a single burst (15 rounds with a single tap of the button), and 
    since there are only 32 rounds in a clip, you will go through ammo for 
    this weapon rapidly.  So it is best to only break out this weapon for 
    special occasions or when you really want to lay waste to something.  
    You can't move while firing the SMG, but you can use the left analog 
    stick to sweep the barrel of the gun up, down, or from side-to-side,
    effectively covering a whole room.  The Silencer can be used with this 
    weapon, which makes the shots quieter but less powerful, so use the 
    Silencer only if you need to avoid the attention of nearby enemies.
    
    I-d. The Good Stuff
    
    I-d-1. Beam Saber
    The Beam Saber is a special weapon that can only be obtained during an 
    Extra New Game.  For details on how to get your hands on this fine 
    weapon, see subsection V-d in section V, "Secrets and Mysteries".  
    Repeat after me: "This is not a Light Saber (registered trademark of 
    Lucasfilms Limited, all rights reserved)".  Now that little bit of 
    legal hiney covering is out of the way, let's talk about what it can 
    do.  When the Light... BEAM Saber is equipped but not in use, Heather 
    just holds the metal handle.  Going into the combat stance ignites the 
    blade.  Not only can move forward or backward while swinging the blade; 
    the weapon actually causes the most damage of any weapon in the game if
    you hit an enemy with it while you are moving.  The downside is that if 
    you are hit by an enemy while using the Beam Saber, the blade actually 
    turns itself off, forcing you to release the combat stance button and 
    then re-press it to activate the weapon once more.  The Beam Saber has 
    two main attacks in addition to the attack you make while moving: a 
    basic Sweep attack and an overhead Hacking attack, which can be used in 
    a manner identical to the Katana.  If you somehow manage to get a 10 
    Big Star rating at the end of an Extra New Game, the Beam Saber will 
    become longer and more powerful in your next game.  Good luck on that.  
    For details on how to get this perfect rating, see subsection V-j in
    section V, "Secrets and Mysteries".
    
    I-d-2. Flamethrower
    The Flamethrower is a special weapon that can only be obtained during 
    an Extra New Game.  For details on how to procure this devastating 
    weapon, see subsection V-d in section V, "Secrets and Mysteries".  This 
    weapon is capable of completely devastating a whole room full of 
    enemies, since you can attack foes in a wide range and the flames 
    spread as they travel away from the nozzle. Like the SMG, you cannot 
    move while using the Flamethrower, but using the left analog stick 
    allows you to sweep the nozzle up, down, or side to side.  Since
    the gas cylinder never runs out of fuel, you can really do a great deal 
    of damage to quite a few enemies with this weapon.  The more flames 
    touch an enemy, the more damage they do; thus this weapon works 
    wonderfully against larger foes.  If you somehow manage to get a 10 Big 
    Star Rating at the end of an Extra New Game, the flames emitted by this 
    weapon become more damaging on your next playthrough.  For details on 
    how to get this perfect rating, see subsection V-j in section V, 
    "Secrets and Mysteries".
    
    I-d-3. Unlimited Submachine Gun
    The Unlimited Submachine Gun is a special weapon that can only be 
    obtained during an Extra New Game.  For details on how to get your 
    greasy mitts on this short-nosed bad boy, see subsection V-e in section 
    V, "Secrets and Mysteries".  Other than the place where it is found, 
    and the fact you can use it throughout the entire game, on every enemy 
    you ever come across, without ever having to worry about running out of 
    ammo, this weapon functions exactly like the normal SMG.  See the 
    description for that weapon for more details.
    
    I-d-4. Heather Beam
    This is a special attack ability that can only obtained by meeting 
    certain conditions in an Extra New Game.  For more details on how to 
    unleash Heather's magic powers, given to her by UFOs, see subsection V-
    f in section V, "Secrets and Mysteries".  Once the Heather Beam has 
    been unlocked, you can unleash its power by un-equipping all weapons, 
    going into a combat stance, and holding down the attack button.  When 
    you go into the combat stance, Heather's eyes will begin to glow.  When 
    you hold down the attack, she releases two energy beams from her noggin 
    that home in on enemies, and will strike them, even around corners.  If 
    you press forward and tap the attack button, Heather will release 
    hexagonal balls of energy that are more damaging.  When the "Transform" 
    costume is equipped, the Heather Beam becomes the Sexy Beam.  See the 
    "Sexy Beam" section below for more details.  Note: use of this weapon 
    is necessary to get the "Revenge" secret ending.  See the entry for 
    that ending in section III-c.
    
    I-d-5. Sexy Beam
    The Heather Beam becomes the Sexy Beam when the "Transform" costume is
    equipped.  For details on how to obtain the "Transform" Costume, see 
    subsection V-g in section V, "Secrets and Mysteries".  In Heather's 
    super hero form, the basic Homing attack (press and hold the attack 
    button while in the combat stance with no weapons equipped) becomes 
    much more powerful, firing a combination of the homing shots and the 
    energy balls, for a total of eight at once.  When you use the secondary 
    attack (press forward and hold down the attack button), Heather will 
    fire beams of energy from her eyes, Superman style!  These beams can 
    then be directed towards your enemies by using the left analog stick to 
    sweep them around the room.  These attacks are very powerful,
    and darned neat to boot!
    
    I-e.  Your Stuff (Support Items)
    
    I-e-1. Health Drink
    This is a high-nutrient protein drink that restores a small amount of 
    Heather's health when used.  They are the most common healing item, but 
    still should be used somewhat sparingly, if you can help it.  If 
    Heather is almost dead, it will take three of these to heal her almost 
    up to full health.
    
    I-e-2. First Aid Kit
    This is an emergency medical kit that can be used to restore a moderate 
    amount of Heather's health.  They are not as common as Health Drinks, 
    and should be saved for emergencies or Boss Battles.  If Heather is 
    almost dead, it will take two of these to heal her almost up to full 
    health.
    
    I-e-3. Ampoule
    I'm not really sure what is in this concoction, but I am guessing 
    adrenaline and/or morphine.  They will restore all of Heather's health, 
    even if she is almost dead.  In addition, it keeps Heather from 
    becoming fatigued by any exertion for about three minutes after it is 
    used.  Ampoules are few and far between, and should be saved for the 
    end of your game if at all possible.
    
    I-e-4. Beef Jerky
    This is a new item introduced to Silent Hill.  Heather can place Beef 
    Jerky in the path of a patrolling enemy and when it comes across the 
    treat, it will crouch and begin to eat it.  This allows Heather to slip 
    by without difficulty, or to position herself to the side or behind the 
    enemy when it is distracted and set up a devastating attack.  Most 
    enemies, if already aware of Heather's presence, will ignore Jerky in 
    favor of her warm, living flesh, so don't bother dropping it if you are 
    being chased.  However, if you place Beef Jerky in a room where enemies 
    are located, leave through a door, and then come back in, the enemies 
    will be munching on the Jerky when you return.  This is a good way
    to shake pursuit and turn the tide of a battle.  However, the enemy 
    will consume Jerky after a short time, and then they will resume 
    looking for Heather, so be careful of time.
    
    I-e-5. Handgun Bullets
    Handgun Bullets are the most common form of ammunition in the game.  On 
    the default setting, each box of Handgun Ammo holds 10 shots for the 
    handgun.  However, the "Bullet Adjust" setting in your options screen 
    allows you to change the amount of bullets you receive after your first 
    game: a bullet adjust of x2 means that each box will contain 20 
    bullets, while a bullet adjust of x6 means each box contains 60 
    bullets.  This guide is written with a regular bullet adjust in mind, 
    calibrated for the least amount of ammunition.
    
    I-e-6. Shotgun Shells
    Shotgun Shells are not very common, and each box contains only 6 
    shells, so don't waste them.  Shotgun rounds should be reserved for 
    groups of enemies all together, Boss Battles, and any annoying 
    Pendulums you just can't stand to
    listen to anymore.  Use them wisely.
    
    I-e-7. Submachine Gun Clip
    Submachine Gun Clips are very rare indeed, and each clip holds 32 
    bullets.  Since each burst of the SMG uses 15 bullets, this is not very 
    much ammo at all, so only use the SMG when company comes over, or at 
    the end of the game.  Once you get the unlimited SMG in your Extra New 
    Game, you don't need to worry about conserving this ammo, but until 
    then, treasure it.
    
    I-e-8. Stun Gun Battery
    Stun Gun Batteries are as rare as they are useless.  Each battery holds 
    enough juice for only 4 attacks, and there are only a handful of 
    batteries in the game.  But you will still probably have plenty left at 
    the end of the game, due to the absolute uselessness of the Stun Gun.  
    It can be of limited use against the Lakeside Amusement Park's Boss, 
    but that is about it.
    
    I-f.  Tricks of the Trade
    
    I-f-1. Before you Begin
    Silent Hill 3 has a number of variables that you can adjust in the 
    "Options" Menu, from picture and sound to the color and quantity of 
    blood and how your game controls.  Since everyone's systems and 
    preferences are different (until I am in charge and you all think like 
    I do), what you do with the most of these options is really up to you.  
    I do have a couple of suggestions.  First of all, this guide is written 
    with the default control scheme in mind, and there are a few places 
    where I refer to a button by its name rather than its function (for
    example, referring to the "X" button instead of the "action" button.  
    Keep this in mind as you use this guide.  Besides these normal 
    settings, there are other, "Secret" settings that can be accessed by 
    pressing R1 or L1 while in the normal options setting.  This gives you 
    the option to set blood color or volume, your walk/run speed, the zoom 
    on your map, to turn the grainy graphics filter on and off, or the blur 
    effect on your camera. The only one that really matters is the 
    "Walk/Run Control".  It can be set to "Normal", which is the default, 
    or "Reverse".  The normal setting means that Heather will be moving at 
    her normal walking speed when you move her with the analog stick, 
    unless you press down the "run" button (the "square" button is the 
    default).  If you change this setting to "Reverse" it means that 
    Heather will move at a run when you move her with the analog stick, 
    unless you press and hoold the "square" button, which causes her to 
    slow to a walk.  Since at most times in the game you will want to
    be moving rather quickly, and since it can be a pain in the thumb to 
    hold down the "run" button constantly, switch this setting to "reverse" 
    from the get-go, and you will find Heather moves around rather zippily.
    
    Another feature to be aware of is the fact that you can "Equip" many 
    supplies for speedy use. What this means is that a single item can be 
    effectively mapped to the R3 button (press in on the right analog stick 
    so that it clicks).  You can "Equip" ammo for quick reloads, health 
    items for a quick pick-me-up, or even Beef Jerky to quickly drop a 
    tasty treat for the pups.  This allows you to quickly use common items 
    in real time so that you don't have to interrupt the flow of the game 
    and go to your inventory all the time.  If you use it for ammo, when 
    you hit the button Heather will go through the reload animation, so
    this may not be the best choice if there are monsters around.  Beef 
    Jerky may be a good option because then you don't have to go out to the 
    menu; Heather just crouches and places Jerky on the ground right in 
    front of her.  So you might make R3 your "Beef Jerky Button".  But the 
    best option is probably to map healing items to this button for a quick 
    combat heal.  The only stipulation is that you can't use the healing 
    item while firing a weapon, so make sure you have plenty of room to 
    stop and heal before you try to use it.  Regardless of how you choose 
    to use it, you can engage this function by going into your inventory 
    and selecting the item you want to map.  As well as the "Use" and 
    "Combine" commands, there should be one that says "Equip".  Select this 
    and that item is automatically mapped to your R3 button.
    
    I-f-2. Exploring
    Some of the environments in Silent Hill 3 are large and hard to find 
    your way around.  They key to avoiding wasting valuable time trying the 
    same doors over and over is to use the ingame map.  I have tried to 
    write the guide in a manner that gets the map for each area into your 
    grubby little hands as quickly as possible.  Once you have the map for 
    each area, you want to make sure that everything you do and find is 
    marked on the map, so that you don't get confused as to where you have 
    been and where you need to go back to later.  Luckily Heather has a 
    great memory, because once she finds a map, she is able to mark
    every door and clue that she has checked or been through on to the map 
    immediately, even if she didn't have the map when she made her 
    discoveries. This means that if Heather has no map, tries a bunch of 
    doors and finds 5 are jammed, two are unlocked, and there is a locked 
    door in the east hallway, once she has found the map she will 
    immediately mark each and every door and clue on the map so that you 
    don't have to check them again later.  So your job is to TRY EVERY DOOR 
    AND HALLWAY, even if I already told you in this guide that the
    door is jammed.  This will ensure that your map is accurate and there 
    should be no confusion when you are trying to figure out where to go 
    and where you have been on the map.  Jammed or missing doors or 
    hallways will be marked with a squiggly line over them.  Locked doors 
    or shutters are marked with a thick line over them.  Doors that are 
    open will be marked with an arrow that passes through them.  Save 
    points are marked with a little red save symbol.  Clues are circled and 
    often marked with a "?", sometimes with a note to remind you what
    it is ("Clock?" or "Key?" for example).  So try every door you come 
    across if at all possible.  The only exception is if it is in an area I 
    specifically say NOT to explore.  For example, there is an area in the 
    Underground section that is mobbed with monsters and has several jammed 
    doors and only one that opens.  I tried every one of those doors and 
    got chewed on, so that YOU won't have to.  If I say there are several 
    monsters in a room and absolutely no rewards for getting stomped by 
    them, trust me on this.  Don't let all my work be in vain.  Heather 
    died many times at my hands so that she didn't have to die at your
    hands.  So to summarize, unless I say it is a bad idea, try every door 
    and search everything, so that your map is up to date.  It is the 
    single most important tool in Heather's arsenal.
    
    That having been said, don't be afraid to check the map frequently to 
    keep track of where you are and where you are going.  It may clue you 
    in to the presence of a door that may have blended into the background 
    or that you thought that you checked but didn't.  There are a couple of 
    places in the game where there are doors that you can't see on the 
    actual game screen due to smoke or blood or something, and the map is 
    the only thing that tells you they are there.  So to sum up, try every 
    door, and use your map religiously.
    
    Another important thing is to watch Heather carefully.  Just as in 
    previous  Silent Hill games, Heather will turn her head and look at 
    things that she can interact with, such as doors that will open and 
    items that you may not have noticed. When you see her head swiveling 
    around, it is best to stop and check it out.  Of course it may be 
    monsters that she is noticing as well, so don't try to pick up
    a Double Head just because Heather turns to look at it.  Doing so voids 
    your  warranty.  Thank you to Killiana Niyasai for pointing out that I 
    forgot to mention this handy little feature.
    
    I-f-3. Combat Tips
    First of all, don't fight everything, unless you want to.  There are a 
    lot more enemies in Silent Hill 3 than there were in Silent Hill 2, and 
    they are often faster, tougher, and less unwilling to gang up on 
    Heather's skanky ass. Fight when you are going to crossing an area 
    repeatedly, when the enemies have to come at you one at a time, or in 
    close quarters when you can't slip by.  Fight them when they are weaker 
    than you, for practice (in fact, I think this is why they put the Numb 
    Bodies in the game).  Fight when it is a boss battle.  Do not fight 
    when you are low on health, low on supplies, or surrounded and 
    outnumbered.
    
    However, fighting often WILL make you a better Silent Hill player.  Not 
    because Heather gets stronger or anything like that, but because you 
    will learn the tricks and maneuvers necessary to defeat every foe and 
    combination of foes.  What is the best way to deal with a single Numb 
    Body?  How do you deal with two Double Heads and a Pendulum in an open 
    space?  The answer will be different depending on what kind of player 
    you are.  If you are uncomfortable with the combat, the best answer is 
    that if you are outnumbered and surrounded, run.  But here are some 
    other ways of dealing with threats.
    
    RELOADING: If you are a survival horror veteran, you know this rule by 
    heart: don't wait for your gun to click empty before your reload, or 
    you will get smacked like a little bitch.  Each gun has a certain 
    amount of bullets it can hold at one time, regardless of how much extra 
    ammo you have in your inventory; the Handgun holds 10, the Shotgun 
    holds 6, the SMG holds 32, and, oh yeah, the Stun Gun holds 4.  If you 
    fire all of the shots in the clip, the gun will click on the empty 
    chamber and Heather will begin a lengthy animation in which she
    retrieves the clip, loads it, and cocks the gun.  In this time your 
    enemies will not stand around politely, giving you all the time you 
    need to get back to killing them.  No, instead they will most likely 
    have taken this opportunity to take large bites out of your jugular 
    vein.  What is worse, if you are hit or otherwise interrupted while 
    reloading, Heather starts the whole process over.  To avoid this, count 
    your shots and always reload your weapon in the inventory screen, by 
    selecting the weapon you are using and choosing "Reload" from the
    options for that weapon.  When you return from the inventory screen, 
    the weapon will be already loaded, and there will not be lengthy and 
    exceedingly painful breaks in your firing and/or skin.
    
    LEARN TO USE THE QUICK TURN AROUND:  This one is key.  By pressing the 
    L1 and R1 buttons simultaneously, Heather will turn and face in the 
    opposite direction rather quickly.  This can really help to get you out 
    of tight corners or when you are surrounded, so learn it early.
    
    LOCK ON AND STRAFING: When Heather moves into an area where there are 
    monsters that are clearly lit or within range of the flashlight, she 
    will automatically "Lock On" to the nearest foe.  If there is more than 
    one near, you can change which enemy Heather is locked onto by pressing 
    the left analog stick left or right.  You can tell which enemy she is 
    locked on to, because she will look directly at it and continue to look 
    at it even as she passes by.  The enemy that Heather is locked on to is 
    the one that she will point her weapon at first if you go into the 
    combat stance, as she will immediately turn and point her weapon at 
    that foe.  You can use this to your advantage by running past a foe
    that Heather is locked on to, and then pressing R2 to go into a combat 
    stance: Heather will automatically spin towards the enemy that she is 
    locked on to, even if it is behind her.  This allows you to get the 
    drop on an enemy every time if you learn how to use it effectively.  
    Furthermore, Heather can strafe left and right at any time by pressing 
    L1 or R1.  If she is locked onto an enemy, instead of strafing straight 
    left or straight right, she will strafe in a circle around the foe that 
    she is locked on, always facing toward it.  This allows her to avoid 
    many attacks and strike when her enemy's guard is down.  With all 
    weapons except for the Handgun and a couple of melee weapons, Heather
    has to stop moving in order to attack.  If she IS using the Handgun or 
    one of those melee weapons, however, she will attack and continue to 
    move, effectively allowing her to dance circles around her enemies 
    while whittling away at them.  This will help her avoid counter-attack 
    from her chosen foe, but also GREATLY helps her avoid strikes from 
    other enemies in the area, since she won't be a sitting target.
    
    LEARN TO BLOCK, DAMMIT:  While in the combat stance, press the "square" 
    button as an enemy makes an attack to block it.  Heather will bring her 
    guard up and the attack will be almost ineffectual.  With the Bullet 
    Proof Vest equipped, it works even better.  You will be amazed how many 
    healing items you save when you learn the proper timing and use for the 
    block button.
    
    ONE ENEMY = MELEE WEAPONS: No matter what the critter is, if you can 
    face it one on one (or at least one at a time), use your melee weapons 
    to avoid wasting ammo for your firearms.  It is possible to defeat 
    every enemy type in the game with the melee weapons without getting 
    hurt, if you know how to do it.  With less powerful enemies, a strong 
    jab or overhead attack can interrupt their attacks and keep them from 
    hurting you.  This works particularly well with Double Heads and Numb 
    Bodies, but will often work with Insane Cancers, Nurses
    and Closers as well.  If one kind of attack doesn't stop them, try the 
    other.  Another excellent option is to use a block/attack pattern.  
    When an enemy attacks, block its attack with the "square" button while 
    in the combat stance: with most kinds of enemies this will make their 
    attack all but ineffectual. Immediately after their attack, retaliate 
    with a quick and powerful counter attack of your own.  This particular 
    method works well with Steel-Pipe wielding Nurses and Pendulums.  Even 
    if multiple enemies attack you and you have to use firearms, when only 
    one of them is left you should switch to a melee weapon to save as much 
    ammo as possible.
    
    CONSERVATION IS KEY: Help Heather save the planet by wasting as little 
    as possible, especially when it comes to bullets and health items.  If 
    you have to use a firearm, count your shots and figure out how many are 
    needed to drop each kind of foe, then try to use only that number of 
    shots to kill that type of enemy the next time you encounter them.  It 
    can be pretty easy to "Beat a Dead Nurse" by continuing to shoot a 
    fallen foe after they are technically defeated. Some enemies have a 
    death animation, where they slowly tumble to the ground.  Don't mistake 
    this for actual motion and keep shooting.  Once an enemy is on the 
    ground, don't waste bullets by shooting them to finish them off.  
    Always run up and boot them to ensure their deadness.  Not only is it 
    less wasteful, it is more satisfying!  If you can defeat an enemy 
    safely by using a melee weapon, do so.  As for health items, learn when 
    to use them.  As a rule, don't use a Health Drink until your health is 
    orange and you feel a slight throb in the controller from the vibration 
    function. It may not bring you all the way to full, but it is close 
    enough, and if you use them for anything less, you could be wasting 
    them.  Don't use a First Aid Kit unless your health is in the red,
    and there is a strong throb in your controller from the vibration 
    function.  If you use it before this, it is a waste.  Don't use the 
    Ampoule unless you are sure you are damn near dead, and try to save 
    them for boss battles.  Feel free to toss Beef Jerky around.  It is 
    worthless and it makes the monsters happy. And happy monsters means 
    less dead Heathers.
    
    USE AS LITTLE FORCE AS POSSIBLE:  This may seem silly, but all I am 
    saying is not to swat a fly with an elephant gun.  If you are fighting 
    a Double Head and can kill it with a Handgun or Steel Pipe, don't use 
    the Shotgun or the SMG.  Ammo for these weapons is scarce, and should 
    be saved for boss battles, or when multiple enemies group up.  Since 
    melee weapons don't use ammo, use the strongest weapon you can get away 
    with as often as possible.  But when it comes to firearms, here is a 
    rule of thumb: Don't use a sledgehammer to open a jar of pickles.
    
    LEARN YOUR WEAPONS' STRENGTHS AND WEAKNESSES:  Each weapon has 
    something that makes it desirable to use and a drawback.  The Knife is 
    weak, but it is fast and you can move and strafe while using it.  The 
    Maul is incredibly powerful and has a great reach, but is slower than a 
    turtle on downers.  The Shotgun is powerful, but you can't move while 
    firing and ammo for it is rare.  Learn each weapon's limitations so 
    that you can use the right tool for the job.  The Maul will drop a 
    Closer quickly if you can swing it fast enough, but you will most
    likely sustain a lot of damage from counter attacks.  The Handgun on 
    the other hand will take several shots to kill a Closer, but you will 
    be able to strafe around it with impunity and sustain no damage while 
    you do so, due to its mobility.  The Maul can be used to great effect 
    on Numb Bodies if you get them at range and keep swinging, while using 
    a Handgun on them works but is a waste
    of ammo.
    
    LEARN WHEN TO USE THE BULLET PROOF VEST:  The Bullet Proof vest is a 
    handy item you will find early in the game that reduces the amount of 
    damage that your receive from enemies by 15% and reduces your chances 
    to be stunned by an attack by 50%.  The downside is that while it is 
    equipped, your run speed is reduced to a walk, and your walk speed is 
    reduced to a mosey. In addition, Heather gets exhausted more quickly 
    while it is equipped. Obviously this item is a boon while fighting, but 
    if you are trying to run through an area to avoid confrontation, it 
    isn't so good.  My suggestion is to use it only in indoor areas where 
    there is little chance of you having to make an extended dash, and un-
    equip it when you are outdoors or in open environments where you are 
    trying to avoid confrontation.  An even better idea is to keep it un-
    equipped unless you are actively beginning combat or are ambushed.  
    This takes a little more effort to go to the inventory and equip it 
    whenever you get in a fight, but since you will often be going to the 
    inventory to switch to an appropriate weapon anyway, just make 
    equipping the Bullet Proof Vest part of your routine.  When you are in 
    Boss Battles, I would suggest always equipping your Vest at the 
    beginning, since some boss attacks can't be effectively blocked and can 
    pack a wallop.
    
    
    II. Silent Hill 3 Walkthrough
    For the purposes of this guide, when I say, for example, turn left, I 
    mean Heather's left, as she is oriented on the screen. Thus, what is 
    left when coming from one direction will become right when she is 
    coming from the opposite direction.  When I say "head towards the left-
    hand side of the room", I mean your left, the player's, meaning towards 
    the left-hand side of the television screen.  If I say towards the 
    front or back of the room, I mean closer or further away from the 
    "camera", or the screen (even though it is two dimensional, you know 
    what I mean).  If I say a direction, such as north, west, or northeast, 
    I am referring to directions on the incredibly useful map that
    you can access for each area (once you find one).  This will be my 
    preferred method of referring to direction in this walkthrough, as 
    there is an icon on the map that shows you what direction Heather is 
    facing.  Though the maps are not actual calibrated to the cardinal 
    directions, when I say head north, I mean towards the top of the map, 
    south is towards the bottom, and east and west refer to the right and 
    left of the map, respectively.  I will try to only use directions such 
    as "left" or "right" (which can be confusing since they are dependant 
    on which way Heather is facing) when you do not have a map for an area, 
    such as in the very beginning of the game and at the beginning of each
    new location when Heather first arrives.  I will try to make getting a 
    map for each area first priority, in order to keep confusion to a 
    minimum.  Check the map screen often, as it will be your best friend in 
    terms of getting around the game quickly and easily.
    
    Secondly, a warning: THIS GUIDE MAY CONTAIN SPOILERS OR SPOILER 
    PARTICLES.  IFYOU ARE ALLERGIC TO SPOILERS, PLEASE DO NOT PARTAKE OF 
    THIS GUIDE.  PREGNANT WOMEN SHOULD CONSULT A PHYSICIAN PRIOR TO PLAYING 
    SILENT HILL 3, AS IT MAY SERIOUSLY SCREW UP YOUR KID AND GIVE YOU 
    SECOND THOUGHTS ABOUT WHAT, EXACTLY, IS GROWING IN YOUR WOMB.  
    Seriously though, this guide is not designed to be entirely spoiler 
    free.  It is a thorough and complete guide to the entire game, 
    including story and plot elements.  If you want to be surprised, don't 
    use a walkthrough, or if you do, look for the carefully crafted spoiler 
    free ones, found elsewhere.  That having been said, for the most part I 
    try not to just shout out what just happened or is going to happen; I 
    allude to the event and then highlight the important bits.  However, 
    you have been warned.  And now, on to the show.
    
    II-a. Part One: "Worse than Christmas Season..."
    
    II-a-1. Prelude:  "The Unhappiest Place on Earth...": Lakeside 
    Amusement Park
    Right off the bat we are treated to a montage of twisted images, 
    centered around an amusement park that should be familiar to people who 
    have played the original Silent Hill.  For those who haven't, shame on 
    you.  Go play it, then come back, or you may be lost later.  
    Regardless, the game begins with Heather, the main character, walking 
    in the front gates of Lakeside Amusement Park.  She has no idea what 
    she is doing here, or how she got here.  The happy pink blood-soaked 
    bunny is Robbie the Rabbit, Lakeside's mascot, though one can assume 
    that the advertisements usually leave out the blood smeared around his
    "mouth".  Luckily, he isn't an enemy; so feel free to examine him, and 
    the other things in this first area, at your leisure.  Heather is armed 
    with a Knife, which should make you feel a little better; at least she 
    is armed.  Now open your inventory and forget about the measly little 
    Knife, as Heather is armed to the teeth.  At the moment, Heather has 
    the Knife, a Steel Pipe, a Handgun, and a Submachine Gun to start out 
    with.  Arm yourself however you deem fit, as you are going to be using 
    ALL of your ammo in this section of the game. There is no sense in 
    saving it, because Heather can't take it with her when she leaves.  You  
    will see why soon enough.  I suggest the Steel Pipe to start with, as 
    it is a handy weapon and one you should get used to quickly, as saving
    ammunition will become important soon enough.  You also have in 
    "Supplies" inventory some extra ammo for the Handgun, a Health Drink, 
    and a First Aid Kit.
    
    Take this time to get used to controlling Heather smoothly, and learn 
    some of the tricks of the trade.  First of all, go to the Options 
    screen at the top of the inventory screens and then press the "L1" or 
    "R1" buttons.  Here you can increase or decrease the amount of blood in 
    the game, change its color, turn the graphic filter off, and so on.  
    The only important option here is the "Walk/Run Control".  It is set to 
    "Normal", which means to run, you need press and hold the "square" 
    button.  As you will be needing to run fast through many sections of 
    the game, the best thing is to set this option to "Reverse" which
    means running will be your default speed and you will need to press and 
    hold the "square" button in order to walk.  I suggest doing this now, 
    but it is up to you.  Another important function to get used to are the 
    "caution" stance, activated by pressing and holding the "R2" button, 
    which puts Heather into a combat stance, from which she can guard 
    against enemy attacks by pressing the "square" button, sidestep left or 
    right (or strafe around an enemy that she is "locked" onto) by pressing 
    and holding "R1" or "L1", or, of course, attack an enemy by pressing 
    the "X" button.  For more on attacking and defending, see section I-f-3 
    "Combat Tips" in this guide; some of these advanced combat techniques 
    will be necessary to getting through the game in one piece.  Another
    important function is the Quick Turn-Around, which you can accomplish 
    by pressing "L1" and "R1" at the same time.  Pressing the "circle" 
    button turns the Flashlight in Heather's jacket pocket on and off.  
    Turning off the Flashlight can help Heather slip around enemies that 
    she doesn't want to (or can't) fight, without being noticed.  You can 
    also center the camera behind Heather by pressing "L2", and while 
    holding it down you can sweep the camera left and right with the right 
    analog stick.  Not all areas allow you to change the camera angles in 
    this manner.  While exploring this first area, you might also notice 
    gaping holes in the floor: use extreme caution around these, as Heather 
    can fall in and die.  When she first runs into the edge, she will begin
    to wobble on the edge of the precipice. On an "Easy" difficultly level, 
    Heather can't fall in.  On "Normal", simply stop pressing forward and 
    Heather will regain her balance on her own, and if continue to press 
    forward she will fall in and die.  On "Hard" difficulty level and 
    beyond, it is necessary to press the analog stick in the direction away 
    from the hole, and if you don't do so fast enough, Heather will fall in 
    and die; in addition, if hit by an enemy near the hole on the "Hard" 
    setting and beyond, Heather can get knocked into the hole.  In any 
    case, once Heather has regained her balance, use the Quick Turn-Around 
    to turn face and get away from the potentially deadly fall.
    	
    Once you are comfortable with the controls, it is time for you to begin 
    the game in earnest.  The first area that you start off in has little 
    by way of clues as to what is going on.  There is a large map on the 
    left side of the entrance to the amusement park, but it is too big to 
    bring with you, so I guess we will have to do without a map for this 
    area.  The area also has rusty cages scattered throughout, with beings 
    not quite human lying dormant within.  Upon examining one of the Rabbit 
    Suits lying around, Heather comments that she thinks that there might 
    be someone inside, but that she doesn't want to find out.  And, of 
    course, there are the gaping holes in the ground with the endless
    black void that keeps Heather from checking out the area to far right 
    of the area.  Going back through the gates reveals that the gates 
    behind you are locked, so I guess forward it is.  Exit through the 
    double wooden doors opposite the entrance to the park, and be ready for 
    a brawl.
    
    As soon as you step through the door, a creature called a Double-Head 
    attacks you.  These nasty little pooches' heads are split right down 
    the middle, and they are wrapped in filthy bandages.  They are also 
    quick vicious, and usually hunt in packs. This particular one is alone, 
    so it is a good opportunity to learn tactics to take them down.  See 
    the section I-b-2 on them under "Critters" for specific battle tactics, 
    and as I said don't worry too much about ammunition (but don't go too 
    crazy with it, either).   Once it falls, make sure to kick it a few 
    times for good measure, to make sure it doesn't get back up.  To kick a 
    prone enemy, simply stand over them without using the caution stance 
    and press "X" until Heather won't kick it anymore.  You can also finish 
    off enemies by shooting them or hitting them with downward attacks from 
    melee weapons (it is especially satisfying to beat them to death with 
    the Steel Pipe), but usually is not worth the waste of ammunition to 
    use firearms for this task.  Dispatch the Double-Head as fast as you 
    can, and don't move far from the area where you came in, as there is 
    another nasty critter patrolling this area, called a Closer (see 
    Section I-b-1 for more details).  Take him down as well, using the 
    Handgun, or, if you feel brave, the Steel Pipe.  Remember to kick him 
    while he is down.  If you end up having to face both these enemies at
    once, switch to the Submachine Gun, and let them have it in short 
    bursts until one or both of them fall, then switch to another weapon to 
    conserve SMG ammo and finish them off.
    
    Once both have fallen, it is time to check out this new area.  It is a 
    circular path with a dark pit in the middle, so be careful near the 
    inside edge.  With your back to the door you entered this area through, 
    you will find that there is but one door with the lock broken to 
    Heather's left, and a bit beyond that there is a pile of boxes and 
    rubble that keeps you from continuing in that direction.  I guess right 
    it is.  From the entrance door, follow the path to the right and count 
    four doorways; the first three cannot be opened.  You will reach a set 
    of white double doors with a lantern hanging over them, with a sandwich 
    board to the right of the door and barred picture windows on either
    side proclaiming this to be the Lakeside Amusement Park Souvenir Shop.  
    No thanks; I will have my traumatic memories to remember Lakeside by.  
    Check out the shop if you want.  There are a number of tourist-y 
    souvenirs and candies inside (examining these reveals that Heather has 
    a sweet tooth), and a single door in the back-right corner that cannot 
    be opened.  Keep this place in mind for your return visit later in the 
    game, and then exit.  From the Souvenir Shop, continue to the right, 
    past a door with a broken lock at the top of a short flight of stairs 
    and then past a gate with double green doors that also won't open.  
    Just past this gate is a small wooden door that can be hard to see, but 
    the camera-angle shifts to make it easier.  This is the door you want;
    there are no other doors in this area, and if you continue past you 
    find the other side of the pile of boxes and rubble you would have 
    found had you gone left at the entrance to this area.  Switch to the 
    Handgun and go through the small wooden door now.
    
    This next area is small and fairly narrow, and occupied by two Closers.  
    You can easily out-maneuver then and run out the gate on the other 
    side, directly opposite the door you came in through.  But if you are 
    feeling up to a little more combat practice, use the Handgun to drop 
    one Closer, using the "L1" and "R1" buttons to strafe around away from 
    their attacks, then moving in quickly for a boot to its head to make 
    sure it stays down.  Then switch to the Steel Pipe to take out the 
    other.  Remember that you have a Health Drink and a First Aid Kit if 
    you get in trouble.  After they are dead, check out this small area.
     There isn't a lot to see; a couple fences, a gaping void on either 
    side, a bench and a garbage can on one side, and the short metal gate 
    that leads to the next area.  Switch to the SMG and go through the 
    gate.
    
    That horrible grating noise you hear is created by a new enemy, called
    Pendulums.   They are hovering, insect like enemies who are hard to hit 
    and attack by spinning through the air towards you and stabbing you 
    with their spines as they go by (see section I-b-6 for more details).  
    Now, it is entirely up to you if you want to try and kill these enemies 
    and explore this area, as there are two Pendulums and a Double head in 
    this small area, and they aren't shy about ganging up to you.  If you 
    choose not to fight, simply ignore the details on the fighting and 
    exploring and follow the following instructions to climb the stairs to 
    the top of the mountain coaster and go through the gate at the top, 
    while dodging the enemies to the best of your abilities (careful; the
    Pendulums can fly, so they can beat you to the landings on the 
    staircase and ambush you). There isn't much to see here anyway, but I 
    strongly suggest using this opportunity to continue to brush up your 
    fighting skills.  The best way to take them out is to turn left as soon 
    as you enter this area and start running. Continue to run to the left, 
    past a ticket booth on your right and on either side of a short 
    railing, until you hit the chain-link fence, then press the "L1" and 
    "R1" buttons at the same time to perform a quick turn around.  The
    Double Head and possibly one of the Pendulums should have followed you.  
    You only need enough ammo to finish off these last three enemies, as 
    you won't meet any more in this stage.  If you can separate the 
    enemies, take out the Double Head with the Steel Pipe to save 
    ammunition, then switch to the Handgun and fire and strafe around the 
    Pendulum until it falls.  As always, don't forget to finish your 
    enemies off when they are down.  Then go back towards the entrance
    to the area to find the other Pendulum and kill it with either the 
    Handgun or the SMG. If you have no ammo left, use the Steel Pipe.  Now 
    you can explore this small area without having to worry about enemies.  
    To the right of the gate where you first came into this area is another 
    cage with a not-quite-person inside.  Straight ahead is...well, not a 
    lot; you run between two fences until you reach a dead-end, as the path 
    falls into the abyss.  The only way to really go is to the left, past 
    the empty ticket booth until you hit the fence, which has a blue sign 
    reading "Mountain Coaster Platform" with an arrow pointing to the 
    right.  Follow the arrow.  Run a very short distance until you hit 
    another wall and see a set of stairs on your right.  Follow the
    stairs' twists and turns all the way to the top of the platform where 
    you will find a deadly drop-off to your left, a control booth to your 
    right, and a short gate leading to the track for the roller coaster 
    straight ahead.  If you check the door to the control room, you will 
    find it is locked, and you don't have a key.  So I guess the only 
    option is to go through the gate.
    
    Here you will want to turn right and walk, not run, down the track, 
    being careful not to fall off the sides of the dilapidated ride.  If 
    you are very careful you can make it a good ways down the track... and 
    die anyway.  Kind of anti-climactic, isn't it?
    
    II-a-2. "Does this Gaping Chest Wound match my pants?": Central Square 
    Shopping
    Center.
    Whether you die horribly on the Mountain Coaster track, or die horribly 
    along the way at the hands of the various monsters or by falling into 
    the abyss or something, Heather awakes at a booth in the Happy Burger 
    at Central Square Shopping Center.  The normal bustle of the mall and 
    the traffic outside reassure her that the whole thing was just a 
    nightmare.  She leaves the Happy Burger and calls her father, to tell 
    him that she is on the way home.  After hanging up, she is approached 
    by an older man who identifies himself as Douglas Carter, a detective.  
    He says that there is someone who wants to meet Heather, and talk to 
    her about her childhood.  Heather gives the stranger the cold shoulder 
    and ducks into the Ladies Room in order to give him the slip.  In the
    bathroom there is a strange symbol drawn in lipstick on the first 
    mirror over the sink.  This is your first save point.  You are now back 
    in control of Heather, so go ahead and hit the "X" button near it in 
    order to save your game, if you want.  If this is your first time 
    playing, I suggest saving every time you see one of these symbols, to 
    avoid un-necessary backtracking if you die.  However, the number of 
    saves you make in your entire game are added up at the end, and are 
    factored into your overall score; the more saves you have, the
    worse your score will be.  You get the best possible score for having 
    only 0 to 2 saves in your entire game.  So if you are going for a great 
    score, hold off saving: I will make special note in the two best areas 
    of the game in which to save.  When you first look at this save spot, 
    Heather mentions that the symbol looks familiar, something from her 
    childhood, but when she tries to think about it, it makes her head 
    hurt.
    
    Whether you save or not, check out the objects in your inventory.  At 
    the moment Heather isn't carrying a lot (She must not have gotten any 
    shopping done here at the mall, due to her nap in the Happy Burger). 
    Using the "Examine" command, you should find out a little about each of 
    Heather's personal items.  There is the Knife you were carrying in your 
    dream, which Heather admits to herself she enjoys carrying around 
    because it makes her feel tough.  The only other items are a Key to 
    Heather's apartment (examining it tells you where you live; Daisy Hill 
    Villas #102) and a Pendant Heather's father gave her for her
    birthday.  Examining the Pendant reveals that it opens, and there is a 
    small red jewel that reminds Heather of a tablet or pill.  Her dad told 
    her it was just a good luck charm, but to take good care of it and 
    never take it off.  Keep these objects in mind as you continue through 
    the game.  Now check out the rest of the bathroom.
    
    If you examine the mirrors, you will find out that Heather doesn't like 
    them; they make her feel like there is an impostor staring back out at 
    her from another world on the other side of the glass. Um, yeah, I know 
    just how she feels.  All of the toilet stalls are empty except for the 
    last one; when you knock on it, someone knocks back.  If you try to 
    leave through the door you came in through, Heather will mention that 
    she doesn't want to go out there while the creepy detective is still 
    out there.  I guess that leaves only one option; leave through the 
    window on the wall opposite the door.
    
    There are only two ways to go in this narrow alleyway, right or left.  
    If you head all the way to the left, you will find the way blocked by a 
    pile of boxes. So go right, past another set of windows and keep 
    running until you reach a door on your right.  The far end of the 
    alleyway is blocked by a van, and you can't get in through any of the 
    other windows, so use the door.
    
    Now you are back in the mall, in a back hallway.  Go forward until you 
    reach a "T" intersection, with a message board with no useful 
    information hanging on the wall right at the intersection.  There is 
    only one door at the end of the left-hand branch, and it is jammed, so 
    head right.  You will pass some lockers and boxes on your right, and a 
    door that won't open followed by more worthless lockers and boxes on 
    your left.  Where the hallway turns sharply to the right is a locked 
    door with some boxes next to it on your left, so remember this for
    later.  Then follow the zigzagging hallway past another jammed door on 
    your right, followed by another on your left.  At the end of the hall 
    there is a set of double doors that actually open.  Go through them.
    
    You are now back in the mall proper, but it looks like A) everything is
    closing, and B) based on the amount of filth on the walls and floors, 
    the cleaning crew should get fired.  There are a number of closed and 
    locked stores in this area, and a couple of big metal security shutters 
    blocking you off from the rest of the mall.  The only place you can go 
    is into the store on the left-hand side of the hall with its shutter 
    half open; the sign above the door says Boutique Marguerite.  Go 
    inside.
    
    It looks like not everything from Heather's nightmare was just a dream. 
    Heather finds a Handgun just in time to encounter and dispatch one of 
    the nasties from her dream; a Closer is enjoying a snack on a human 
    corpse.  Maybe it was their Handgun; in which case, let's hope it 
    serves you better than it did them.  Luckily, Heather takes care of the 
    Closer in the cinematic, so that you don't have to.  Unfortunately, she 
    also completely empties the gun.  Not to worry, however, as there are 
    two boxes of Handgun Ammunition on the end of the bench to Heather's 
    left (as she is positioned at the end of the cinematic), across from 
    the counter and register.  Reload the gun by going into the inventory 
    so that Heather doesn't have to when you reach your next confrontation, 
    then check this room out.  By examining the Closer and its victim, you 
    can hear Heather's thoughts on "monsters".  If you examine the clothes 
    in the room, Heather shows little interest in them, unsurprising given
    the situation.   There is nothing else of interest in here, so go 
    behind the counter and exit through the door in the back of the room.
    
    You are back in the back hallways, in a different section from where 
    you came in.  The door directly across from you is jammed, and can't be 
    opened.  The door to your left is the other side of the locked door 
    that I told you to remember earlier.  Unlock it from this side, but 
    don't go through it.  Instead, head right, then take your first left 
    into an alcove near an elevator that doesn't work.  There is a door 
    here that says exit, but don't go through it yet.  Instead, examine the 
    board across from the elevator doors to find the map to the mall.  That 
    will make things much easier.  Examining it shows you that the door 
    marked "Exit" leads to the stairwell, but that there are a few nearby
    doors that you haven't checked out yet.  Do so if you want to (I 
    suggest checking every single door, so that Heather will mark on her 
    map whether they will open, or whether they are locked or jammed, so 
    that you will know which doors are useful when you come back later), 
    but I will tell you now that they are all jammed and there is nothing 
    of use in the lockers and boxes in this hall.  When you are done 
    exploring, head through the "Exit" door and into the stairwell.  The 
    door at the bottom of the stairs leading down are locked, so head up to 
    the second floor and go through the door at the top.
    
    A new, though weak enemy called Numb Body patrols this hallway.  They 
    look a bit like vein-y eyeless purple fish with stubby legs, and they 
    attack by lunging at Heather and hitting her with their blunt heads 
    (see section I-b-4 for more details).  Dispatch it if you want with the 
    Handgun, then kick it to death.   To the left as you come into this 
    hallway is an elevator that doesn't work, and just past it is a door on 
    the right that is jammed.   So straight through the intersection, 
    testing doors as you go, ignoring the path branching to the left for 
    the moment.  You will find one door on the right, followed by three on 
    the left, none of which will open.  The next door on your right will,
    however.  In this tiny room is a Double Head munching on a slab of 
    meat, with a box to its left.  On this box is an item, a package of 
    Beef Jerky.  Ignore the temptation to waste ammunition on the snacking 
    hound, and run up to the box and grab the Jerky.  Before the creature 
    can react, use the Quick Turn-Around and run back out through the door.  
    There are no other items or doors in this room, and you won't have to 
    go back to this room again, so don't worry about leaving
    it alive.  Back in the hallway, turn right and go past two more jammed 
    doors, one on the right, and one on the left.  The next door on your 
    right, the one right where the hall bends to the left, can be opened.  
    There are two doors beyond this one, neither of which will open.  Try 
    them if you want to mark them as useless on your map, then go through 
    the door at the bend.
    
    Jackpot!  This small storeroom contains a Save Point, two Health Drinks 
    and a box of Handgun rounds on the left hand side of the room.  If you 
    use the Save Point, Heather remembers seeing the red symbol in a book 
    on black magic that she saw when she was younger, but then 
    unconsciously corrects herself and says she saw it "on the altar".  
    Unfortunately, not even Heather knows what she meant by that; she 
    doesn't recall anything about any altar.  Weird.  In the back corner of 
    the room, on the right, is a palette with some very heavy boxes
    of books sitting on top.  Under the palette Heather can see a key, but 
    her arms are too short to reach it and the boxes are two heavy to move.  
    So we are going to have to find something to extend Heather's reach if 
    she wants to get the key.  Save if you want, then head back out the 
    door.
    
    Turn to the left and run back the way you came.  When you reach the
    intersecting hallway on the right, take it.  There is a door on your 
    left, but the lock is jammed, so keep running all the way to the door 
    at the end of the hallway and go through.
    
    Two Closers, who you are not going to want to waste ammo on, patrol 
    this new area.  Since you don't have a melee weapon at this point 
    (other than Heather's crappy and next to useless Knife), and they are 
    pretty easy to dodge in this area, ignore them as best you can.  On the 
    map this area looks like it has some intersecting hallways, but in 
    actuality shutters block them all off.  If you want to update your map, 
    go straight from the door that you entered the area through and run a 
    complete circuit around this area, dodging the two Closers as you do 
    so.  The shops that you will pass in order are; Helen's Bakery, Key of
    Beauty, Boutique Marguerite, Café Turn Mill, MMy Bestsellers, Natalie 
    Shoes Blue Bell, and Sunshine Princess.  The only stores that can be 
    entered here are Helen's Bakery, which is unlocked, and My Bestsellers, 
    whose door is currently locked.  Go into Helen's Bakery.
    
    This is a tiny little store, and there are only a couple of areas of 
    interest here.  At the end of a counter to the left of the door is a 
    pair of Tongs, which you can pick up, and should increase your reach 
    just enough to scoop the key out from underneath the pallet in the 
    nearby save room.  Other than that, there is just a bunch of bread 
    everywhere and an advertising flyer on the counter that Heather can 
    peruse. There is nothing else of interest here, so leave the room.  
    Turn right and run to the door straight ahead to go back the way you 
    came, if you already mapped out the area, or if you don't feel like it.
     Run back to the room with the Save Point, which should be clearly 
    marked on your map if you don't remember where it is.
    
    Walk up the pallet with the key under it, go to your inventory, and 
    "Use" the Tongs.  Heather should now have no problem hooking the key 
    out from underneath. Examining the new key in your inventory should 
    reveal that it is the key to open My Bestsellers, which is near Helen's 
    Bakery.  Use the Save Point if you feel like it, as there are new 
    enemies between here and there in addition to the two Closers 
    patrolling the area around Helen's Bakery and My Bestsellers. 
    Leave the room, but be on your toes.  There are now three Numb Bodies 
    stumping around the hallway outside of the Save Room.  They are slow 
    and easy to dodge, and you won't need to come back to this area again, 
    so weave around them and take the door at the end of the right-
    branching hallway to go back to the area with the two Closers and your 
    goal, the My Bestseller's store (remember, it is the fourth store after 
    Helen's Bakery).  Unlock the door and dart inside to avoid the Closers.
    
    The bookstore is small and cluttered, and contains the game's first 
    puzzle.  Along the wall to Heather's right as she enters the store (the 
    north wall on the map), Heather will find a five-volume collection of 
    Shakespeare's works.  You can place them on the shelf right above where 
    you pick them up, and if you do so you will notice numbers scrawled 
    along the spines.  But to what purpose, and in what order do you place 
    them?  Proper order doesn't seem to cut it, so for the moment check out 
    the rest of the store.  There is a box of Handgun Ammo on the far side 
    of the checkout counter in the rear of the store.  Also behind the 
    counter is a door, locked with a numerical keypad, with a sign next to 
    it.  The sign reads, "Fair is foul, and foul is fair.  Put these books 
    out of order".  "Fair is foul and foul is fair" is a quote from 
    Shakespeare, so obviously these are the books the note refers to.  The 
    four digit numerical code to unlock the back door to the store is on 
    the spines of those books, so it is time to figure out this riddle.
    
    Unfortunately, the number is randomly generated for each game, as is 
    the order the books go in, so I can't help you there.  Go to the empty 
    space on the bookshelf right next to where you found the books, go to 
    your inventory, and "Use" one of the Shakespeare volumes.  It now gives 
    you a chance to place the volumes one at a time, in any order, just by 
    clicking on a volume with the white arrow and then clicking on a space 
    on the shelf.  The key is to shuffle the volumes so that there is a 
    four-digit code revealed, without any large spaces between that would 
    indicate the books are out of order.  Since each number is written so 
    that it is half on one volume and half on the next, this shouldn't be 
    too hard.  For example, the right-hand side of volume V might
    contain half of a "3", while the other half is scrawled on the left-
    hand side of volume I along with half a "9" on the right-hand side.  
    When placed next to one another on the shelf, Volumes V and I clearly 
    display a "3", and half a "9", the other half of which might be on the 
    left-hand edge of Volume III, along with part of a "2" on the right-
    hand side... and so on.  The four numbers should look like they were 
    scrawled easily and continuously across the spines as the sat side by 
    side, with no gaps. (Note: This is the solution for the "Normal" Riddle 
    Level; for the answers to the "Easy" or "Hard" Riddle Levels, see 
    section IV-a, under "Puzzles" at the end of this guide, after the
    walkthrough.) Once you have the four-digit number, go ahead and punch 
    it into the keypad on the door (just try to open the locked door, and 
    it will bring you to the keypad and allow you to enter the code).  
    Since there is nothing else of interest in this room, leave through the 
    door you just unlocked.
    
    In the hallway behind the bookstore, Heather runs into a strange, 
    black-clad woman named Claudia, who says that it is time to return to 
    Paradise, and that Heather's powers are needed for this to happen.  She 
    says that Heather is the one who will lead us to Paradise, that she is 
    a savior with bloodstained hands, and that Heather should "Remember me, 
    and your true self as well".  Heather, for her part, doesn't understand 
    any of this.  She asks Claudia where everyone has gone, and whether the 
    strange, pale woman has anything to do with the weirdness that is going 
    on.  Claudia ignores both questions, saying that it was the "Hand of 
    God" that created all of the strangeness around them, and as she turns 
    to leave, Heather is doubled over with horrible pain and the world 
    seems to sway.  When she returns to herself, Claudia is gone, and she 
    is once again alone in the hallway, still with no idea of what the hell 
    is going on.  Oh well, back to work.
    
    Heather moved a short distance from the back door of My Bestsellers 
    while talking to Claudia in the cutscene, so orient yourself with that 
    on the map.  There is a set of double glass doors that are jammed just 
    to the right of the door to bestsellers, on the north end of the 
    hallway.  In fact, all of the doors in this hallway are jammed, with 
    the exception of the door you came in through and the elevator doors.  
    Check them all anyway real quick to make sure your map is accurate, 
    then go into the elevator (indicated on the map by a little picture of 
    a man with up and down arrows on either side of him) in the south end 
    of the hallway.
    
    Okay, now things start to get really disturbing.  As the elevator 
    begins to go down, Heather hears a strange static coming from above.  
    Moments later, a small pocket Radio falls from the ceiling, emitting 
    sharp static.  Heather wonders if it is broken, but pick it up anyway, 
    and exit the elevator to continue the cutscene. Heather steps out of 
    one elevator... and into another, this one seemingly going to hell.  It 
    is rusted and bloody, and as it descends, Heather sees a number of 
    disturbing images and creatures through the chain-mesh walls.  It 
    finally stops, depositing Heather directly into danger.
    
    II-a-3. "Clean up in aisle five...": Central Square Dark Side
    The second Heather exits the elevator she is attacked by Double Heads, 
    so be on guard.  There are two nearby, and they are fast, so you might 
    want to kill them now to keep them out of your hair as you explore.  
    There are a total of four of them, but in this area, but two of them 
    are busy eating a separate hunks of meat; one in the hallway to the 
    east of the elevators, and one in the north end of the long hallway to 
    the west of the elevators (Note that it is entirely possible to get 
    through this whole area without having to fight any of the four Double 
    Heads; simply start moving the second that you step out of the 
    elevators, jag around the two active Double Heads, and follow the 
    instructions below to get to the Save room and collect the health 
    items.  Then just turn left as you leave the Save Room, and run through 
    the door at the north end of the hallway, dodging to the right of the 
    Double Head who is munching on the meat here.  No fighting, and no ammo 
    lost.)  The elevator no longer works, and all of the doors in this 
    hallway are broken, save two.  Neither are in the "T" shaped area to 
    the east of the elevators, where one of the dogs is busy, so you
    don't have to go down there and tangle with that one unless you want to 
    try all the doors yourself to make sure your map is accurate later.  So 
    head south from the elevators, then follow the hallway, as it turns 
    west, trying doors as you go.  The corridor then branches left and 
    right, forming a "T" intersection.  There is a door straight ahead, at 
    the top of the "T" (on the west wall) that is one of the ones that 
    opens. The other is the door facing north at the end of the corridor.  
    There are three doors south of the "T", one on the west wall, and two 
    on the east, but they are all locked.  To the north is the last of the
    Double Heads, munching on a hunk of meat to at the base of the second 
    door on the west wall north of the "T", between you and the north door.  
    Go through the door on the west wall at the "T".
    
    This small room contains three Health Drinks on a shelf to Heather's 
    right as she enters the room, and an Ampoule on the desk, also on the 
    right-hand side of the room.  On the bed on the left-hand side of the 
    room is a Save Point drawn on a piece of cloth.  When you examine it, 
    Heather says that she still can't remember where she has seen the 
    symbol before today, but that it looks very familiar.  She also gets 
    the feeling that she might be better off not remembering, but doesn't 
    know why.  Save here if you want, the leave the room.  Run north past 
    the Double Head (or kill him, if you want to and haven't already), and 
    run through the door on the north end of the hall without stopping.
    
    There are three Closers in this new area, but they are pretty easy to 
    avoid if your reflexes are sharp; just keep moving.  According to the 
    map, this area is fairly wide-open, giving you access to most of the 
    mall.  As you will find is normal with the Dark Side areas (the 
    nastier, filthier versions of the levels you have already searched; you 
    will soon be able to tell the difference quite easily) the map is 
    wildly inaccurate.   There is nothing to find in the hallways leading 
    west (what the map says is towards the subways) and east (which the map 
    says leads to the more wide-open shopping area); both are dead ends.  
    If you do head towards the west, there is a single, difficult to see
    door on the North Wall, where Happy Burger used to be.  Inside, there 
    is a broken green door in the back, and a table with a ladder that you 
    can't quite reach above it towards the middle of the room.  You need to 
    find something to help you reach the ladder before you can do anything 
    here, so keep this place in mind, but leave it for the moment.  Follow 
    instead the northward path, ignoring the alcove on Heather's right 
    where the map indicates there are phones; they are SEVERELY out of 
    order.  There is a door where the path turns sharply east, but it is 
    jammed.  Enter the next door on Heather's left, on the north wall.
    
    This room is small, but contains some useful items.  Click off the 
    light switch on the wall to the right of the door, and you will find 
    the Flashlight shining from it's spot on some boxes by the north wall.  
    This will make your life much easier, and harder.  It is now easier to 
    see where you are going and what you are doing, but it is also easier 
    for enemies to see you.  Use the "Circle" button to toggle the light on 
    and off on the fly, when you need to avoid enemies in the dark.  On a 
    shelf two shelves to the left of where you found the Flashlight you 
    will find two boxes of Handgun Ammo and a First-Aid Kit.  Once you have 
    collected these items, leave the room again, then go through the door
    directly next to the one you just exited, only a step to the east.
    
    This is the Women's Bathroom, and it will haunt your nightmares.  This 
    is the Dark Side version of the bathroom that you escaped from Douglas 
    by ducking out of.  There is a bottle of Bleach, and like any fake 
    blonde, Heather shouldn't pass it up (Note: the Bleach doesn't appear 
    in "Easy" mode. It isn't needed to  bypass the hazard coming up).  
    Remember how in the normal world, you knocked on  the last stall, and 
    it was occupied?  Check the same stall in this bathroom if  you want to 
    spend some quality time with your therapist later.  Then, for a good 
    chuckle to make up for it, check the open stall two stalls away from 
    that one for an oblique reference to an event in Silent Hill 2 (Note: 
    there are rumors that this scene is only available if you have a Silent 
    Hill 2 save on your memory card, but since I DO have a save there, I 
    don't know if this is true).  There is nothing else here, so leave the 
    bathroom and continue east, and don't forget about the Closers.  The 
    rest of the doors in this hallway are locked, except for a bent shutter 
    that you can duck under at the very end of this hallway, facing east.  
    Duck through here.
    
    There is a Double Head and a Closer in this area, but with the 
    Flashlight off, they are easier to avoid.  The map shows that this area 
    is open to the rest of the mall, but repeat after me; it is wrong.  
    There is only one way to go in this room, and it is to duck under the 
    half-open shutter partially covering one of the store entrances on the 
    east wall, so dodge your enemies and do so, as all other doors hallways 
    are blocked other than the way you came in.
    
    You are now in the Dark Side version of the clothing store where you 
    picked up the Handgun, which is now bloody and filthy (the store, not 
    the gun).  Well, more bloody and filthy at any rate.  Turn left from 
    the door and look at the rack just past the mannequin in the bloody 
    green dress.  The only thing left on this rack is a single wire Hanger, 
    which, unbent, should be just what Heather needs to reach the ladder in 
    the once-Happy Burger: take it with you, then run to the clothing rack 
    on the north wall.  Examine it to receive the Bullet Proof Vest.  This 
    handy item reduces damage by 15 percent, but it also heavy, so Heather 
    can't run while it is equipped.  It is up to you whether using it fits
    your style of gameplay. It is a pain in the butt, but I suggest leaving 
    it unequipped so that you can move quickly, then going to it and 
    equipping it if you have to fight.  This way you have more 
    maneuverability when you want it, and protection when you need it, and 
    since you usually have to go to the inventory screen to equip the 
    weapon you prefer anyway, it is just one more thing to do.  There is 
    nothing else here, so go out through the door behind the counter on the 
    east wall, preparing yourself for a heart attack as you do so. 
    Unfortunately, this door won't open like it did in the "real" world.  I 
    guess it is time to try to pull down the ladder in the Happy Burger, so 
    duck under the Shutter and go back the way you came, remembering to 
    dodge the Closer and the Double Head in the area outside the Boutique, 
    and the three Closers in the hallways outside the Happy Burger.  If you 
    can't remember where it is, it is the room just barely to the northwest 
    of the door leading back to the Save Room, which should be marked on 
    your map.  Go inside.
    
    Walk up to the table and "Use" the Hanger to start a short cutscene 
    showing Heather using it to pull down the ladder.  Climb it by pressing 
    the action button to mount it, then pressing up on the analog stick to 
    climb.
    
    Examine your map.  You can't go north, and the escalators leading 
    downward unfortunately terminate in a fatal fall if you aren't careful.  
    Ignore the escalators going up for the time being as well.  There are 
    two doors just north of the "Up" escalators on the same (west) wall.  
    Just south of the "Up" escalator, on the east wall is a door that will 
    open, but ignore this for the moment, as the static-y TV is of more 
    interest at the moment.  Examine the TV for a brief image that should 
    be familiar to players of the original Silent Hill; in fact, this whole 
    area should look pretty darn familiar (which is strange, since the mall 
    Harry explores in the SH1 is in the town of Silent Hill, and this one 
    is not).  Just around the corner from the TV is another, this one with 
    a Save Point painted on it.  Use it if you like.  There is another door 
    that can open on the east wall just south of the Save Point, and then 
    the hallway terminates in a sharp drop with a strange object to find in 
    a shopping mall next to it; a hospital gurney.  Go through the door 
    just to the north of this.
    
    Inside are the remains of a Jewelry Store.  It is mostly empty, but on 
    the left-hand side of the room, on the north wall, is a small, broken 
    display case. Inside is but a single Walnut, but Heather doesn't have 
    any way to open it (I suppose she doesn't want to stomp on it, since 
    what is inside could be fragile) at the moment, so continue to the back 
    counter, which you can examine to get Heather's thoughts.  The door in 
    the back of the room (east wall) is unlocked, but it leads to an area 
    in which every door is jammed except for two; one is locked with a key, 
    and the other is locked from the other side.  I will give you more 
    information about this area when it is time to go here.  For the time
    being, turn around and exit the Jewelry Store the way you came in.
    
    There is still one unlocked door on this level that we haven't 
    explored, on the east wall just north of the static-y TV, but continue 
    to ignore it for the moment, and go up the escalators to the third 
    floor.
    
    There is a Closer fast approaching the escalator, so quickly turn to 
    Heather's right and go through the door on the south wall, right next 
    to the escalators.  This pleasant little dining experience should stay 
    with you for a long time.  In the middle of the room is a table with a 
    special treat on it: barbequed dog. Inside the dog, strangely enough, 
    is the "Cooked Key".  Great.  On a set of shelves in the southeast 
    corner of the restaurant you will find a Health Drink and a First Aid 
    Kit.  The door in the middle of the south wall is jammed.  That
    is all you will find here, so go back the way you came.  If you turn 
    right and head for the east wall, you will find a locked door with a 
    crescent moon symbol on it, and a hollow spot to put some item.  We 
    don't have that item at the moment so don't worry about it.  There is a 
    hallway to the north, where a Double Head is munching a hunk of meat, 
    but ignore that as well, as the only door up that way that opens is the 
    Women's Bathroom, and there is absolutely nothing inside.  So for the 
    time being, as you leave the restaurant, turn left and run back down 
    the escalator to the second floor.
    
    Remember the door that I told you was unlocked, just to the north of 
    the TV on the east wall?  This is our next goal.  Enter this room, but 
    be careful, as there are three Numb Bodies in here.  Your first 
    instinct will be to blast them to stop those obnoxious noises they are 
    making, but consider saving your ammunition.  Bait them towards the 
    front of the store and then dodge around them and head for the back.  
    In the back-right (i.e. southeast) corner of this room is a counter, 
    and on this counter is a Health Drink and a box of Handgun ammo.  Grab 
    these, then briefly turn left and go to the door on the east wall in 
    the northeast corner of the room.  Examine it briefly from this side to 
    unlock it, as it is the other side of the door I mentioned earlier, the 
    one "locked from the other side" in the hallway behind the Jewelry 
    Store that we haven't explored yet.  Then quickly hit the action button 
    again to open it, and duck through before the Numb Bodies catch up.
    
    This is the hallway that I mentioned earlier, the same one that runs 
    behind the Jewelry Store.  In fact the door to the Jewelry Store is the 
    second door on the west wall south of the door you just came throuugh.  
    All the other doors her are jammed, save one, and that one is locked.  
    Luckily, the key that you got from the inside of the dog opens this 
    door.  Just south of the door you just came through is a very short 
    hallway leading east.  At the very end of this hallway, on the east 
    wall, is the door you are looking for.  There is but a single Closer 
    patrolling this whole area, so he should be easy enough to dodge. Run 
    to the locked door on the east wall, and use the cooked key to run 
    through, just by hitting the action button.
    
    On the shelf just to Heather's left as she enters, there are two Health 
    Drinks. As you continue to the left, towards the north wall, the camera 
    angle will shift to highlight an important weapon hanging on the wall: 
    the Steel Pipe.  Grab it and equip it, then turn right and head out 
    through the doors on the east wall, after checking out your 
    surroundings.
    
    Just outside of the ruined café is a great opportunity to re-
    familiarize yourself with your new weapon if you used it in the dream 
    sequence at the beginning of the game, or to learn how to use it anew 
    if you didn't.  There are two Numb Bodies patrolling this circuitous 
    area, but they are moving around separately, so you should have no 
    problem beating them down with the Steel Pipe.  Feels good after all 
    that running, huh?  You might realize that this is the Dark Side 
    version of the area where Helen's Bakery and My Bestsellers once stood; 
    the café where you found the Steel Pipe was once the Café Turn Mill.  
    Anyway, on the east wall you will find a locked door, slightly towards 
    the northern end of the wall.  There is another door set in the 
    southeast wall, where Helen's Bakery once stood.  Go in here now.
    
    There isn't much more here then there was in the normal world.  Go 
    around the corner into the back area that you couldn't reach before 
    because there was a counter in the way.  On a cart back here you will 
    find a bottle of Detergent, which you should take (Note: the Detergent 
    doesn't appear in "Easy" mode. It  isn't needed to bypass the hazard 
    coming up).  Go through the back door in the south wall.
    
    This is another hallway.  There is but one door to Heather's left, 
    which is jammed, so head right, towards the west.   As you move down 
    the hallway, the sound of a fan should grow louder, with good reason.  
    The path eventually veers to the south, and you will soon see a huge 
    fan on the south wall with a switch next to it.  On Heather's right 
    side, which is the west wall, there is a shutter and a door; neither 
    will open.  On Heather's left, on the east wall right next to the fan, 
    is a door that will open, but before you do so, quickly hit action near 
    the fan's switch to shut it off.  Now go through the door to Heather's 
    left.
    
    Right inside this door, on Heather's left, there is a garbage can.  
    Straight ahead, blocking the hallway is a swarm of moths that cannot be 
    killed by conventional methods, cannot be walked through, and will hurt 
    Heather if she tries.  Luckily, Heather pays attention in science 
    class.  If you examine the Bleach and/or the Detergent, you will learn 
    that you should never mix the two, because it makes Chlorine gas.  But 
    since Chlorine isn't good for evil moths from hell, either, go ahead 
    and mix them in the garbage can next to the door.  Go to your inventory 
    and "Combine" the Detergent and the Bleach, then go over to the garbage 
    can and "Use" the mixture.  If you did not turn off the fan earlier, 
    Heather will refuse, realizing that it would be pointless and dangerous 
    if the fan was on.  When the fan is off, "Use" the mixture and Heather 
    will quickly mix the chemicals and then run back the way she came, into
    the room with the giant fan.  Heather is smart enough not to go back 
    into the moth room until it is properly ventilated, so turn the fan 
    back on and then go back in. Note that on "Easy" mode, this whole thing 
    is unnecessary.  You never find the Bleach or the Detergent, and don't 
    need them to proceed.
    
    The moths are dead now, so run freely through the hallway.  Follow the 
    path, as it turns right in the spot where the moths were, then left 
    when the path turns again.  Run all the way down the hallway until you 
    hit the east wall; all doors in this hallway are blocked until you 
    reach the second door up from the bottom on the farthest east wall of 
    the moth corridor.  Go inside.
    
    This room contains three boxes of Handgun ammo on the shelves on the 
    north wall, and package of Beef Jerky on the boxes against the south 
    wall.  Exit back into the hallway and continue north.  All of the doors 
    along the remainder of the east wall are jammed, as are all of the ones 
    on the north wall of the hallway as it turns west, save one; the tan-
    colored, eastern-most door on the north wall is the only other door in 
    this hallway that opens.  Check out the rest of the doors if you want 
    to keep your map updated, then go through this door.
    
    This is a tiny room with a single Closer within, and another exit on 
    the north wall.  Kill the Closer if you want to, or if you need the 
    practice.  Otherwise dodge around it and go through the door on the 
    north wall.
    
    You are not going to want to stop to fight anything in this area.  As 
    you can tell from the horrible noises, there are two Pendulums 
    wandering this circular area, as well as a Double Head.  The dog you 
    could take, but the Pendulums are too much of a risk, and too much of a 
    waste of ammo.    To top it all off, there are large pits in the middle 
    of this area to fall off of.  Head straight for the north wall, then 
    follow the path west, dodging those damn Pendulums and the Double Head.  
    The only place this is really difficult is in the middle of the room, 
    where the path narrows.  Just after the narrow part, head straight
    for the north wall and go through the first door (there is nothing at 
    all of interest on the south walls of this chamber other than the door 
    you came in through).
    
    Hey, a torture shop!   What do you get for the pervert who has 
    everything?  Mind numbing pain, of course!  There is a save point on 
    the north wall, and if you use it, Heather once again mentions that the 
    symbol makes her brain hurt.  There is a bloody gurney to the left of 
    the symbol.  There is another gurney towards the right side of the 
    room, but in the middle of this one is some sort of Vice; where else 
    but in a torture shop (someone's toes or... more sensitive parts 
    probably once went in the Vice, but it is best not to think about 
    that).  The Vice will make a lovely Walnut cracker, so "Use" the Walnut 
    from the Jewelry Shop at the Vice.  If you were hoping for a tasty and 
    nutritious treat, you are out of luck, because inside is a jewel called 
    a Moonstone, which would fit nicely in the hollow spot on the door 
    marked with a crescent moon, on the third floor to the east of the 
    restaurant where you found the Cooked Key.  On the far side of the 
    gurney with the Vice on it there is a bin full of what are probably 
    bodies wrapped in plastic (leftovers are always better the next day),
    and door that won't open.  Save your game if you want, then head back 
    out of the torture shop and bring up your map (and don't forget to 
    beware of the Pendulums and the Double Head).
    
    Directly west of the door you are standing outside of is the back side 
    of the locked door you saw in the area where Helen's Bakery and My 
    Bestsellers once stood.  This is a great shortcut, so make a beeline 
    for it and unlock it from this side, then slip through.  Unfortunately, 
    there are now Pendulums in this area too, so check your map and run 
    back the way you came in, through the once-Café Turn Mill.  This area 
    too is no longer safe, as it is inhabited two mewling Numb Bodies, one 
    in the main room and one hiding behind the counter.  Dispatch them one 
    at a time with the Steel Pipe, then slip through the door at the back.  
    There is still a Closer patrolling this area, and there are still
    Numb Bodies in the store you came through before, so jag around the 
    Closer, heading south, and go through the back door of the Jewelry 
    Store, where there are no enemies.  Exit through the front door and 
    turn right, and head north.  Stop at the Save Point painted on the TV 
    if you want, as your first Boss Battle is right ahead of you.  Then 
    head up the escalator to the third floor.
    
    There are a number of doors on the third floor, but only three that 
    open: the restaurant where you found the Cooked Key, the Women's 
    Bathroom in the north-east corner of the map, and the locked Moon door, 
    on the north wall directly across from the escalators.  There is a 
    Closer and a Double Head, and the Double Head is no longer content with 
    chewing on the meat in the north hallway like he was when you were on 
    the third floor the first time.  If you want to explore completely, you 
    can take down the Closer and the Double Head with a little difficulty 
    (strafe with the Handgun until one of them falls, then rush in and kick 
    them once to make sure they stay down, then switch to the Steel Pipe 
    and finish the other one).  However, 1) you no longer need anything out 
    of the restaurant, and 2) there is absolutely nothing of interest in 
    the bathroom.  So rather than risk a battle against the quick canine 
    and the bandaged monstrosity, simply head straight across to the locked 
    door, dodging the enemies, and use the Moonstone to unlock the door and 
    avoid a potentially damaging and wasteful battle.  Do not waste time by 
    hitting the action button when you reach the door; there is a message 
    written on the door, and the enemies do not pause when you stop to read 
    it, and since the Moonstone is not an actual key, it doesn't use it 
    automatically at the door when you hit action. So run right up to the 
    door and press "Select" to bring up your inventory, select the 
    Moonstone and "Use" it on the door.  THEN exit the inventory and hammer 
    on the action button until the door opens and you escape your enemies.
    
    This area is another circular one, and there is the sound of a Numb 
    Body moving around in here.  You can drive yourself crazy looking for 
    him, as he isn't on this level, but the one below.  You can't do 
    anything about it.  There are no doors that will open exiting off of 
    this central hub, other than the one you came in through.  Instead 
    there is a walkway sticking out into the center of the pit from the 
    east side, with a ladder at the end.  Equip yourself with the Handgun 
    to prepare yourself for your first boss battle, then make the long
    climb down the ladder.
    
    II-a-4.  BOSS BATTLE: SPLITWORM
    Heather descends into a pit riddled with tunnels, and before she knows 
    what to make of this, she is trapped; the ladder she climbed down 
    destroys itself. Moments later a giant purple worm bursts through one 
    of the tunnels, his head splitting open to reveal some pulpy insides 
    and some very big teeth.  Then it is time to fight for you life.  The 
    battle has begun.
    
    Run back and forth in front of the tunnels, never stopping, because you 
    never know which one the worm will come out of.  When it does come out, 
    it will strike you, hard, if you are directly in front of it, so keep 
    running.  Its head will then split open and it will move back and forth 
    for a few seconds.  This is your chance to position yourself so that 
    you are to the side and slightly ahead of it, but well out of its 
    reach.  Then, fire diagonally at its exposed inner head 4 to 6 times, 
    until it covers its head again and pulls back inside the tunnels, or 
    slithers across to one across the way.  Lather, rinse, repeat.  That is 
    it.
    
    There are only a few things to remember.  One; don't be in front of the 
    tunnel it is in when it emerges, or you are going to get hurt.  Two; 
    don't get too close to it, or you are going to get hurt.  Three; 
    manually reload your Handgun in the item screen, to make sure Heather 
    doesn't have to take the time to do it for you at a crucial moment.  
    And lastly, four; the Splitworm occasionally rises up and hits the 
    ground, hard, with its body, causing a shockwave, and if you are to 
    close it could stun you, and you can get hurt.  Stay back until it has 
    emerged and is revealing its inner head, then position to one side or 
    the other and slightly ahead, and shoot it until it is dead.
    
    After the battle, the Shopping Mall suddenly and dramatically has 
    returned to normal, though it is still abandoned.  You can't get into 
    any of the shops in this area (including the Sunshine Princess shop, 
    whose security shutters are partially open), but the shutter on the 
    west wall is raised enough for you to slip through.  Do so.
    
    There are only two doors in this next huge area that will still open.  
    The first is the Happy Burger.  Run straight west from the area you 
    just came from, ignoring the hallway leading north; none of the doors 
    up there open, nor do any on the south wall of this long hallway.  As 
    you are heading west, the last door on the north wall before you reach 
    the door leading out of the mall, is the Happy Burger, with its 
    security shutter half up.  Duck inside.
    
    The back door of the establishment is locked, but there is a package of 
    Beef Jerky on the stool next to it.  East of this is the front counter, 
    and on the south end of this you will find three boxes of Handgun Ammo.  
    On the short counter adjacent to that, also on the east wall, is a 
    First Aid Kit. Finally, on the same wall as that, further south and 
    right next to the entrance, is a Save Point.  Use it if you would like, 
    then leave the Happy Burger.  Turn immediately to Heather's right and 
    go out the glass front doors to finally get the hell out of the mall.
    
    All that just to ditch Douglas, and he is waiting for her when she 
    leaves the mall.  Bloody Hell.  She accuses Douglas of being "One of 
    Them", and working with Claudia.  He says that Claudia did hire him to 
    find Heather, but that he isn't on any sides.  Heather indicates that 
    shee thinks Claudia caused all o the horrible craziness, and Douglas 
    indicates that he had experienced something similar, and asks about 
    "That Monster".  One can only assume he is referring to the Splitworm; 
    he must have seen it and then hightailed it out of the mall.  Heather 
    admits that he may have been an innocent bystander, but somehow feels
    that if he hadn't found her for Claudia, none of this would have 
    happened.  She is unable to explain this logic, but remembers, vaguely, 
    that once she was running from something, which she can no longer 
    remember... and now it seems to have found her.  She still doesn't 
    trust Douglas, and blows him off, insisting on taking the subways home.  
    Dark tunnels, the dank, foreboding underground, several tons of 
    screaming metal with engines attached to the front of them... oh yeah, 
    this should end well.
    
    II-b.  Part Two:  "There's a world going on Underground..."
    
    II-b-1. "Eat Subway, Eat Flesh...": The Subway Tunnels
    Ah, the Subway system.  So far everything looks normal, but appearances 
    can be deceiving.  Well, you can't go back up the stairs behind you 
    (Heather refuses to, and why wouldn't she?), so head forward and follow 
    the path as it turns right, admiring the advertisements on the walls as 
    you go; you will notice that this is the "Hazel Street Station".  This 
    isn't important at all, but at least it gives you some sense of being 
    in an actual place; the Central Square Shopping Mall is at the Hazel 
    Street Station stop on the subway.  Completely useless trivia, but 
    until we find a map of this area, you are going to have to count on my 
    instructions to find your way around.  After a short distance, you
    reach a "T" intersection.  If you head left, you will find that there 
    is nothing in that direction except for a jammed door, and then, if you 
    follow the hallway around a corner, a gate than cannot be opened 
    blocking a set of stairs that go up.  So take a right at the first "T" 
    intersection, until you reach a wall with a door set into it at the 
    end.  Go through the door.
    
    As you enter this next area, there is another gate blocking a set of 
    stairs leading upward in an alcove directly to Heather's right.  It 
    can't be opened, so ignore it and run straight forward down the 
    hallway.  The hallway soon leads into an open area with many pillars.  
    Stop as soon as your reach the open area and orient yourself.  The wall 
    on your right has two doors leading to the bathrooms on it; both are 
    jammed.  If you turn to Heather's left and step forward a few steps, 
    you will notice a map of the subway system on the wall to Heather's 
    left-hand side.  You can't take this with you, but Heather will tell
    you that even without looking at the map, she knows her way home; she 
    just has to get on the "Bergen Street Train at Platform 3".  Useful 
    information to have. There are a lot of doors in this area, and two 
    more gates blocking two more staircases, but none of these will open.  
    Continue to walk past the map, and you should notice a set of 
    turnstiles to Heather's left.  Ignore them for the moment, and head 
    straight past them until you reach the wall, which has a row of ticket 
    dispensers against it. Someone left a newspaper on top, which you 
    should examine.  It tells you that a man fell onto the subway tracks in 
    the Hazel Street station (which we now know is this one; not such 
    useless information after all) and was decapitated by the arriving St. 
    Renata College-bound train.  The paper goes on to tell us that the 
    victim died instantly, which is actually a good thing, sincce we have 
    already established that he was decapitated.  The police were unable to 
    determine whether it was accidental, murder or suicide (though eye-
    witnesses claim he did not seem drunk, and seemed to have leapt off of 
    the platform intentionally), and the victim's identity was never 
    established, beyond the fact that he was about 40 years old, 5'10 tall 
    (with his head still attached, one assumes) and wearing a black jacket.  
    Heather notices that the newspaper is 4 months old, and wonders why it 
    is sitting on top of a ticket machine now.  With everything going on, 
    she finds THIS odd?  Whatever.  Head back to the turnstiles and go 
    through the last one, closest to the empty ticket-booth.
    
    This brings you into another area.  If you examine the empty ticket 
    booth, Heather wonders where everyone could have gone.  She doesn't 
    catch on quick, does she?  This entire subway station has been empty, 
    and now it is official; not even the workers are here, though this 
    can't be too long after the mall closed.  Walk straight ahead until you 
    clear the booth, and then turn right around the corner of the booth.  
    Stuck to the board on the back side of the booth is the subway map.  
    Thank god.  Take it.  Just past that the door leading into the booth, 
    but it won't open.  Check out the map, and any doors that you have 
    already tried are automatically marked on it.  There is nothing to 
    check out back the way you came, as all the doors and gates were 
    jammed.  In this area, there are four doors, including the one on the 
    back of the ticket booth, but none of them will open.  There are also 
    three staircases: one right behind the ticket booth on the south wall, 
    one opposite that on the north wall, and one on the east wall.  As you 
    get search this area, a horrible, deep growling begins, but it doesn't 
    belong to any particular threat, so try to ignore it.  This area is 
    safe.  If you left the mall with little ammunition, there may be a box 
    or two of handgun bullets on top of the trashcan between the restrooms 
    near the eastern staircase.  All the stairways lead to generally the 
    same area, but going exploring the areas closest to the staircases on 
    the north or south walls first will allow you to access some cutscenes 
    and items that you wouldn't be able to if you explored the area closest 
    to the staircase on the eastern wall first.  For the purposes of ease 
    for this walkthrough, go down the staircase on the south wall first, 
    behind the ticket booth, near where you just picked up the map.
    
    Bring up the map.  This looks like a wide-open area, with a number of
    staircases in the corners of the map; the stairs in the north-western 
    corner goes to Platform 3, the south-western stairs go to Platform 4, 
    the western-most stairs in both the north-eastern and south-eastern 
    corner go to Platform 1, and the eastern-most stairs in both the north-
    eastern and south-eastern corners go to Platform 2. The unmarked stairs 
    just north of you is the bottom of the staircase you would have gone 
    down had you gone down the stairs on the north wall in the room above.  
    The unmarked staircase east of you is the bottom of the stairs you 
    would have ended up on if you had gone down the staircase on the east 
    wall in the room above.   In actuality, this area is not one big area, 
    as it is divided into two smaller areas, with the stairs leading to 
    Platform 1 and 2 on one side, and the stairs leading to Platforms 3 and 
    4 on the other.  From the bottom of the south stairs, turn right and 
    take a few steps towards the north, until you clear the staircase.   
    Then head east.  All the doors on your left are locked so ignore them.  
    You should soon pass a Save Point on your right, so save if you want 
    to.  If you continue east you should hit the wall separating the 
    eastern and western sections of this area, and there is a door in it.  
    This door does open, but ignore it for the moment.  Just north of area,
    on the other side of the "island" that forms the wall to the north, is 
    another hallway with another door that opens an the east end of it.  
    Ignore this too.  Platform 3 is the platform where the Bergen Street 
    train is supposed to take Heather home, so let's check this area out.  
    Go down the stairs in the northwest corner of the area to descend 
    towards Platform 3.
    
    This next area is a landing between floors.  Turn right at the bottom 
    of the stairs, and you are left with an option; take the stairs 
    downward to the east or the stairs downward to the west?  Start with 
    the stairs to the west, as this area is smaller, and less dangerous.  
    When you get to the bottom of the stairs, you will notice that 
    Heather's train hasn't yet arrived.  Head west a bit and you will find 
    a Health Drink on the first bench against the north wall.  Though the 
    map shows that this subway tunnel is fairly long, and that the other
    (western) stairway can be reached from here, there are metal fences 
    blocking the way east and west, cutting this area off from the western 
    part of the tunnel.  Note that you can jump down on the train tracks, 
    but DO NOT DO IT!  If you hang out on the train tracks for two long, or 
    try to run down the tracks in either direction, a train will appear and 
    instantaneously smear Heather.  Except for one area later, where you 
    have to explore the tracks, anywhere in the entire subway level where 
    there are train tracks, stay away from them.  There are never any 
    items, and they are deadly.  Go back up the stairs to the landing.
    
    Now about those stairs leading down to the western part of Platform 3: 
    you do not have to do this area now if you don't want to.  There are 
    three Double Heads patrolling this area, though one of them is on the 
    train tracks, and can be ignored as it can't reach you unless you jump 
    down onto the tracks (as I said before, BAD IDEA) or get too close to 
    the edge next to the train tracks.  If you go all the way east you will 
    reach a metal fence with a door set into it, and the door is locked 
    from the other side. There are no items in this area.   Now here is the 
    thing: you will be coming into this area later, from the other side of 
    that door, and if you kill the Double Heads now, you won't have to 
    worry about them later.  On the other hand, when you come through here
    later you can either dodge them and run up the stairs without a battle, 
    or you can kill them later, when you are coming through here anyway.  
    It is entirely up to you, though going out of your way now makes 
    smoother sailing later.  Either way, after you are done with this area, 
    go back to the landing above Platform 3, then back to the floor with 
    the Save Point.  Well, Heather's train didn't show; what should we do 
    now?
    
    The newspaper article you read earlier, near the ticket dispensing 
    machines, mentioned that someone was decapitated four months ago at 
    Platform 4.  Well, since we are here, we might as well check it out.  
    Head towards the stairs leading to Platform 4, in the southwest corner 
    of the map of the floor where the Save Point is located.  Go down the 
    stairs.
    
    There is a landing between Platform 4 and the floor above, and on that 
    landing Heather will find a magazine on the floor.  Examine this and 
    you will find out that sometimes ghosts haunt areas where there have 
    been suicides, murders, and tragedies, and they can be known to appear 
    to or attack the living near the spot where they died, especially if it 
    is the anniversary of the angry spirit's death.  In light of this, 
    based on what we know of Platform 4's history, perhaps it isn't such a 
    good idea to go down to Platform 4, but we are going to anyway.  After 
    all, it isn't like it is the anniversary of the poor man's death.  It 
    has only been four months.  Take the stairs leading down to the west 
    (Heather's left if she is facing the map on the wall in the landing).
    
    Walk straight forward until a cutscene takes over.  That rotten, dead 
    little bastard pushed Heather into the tracks, and from the sound of 
    it, a train is on its way.  Without hesitation, press "L1" and "R1" 
    simultaneously to perform a quick turnaround, then run forward and 
    press the "X" button to get Heather to hoist herself back up onto the 
    Platform as soon as possible.  If you get out of the way in time, the 
    train never even comes, but if you don't it shows up promptly to smear 
    you all over the tracks; Murphy' s Law at work. (Note: if you didn't 
    read the newspaper on top of the ticket dispensers or the magazine on
    the landing above this area, nothing happens here).   On the bench 
    directly across from the spot where Heather drags herself back onto the 
    Platform is a Health Drink, if you came into the subways with adequate 
    supplies: if you were low on health items when you entered you will 
    find a First Aid Kit instead.  There is nothing else of interest in 
    this area. The area dead terminates in a brick wall to the east and a 
    metal partition to the west. As always, STAY THE HELL OFF THE TRACKS.  
    Run up either of the two staircases to return to the landing, then go 
    up the staircase to return to the floor with the Save Point.
    
    Save if you want to, then go through either the door to the east right 
    next to the Save Symbol or the door to the north of it on the other 
    side of the "island" separating the two narrow hallways; it doesn't 
    matter which, as they both lead to the same area.
    
    On the other side of the wall, there is nothing between the two doors 
    leading back into the western part of this level except for a row of 
    phone booths.  If you walk to close to them, they let out a short, 
    startling ring, then go silent.  Continue east, around the eastern 
    staircase.  There are a few regular doors set into the walls of this 
    area, but none of them open, so ignore them.  The large staircase in 
    the middle of this area is the bottom of the eastern-most staircase on 
    the floor where you found the map. From the bottom of this staircase, 
    bring up the map.  You will notice that there are staircases leading to 
    platforms 1 and 2 in northeast corner of the map, and more
    staircases leading to platforms 1 and 2 in the southeast corner of your 
    map.  A jammed gate blocks the staircase leading to Platform 2 in the 
    northeast, while the staircase leading to Platform 2 in the southeast 
    is also blocked by a gate... but this one is LOCKED.  If you examine 
    it, you will learn that there is a chain holding this gate shut, and 
    the chain is secured by a bolt and nut, which Heather can't open with 
    her bare hands.  She will need some kind of tool. The staircase leading 
    to Platform 1 in the south-east corner, right across from the locked 
    gate leading to Platform 2 is jammed shut, and the staircase leading to 
    Platform 1 in the north-east corner of the map... is wide open.  Head 
    down these stairs.
    
    There are three Double Heads hunting in this small area, which seems to 
    share elements with the "Dark Side" version of the shopping mall; there 
    are metal grates covering the floors, and blocking off sections of the 
    area.  Bring up the map as soon as you come down the stairs.   This 
    looks like a narrow, but fairly long area, but the map lies.  There are 
    rusty metal fences blocking off the area to the north and south, 
    effectively cutting the area in half; though the map says there are 
    eight staircases here, four sets of two staircases back to back (the 
    northern-most of each set leading upwards, the southern-most of each 
    set leading downward), there are actually only two sets of stairs, as
    everything just south of the stairs you came down is blocked by a metal 
    fence.  There are also no items in this area, which means the only 
    thing of concern to us here are the staircases.  There are two on the 
    west wall, including the one you came down, and two on the east wall, 
    though the northern-most staircase on the east wall; the one directly 
    opposite the staircase you came down (which would have also lead 
    upward), is blocked by trash and rubble.  That means there are two 
    staircases leading down that you need to explore; one on the east wall,
    and one just south of you, on the back side of the stairs you came 
    down, on the west wall.  Whew.  Fighting the three Double Heads is a 
    bad idea, since it will use up a lot of ammo and/or healing items, and 
    the dogs will be replaced after finding a certain item at the bottom of 
    the eastern staircase.  So here is the best way to do handle this area: 
    as soon as you reach the bottom of the steps upon first entering 
    Platform 1, make a sharp right and head east a few steps, until you 
    clear the stairs.  Then turn right again, and run south along the
    wall between you and the westernmost staircase.  As soon as you can, 
    turn right again, towards the outside west wall, then right AGAIN, so 
    that now you are facing north once more.  Directly in front of you 
    should be a staircase going down.  Hurry down it before the Double 
    Heads take a bite out of you.
    
    This small area looks a lot more "normal" than Platform 1, but it is 
    still not nice.  The map shows this as being a long, narrow hallway, 
    with staircases leading off from it to the other Platforms, but it is 
    severely blocked off from this staircase.  Right around the corner from 
    the stairs is a pile of trash, and under the trash... a dead body.  
    This rubble keeps you from exploring the vast majority of this hallway.  
    On the table to Heather's right as she faces the rubble is two Health 
    Drinks and a box of Handgun Ammo.  Go back the way you came, and up the 
    stairs to Platform 1.  Without stopping, turn left and run STRAIGHT 
    across, towards the east wall.  When you hit the wall, make a sharp
    left and run straight north, down the stairs that should be right next 
    to you.  You are now on the other side of the long, narrow corridor, on 
    the other side of the rubble from the area with the dead body under the 
    rubble (strangely enough, on the map, the staircase you just came down 
    is labeled "to Platform 2", though we know it just leads back up to the 
    other side of Platform 1.  Whoopsie!)  On the table to Heather's right 
    is an important item, the "Nutcracker".  Too bad we didn't have this 
    earlier, when we had the Walnut, huh?  However, this item is not 
    actually going to be used for cracking nuts, it is going to be used to 
    un-due the Bolt and Nut that secures the chain on the gate leading to 
    Platform 2.   So head back up the stairs leading to Platform 1. If you 
    killed the three Double Heads in Platform 1 earlier, two new ones have
    appeared to try to keep Heather from getting away clean with the 
    Nutcracker.  Luckily, you are now done with Platform 1.  Run diagonally 
    northwest across the area, aiming to hit the west wall just north of 
    the stairs leading up (use the map to help guide you), then turn left 
    and run up the stairs to safety.  The Double Heads will not follow you 
    up or down stairs.
    
    Run all the way back to the chain-bound gate leading to Platform 2 (if 
    you don't remember where it is, check the map; it is in the southeast 
    corner).  Place yourself directly in front of the chains, and then 
    "Use" the Nutcracker on them to open the path.  Go through the now-open 
    gates and follow the path down the stairs to Platform 2.
    
    Walk straight forward from the stairs, and don't worry about enemies.  
    There aren't any in here... at the moment.  You should notice that 
    there is a subway car on Heather's right, but it looks pretty beat up, 
    and this is Platform 2; it isn't Heather's train anyway.  At the 
    southern end of the train is an open door.  Go inside.  A Shotgun is 
    sticking out of a partially unwrapped birthday present resting on a 
    bench near the southern door of the subway, so grab it.  As soon as you 
    do, the Radio should start squawking.  Ignore it for the moment, as the 
    critter won't bother you while you are in the subway car.  Head towards
    the north end of the car, and you will find two boxes of Shotgun Ammo 
    on the bench, on the same side of the car as the Shotgun was.  Leave 
    the subway car and head back towards the stairs.  There is a disgusting 
    mound of flesh blocking the staircase that you came down originally.  
    This is a new enemy, called an Insane Cancer (see section I-b-3 for 
    more details).  You can tangle with it if you want to practice battling 
    this new enemy under controlled conditions (resist the temptation to 
    use your new Shotgun on the Cancer, as it is a waste of ammunition, and 
    it is more scarce than Handgun Ammo; use the Steel Pipe, if anything), 
    but since you don't need to go back up these stairs, you can avoid it 
    entirely if you want to. After it is dead, or if you choose to bypass 
    it altogether, run north between the subway car and the stairs, until
    you hit a metal fence that is this area's north wall.  There is a door 
    on this fence, but it is jammed and cannot open.  Move right until you 
    hit the east wall, then turn around and head south again along the east 
    wall, and go down the stairs, which run beneath the stairs you used to 
    come into this area from above.
    
    You are now in the southern section of the long, narrow hallway where 
    you found the nutcracker.  Follow the hallway as it turns right at the 
    bottom of the stairs.  Straight ahead there is a pile of garbage and 
    rubble blocking the set of stairs that the map says leads to Platform 
    1.  Turn right and head north up the hallway.  Soon you will pass a set 
    of stairs leading down on your right; the map says this leads to the 
    other side of Platform 4, where you got shoved onto the tracks by the 
    angry spirit earlier.  However, this area is inhabited by three Double 
    Heads, and has no items or exits, so it is pointless to go down here, 
    unless you are stupid and/or itching for a fight.  If you do go, note
    that there is only one Double Head to begin with, usually to the west.  
    After you examine the fence blocking the way west (with a door with a 
    broken lock set into it), the other two Double Heads will have appeared 
    in the eastern part of this area.  As previously mentioned, there are 
    no items or exits, so after checking this area out return to the floor 
    above.  Continue down the hallway, and soon you will reach another 
    stairway to your right, this one leading down to another area of 
    Platform 3, the platform that goes to Bergen Street, Heather's stop.  
    There is nothing else in this hallway, as the path north dead-ends, and 
    none of the doors in this hallway open.  Go down the stairs towards 
    Platform 3.
    
    If you didn't kill the Double Heads, you will be able to hear and see 
    them in this area, on the other side of the tracks from you, but don't 
    worry about them, as they can't reach you over here.  Run straight 
    ahead from the bottom of the stairs until you hit the east wall.  The 
    camera angle should suddenly shift, showing you a door set into the 
    wall a short distance down the subway tunnel, on the north wall down by 
    the tracks.  This is the one place where you should step onto the train 
    tracks to investigate.  Jump down now and head towards the door, but 
    DON'T OPEN IT YET!  When you try to open the door, it won't open, but a 
    train starts coming from the east and two Double Heads attack
    from the west.  Obviously, you don't want to stop to fight the Double 
    Heads, nor do you want to run away from them, right into the oncoming 
    train! In addition, the train comes quickly, so if you are not exact 
    with your movements, you are going to get squished.  So here is what 
    you need to do; walk past the door slightly to the east, and then turn 
    back towards them, so you are facing towards them but angled so that 
    you are facing west, away from the direction the train is coming in.  
    When you are ready, try the door, and then immediately start running 
    west, back the way you came.  The Double Heads stay closer to the
    north wall of the tracks, so jag briefly to the left, south-westward 
    until you are past them, and when you are past them and the short fence 
    that keeps you from climbing back up, run to the side and hammer on the 
    "X" button until Heather pulls herself back up.  If you timed it 
    correctly, you will see a cutscene of Heather pulling herself to safety 
    in the nick of time.  If you timed it incorrectly, you will see a 
    cutscene of Heather getting smeared by the train.  Either way, 
    Heather's train has arrived.  None of the doors on this end of the 
    train are open, however, so run west until you reach the fence that 
    acts as this area's west wall.  There is a door set into this fence 
    that you can unlock from this side.  This is the other side of the door 
    that I said was "locked from the other side" when visited the other 
    section of Platform 3 earlier.  Go through the door now.
    
    If you killed the two Double Heads here earlier, then you should have 
    no problem here.  If you didn't, they are still around and you will 
    have to dodge them as you run west.  There are no open doors on THIS 
    section of the train either, and there is no door leading west, so run 
    west up the stairs near the north wall, to the landing between these 
    two areas of Platform 3.  Run straight across, and down the western 
    stairs on the other side, to another section of Platform 3, where you 
    found nothing but a health drink earlier.  Finally, the last door on 
    the train as you run west is open, as if in invitation.  Since there is 
    no sense in sticking around here, go ahead and enter the train now.  
    Small surprise, the doors slam shut behind you, and the train takes 
    off.
    
    When the cutscene ends, Heather is facing into the moving train.  If 
    you want, do an about face and go through the door at the very back of 
    the train, but be very careful; there is nothing back there but fast 
    moving track, and a messy death if you do anything other than a quick 
    turn around and re-enter the train. I guess that means there is only 
    one way to go.  Run towards the front of the train, and you will come 
    across a Save Point painted on the floor.  Save if you like, because 
    there are a few enemies on this train, and it is too narrow for
    Heather to avoid them entirely.  When you save, Heather wonders whether 
    she can be "contaminated" just by standing on the symbol, but it is 
    really too late to worry about that.  After you save (or not) continue 
    forward and through the door at the end, further into the train.
    
    There are two Numb Bodies in this car, so try to engage them one at a 
    time with the Steel Pipe if at all possible.  If it doesn't look likely 
    (i.e. they are both almost right on top of you), kill one with the 
    Handgun, then switch to the Steel Pipe to kill the other, since you 
    don't want to waste ammo on Numb Bodies if you can help it.  After they 
    are dead, you can try to go back the way you came, towards the save 
    point, but be careful... there is no longer a car behind you!  As you 
    progress through the train, the car you just left disappears, forcing 
    you to go forward.  Do a careful about face and re-enter the car, then
    continue forward until you reach the end of the car.  Go through the 
    door at the end.
    
    The next car is empty, and as before, the car behind has disappeared.  
    Enjoy the calm as you run through this car and out the door on the 
    other side.
    
    No, you aren't hallucinating (this time); the Numb Bodies are getting 
    bigger!  There is a bigger one and smaller one in this car.  Whack them 
    to death with the Steel Pipe (you should have enough time to kill them 
    one at a time, because big Numb Bodies move quicker than little Numb 
    Bodies; they take bigger steps), then run through the door at the other 
    end.
    
    This car is empty except for some useful items on a bench to Heather's 
    left, towards the far end of the car.  Watch Heather's head swivel for 
    the exact location; there is a First Aid Kit and a box of Shotgun 
    Shells.  Continue through the door at the end of the car.
    
    The next car is empty as well.  Run through it and out the door on the 
    other side.
    
    If you didn't kill the first Insane Cancer you saw, right after getting 
    the Shotgun, then this will be your first tangle with one, and in close 
    quarters, too.  Don't lose your nerve; they are fairly slow moving, and 
    a barrage of attacks from the Steel Pipe can easily interrupt their 
    attacks.  Use constant overhead strikes, complemented by quick jabs 
    when it looks like it is going to use its double-fisted overhand 
    attack.  When it falls once, keep using the overhead attack to beat it 
    while it is on the ground, as this does massive damage.  Once it 
    "deflates" it is really and  truly dead, and you can leave through the 
    door it was guarding.
    
    This next car is empty.  Run through it and out the door on the other 
    side.  This triggers a cutscene; the train is now stopped, and the side 
    door at the end of the car is open.  If you examine the last door at 
    the end of the train, where the next car would have been if you had 
    kept going, you find that there IS no next car, no engine, and no 
    reason that the train should have been moving!  Leave the train through 
    the nearest door on Heather's left.  There is a Save Point Scrawled on 
    the wall directly across from the door to the train, so use it if you 
    would like.   Turn left and run all the way to the end of the tunnel.  
    There is a door at the end, on the same wall as the save point.  Go on
    through to enter a new underground area.
    
    
    II-b-2. "Sewers; The New Smell of Fear...":  The Underground Passage
    One should be able to tell immediately that this is not Heather's 
    normal subway stop, but there is nothing we can do about it.  Turn 
    right and run down a long flight of stone stairs.  At the bottom, the 
    path goes left and right, but you will find that the path to the left 
    is blocked by a metal fence with a broken door, so turn right and run 
    all the way to the end of the long, concrete hallway.  There is a large 
    metal door at the end, but prepare yourself before you go through, as 
    there are baddies on the other side.
    
    In this area are two Pendulums and a medium sized Numb Body.  It is 
    never a great idea to tangle with more than one Pendulum if you can 
    help it, and there is only one other exit from this room (there are 
    fences with doors in them on the both far ends of the room, but the 
    doors are jammed), and no items, so it is best just to run for the exit 
    on the other side.  If you want to tangle with the enemies here, wait 
    for the Numb Body to come to you and kill it with the Steel Pipe, then 
    take out the Pendulums one by one by using the Shotgun at close range 
    to knock them out of the air and then switching to the Steel Pipe to 
    finish them.  This is a lot more difficult then it sounds, as it can be
    difficult to engage them one at a time.  If you used the Save Point 
    back where the train let you off, you can practice the best method for 
    taking them out, and simply reload the game if you did poorly.  But I 
    suggest just avoiding this particular group of enemies.  Since it is 
    really hard to find you way around this room without a map, here is the 
    best way to find the other door and get out: run straight across the 
    room to the wall on the other side, and then follow the wall LEFT until 
    you reach a blue door.  This is the one you are looking for, so go 
    through it.
    
    You will be able to hear the honking of hunting Numb Bodies in this 
    area.  If you want to fight them, feel free, as they are easy to 
    separate and take out one by one with the Steel Pipe: there are only 
    two of them in this hallway.  Move forward down the hall until you 
    reach an intersection: the path continues left and straight ahead, and 
    there is a door to your right.  The two Numb Bodies are usually near 
    this intersection, so deal with them as you see fit.  The paths 
    straight ahead and to the left lead to the same area: there is a door 
    at the end of each, leading into opposite ends of a circuitous tunnel,
    patrolled by two Numb Bodies.  There are no items or doors leading out 
    of this area, just the door at the end of the path straight ahead on 
    one end, and the door at the end of the leftward path at the other 
    (there are actually two doors at the end of this path, but the one 
    straight ahead is jammed; it is the door to Heather's right that you 
    would be looking for); it is pointless for you to go explore this area, 
    but if you are itching to do some killing, the two Numb Bodies 
    patrolling it are easy to dispatch.  When you are done (or if you 
    choose not to waste your time), return to the intersection and go 
    through the blue door.
    
    There are three Numb Bodies in this area, and it is narrow, so you 
    might want to kill them.  Walk forward, down the brick hallway until 
    you reach the intersection they are patrolling; the path continues 
    straight or branches left. The Numb Bodies tend to come at you all at 
    once if you rush them, but if you approach slowly, the light from your 
    flashlight might catch the attention of one of them and separate it 
    from the group so that you can easily take it out.  Repeat as 
    necessary, until they are all dead.  The path leading straight ahead at 
    the intersection has a door at the end that is jammed, so take the path 
    to your left and go through the door at the end.
    
    There are two objects in this room, and one of very obvious: there is a 
    big goddamned Maul sitting in a pool of blood sitting on top of a 
    locker that has been knocked on its side to Heather's left as you enter 
    this room.  Pick it up, and examine the blackboard just to the left of 
    this to find the Underpass Map.  There is a toolbox to the left of 
    this, but there is nothing you can do with it, even though it seems 
    important.  To the right of where you found the Maul is a locker that 
    is seeping blood, and there is a strange and disturbing noise as you 
    approach it.  Fortunately, nothing happens even when you examine it, 
    and Heather refuses to open the locker.  On the opposite side of the 
    room from where you found the Maul and the map (west wall, according to 
    your spiffy new map), there are a couple of shelves, but unless you 
    exited the subway train low on supplies, there isn't anything you can 
    take on them.  If you WERE low on ammo, then you will find some Handgun 
    Ammo here, and if you were low on health items, you will find a First 
    Aid Kit.  Go through the door on the south wall, opposite the door you 
    came in through.
    
    There are enemies in this area, but the ambient background noise makes 
    it sound worse than it actually is.  There is a large Numb Body and two 
    smaller Numb Bodies in this area.  Your first instinct may be to pull 
    out your brand new Maul and go to town, but the Maul is cumbersome and 
    extremely slow to swing, so stick to the Steel Pipe.  Move forward 
    (south) down the hall until you reach a path branching east, or engage 
    one of the Numb Bodies. Defeat them using the same tactic as before: 
    bait one out with the flashlight by moving slowly forward until you get 
    its attention, then lead it back down the hallway a short distance 
    before taking it down with the Steel Pipe.  Do this until all three are 
    dead.  Run straight south, past a blue door on Heather's right, until 
    you hit the far wall, then turn right at the end and run all the way to 
    the dead end on the west wall, where you will find a box of Shotgun 
    Shells on top of a rusty oil drum.  Head back the way you came, towards 
    the intersection where the path branches east.  As you head back, you 
    see the blue door again, and if you check the map you will find it 
    leads into a short and narrow area to the west.  Detour briefly through 
    this door.
    
    Head west until you reach a pile of junk and rubble at the end of this 
    short passage.  On top of a box to Heather's right, near the north 
    wall, you will find a package of Beef Jerky.  Just to the left of that 
    is a wine rack.  Examine this to take an empty Wine Bottle, then go 
    back the way you came and carefully leave this area.
    
    I say "carefully" because there are two new Numb Bodies here if you 
    killed the original three, and they are nearby; one slightly to the 
    north of the door you just came out, and one slightly to the south (if 
    you didn't kill all the Numb Bodies earlier, there is now one more 
    small one).  They are still very easy to kill if you want, but also not 
    necessary.  Deal with them as you see fit, then run north until you 
    reach the intersection. Turn right to take the path leading to the 
    east, and run through the big metal door at the far end.
    
    You should be able to hear that there are Pendulums in this area.  
    Bringing up the map, you should see that this a tunnel leading east, 
    with door on the north wall near the end.  Do not, repeat, DO NOT try 
    to run all the way east to see what is at the end, as there is a sudden 
    fall at the end, and the two Pendulums in this area are near it.  As 
    always, don't bother messing with the Pendulums (but if you REALLY want 
    to, use the usual tactic of Shotgun to bring them down, then switch to 
    the Steel Pipe to finish them). What you should do is run to the
    north wall and follow it east, dodging any Pendulums that you see, 
    until you find the door leading north, and then go through it.
    
    This is a long, narrow tunnel leading north.  There are no enemies, 
    items, or diverging paths, so simply run all the way to the north end 
    and go through the door there.
    
    This appears to be a large area, with paths leading north, east, and 
    west.  However, there is absolutely nothing of interest to the north or 
    west, just fences with broken doors set in them with junk nearby.  Head 
    east until the path branches.  The tunnel heading north is blocked by 
    another fence that you can't bypass so head through the large shutter 
    door to the south.
    
    When you first enter this area, it is patrolled by two large Numb 
    Bodies.  Though normally Numb Bodies are pushovers, you do not want to 
    mess with two large ones at the same time, so if you want to kill them, 
    do so one at a time.  Run forward until you see a narrow hallway on 
    Heather's right.  Duck into it and then turn around and try to lure the 
    first Numb Body into the narrow hallway so that you can kill him 
    without his buddy interfering.  The two are spaced well enough that you 
    should have time to kill the one before the other shows up, so you can 
    then deal with that one as you see fit.  Or you can just ignore them 
    and slip in and out of this area without messing with either of them.  
    If you bring up the map, you will see that there are two paths leading
    west with rooms at the end of them, and a door at the south end.  DON'T 
    GO THROUGH THE DOOR AT THE SOUTH END!  There is nothing in here except 
    for Pendulums and Numb Bodies, and it is too small an area for fighting 
    them to be effective.  Instead, slip into the second of the two small 
    tunnels to Heather's right (the south-most one) and go through the door 
    at the end.
    
    This small machine room is dominated by a large desk in the center.  On 
    the northwest corner of the desk you will find two Health Drinks, and 
    on the east side of the desk you will find a box of Handgun Ammo and a 
    box of Shotgun Shells.  Oh yes, and on the north wall you will find a 
    Save Point, with a Kerosene Heater to the right of it.  If you examine 
    the Heater, Heather will comment that there is still Kerosene inside, 
    but that she will need something to put the Kerosene in.  Luckily, you 
    should have an Empty Wine Bottle, so "Use" the Wine Bottle on the 
    Kerosene Heater to fill it up.  Heather should now have an Oil-Filled 
    Bottle.  There are some lockers, some machines, and a blackboard in 
    this room as well, but they are not important.  Use the Save Point if 
    you like, then go leave the room once more.
    
    If you killed the two large Numb Bodies earlier, there are now three 
    small Numb Bodies.  If you did not kill the two Numb Bodies earlier, 
    there are now two large Numb Bodies and two small Numb Bodies.  You 
    still do not want to go through the shutter doors on the south side of 
    this area, but rather head towards the second narrow tunnel branching 
    west, which is just north of you.  You should either kill the Numb 
    Bodies or avoid them and head straight for the tunnel just north of 
    you; you aren't coming back to this area, so you don't need to kill the 
    Numb Bodies if you don't want to.  Just turn left at the end of the 
    narrow tunnel, run until there is another narrow tunnel on Heather's
    left, then run west and through the door at the end.  If you do want to 
    fight the Numb Bodies, use the same tactic as before; lure them one by 
    one into the narrow tunnel and kill them separately, until there is one 
    left, then seek it out and kill it.  THEN head through the north- most 
    of the two narrow tunnels leading west.  Go through the door at the 
    end.
    
    There is a ladder in the north end of this room, leading down into 
    filthy sewage.  In the south of this room is the Drainage Pump needed 
    to clear the filth so that Heather can descend.  Examining the machine, 
    Heather finds that the pump requires fuel to run, and it is all out.  
    Luckily, you are carrying some Kerosene in a Wine Bottle.  "Use" the 
    Oil-Filled Bottle at the open hatch on the southeast side the machine 
    to refill it.  Then activate the machine with the on/off switch on the 
    opposite end of the machine.  The machine drains the hole, and Heather 
    is now able to descend the ladder.  Do so now.
    
    On the south end of this filthy hole is the gate that opened to drain 
    the sewage out of this area.  On the southern corner of the west wall 
    is a nasty, bloody stain.  As you approach it, there is an ominous 
    noise nearby, but it means nothing.  On the east wall is a set of 
    stairs leading upward.   Since there is nothing else of interest in 
    this area, climb the stairs to the east.  Heather will soon reach a 
    landing, and there will be another set of stairs leading upward on 
    Heather's right.  Continue up this set of stairs and go through the 
    blue door at the top.
    
    Run east across a metal bridge, then down a long staircase until you 
    reach another blue door.  Go on through.
    
    This long sewer tunnel leads north and south, but the north end is 
    blocked.   Head south.  If you want to avoid a large Numb Body, you can 
    jump down into the raw sewage and run safely past it on your right on 
    the way south.  Otherwise, just run south and kill the Numb Body with 
    the Steel Pipe.  Either way, the far southern end of the tunnel is 
    blocked, but there is a door on the east wall and a door on the west 
    wall.  Go through the door on the west wall first.  There is something 
    you need to pick up before you continue east.
    
    Run up the long set of stairs.  At the top, run down the passage until 
    you find a metal bridge, identical to the one you crossed going 
    eastward out of the Drainage tunnel a few minutes ago.  There is one 
    difference, however; a creature or dead body can be seen submerged in 
    the murky water under the bridge.  It can't hurt you, and it doesn't 
    move, so continue across the bridge and through the blue door on the 
    other side.
    
    This small room is filled with junk.  As you move forward, the camera 
    angle will shift to highlight a Hairdryer on a chair to Heather's left, 
    which can be (and should be) retrieved.  There is also an Ampoule on a 
    self against the west wall.  Other than that, there is just a bunch of 
    strange and useless junk, including a wheelchair in the blue bin in the 
    southern corner of the room.  There is nothing else to pick up in here, 
    so leave this room and head back east.
    
    As you cross the bridge, you might notice that the object that was 
    submerged earlier seems to have moved on... ominous, but otherwise un-
    important.  Run down corridor and down the stairs on the other side of 
    the bridge and out the door at the bottom.
    
    Back in the sewer tunnel, there is a large shutter door on the opposite 
    side of the sewer, on the east wall directly opposite the door you just 
    came through.  Work your way over to it (by heading slightly south, 
    crossing the tunnel at the southern end, and then heading back north, 
    or by just jumping into the sewage, crossing the tunnel and climbing 
    back up on the other side) and go through.
    
    Three Numb Bodies, one large and two small, patrol this area.  Deal 
    with them as you see fit, and then turn left and head north at the "T" 
    intersection (there is nothing but a jammed door to the south).  Go 
    through the door on the east wall, on Heather's right.
    
    This small Save Room warrants careful perusal; it could just save your 
    life.  There is small desk in the middle of this room.  There is a 
    Health Drink on the east side of the desk, on the green mat.  On the 
    north side of the desk is a very important document.  It is a notebook 
    in which is written the last words of a brave man.  He says there is 
    monster in the water, which killed two of his best friends, Jose and 
    Jaime.  He speaks of alligators in the sewer, but that is not the case, 
    and he says that even the word "monster" is not quite right.  The 
    important bit is that there is something deadly in the water, and that
    guns, knives, and other weapons are useless against it.  He mentions 
    that a hand grenade would do the trick... but don't get your hopes up, 
    because there isn't one.  Look around the room some more.  There are 
    some shelves, some filing cabinets and bank of security monitors 
    against the north wall, but none of them are of interest, as the 
    documents are boring and the security monitors don't work.  There are 
    other useless documents strewn across the floor (though one is an 
    accident report for Jaime and Jose, and Heather notes "today's date"
    on another), including a hand-written "Danger! Keep Out!" sign on the 
    floor next to the door on the east wall, suggesting that the next area 
    is probably the one with the sewer monster.  The Save Point is drawn on 
    the floor in the northwest corner of the room.  Use it if you want, 
    then leave through the door on the east wall.
    
    The first thing that you will probably notice is the blood smeared on 
    the floor and on the door you just came through.  There is a catwalk 
    crossing the water to the east, but don't try to cross yet unless you 
    fancy dying horribly.  Instead, head left from the door and you should 
    find a Power Outlet on the west wall, to Heather's left.  Say, if you 
    plugged something in here, and then threw it in the water, then 
    anything living in the water would become a crispy critter!  "Use" the 
    Hair Dryer on the Power Outlet to par-boil the tenticular monstrosity 
    in the water.  Now you can safely cross the catwalk to the other
    side.  On the other side there are some machines to Heather's right, 
    but they don't do anything.  Go through the door on the east wall.  
    Notice there is an "Exit" sign above this door.  This bodes well.  The 
    end of the sewers draws near.
    
    Turn right and run south all the way to the door at the end.  There 
    will be a path to Heather's left, but ignore it, as it is blocked by 
    junk.  Go through the blue door in the south end of the tunnel.
    
    In here you will here the horrible sound of Pendulums.  This is another 
    sewer tunnel, and with Pendulums around you will want to stick to the 
    stone walkways. Bring up the map to see where you want to go.  The goal 
    is the small, narrow tunnel leading west to the south of the door you 
    just came through.  If you could follow the stone path to Heather's 
    right, it would be easy, since she would then be on the same side of 
    the sewage as the exit, but the way to the right is blocked, so it will 
    have to be the long way. Just turn left at the door and follow the 
    path.  It will turn a number of times, but keep following it.  There is 
    only one Pendulum that can reach you in this area, as the others are on 
    the other side of some fences.  You should be able to avoid the one on
    your side, but if it gets in your path, drop it with a short-range 
    shotgun blast to teach it a lesson and keep moving.  Eventually you 
    will reach the narrow passage leading west.  Follow this path to the 
    end and go through the door on the north wall.
    
    You are now officially off the map, but you are also at the end of the 
    sewers.  Run down the long flight of stairs, down the long corridor, 
    and up the stairs at the other end, then go through the door at the 
    top.
    
    There is a bunch of junk in this room, but the only thing of concern to 
    Heather should be the rusty metal staircase almost right across from 
    her.  Follow its twists and turns to the top, then turn left and run 
    forward to the base of a ladder.  There is nothing else here, so climb 
    the ladder to finally get the hell out of the sewers.
    
    Finally, fresh air!  This area is above ground, but it is also 
    surrounded by tall, dirty white cloth walls that should be unnerving to 
    Silent Hill veterans. Head left and follow the path around the 
    building; there is only one way to go.  Eventually, you should see the 
    red glow ahead of a Save Point drawn on top of an oil drum.  Save if 
    you want, then as you are facing the Save Point, follow the rubble 
    right until you hit the wall of a dilapidated building, then turn right 
    again and follow the building's wall until you reach as set of double 
    doors.  Go inside to enter the next portion of the game.
    
    II-c. Part Three: "How To Succeed In Business Without Really Dying..."
    
    II-c-1. "Some Spackle, a new coat of paint... and it will still 
    suck...": Unfinished Building
    This first area shouldn't take too long, because there are not any 
    enemies here (Yay!) and the building is fairly small.  Run forward and 
    follow the hallway as it turns left, past a jammed doorway, two 
    doorways blocked by paint cans, and an elevator that won't work, all on 
    the left-hand side.  If you left the sewers with few health items to 
    your name, then there will be two Health Drinks sitting on top of some 
    of the boxes that are blocking one of these doors.  Go through the door 
    at the end, just past the elevator.
    
    The next area is a stairwell, and there are no items that you can use, 
    so just climb the stairs.  You will find that the doors to the 2nd, 
    3rd, and 4th floors are all jammed, and that the doors of the 3rd and 
    4th floors bear signs that state the floors have collapsed, and the 
    floor cannot be accessed.  Climb the stairs all the way to the top and 
    go through the door to what should be the 5th floor, though it is 
    unmarked.
    
    Right next to the door, on the right, is the elevator, which still 
    won't work.  Just past that is a bathroom, and if you examine it, 
    Heather comments that it looks like it has been used recently.  At the 
    far end of the hall is a door with an electrical cord reel and a bag of 
    cement next to it, neither of which you can use.  Go through the door 
    on your right.
    
    Walk forward into this next room and you will find more signs of recent
    habitation.  There is a little makeshift camp here, with empty bottles 
    and cans and mattress suggestion that someone was living here.  There 
    is a box of Handgun Ammo sitting on top of a box near the mattress.  
    The mattress itself is right next to a gaping hole in the floor.  You 
    will need to push the mattress into the hole, but first use it as a 
    marker to find a well-hidden item.  Stand next to the mattress and turn 
    so that your back is to the bottles and can and junk, so that you are 
    facing in the direction of the door you entered this area from.  The 
    wall right straight ahead, right next to the alcove where the door
    leading back towards the elevators is, is a lot more white then the 
    rest of the surrounding walls, as if it has been recently re-plastered.  
    Have Heather examine it (as you get close, the camera angle shifts to 
    highlight the area) and she says as much, and mentions that the wall 
    might break if she hits it hard enough.  So what are you waiting for?  
    Use the Steel Pipe to smash the wall in.  You will see a pair of legs 
    through the area that you smash down, and if you search the rubble of 
    the wall you smashed, you will find the Silencer.  When it is equipped, 
    the Silencer suppresses the noise of the Handgun or Submachine Gun, but 
    reduces the effective attacking power.  Use it when you don't want more 
    enemies to come running.  After you have found the Silencer, go back 
    and examine the mattress to shove it into the hole in the floor.  You 
    will be following it down the hole in a moment, but not quite yet.  On 
    the opposite side of the hole, just past some boards bridging a small 
    gap, there will be a box with a Health Drink on top.  Now jump down the 
    hole, landing safely on top of the mattress.  (Note: you can jump down 
    the hole BEFORE dropping the mattress down to cushion you fall, but it 
    results in painful death.  The choice is yours.)
    
    Check out this new area and you will find a whole lot of nothing, other 
    than rubble and the mattress that you threw down here.  There is one 
    door in this area, but it is jammed.  The only way out is through a 
    gaping hole in the wall, just past a red emergency light on a column 
    near the mattress.  Cautiously duck through the hole in the wall.
    
    You are on some scaffolding on the outside of the building, and so are 
    two Pendulums.  The scaffolding stretches left and right, but there is 
    nothing to Heather's right except for one of the two Pendulums.  You 
    don't want to fight them, and you don't need to, so turn to Heather's 
    left and run.  You should be able to avoid both Pendulums if you don't 
    linger, but don't be reckless either, as you can lose your balance and 
    fall of the scaffolding.  Follow the path as it turns left around a 
    corner, and keep going until the camera angle shifts to show you an 
    open window on Heather's right.  This is your stop.  Duck inside to
    enter the Office Building.
    
    II-c-2. "Forget Fortune's 500, this is Fortune's 666...": Hilltop 
    Center Office Building
    Hey, swank digs!  Documents on the bookshelf in this office tell you 
    that this is the reception area for a mannequin company.  There isn't 
    anything to pick up here, so go through the door next to the coffee 
    cart.
    
    Directly ahead of Heather as she enters this hallway are boxes full of
    mannequin catalogues, which we don't need.  Turn left and head down the
    hallway.  There is a door where the hallway turns right but it is 
    jammed, so ignore it as you follow the hallway right.  The next door, 
    on your right, is also jammed, but the next door on your left, with the 
    words "Store Front Poseables" written in small purple writing can be 
    opened, but do not do so yet. Continue past it and past another jammed 
    door on your right, then turn the corner.  There are two doors here, 
    one on Heather's left, and one straight ahead.  The one to the right is 
    jammed, so go through the door straight ahead.
    
    This creepy little room is full of mannequin body parts that freak 
    Heather out a little.  Check out the mannequins right in front of the 
    door, then turn left and look at the one mannequin that has a head, 
    which makes Heather a little less uncomfortable than the decapitated 
    ones.  Head back towards the door, then turn right to go around the 
    central shelf to the other side opposite the mannequin with the head.  
    As you turn into this area there is a scream and thud, which should 
    startle the hell out of you.  On the opposite side of the central shelf 
    from the mannequin, against the back wall, you will find a box of
    Handgun Ammo and a box of Shotgun Shells.  Now it is time to go see 
    what that noise was.  Go back and examine the unique mannequin for a 
    nasty shock... so much for its head.  And could that really be blood?  
    You will have plenty of time to ponder this in the nightmares you will 
    have about this room for the rest of your life, but for now leave the 
    storeroom and go back down the hall to the door with "Store Front 
    Poseables" stenciled on it in purple.  It should now be on your right.  
    Go through the door.
    
    There are two Double Heads in this area.  You are going to be using 
    this area quite a bit, so do yourself a favor and kill them now.  If 
    they come at you one at a time, kill them with the Steel Pipe.  If they 
    do not, move into the open and use the Handgun to strafe around them, 
    killing them one at a time.  From the front door, move forward until 
    you reach the intersection.  On Heather's right, in a little alcove, 
    are two doors, which are both jammed.  The hallway branches straight 
    ahead and to the left.  Check out the left branch first.  As you move 
    forward into this area there will be alcoves with elevators off to
    either side.  The one on Heather's right is not working.  Neither is 
    the one to the left, but the door to this one is open slightly, though 
    not enough to slip through.  Maybe we can find something to open it 
    wider.  Just past the elevators the leftward hallway ends, and there is 
    a doorway to Heather's right. It opens into a stairwell, but we don't 
    need to go to another floor yet.  Head back to the first intersection 
    and try the hallway that was straight ahead when you first entered this 
    area.  Where the hallway turns to the right, there is a door that is 
    clearly marked "Monica's Dance Studio" with Purple Stenciling on
    the door and posters to the right of the door.  To the right of this 
    the hallway ends with a door with a sign to the left of it that says 
    "Prindle & Enos Law Firm", but the door is jammed.  Go through the door 
    marked Monica's Dance Studio.
    
    This is a cramped and narrow corridor, but we will make things easy.  
    Go through the door almost directly across from the door you just 
    entered through.
    
    There is a cluttered desk to Heather's right and some kind of glass and 
    metal filing case to Heather's left.  Head forward until there is a 
    glass coffee table with comfy-looking chairs by it on Heather's left.  
    Folded up on the glass table is the map to the Hilltop Center.  Just 
    past this, directly ahead, is a Save Point.  From the Save Point, do a 
    180 and check out this end of the desk.  If you were low on ammo when 
    you entered the construction site, there will be two boxes of Handgun 
    Ammo on the desk.  If you weren't, there is nothing.  Almost right in 
    front of the Save Point is a drawer on the desk that is slightly open, 
    and that investigation shows us is rusted shut.  Heather thinks she can 
    open it, but she is going to need some sort of strong and narrow tool.  
    Use the Save Point if you like, and then leave the room.
    
    Use the map to orient you.  The room just to the north of you with the 
    purple mat on the floor outside is the actual dance studio.  Don't 
    bother going in there, however, unless you feel like doing a tango with 
    two Double Heads and an Insane Cancer.  There are no objects or new 
    exits from the room, so there is no reason to go there.  If you do want 
    to, you will find that you can fight the enemies one at a time rather 
    easily.  Those who jjust want to move on, skip the next paragraph.
    
    Only one of the two Double Heads is actually moving around the room, so 
    deal with this one before moving around the room too much.  The second 
    Double Head is by the north wall of the room, gnawing on somee kind of 
    bloody carcass.  You will be able to beat him to death without breaking 
    a sweat, as he pretty much won't react until you are right up to him, 
    and by then you will be beating him with the Steel Pipe.  The last 
    enemy, the Insane Cancer, lies dormant near the east wall.  He also 
    shouldn't be a problem to kill with just the Steel Pipe.  So there are 
    three enemies for your K.I.A. list, without you having to break
    much of a sweat, and it is good practice to boot.  Then go back out the 
    door into the narrow hallway and bring up your map.
    
    Are we all together again?  Good.  There are two doors south of the 
    Save Room, both on the east wall.  The first one is jammed, but the 
    second one is a locker room.  Go inside.  There is only one open locker 
    in this area, and which items you find inside is determined by how many 
    healing items you had when you entered the construction zone.  If you 
    had plenty of health items, there will be two Health Drinks inside.  If 
    were low on health items when you entered the construction site, there 
    will be a First Aid Kit and an Ampoule.  That's it for this area, so 
    leave this room, head back north, and go through the only door on the 
    west wall, right across from the save room, back into the main area 
    with the elevators.
    
    If you killed the Double Heads earlier, they are still gone.  If you 
    didn't heed my advice, you will have to either kill them now or dodge 
    them as to head towards the staircase in the north section of this 
    area.  Run straight ahead until you reach the intersecting hallways, 
    then take a right and run past the alcoves with the elevators in them 
    on either side of you.  The door is just past them on the right, with a 
    glowing red exit sign over it.  Go through the door into the staircase 
    beyond.
    
    You are on the third floor now.  You will find that the stairs go both 
    up and down, but the only other door that will open is the one on the 
    fifth floor.  Head up two floors and go through the door on the landing 
    marked "5".
    
    Turn left and run south, past both sets of elevators, which are still 
    not working.  You will reach an intersection, where you will find the 
    bathrooms straight ahead, but their locks are broken.  To Heather's 
    right, on the west wall, you will find a door marked KMN Auto Parts, 
    but it is locked, and we don't have the key.  Head east instead.  At 
    the end of this hallway you will find three doors.  The door straight 
    ahead has a broken lock, so forget about it.  The door on Heather's 
    right, on the south wall, is marked KMN Auto Parts, just like the 
    locked door to the east, but we are not going in here just yet.  First, 
    go through the door on Heather's left, on the north wall.
    
    This is the fine arts gallery.  To Heather's right as she enters is a 
    reception desk, but it has nothing to interest Heather.  Just past it, 
    on the same (west) wall is a painting entitled "Repressor of Memories", 
    a title that Heather mentions she doesn't like.  There are also two 
    doors on the west wall, just past the painting, but ignore them for the 
    moment as you explore the rest of the room.  On the north wall is an 
    area where it is obvious a large painting once hung.  Now there is just 
    its name placardd, telling us the painting was called "Flame Purifies 
    All".  Heather mentions she doesn't know what the title means, but that 
    she hates fire, and finds it frightening for some reason.  On the east 
    wall are a few more pieces of artwork; some ceramic pots that Heather
    doesn't care for because they are too big to use as vases, a painting 
    that Heather actually likes, called "Mountain" which she finds 
    soothing, and a painting that she doesn't tell us anything about other 
    than it costs 5000, which she obviously thinks is crazy.  Now for the 
    doors on the west wall.  The southern-most one, next to the "Repressor 
    of Memories" painting is jammed.  Go through the northern one, nearest 
    the area where "Flame Purifies All" once hung.
    
    It opens into another narrow hallway.  Turn left and run past a jammed 
    door to where a Screwdriver sits on top of some boxes on a hand 
    trolley.  The Screwdriver should be just what we need to open the stuck 
    drawer in the Monica's Dance Studio offices downstairs by the Save 
    Point, but there are some other items we need on this floor first.  Run 
    back south past the door leading to the art gallery and take a left.  
    There will be a jammed door on your left, and then the hallway turns 
    south, so take a right.  Run all the way to the end of the hallway 
    until you reach two doors, one on the west wall and one straight ahead 
    on the south wall.  Go through the door on Heather's right.
    
    Go straight ahead to find a monster slayer's best friend sitting on a 
    Daisho, or sword rack.  Heather grabs the shorter of the two Katanas 
    (which I think technically would be a Wakizashi, but who am I to 
    quibble), and won't take the other one no matter how loud you yell at 
    your television.  She says that too much stuff would slow her down, as 
    if the giant goddamned Maul that she is hauling around isn't too heavy 
    to bother with.  I guess the shorter one is better for little petite 
    Heather, but I would have preferred the longer reach.  Oh well.  There 
    is nothing more of interest in this storeroom, so turn around and 
    leave, Katana in hand.
    
    That last door on the south wall is jammed, so head back north and go 
    through the next door on the west wall, back into the art studio, then 
    cross the studio and leave through the door on the south wall, the one 
    you came in through originally.  The door to the KMN Auto Parts offices 
    is directly across from you; so go south through this door into another 
    narrow hallway.
    
    In here you will hear the sound of Numb Bodies.  There are three of 
    these little bastards around, so introduce them to the business end of 
    your new Japanese toy one at a time.  You should find that this weapon 
    is much more effective than the Steel Pipe, so it is time to retire 
    that faithful length of blunt metal, and use the Katana as your main 
    hand-to-hand weapon from now on. Once they are all dead, run back to 
    the door you first entered this hallway from and put your back to it as 
    though you just came in, to orient yourself.  The door directly to 
    Heather's right, on the east wall, is jammed, so ignore it and head 
    forward.  The hallway turns sharply right, and the next door on 
    Heather's right is jammed, so keep going until you reach an 
    intersection.  There should be a door on Heather's right, on the south 
    wall, a short stretch of hallway straight ahead, where you can see a 
    door straight ahead on the west wall and another next to it on the 
    south wall, and a hallway stretching north.  The first door on the 
    south wall, right at the intersection, opens, but it is nothing but a 
    tiny room with an Insane Cancer in it and no items.  This Insane
    Cancer is alert as you come in and the room is small, so it might be a 
    tough fight if you want to do it, but the Katana makes it easier.  I 
    suggest ignoring the room entirely.  The two doors straight ahead to 
    the west are both jammed, so head north up the intersecting hallway.  
    Go through the next door on the west wall, to Heather's right.
    
    This is an office, complete with cubicle-like desks.  On the west-most 
    of the two closest to the door, you will find a Health Drink.  There 
    are a lot of desks and shelves and papers and junk in this room, but 
    the only other item of interest is on the shelf in the northwest corner 
    of the room, the Jack.  The camera angle will shift to highlight its 
    locationn as you draw near.  Head back across this room and go out the 
    door you came in.
    
    There is a door almost right across from you on the east wall, and two 
    down the hallway to the north.  The two to the north are jammed, so go 
    through the door on the east wall.  You will have to unlock it from 
    this side, as it is the other side of the locked KMN auto door that you 
    saw earlier.
    
    You are back in the main area of the fifth floor, near the elevators.  
    Head forward a bit then take a left to head north past the elevators, 
    then go through the door with the red light above it on Heather's 
    right, back into the staircase and go back downstairs and out the door 
    back onto the third floor.
    
    Turn left and run past the elevators, then turn left again and run 
    until you reach the door leading to Monica's Dance Studios.  Go through 
    the door, and then in the next hallway, go through the door straight 
    across the hall, into the Save Room.
    
    Remember the stuck drawer right next to the Save Point?  "Use" the 
    Screw Driver on it to pry it open and receive the Rope.  Then use the 
    Save Point if you want, and leave the room.  Go back across the hall 
    and enter the main elevator room, and go to the west elevator.  "Use" 
    the Jack on the partially open elevator doors, and then, once they are 
    open enough for Heather to slip through, "Use" the Rope on the open 
    doorway to secure the rope so that you can climb down it into the 
    elevator shaft.  When prompted, select "yes", and Heather will lower 
    herself down to the second floor, where the elevator doors are also 
    open.
    
    Move forward a bit until you are standing in the intersection of two 
    hallways.  There is a jammed door and a Save Point to the north, if you 
    want to use it (might be a good idea for those who aren't too concerned 
    with their number of saves).  To the east is the other elevator, but it 
    still isn't working.  Head south until you reach the next intersecting 
    hallways.  Straight ahead are some bathrooms, but their doors are 
    jammed.  At the end of the hallway to Heather's left (east), there is a 
    jammed door with the words "ECHO Interiors & Floor Fashions" written on 
    it.  Head west.  Where the hall turns to the right, there will be a 
    jammed door to your left, a door straight ahead, and a short hallway
    to your right, with a jammed door at the end and a locked door on the 
    west wall; all the doors are stenciled with the ECHO logo.  Go through 
    the first door on the west wall, the only one that will open.
    
    This is another reception area, though this one is rather... dingy 
    looking.  There is only one item in this room, a package of Beef Jerky 
    at the feet of a stone dog in the southwest corner of the room.  There 
    are two doors on the south wall, but neither of them will open.  Go 
    through the door on the north wall, on the far side of the desk.
    
    This room is full of bathroom fixtures, though there is nothing you can 
    do with them.  There is a door to the east that is the far side of the 
    ECHO door that was locked when you examined it in the hallway.  Unlock 
    it if you like, though it doesn't really matter.  Go through the door 
    on the north wall.
    
    There is nothing of interest in this small storeroom except for a 
    single bathtub.  When you get near it, the camera angle shifts, 
    revealing that it may be important.  Examine the tub to begin a 
    disturbing cutscene, and change your entire situation.
    
    II-c-3. "Business so evil, it must be owned by Bill Gates..": Hilltop 
    Center
    Dark Side
    
    That time we got to see reality shift to the Dark Side.  Neato!  
    Luckily, the map still works for this area... somewhat.  Head south 
    through the altered area, as it is the only way you can go.  Exit 
    through the door at the end.
    
    Hmm. More bloody linoleum.  To Heather's right, there is a rusty 
    wheelchair with a doll and a box of Handgun Ammo sitting in the seat; 
    both are great gifts for young girls, but you can only take the ammo.  
    Straight ahead is something that looks like a piece of demented 
    performance art; there is a cage with fluorescent lights bound to it, 
    and in the middle is some sort of inert creature dangling from one arm, 
    with what I hope is just a baby doll dangling from the other.  This is 
    blocking a door, which you will not be able to get through.  Turn left 
    and go around a strange, rusty/bloody cage thing to go carefully out 
    through the door on the east wall.
    
    There is a new beastie here, a crawling monstrosity known as the 
    Slurper (see section I-b-8 for more details), as well as two Double 
    Heads.  The Slurpers are almost as noisy as the Pendulums.  There is 
    one nearby, so kill it with the Katana if it comes at you. If you are 
    able to finish it quickly, then you will be able to kill the Double 
    Heads easier later.  I suggest killing the Slurper first, then dealing 
    with the Double Heads later, one by one, when you come back to this 
    hallway a little later.  That way, they don't all come at you all at
    once.  If they DO come at you all at once, blast them with the shotgun 
    to hurt them all in a group, and once you have thinned their numbers, 
    switch to the Katana to finish off the stragglers.  However you choose 
    to deal with them, turn left at the door you entered the area through 
    and go straight north, through the door at the end.
    
    This was once some kind of waiting room (checking the map tells you 
    that this was the Green Ridge Mental Health Clinic; wonderful).  Turn 
    right and head past the check in into the main part of the room.  On  a 
    bench against the west wall you will find a photograph with the words 
    "Find the Holy One. Kill her?" written on the back.  Turns out that is 
    a picture of Heather.  This can't be good.  Just beyond the bench, also 
    on the west wall, is a Save Point.  Don't use it quite yet, as there 
    are is a long cutscene coming up, a few items to find, and then you can 
    save on the way out, so that if you die or have to quit, you won't have 
    to go through the cutscene again.  There is a locked door on the east 
    wall, opposite the Save Point.  Go through the door on the north wall.
    
    This triggers a cutscene in which we meet a new character, the first 
    since we met Claudia back in the Mall, and the first human we have seen 
    since you left Douglas and entered the Subway.  This is Vincent, and he 
    knows more than he is telling.  When you mention Claudia, Vincent gets 
    upset, and says that she was brainwashed by "that crazy old hag".  He 
    then retracts the statement, saying that "crazy old hag" is a bit 
    harsh, considering the woman he is referring to is Heather's mother.  
    When Heather presses him about this, he is amazed that she doesn't know 
    anything about it, suggesting "Harry" didn't tell her about her true 
    past because he didn't want Heather to turn against him.  Heather gets
    upset, and tells Vincent not to talk about her father like that.  So 
    this "Harry" is Heather's father.  Bells should be going off for Silent 
    Hill veterans right about now.  Anyway, Heather says to Vincent that if 
    he knows so much, why doesn't he stop whatever is happening?  He 
    demurs, saying that Heather should continue to enjoy herself a little 
    longer.  When Heather is appalled by this statement, he admits that he 
    himself finds events "fascinating".  Heather, disgusted by him and now 
    convinced that he is in cahoots with Claudia, leaves the room through a 
    different door than she entered, and you enter the clinic's office.
    
    Heather refuses to go back through the door leading to the room where 
    she met Vincent, so examine the shelf to Heather's left for a bevy of 
    items, one of which is important to proceeding; there is a bottle of 
    Oxydol, and a few health items.  Just how many items, and what kind, is 
    determined by how many health items you had when you entered the 
    construction site.  I usually get two Health Drinks and a First Aid 
    Kit.  You will get an idea of what the Oxydol will be used for in just 
    a moment.  To the right of the shelf with all the items, on the south 
    wall, there is an open junior high school chemistry book.  It reads,
    "When you pour diluted hydrogen peroxide onto manganese dioxide, oxygen 
    is produced.  Although oxygen will not burn on its own, it will help 
    other things to burn."  Though it is not explicitly stated, the Oxydol 
    is diluted hydrogen peroxide, the stuff that foams when you put it on 
    cuts to disinfect them.  This foaming is caused by the release of 
    oxygen as the hydrogen peroxide interacts with bacteria in the wound.  
    And this is basically all the book is saying; the oxygen released when 
    the Oxydol reacts with bacteria on a wound could be enough to stimulate 
    flames, if it was releasing enough oxygen.  Regardless, there is 
    nothing you can do with it now.  You will see the clever way in which 
    it is used a little later. Now leave this room through the door on the 
    west wall.  You will need to unlock it first, as this is the other side 
    of the door that was locked across from the Save Point in the reception 
    area.  Use the Save Point if you want, and then leave through the door 
    on the east wall, back into the hallway with the Slurper.
    
    If you didn't kill the two Double Heads and the Slurper here earlier, 
    this is the time to do so.  Use Katana to take them out one at a time 
    if possible, or the Shotgun/Katana combo discussed earlier if they come 
    at you all at once.  Once they are dead, go back to the door leading to 
    the doctor's office that you just came out of to orient yourself, and 
    put your back to it as if you just came out.  To your right is a jammed 
    door.  The next door on the right is the one leading back into the area 
    where you first appeared in the Dark Side.  The door at the south end 
    of the hallway is jammed.  Turn left here and then run until you reach 
    an intersection.  There are bathrooms to your right, but the doors are 
    jammed, as is the only door down the hallway straight ahead, on the 
    east wall. Turn left and run until the elevators are on either side of 
    you.  The door in the alcove straight ahead, which would have led into 
    the stairway, is jammed, and the west elevator, on Heather's left, 
    doesn't work.  The east elevator, on Heather's right, does.  Get into 
    the elevator, against your better judgment.  A gate slams shut behind 
    Heather, but don't freak out; it is just for effect.  Examine the panel 
    to the right of the door to select a floor.  Choose the first floor, 
    "1".  The elevator will go down one floor, and you will automatically 
    step out into the first floor's lobby area.
    
    Your Radio should be going crazy as soon as you step out of the 
    elevator, but you are actually safe for the moment.  There is a big, 
    nasty monster nearby, but it will not hurt you; it is just there to 
    make sure you can't get out of the building.  To find him, take a left 
    as you leave the elevator, then take a right and head north, following 
    a swath of blood until you find the monster.  Go ahead and walk right 
    up to it and examine it.  It won't bite.  It is called a Glutton, and 
    your weapons won't hurt it, so don't even try.   And it is indeed 
    blocking your way out.  On the ground in front of it is an open, but
    incomplete storybook telling of a monster that lived at the gates of a 
    town, so that no one could get out (sound familiar?).  Knights rode 
    against the monster with swords and spears, but none were effective, 
    and the monster ate them one by one.  One day a priestess came to town 
    to face the monster, and she... well, the rest of the story is missing.  
    Heather remembers reading the story when she was younger, but is 
    frustrated to find that she can't remember how it ended. Maybe our 
    intrepid hero should be taking Ginkgo Biloba for her memory.  There
    is nothing you can do about it at the moment, so head back south, past 
    the elevators (well, the elevator, anyway; notice the western elevator 
    is blocked off by a fence), until you reach an intersection.  Straight 
    ahead there is rubble blocking where the bathrooms would be.  The door 
    at the end of the hallway to Heather's right (west) is locked, and you 
    don't have a key.  Turn left and run to the east.  There are three 
    doors here, but only the one on the north wall will open.  Go through 
    the north door.
    
    This is the Last Drop Café (as you can find out a little later). Now 
    listen carefully.  There is an Insane Cancer in this room, but he can 
    be avoided.  He will not rise unless you come too close to him, such as 
    to grab the Shotgun Shells from the table next to him.  So you can 
    avoid battling him entirely by staying as far away from him as possible 
    as you move through the room, and saving the Shotguns Shells for LAST 
    so that you can zoom in, grab them, and then run out the door as he 
    rises.  Or you can just kill him.  I don't care.  Anyway, as you enter 
    this room there is a cash register on a counter to Heather's right, 
    spilling money, but that is of no concern to us.  Just beyond the 
    counter to the north is the dormant Insane Cancer, and the Shotgun 
    Shells are on the table to the right of him.  Turn right and head 
    toward the west wall.  At the end of the wrap around counter, to 
    Heather's right, against the west wall, is a bloody fridge.  This 
    contains the only other item you want in this room, the Pork Liver.  
    Hmm, what would happen if you poured Oxydol onto the liver?  Isn't it 
    essentially a big open wound of a sort, so wouldn't the hydrogen 
    peroxide provide a lot of oxygen if we poured it on?  You don't need
    to use them yet, but it is something to keep in mind.  Head back 
    towards the exit and grab the Shotgun Shells off the table and run out 
    the door to the south as the Insane Cancer rises, if you didn't kill it 
    earlier.  Make sure you have the Shotgun Shells and the Pork Liver 
    either way, and then leave through the south door.
    
    We have done all we can on this floor for the moment, since the door to 
    the west is locked.  Head back to the elevator by turning right, 
    running to the end of the hall, turning right again and running north 
    towards the Glutton monster, and then taking your next right to take 
    you to the elevator.  Get in, and then choose the fifth floor, marked 
    "5" (in addition to the second floor, where you started, and the first 
    and fifth floors, you can also get off at the fourth.  But since we 
    will be exploring this floor a little later, from a different
    direction, skip it for the moment).
    
    When the elevator lets you off on the fifth floor, turn left and step 
    out of the elevator alcove.  The floor is missing north of you, so 
    don't try to go that way, and the other elevator directly across from 
    you doesn't work, so turn left and head south until you reach another 
    intersection.  As has been the norm, you cannot enter the bathrooms 
    straight ahead, on the south wall, as their doors are jammed.  The path 
    to Heather's left, leading east, has no floor.  So west it is, to 
    Heather's right.  Go through the door at the end, with the blue light 
    above it.
    
    There are two Slurpers in this hallway, so kill them one by one or 
    dodge them as you see fit.  The door straight ahead of the door you 
    came through (west wall) and the two doors at the end of the passage 
    north of you all have broken locks, so head south down the hallway 
    until you reach a "T" intersection.  The door straight ahead is jammed, 
    so turn right.  The next door on the south wall opens, but there is 
    nothing in the small room except for a Slurper on the other side of 
    fence, where neither one of you can do damage to the other.  Keep
    heading west and go through the door at the end of the hall.
    
    Metal fences hem in this small area, and there is nothing in the room 
    except for a table with a few items on it.  At the end of the table 
    closest to the door are two boxes of Handgun Ammo.  On the east side of 
    the table is a book of Matches that Heather can pick up, and a still 
    smoldering cigarette in an ashtray.  Examining this reveals that 
    Heather was once a smoker, but quit for good.  There is nothing else to 
    find, so leave the room now.
    
    Run east down the hallway, past the intersection you originally came 
    from the north.  After the intersection, on the right (south) wall is 
    another jammed door.  Just beyond that, where the hallway turns, is a 
    chilling sight.  The eastern wall of the corridor appears to be made of 
    glass, at through it Heather can see a wheelchair illuminated by the 
    yellow light spilling out of an open doorway.  She can't break the 
    "glass", and she doesn't know what the scene signifies, but she says 
    the scene on the other side of the glass "calls" to her.  This should 
    look familiar to players of the original Silent Hill.  Turn left at the 
    glass wall and run past the next door on the east wall, which is 
    jammed, and out through the door at the end of the hallway, on the 
    north wall.
    
    There should be a yawning chasm to Heather's left, another door with a 
    broken lock to Heather's right (west), and a door on the north wall.  
    Go through it.
    
    This is the area that was the Gallery of Fine Arts in the "real" world.  
    All the other doors leading out of this room are now jammed, but there 
    is a Save Point on the wall where the "Repressor of Memories" painting 
    once hung.  In fact, all of the paintings that were hung in this room 
    originally are missing, and the painting that was missing in the real 
    world is hanging on the wall in the Dark Side gallery.  I guess we know 
    what happened to it.  Examine the "Flame Purifies All" painting for the 
    first time.  The caption underneath the painting says, "By these 
    remains may a person find the road to Paradise."  Hmm... sounds a lot 
    like what Claudia said about Paradise earlier.  Heather says she 
    remembers this painting... though she has never seen it before. 
    Notice the bucket underneath the painting.  Flame purifies all, huh?  
    Well, let's purify this bad boy.  Use the "Combine" command on the 
    Matches, the Oxydol, and the Pork Liver, and then "Use" them on the 
    bucket to set the painting on fire and stoke the flames with the oxygen 
    released from the hydrogen peroxide/manganese dioxide mixture.  This 
    reveals that there is a hatch-like door behind where the painting once 
    hung, which Heather can fit through.  Save at the Save Point on the 
    west wall if you would like, then go through the "door" where the 
    "Flame Purifies All" painting once hung.
    
    There are strange noises and things moving in here, but none of them 
    are a threat.  Straight ahead as you enter this room are weird 
    photographs hung on a rusty framework.  Beyond them, strange, meaty 
    things are moving.  Turn right and head down a short flight of stairs.  
    At the bottom, on a table to Heather's left, is a table with the second 
    part of the fairy tale you found at the feet of the Glutton on top of 
    it.  This installment tells how the priestess attempted to talk the 
    monster out of its evil ways, without violence.  Predictably, the 
    monster killed her.  Thus endeth the lesson.  This is not the
    end of the fairy tale, however, as there is one more part to find 
    before you figure out how the Glutton can be defeated.  Head out 
    through the door on the south wall, to the right of the stairs.
    
    For the record, you are now on the fourth floor.  There are four 
    Slurpers in the long, dark hallway, so kill them all, as there are too 
    many to make easy navigation of the hallway possible.  If you can face 
    them one at a time, use the Katana, or at most the Handgun to take them 
    out.  If you can get two or more Slurpers to bunch together, use the 
    Shotgun.  It is possible, though difficult, to run past most of them 
    and get them all to follow you, then turn around quickly and blast them 
    all at once with the Shotgun to save ammo.  Once the are all dead, 
    return to the north end of the hallway to orient yourself.  The first 
    door on Heather's right (on the north wall) is jammed.  The blue-lit
    door on the west wall can be unlocked from this side, but do not go 
    through it right now.  The next door, on Heather's left, is jammed.  
    The next door on Heather's left, right where the corridor turns right 
    again, opens.  Might as well check it out.
    
    There is only one thing in this room of interest; the bed on Heather's 
    right, on the other side of the chain link fence has a box of Handgun 
    Ammo and a First Aid Kit sitting on top of it.  It also has a Slurper 
    underneath it, who does not register on the Radio until it attacks, as 
    Heather grabs the goodies (so make sure you have the bullet-proof vest 
    equipped before you try for the item). Kill the bastard, then leave the 
    room the way you came in.
    
    Go straight ahead (westward) past a jammed door on the north wall, and 
    out the door facing west.
    
    When you first enter this corridor, there is but a single Slurper, so 
    kill him while he is alone.  As you move further down the corridor, two 
    Double Heads appear back the way you came.  Kill them as well if you 
    want to, though it may just be easier to dodge them through the next 
    portion.  Heading forward from the door you entered the corridor 
    through, the next door, the one Heather's left, on the east wall, is 
    jammed.  The next door is on your right, and it is another blue-lit 
    door leading into the lobby area of the fourth floor.  Unlock it if you 
    want to, but don't go through it yet.  Follow the path as it turns
    east, past the next jammed door on the north wall.  The path will then 
    turn north again, terminating in a door at the end of the hall.  Go 
    through it.
    
    This room seems almost calming after the hallways full of Slurpers and 
    Double Heads.  Against the south wall is a table with a desk lamp 
    shining on a pile of silver coins.  Take one.  Heather won't take more 
    than just the one, as she says she isn't a thief, even though she may 
    act like one sometimes.  Interesting.  Maneuver through the discarded 
    desks and tables until you are standing next to the soda machine in the 
    northeast corner of the room.  There is graffiti on the east wall next 
    to the soda machine, which reads "Thus one's life turns to riches: What 
    was a bag of silver coins is now the number in a book.  Yet faith hath 
    no price... Ah, but do people know this?"  Wow.  Deep.  Now examine the 
    soda machine, and Heather will mention that she IS a little thirsty, 
    though she would feel strange drinking something she got in a place
    like this.  Get her a drink anyway.  "Use" the Silver Coin on the soda 
    machine to get a can, but there isn't a drink in it.  Heather realizes 
    it clanks when she shakes it, and dumps the contents out on the counter 
    next to her.  It is the Life Insurance Key.  How the hell did that get 
    in there?  Oh well.  The Life Insurance offices are on the first floor, 
    on the other side of the locked western door in the area where the 
    Glutton lurks.  There is nothing else to do here, so leave the room 
    now.
    
    Even if you killed them all before, there are a couple of new Slurpers 
    in this area, as well as the two Double Heads if you didn't kill them 
    earlier.  But it is easiest to just run for the exit, which iss the 
    door with the blue light above it that I mentioned unlocking earlier.  
    Run south, and then follow the hallway as it turns east, dodging the 
    enemies as you go.  The door is straight east as you turn the first 
    corner, so run straight through it, hammering the "X" button to unlock 
    it if you didn't earlier.
    
    This is another lobby area.  A fence blocks off the bathrooms that 
    should be on the south wall according to your map.  There is another 
    blue-lit door directly across from the door that you just came through, 
    but it just leads back into the other hallway.  Turn left by where the 
    bathrooms should be, and head towards the elevators.  You will find 
    that towards the eastern elevator is the only way you can go, as there 
    is no floor to the north or west.  Step into the elevator and go down 
    to the first floor.
    
    Go to the door to the Life Insurance firm by heading south from the 
    elevator, then going west at the next hallway.  The door is at the end.  
    You can now open this door using the Life Insurance Key.  Do so, and 
    then step through the door.
    
    You should be able to hear the sound of two Slurpers at the south end 
    of the hallway.  There are two doors down the hallway north, to 
    Heather's right, but the locks to both are jammed, so don't bother.  
    Turn left and head south. If you are quick enough, you might be able to 
    catch the two Slurpers while they are tearing at a hunk of meat, which 
    will make killing them or slipping by them easier.  You won't need to 
    worry about them later, so do whatever you want.  There is only one 
    door in this hallway that will open, other than the one you first came 
    through. After the hallway turns east, it will be the second door on
    the north wall; right next to the pile of rubble that blocks the rest 
    of the entrance (where the lump of meat the two Slurpers were eating 
    off of is located, if you caught them at their meal).  Go through this 
    door.
    
    This room looks like an abattoir, and there is only one thing you need 
    from it. In the middle of the northernmost table is the last part of 
    the fairy tale from earlier.  Read it.  It tells you that God took pity 
    on the stupid priestess, and returned her to life.  She went back to 
    face the beast once more, but neither attacked it, nor talked to it.  
    Instead she chanted a single spell, "TU FUI, EGO ERIS" (my Latin is 
    rusty, but that means either "You were me, now I am you" or "As you 
    were, now I am") and the monster let out a cry and died.  The people 
    could use their gate again.  The end.   As Heather reads the 
    incantation aloud, trying to figure out what it is saying, there is the 
    sound of a beast bellowing from somewhere outside the room.  We had 
    better check it out.  Leave the gore-soaked room.
    
    Turn right, and run until the corridor turns north, then run north 
    until you reach the first door on Heather's right, in the middle of the 
    east wall.  Go through, ready for battle.
    
    Or not.  The radio is no longer registering the Glutton in this room.  
    Run forward until you clear the hallway, then run straight north, 
    towards where the Glutton was.  The monster is gone, though the 
    storybook still remains.  There is door in the north wall, which the 
    Glutton was once guarding.  Go through it to escape the Hilltop Center.
    
    You are almost home, as Heather will tell you if you examine the 
    ominous awning surrounding this area.  There is really only one way to 
    go.  Though there are lots of cones and cars and awnings and whatnot 
    between here and there, there are no items to find, no monsters, and no 
    clues to the greater mystery, so head straight home.  Turn right at the 
    doors to the Hilltop Center, and run until an alleyway opens on your 
    left, then duck down the alleyway.  Follow the narrow alleyway for 
    quite a while, and it will turn to your right.  Follow it and soon you 
    will see a lighted doorway at the top of a short flight of steps, with 
    a sign next to the door.  The sign says "Daisy Villa Apartments", which 
    is what the key in Heather's inventory tells you is her home.  Go 
    through the door.
    
    Run forward, past a door on your right, and follow the hallway as it 
    turns left, then right.  There will be many doors in here, but the one 
    we are seeking will be on Heather's left, and the camera will shift to 
    highlight it. Continue forward until the area widens up into a four-way 
    intersection.  First, turn right.  There is a Save Symbol scrawled on 
    the wall to Heather's right, directly across from some mailboxes.  It 
    makes Heather angry to see it there, but use it anyway, as you are at a 
    critical juncture.  Now continue.  At the intersection, take a right.  
    The door to Heather's apartment is the next one, on the left.  Go in 
    now for some very unhappy news.
    
    There is no doubt about it now.  Heather's father is Harry Mason from 
    the original Silent Hill, and Heather finds him dead in his armchair in 
    the living room.  She sobs and grieves as she should for a while, then 
    notices a trail of blood leading out the patio doors and out onto the 
    fire escape.  Revenge on her mind, she follows the trail of blood to 
    the roof.
    
    Here she confronts Claudia, who says that she killed Harry because he 
    screwed up her order's plans seventeen years ago, and this is her 
    revenge.  She also says that she killed him because he took Heather 
    away from them, and because she wants to fill Heather's heart with 
    hatred for some reason.  She says that Heather needs to remember her, 
    and her true self as well, and that she will birth a god.  Heather 
    raises her gun to kill her, but Claudia points to a large hulking 
    figure that is stepping out of the shadows, and says that this creature
    is the one who killed Harry, and that she merely gave the order.  She 
    then leaves Heather to the monster's dubious mercy, and says that she 
    will be waiting for Heather where it all began, in the town of Silent 
    Hill.
    
    II-c-4. BOSS FIGHT: MISSIONARY
    This is your first real boss fight since the Splitworm in the Central 
    Square Shopping Mall.  The big enemy in the Underground you 
    electrocuted with a Hair Dryer, and the Glutton you got rid of with an 
    incantation.  The first thing you must do upon facing the Missionary is 
    equip the Shotgun.  The next thing you must do is get ready to sidestep 
    his attacks.  The monster runs around the area quickly, and will run 
    right at Heather when he thinks there is an opening.  He also blocks 
    attacks from the front, even bullets, using his arm blades.
    
    So what you need to do is play matador.  Keep him in your sights, and 
    keep on the move.  When he tries to charge you, use the "L1" or "R1" 
    buttons to strafe quickly out of his way, then blast him from the side 
    or back as he runs past you.   This will knock him to the ground.   
    Blast him again when he is on the ground, but don't get too close, as 
    he attacks as he rises, and this attack can't be blocked if you are 
    inside its range.  Remember to use your defense button occasionally to 
    block his regular attacks if necessary, but for the most part keep 
    moving.   After eight or nine blast from the shotgun, the beast should 
    collapse.  Do the L.A. Shuffle on the back of its head until it is 
    truly dead.
    
    When Heather returns to her apartment, she finds that Douglas is 
    waiting for her.  She is outraged, and blames him for everything that 
    happened, and he is repentant.  He helps Heather get her father into 
    his bed and cover him with a sheet, in lieu of a proper burial, which 
    she doesn't have time for right now.   She is going to Silent Hill, to 
    get revenge on Claudia.  Douglas tries to talk her out of it, and when 
    he can't he convinces her to allow him to give her a ride to Silent 
    Hill, because he feels bad about what happened.
    
    Once Douglas goes outside to wait in the car, so that Heather can say 
    her final goodbyes in private, examine Harry's body to make a final 
    promise to him, and then leave the room.
    
    Walk straight across the apartment, and stop to examine the chair where 
    you found Harry's body for some final saddening thoughts about her 
    father.  Then go through the door on the wall the chair is facing.
    
    This is Heather's room.  In the dresser across from the door is desk 
    containing a Stun Gun that her father gave her for self-defense, and 
    two Stun Gun batteries.  Examine the room for some more of Heather's 
    personal thoughts, then leave the room.
    
    That's all there is to do here.  You can examine things around the 
    apartment to find some insights into Harry's life, but that is about 
    it.  He had a love of detective novels, and was even a writer himself.   
    And now he is dead.  Turn left at the chair and go out the front door, 
    next to a table with a phone and a lamp on it.
    
    Go back to the Save Point, but don't bother using it.  There will be 
    another one soon.  Go through the door next to the save point to go out 
    to the car where Douglas is waiting.
    
    Douglas says that Vincent stopped by when Heather was inside, said to 
    look for a man named Leonard when they reached Silent Hill, and then 
    gave them a map.  Heather knows that she can't trust Vincent, but also 
    knows that she has no choice.  Douglas also gives Heather another item: 
    her father's journal.
    
    Heather reads the journal on the way to Silent Hill, and then falls 
    silent.  Douglas asks her what happened to Silent Hill; he was there 
    once on a missing person's case, and since then it has gotten really 
    crazy.  Heather says that she was born and raised there, though 
    Douglas' information says that she grew up in Portland.  She then 
    proceeds to tell him the story of the original Silent Hill.  Basically, 
    a woman named Dahlia Gillespie was a member of a cult worshipping an 
    ancient god.  She summoned up the soul of that god into the body of her 
    very own daughter, so that she could control it.  As she grew up, the
    girl's classmates called her a witch, because she had strange powers. 
    Eventually, the cult managed to summon the god out of the girl, but 
    before the god did any real damage, it was destroyed by Harry Mason, 
    Heather's father.  The girl who had bourn the god inside her died as 
    well, but after the god was dead, she returned with an infant girl in 
    her arms, and gave her to Harry to protect.  That girl was Heather.  
    This is the very, very simplified version of the story of Silent Hill 
    that Heather tells Douglas, for the full, more accurate version, you 
    will have to play the original Silent Hill.
    
    When they get to Silent Hill, Heather and Douglas take a room in a 
    local establishment called Jack's Inn.  Douglas is going to check out 
    the house of this Leonard guy, and Heather is to check out Brookhaven 
    Hospital, where Leonard was a mental patient.  After they finish their 
    respective tasks, they are to meet back at the Inn.  Douglas admits 
    before he leaves that he is pretty freaked out by everything that is 
    going on, but goes anyway because he is a decent person.
    
    After he is gone, examine the table next to the only door leading out 
    of the room to find a Save Point next to the TV.  Then leave through 
    the door to the right of the Save Point to take your first steps into 
    the town of Silent Hill.
    
    II-d. Part Four: "Shotgun surgery at Brookhaven Hospital"
    
    II-d-1. "Silent Hill: Come For The Scenery, Stay For The Mind Numbing 
    Horror":
    The Town of Silent Hill
    The good news is you are finally in the town of Silent Hill.  The bad 
    news is there isn't any real exploring to do.  Those familiar with 
    Silent Hill 2 will recognize this area of town well, and there are no 
    new items or locations to be found.  Brookhaven Hospital, the hospital 
    we are now heading towards, is the same one that James Sunderland 
    visited while looking for his dead wife Mary in Silent Hill 2.  Don't 
    bother diverting from the following directions unless you really want 
    to kill every possible monster in the game.  There is not a single
    item or doorway to be found that I won't be leading you too.  If you 
    follow Nathan Avenue too far east or west, Heather will turn around and 
    say that she doesn't need to go that way.  Locations such as Pete's 
    Bowl-o-rama and Rosewater Park are closed to you.  There are quite a 
    few Double Heads and Pendulums roaming the street, so avoid them where 
    you can and just keep moving.  That having been said, let's get going.
    
    Navigating the streets of Silent Hill can be a bit tricky with all of 
    that thick mist everywhere, so try to keep the sidewalk in view while 
    running, to stay oriented and make sure you don't miss any turns.  
    Bring up you map (you have a map already because Vincent gave one to 
    Douglas outside of Heather's apartment) and you will notice only two 
    things Heather has marked on the map; she has written down her room 
    number at Jack's Inn (106) and she has circled Brookhaven Hospital's 
    location on the map.  You must follow Nathan Avenue west until it 
    intersects with Carroll Street, the first street you will reach, which
    heads south.  Simple enough.  Run forward several steps from the front 
    door to Heather and Douglas' room, then turn to your left so that you 
    are facing north, and run out the exit to Jack's Inn's parking lot.  
    Once you reach the street, turn left again, so that Heather is facing 
    west, and run, keeping the sidewalk close to Heather's left side.  This 
    should ensure that you don't miss the turn onto Carroll Street when you 
    reach it.  The first thing you should pass is the Jack's Inn sign on 
    your left.  Soon after you will hear the howl of a pair of Double 
    Heads.   Don't bother with them unless you really want to; just jag
    around any that get directly in your path, then readjust to keep the 
    sidewalk on your left and keep running west.  Eventually the Double 
    Heads will get bored and leave you alone, so long as you don't stop to 
    wait for them.  The next major landmark you should pass is a gas 
    station, also on Heather's left.  This is Texxon Gas.  There is nothing 
    to find here, so keep going.  Just past the gas station is the 
    intersection with Carroll Street.  Here you will hear the distinctive 
    sound of a Pendulum, and soon after, the howl of a Double Head.  Ignore 
    these as well, if you want to conserve health and ammo.  At Carroll
    Street, turn left again and head south, this time keeping the sidewalk 
    on Heather's RIGHT closest to her, as this is where the next landmarks 
    will be.  (For you kill junkies out there, there are three Double Heads 
    in the alleyway beside and behind Pete's Bowl-o-rama, and another 
    Pendulum in the vicinity of Texxon Gas' parking lot).
    
    As before, the enemies will seem to be right on Heather's heels, but 
    eventually fall behind.  When you are clear of them, check your map.  
    About half way down Carroll Street, on Heather's right, is an 
    establishment named Heaven's Night.  This is our next goal, but it is 
    more of a pit stop than a real location.  Hug the right side of the 
    street, and when you reach more open area in front of Heaven's Night, 
    run up on the sidewalk as you head south.  The camera angle will shift, 
    revealing an alleyway off to Heather's right.  This alley leads to
    Heaven's Night, so detour west into this short alley and climb the 
    stairs leading to the front door of the establishment.  Go inside, 
    under the red and purple neon sign.
    
    This is a dingy strip club where Silent Hill 2's Maria used to work.  
    On the table on Heather's left as she comes in the door is a package of 
    Beef Jerky and a First Aid Kit, as well as some assorted junk that you 
    can't pick up.  To the right of the door is a bar, and at the far end, 
    under a neon sign portraying a reclining woman with the word "Paradise" 
    written above it, is a box of Shotgun Shells.  Examine the neon sign 
    for some interesting comments from Heather about "Paradise".  As you 
    are facing the sign, turn left and run along the wall.  Straight ahead 
    is a door with a neon sign above it that says "KISS".  I am assuming 
    they aren't promoting the rock band.  Regardless, this door won't
    open, but on the corner of the stage next to it is a flyer promoting 
    the return of a black haired dancer named Lady Maria at 8:00 p.m.  on 
    the 27th.  This is not important to Heather's adventure, but is a 
    barely veiled reference to Maria from Silent Hill 2, who once worked 
    here.  All by itself on a table almost right in the middle of the room 
    is a tourist's brochure for the town of Silent Hill, first seen in 
    Silent Hill 2.  This lovely little piece of Hell's propaganda is 
    written by a man named Roger Widmark and talks about how peaceful
    you will find Silent Hill's glorious mountain environment and gorgeous 
    natural lake.  There are a lot of words I can think of to describe 
    Silent Hill, but "peaceful" is not among them.  There is nothing else 
    to find here, so go back out the door you came in, next to the neon 
    sign reading "Heaven's Night".  Run down the stairs and out of the 
    alleyway, and turn right when you reach Carroll Street to continue 
    south, remembering to keep the sidewalk visible on Heather's right.  
    Brookhaven Hospital is our next goal, and will be on this side of the
    road.
    
    You will run past three more Pendulums and one more Double Head before 
    you reach the gates leading to Brookhaven, but keep on trucking (these 
    are the last of the enemies in the streets.  For those of you keeping 
    track, or on a killing spree, this brings the total enemies in the 
    streets to seven Double Heads and five Pendulums; more than enough 
    enemies for the short stretch of street we just explored).  When you 
    reach Brookhaven the camera angle will shift, showing you an opening on 
    your right leading to the front doors (don't bother continuing south, 
    as it dead ends in a chain link fence not far past the hospital).  Turn 
    right here and run straight up to and through the front doors, leaving 
    the dangerous streets of Silent Hill behind...  for the dangerous
    interior of Brookhaven Hospital.
    
    II-d-2. "Helllooooooo Nurse!" Brookhaven Hospital
    Ah, it feels like coming home again... assuming your home is a demon-
    ridden mental hospital full of blood and death.  Right of the bat you 
    are in danger.  There is a demonic Nurse down the hallway to your 
    right, and another one down the hallway to your left.  Do yourself a 
    favor and kill them with the Katana now, one at a time, before they can 
    gang up on you (see section I-b-5 for more details). After they are 
    dead, return to the front door and put your back to it to orient 
    yourself.  Almost directly across from the front doors to the hospital 
    is a gray door next to a closed service window.  Go through it.
    
    On the table directly to Heather's left as she enters the room is the 
    Hospital Map, so take it.  Directly across from the door is a glowing 
    Save Point.  To Heather's right as she enters the room is an open 
    cabinet with a Health Drink inside.  If you were low on healing items 
    when you entered the hospital, there will be two Health Drinks here 
    instead of one.  The other doors in this room are jammed, and there are 
    no more items, so save if you want, then leave the room the way you 
    came in.  Bring up the map.
    
    All of the rooms are clearly labeled on the map for once, which should 
    make this a hell of a lot easier than most areas.  We want to go to the 
    room marked "Visiting Room", in the hallway to Heather's left as she 
    leaves the Save room (the doors to the Pharmacy, Store Room, and 
    Observation Room are all jammed).  Go inside.
    
    This tiny room holds only a bookshelf, a small stool, a table and some 
    chairs, a painting, and a potted plant.  On the table is book with a 
    Barbie-like fashion doll sitting next to it (Barbie, all of her whorish 
    friends, and her emasculated boyfriend are all registered trademarks of 
    the Mattel Corporation, all rights reserved).  Examine the doll first, 
    and Heather mentions that she had a doll like this one when she was 
    young, and it makes her a bit nostalgic.  Now examine the book.  This 
    is the journal of someone named Stanley Coleman, who is writing to a 
    woman who he loves and has been waiting for seemingly for a long time, 
    who is coming to "rescue" him.  He has never met her before, and
    soon refers to the object of his affections by name; "How I love you, 
    Heather". He wants to give Heather his doll, as a gift commemorating 
    their everlasting love.  Heather, however, has changed her tune towards 
    the doll in question, and when you examine it again she says she 
    wouldn't touch the disgusting thing with a ten-foot pole.  Well, there 
    is nothing more to see here, so leave the room.  Want to see something 
    interesting and more than a little bit creepy?  Immediately turn around 
    and go back into the Visiting Room.  The book and the doll are both 
    gone.  Now there really is nothing more to see here.  Leave again.
    
    Our next stop is the Doctor's Lounge, clearly marked on the map.  It is 
    in the hallway to the east. Go inside.
    
    To Heather's left as she enters you will see a little refrigerator, 
    with a sign that says "Food Only! Do not store Drugs!" on it.  Either 
    Health Drinks count as a food product or someone was breaking the 
    rules, because there is one inside.  If you came into the hospital with 
    little ammo, there will also be a box of Handgun Ammo here.  If you 
    have been conserving ammo, you are out of luck.  The only other thing 
    in this room is a memo on one end of the coffee table in the middle of 
    the room.  It is a medical report for the Leonard fellow you are 
    looking for; it lists him as being in room S12, with symptoms including
    mild audiovisual hallucinations, emotional instability, obsessive 
    ideas, and possible mild schizophrenia.   It says that he is usually 
    calm, with a "strong sense of justice", but can become extremely 
    violent when "overexcited".  Sounds like a fun guy to have at parties.  
    There is a second report, this one for our new friend, Stanley Coleman.  
    It lists his room as S07, and says that he is passive and cowardly, as 
    well as egotistical, and says that he shows signs of extreme obsession 
    with a "particular woman", which has lead to violent incidents. Lovely.  
    There are two doors in the back of this room, but both are jammed, so 
    leave the way you came in.
    
    The doors to the Pharmacy, Store Room, Examining Room 1, Document Room,
    Director's Room, Meeting Room, the Restrooms, the Cafeteria and 
    Examining Room 2 are all jammed, the doors to the Kitchen and the Day 
    Room are blocked by trash and medical equipment, and the door leading 
    to the staircase is locked. The elevator works, but we don't want to 
    use it yet.  This leaves only one door, the door leading to the western 
    hallway, almost opposite the door leading to the staircase, to the west 
    of the Director's Lounge, which we just left. Head south until the 
    hallway intersects with the one heading west, then turn to Heather's 
    right and run west, past the elevators, until you reach the end of
    the hallway.  The door to the staircase should be north of you, the 
    door to Examining Room 2 should be to the west, and the door you want 
    is south.  Go through this door.
    
    There are two nurses in this hallway, heading towards you from down the 
    hallway to the west.  One is almost right on top of you when you enter, 
    but there should be enough space to kill the first with the Katana 
    before the second Nurse arrives so you can slash her to death in turn.  
    If they team up, use the Shotgun to teach them how you feel about 
    threesomes.  Straight ahead from where Heather enters this area, the 
    doors to the Restroom are blocked by rubble, and the door leading to 
    the Day Room on Heather's right is jammed, so head left. The first two 
    doors that you come across, the Examining Room on the north wall and 
    room C1 on the south wall, are both jammed, as is the next door on the
    north wall, leading to Bath 1, so ignore these. The door opposite Bath 
    1, room C2 on the south wall, will open, but there are three Nurses in 
    this small room. If you came into the hospital with few healing items, 
    there will be an Ampoule here, but if not, there is squat.  So it is up 
    to you whether or not you want to risk this dangerous little room.  If 
    so, use the Shotgun.  Either way, continue west, past C3, which is 
    locked.  The next door is room C4, also on the south wall.  Go inside.
    
    This dingy room has a bunch of filthy beds in it.  In the south end, 
    sitting on the last bed, is a familiar looking journal with a familiar 
    looking doll sitting next to it.  Heather still won't touch the doll, 
    and never will.  Examine the journal.  Stanley claims something called 
    The Organization has him shut up in the hospital, hoping to break his 
    will and make him "forget about all that", but that he is determined to 
    "stay sane" even if they throw him in with lunatics.  He says he is 
    going to stick something to the wall, but that it would be worthless 
    because you can peel it off with "that junk those nasty wenches won't 
    stop using".   He suggests that Heather won't take the doll that he 
    left for her because she is embarrassed, but he thinks it is cute. 
    Giggle!  That Stanley sure knows how to sweep a girl off her feet!  To 
    Heather's right as she faces the journal is a wall with a Christmas 
    card, a beetle, a cookie, a coin, a spoon, a toothbrush, a pencil, a 
    teddy bear, and a key stuck to it. The key is the only thing we want, 
    but it is stuck tight for the moment, so make note of its location and 
    leave the room (and yes, if you turn around and come right back in, the 
    book and the doll are gone again.  Stanley is a sneaky man!)  You are 
    going to need some kind of solvent to get that key.  If you check your 
    map, Heather has circled the location of the key so you can remember
    where it is later.  The door to the west, leading to the area with the 
    Garden, Shower Room, and Pool is jammed, and the doors north of here, 
    leading to the stairs and the elevator, are jammed and don't respond, 
    respectively.  Go back down the hallway to the east, and go through the 
    door on the north wall that you entered this hallway from in the first 
    place, back into the hospital lobby. If you killed both of the Nurses 
    who were here previously, then they are both still gone. If you killed 
    one of the two Nurses here earlier, there is a new one here now, so 
    teach her a lesson about punctuality with your Katana, then go to the 
    elevator in this area, just south of the Doctor's Lounge.  These ones
    work, so go inside and choose the only floor available, the second 
    floor.
    
    There are no enemies in the first hallway on the 2nd floor where the 
    elevator drops you off.  The two doors in the hallway south of the 
    elevator leading to the 2nd floor Day Room are jammed, so head down the 
    intersecting hallway that leads west.  The next door on the north wall 
    is jammed, so continue until the hallway intersects with another 
    hallway heading north, which your map tells you is towards the locker 
    rooms.  Further down the western hallway you should see a couple of 
    doors and Stanley's journal and doll sitting on a gurney. Ignore the
    doors for the moment, but stop and read the journal.  It babbles about 
    a doctor who locked the door just west of the gurney, on the south 
    wall, and that he used a four-digit number.  He says a bunch of other 
    things, but that is the important part, the four-digit number.  The 
    door across from the gurney, leading to the stairway, is locked, as is 
    the door west of here is the one locked with the keypad, but should be 
    ignored for the moment.  Instead, head up the north hallway.  The next 
    three doors, one on the left and two on the right (the Nurses' Station, 
    the Linen Room, and the Men's Locker Room) are all jammed, so go 
    through the last door, on the left, into the Women's Locker Room.
    
    There is only one open locker in this dingy locker room, so examine it 
    twice to find the Nail Polish Remover (and excellent solvent that can 
    free the key glued to the wall in room C4 downstairs) and the Perfume.  
    The Perfume is evil, and should never be equipped, as it attracts 
    enemies.  On the other hand, if you are a player who wants to kill 
    everything in the game, this should make things a lot easier, since it 
    will bring all the enemies right to you.  There is nothing else here, 
    so leave the room, head south to the end of this hallway, and turn 
    right.  The doll and the journal are gone, so it is good thing that
    you got the important part from it earlier; the door next to the gurney 
    is locked with a four-digit code.  The key to opening the door is 
    posted on the west wall, right next to the door.  This is a rather 
    tricky mathematical riddle, but along with Stanley's clue that the code 
    is four digits, you can figure it out.
    
    The first important clue states that the Second Number is two times the 
    Third.  Based on the nine numbers on the keypad, this limits the 
    possibilities of what these two numbers can be, since it doesn't deal 
    in partial numbers, such as 2.357.  This means there are only four 
    possibilities for the second and third numbers: 2 and 1, 4 and 2, 6 and 
    3, or 8 and 4.  The next clue states that the fourth number is half the 
    first, resulting in the same four sets of numbers for the possible 
    choices; once again, 2 and 1, 4 and 2, 6 and 3, or 8 and 4.   The
    puzzle clearly states that the first number is larger than the second 
    and the third number is smaller than the fourth.  Combining this with 
    the number sets we got earlier, this gives us only six possible four 
    digit codes to deal with; 4212, 6213, 6423, 8214, 8424, and 8634 (work 
    it out yourself if you have to, but these are the only possible 
    combinations of the eight number sets that allow for the first to be 
    larger than the second and the third smaller than the fourth).  The 
    riddle states that no numbers are repeated, so you can eliminate 4212 
    and 8424, leaving only four choices.  To figure out the rest the 
    riddle, you need to look at the keypad itself; the numbers 1,2,and 3 
    are in the top row, 4, 5, and 6 are in the middle row (horizontally), 
    7, 8, and 9 are in the bottom row, 1, 4, and 7 are in the left row 
    (vertically), 2, 5, and 8 are in the middle row (vertically), and 3, 6, 
    and 9 are in the right row (vertically). The riddle states that only 
    one of the numbers is in the top row, which means we can eliminate 
    6213, 6423, and 6423 (since digits 1,2, and 3 are all in top row, and 
    thus can't be used in the same sequence).  The riddle goes on to say
    that two of the digits are not in the right row, and that one of the 
    numbers is the final key, but these two clues are redundant, as we 
    already have our answer; THE ANSWER CAN ONLY BE 8634. (Note:  This is 
    the answer to the riddle on the Normal Riddle Difficulty level; for the 
    answers to the Easy and Hard levels, see section IV-b, under "Puzzles", 
    after the walkthrough). Punch that number into the keypad, and the door 
    leading south will unlock.  Go through the door.
    
    There are two nurses in this hall, and one of them has entered the new 
    century and is carrying a revolver instead of a Steel Pipe, so beware.  
    Kill them both, then orient yourself by going back to the door you 
    entered through and putting your back to it, as though you had just 
    come through it.  The door to the Restroom straight ahead is blocked 
    off by chairs, and the door leading to the Day Room on Heather's right 
    is jammed, so turn left.  Go through the next door on Heather's right 
    (north wall), into Examining Room 3.
    
    There is a mostly covered-up corpse on a gurney in this room, but don't 
    worry about him bothering you.  If this was Resident Evil, I would be 
    worried, but in Silent Hill corpses are just about the only thing you 
    don't have to worry will give you some trouble.  If you examine the 
    corpse, you will find he has two tattoos; the one on his foot 
    ("Margaret, let's swear our love until death do us part". I guess he's 
    gotten out of that bargain now) is inconsequential.  It is the one on 
    his dangling arm that you need worry about.  It says "The Start Time
    Is My Key".  This doesn't mean anything to you right now, but examine 
    the document on the table in the back of the room to find out more 
    about him.  He is a patient who was found in "poor mental state" 
    wandering the hospital grounds.  He never revealed his name, but was 
    put in room M4, and lived their until his death; his carotid artery was 
    severed by his own kitchen knife, which he was holding (who gave a 
    confused mental patient with no name a kitchen knife to play with?).  
    It was an apparent suicide, but the angle of the cut was strange, and 
    the patient sharing the room with him couldn't corroborate anything.  
    Well, we don't know anything about who his roommate was, but M4 is
    just down the hall, so let's go check it out.  There is nothing else to 
    find in here, so leave the room.
    
    All the doors between here and M4 are jammed; so don't worry about them 
    unless you want to jiggle the handles to update your map.  Just before 
    you reach M4 you will reach an intersecting hallway, heading north, but 
    it only leads to a jammed door to the staircase and an elevator that 
    doesn't work, so go past it and enter M4.
    
    Start to cross a room and the sound of an alarm clock going off should 
    cause you to nearly wet yourself.  Examine the alarm clock on the table 
    next to the bed in the south end of the room.  The time on this clock 
    is randomly generated, so I can't tell you what time the clock will 
    say.  It will ask you if you want to shut off the alarm, and it doesn't 
    affect the game whether you say "yes" or "no", so say "yes" to turn off 
    that horrible noise.  On the bed closest to the door you will find 
    Stanley's doll and journal. He verifies that the clock and attaché case 
    belong to the dead tattoo guy, but that he didn't kill him, even though 
    he was a liar.  He also offers to carve "I Love Heather" into the guy's 
    dead chest, although this doesn't come close to portraying the true 
    range of his emotions; but since he can't cut open his own chest and 
    show her his heart, "I Love Heather" will have to do. How sweet.  
    Anyway, back to the riddle.   The time on the alarm is what you must 
    enter into the numerical dials on the briefcase; this is the meaning of 
    the tattoo on the corpse's arm in Examining Room 3 ("The Start Time Is 
    My Key").  Thus, if the time on the clock read 12:40, the four digits 
    on the dials will be 1, 2, 4, and 0.  If the hour is a single digit 
    number, such as 8:15, enter the first digit as a "0" (in the example, 
    the numbers would be 0, 8, 1, and 5).  Enter the time to open the 
    briefcase and receive the Instant Camera (Note: this refers to the
    Normal Riddle Mode solution.  To find the answers to the Easy and Hard 
    Riddle Modes, refer to section IV-c, under "Puzzles" after this 
    walkthrough).  There is nothing else of interest in here, so leave the 
    room.
    
    There is only one more unlocked door on this level, the room to M5.  If 
    you had plenty of healing items when you entered the hospital, there 
    will be a First Aid Kit in here.  If you were low on health items when 
    you reached the hospital, there will be TWO First Aid Kits.  However, 
    they are guarded by three Nurses, so consider your ammo, health, and 
    current supplies before deciding whether you want to take them on.  
    Then head all the way back down the hallway to the east, and go through 
    the last door on the north wall, back into the area where the elevator 
    first deposited you on this floor.  Though this area used to be devoid 
    of enemies, there are now two Nurses in this hallway, one with a Steel 
    Pipe, and one with a revolver.  Though the camera angle sucks, and is
    hard to get into a position that is actually useful, kill them one at a 
    time with the Katana or both together with the Shotgun if they bunch 
    up, then run back to the elevator and go back to the first floor.
    
    There are no new enemies in the first floor lobby, so go back through 
    the door leading to the hallway with rooms C1 to C4, then run all the 
    way to the west and go back into C4, the last door on the south wall.  
    "Use" the Nail Polish Remover on the objects glued to the wall to 
    receive the Stairwell Key.  Go all the way back down the hallway to the 
    east, back through the last door on the north wall.  Even if you killed 
    all of the Nurses in this hallway before, there will be a new one here 
    to plague you, patrolling the hallway between the Visiting Room and the 
    Examination room.  You can avoid combat by going straight across the 
    hall and through the doors into the stairwell using the key you just
    acquired, or you can get an easy one-against-one kill against the 
    roving Steel Pipe-wielding Nurse; its up to you.  Regardless, you need 
    to use the key to unlock the door to the stairwell and go through.  
    More floors have now opened up to you (Note: after you use the 
    Stairwell Key to unlock the stairwell, the elevator will now also take 
    you to the third floor, though it wouldn't before.  I still suggest 
    using the stairs, however, so you don't miss anything).
    
    The stairs go up and down, but we will go upstairs first to get some 
    handy items.  Heather starts off on the first floor landing (obviously) 
    and as you ascend you will pass the doors to the second (which you have 
    already explored) and third floors.  We haven't been to the third floor 
    yet, and the door opens, but we need to do some more exploring before 
    the third floor is worth our while.   Continue up the stairs past the 
    second and third floor landings until you reach the door at the top 
    marked "RF": the roof.  If you have read two or more of Stanley's 
    journal entries, then the journal and the doll will be on the landing 
    in front of the door leading to the roof.  It says simply "I also like
    the roof.  It makes me want to fly.  You too?" and is signed by 
    Stanley.  This may or may not be referring to a journal that James 
    Sunderland found on this very roof in Silent Hill 2, written by a 
    jumper.  Whatever.  Go through the door leading to the roof, but be 
    careful.
    
    There are two Closers on this enclosed rooftop, and they can be 
    dangerous if you let them gang up on you.  There is only one thing of 
    interest up here; in the southwest corner of the roof, almost directly 
    across from the door Heather enters the area from, is a couple of 
    barrels. On top of those barrels are two clips for the Submachine Gun 
    (which we don't have yet, but soon will).  The easiest thing to do is 
    run straight to the barrels, dodging the beasties, grab the two clips, 
    and run back across the roof and back into the stairwell, no muss, no 
    fuss.  If you don't like to do things the easy way, strafe around the
    Closers using the Handgun, focusing on one of the enemies until it 
    falls, then darting in to kick it when it is down.  Once it is dealt 
    with, switch to the Katana to finish off the one who is still standing, 
    grab the two clips from the barrel, and leave.  There is nothing else 
    of interest on the rooftop.
    
    Stanley's journal and doll are both gone when you return to the 
    stairwell.  He's a sneaky little bugger, I'll give him that.  Our next 
    goal is the basement, so run down the stairs, past the third, second, 
    and first floor landings and a new area will load, bringing you into 
    the basement.
    
    A squeaking noise can be heard in this area, but the source of it is 
    not readily apparent.  There is a door directly opposite the bottom of 
    the staircase (on the east wall, the Store Room), but it is jammed.  
    Turn right and go forward a few steps until the hallway turns to 
    Heather's left (east).  There is a clip for the Submachine Gun lying on 
    the floor right where the hall bends; Heather's head will turn towards 
    it to indicate its location.  The door to Heather's right (west, the 
    Electrical Room) is also jammed, so head east down the hall.  Now you 
    can find the source of the squeaking noise; a wheelchair is tipped over 
    on its side, covered in blood, and one of its wheels is still spinning.  
    A trail of blood leads away from it down the hall to the east.   The 
    wheel stops spinning as you approach, suggesting the chair just 
    recently stopped moving.  If you examine it, Heather wonders what 
    happened to the chair's occupant. Follow the trail of blood, passing 
    two doors where the hall turns again, this time to the north; we'll 
    come back to these doors.  The trail of blood terminates at the doors 
    to the elevator, but Heather isn't interested in finding out what is in 
    there.  Right across from the elevator, at the foot of the jammed door 
    leading into the Boiler Room on the east wall, is the Submachine Gun, 
    Silent Hill's first and only automatic weapon so far.  This will be 
    handy in the future, but ammo is limited, so save it for when it really
    matters.  Heading back the way you came, the other door on the east 
    wall, where the hallway bends, is jammed.  The map tells you that this 
    is the Pump Room. Right next to this is another door, on the south 
    wall.  This is another basement Store Room, but this door opens.  Go 
    inside.
    
    At first glance it seems as though there is nothing of interest in this 
    room.  However, in the back corner there is a stripe of blood on the 
    wall, pointing into an alcoved area behind a shelf.  Heather can't fit 
    behind it, and she can't move it.  If only there was a way we could see 
    what is back there, even though we can't fit... actually, there is a 
    way.  "Use" the Instant Camera that you got from the briefcase in room 
    M4 upstairs at the gap between the shelf and the wall.  Heather will 
    take a picture of the area behind the shelf, and find that a four-digit 
    number was scrawled on the back.  This number is randomly generated, so 
    I can't give you the answer, so jot down the number and leave the
    Store Room (Note: The Photograph will be filed with the rest of your 
    documents, so if you don't feel like writing it down and can't remember 
    it, it will be there when you need it).  We are done with the basement.  
    Since we have already been to the first floor, second floor, and roof, 
    it is time to see what there is to see on the third floor.  Take a left 
    from the Store Room, then a right as the hallway turns, and then 
    another left to mount the stairs once more.  Run up the stairs, past 
    the first and second floors, and go through the door onto the third 
    floor.
    
    There are no monsters in this hall at the moment, so you are safe to 
    explore for the time being. Use the map to orient yourself.  Just to 
    Heather's right is a door leading south, which is locked with a four-
    digit pass code.  We got the number from downstairs, but leave the door 
    alone for the time being and explore this area. Turn left, take a 
    couple of steps, then head north up this short hallway, and enter the 
    door that leads to what is indicated on the map as being the Special 
    Treatment Room.
    
    There is a note posted on the wall to Heather's right as she enters 
    this room.  It suggests that nurses were subjected to twelve hours in 
    the Special Treatment Room whenever they treated the patients brutally, 
    and that dismissal is no longer an option.  A handwritten note adds 
    that "The Trick is to not leave any marks!" and a second handwritten 
    note says, "The Chief is a pervert!  Christie would have been better 
    off if she had been fired..." It sounds like Silent Hill has some 
    disciplinary practices towards employees that the American Association
    of Nurses might disapprove of most heartily.   There are four cells on 
    the north wall.  Moving east to west, check the doors as you go.  The 
    first door is jammed.  The second is locked from your side, and you can 
    unlock it.  Inside the cramped cell on the other side of the door is a 
    single Nurse wielding a Steel Pipe.  Christie, I presume?  Only go 
    through the door if you want to put poor Christie out of her misery, as 
    there are no items within.  The third door is jammed.  The last can 
    open, so go inside.  You old buddy Stanley has left you some lovely 
    poetry written by somebody named Eric, conveying the depth of his 
    emotion towards you.  But he wonders why you don't accept the proof of 
    his love (the doll?), since you are in essence one soul, and what he 
    gives to you he gives to himself.  Heather still wants nothing to do 
    with the doll, so leave the chamber, and then leave the Special 
    Treatment Room.
    
    Walk the short distance down the hallway south, then turn right, 
    towards the east, at the end.  There is a door to Heather's left, which 
    opens, and leads into a Save Room.  Go on in.
    
    On a shelf in the very back of the room you will find two Health Drinks 
    and a Stun Gun Battery.  There is a shelf to the right of this as you 
    are facing it that may or may not be empty; if you haven't gotten the 
    pass code from the back of the shelf in the basement, there will be a 
    journal here from Stanley hinting at the code's location, talking about 
    how the crazy doctor hid it there.  If you already have the code, there 
    will be no journal from Stanley here.  Use the Save Point if you want 
    to (it is scrawled on a piece of paper on the floor), then leave the 
    room.
    
    There is nothing but the elevator, a pile of rubble, and a jammed door 
    if you continue to the east, so it is time to head back west and go 
    through the door on the south wall, slightly west of the door leading 
    to the stairwell.  Try to open it and it will tell you it is locked, 
    then it will give you the opportunity to punch in the four-digit code 
    that will unlock it.  It is the number that you got from the Polaroid 
    of the back of the shelf in the basement, which is a random number, so 
    I can't just tell you what it is.  If you have the number, but can't 
    remember what it is, open your inventory and go to "Memos" at the top 
    of the screen and hit "X" to get the list of files.  The file with the
    four-digit number is marked "Photo- Backside of Shelf".  Punch the 
    number in and the door will unlock.  Go through the door.
    
    The door to the Restrooms right ahead and the Day Room to Heather's 
    left are both jammed, so ignore them and move to Heather's right, west 
    down the hallway. The first door on the north wall, to Heather's right, 
    leads to the Examining Room 4, but is jammed.  There is a door right 
    across from it on the south wall, marked as S1.  Go inside.
    
    The first thing you will notice in this room is the magazine on the 
    bed.  In it is an article written by a man named Joseph Schrieber, 
    about a home for troubled teens and runaways, called "Hope House", 
    funded by the "Silent Hill Smile Support Society", 4S for short.  Hope 
    House is run by a strange cult of religious fanatics known simply as 
    "The Order".  The Order gives the runaways a place to stay and food to 
    eat, while at the same time brainwashing them and indoctrinating them 
    into the beliefs of their cult.   Locals have complained of the 
    intermingled sounds of chanting and children crying at all hours, and 
    there is a strange concrete cylinder on the premises that certainly has 
    nothing to do with the care and feeding of runaways, but might be a 
    prison or secret place of worship.  The reporter was not allowed access 
    to the facilities for his article, and mentions that The Order's 
    religion is deeply intermingled with the history of Silent Hill, and 
    that those in The Order consider themselves to be an elite "chosen 
    people".   When done with the article, Heather mentions that Hope House 
    sounds familiar, but can't remember exactly why.  Oh well.  Directly
    opposite the door, on a nightstand next to the bed, you will find two 
    Health Drinks.  There is nothing else here, so leave the room.
    
    If you examine this hallway too far ahead, Nurses will ambush you.  We 
    will deal with them eventually, but on our terms.  Follow my 
    instructions to avoid getting overwhelmed by enemies.  The doors to 
    rooms S2 through S6 are all jammed, as are the doors to Bath 3 and the 
    shower room on the north wall. There is a package of Beef Jerky on the 
    bench against the north wall, opposite room S5.  According to the 
    document that you read earlier, Stanley's room was S7.  I guess it is 
    finally time for a confrontation with the creepy little weasel.  Go 
    into room S7.
    
    Stanley's journal and doll are on the bed to Heather's right, but not 
    all is as it should be; the doll is broken into pieces.  Inside the 
    journal you will find Stanley's final goodbye to Heather; it seems 
    Leonard decided to take issue with Stanley, and killed him as a result.  
    Stanley warns Heather to watch out for Leonard, as he isn't an 
    "ordinary guy".  He goes on to say that he regrets that he will now 
    never get to meet Heather, or take her to his world, a world for
    just the two of them.  This final entry ends abruptly, as though 
    Leonard finally caught up with him in mid sentence.  Too bad.  I was 
    hoping that those two crazy kids would make it work.  Oh well. If you 
    look at the foot of the bed, there appears to be a dark stain on the 
    floor, and what looks like part of a body, but Heather doesn't comment 
    on it, or even seem to notice.  Odd. He didn't leave you any helpful 
    items to remember him by, so it is time to say goodbye to good ol' 
    Stan, and leave the room, back into the Nurse infested hallway.
    
    That's right, I said Nurse infested.  As you move west away from 
    Stanley's room, three of them appear out of nowhere, as if in 
    punishment for treating poor Stanley so shabbily.  Send them to meet 
    him by moving off west down the hallway, trying to get one of the 
    Nurses to separate from the herd so that you can pick them off one by 
    one with the Katana.  Two of the Nurses appear in the eastern part of 
    the hallway behind you, and one to the west, so put the one to the west 
    between you and the others and kill it, then run east past the other
    two and try do the same thing again, getting one to follow you or at 
    least put itself between you and the remaining Nurse.  Kill all three 
    with the Katana, if you can, to save ammo.  Once they are dead and 
    stomped on, continue west down the hall.  Rooms S8 through S-11 are 
    jammed, and room S-12 is supposedly Leonard's room.  Go inside room S-
    12.
    
    As you move into this room, the phone in the corner starts ringing.  
    Heather decides it is best to pick it up, but the man on the other end 
    of the phone is convinced that Heather is Claudia, and mocks her dream 
    of the redemption of mankind, wondering where he has gone wrong. 
    Eventually, Heather manages to convince the man that she is Heather, 
    and the man identifies himself as Leonard Wolf, and says that Claudia 
    is his daughter.  When he realizes that you know her, he first suggests 
    that you are working with her, then says that he knows that you are 
    planning to kill her.  He says he hates Claudia, but that she is still 
    his daughter, and that he doesn't know where she went wrong.  He says 
    he has a Seal that can help Heather in her quest, but that he doesn't 
    know exactly where he is.  The door to the place where he is, he says, 
    is at the end of the hall on the second floor.  We have checked every 
    door on the second floor, but I guess we have no choice but to check 
    again.  When the conversation is over, leave Leonard's room.
    
    The last two doors on this floor are jammed, so don't bother with 
    continuing to the west.  The elevator and the door to the stairs in the 
    north part of this hallway are also unusable.  Backtrack all the way to 
    the east end of this hallway, then go back through the last door on the 
    north wall.  Go through the door leading to the staircases on the wall 
    directly opposite Heather, then go down one floor to the second floor 
    and go through the door.  Turn right, and go through the door on the 
    south wall.  You are now in the long corridor leading to rooms M1 
    through M6.  Run all the way to the west, past room M6.  There is a
    new door here, one that wasn't here before and isn't on the map.  
    Ignore that uneasy feeling in the pit of your stomach and go through 
    the new door on the west wall (it is marked with an "M" like the other 
    doors in this hallway, but if it ever had a number, it has long since 
    rubbed away).
    
    This is a long, rusty-looking maze-like corridor that isn't on the map.  
    As you run down the hall, metal gates will slam shut around you and 
    others will open up before you, leading you on an inexorable path 
    through this underground chamber.  There is no way to get lost, and no 
    items to be found, so just let the maze lead you through itself until 
    you reach a little door in a wall at the end of the first part of the 
    maze.  Go on through, and you will be in another, identical corridor.  
    This path will mess with you more than the first one, forcing you down 
    one hallway just to make you turn around and opening a new one that you 
    tried earlier.   In the end it is the same, leading you to only one 
    possible exit, so go through the little door at the end when you get 
    there. Say, what do you know! More corridor.  Follow this last stretch 
    until the path entirely closes you off as gates slam shut behind you, 
    one after another.  Eventually you will be left in a little cell-like 
    space, with a strange red symbol scribed on one wall.  Since there is 
    nowhere else to go, examine the symbol.
    
    You will see a video of a figure that should be very familiar to Silent 
    Hill veterans.  The woman in the video is freaked out, talking about 
    someone who shouldn't be alive, but somehow still is.  When the video, 
    or image, or vision, or whatever is done, the wall that the symbol was 
    painted on has disappeared, and there is a new tunnel where it once 
    was.  Heather says that she remembers the woman from the vision; her 
    name was Lisa, and she was a nurse who took care of Heather when she 
    wasn't Heather, and she was very nice, though she got a little strange 
    towards the end.  Okay... it seems Heather is experiencing the memories 
    of the girl who she never was in this life; Alessa, the girl Dahlia
    Gillespie created to hold the dark soul of the Demon-God Sammael.   
    Heather doesn't even seem to realize that this memory didn't come from 
    her life as Heather, or doesn't care.  Creepy.  Continue down the new 
    hallway and go through the door at the end.  You are now entering 
    another phase of Heather's journey.
    
    II-d-3.  "I don't think my HMO is going to cover this...." Brookhaven 
    Hospital
    Dark Side
    There is a ladder straight ahead of you.  Since there is nothing else 
    of interest here, climb the ladder now.  You will climb past a number 
    of disturbing things, but none of them can hurt you.  First is a large,
    blood-spattered image of a woman's smiling mouth.  Above this is a 
    strange humanoid creature, turning a couple of valves with single-
    minded determination. This is our first glimpse of a creature 
    literature about the game refers to as Valtiel, the gatekeeper.  The 
    game never refers to this creature, it can't be killed, and it can't 
    hurt Heather; it is purely symbolic in nature.  The last thing, below 
    the top of the ladder, looks like it might be a dead nurse. Lovely.  
    Climb off the ladder and go through the door at the top, lit by a 
    single, red light bulb.
    
    This next area looks burned, bloody, kind of meaty, really noisy, and 
    totally unrecognizable, but it is, in fact, the hospital.  Bring up 
    your map if you don't believe me.  This is the third floor hallway, and 
    rooms S14 through S9 are unreachable, due to a new abyss.  The door to 
    room S8 is blocked by a gurney, complete with body.  Doors S7 through 
    S4 are almost impossible to find on the strange walls, and are all 
    blocked anyway, as it the door to the shower room.  Go into room S3, 
    using the map to locate it if you are having problems.
    
    There are two boxes of Handgun Ammo on the windowsill, and a bloody 
    hand is hanging from the grate outside the window, but it can't hurt 
    you.  There is a Save Point scrawled on the bed, should you want to use 
    it.  Actually, its there even if you don't want to use it.  In any 
    case, leave the room.
    
    Go slightly further east, then go through the next door on the north 
    wall (Examination Room 4 on the map).  Inside is a body hanging from 
    the ceiling and slowly bleeding out into a bucket, which is already 
    full.  There is nothing you can do here for the moment, but I brought 
    you here for a reference point, so that it is easier to find later.  
    Leave the room, then continue east.  The door to the south is jammed, 
    and the door to the north is locked, so go through the door on the east 
    wall, into the Day Room.
    
    As soon as you enter this room, turn to Heather's right and move south 
    until you hit the wall, then turn and run east until you reach the door 
    in the southern corner of the east wall.  Though this room is large, 
    this is the only route that leads you to the door, as there is a huge 
    pit in the middle of the room, which Heather will fall into if you are 
    not careful.  Equip the Shotgun and go through the door.
    
    There are three blood covered and highly disturbing Slurpers in this 
    hallway.  Your goal is to run north to the first intersection and catch 
    them while they are all grouped together, so that you can kill them all 
    in a group with the Shotgun, so you don't waste ammo.  If this doesn't 
    work out for you, take them out one by one with the Handgun, or the 
    Katana, if you are feeling brave.  If they bunch up, quickly switch to 
    the Shotgun to teach them why this isn't wise. Once they are all dead, 
    ignore the elevator for the moment and down the corridor running west, 
    then into the first door on the north wall, the Store Room.
    
    There is nothing of importance in here except for a good old-fashioned 
    scare.  Run around the corner until you see a big, floor to ceiling 
    mirror in front of a washbasin.  In the mirror, blood will start to 
    seep out of the walls and floor and start running towards the sink, 
    pouring into the drain.  None of this will be happing on your side of 
    the mirror, but once all of the blood on the other side has poured into 
    the sink in the mirror, it will start coming out of the drain and 
    tendril its way across the floor on your side of the mirror, and 
    mirror-Heather will start to become covered in the stuff!  If you want 
    to leave before the spectacle is over, you are out of luck, because the 
    door to the room locked behind you.  The tendrils of blood do tiny bits 
    of damage to Heather, and begin to coat the floors and ceiling of this 
    room.  Eventually, the mirror Heather will become entirely covered in 
    blood, and stop mirroring your image, instead standing perfectly still.  
    Once this happens, it means the show is over, and to get the hell out 
    of Dodge before you get hurt.  Once mirror-Heather is immobile, the 
    door to the Store Room unlocks itself and you can leave, but only if 
    you go and look at the other Heather in the mirror!  If you don't watch 
    the Heather in the mirror, you will not be able to leave the room, and 
    the tendrils will kill you.  So acknowledge the end of your mirror 
    self, then leave the room again.  Of course, this room can be entirely 
    avoided, and has no useful items, but what is the fun in skipping it?  
    We're here to be scared, and that was a damn good scare, you've got to 
    admit.  Luckily, this event only happens once per game, so if you feel 
    the need to gaze at Heather's lovely image in the mirror later, there 
    will be no danger.
    
    There is nothing to do to the west of the Store Room; the door to the 
    stairwell is jammed, the hallway leading to the Special Treatment Room 
    has fallen away, and the door leading back to the "S" rooms and 
    Examination Room 4 can be unlocked from this side, but why bother at 
    the moment?  Instead, head east, then turn left at the end of the 
    hallway to find the elevator on the west wall. Get into the elevator.
    
    In addition to the first, second and third floor buttons that were here 
    in the other version of the hospital, there are also three new buttons, 
    for B1, B2, and B3.  You sunk my battleship.  Heh.  Anyway, chose "B3"  
    (the only one of the three new buttons that actually works) and descend 
    to the mortuary.
    
    This is a mortuary and crematorium.  There are bodies on gurneys 
    throughout this room, with numbers written on the ends, ranging from 0 
    to 9.  The map doesn't show this level, but for the purposes of this 
    riddle, we will call the wall opposite the elevator, the one with the 
    incinerator on it, north, and the wall where the door to the elevator 
    is located is south.  In this scheme, the numbered bodies are lined up 
    so that 1 and 2 are against the north wall, 3, 4, 5, and 6 are across 
    the middle of the room, and 7, 8, 9, and 0 are lined up along the south 
    wall.  As Heather walks past the gurney marked "7", a ghostly voice 
    will whisper her name, sending chills up and down your spine.  There is
    an incinerator set into the middle of the east walls, for disposing of 
    bodies, but the door is locked with a dial padlock.  Scratched into the 
    door of the incinerator is a pattern marked with roman numerals, from I 
    to IV.  The numbers are marked on a grid, placed in random squares, so 
    the code is also randomized. The answer is rather simple; the grid 
    represents the placement of the bodies in the mortuary, with the top 
    squares on the door representing the bodies against the wall I dubbed 
    "north", and the bottom squares representing the bodies against the 
    wall that I called "south".  Each body has a number attached to it.  
    The roman numerals represent which number of the four-digit code it is. 
    For example, if the roman numeral III was marked in the top left corner 
    of diagram, you would look in the top left corner of the room to see 
    which body is located there (in the above example, this number would be 
    "1"), and the number attached to this body would be the third number in 
    the four digit code.  Do this for all four numbers, put them in the 
    proper order, and then enter them into the numerical lock next to the 
    incinerator to unlock it. (Note: this refers to the Normal Puzzle 
    setting for the game.  For the answers to the Hard level, refer to 
    section IV-d, under "Puzzles" after this guide.  In the Easy level, the 
    door isn't locked, so just grab the key and leave). Inside is the
    Cremated Key.  Take it and then return to the elevator.  Select the 
    second floor.
    
    The doors in the short hallway heading south of where the elevator lets 
    Heather off simply isn't there anymore, so don't bother heading down 
    that way.  Instead take the hallway right next to the elevator, and 
    head west.  The first door you pass, on Heather's right, is jammed, so 
    go past it and turn just beyond it to head north, towards the Locker 
    Rooms.  Take a moment to examine the bottom western corner, right where 
    you turn.  It is darker, and things can be seen moving beyond it, as if 
    there are things moving in a smoke-filled room on the other side of 
    murky glass.  As Heather examines this phenomenon, you will hear the 
    sound of a baby crying amidst all of the other ambient noises. 
    Examining the glass, Heather comments that it looks like there is a 
    person on the other side of the glass, but because of the smoky stuff.   
    Creepy.  Head north up the short hallway.   The first two doors, the 
    ones to the Linen Room and the Nurses Station, won't open (actually, 
    the one to the Nurses' Station, as well as the door leading to the 
    Staircase, don't exist here because of the strange, smoky room) so go 
    in the next door on the right, into the Men's Locker Room.
    
    As soon as you step any distance into the room, a phone will start 
    ringing inside one of the lockers.  Inside the second locker on the 
    right, you will find a broken payphone.  Go ahead and pick it up.  Some 
    friendly fellow is calling to wish Heather a Happy Birthday, but the 
    poor chap seems a little confused; he refers to it as her thirty-first, 
    then to her twenty-fourth Birthday.  Since it is not really her 
    birthday, and because she is only seventeen, Heather thinks he is 
    wrong.  He also has a little trouble remembering her name, and when 
    Heather says "Who Are You", he thinks that is it.  He allows that he 
    isn't Leonard, who he refers to as a murderer, nor Heather's "beloved 
    Stanley" who he says is now Underground, and his new name is "Number 
    Seven".  I guess we know why the body marked with a "7" in the
    crematorium spoke up when Heather walked by... he finally got to see 
    her!  He says that as a birthday gift, she can chose to give pain or to 
    receive it, whichever she hates the most.  How thoughtful!  Anyway, the 
    conversation leaves Heather unsettled and bewildered.  There is nothing 
    more to find in this room, so CAREFULLY leave the room.
    
    I say carefully, because there are now Slurpers in this hallway.  You 
    can deal with them now, and get them out of the way, or you can ignore 
    them for the moment and dash across the hallway into the Women's Locker 
    Room.  The smartest thing to do is the latter, as you can then dash 
    past the waiting Slurpers and leave this area for good, without wasting 
    health or ammo.  But if you are sick of being pushed around, or if you 
    are feeling a bit bloodthirsty, dish out some justice from the end of 
    your Boomstick.  Either way, the Women's Locker Room is your next goal.
    
    In the garbage to Heather's left as she walks into the room is a 
    trashcan, and on top of it is an Empty Plastic Bag.  We are going to be 
    needing that, so grab it, then search the garbage again; you will find 
    two Health Drinks if your supplies were low when you first entered the 
    Hospital, or one Health Drink if you were doing alright for health 
    items when you first entered.  At the far end of the room is a strange 
    creature imprisoned in a locker.  It can't hurt you, so feel free to 
    examine it to hear Heather's comment on the phenomenon.  Is this 
    Valtiel again?  Since there is nothing else of interest in the room, 
    leave the spectacle behind. If you did not kill the Slurpers earlier, 
    don't forget to dodge them as you run back to the elevator; the only 
    other door in this hall is jammed shut, so it is time to leave the 
    second floor. Notice as you leave that the room that was formerly smoky 
    is now clear, and there is no one inside anymore... but the glass seems 
    to run with trickles of blood.  What could it mean?  Turn left at the 
    glass corner, run back east along the hallway, then left again to reach 
    the elevator, also on Heather's left.  Go inside and head back to the 
    third floor.  We need to fill that Empty Plastic Bag that you got in 
    the Women's Locker Room.  It looks a bit like an IV type blood bag, 
    doesn't it?  Now where did we see a big ol' bucket of blood...?  It is 
    time to go back to Examining Room 4, the room with the hanging body 
    that I told you to remember
    earlier.
    
    Once on the third floor, take the shortcut through the door on the 
    south wall at the end of the hallway running to the west, instead of 
    going through the Day Room.  The door was locked from this side, but 
    you can unlock it and go through now, rather than detouring through an 
    extra room.  Take a few steps south of the elevator, turn right, run 
    west all the way to the end of the hall, then unlock the door on the 
    south wall and go through.  This puts you in front of the northern-most 
    of three doors, with the Examining Room 4 being the next door on the 
    north wall, to the west.  Go into this room.
    
    Walk right up to the hanging body and "Use" the Plastic Bag on the 
    bucket of blood, to get the Plastic Bag (With Blood).  Your work here 
    is done, so re-trace your steps back to the elevator leave the run, go 
    left, go through the north door, turn right, run to the end of the 
    hallway, turn left, go into the elevator on Heather's left), and go to 
    the first floor.  It's almost time to blow this pop stand.
    
    First things first: there is a Slurper and two Nurses (one Shotgun-
    wielding, the other with a Steel Pipe) in this hallway.  Kill the 
    Slurper first if you can, using the shotgun to tenderize him and then 
    killing him with the Katana (or the Maul, if you are good), then kill 
    the Nurses one at a time with a hand-to-hand weapon to save ammo.  If 
    they ever cluster together, take the opportunity to nail them with the 
    Shotgun to whack two for the price of one; if you can get a Slurper and 
    a Nurse, or all three together, well, that's even better.   Once they 
    are dead, check the map.   First stop, there is a door just south of 
    the elevator, going into the Day Room.  Go in here first.
    
    You will be able hear a Nurse, but she can't reach you as she is on the 
    other side of a fence.  You are in an enclosed area within the Day 
    Room, a little fenced-in alley running along the north wall.  Run west 
    to the end of the alley to find a journal.  Inside it says, "The world 
    is teeming with unnecessary people. It's God's decision that I fight.  
    As a knight of honor, as a protector of the seal, I sacrifice myself to 
    the blood of criminals."  It seems someone was feeling a little self-
    important, and Heather comments on this fact.  She also mentions that 
    the "protector of the seal" shtick sounds familiar.  There is nothing 
    else in this area, so leave the room back into the first floor lobby.
    
    Check the map.  There are only three other doors (besides the 
    elevators) in this hallway that open.  One of them is the door at the 
    far end of the south hallway, which leads into the main part of the 
    room that you were just in, where the Nurse was.  We will be going 
    there, but not yet.  The door to the Reception Area, where the Save 
    Point was in the other version of the hospital will open, but there is 
    nothing in the room but some abandoned chairs in the corner, and the 
    door leading to the Document Room is still jammed.  The only other door 
    that isn't jammed is the one leading into the Examination Room.  The
    south end of that hallway is blocked by a fence, so you are going to 
    have to go the long way; north up the east-most corridor, turn left and 
    go all the way to the end of the hallway to the west (past the jammed 
    front doors of the hospital, damn it), take another left, and go 
    through the first door on Heather's left, right before the fence, into 
    the Examination Room.
    
    There is an Ampoule on a stand to Heather's right as she enters, next 
    to some dirty syringes, so take it.  There is a Save Point on the south 
    wall. Against the east wall is a table with a document on it.  The 
    document is addressed to a Dr. Midkiff, and pertains to the subject in 
    room 312; it says that he is a religious fanatic who pushes his beliefs 
    on others, and that the reason that he was in the hospital in the first 
    place is because he stabbed someone over a religious argument.  It says 
    that he is otherwise a good person.  Someone named R. Crosby signed the 
    document.  Interestingly enough, there is no room 312 in the hospital; 
    it must refer to room 12 on the third floor, which would have been room 
    S12, Leonard Wolf's room (why room 312, then?  Players of Silent Hill
    2 may remember that room 312, in a different establishment, had some
    significance to the story...).  The door on the south wall, next to the 
    Save Symbol, is jammed.  Save if you would like, then go back into the 
    hallway. There is only one room left: the Day Room.  Go there now (go 
    north, turn right, go east to the end, turn right and go south ALL the 
    way to the end; the door is on the west wall at the end of the 
    southern-most hallway).  Use the Cremated Key to unlock the door and go 
    inside, ready to deal with the Steel Pipe wielding Nurse within.
    
    Beat the Nurse down with the Katana, or dodge around her and go through 
    the door in the northwest corner of the room.  The path is narrow and 
    there is nothing to find in this room, so either way, go through the 
    door at the western end of the narrow corridor. I'd kill the Nurse, 
    just for being in the way, but I am a vindictive bastard, so it is up 
    to you.
    
    The walls of this hallway are deeply messed up, just like the wall of 
    the hallway when you first climbed the ladder and entered the 
    Brookhaven Hospital Dark Side.  There are three Slurpers and a Nurse 
    with a gun in this narrow area, so deal with them.  There will be one 
    Slurper almost right on top of you when you first enter, so kill him 
    with the Handgun or the Katana before he backs you into a corner (I 
    used the Maul my second time through, and it works great, if you can 
    get the timing down; the first hit nearly kills him and stuns him long 
    enough to get the second whack in, which just about kills him.  A third 
    will finish him off; but remember, timing is everything for that first
    swing).  A second Slurper will soon come to investigate, so kill it as 
    you did the first.  If the Nurse or the last Slurper doesn't come to 
    you, go find them and kill them, using melee weapons if you encounter 
    them singly or the Shotgun if they are together.  Once they are all 
    dead, go back and find the door with "Happy First Birthday!" written to 
    the left of it in sickly blue (this is room C1 on the map). (If nothing 
    is written here, then you must not have gotten the "Happy Birthday" 
    phone message from the crazy fellow in the Men's Locker Room on the 
    second floor. Go up there now, hear the message, and come back). Go 
    inside to collect your present.
    
    What is actually in this room can differ wildly, depending on what your 
    supply situation looks like when you enter this room.  It is based on 
    some kind of ratio of how many health items you had versus ammunition, 
    which you had more of (healing or ammo), and how much of each.  It is 
    going to be confusing, as I don't know the ratio exactly, but here we 
    go; IF YOU HAD LESS AMMO THAN YOU DID HEALTH ITEMS YOU COULD GET: three 
    boxes of Handgun Ammo, two boxes of Shotgun Shells, and a clip of SMG 
    ammo (if your ammo situation was critical and you had more health 
    items): OR three boxes of Handgun Ammo, one box of Shotgun Shells,
    and an SMG clip (if your ammo situation was okay, but not as good as 
    your health items): OR three boxes of Handgun Ammo and a SMG clip (if 
    your ammo situation was adequate but you had more health items): OR 
    three boxes of Handgun Ammo and nothing else (if your ammo situation 
    was good, but you still had more health items): OR simply two boxes of 
    Handgun Ammo (if your ammo inventory was excellent but your health 
    inventory was better).  IF YOU HAD LESS HEALTH ITEMS THAN YOU DID AMMO 
    YOU COULD GET: three Health Drinks, two First Aid Kits, and an Ampoule 
    (if your health item inventory was critical, and the ammo situation was 
    better): OR three Health Drinks and two First Aid Kits (if your health 
    item inventory was okay, but your ammo situation was better): OR three 
    Health Drinks and one First Aid Kit (if your health item inventory was
    adequate but your ammo situation was still better): OR two Health 
    Drinks and one First Aid Kit (if your health item inventory was good 
    but your ammo situation was still better): OR just two Health Drinks 
    (if your health item inventory was excellent but your ammo inventory 
    was better still).  FURTHERMORE, there is a varying number of Nurses in 
    this room, guarding said items, and the better your inventory is, the 
    more of them there are.  If your inventory sucks (very little ammo and 
    support items) there won't be any nurses, and you can grab your loot 
    and leave.  If your inventory is okay (a few boxes of ammo and a couple 
    of health items) there will be one nurse to dispatch before you can 
    grab your stuff.  If your inventory is adequate (a half a dozen or so 
    boxes of ammo and a like number of healing items) there will be a pair 
    of nurses, so kill one with the Handgun and kill the other with the 
    Katana.  If you have a well-stocked inventory (seven or more boxes of 
    ammo and a like number of health items, roughly) there will be three 
    Nurses, and it is time to break out the Shotgun to deal with them.  
    WHEW!  This inventory controlled gift system is what the man on the 
    phone was talking about when he said that for her Birthday, "Who Are 
    You" can either give pain or receive it, whichever she likes less; if 
    she has a lot of ammo (for giving pain) she can have healing items,
    and if she has a lot of healing items (what she has to use to survive 
    after receiving pain) than she gets more ammo, for giving pain.  After 
    the Nurses (if any) have been dispatched, the items you receive will be 
    on a small cart on the wall opposite the door. Grab them, and on the 
    way out, look under the corner of the bed closest to the west wall to 
    find a birthday card wishing Heather a Happy thirty-eighth birthday.  
    Heather does the math on this one herself; 14 plus 7 plus 17 is 38.  
    Now we have four different ages mentioned by the crazy person for 
    Heather; he mentioned it being her thirty-first or twenty-fourth
    birthday on the phone upstairs, her first birthday on the wall outside 
    of this room, and now thirty-eighth birthday on the card.  Once you 
    have figured out the relationship between Heather, Alessa, and Cheryl, 
    this will make a lot more sense.  On the way out, check out the gurney 
    to the right of the door: Heather says that whatever is on the gurney 
    is too thin to be human, but refuses to look under the sheet to see 
    what it is.  Could it be... Gwenyth Paltrow? (I'm just kidding you 
    Gwen, you know I love you. Call me, okay?). Leave the room now.
    
    Turn left and head all the way west to the end of the hall.  The only 
    door that Heather hasn't been through that can open is room C4, the 
    last door on the south wall at the western end of the hall.  Go inside.
    
    We are almost done with the hospital.  There is a Save Symbol scrawled 
    on a sheet on the west wall, but ignore it for the moment.  There is an 
    altar against the south wall, and in the southeast corner of the room 
    is a little table with a book on it.  The title is "Lost Memories"; 
    read it.  It is about ritual sacrifice, and speaks of drenching an 
    altar with the blood of a victim pierced through the heart with a 
    copper stake.  It talks also of another ritual, in which the subject is 
    burned alive.  This particular sacrifice was usually only performed on 
    the holiest of victims, usually a high Priest or Priestess. It is 
    believed that this is because the god that the cult worshipped was 
    originally a sun god.  Neat.  Well, we aren't about to burn Heather 
    alive (again, technically), and I don't know whether the blood we are 
    carrying around in the plastic bag is heart's blood from someone killed 
    with a copper stake, but it will have to do.  Go over to the altar and 
    "Use" the Plastic Bag (with Blood) on the altar to trigger a grisly 
    cutscene.  The ritual altered the very fabric of the room you were in; 
    where once there was the other side of the room, where the door leading 
    out was, there is now a deep chasm, with a ladder leading down into it.  
    Luckily, the Save Symbol is still here, and there is a boss fight 
    coming up, so use it if you want.  Then climb down the ladder.
    
    Leonard is down here, but it seems he is not quite ready to show 
    himself at the moment.  He hides in the dark and babbles about Claudia 
    and her plans, and how they are misled but ultimately right, except in 
    their execution.  He wants a rebirth of paradise as well, but his 
    methods are ultimately different than Claudia's.  Claudia wants to 
    create a Paradise for all mankind, to redeem the human race; no matter 
    how crazy she is, and how messed up the way she attempts to go about 
    it, this is her ultimate goal.  Leonard on the other hand, is disgusted 
    by humanity, and thinks that only the chosen few should be allowed to
    enter Paradise; people like him and Heather. He thinks that God gave 
    him the Seal to protect it (Leonard was obviously the author of the 
    "world is teeming with unnecessary people" journal from the Day Room on 
    the first floor), and that means he is chosen, and that Heather is as 
    well. He wants Heather to join him in creating this new Paradise, and 
    that this is why she wants to kill Claudia and end her scheme.  But 
    when Heather says she doesn't want anything to do with all of that holy 
    nonsense, he gets angry and thinks that Heather was trying to mislead 
    him so that she could kill him and take the Seal.  Heather responds 
    that she had thought he was just a nice, normal person, and that she
    doesn't even know what the Seal is.   Not believing her, Leonard 
    decides to kill her to protect the Seal, and finally shows himself.  
    Meet Leonard Wolf, a man who seems... well, a little bit messed up, to 
    say the least.  To start with, he is all melt-y and lumpy and about 
    eight or nine feet tall, and has big spikes where his hands should be.  
    He looks like he was an effigy made of wax, and that he is has gotten 
    too close to a flame.  It is time to put him down for good.
    
    II-d-4. BOSS BATTLE: LEONARD
    This battle is similar to the battle against the Missionary on the roof 
    of Heather's apartment, except that Leonard is slower.  Start off the 
    battle by introducing him to business end of your Shotgun to knock him 
    on his ass.  Once he is down you can nail him with another Shotgun 
    blast or try to hit him with a melee weapon like the Maul (difficult 
    but very damaging) or the Katana (faster but less deadly).  However, 
    like the Missionary, Leonard makes a deadly sweeping attack when he 
    rises, which is impossible to block.  So if you do use melee weapons, 
    make sure that they connect well enough to stun him, and if you use the 
    Shotgun, make sure you are standing far enough back that you are just 
    out of his range when he makes his rising attack. The battle is 
    complicated by the fact that Leonard crawls away quite quickly under 
    the water, and that Heather moves relatively slowly.  While he is under 
    water, he is impervious to firearms, so switch to the Katana or the 
    Steel Pipe as you are chasing him, and hit him with a downward strike 
    when he gets near.  Eventually (after he decides it is safe to rise or 
    after you have hit him enough times) he will rise up again.  Remember 
    that any of his attacks from the front can be blocked with your normal 
    defensive stance.  Repeat the steps above until Leonard finally falls.   
    The only thing that really complicates matters is that the more he is
    hurt, the more aggravated he is, and the faster he moves, so you will 
    have to be light on your toes to keep up to him when he is under water.  
    Just nail him with the shotgun when he is up, hit him with the Katana 
    when he is down, and he will be dead in a minute or two.
    
    An alternate strategy for the melee savvy and the brave (or the 
    stupid): it is entirely possible to kill Leonard using only melee 
    weapons.  I strongly suggest using the Katana, due to its speed and 
    relatively high damage. Use the defensive stance to block a frontal 
    attack by Leonard while he is standing, then use a thrust or a three-
    swing attack to damage him, then block again if he doesn't fall the 
    first time, then repeat.  Once he falls into the water, use the 
    downward swing to hurt him while he is underwater.  If he falls on his 
    back and starts thrashing, don't move in, as he will hit you with the 
    rising attack. Eventually he will stop thrashing and either rise or 
    start swimming away.  Use the three-swing attack or a thrust if he is 
    standing, and the downward strike if he is crawling.  If you can get 
    him backed into a corner and you have time, switch quickly to the Maul 
    to do heavy damage to him, but only if he is not already rising; the 
    Maul swings slowly normally, even slower in the water, and if you are 
    wearing the Bullet-proof vest, it is even worse. Using a combination of 
    these attacks, a little patience and a lot of caution, you can take 
    down Mr. Meltyface in a matter of minutes, without wasting any ammo.
    
    Regardless of how you do it, when Leonard is defeated, his watery tomb 
    fades away, and Heather awakens in room C4 on the Hospital's first 
    floor. Now that Leonard is gone, Heather decides that it is time to go 
    find Douglas and report back. As she starts to walk away, she kicks 
    something that was lying on the floor: Leonard's Seal.  It appears in 
    your inventory as the Talisman. I guess we got something out of all 
    this after all.  We are done with Brookhaven Hospital, and there are no 
    enemies, so leave the room, take a right, and run all the way to the 
    end.  Go through the door on the north wall. Now turn right and run a 
    bit, but take the first hallway that you find, leading north towards 
    the exit.  Turn right again at the end of the hallway.  The door to the
    Reception area will be on your right, and the Save Point is inside if 
    you want it; this is your last chance to save for a while, so if you 
    want to save any time soon, I would take it.  Whatever you decide, the 
    door leading out of the hospital is directly opposite this door.  Let's 
    get the hell out of here.
    
    II-e. Part Five:  "Daddy, what is Robby the Rabbit doing to that man's 
    face?"
    II-e-1.  "Are We There Yet?":  The Streets of Silent Hill
    As you leave the hospital, you will see a cutscene in which Vincent and 
    Claudia are arguing, in a place that looks suspiciously like your room 
    at Jack's Inn. Claudia is upset at Vincent for leading Heather to her 
    father, Leonard. Vincent mocks her father's death and her beliefs, and 
    she begins to question his faith in his religion, and says he will 
    never know the happiness of her Paradise.  He replies that he is more 
    interested in the pleasures of THIS world, and finding his happiness 
    here.  He goes on to point out that Claudia hated her father; that he 
    used to beat her with a merciless cruelty and make her cry.  Claudia 
    replies that this is exactly why they need to re-create Paradise, so 
    that human cruelty can be "cured" (this isn't her exact phrasing, but I 
    am boiling it down to the basic argument). Vincent mocks her some more,
    and see replies that he doesn't understand, that none of them do. It 
    seems that Claudia's beliefs are a little crazy even for her cult.
    
    After this scene is over, we switch back to Heather on the front porch 
    of Brookhaven Hospital. We need to go back to Jack's Inn, so run north 
    along Carroll Street, keeping the sidewalk on Heather's right in view 
    as a guide line so you don't get lost in the fog. Along Carroll Street 
    you will come across two Pendulums and a Double Head.  As previously 
    when walking (or rather running) the streets of Silent Hill, your best 
    bet is to ignore them and avoid wasting ammo and health, especially at 
    this late stage in the game. But if you want to kill, be my guest.  You 
    should have the combat strategy down by now. There are also two Double 
    Heads in the parking lot that wraps around Pete's Bowl-o-Rama, if you 
    are interested.  When you reach the end of Carroll Street, take a right 
    and head east along Nathan Avenue, again keeping the sidewalk on 
    Heather's right in view. There is only a single Double Head on Nathan 
    Avenue, so if you aren't being chased by a bunch of other critters, you 
    might consider killing it.  Or just keep running.  Whatever.  Soon, you 
    should soon see the sign for Jack's Inn on Heather's right side.  When 
    you reach the entrance to the parking lot, turn right and go in. Use 
    the arrow pointing to room 106 on your map to help you navigate your 
    way back to your room (it is on the wall directly opposite the entrance 
    to the parking lot from the street, first room on the east side). Go 
    inside.
    
    Vincent is waiting for you in your room, and he denies that there was 
    anyone else just there.  Douglas is also not around, but Vincent says 
    that he has a message for Heather from him; that the Church is on the 
    other side of the lake. This has got to be the church that Claudia 
    belongs to, and where you should find her.  However, the streets 
    leading there are impassible; the only way to reach the Church now is 
    through Lakeside Amusement Park, which Heather can get to by heading 
    west along Nathan Avenue. Heather questions whether this message is 
    really from Douglas, but decides that she has no choice, leaving the 
    creepy Vincent behind.
    
    The cutscene ends with Heather back outside of her room, without even 
    being able to use the Save Point next to the TV.  Jerks.  Anyway, run 
    north out of the parking lot, then back west along Nathan Avenue. If 
    you killed all the beasties earlier, you should have nothing to worry 
    about.  If you didn't, you may have to dodge some of them on your way 
    west. When you reach a point on Nathan Avenue just west of Carroll 
    Street, the game takes you automatically to the always-charming 
    Lakeside Amusement Park.
    
    II-e-2.  "Mommy, can we go on the 'Meat-Spewing Baby Eater' ride?": 
    Lakeside Amusement Park
    As soon as Heather steps into the "amusement" park, Heather is seized 
    by another one of her painful, cramping spells, and the world around 
    her changes once more.  Where previously dawn was turning the mists of 
    Silent Hill pink with a promise of new day, the darkness and decay of 
    Silent Hill has taken hold once more. Obviously, we are back in Silent 
    Hill's Dark Side.
    
    Unfortunately, just like before, there is no map for the Lakeside 
    Amusement Park AT ALL.  That means that you will have to follow my 
    instructions carefully in order to find everything of interest.  
    Luckily, since you have been through a good portion of this section 
    once in the dream at the beginning of the game, it should make 
    navigating the first portion of this area a little easier. Once
    you regain control of Heather, walk forward until the camera angle 
    shifts and you enter a familiar area; the first place you saw when you 
    started Silent Hill 3. On either side of the path are corpses wearing 
    bloody bunny suits and cages with not-quite-humans inside.  Also just 
    like before, there is nothing important to be found here, so head 
    straight across to the far wall, then move to Heather's left along the 
    wall until the camera angle shifts to show you the big, double yellow 
    wooden gates.  Go through them.
    
    This next area is also set up just like before, and all the same doors 
    are jammed or unlocked.  The first time you were here, there was a 
    Double Head and a Closer here.  This time, it is just two Closers 
    instead, and they are tougher and faster than the ones in the dream.  
    Take them out, using melee weapons such as the Katana if you can, to 
    make navigating this area easier.  The rest of the area should be just 
    as you remember it; it is a circular path with a dark pit in the 
    middle, so be careful near the inside edge.  With your back to the door
    you entered this area through, you will find that there is but one door 
    with the lock broken to Heather's left, and a bit beyond that there is 
    a pile of boxes and rubble that keeps you from continuing in that 
    direction. I guess right it is.  From the entrance door, follow the 
    path to the right and count four doorways; the first three cannot be 
    opened. You will reach a set of white double doors with a lantern 
    hanging over them, with a sandwich board to the right of the door and 
    barred picture windows on either side of it proclaiming this to be the 
    Lakeside Amusement Park Souvenir Shop. Unlike your first visit, there 
    are things to find within the shop. Go inside.
    
    The set-up of the Souvenir Shop is the same as before; two shelves on 
    either side of the room, a long, ovular counter in the middle, a check 
    out counter with a register in the middle of the room in the back, and 
    shelves along the side.  All of them are covered with cheesy souvenirs 
    featuring the Lakeside Bunny. On the far end of the ovular counter in 
    the middle of the room, facing the registers, Heather will find an 
    Ampoule. Almost directly opposite that, on the actually register 
    counter, Heather can find a package of Beef Jerky. Depending on the 
    state of your supplies, you may find some Handgun Bullets, a couple of 
    First Aid Kits, and possibly a third First Aid Kit, or some variation
    of these items. It depends on just how needy you were when you entered 
    the Amusement Park. At first, there is nothing more to find, but keep 
    looking. After Heather checks out the left-hand corner of the room 
    beyond the registers, on the opposite wall from the doors, and she 
    begins to move away, there will be a startling crash. Go back and check 
    out the corner. One of the boxes of candy has cracked open, revealing a 
    Save Point within.  Use it if you like. Just behind the Save Point is 
    another broken open candy box, and inside is the Roller Coaster Key.  
    This wasn't in the dream, so take it to make sure that things end 
    differently than in Heather's dream. There is nothing more to find
    here, so leave the shop through the front door; all the other doors are 
    jammed and cannot be opened.
    
    From the Souvenir Shop, continue to the right, past a door with a 
    broken lock at the top of a short flight of stairs and then past a gate 
    with double green doors that also won't open. Just past this gate is a 
    small wooden door that can be hard to see, but the camera-angle shifts 
    to make it easier. This is the door you want; there are no other doors 
    in this area, and if you continue past you find the other side of the 
    pile of boxes and rubble you would have found had you gone left at the 
    entrance to this area.  Go through the small wooden door now.
    
    This area, where there were two Closers in Heather's dream, now has two 
    Double Heads and a Pendulum. Since you probably won't be coming through 
    this area again, the best thing to do would be to ignore the enemies 
    and run straight across the area, out the gates directly opposite the 
    doors you came through.  If you insist on fighting, take out the 
    Pendulum first with the Shotgun, strafing around the area to avoid 
    attacks.  If you can get either one of the Double Heads caught in the 
    Shotgun blasts, all the better. When the Pendulum is dead, switch to 
    the Handgun and strafe, focusing on one Double Head until it falls, 
    then switch to the Katana to kill the other.  It sounds a lot easier to
    just run across the area and leave, but it is up to you. Whichever you 
    decide, leave through the gates on the far side of the square area, 
    opposite the narrow wooden door you came in through.
    
    There are two Pendulums in this area. If you want to avoid 
    confrontation with them, ignore the following parts about fighting and 
    follow the instructions to the top of the tracks and into the control 
    booth. The Pendulums will follow you the whole way, attacking you on 
    the staircase's landings until you reach the top.  Killing the 
    Pendulums MAY be a better option, but only if you feel comfortable 
    fighting them by now.  As you enter this area, equip the Katana and
    immediately turn left and go, running straight between a ticket booth 
    and a metal railing. You should see a grounded Pendulum, so run up to 
    him from the side and stab him with the Katana using the thrusting 
    attack. If you perform the attack correctly, this should keep it 
    stunned and allow you to continuously stab it until it is dead, so long 
    as you use the thrusting attack. If it gets in the air, alternate 
    blocking its attacks and striking it with the overhead attack until it 
    falls.  If your timing is good, you can avoid almost all damage by 
    using this block/slash/block combo. Once it is dead, run back towards 
    the main gate, and a bit past it (as if you had turned right when you 
    came into this area instead of running left). Use the same techniques 
    outlined above to take it out. If you are lucky you will catch this one 
    resting on the ground as well. The reason I had you kill them in this 
    order is that the Pendulum to the right starts off in the air, and if 
    you take the time to tangle with this one first, the one that was 
    initially on the ground takes to the air, and you miss the opportunity 
    to take it out without too much of a struggle.  Once they are both 
    dead, it is smooth sailing. Alright, those of you who chose not to 
    fight can pay attention again (just remember to dodge the Pendulums 
    along the way, since you didn't kill them). Run back towards where you 
    killed the first Pendulum, in front of the blue "Mountain Coaster 
    Platform" sign, and turn right when you hit the wall. Run along this 
    wall a short distance until reach the stairs, which should be on your 
    right.  Climb the stairs all the way to the top, turn right, and run 
    straight to the Roller Coaster control booth, instead of going straight 
    through the short gates to your left, as you did in your dream. Unlock 
    the booth with the Roller Coaster Key that you found in the souvenir 
    shop, and go inside. Here you will find two Health Drinks and the 
    Roller Coaster controls (as well as a dead body hanging against the 
    back wall, but it won't bother you). Turn the coaster off, then leave 
    the booth and go through the short gates onto the Roller Coaster 
    tracks.
    
    Here you will want to turn right and walk, not run, down the track, 
    being careful not to fall off the sides of the dilapidated ride. If you 
    are very careful you can make it a good ways down the track, to the 
    place where the coaster smeared you in the dream sequence. This time, 
    however, though the coaster comes hurtling down the track anyway, 
    Heather is able to jump off the tracks in time, avoiding damage and 
    reaching a new area of the amusement park. If you didn't turn off the 
    coaster, you will get smeared. Again.
    
    Assuming you survived the coaster encounter, a cutscene is activated, 
    showing Douglas confronting Claudia.  He wants to know why Claudia lied 
    to him; she had told him that Harry Mason had kidnapped Heather from 
    her order, and that he was to find her and bring her back. She insists 
    that this was really the case, and that Heather belonged with them, 
    until Harry stole her away. That she was actually happy with Harry 
    means nothing, since she was denying her true calling, namely being the 
    mother of god and ushering in a new Paradise. Douglas mocks her vision 
    of Paradise, and raises his gun to shoot her down, saying that he has 
    killed before. Claudia says that she pities him, and the cutscene ends, 
    bringing us back to Heather, who is lying unconscious on top of a 
    ticket booth. She awakens and climbs down, and we are in a new area of 
    the park.
    
    Once you are in control of Heather again, hit "L1" and "R1" to quickly 
    turn around, then run straight until you see a wooden door on Heather's 
    left, with a blank sign to the right of it.  There is nothing else of 
    interest in the area, so go through it.
    
    As you run forward down the path in this area, you will reach a sign 
    that says "Borley Haunted Mansion".  Great!  Sounds like fun. Continue 
    to follow the path for a few more feet, and the area should open up, 
    into a wide open space with a number of small fences for people to line 
    up behind.  You don't need anything out amongst the fences, so as soon 
    as the area opens up, turn left. You should see a Save Point taped to a 
    ticket window here, and I strongly suggest that you use it, as there 
    are some tricky and dangerous bits coming up. (If you are trying for a 
    perfect ranking, you are only allowed 2 saves for the entire game; I 
    suggest that this should be the first of the two). As you are facing 
    the Save Symbol, there is a path to Heather's left. Follow this to 
    Borley Haunted Mansion's front door and go inside.
    
    A purposefully cheesy narrator will welcome you to the Haunted Mansion.  
    When he is done, walk straight across this area and out the door on the 
    other side of the room.  If this is your first time through the game, 
    you will have to wait for the narrator to stop speaking before you can 
    leave a room. If you have previously completed Silent Hill 3, or if you 
    have died in the mansion and used the Continue option to come back, you 
    can walk out of the room whenever you like.  The same is true of all 
    the rooms.
    
    This next room has a scene from a bloody multiple murder roped off on
    (Heather's) the left side of the room. The narrator tells you the story 
    of the murder in his creepiest voice, then suggests that he was lying, 
    and that only one died... at which point lightning flashes and you can 
    see a body hanging outside the window.  However, if you examine the 
    roped off area, Heather is pretty sure that it is real blood splashed 
    over everything.  Leave through the door in the opposite wall of the 
    room from the door you came in through.
    
    The next room is a study, and there is a body in the desk chair, which 
    is quietly creaking.  The narrator is pretty quiet at the moment, so 
    head forward along the only path through the room.  Follow the red 
    carpet as the hall turns left, and head for the door at the end. Boo! 
    The body that falls from the ceiling triggers the narrator again, who 
    says that "that" is Danny, who was looking for Heaven, but lost his 
    way. When the narrator is done talking, examine the body to discover 
    that it is real, and not (hopefully) part of the attraction. It is 
    unclear whether the "Danny" that the narrator was referring to was the 
    corpse in the chair, which is actually a dummy, or the corpse hanging 
    from the ceiling. Creepy. You can't get to the door behind the hanging 
    corpse, so turn around so that your back is to it and head forward.  
    The camera angle will shift to show you the real door, right ahead. Go 
    through it.
    
    Heed the narrator's next warning and proceed through the room with 
    caution. Walk forward in the combat stance, so that Heather is slightly 
    crouched, and walk along the only path. Only the door at the end opens.  
    About half way across, the ceiling comes crashing down, and it has 
    spikes embedded in it. The ceiling stops when it hits the bars of the 
    caged in areas on either side of the path, so it doesn't crush or kill 
    you, so long as you are in the partially crouched combat stance. The 
    narrator starts his routine again, and as he is talking (and the 
    ceiling is rising) continue down the path until you reach the door at 
    the end. The narrator has one final farewell to say, and then he is 
    done... or so it seems.  Go through this door, but be ready to run and 
    maneuver at a moment's notice.
    
    The narrator starts in again, telling you that that last door was 
    supposed to be the end, but that they decided that they want you to 
    stay... forever.  As you proceed further into the room, a red glow 
    begins to fill the room behind you. If the red light surrounds you, you 
    die. So as soon as you start moving into the corridor, don't stop for 
    anything until you reach the end. None of the doors except for the last 
    one will open, so just keep moving and try not to get hung up on walls 
    and corners.  The key is to always turn towards the camera when given a 
    choice. When I say "left" or "right", it is referring to Heather's 
    directions; if you are holding the Katana (for example) the left is
    towards her free hand, and the right is towards the hand holding the 
    Katana. Here we go, start running.  You are going to turn left, right, 
    left (where the wall swings out to block the path), right, right, left, 
    right, and finally left, then run up the four stairs and go through the 
    door at the top.
    
    Unfortunately, you still aren't safe here.  This corridor is the same 
    as the last, with the red light chasing you along it.  Get moving, and 
    only try the last door at the end, which should be at the end of the 
    hall, not on one of the walls. You are going to be turning left, right, 
    left, right, right, left, right, and finally left, through the last 
    door in the house.
    
    So much for a breather. You are back outside, but there are two Closers 
    in this next area.  Since this is something you can take your 
    aggressions out on (unlike that damned red light), feel free to kill 
    them, taking out one with the Handgun, then switching to the Katana to 
    kill the straggler. Once they are both dead, go back to the door to the 
    mansion and put your back to it for a reference point. Turn left and 
    walk until you reach the edge of the abyss, and then follow the edge of 
    it around to a greenish-hued wooden structure. Follow the wall of this 
    thing until the camera angle shifts, revealing a path leading into it.  
    Go through this path, which will lead you to another area.
    
    There is a Double Head and a Closer in this area, but don't fight them, 
    as you can make them go away through a different means.  Run straight 
    from the path you came in through, then take your first path to the 
    left (not the first break in the fence; this is just an opening so you 
    can fall to your doom. The path actually looks like a path, with 
    railings on each side). We haven't explored this area, but we will be 
    back. Go through the door at the end of the left side path.
    
    This next area has three Pendulums and a couple of Double Heads. There 
    are too many enemies to fight effectively, so run straight across the 
    area and through the doors opposite the ones you came in through, into 
    the kiddy amphitheater.
    
    Finally, an area without enemies.  There is a bench along the fence to
    Heather's left, with a box of Shotgun Shells and Health Drink on it. As 
    you continue forward you will see a large stage area with a lot of 
    benches facing it.  On the set of benches furthest to Heather's right, 
    you will find a Chain. Pick it up. On the stage itself, in the 
    spotlight, you will find a Red Shoe. Seems strange, but pick this up as 
    well.  That's it for this area, so head out, back the way you came.
    
    These enemies are all still around, so run straight across this area 
    and out through the door opposite the one you came in through.
    
    The Double Head and the Closer are now gone from this area.  Cool.  Run
    straight ahead, then follow the path to the left, past a control booth 
    on Heather's right. Right across from the Rocket Sled ride on Heather's 
    right, there is a set of green metal gates, but they won't open... yet.  
    "Use" the Chain on the door to attach one end to it, the run up onto 
    the Rocket Sled ride across from it and "Use" the chain on the metal 
    handle-like protrusion on the front of the central column to attach the 
    other end of the chain.  Now get off the ride and go into the control 
    booth at the bottom of the steps.  Be sure to grab the box of Handgun 
    Ammo (or possibly a SMG clip, depending on the state of your supplies) 
    from opposite the controls, and then examine the controls themselves to 
    activate the ride.  As it spins, the chain tightens... and rips the 
    gates open. Nifty. Go through the now open gates.
    
    This triggers a cutscene in which Heather finally finds Douglas, who 
    has a broken leg, and can't go anywhere. Heather seems strangely 
    touched by Douglas getting hurt for her. Douglas asks her what they are 
    going to do if the god-thing is born, but she blows it off, saying, 
    "How powerful could a god from a dump like this be?" Cute. He insists 
    that they have to do something, and Heather begins to leave, to get 
    things over with. Douglas says that she reminds him of his son, who got 
    himself killed trying to rob a bank, but in a good way.  Heather is 
    touched by this remark, and decides that she has to finish what Harry, 
    her father, started. As she goes to leave, Douglas raises his gun as 
    though he is going to shoot her in the back, and says that it may be
    the only way to end the nightmare. She concedes that he might be right, 
    but he lowers the gun anyway, and she gets on with her quest. Once back 
    in control of Heather, you can go back and talk to Douglas again, but 
    he doesn't really say anything new. Instead, leave through the door 
    Heather is facing when the scene ends.
    
    In this next area, turn right and go through the door here, into the 
    fortune house.  Inside, on a chair near the entrance, you can find 
    Douglas' journal.  When Heather picks it up, she reads only an excerpt.  
    It says that Douglas was hired by Claudia Wolf to find Alessa 
    Gillespie, who was kidnapped by Harry Mason as an infant. He did some 
    research and found out that an Alessa Gillespie was killed in a fire at 
    age 7, but he figures that it doesn't have much bearing on the case at 
    hand. The Alessa he is looking for is using the alias "Heather". That 
    is the end of the excerpt, but you can read more details by going to 
    your regular inventory and using the "Examine" command. According to 
    records, Alessa is supposed to be 24 years old, but Heather looks 17.  
    This is still plausible. He goes on to say that 12 years ago, in 
    Portland, Harry shot some "occult freak" who was originally from Silent 
    Hill. The courts decided that it was justifiable self-defense, and 
    Harry immediately moved away from Portland, and Alessa started using 
    her alias. Apparently, the Order has sent someone looking for Alessa 
    before, and Harry was forced to kill the cult member to save his 
    daughter.  Interesting.  If you go further into the room you will find 
    a Doll's Head in the middle of the larger of the two tables, which you 
    should take with you, and a Save Symbol under a crystal ball on a 
    smaller table to the side. Use the Save Point if you would like, then 
    leave the Fortune House.
    
    There is only one door in this area that Heather hasn't been through, 
    on the wall to Heather's right as she leaves the Fortune House. 
    According to the sign above it, it is the Marchen Travel. Go on inside.
    
    This area is straightforward.  There are a couple of doors in the back 
    of the room that are locked, and to get to them you pass between two 
    statues: one of Cinderella (on the right) and one of Snow White (on the 
    left). Just beyond them, in the middle of some tracks, are some 
    photographs of the "dolls" (statues, whatever), but that something is 
    wrong... in each picture the silhouette is holding an item, and neither 
    is holding anything now. Well, Cinderella had a thing for shoes... so 
    go up to her statue and "Use" the Red Shoe to place it on the short 
    pedestal next to her.  Snow White had a thing for apples... but we 
    don't have any apples.  The thing that she is holding in the picture is 
    a doll's head (actually, I thought it kind of looked like a severed
    Dwarf's head, but we are fresh out of those), so "Use" the Doll's Head 
    to place it in her hands. Now go back to the tracks, take a left, and 
    go through the door at the end of the tracks.
    
    There is a big dragon in here, guarding fake treasure, but 
    unfortunately he doesn't do anything and there isn't anything in the 
    treasure, either. Poop. Go through the metal door in the corner, as the 
    other wooden one at the end of the track won't open.
    
    There are two Double Heads and a Pendulum in this area, but it might be 
    best to avoid them if you are running low on ammo or health items.  
    Dispatch them if you want to, then come back to the door you came into 
    for reference. If you don't kill them, make sure to keep track of them 
    and dodge them through this next area.  Turn left from the door and run 
    forward.  Just up ahead you will see another of those bodies in the 
    metal cages straight ahead, and an opening in the fence to your left, 
    leading into a more open area.  Turn left here to go through the fence, 
    but then take an immediate right and go over to the concession stand.   
    Once upon a time, Harry Mason used a notepad at this same concession 
    stand to save his game, and if you read the notepad now, you will find 
    a note from Harry concerning his daughter, Cheryl, and alluding to 
    Alessa (also his daughter, really). Just to the left of this, on the 
    counter, you will find two Stun Gun Batteries. From facing the counter, 
    turn left and run until you reach the fence on the other side, then 
    turn left again and follow the fence until you reach the partially open 
    gate leading out of this area. Go on through.
    
    On a bench to the left of the entrance you should be able to find a 
    First Aid Kit. Other than that, the only thing of any interest to you 
    is the Merry-go-round, where Harry fought the possessed policewoman 
    Cybil 17 years ago. From the bench, do a 180 and look for the spot of 
    light in the distance (not the street-light, dumb ass, further back); 
    this is the light above the entrance to the ride. It should be just 
    about straight across the area from you. Run to the light, and as you 
    approach, the camera angle should shift, showing you where to go. Go 
    through the opening and hit the action button at the top of the short 
    set of stairs to hop on board the ride.
    
    The Carousel horses are meaty and demonic, with flesh seeming to grow 
    out of them and onto the poles they are impaled on. The first thing is 
    to check out the note stabbed to the nearest horse, which reads "When 
    13 counts to 4, you will die from their curse". There are 13 horses on 
    this ride, so when the ride has gone entirely around 4 times... you 
    die.  The note also says that you will be saved by the twelfth death.  
    The horse with the note attached to it isn't moving like the others, 
    because it has been stabbed in the head. This is hint as to what to do.  
    The horses seem to be expelling a red smoke from their mouths... so 
    kill them. Equip the Katana or the Maul and go to work bashing the 
    horses like you expect candy to fall out. The Maul works great if you 
    are comfortable using it. When you have done enough damage, the horse 
    will emit a noise and stop rising and falling. Do this to each of the 
    12 moving horses, and the ride will stop. If you don't kill them in 
    time, you will die. So get to work.
    
    When the horses are all "dead" a new horror awaits.  Dark, blood-like 
    smoke begins to pour out of the horses and coalesce around the 
    carrousel, and when the cutscene is over, Heather is face to face with 
    a chilling foe... herself, but dark and eerie, and covered in blood.  
    It is time for Heather to face off against her own dark side.
    
    II-e-3. BOSS BATTLE: MEMORY OF ALESSA
    When the battle first starts, Alessa will be armed with the knife that 
    Heather started the game with, and it isn't any more useful. Don't 
    bother wasting ammo on this boss at all, as the best way to deal with 
    her is up close and personal. Equip the Katana and move into striking 
    range (this is also one of the few places in the game where the Stun 
    Gun is effective, since you are in very close range anyway. The 
    downside is, once again, the range). If you try to strike her before 
    she begins her attack, she will bring up her guard and block your 
    attack, rendering it useless. There are two effective ways of dealing 
    with this. The first way, which is also the fastest and most effective 
    way, takes precise timing, but it isn't really too difficult. Wait 
    until Alessa begins her attack, and then strike her before the blow 
    lands. This will get past her defenses, and disrupt her attack. Then 
    wait for her to attempt an attack again, and strike before her blow 
    lands. Simple enough. If you find the timing on this too difficult, you 
    may find this alternate method easier; trade blows, and follow her 
    tactics. When she is about to strike, tap the "Square" button to block 
    her attack, then immediately counterattack and you should catch her 
    before she gets her own guard up. It takes a little longer to do it 
    this way, but it is just as effective. Once you have dealt enough 
    damage, Alessa will scream and fall down and dissolve into dark smoke, 
    but the battle isn't over. Alessa will reappear elsewhere on the 
    Carousel, and be better armed. You will have to take her down again.
    
    This time she has a Handgun. You can use the same tactics outlined 
    above to defeat her, but first you have to move in close enough to her 
    that she can't shoot you effectively. Charge straight at her before she 
    gets her gun up, or you can use one of the horses as cover to get in 
    close and strike. Once you are inside her range she will start trying 
    to pistol-whip you instead of shooting. This is a good thing. Use the 
    same timing and attacks as you did against Alessa's knife-wielding 
    incarnation, and she will soon fall once more. This time when she 
    reappears she is holding a Steel Pipe.
    
    Fighting Alessa here is a lot like fighting a very tough and unpleasant 
    Nurse, and can quickly degenerate into mindlessly trading attacks. Just 
    strike at the right moment, or wait, block a swipe from Alessa, and 
    immediately hit her with a disrupting attack of your own. When she is 
    wielding the Steel Pipe is a good time to use the Maul, should you want 
    to. It does a lot of damage and makes the battle go by quicker, but if 
    you use this weapon, you can only use the "block, then attack" method, 
    as the Maul is too slow to hit her with if you try to use it to disrupt 
    her attacks. So if you want to, go ahead; there aren't too many places 
    in the game to use this weapon effectively (usually in this battle I 
    use the Stun Gun for her Knife and Handgun wielding forms, switch to
    the Maul for the Steel Pipe wielding form, then switch to the trusty 
    ol' Katana for her last form. But you might find it simpler to just use 
    the Katana throughout the battle).
    
    Smack her a few more times and after she crumples, she will re-appear 
    one last time, this time holding a Submachine Gun. Don't give her a 
    chance to use it. Your best bet is to charge straight at her and attack 
    before she has a chance to unleash a barrage of bullets in your 
    direction. Alternately, you should use one of the Carousel ponies as a 
    shield until you can get close enough to get the drop on her with the 
    Katana, then use the same strategy detailed above to finally put her to 
    rest. Don't forget, even with the Handgun or SMG at close range, she 
    can still try to pistol-whip you with them.
    
    Once she is dead, the carrousel will stop. Read the note left for 
    Heather from herself, which is written on the floor. It says death is 
    nothing to be afraid of, especially in light of how much suffering and 
    death the demon/god/baby will cause when it is born. She also says that 
    she wanted to put herself out of her misery rather than allow herself 
    to die slowly in the sickroom the way that she did before, and doesn't 
    know why she didn't let her kill herself. All those "herself"s mean, of 
    course, Heather, the new incarnation of Alessa. Well that certainly 
    explains a lot; Heather is yet another incarnation of Alessa, the
    same way Cheryl was in the original Silent Hill. Once you are done 
    reading it, walk either way until you see the exit gate, then leave the 
    ride.  You will walk down a long, meaty, cancerous looking hallway. It 
    can't hurt you, and only goes the one direction, so go through the door 
    at the end.
    
    You will end up in a long stone corridor, with another message scrawled 
    along the corridor walls in blood.  This is actually a prayer to the 
    Order's Dark God, and the way that it is written on the walls along the 
    path you are taking towards the church suggests it was put there for 
    you to see. Or rather for "God" to see. Once you finally reach the end 
    of the tunnel, you will see a door with a sign on it. Read the sign (a 
    greeting and instructions for church-goers) and then go inside. You are 
    entering the final phase of the game.
    
    II-f. Part Six: "Taking Communion at Our Lady of the Bloodbath..."
    II-f-1.  "My advice; don't drink the Kool-Aid..."  The Church
    All right kid, you're in the home stretch. Don't screw up now. As soon 
    as you enter the church, a cutscene begins.  It seems that Claudia is 
    surprised to see Heather, and immediately figures out that Vincent has 
    something to do with it. Heather's presence at the church actually 
    works into Claudia's plan, so she is not too concerned. She is only 
    interested in the God growing in Heather's womb, and the Paradise that 
    will come after the Judgment and Atonement. Apparently, all the evil 
    and death and suffering in Silent Hill is just a prelude to the greater 
    Hell that will arrive once the god is full-born, and that it serves the 
    same purpose as Hell; to judge and purify those who are not ready for 
    Paradise. Or so Claudia seems to think, anyway. She says that this
    was Alessa's dream. Heather disagrees, as she IS Alessa, and now has 
    her memories. She once wanted this all to come to pass, because of her 
    twisted upbringing, but living as Heather has showed her how 
    brainwashed she had been by her mother and the Order. Furthermore, she 
    doesn't want it because Claudia wants it, and she is the one who had 
    her father murdered. As she is speaking of this, the horrible pain in 
    Heather's stomach returns worse than ever, and she crumples to the 
    ground. Claudia says that the time is almost here, and that Heather's 
    hatred of her is good. Then she leaves, while Heather is struggling 
    with her pain.
    
    When the pain subsides, Heather is alone in the chapel.  There are 
    paintings along either wall, and if you start in the right place and 
    read clockwise, the basic mythology of the Order's religion is laid 
    out. The paintings are numbered so that you can tell where to start and 
    where to end. As you are facing the area where Claudia was standing 
    when you came in, the pulpit, the first one is to Heather's right, 
    closest to the pulpit. Reading them clockwise, here is a synopsis of 
    what they say, paraphrased: 1. Origins: In the beginning human's lives 
    sucked. 2. Birth: A man and a woman each offered sacrifices to the sun, 
    in hopes of gaining salvation; he a snake, and she a reed.  God was 
    born from these two people. 3. Salvation: God made day and night, 
    outlined the rules and gave people joy, and made them mortal. Gee,
    thanks. 4. Creation: God made other gods to lead humanity; the red god
    Xuchilbara, and the yellow god, Lobsel Vith, along with other gods and 
    angels, then went to create Paradise, where folks would finally be 
    happy.  5. Promise: Before she could create Paradise, god ran out of 
    juice and dropped dead, but not before promising a comeback. 6. Faith: 
    So be good little monkeys and pray, so that one day Paradise will 
    finally show up.  The end. That's one wacky religion you got there.  
    Anyway, there are three doors on the far end of the chapel, furthest 
    from the pulpit, but none of them open.  On the pulpit itself there is 
    a Save Point drawn in whatever passes for a Bible in this church. 
    Behind the pulpit on a table, right under the stained glass windows, is 
    the Eye of Night Tarot Card; I'm pretty sure that one isn't in Miss 
    Cleo's deck. Examine the area where the card was located again to get a 
    better view of the stained glass. It shows God flanked on either side 
    by the man and the woman who she was created of.  Heather mentions that 
    she used to come here to pray when she was a little girl (and Alessa to 
    boot), but that none of her prayers were ever answered. Use the Save 
    Point if you want to, then leave through the door that Claudia went 
    through, next to the organ (which Heather can't play, dammit. I wanted 
    her to dive into "In Da Gadda Da Vidda" by Iron Butterfly).
    
    You are in a corridor.  Just to the right of the door, posted on the 
    wall, is the Church Map, such as it is. Unlike the other maps, this one 
    is drawn in what appears to be crayon, on top of a drawing of some 
    green plants and a bunny, and a pretty house with a yellow roof, and 
    the sun.  Awww! Also unlike the other maps, this one only shows the 
    rooms that you are in and have already been in.  Fortunately it draws 
    even what you cannot see, such as the two doors further down the hall 
    and around the corner, which you haven't through yet. As you enter each 
    new room or hallway, it will be added to the map (it is unclear whether 
    Heather is drawing this map herself, or if the drawings are mystically
    appearing. If she is drawing it herself, I wish she had thought of that 
    for the bloody amusement park as well. It would have made all of our 
    lives much easier). Directly across from where you found the map is a 
    door (the southern-most of two doors). Go through it now.
    
    This is a confessional. You can hear someone crying on the other side 
    of it. There is nothing but some books in here, and the confessional 
    screen. Examine the confessional screen to start a cutscene. It seems 
    that the woman on the other side of the screen has performed an act of 
    revenge upon some girl, who apparently killed her daughter. She is 
    asking god for forgiveness, and begging to be allowed to go to 
    purgatory instead of Hell, so that she can be allowed to see her 
    daughter one last time. She asks God for forgiveness. You, for your
    part, are given the option of saying "I forgive you" or saying nothing 
    at all. If this is your first time through the game, it doesn't matter 
    what you say, as you will always get the same ending. If this is not 
    your first time through the game, then saying "I forgive you" will help 
    to earn you a different ending to the game. (See section IV, "Endings" 
    after the walkthrough for more details). Once you say whatever you need 
    to say to the woman in the other part of the room, leave the 
    confessional, as there is nothing more to do.
    
    Turn right and run past the door leading into the other part of the
    confessional (it is locked and will not open, even though you know 
    someone is inside) and the door leading back to the chapel. Follow the 
    corridor as it turns right twice, and your radio should begin emitting 
    static. Ignore this, as it does not, in this case designate that there 
    is a monster nearby. The door straight ahead, on the south wall, is 
    locked, so turn left at the east-intersecting hallway. There is a metal 
    grate at the end of the hall to the east, and beyond it you can see a 
    dark hallway and a gurney with a bloody cloth-covered body on it; this 
    area seems to be the reason the radio is emitting static. But since you 
    can't see what is causing it, instead go through the door on the north 
    wall.
    
    There is a Closer in this room, and it looks particularly nasty. It is 
    much darker than the ones you have seen previously, as if the black 
    smoke-like substance you saw moving over the Carousel at the Amusement 
    Park is moving just under its skin. Closers that you see from this 
    point out are a lot tougher, faster, and stronger than previously, so 
    you shouldn't toy with them. Supplies are few and far between for the 
    rest of the game, so you should avoid all unnecessary confrontations.  
    There are no items or clues in this room, so this counts as an 
    unnecessary confrontation. This is a classroom of some sort, perhaps 
    for teaching their crazy version of Sunday school.  The Closer is
    gnawing on a hunk of meat in front of the blackboard, so you have time 
    to get out of here (in case you are curious, there is nothing to read 
    on the blackboard.  Even the notice in the top corner doesn't say 
    anything).  There is a door north of the door you came in through, on 
    the same wall.  Turn right and run straight along the wall, then go out 
    through the new door before the Closer has a chance to get... well, 
    closer.
    
    This is the other side of the metal grate that we saw earlier where the 
    static was emitting with no visible source.  Well, we are about to find 
    out what was causing the static. This hallway is "T" shaped, with the 
    top of the "T" facing east, creating a corridor that runs north and 
    south. At either end of this north/south-facing hallway is a slumbering 
    Insane Cancer in front of a door. Equip the Katana and engage the one 
    protecting the south end of the corridor first. Don't let it push you 
    too far north as you are battling it, or you will awaken the second 
    Insane Cancer and end up sandwiched between the two of them. Once the 
    first one is dead, go ahead and kill the second one as well. It's
    okay, I'll wait. When they are both dead, you are faced with three 
    doors to choose from; a door at the north end of the corridor which 
    heads north, and door at the south end which faces east, and a door 
    between the two, which also faces east (There is also a wheelchair at 
    the south end of the hallway, which Heather has some interesting 
    comments about). The middle door is jammed, so it is either north or 
    south.   Go through the southern-most door first.
    
    This is somebody's bedroom.  On the left side of the top shelf of the 
    bookcase you will find two boxes of Handgun bullets.  Just beyond that, 
    against the east wall, there is a desk, and on that desk is a blue 
    folder.  Examine the folder once to find the Cassette Tape. Examine it 
    again to find out a little bit about what looks to be the Save Symbols: 
    it "Represents the deity known as 'The Halo of the Sun.' In heraldry, 
    symbolizes a religious group.  The two outer circles are charity and 
    resurrection; the three inner circles are present, past, and future.  
    Usually drawn in red.  Occasionally drawn in black or other colors, but 
    blue reverses the meaning into a curse on God and is therefore 
    forbidden." Sounds like a recipe for something that allows you to come 
    back from the dead, or "Continue" or "Load" your Saved game. Neat.  
    Beat that Resident Evil. All you get is a lousy typewriter. Once you 
    are done reading this, there is nothing else to see, so leave the room.  
    Go north all the way to the end of the hallway and through the door at 
    the end.
    
    This area is a tad freaky, and you have to pay attention. Moments after 
    you first enter this area, you will hear a girl crying. Walk across the 
    metal grating on the floor to the edge of the linoleum and wait. Soon 
    you will see small bloody footprints appear, along with the sound of 
    little feet on linoleum, as well as the crying. The footprints will 
    slowly cross the corridor to a large painting resting on the floor, 
    then seem to disappear behind it. Soon after, the noises cease.  
    Examine the painting.  The picture itself is of an Angel ascending into 
    heaven, but the painting is on its side against the wall. If you 
    watched the little girl's footprints go up to and then behind it, you 
    will be given the option to move the painting aside.  Say "Yes", and a 
    new door is revealed.  Don't go through it yet, however, or you will 
    miss a room. Instead, go all the way north, hang a left, then go 
    through the door on the north wall.
    
    That's a big freaking Save Symbol. This room is circular, with the Save 
    Symbol scribed on the floor in the center of the room. Along the walls 
    are paintings depicting the Holy Trinity of the Order's religion:  
    "Saint Jennifer. Unwavering Faith Under Death's Blade"; this refers to 
    Jennifer Carroll, a member of the order who was tortured to death by 
    Christians for practicing witchcraft during the Salem witch trial era.  
    A monument to her can be found in Rosewater Park on the shores of 
    Toluca Lake during the course of playing Silent Hill 2. The second 
    portrait is of  "St. Alessa. Mother of God, Daughter of God". This one 
    should need no explanation; it is a portrait of a teenage Alessa 
    holding the baby Alessa, who would become Heather. The third and final 
    painting is of St. Nicholas (no, not Santa Claus, dumbass) "Miraculous 
    Hands, A Doctor of God". I have no idea who this refers to.  It isn't 
    Dr. Kaufmann from the first Silent Hill game, because his name was 
    Michael(and also because he turned against Dahlia and helped Harry by 
    separating God from Alessa by tossing a vial of Aglaophotis at her. Not 
    a very saintly thing for a man to do to the God of his own religion). 
    Hopefully it will be explained in Silent Hill 4. UPDATE: Nope, still a 
    mystery.  I'm guessing that he was the doctor who delivered Alessa, a 
    member of the cult, and maybe the mysterious unnamed doctor who you see 
    standing at her bedside after she was burned in cutscenes near the end 
    of the original Silent Hill, and whose voice you hear there and in 
    Silent Hill: Origins. I guess it doesn't matter.  Anyway, our tour is 
    now complete, so save your game if you want to (Heather will have some 
    new deep thoughts about the nature of the Save Symbol
    and resurrection in general) and exit the room. Go back to the door 
    that was once covered by the painting (the painting is now next to it) 
    and go inside.
    
    This is a cramped and narrow hallway, filled with debris and medical 
    equipment, including more bloody gurneys with dead bodies on them.  The 
    walls on either side don't go all the way to the floor, and there is a 
    creature shuffling around on the other side of the wall to the south.  
    I have a sneaking suspicion that it is our old friend Valtiel, but we 
    will never be able to find out, as it can't get at you, and you can't 
    get at it.  So ignore it, and go through the door at the other end, on 
    the east wall.
    
    This area is a narrow, "L" shaped walkway suspended in the darkness.  
    The "L" is lying on it's back, with the short leg running north/south 
    and the long leg running east/west. As you head south, you will pass a 
    big steel cage on Heather's left, hanging in space. This is an 
    elevator, but ignore it for the moment. There is one door on the same 
    (west) wall as the door you came in through, just south of this, but it 
    is jammed. There are also four doors along the south wall. But first 
    things first; there is a new enemy here called a Scraper (see section 
    I-b-7 for more details).  They look like miniature versions of the 
    Missionary boss, but they aren't nearly as tough. Treat them like you 
    would a faster moving Nurse; block its attack and then hit it with the
    Katana, then repeat until it is dead.  There is only one here, so kill 
    it before proceeding, if only for practice. Once it is dead, check out 
    the doors along the south wall. The three western-most are all jammed.  
    The last one, furthest from the door you came in through, opens, so go 
    inside.
    
    This is the church's Library.  Check out the first book that you can 
    see open, on a shelf on the west wall. It is entitled "Silent Hill's 
    Ancient Gods: A Study of Their Etymology and Evolution." Whew! It is a 
    treatise explaining that the religion doesn't exist now as it did in 
    its original form.  The primal gods native to the region (which was an 
    indigenous religion, before the European settlers) were re-named and 
    given the descriptions of Christian angels and demons, making a sort of 
    Hellish Christian/demon potpourri. The main god of the religion, the 
    god of snakes and reeds from the story in the chapel, was instead given 
    the name of a Demon from the Christian religion, not by the religion's 
    followers, but by those opposed to it, in order to show their disgust 
    for the religion. They don't say the demon's name in the book, but in
    the original Silent Hill, the god was called Sammael. Continue south, 
    and do a complete circuit of the room around the central bookcase. The 
    next thing you should come across of interest is a desk in the 
    southeast corner of the room, along the east wall. There is a stack of 
    occult tomes, a blank sheet of paper... and the "Moon" Tarot Card. As 
    soon as you pick this up, a cutscene begins, in which Vincent walks 
    into the Library. Heather isn't happy to see him, and guesses once 
    again that he is in league with Claudia, since he is crazy. He says he 
    IS of the same religion as Claudia, but is sane.  He doesn't want God 
    to be born, since he likes the way things are going.  He doesn't want
    any unpredictable god waking up and shaking up the status quo. Heather 
    is upset that he has been using her to take Claudia out, but he 
    suggests that Heather has been enjoying all of it.  He says he has seen 
    her face when she is killing them. She denies this, and points out that 
    they are monsters, and Vincent acts surprised, saying, "They look like 
    monsters to you?" This raises some VERY disturbing questions about what 
    Heather has actually been doing, and about Silent Hill in general, but 
    Vincent laughs it off and says that maybe he was just kidding. He then 
    asks her if she has the Seal of Metatron, and when she says she doesn't 
    even know what it is, he freaks out, thinking that she doesn't have it.  
    When he says that Leonard was carrying it, Heather takes out the Seal 
    that Leonard was protecting and he seems instantly relieved, saying
    that if she had the Seal then everything will be okay.  He then hands 
    her a book entitled "Otherworld Laws", and leaves.
    
    Go to your inventory and check it out.  It talks about the Seal you got 
    from Leonard, a magic square with "protective and dispelling 
    properties" called either the "Virun VII Crest" or the Seal of Metatron 
    (you know, Metatron. Not the leader of the Decepticons, that was 
    Megatron. Metatron, as in Alan Rickman's character in the movie 
    "Dogma"). The Seal can be used for either good or evil and is also 
    difficult to control, making it very dangerous. This is why it is named 
    after Metatron (or Metraton), who is the angel known as the "Agent of 
    God" (that's some agent; I always wondered how he got that gig; I hear 
    he handles Angelina Jolie as well). Once you are done reading, head 
    north up the eastern side of the room, the side of the central bookcase 
    that you haven't examined yet. At the northern end of the central shelf 
    you will find another book, this one on the history of the tarot.  It 
    is actually kind of interesting, but not useful for our purposes here. 
    There is nothing else here (unless you are playing on the Hard Riddle 
    Level during an Extra New Game, in which case there is a ridiculously 
    difficult riddle here that will allow you to unlock a new outfit; see 
    section V-g-8 for more details) so leave the room. Go over to the 
    elevator and climb inside for a ride to the lower level.
    
    This area is shaped exactly like the ledge-like area you just left, and 
    has the same number of doors. First, go through the one in the 
    northwest corner, at the top of the short leg of the "L".
    
    This hallway looks imposing, as it is covered in blood and iron 
    grating, but it is devoid of enemies.  As you head west, you will 
    notice that the wall on Heather's right is a fence, but is open so that 
    you can see what is on the other side. The camera will actually let you 
    face that way and look through the wall by pressing the "L2" button.  
    All that you can see is an iron-mesh tunnel suspended in a hazy orange 
    glow, over a whole lot of nothing. If you look at the grating under 
    Heather's feet, you will realize she is in a similar tunnel, suspended 
    over nothing. It looks otherworldly and surreal, increasing the feeling 
    of being disengaged from reality. Weird. Anyway, go all the way
    west, ignoring for the moment the hallway that intersects it heading 
    south, and go through the door at the end of the hall on the west wall.
    
    This room is some kind of messed-up, makeshift mortuary, and the shroud 
    wrapped bodies are all tumbled out and discarded like so much refuse.  
    As usual, the dead are not a threat to Heather, so you can relax (if 
    this was Resident Evil, you would be pulling out the Shotgun right 
    about now, or getting ready to run for your life). There is only one 
    body on a gurney, and there is an object propped up against its noggin: 
    the "Hanged Man" Tarot Card.  Examine the body itself to hear her 
    thoughts on how much one can get used to when one has no choice. In an 
    unoccupied shelf in the northeast corner of the room is a box of 
    Shotgun Shells.  If you had very little ammo when you arrived in the 
    Church for the first time, there may be additional boxes here. If there 
    isn't, sucks to be you. That is all there is of interest in this room, 
    so leave the way you came in.
    
    Take a few steps forward, then go take the hallway heading south, turn 
    left when the passage does, then go through the only door in this 
    hallway, on the north wall.
    
    This creepily lit little bedroom might look familiar to you, and if it 
    doesn't, the bloody mattress might give you a hint. Somehow, this is a 
    re-production of Harry's room where his body was laid to rest by 
    Heather, back in the Daisy Villa apartments. The bed is stripped of its 
    coverings, and the body is gone... but the blood-stains remain, and 
    there is a bloody trail leading out the door. The other door, which 
    would have lead into Harry's bathroom, is jammed (which makes sense, 
    because according to the map, it would have lead back into the 
    hallway). Everything else is exactly the same, from the placement of 
    the closet and the bookshelf to the phone, TV and VCR. As if further 
    proof was necessary, Harry's journal is lying on the bed. In it, he
    talks about how he originally named Heather Cheryl, after his daughter 
    who he lost in Silent Hill. But he realizes that the name was all 
    wrong, since Heather, like Cheryl, is really just another incarnation 
    of Alessa. But regardless of who she was, Harry loved her more than 
    anything else. Heather is touched, and reveals that she still holds one 
    memory from poor, lost Cheryl as well: Cheryl's gentle, adoptive 
    mother, who died before Harry first came to Silent Hill with Cheryl 17 
    years ago. It's all kind of sweet, if a bit convoluted. In addition to 
    the diary, there are two Stun Gun Batteries on the desk next to the 
    bed. There is nothing more to find, so say good-bye to Harry's memory 
    once more and leave the room, but be ready to run.
    
    That's right, I said run.  There are now two Scrapers in this hallway, 
    as if in mockery of the way Harry died, killed by the Missionary, of 
    which they are the economy version. You can kill them if you want, but 
    I suggest dodging them and running back east and out the door at the 
    end that you originally entered this hallway through. One on one they 
    are no problem, but they can be dangerous when they gang up, and you 
    don't ever have to return to this hallway, so it is fine to leave them 
    behind. So head back up the hallway north and turn right at the end, 
    then run all the way back east and out the door on the east wall, back
    onto the "L" shaped ledge.
    
    There is only one other door in this area that opens, and that is the 
    second to last one on the south wall. Go through it, but be ready.
    
    This is another "L" shaped ledge (this one with its long leg running 
    parallel to the long leg of the previous "L" shaped ledge, and it's 
    short leg pointing south, like an "L" that fell on its face), and there 
    are two Pendulums and a Scraper here. The Pendulums won't cause you too 
    much difficulty as you pass through here multiple times, but the 
    Scraper could become a problem. Run west to the bend of the "L" to put 
    some distance between you and the Pendulums, and don't worry about any 
    of the other doors except the one in the south-west corner, as they are 
    either jammed or simply not there. The Scraper starts in this general 
    area, walking north and south along the short leg.  Kill him with the 
    Katana as quickly as possible, then quickly exit through the door in 
    the southwest corner.
    
    Start down this hallway, but go through the first door you find, which 
    will be on Heather's left, on the south wall. Just beyond this door 
    there is a section of corridor that is made of mesh, and there is an 
    interesting sight if you look through it facing south, but we will 
    check it out when we get back.
    
    There are two Closers in this room, but no items or clues of interest.  
    To save ammo and health items (and your hide), jag left and dodge the 
    Closers, heading for the door in the southeast corner of this dark 
    room, on the south wall. Run through before the Closers become a 
    problem.
    
    Move south down this hallway until you reach a patch of white linoleum.  
    The crying invisible girl has returned, and once again she will show 
    you where you need to go by leaving bloody footprints in her wake. She 
    slowly leads you to the seemingly blank east wall. Once she is gone 
    once again, search the area that her footsteps lead up to and search to 
    find a secret door. Before you go through it, investigate the strange 
    squeaking noise coming from the south end of the corridor. The hall is 
    choked with bloody beds and debris, but just beyond them at the end of 
    the hall is a strange and chilling sight: the creature Valtiel 
    mindlessly turning his valves.  Hanging above him are what seems to be 
    two sets of pale female legs, still kicking.  It is impossible to tell 
    who they are, because vibrantly red curtains obscure their upper bodies
    and even their hands.  There is nothing you can do to interact with 
    this strange scene, so get your fill of the strangeness, then examine 
    the secret door on the east wall.
    
    This will activate a cutscene in which Heather pushes open the wall,
    effectively making a short passage that runs east. There is a door at 
    the other end of the passage, on the south wall. Go through it.
    
    If this room doesn't look familiar to you, then you must not have 
    played the original Silent Hill. It is another room that should not 
    exist here, a secret room in the basement of Silent Hill's other 
    Hospital, Alchemilia, located in Central Silent Hill. It was a storage 
    room that was converted to a sickroom to care for Alessa after her 
    mother burned her almost to death, and where she "lived" for seven 
    years, under the care of nurse Lisa Garland. On the desk to the right 
    of the door are a couple of unmarked drug bottles and at least one
    box of Handgun bullets. If there are more here, it means that your ammo
    situation must have been critical when you entered the Church. There is 
    a chair next to the bed, and on the chair is a book. Inside the book is 
    the Fool Tarot Card, and it is marking a particular passage in the 
    book. The passage reads: "Aglaophotis. Red liquid or crystals 
    resembling blood. According to the Kabbalah, the name is taken from an 
    herb with the power to dispel evil spirits. It is said to grow in the 
    Arabian deserts. It may be vaporized or applied as a poultice to guard 
    against demons. It is powerful, but as it is rare, it is extremely 
    difficult to obtain." In the original Silent Hill game, the Aglaophotis 
    was used by Harry to separate a possessing entity from the policewoman 
    Cybil (if you got one of the good endings. If you didn't, then you
    just killed her), and by Dr. Kaufmann to separate Sammael from Alessa, 
    which allowed Harry to defeat it (if you got one of the good endings.  
    If you didn't, you must not have saved Kaufmann, in which case you kill 
    Alessa, not Sammael). This is the first time the red liquid from the 
    original Silent Hill has been named, and finally explains just what the 
    hell it was and why it could do what it did. It also gives you a very, 
    very important key to finishing the game; that bit about it being able 
    to "crystallize" and "be applied as a poultice". Keep this little bit 
    of important information in mind for the end of the game. On the top of 
    the monitor station next to the bed you will find an Ampoule; you might 
    find a second Ampoule if you had few healing items when you entered the 
    Church. Finally, examine the bed and the picture on the monitor stand 
    next to it for some personal thoughts from Heather about this room.  
    When you are done, leave the room.
    
    The radio clues you in that there are now enemies in the corridor; 
    there is now an Insane Cancer blocking the hallway to the south, where 
    Valtiel is, and there is another at the north end of the corridor, 
    where the exit is.  Luckily, you don't have to worry about the one to 
    the south, because he only bothers you if you get close, and you don't 
    need anything down there. The one at the north end is lying closer to 
    the west wall, so you have plenty of room to run past him if you hug 
    the east wall as you run for the exit.  You don't ever have to come 
    back to this hallway, so this is your best course of action. Slip past
    him and run through the door on the north wall.
    
    Unless you killed them earlier, the two Closers are still in this 
    large, dark room, so dodge them and run to the door in the northwest 
    corner of the room. Go through it and you never have to see those 
    particular Closers again.
    
    Turn left and head west down the corridor.  The next door you come 
    across, on the north wall, is jammed, but there is something 
    interesting to see on the other side of the mesh wall right across from 
    it, so put your back up against it and press the "L2" button to look 
    through the south wall.  The wall is made of metal mesh or grating, 
    just like the one I pointed out earlier, and there is another corridor 
    floating in the orange haze.  What is different however is that Valtiel 
    is out there this time, and he appears to be choking a nurse, who is 
    inside the other suspended corridor.  You can't do anything to stop (or
    help) him, so do your best to ignore him.  Head a bit further west, 
    then take the connecting passage south and go through the door at the 
    end on the south wall.
    
    Once again, this room should look familiar to those who played the 
    original Silent Hill, and when you visited it that time it was out of 
    place and time as well. It is Alessa's room as it existed when she was 
    seven years old, before her house was burned down with her inside it.  
    When you saw it in the first game, the door at the end marked the 
    entrance to the last battle. Here it is no different. But you can't go 
    through the last door yet. Taped to the shelf to the right of the door 
    is a Save Symbol. Right next to that shelf is a butterfly collection, 
    neatly arranged and hung in frames. In the frame closest to the Save 
    Point, one of the butterflies is missing, and in its place is a Brass 
    Key.  Take this with you.  There is a sketchpad on the bed. It is the
    sketchpad that Cheryl was carrying with her when she disappeared into 
    Silent Hill seventeen years ago. On the cover is a picture she drew of 
    Harry, her father and hero. Inside is a riddle written as a poem by a 
    little girl, pertaining to the way to open the locked door, which you 
    will need all the Tarot Cards to unlock. We don't have them all yet, so 
    we won't worry about it for now. Across from the sketchbook, on the 
    desk, is another notepad like the one Heather found at the concession 
    stand in Lakeside Amusement Park, the ones that Harry used to save his 
    game in the original Silent Hill. It talks about Harry's preparations 
    for his final battle all those years ago, and his determination to save 
    both Cheryl and Alessa. In the south-west corner of the room, on the 
    floor next to some bookshelves are some drawings that Alessa did
    when she was little, and if you look at them, Heather will remember 
    some things about her and Claudia playing together when they were both 
    young. You can look around the room at all the other objects, getting 
    Heather's thoughts on them, but there is nothing else of use that you 
    can find in here. You have exhausted all of your options for 
    exploration except for two; the tarot-locked door leading to the final 
    battle (which you can't open yet) and the locked door way back at the 
    beginning of the Church, the door on the south wall in the hallway
    where the confessionals are located. You just found a key, and 
    (surprise surprise) it opens that door. Save your game if you want to, 
    then leave the room.
    
    Run north to the end of the hallway, take a right, and then run all the 
    way east and go through the door on the east wall at the end (yes, 
    Valtiel is still out there, choking a dead nurse). Don't forget about 
    the Pendulums (as if their sound would let you) if you left them alive 
    at this "L" shaped ledge. Turn left, run north as far as you can, then 
    turn right and run west all the way to the end, and go through the last 
    door on the north wall, dodging the Pendulums as you go. Turn left 
    again and run north in this next "L" shaped ledge, turn right at the 
    end, and get on the elevator to return to the first floor.
    
    Go right and go through the northern door on the west wall.  There is 
    still something moving on the other side of the demi-wall to the south, 
    but it still can't hurt you, so run all the way west and go through the 
    door at the end. Unless you want to head north and go back to the Save 
    Point where the portrait of the three Saints of the Order are located, 
    turn left as you enter this corridor and go through the door at the 
    south end.  Run forward in this next "T" shaped corridor until you 
    reach the connecting hallway, then turn right and go through the door 
    on the north wall at the western end (bottom of the "T").
    
    This next room has changed, but the way that you deal with it 
    shouldn't.  The room that was once a classroom with a single Closer in 
    it now has two Scrapers and a Slurper, and is swarming with the dark, 
    blood-like substance that is quickly obscuring the walls and doors.  
    Your only goal is to run to the western door on the south wall (the 
    same wall as the one you just came through). Turn left, dodge the 
    enemies and run through the other door on the south wall. If you lose 
    sight of it in the swirling blackness, quickly check your map to get
    your bearings and adjust accordingly, then quickly duck through the 
    western door on the south wall.
    
    The floors of this hallway are covered in moving blood, which is also 
    painting bloody swaths on the wall, but don't worry about it. Turn 
    right, move into the main corridor, then turn left and go to the door 
    on the south wall. Use the Brass Key to unlock this new area, then go 
    through the door.
    
    Your radio should tell you that there are enemies in this corridor, but 
    they can be (and should be) avoided.  There is the same something 
    crawling around on the other side of the demi-wall (Valtiel?), but that 
    isn't the danger. The corridor goes south for a bit, then there is a 
    corner, and the passage continues to the east. There is an Insane 
    Cancer in the middle of this stretch, between the two doors on either 
    end of the north wall.  If you attack the Insane Cancer, a Scraper will 
    appear out of nowhere and ambush you from behind, pinning you between 
    two enemies. To avoid this, go through the first door on the north 
    wall, right where the hallway makes its first bend.
    
    This leads into a classroom, one that also exists outside of this place 
    and time. There are lockers in the back of the room, which cannot be 
    opened. In the middle of the room is a desk, and all the other desks 
    are jammed against the walls of the room, as if to put as much distance 
    as possible between them and the desk in the center. Examine this 
    central desk.  The words "Go Home", "Drop Dead", and "Thief" are 
    scratched into its surface, and Heather remembers that the desk once 
    belonged to her when she was Alessa. Apparently, she wasn't
    the most popular kid in class. Examine the book on the teacher's desk 
    in the eastern end of the room. It is a notebook, and inside is a 
    letter to somebody, written by a teacher named K. Gordon. Gordon was 
    apparently Alessa's teacher, and was concerned about the abuse that she 
    was obviously suffering at home, as well as the emotional abuse she got 
    at school from the kids who called her a witch. This room is pertinent 
    to the original Silent Hill for a couple of reasons: first of all, 
    Harry visited it in two forms while searching for Cheryl; once in its 
    physical location in Midwich Elementary School, and again in the 
    otherworldly amalgam maze at the end of his journey. Now we know why it 
    was so important to Alessa/Cheryl. The second interesting fact is that 
    during his journey, Harry found a key in Midwich Elementary school that 
    was the key to K. Gordon's house, where he found some useful supplies 
    and passed through the house in order to find a way to reach the 
    original church.  But I digress.  Depending on your ammo situation when 
    you entered the Church, there may be a Submachine Gun clip on a desk to 
    the left of the teacher's desk, on a tray. If there isn't, you had too 
    much ammo when you entered the Church. Examine the room and the 
    pictures in it to your heart's content, then leave through the OTHER 
    exit to the room, on the east end of the room, behind and the right of 
    the teacher's desk.
    
    You are now back in the hallway, on the other side of the slumbering 
    Insane Cancer.  Now you have a choice. If you feel like fighting, you 
    can attack it; this will alert the Scraper and it will come running, 
    but this time you won't be sandwiched between them. Then you can use 
    the Shotgun and catch them both in the blast, hopefully taking care of 
    both at the same time. Or you can leave well enough alone and avoid a 
    needless battle this late in the game. Either way, head south from the 
    door you exited the classroom through. DO NOT GO THROUGH THE DOOR ON 
    HEATHER'S LEFT, ON THE EAST WALL!!! There is nothing in this room 
    except for four cranky Scrapers, so don't bother unless you are
    feeling homicidal (or suicidal). Instead, go through the first, 
    northern-most door on Heather's right, on the west wall, right across 
    from the gurney.
    
    There is a bookshelf to the right of the door, with a cassette player 
    on it. "Use" the Cassette Tape in your inventory on the tape deck to 
    learn some interesting tidbits about Vincent. It is a conversation 
    between Vincent and a female parishioner, who tells a skewed version of 
    the events that happened in Silent Hill seventeen years ago. She goes 
    on to ask Vincent if it is true that Claudia has found the "Holy 
    Mother", and it seems like this is news to Vincent. He covers it up 
    pretty well, mentioning that it must be true, because Claudia's "Sight" 
    never fails her. Apparently, she is a psychic or a clairvoyant. This 
    conversation explains how Vincent knew to come seek Heather out and 
    foil Claudia's plans. He suggests to the parishioner that they both
    forget about the conversation, and she agrees that it might be best.  
    She sounds excited about the idea of God finally being reborn, but 
    Vincent certainly does not. As a final clue, there are some papers on 
    the desk against the west wall. Read them to finally figure out what 
    Vincent's motivations really are. Apparently, "Father" Vincent has been 
    using the Order's money for his own personal gain, and extorting 
    donations from some followers. He apparently was instrumental in 
    helping the Order grow, but it seemed more like he got his position 
    more through financial savvy and charisma than through any depth of 
    faith. The letter is signed "L.S." (I have no idea who this might be).
    In other words, Vincent is a priest in the Order, who has been using it 
    not for spiritual growth, but for financial gain. That is why he 
    doesn't want God to be reborn; he has a good thing going using his 
    position to skim money away from the church for his own use. He doesn't 
    really follow the Order's beliefs, but was manipulating them for his 
    own gain. So Claudia's true faith, and her attempts to bring back God 
    are ruining the good thing that Vincent had going in Silent Hill. Not 
    to mention the whole painful "Judgment and Redemption" thing doesn't 
    sound like much fun. There may be a First Aid Kit on the stand next to
    the door if you were low on health supplies when you entered the 
    Church. There is nothing else to find here, so go back into the hallway 
    and go through the last door on the west wall, next to another bloody 
    gurney at the end of the hall. 
    
    This sparse room is Claudia's.  On the bookshelf to the right of the 
    door, you will find Claudia's journal. Go ahead and read it; I'm sure 
    she won't mind. It tells you quite a bit in its few pertinent pages.  
    It talks of how Claudia knew that Alessa was not really dead, and that 
    she had been reborn as a baby, but that she couldn't find her. It goes 
    on to say that one of the priests gave Claudia a book to read that 
    detailed how she could cause the rebirth of God, but that it was "too 
    cruel" and that she didn't know how she would be able to do it when she 
    found Alessa. Finally, it talks about how Claudia spends her free time 
    reading about suffering and plague and child slavery, and about her
    not wanting to stand idly by while such horrible things are happening 
    in the world. Wow. Claudia actually honestly wants to make the world 
    better. She wants to bring about Paradise so that she can end all of 
    the suffering in the world. And she didn't want to hurt Heather, but 
    felt it was the only way to awaken God and bring about this Paradise.  
    Huh.  I don't know about you, but I still want to kill her, noble 
    truths aside. On the end table next to her bed is another touching 
    little object; a birthday card that Alessa gave her on her sixth 
    birthday, saying that she loves her as much as if she were her real
    sister. It is the only truly personal item in her cell-like room, 
    signifying how much it meant to her. On the end of her bed is the last 
    tarot card, the High Priestess Tarot Card. Now we can unlock that door 
    on the second level and finish this thing.
    
    Leave the room, take a left, and run north to where the hallway bends.  
    If you did not kill the Insane Cancer and the Scraper earlier, don't 
    forget to detour through the classroom to avoid confrontation once 
    again. If you killed them earlier, just follow the hallway. Either way, 
    go through the door on the north wall at the end of the hallway. In the 
    next bloody hallway, take your first right and go through the door on 
    the north wall, back into the classroom with the two Scrapers and the 
    Slurper. Dodge the enemies and go through the east door on the same 
    wall that you just came through (south wall), using the map to guide 
    you if the swirling darkness is too thick to see the door. Turn left,
    run east, then turn and run north at the end of the hall and go through 
    the door at the end of the north passage. Run north a few steps and go 
    through the first door on your right, just beyond the painting leaning 
    against the wall. Go down the hallway and out the door at the east end 
    (ignoring the thing on the other side of the wall once again). There is 
    a new, nasty bubbling noise in this area, caused by the liquid blood-
    smoke stuff crawling over every surface. Ignore it and get in the 
    elevator, and go back down to the lower level.
    
    When the elevator lets you off, turn left and run, turning left again 
    to follow the path as it bears east.  Go through the second to last 
    door on the south wall (the third, counting from left to right). If the 
    swirling blackness gets too much, here or in the next room, use the map 
    to lead you to the correct door. Don't forget about the Pendulums in 
    this next area, dodging them as you turn right and follow the path, 
    going through the last door at the end, on the west wall. Run all the 
    way west until you reach the hallway that goes south (and yes, Valtiel 
    is STILL choking that nurse!) leading to Alessa's room, the Save Point, 
    and the last puzzle before the final battle. Go through the door at the 
    end of the southern passage to enter Alessa's room. We are finally
    almost there.
    
    Read the riddle in the sketchbook on the bed to figure out how to 
    arrange the Tarot Cards on the pattern on the door.  It says that there 
    are some cards in each row, but never more than two.  It goes on to 
    refer to the "upside-down man"; if you examine your cards, you will see 
    that the Hanged Man is hung upside down.  It says he is "under the 
    ground", meaning the lowest level, the bottom row, and that "To his 
    right; to his left, there's no one around", meaning The Hanged Man is 
    the only card on the lower level, right in the middle, with no other 
    cards on the bottom row with it. "The Moon is up above the sky," means 
    the Moon card is in the top row, easy enough, and that it rests
    above the "crazy clown" meaning the Fool card. Since we know the Hanged 
    Man is the only one on the bottom row, we know that the Fool is 
    somewhere in the middle row, and that the Moon will be placed directly 
    above it. They cannot be in the middle row, since the Hanged Man is in 
    the middle, and the beginning of the poem said that there can't be 
    three cards in a row, and since the Moon has to be above the Fool... so 
    they are in either the right or the left columns. Let's move on; "Your 
    Excellency praying to God most high" refers to the High Priestess card, 
    and the fact that it is always looking up at the "night sky" tells us 
    that the last card, the Eye of Night, is directly above her. Once 
    again, we know they are not in the central row, because of the rule 
    about not having three cards in any one row, so all we know is that 
    they will be on whichever side the Moon and the Fool are not, either on 
    the right or the left. The last clue is the clincher, saying that the 
    "scary and hateful" thing in the night is on the left, not on the 
    right; it is referring to the Eye of the Night card. So there you have 
    it.  In the top left-hand corner of the grid, place the Eye of the 
    Night card, with the High Priestess in the middle row, right below it.  
    In the middle column, place only the Hanged Man, in the middle of the 
    bottom row. In the top-right hand corner, place the Moon, and put the 
    Fool card right underneath it.  The door will then unlock (Note: this 
    refers to the answer to the Normal Riddle Mode.  For the solutions to 
    the Easy and Hard Riddle Modes, refer to section IV, "Puzzles", after 
    this walkthrough). Save your game at the Save Point taped to the shelf, 
    then go through the tarot-locked door. Note: if you are going for a 
    perfect ranking, in which you can only have two saves, this last save 
    point should be your second.
    
    There is a bloody, nasty passage between you in the end.  Run south, 
    turn right when the passage does, run west, turn right when the passage 
    does, run north, turn left when the passage does, then run west some 
    more.  You will enter a fairly large chamber with a fairly large fan at 
    the southern end. Run to the north and go through the door on the north 
    wall. This is it.
    
    A cutscene reveals Vincent and Claudia arguing in a columned room in 
    the church. He says that wishes both Claudia and Heather would die, so 
    that his life could go back to normal. Claudia asks Vincent when he 
    stopped believing in God, and he replies that he does believe in her, 
    and fears her, but that he believes that the horrible world being 
    created around them is not the work of God, but rather a world built of 
    Claudia's nightmares, just as Alessa created a world out of her 
    nightmares seventeen years ago. He reminds her that the Church was 
    built with his money, money which she spurns, and that he is not
    ready to see it all go to hell.  Right as he is beginning to leave, 
    Heather enters the room. He tells Heather to kill Claudia, but instead 
    Claudia stabs him in the back, literally. She thanks Heather for 
    nurturing the God in her womb with her hatred of Claudia, which is the 
    only way that the God can thrive. That is why she killed Heather's 
    father, and then stuck around so that she would know who did it, even 
    though she knew it was "too cruel", and doing so made her feel sick 
    inside; she needed Heather to hate her with every ounce of her being, 
    and to long to kill her, so that her God could thrive off of that 
    hatred and grow to maturity. It was the only way God could be reborn.  
    Heather points out that a true Paradise can't be born of a God who is 
    nurtured by hatred. She says that she knows her actions were evil, but 
    that they were necessary for the greater good, so that God could be 
    reborn.  She is aware that she herself is damned, but that she is 
    willing to make that sacrifice in order to "save" the rest of the 
    world. In the end it is Vincent who brings an end to the Philosophical 
    discussion, telling Heather to use the Seal of Metatron to end it all.  
    Heather brings it out, but Claudia is less than concerned; she says 
    that the Seal was nothing but an insane dream of Leonard's, and that it
    has no true power.  It seems she is right, because the Seal does 
    nothing. Wow. We really wasted our time going to Brookhaven. Claudia 
    then finishes Vincent off by stabbing him in the heart, saying that God 
    has room in hell, even for Vincent. She then turns on Heather and tells 
    her that she has no place to run, and that it is time. Immediately, one 
    of the horrible cramping pains tears through Heather, dropping her to 
    her knees.  As Claudia crows on about her triumph the God can be seen 
    taking over Heather; red tendrils begin to grow over her skin and out 
    of her pores, and it looks as though she will soon be overcome.  
    Heather forces the God back with pure force of will, long enough to 
    finally take one decisive action. Actually, that is where you come in.
    
    Do you remember the book you found in the sick room, where Alessa lay 
    in mind-numbing agony for seven years, the book that talks about the 
    substance called Aglaophotis? Seventeen years ago it was used to 
    separate Sammael from Alessa, so that the God could be defeated. Now it 
    is the only thing that can save Heather from being devoured from within 
    by that same God. Long ago Harry gave Heather a pendant with a red 
    jewel inside, and told her never, ever to take it off. If you "Examine" 
    the pendant now, and look at the jewel inside, Heather mentions that 
    she doesn't understand why the jewel makes her feel sick inside. The 
    reason is that the jewel is made out of compressed Aglaophotis, the 
    magical substance that can rid people of demonic possession. Harry 
    tracked down some Aglaophotis and had it made into a jewel, or rather a 
    pill, just in case what he suspected about his daughter was true; that 
    she was the reincarnation of Alessa, and that Sammael was buried deep 
    inside her womb. His trials in Silent Hill taught him a valuable 
    lesson, and now his forethought will save Heather. From the time that 
    you regain control of Heather, you have somewhere between thirty 
    seconds to a minute to "Use" the pendant, or, more specifically, the 
    Aglaophotis pill inside it. If you don't, a cutscene will begin in 
    which Heather will die horribly as Sammael is born from within her,
    while Claudia looks on in horror and/or rapture, and it is game over.  
    If you do use the pendant in time, another cutscene begins.
    
    Heather takes off her necklace and swallows the Aglaophotis, and 
    Claudia, not knowing what it is, doesn't try to stop her. At first it 
    seems as though the pill didn't work. Heather falls to the ground in 
    pain once more, and the red tendrils start to cover her body. But then 
    she starts retching, and Claudia becomes disturbed, demanding to know 
    what Heather swallowed. Heather vomits up the nascent Sammael, which 
    looks sad and pathetic on the floor of the Church, like a large, 
    wriggling, cancerous slug. It is obviously dying, but Heather attempts 
    to finish it anyway, and tries to stomp on it. Before she can, Claudia 
    knocks Heather aside and picks up the God, horrified by what Heather 
    has done. She is disgusted that Heather would do such a thing, but then 
    does something even more disgusting to save the God; she swallows it. 
    As Heather looks on in horrified disgust she chokes the slug-thing 
    down, and almost immediately begins to be taken over by what is now 
    within her. Unlike Heather she doesn't try to fight it, and stumbles 
    across the room to a oval shaped hole in the floor. Just as the 
    transformation begins in earnest, she is yanked through the floor by 
    Valtiel, who is now protecting the God squirming inside her.
    
    You are left facing the ragged hole in the twisted metal that was left 
    when Claudia was yanked through the floor.  There is nothing important 
    to see up here, nor are there any items to pick up, so lets get this 
    over with.  Walk up to the edge of the hole and Heather will jump in, 
    beginning yet another cutscene.
    
    Claudia's robes are lying on the floor, but she is no longer inside 
    them. She has become the embodiment of Sammael, who has grown to 
    monstrous proportions, but is still not fully formed. Valtiel, who has 
    been seen throughout the game turning valves and strangling nurses, 
    acts as midwife to the newborn God, placing as ceremonial shroud or 
    hood over the strangely beautiful, somewhat reptilian female face.  
    Heather is upset when she finds out that Claudia is already dead, 
    disappointed that she didn't get to kill her herself. But she is even 
    more disturbed by what she does find; the unfinished newborn God that 
    she rejected and almost killed.  It isn't happy. It is time for the 
    final battle.
    
    II-f-2. FINAL BOSS BATTLE: THE GOD
    The strange creature is not fully formed, and as such, some of its 
    skeletal structure is still showing.  Well, most of it in fact.  It 
    does, however, have a large, gray head that seems to resemble Alessa's, 
    and has already grown to a large size. Since the only part of it that 
    isn't skeletal is the head, this is the part that you have to attempt 
    to do damage to.
    
    The only weapon that you can effectively aim upward at a range is the 
    Handgun, so equip that as soon as the battle begins. Now it is time to 
    position yourself so you won't get hit.  There is a semi-circle drawn 
    on the ground in front of the monster, like a three-point line in 
    basketball. This delineates Sammael's attack range, so stand outside of 
    it before beginning your own attacks. If you are standing inside this 
    semi-circle while the creature is upright, Sammael will be able to 
    reach you with it's mighty arms, and hit you with its most devastating 
    attack, which will slam Heather against the wall and cause quite a bit 
    of damage. So while it is standing, you should stay outside the semi-
    circle and fire up at the head.  When you are outside the line, there 
    is only one attack that it can use to hit you. It will create a rolling
    semi-circle of fire, just inside the scribed semi-circle that you are 
    using as a point of reference. From this rolling arch of fire, lines of 
    fire will shoot outside the circle, heading straight for Heather. So 
    stay outside the semi-circle and strafe left or right, firing at the 
    creature's head. If you keep moving left or right, the line of fire 
    that shoots out from the semi-circle of fire won't be able to hit you.  
    Keep strafing left and right, while firing up at the head with the 
    Handgun.
    
    After several shots, the creature will fall forward, into a crawling 
    crouch. While you have it down at your level, switch to a more potent 
    weapon, such as the SMG or the Shotgun, move forward inside the semi-
    circle, and unload into its head at closer range. Don't move it TOO 
    close, however, since the semi-circle also delineates Sammael's arm 
    reach, and it could strike you with its limbs if you get in too close.  
    So stand just inside the line and fire away. If the God throws out line 
    of fire, simply back up until you are outside the line, but continue to 
    fire. Strafe left or right to avoid the lines of fire that shoot 
    outside the semi-circle. Eventually Sammael will stand upright again.  
    Move back outside the semi-circle, re-equip the Handgun, and start the 
    process over again.
    
    You will know that Sammael is almost dead when it starts throwing out 
    two lines of fire at once, but don't be intimidated. Continue to use 
    the same tactics, only sidestepping two lines of fire instead of one 
    this time. Keep the pressure on and continue with these tactics, and 
    soon the monster will topple once and for all.
    
    If you run out of ammunition, switch to the Katana and heal yourself up 
    to full health. Make sure you are wearing the bulletproof vest. Wait 
    for Sammael to throw out its fire attacks, then run in close and attack 
    the pelvis region. Strike it a few times and Sammael will fall forward 
    into it's crawling posture. Run up to the head and start hacking away, 
    blocking if you can and healing if necessary. If Sammael rises again, 
    start hacking at the pelvis until it falls forward, then hack at the 
    head again.  If you go hand to hand with Sammael and kill it with a 
    melee weapon, you get a special weapon as a reward during your next 
    game.  (See section V-e after this walkthrough for further details). 
    However, you had better hope your health and healing items are up to 
    the task if you hope to kill Sammael hand to hand. However, even if you 
    have plenty of ammo, once you have her on the ropes, you might want to 
    move in to kill her with a melee weapon if you still have a few healing 
    items, especially Ampoules. First of all, it is more satisfying to beat 
    Sammael's head in with the Maul. Second of all, this will allow you to 
    unlock the bonus weapon the next time you play through. Either way, 
    that is it for Sammael for Silent Hill 3.
    
    II-g. Part Seven:  Epilogue
    Heather gives the fallen god a couple of kicks to the head for good 
    measure, then turns to leave.  Before she makes it out of the room, 
    however, she is finally overcome by the grief for her father that she 
    wouldn't let herself succumb to when she was on the path of revenge.  
    Now that Claudia and Sammael are gone, she allows herself to cry 
    herself out over her father, than gets up and leaves the room that has 
    become a God's tomb.
    
    After that, it is time for the game's ending. If this is your first 
    time through the game, you will get the "Normal" ending no matter what.  
    There are two other endings that you may get depending on certain 
    circumstances, if you have beaten the game even once before. Look at 
    section "III. Endings" for info on each one. If this is your first time 
    beating it, congratulations! You've done it. Now get cracking and play 
    through the Extra New Game on Hard Mode. There are still two more 
    endings, several secret items, and many, many new costumes to unlock.
    
    III. Endings
    Obviously, this section contains spoilers.  In fact, this whole damn 
    guide is a big spoiler, as most walkthroughs are. If you don't want 
    anything ruined, don't read this.  If you are just looking for ways to 
    get the alternate endings, you will find this information in section 
    "V. Secrets and Mysteries"
    below.
    
    III-a. "Normal" Ending
    The scene changes to Lakeside Amusement Park, to the place where you 
    left the injured Douglas.  He looks up as Heather approaches, and asks 
    if it is over.  She is holding a knife, and says "Not yet... You are 
    still alive!" and lunges towards him, then yells "Boo!" and starts 
    laughing. Heather has a demented sense of humor. It must come from 
    carrying a dormant Hell-God in her womb across for thirty-eight years 
    and three lifetimes, getting burned alive and dying twice. Anyway, 
    Douglas mentions that Heather has a messed up sense of humor, and she 
    says that he doesn't have to call her Heather anymore, that he can call 
    her by her real name; Cheryl, the name her father gave her. He asks her 
    if she is going to allow her hair to go back to its true color, to 
    which she replies "Don't you think blonds have more fun?" And that is 
    the end. No, really.  Well, there is one still shot of Heather kneeling 
    in front of Harry's grave, but that is it.  Well done, soldier.
    
    III-b. "Possessed" Ending
    If you have already beaten the game once, you can get this ending if 
    you satisfy a few requirements.  For every enemy you kill, including 
    boss monsters, you receive 10 points.  For every point of physical 
    damage you receive, you receive 1 point.  And if you tell the woman in 
    the Church confessional (as opposed to the Sewer confessional or the 
    Shopping Mall confessional...) "I forgive you", you receive 1000 
    points. At the end of the game your points are tallied, and if you have 
    4000 points or more, you get the "Possessed" ending, you lucky dog you!  
    All of the above information about points came from the Brady Games 
    Silent Hill 3 Official Strategy Guide by Dan Birlew.  No, I didn't use 
    the guide while playing the game or working on this guide, but I looked
    this stuff up in it because I figured you would like an answer better 
    than "Kill lots of stuff, get hit a lot, and forgive the confessional 
    chick", which was the only thing I knew about getting this ending.  
    Anyway, this is the "Bad" ending, similar to the "Bad" ending of the 
    original Silent Hill or the "In Water" ending of Silent Hill 2.  In 
    other words, this ending won't leave you with a warm fuzzy.
    
    Anyway, the battle with God ends as normal, but when Heather leaves the 
    God's final resting place, things are different. The scene opens up in 
    Lakeside Amusement Park as usual, but the camera focuses in on a 
    puddle, and a dead Douglas is bleeding into it from a bench where he 
    lies dead. He was apparently killed by a bladed weapon, and Heather is 
    horrified to recognize the bloody knife that did the job as her own, 
    the one that made her feel "tough". She was possessed by the dark God 
    and it used her to kill poor old Douglas. Fade to black, cue music.
    
    III-c. "Revenge" Ending
    To get this ending, you must have the "Heather Beam".  To get the 
    Heather beam, you must kill a total of 333 enemies, though this doesn't 
    have to be in one game. Once you do, you then have to use the Heather 
    Beam, or the more powerful Sexy Beam version of it to kill at least 30 
    monsters in a single game, before you reach the Daisy Villa Apartments.  
    If you manage to do so, remove all weapons from Heather's hands before 
    you enter. Once you do so, an incredibly wacky ending will ensue.  For 
    more information on how to obtain the Heather Beam or the Sexy Beam, 
    see subsection V-f in section V, "Secrets and Mysteries" below.  This 
    ending is a "joke" ending, similar to the "UFO" ending from the 
    original Silent Hill or the "Dog" ending from Silent Hill 2.
    
    Unfortunately, you cannot know what the "Revenge Ending" is. You must 
    see it for yourself. Hey, if it worked for the Matrix, it works for me.  
    Honestly, it is one of those things that loses something in 
    translation. It is very funny if you see it for yourself, but loses 
    almost everything if I tell you. The only hint I will give you is that 
    it is a sort of sequel to the UFO ending of the original Silent Hill, 
    with an even crazier twist.
    
    IV. PUZZLES
    IV-a.  Bookstore Puzzle
    There is a door in the back of the bookstore that has been locked using 
    a four-digit code that must be punched into a nine-digit keypad. The 
    secret to unlocking this door is tied to a five volume Shakespeare 
    Anthology that can also be found in the bookstore. The four-digit code 
    and the means of figuring it out is different depending on which 
    difficulty level you are playing on.
    
    IV-a-1.  EASY
    Two of the five books have fallen off the shelf.  Place them back on 
    the shelf in the proper chronological order (i.e. I, II, III, IV, V, in 
    that order).  The four-digit code is simply written across their spines 
    in big numbers, so punch the four-digit code displayed into the keypad 
    by the locked door in the order that they are written on the spines.  
    The code is randomly generated in each game, so you will have to figure 
    this brainteaser out on your own. If you are able to count to five on 
    your own, you shouldn't have too much difficulty.
    
    IV-a-2.  NORMAL
    This puzzle is slightly more difficult than the "easy" version, which 
    required you to be able to count all the way to five. There will be a 
    sign near the locked door that reads "Fair is foul and foul is fair. 
    Put these books out of order." All five books will be on the floor in 
    front of the shelf where they belong. You simply have to put them back 
    on the shelf in a random order that looks "right". The four-digit code 
    written along the spine should look as if it was written there 
    naturally, with no huge gaps or partial numbers. Since there is usually 
    one half of a number on one spine and the rest of the same number on 
    the next book, this puzzle shouldn't take too long to figure out; it
    will just take some trial and error book arranging on your part. If it 
    looks like there is only three numbers written along the spines, then 
    the missing number is probably a "1" that is barely viable due to the 
    cracks between the books. The code is randomly generated in each game, 
    so I can't just give you the four-digit number.
    
    IV-a-3.  HARD
    Sweet Baby Jesus.  While the Easy and Normal versions of this Puzzle 
    merely involve moving some books around on a shelf, the Hard version 
    not only expects you to have working knowledge of five of Shakespeare's 
    major works, but to multiply and manipulate the numbers that you come 
    up with. The five books are once again on the floor in front of the 
    bookshelf. However, you do not need to put them back on the shelf to 
    proceed, since the four-digit code is not written across the spines, 
    but comes from the book's number in the anthology instead. "Examine" 
    the books in your inventory to find out their number in the anthology
    and what play is contained in that volume.  The five books of the 
    Shakespeare anthology series are:
    
    Shakespeare Anthology 1- Romeo and Juliet
    Shakespeare Anthology 2- King Lear
    Shakespeare Anthology 3- MacBeth
    Shakespeare Anthology 4- Hamlet
    Shakespeare Anthology 5- Othello
    
    There is a note next to the locked door that contains the information 
    you need to unravel this puzzle. It reads:
    "In here is a tragedy---
     art thou player or audience?
     Be as it may, the end doth remain:
     all go on only toward death.
    
     The first word at thy left hand:
     a false lunacy, a madly dancing man.
     Hearing unhearable words, drawn
     to a beloved's grave---and there,
     mayhap, true madness at last.
    
     As did this one playing at death,
     find true death at last.
     Killing a nameless lover, she
     pierced a heart rent by sorrow.
    
     Doth lie invite truth?
     Doth verity but wear the mask of falsehood?
     Ah, thou pitiful, thou miserable ones.
    
     Still amidst lies, though the end cometh
     not, wherefore yearn for death?
     Will thou attend thy beloved? Truths
     and lies, life and death:
     a game of turning white to black and
     black to white.
    
     Is not a silence brimming with love more
     precious than flattery?
     A peaceful slumber preferred to a throne
     besmirched with blood?
    
     One vengeful man spilled blood for two;
     Two youths shed tears for three;
     Three witches disappeared thusly;
     And only the four keys remain.
    
     Ah but verily...
     In here lies a tragedy.
     Art thou player or audience?
     there is something which cannot become
     a puppet of fate or an onlooker,
     peering into a cage."
    
    Figuring this one out requires a working knowledge of Shakespeare.
    Luckily, I was an English Major in college, and have soft spot for the 
    bard, so was able to figure this one out with only a little bit of 
    swearing and cursing of the gods. To figure it out, you have to take 
    each stanza one at a time and figure out each anthology's place in the 
    riddle.  So here we go.
    
    The first stanza reads:
    "In here is a tragedy---
     art thou player or audience?
     Be as it may, the end doth remain:
     all go on only toward death."
    This refers only to the plays as a whole and acts as an introduction.  
    All of the five plays mentioned end in death. Let's move on to the next 
    one.
    
    It says:
    "The first word at thy left hand:
     a false lunacy, a madly dancing man.
     Hearing unhearable words, drawn
     to a beloved's grave---and there,
     mayhap, true madness at last."
    The first line refers to where this particular anthology number belongs 
    in the four-digit code; the first at thy left hand would be the first 
    number, reading left to right. The false lunacy, the madly dancing man, 
    the beloved's grave, and the end in true madness... it can only be 
    referring to Hamlet. Hamlet played at insanity in an attempt to draw 
    out his father's killer, but in the end fell into true madness when his 
    thoughtless need for revenge drove his beloved Ophelia to suicide. The 
    anthology number that contains Hamlet is number "4" so that is our 
    first number. So far so good.
    
    The next stanza reads:
    "As did this one playing at death,
     find true death at last.
     Killing a nameless lover, she
     pierced a heart rent by sorrow."
    I'm not sure where the bit about "killing a nameless lover" came from, 
    because he had a name, and it was Romeo (Update: a huge word of thanks 
    to Antonio Ricardo Chafran. He reminded me of the "What's in a name?" 
    passage in Romeo and Juliet that says "I take thee at thy word. Call me 
    but love, and I'll be new baptized; Henceforth I will never be Romeo." 
    So that explains that). In Romeo and Juliet, Juliet "played at death" 
    by taking a potion that made her body seem to be dead, even though she 
    was still alive, albeit in a coma-like state. She did this to escape 
    the constraints that both her own and Romeo's families put on them, 
    faking her death so that she could be free.  Unfortunately, the letter 
    to Romeo that would have told him of her ploy was detained, and so he 
    didn't know she wasn't really dead.  As a result Romeo killed himself 
    for real over her comatose body in the crypt where she had been laid to 
    rest.  Waking to find her lover dead beside her, Juliet killed herself 
    for real by stabbing herself in the heart with Romeo's dagger, rather 
    than try to live in a world without Romeo.  Thus she played at death, 
    and then died for real after inadvertently killing her lover, "piercing 
    a heart rent by sorrow" with the dagger.  The anthology that contains 
    Romeo and Juliet is Volume 1, thus the second number in the code is 
    "1". Two down.
    
    The next stanza reads:
    "Doth lie invite truth?
     Doth verity but wear the mask of falsehood?
     Ah, thou pitiful, thou miserable ones."
    This one is a little more obscure, but MacBeth deals extensively with 
    the issues of lies vs. truth, and struggles of the moral ambiguity of 
    MacBeth using lies and deception in order to take the throne. The 
    anthology that contains MacBeth is Volume 3, so the third number in the 
    code is "3". Two more numbers to go.
    
    Next we have a stanza that says:
    "Still amidst lies, though the end cometh
     not, wherefore yearn for death?
     Will thou attend thy beloved? Truths
     and lies, life and death:
     a game of turning white to black and
     black to white."
    The last line of this is the most obvious, if one knows anything about 
    board games. There is a game in which all the pieces are disks that are 
    black on one side and white on the other. One player plays black and 
    the other player plays white. The goal of the game is to turn all of 
    the pieces on the board to your color, either turning the white pieces 
    black or vice versa. The name of this game is Othello. In the play, the 
    deceptions turn "truths and lies, life and death" back on themselves, 
    turning truth into lies and life into death. This could certainly also 
    be described, metaphorically, of "turning white to black and black to 
    white". So now we know where the board game got its name, and also what 
    the fourth number of the code is. Othello is in Volume 5 of the 
    anthology, and thus the fourth number is "5".  We can figure out the 
    last number by process of elimination, but where is the fun in that?  
    We are on a roll.
    
    The next stanza reads:
    "Is not a silence brimming with love more
     precious than flattery?
     A peaceful slumber preferred to a throne
     besmirched with blood?"
    In Shakespeare's play King Lear, the titular character has three 
    daughters. His daughter Cordelia loves her father greatly, but isn't 
    vocal about it, rather allowing her actions to speak for themselves.  
    On the other hand, her sisters are constantly flattering their father 
    and kissing his ass, while in actuality, all they want is the throne 
    for themselves, which they fight over with much bloodshed. Thus the 
    "silence brimming with love" refers to Cordelia's love for Lear, which 
    is "more precious than flattery" given by her sisters. Thus, this is 
    referring to King Lear, which is in Anthology volume 2. Thus the fifth
    number is "2".
    
    Now we have the five volumes in order: 4, 1, 3, 5, and 2.  But we 
    aren't done yet! There are still two more stanzas left in the poem, and 
    we will need to look further for our code than was previously thought.  
    The second-to-last stanza says: 
     "One vengeful man spilled blood for two;
     Two youths shed tears for three;
     Three witches disappeared thusly;
     And only the four keys remain."
    The "vengeful man" refers to Hamlet, who wanted to get revenge for his 
    father's murder. He "spilled blood for two", meaning that you should 
    double the value of the digit that represents Hamlet, which is 4: 
    therefore, the first digit of the code is now "8". The "two youths that 
    shed tears for three" refers to Romeo and Juliet (two sad youths if 
    there ever were any) and the fact the number representing them should 
    be multiplied by three. Romeo and Juliette were in Anthology 1, so 
    triple that and you get "3". The "three witches disappeared thusly" 
    obviously refers to MacBeth, in which there were three witches who set 
    MacBeth on the path to his destiny, and the "disappeared thusly" part 
    means that the number referring to MacBeth can be removed from the 
    equation (which is good, since there was five numbers and the code is 
    only four digits). MacBeth was in Anthology 3, so remove the second 
    three from the equation, and "only the four keys remain": which means 
    we are finally done. Your final, four digit code should be 8, 3, 5, 2.  
    The last stanza does not have anything to do with the actual code; it 
    is just a closing stanza to the riddle. Punch 8352 into the keypad next 
    to the door, and you can finally be on your merry way.
    
    IV-b.  Hospital Second Floor Key Code Puzzle
    The door at the end of the hallway is locked with a four-digit code 
    that must be punched into a nine-digit keypad. The key to figuring out 
    this code is a clue written on a piece of paper near the door. What the 
    four-digit code is and the clue necessary to figuring it out is 
    different depending on what difficulty level you are playing on.
    
    IV-b-1.  EASY
    The clue written on the note near the door reads:
    "Press, move 2 right;
     press, move 1 up;
     press, move 2 down;
     press and the door shall open."
    The keys on the keypad are set up as three rows of three digits, 1-3 
    being on the top row, 4-6 in the middle row, and 7-9 on the bottom row.  
    We don't know what the first number that needs to be pressed is, but we 
    can figure it out by following the instructions on which buttons to 
    press AFTER the first one. The first clue says that after pressing the 
    first button, the next button you press is two numbers to the right of 
    the first. This means that the first number has to be one of the three 
    numbers on the left of the keypad, or else you wouldn't be able to move 
    two to the right; you would run out of numbers. This means that the 
    first number has to be 1, 4, or 7, and moving two to the right would 
    make the second number 3, 6, or 9.  But the next clue says that the 
    third number pressed has to be one up from the second number, which 
    means that the first and second numbers can't be in the top row,
    because there are no numbers "up" from there.  That means the first 
    number has to be 4 or 7, the second number has to be 6 or 9, and the 
    third number has to be 3 or 6 (the digits directly above the two 
    possible numbers that could be the second digit). But the next clue 
    says that you have to be able to move two digits down from the third 
    number to find the fourth number, which means that the third digit has 
    to be in the top row, or else you wouldn't be able to move two rows 
    down. That means the third number has to be 3, which means that the
    second number is 6 (the digit right below the three on the keypad), and 
    the first number has to be 4 (two to the left of the second digit) and 
    the fourth digit has to be 9 (the digit two rows down from the third 
    digit).  So your final code is 4, 6, 3, 9.  Punch this into the keypad 
    to unlock the door.
    
    IV-b-2.  NORMAL
    The key to opening the door is posted on the west wall, right next to 
    the door. This is a rather tricky mathematical riddle, but along with 
    Stanley's clue that the code is four digits, you can figure it out.
    
    The first important clue states that the Second Number is two times the 
    Third. Based on the nine numbers on the keypad, this limits the 
    possibilities of what these two numbers can be, since it doesn't deal 
    in half numbers, such as 2.5. This means there are only four 
    possibilities for the second and third numbers; 2 and 1, 4 and 2, 6 and 
    3, or 8 and 4.  The next clue states that the fourth number is half the 
    first, resulting in the same four sets of numbers for the possible 
    choices; once again, 2 and 1, 4 and 2, 6 and 3, or 8 and 4. The puzzle 
    clearly states that the first number is larger than the second and the
    third number is smaller than the fourth. Combining this with the number 
    sets we got earlier, this gives us only six possible four digit codes 
    to deal with; 4212, 6213, 6423, 8214, 8424, and 8634 (work it out 
    yourself if you have to, but these are the only possible combinations 
    of the eight number sets that allow for the first to be larger than the 
    second and the third smaller than the fourth). The riddle states that 
    no numbers are repeated, so you can eliminate 4212 and 8424, leaving 
    only four choices. To figure out the rest the riddle, you need to look 
    at the keypad itself; the numbers 1,2,and 3 are in the top row, 4, 5, 
    and 6 are in the middle row (horizontally), 7, 8, and 9 are in the
    bottom row, 1, 4, and 7 are in the left row (vertically), 2, 5, and 8 
    are in the middle row (vertically), and 3, 6, and 9 are in the right 
    row (vertically). The riddle states that only one of the numbers is in 
    the top row, which means we can eliminate 6213, 6423, and 6423 (since 
    digits 1,2, and 3 are all in top row, and thus can't be used in the 
    same sequence.  The riddle goes on to say that two of the digits are 
    not in the right row, and that one of the numbers is the final key, but 
    these two clues are redundant, as we already have our answer; THE 
    ANSWER CAN ONLY BE 8634.
    
    IV-b-3.  HARD
    The "Hard" version of this puzzle may in fact be one of the most 
    Difficult and esoteric puzzles in the history of electronic gaming.  
    The clue posted next to the locked door now reads:
    
    "Pure eyes, blue like a glassy bead---
     You are always looking at me
     and I am always looking at you.
    
     Ah, you're too meek ---
     beautiful, unspoiled:
     thus I'm so sad, I suffer---
     and so happy, it hurts.
    
     I want to hurt you
     and destroy myself
     What you would think
     if you knew how I felt.
    
     Would you simply smile,
     not saying a word?
     Even curses from your mouth
     would be as beautiful as pearls.
    
     I place my left hand on your
     face as though we were to kiss.
     Then I suddenly shove my thumb
     deep into your eyesocket.
     Abruptly, decisively,
     like drilling a hole.
    
     And what would it feel like?
     Like jelly?
     Trembling with ecstasy, I obscenely
     mix it around and around: I must
     taste the warmth of your blood.
    
     How would you scream?
     Would you shriek "It hurts!
     It hurts!" as cinnabar-red tears
     stream from your crushed eye?
    
     You can't know the maddening
     hunger I've felt in the midst of
     our kisses, so many of them
     I've lost count.
    
     As though drinking in your cries,
     I bring my hopes to fruition:
     biting your tongue, shredding it,
     biting at your lips as if tasting
     your lipstick.
    
     Oh, what euphoric heights I would
     reach, having my desires fulfilled
     like a greedy, gluttonous cur.
    
     I longed, too, for your cherry-tinted
     cheeks, tasty enough to bewitch my
     tongue.
     I would surely be healed,
     and would cry like a child.
    
     And how is your tender ear?
     It brushes against my cheek;
     I want it to creep up to my lips so
     I can sink my teeth into its flesh.
    
     Your left ear, always hearing words
     whispered sweet as pie ---
     I want it to hear my true feelings.
     I never lied, no...
     but I did have my secrets.
    
     Ah, but what must you think of me?
     Do you hate me? Are you afraid?
     As though inviting you to the agony
     at the play's end; if you wish, you
     could destroy me --- I wouldn't care.
    
     As you wish, you may destroy me
     --- I wouldn't care."
    
    Wow. That was beautiful. You've got to wonder why Hallmark hasn't 
    snatched up the rights to make greeting cards based on the Silent Hill 
    brand name. Anyway, figuring out this puzzle takes some visual thinking 
    and the ability to follow important themes through the poem.  For this 
    reason, we will have to break down the poem systematically. First 
    things first, although this poem is about eating a face, it is still 
    referring to the keypad next to the door, which, as you might have 
    noticed, doesn't look a god damned thing like a face.
    
    Let's look at the first stanza of the poem:
    "Pure eyes, blue like a glassy bead---
     You are always looking at me
     and I am always looking at you."
    Well, the keys none of the keys are blue or glassy. They are all steel 
    gray. So I guess we can ignore that part. The important bit is the last 
    two lines of the stanza, that says that "you" (that is to say the 
    keypad that represents your face) are always looking at "me" (that is 
    to say the person who is mashing at your face, the person pushing the 
    buttons on the keypad) and vice versa. When you are face to face with 
    another person, your right would be their left, and their left would be 
    your right. Keep this in mind as we continue.
    
    The next three stanzas read:
    "Ah, you're too meek ---
     beautiful, unspoiled:
     thus I'm so sad, I suffer---
     and so happy, it hurts.
    
     I want to hurt you
     and destroy myself
     What you would think
     if you knew how I felt.
    
     Would you simply smile,
     not saying a word?
     Even curses from your mouth
     would be as beautiful as pearls."
    Okay, these three stanzas are just setting the stage. The writer of the 
    lovely poem thinks that the object of his affection is too beautiful 
    for his own good, so he is going to fix the problem. So for the rest of 
    the poem he is re-arranging her face, so to speak. Let's continue, 
    shall we?
    
    "I place my left hand on your
     face as though we were to kiss.
     Then I suddenly shove my thumb
     deep into your eyesocket.
     Abruptly, decisively,
     like drilling a hole."
    Okay, that is pretty Goddamned direct. His left hand goes onto her 
    cheek and he jams his thumb into her eye.  Just like pressing a button. 
    Nifty.  So now we just have to figure out where the eye is on the 
    keyboard. Now technically it would be her right eye, because it is his 
    left hand, and he is facing her. But it is still the left side of the 
    keyboard. So we know it is on the left, or in the left-most column.  
    That means, with the nine-digit keypad we have been working with, that 
    the number would have to be 1 (top), 4 (middle), or 7 (bottom), if it 
    is on the left hand side. Thinking of the keypad as a face (not a whole 
    head mind you, or else we would have to worry about the forehead and
    whatnot, and that would screw up the whole thing), the eyes are towards 
    the top section, the nose would be near the middle, and the mouth and 
    chin and whatnot would be at the bottom. Logical? Good. Now if we only 
    have three columns to work with, and we want to be symmetrical (since 
    this is, presumably, a human face, and not some mutant with its eyes 
    shifted to one side, though this is Silent Hill), the eyes would have 
    to be on either side of the keypad. So the number in the top row (where 
    the eye would be), on the left-hand side (where he is shoving his 
    damned thumb) would be the number 1. So keep that in mind as we press 
    onward to the second digit. Let's look at the next two stanzas.
    
    "And what would it feel like?
     Like jelly?
     Trembling with ecstasy, I obscenely
     mix it around and around: I must
     taste the warmth of your blood.
    
     How would you scream?
     Would you shriek "It hurts!
     It hurts!" as cinnabar-red tears
     stream from your crushed eye?"
    So he wiggles his thumb around in her eyesocket, hoping for a taste of 
    her nummy eyeball jelly (educational side-note: the jelly that comes 
    out of a ruptured eyeball is called "vitreous humor" in medical texts. 
    The crusty eyeball gunk that you wake up with is called "aqueous 
    humor". This has nothing to do with the game, but now if it comes up on 
    "Jeopardy" or "Who Wants to Be a Millionaire", you'll know and can 
    share the money with me). He gets his chance when her "cinnabar-red 
    tears" stream from her ruptured eye. Now believe it or not, this is 
    actually referring to the second number. Though he isn't jabbing his 
    thumb at it, is does refer to a part of her face, in a round-about kind 
    of way. The bloody mess streaming from her eye would run downward, 
    towards the area right below her eye. Since these stanzas are actually 
    talking about wanting to taste her bloody tears, this is what we have 
    to follow. The area right below the ruptured eye (where the bloody goo 
    would go) would be the middle section on the right of the keypad, which 
    would be the number 4. So oddly enough, this is our second digit. So we
    are halfway there. On to the next two stanzas, for the third digit.
    
    "You can't know the maddening
     hunger I've felt in the midst of
     our kisses, so many of them
     I've lost count.
    
     As though drinking in your cries,
     I bring my hopes to fruition:
     biting your tongue, shredding it,
     biting at your lips as if tasting
     your lipstick.
    
     Oh, what euphoric heights I would
     reach, having my desires fulfilled
     like a greedy, gluttonous cur."
    So apparently, while they used to make out, the poet really kept 
    thinking to himself "this is nice and all, but I would really like to 
    eat her tongue". So, true to form, he does so.  Let's not dwell on 
    this, and just press onward. The mouth, traditionally, is on the bottom 
    half of one's face, usually towards the center. Assuming this is the 
    way that the poet's lady-friend is set up, that would put her mouth on 
    the bottom row of the keypad, in the dead center, and the number in the 
    middle of the bottom row is 8. So 8 is our third digit. He seems to be 
    getting more direct, so we will only have to look to the next stanza 
    for the fourth digit.
    
    "I longed, too, for your cherry-tinted
     cheeks, tasty enough to bewitch my
     tongue.
     I would surely be healed,
     and would cry like a child."
    Okay, now we have cheeks. Now personally, I would think that the cheeks 
    are kind of in the middle of the face, but I would be wrong. If you 
    REALLY think about it, the cheeks are on either side of mouth, while 
    your cheek BONES are right below your eyes, in the middle of your face 
    (i.e. where the cinnabar tears dripped earlier). Now, the right side of 
    the face would be pretty messed up by now, so let's assume that the 
    cheek he noshes on would be her left, cheek, which would be on the 
    right side of the keypad. If the cheek is next to the mouth, it is on 
    the bottom row, and if it is on the right side of the keypad, it would 
    be the number 9. So this is our next number. Now that should be the 
    four digits, which is all we need, but the poet isn't done yet. So
    let's look at the next two stanzas and see where this is going.
    
    "And how is your tender ear?
     It brushes against my cheek;
     I want it to creep up to my lips so
     I can sink my teeth into its flesh.
    
     Your left ear, always hearing words
     whispered sweet as pie ---
     I want it to hear my true feelings.
     I never lied, no...
     but I did have my secrets."
    Okay, now the sick bastard wants to eat her ear, and the second stanza 
    tells us that it is her left ear, which we should know by now in the 
    right side of the keypad. Now I know that we said that the area right 
    below the eyes is the cheekbone area, but forget that for a moment. On 
    your face, where are the ears? In the middle of your noggin, off to he 
    sides. Which would place the left ear in the middle of the right row, 
    which is the number 6. Try not to think of the numbers as a face in 
    relationship to one another, but rather what REGION of the face the 
    numbers on the pad could represent. Thus the middle number in the left 
    row represents the cheekbone in one stanza, because it is roughly in 
    the middle of the face and off to one side, while the middle number in 
    the right row represents an ear, because it is positioned roughly in 
    the middle and off to one side. The last few stanzas don't refer to any 
    body parts, so we don't need to worry about them in the context of the 
    riddle.
    
    Unfortunately, we aren't done yet, because we came up with five numbers 
    from the poem, but there are only four numbers in the final code.  We 
    will have to look at this in detail or order to figure this out. Here 
    are our five numbers,
    along with the clues that led us to them:
    1. Thumb in the right eye: number 1.
    2. Licking the eye-jelly from the right cheekbone: number 4.
    3. Chewing on her mouth and tongue: number 8.
    4. Tasting her left cheek: number 9.
    5. Eating her left ear: number 6.
    Now let's play "One of these things is not like the others"; what do 
    four of these things have in common that the fifth does not?  Let's 
    see: pushing, licking, chewing, tasting, eating? Only one of these 
    things does not have to do with something being done to another with 
    their mouth, and that is the first clue. So the key to this puzzle is 
    the same as its theme: cannibalism! So if we remove the only clue that 
    is not directly cannibalistic, we are left with the numbers 4, 8, 9, 
    and 6. This is your four-digit code, so punch it into the keypad and 
    try to never think about this riddle ever again. 4896 is your final
    answer.
    
    IV-c.  Hospital Briefcase Puzzle
     In Brookhaven Hospital there is a mostly-covered up corpse on a gurney 
    in
    Examining Room 3 on the second floor. The corpse has two tattoos, but 
    only the one on his arm needs concern us. It reads, "The Start Time is 
    My Key". From nearby documents you will find that the patient occupied 
    room M4 when he was alive. When you go to room M4, an alarm clock will 
    go off. Turning off the alarm is unimportant (though it is certainly 
    less annoying to turn it off). The important part is the time that is 
    displayed on the clock. On the bed nearby is a briefcase locked with 
    four numerical dials: turn the dials so that the briefcase dials read, 
    from left to right, the time displayed on the clock when the alarm goes 
    off (i.e. the "Start Time").  The way that the numbers are displayed or 
    must be entered is different depending on which Riddle Difficulty 
    setting you are playing on.
    
    IV-c-1.  EASY
    The clock is digital, and displays the numbers exactly as they should 
    be entered. You don't even have to know how to read a conventional 
    clock. If the time is only three digits (7:45, for example), then use 
    "0" as the first digit (which means 7:45 would be entered as 0-7-4-5, 
    while 12:52 would be 1-2-5-2.
    
    IV-c-2.  NORMAL
    The clock is a conventional clock, but the time should be entered the 
    same as it is on the "easy" setting. If the time is only three digits 
    (9:23, for example), then use "0" as the first digit (which means 9:23 
    would be entered as 0-9-2-3, while 11:07 would be 1-1-0-7.
    
    IV-c-3.  HARD
    The clock is a conventional clock, but the time displayed entered in 
    military time. For those unfamiliar with military time, instead of 
    being based on two sets of twelve hours, in a.m. and p.m. (i.e. there 
    is a 9:00 at morning and another 9:00 at night), it is based on a 
    single twenty-four hour cycle, starting and ending at midnight (which 
    would be considered 00:00).  Thus if a clock reads 9:15 and it is in 
    the morning, the time is actually 9:15, while if it reads 9:15 at night 
    it is actually 21:15 (in other words twenty-one hours and fifteen 
    minutes after midnight).  For the purposes of Silent Hill 3, assume
    that it is after noon, and thus if the time was 5:34, it would actually 
    be 17:34 for the purposes of the code, entered as 1-7-3-4 from left to 
    right on the briefcase's number dials.
    
    IV-d.  Hospital Mortuary Puzzle
    If you take the elevator in Dark Side Brookhaven Hospital to level B3, 
    you will find ten numbered corpses on gurneys that are necessary to 
    opening the door to the oven in which the bodies are cremated.  Go to 
    the oven door and examine it. What you find there is different 
    depending on what difficulty setting you are playing on.
    
    IV-d-1.  EASY
    The door to the oven is already open, and the Cremated Key is sitting 
    inside. The puzzle requires you to pick up the key and leave.  That is 
    it.  No tricks. Take it and get the hell out.
    
    IV-d-2.  NORMAL
    There are bodies on gurneys throughout this room, with numbers written 
    on the ends, ranging from 0 to 9.  The map doesn't show this level, but 
    for the purposes of this riddle, we will call the wall opposite the 
    elevator, the one with the incinerator on it, north, and the wall where 
    the door to the elevator is located is south.  In this scheme, the 
    numbered bodies are lined up so that 1 and 2 are against the north 
    wall, 3, 4, 5, and 6 are across the middle of the room, and 7, 8, 9, 
    and 0 are lined up along the south wall. There is an incinerator set 
    into the middle of the east wall, for disposing of bodies, but the door 
    is locked with a dial padlock.  Scratched into the door of the 
    incinerator is a pattern marked with roman numerals, from I to IV.  The 
    numbers are marked on a grid, placed in random squares, so the code is 
    also randomized. The answer is rather simple; the grid represents the 
    placement of the bodies in the mortuary, with the top squares on the 
    door representing the bodies against the wall I dubbed "north", and the 
    bottom squares representing the bodies against the wall that I called 
    "south".  Each body has a number attached to it. The roman numerals 
    represent which number of the four-digit code it is. For example, if 
    the roman numeral III was marked in the top left corner of diagram, you 
    would look in the top left corner of the room to see which body is 
    located there (in the above example, this number would be "1"), and the 
    number attached to this body would be the third number in the four 
    digit code. Do this for all four numbers, put them in the proper order, 
    and then enter them into the numerical lock next to the incinerator to 
    unlock it.
    
    IV-d-3. HARD
    On the door to the oven you'll see a memo which reads:
    
     "Burn the one who knows no death .
      Pure, adored by those above.
      No prayers within, just simple love.
    
      And now the pining hunter.
      The flames longing for his rebirth.
      A distant flame within the earth.
    
      Burn up that heavy body of his.
      Make it wind, dancing in the sky.
      That bottomless gut now a cloud, now a sigh.
    
      The sweet blood on his laughing lips.
      Now calls him to the gates of hell.
      There burns evermore that soulless shell.
    
      Four bodies return to ashes.
      Thus the door is opened.
      Thus the door is opened."
    
     Furthermore, on each body-laden gurney there is a number and a poem:
    
     0- The Kite:
         The Kite hot, crazy and panting mad.
         Sweet shackles that tease and excite.
         Death itself would drive him wild.
         Red blood that turns milky white.
    
     1- The Sparrow:
        Who killed Cock Robin?
        "The Sparrow," they said.
        "He wants them all dead.
        To him honey-sweet is their sobbing.
    
     2- The Owl:
        The Owl who forgot the sky.
        Resigned to his poor earthbound state.
        Hungry of full didn't matter at all,
        He ate and he ate and he ate.
    
    
     3- The Thrush:
        The grass the Thrush so loved to eat.
        Gave him sweet happiness.
        He sank ever deeper and finally fell.
        To destruction and fatal distress.
    
     4- The Robin:
        Cock Robin, who hid the key away.
        Is ash in the oven all right.
        The place he held is empty now.
        And the doors remain shut tight.
    
     5- The Lark:
        The Lark's child lost all his words.
        And walled himself up all away.
        Heart and mouth both locked up tight.
        In a cage where no one want to stay.
    
     6- The Dove:
        The Dove's hope died, he chose his path.
        His flapping wings fell still.
        Drenched in scarlet there he lay.
        His cheeks pale white and chill.
    
     7- The Linnet:
        He seeks out her soul by his own black ambition.
        Frightening her out of her wits.
        Whispering love songs in her ear.
        What cruel Linnet wants, he gets.
    
     8- The Rook:
        The black Rook is the praying sort.
        Who hears the gods in the skies.
        His whispered petitions go on without end.
        And glassy and dim are his eyes.
    
     9- The Wren:
        The Wren with pure heart as yet unrefined.
        Makes us laugh unto his feeble lip-smacking.
        But still we all know he shall never grow old.
        And he knows not how much he is lacking.
    
    First things first: this whole shebang refers to the old English 
    folksong/poem "Who Killed Cock Robin", the text of which goes:
    
    "Who killed Cock Robin?" "I," said the Sparrow,
    "With my bow and arrow, I killed Cock Robin."
    "Who saw him die?" "I," said the Fly,
    "With my little eye, I saw him die."
    "Who caught his blood?" "I," said the Fish,
    "With my little dish, I caught his blood."
    "Who'll make the shroud?" "I," said the Beetle,
    "With my thread and needle, I'll make the shroud."
    "Who'll dig his grave?" "I," said the Owl,
    "With my pick and shovel, I'll dig his grave."
    "Who'll be the parson?" "I," said the Rook,
    "With my little book, I'll be the parson."
    "Who'll be the clerk?" "I," said the Lark,
    "If it's not in the dark, I'll be the clerk."
    "Who'll carry the link?" "I," said the Linnet,
    "I'll fetch it in a minute, I'll carry the link."
    "Who'll be chief mourner?" "I," said the Dove,
    "I mourn for my love, I'll be chief mourner."
    "Who'll carry the coffin?" "I," said the Kite,
    "If it's not through the night, I'll carry the coffin."
    "Who'll bear the pall? "We," said the Wren,
    "Both the cock and the hen, we'll bear the pall."
    "Who'll sing a psalm?" "I," said the Thrush,
    "As she sat on a bush, I'll sing a psalm."
    "Who'll toll the bell?" "I," said the bull,
    "Because I can pull, I'll toll the bell."
    All the birds of the air fell a-sighing and a-sobbing,
    When they heard the bell toll for poor Cock Robin.
    
    Let me get this out of the way; Hee Hee!  They said "cock".  Now that 
    I've gotten that out of my system, let me further add that this is 
    believed to be a poem about the death of Robin Hood, and how the whole 
    of creation mourned his passing, not about an actual bird. That having 
    been said, unfortunately knowing all this doesn't do a damn thing to 
    help you figure out the puzzle.  But it does help us understand how it 
    fits into the folklore/legends/children's story/rhyme thing the game 
    has going on.  A BIG thanks to Jack Babington for bringing this to my 
    attention. As an English major, I should be ashamed.
    
    You may have noticed that the poem-memo on the oven has four verses, 
    each of which refers to a specific bird, though not by name, and a 
    final verse to tie everything up. The numbers before each "bird's" poem 
    is the number it represents on the numerical lock. Thus, the first 
    stanza of the memo refers to the bird representing the first number to 
    be entered into the lock, the second stanza is the second number, and 
    so on.  Now to figure out which bird each stanza is referring to; all 
    it requires is comparing clues and keywords from the poem on the oven 
    to clues and keywords in the poems on the gurneys:
    
    "Burn the one who knows no death .
      Pure, adored by those above.
      No prayers within, just simple love."
    
    So the first bird is pure and does not die.  Just by scanning the poems 
    about each bird, we only see two that may be said to be immortal; The 
    Rook's "petitions go on without end", and it is said of the Wren "still 
    we all know he shall never grow old".  The rest of them are either said 
    to have died, or it doesn't specify one way or another.  So our next 
    clue is that it is pure.  Of the two we narrowed it down to, it is said 
    that the Rook "is the praying sort" which may mean that he is pure.  
    However, the poem about the Wren says explicitly "The Wren with pure 
    heart as yet unrefined".  He fits both our criteria, so he is our bird.  
    The Wren's number was 9, so that shall be our first digit. Let's go on 
    to the second stanza.
    
    "And now the pining hunter.
     The flames longing for his rebirth.
     A distant flame within the earth."
    
    Now the flames and rebirth thing makes me think of a phoenix, but that 
    isn't one of the choices.  What we do know is that the bird is a 
    hunter, he is pining (i.e. sad), and that the flames within the earth 
    want him.  Okay, so our keywords are hunter, pining, and earth.  Well, 
    only two or three of the birds we have to choose from are hunters, 
    depending on how you look at it.  The Owl and the Kite (which is a kind 
    of raptor) are the two obvious choices, but the poem about the Sparrow 
    says that he is a murderer as well. However, I discounted the Sparrow 
    because I have never seen or heard of a sparrow hunting down or eating 
    other birds or even small mammals. So that leaves the Kite and the Owl.  
    The poem about the Kite doesn't really say that he is sad, but it does 
    say that it is "crazy and panting mad", something about "sweet shackles
    that tease and excite" and that "Death itself will drive him wild". So
    apparently he is a sado-masochist and a necrophiliac, and doesn't seem 
    to be really "pining" about it. The Owl on the other hand "forgot the 
    sky", and "Resigned to his poor earthbound state" because he has a 
    severe eating disorder. He doesn't seem to be very happy about it, and 
    could probably be said to be "pining". Plus, being earthbound, the 
    "flames within the earth" are probably for him. So the answer is the 
    Owl, and the number that represents him is 2, which is the second 
    number in the code.  Only two left.  The third stanza says:
    
    "Burn up that heavy body of his.
     Make it wind, dancing in the sky.
     That bottomless gut now a cloud, now a sigh."
    
    Okay, now this one just sucks.  The clues on how to answer figure it 
    out aren't even really in the poem, or in any of the birds' "songs". 
    The stanza talks about the bird's heavy body, and it's "bottomless" 
    gut. It says to burn up the body (flames again, of course) and to "make 
    it wind". Now based on the "heavy body" and "bottomless gut" 
    references, we would have to assume that it is referring to the Owl 
    (who "ate and ate and ate" whether he was "hungry or full"), the Thrush 
    (who "so loved to eat") or even possibly the Wren (the "feeble lip-
    smacking" makes me think of food or gluttony).  None of these really 
    talk about burning up a body, or anything about wind, however, so I
    decided to figure out the last number, and then try the numbers for the 
    Owl (2), the Thrush (3), and the Wren (9) as the third digits, one at a 
    time until I got it right.  To my surprise, the code didn't work. I 
    rechecked everything, and KNEW that the other three digits were 
    correct, so I kept wracking my brain with the third clue, but couldn't 
    figure it out. Finally, in frustration, I tried each of the 9 digits on 
    the keypad until I got the code right. In the end, the number ended up 
    being "7", which is the number that corresponds to the Linnet. Here is 
    the Song of the Linnet again:
    
    "He seeks out her soul by his own black ambition.
     Frightening her out of her wits.
     Whispering love songs in her ear.
     What cruel Linnet wants, he gets."
    
    Consequently, we know that body number seven is our old pal Stanley 
    Cole, for a number of reasons.  First of all, there is the note in 
    Leonard's room stating that Stanley is gone, and that his new name is 
    "Number Seven", and that he can be found downstairs.  Kind of a big 
    clue.  There is also the fact that as you walk by corpse number seven, 
    he sighs out the word "Heather", because he finally got to see her.  
    And lastly there is the stanza itself, which describes the crazy old 
    bastard pretty damned well, as well as the way he harassed and 
    frightened Heather throughout the game.  Unfortunately, knowing this 
    doesn't help you at all in figuring out the code, since it has nothing 
    to do with the riddle. As you may have noticed, there is nothing about 
    the Linnet being heavy or gluttonous, nor about burning the body, 
    becoming wind, clouds, or sighing. In the end, I went to the 
    Encyclopedia Britannica, and found out everything that I was missing; 
    the Linnet is known for eating up to three times its own weight in
    seed every day, to the point that it sometimes cannot even fly 
    afterwards. In fact, this is where it gets its name: one of the main 
    sources of food for the Linnet is flaxseed, which it eats more of than 
    any other food source. Flax fibers are used in the manufacture of the 
    cloth linen.  Both linen and the Linnet got their name from the Latin 
    word for Flax, which was Lin. So the Linnet got its name from pigging 
    out on Lin.  As for the rest of the clues in the poem, I can only 
    speculate. According to the Encyclopedia, the Linnet is usually black, 
    red, and white.  In the stanza it refers to burning, which results in 
    red flames and black char, and turning it into a cloud, which are often 
    white. Here you have the Linnet's three colors. Mind you, this is a
    stretch of logic to try and figure out what the hell they were thinking 
    when they applied the stanza to the Song of the Linnet. Apparently you 
    have to have an encyclopedic knowledge of goddamned birds to survive in 
    Silent Hill. Anyway, the Linnet's number is 7, which is the third 
    number in the code. Now on to the last, which is a cakewalk compared to 
    the bloody Linnet clue.
    
    "The sweet blood on his laughing lips.
     Now calls him to the gates of hell.
     There burns evermore that soulless shell."
    
    So here we have blood, laughing lips, and a bird who is going to hell 
    and is a "soulless shell". Scanning the poems for blood, we have a few 
    candidates; the Kite (who is crazy, excited by death, and something 
    about "red blood that turns milky white"), the Sparrow (who murdered 
    the Robin, wants them all dead, and who finds their sobbing "honey-
    sweet"), the Dove (who lies "drenched all in scarlet") and the damned 
    Linnet (who wants "her" soul, has "black ambition" and who is "cruel" 
    and gets what he wants. The next clue suggests that the bird enjoys the 
    death; by saying it has "sweet blood on his laughing lips". The Kite is 
    definitely a candidate, because he is "excited by death". So is the 
    Sparrow, who we know murdered the Robin, wants them "all dead", and 
    finds their sobbing "honey-sweet". The Dove doesn't really fit because 
    the poem implies that the bird is bloody because it killed, and is 
    going to hell for its soullessness. The Dove, however is bloody because 
    it is dying; it is "hopeless" and its "cheeks pale white and still".  
    The Linnet is also out of the running because it hasn't actually killed 
    anything (at least not yet); it is "cruel" and has "black ambition" but 
    it is merely frightening "her" out of her wits by singing love songs in 
    her ear, not actually killing her. So we are down to the crazy Kite and 
    the murderous Sparrow. The last bit of the stanza says that the bird in 
    question is going to the gates of hell, where its "soulless shell" 
    while burn evermore. This suggests even further evil, soulless murder.  
    The Kite is mad, and "Death itself would drive him wild".  I don't want 
    to think too much about the whole "Red blood that turns milky white"
    part. Along with the thing about death driving him wild part, it 
    definitely takes me to a sexual place, not a murder place. The Kite is 
    turned on by death, but nothing says it is a murderer. The Sparrow on 
    the other hand "killed Cock Robin", "wants us all dead", and finds 
    their sobbing "honey-sweet". This flat out says he murders, wants to 
    murder more, and enjoys it.  This definitely sounds like a "soulless", 
    hell-bound bird. So the answer is Sparrow, whose number is 1, which is 
    our fourth and final number.
    
    So the first stanza gives us the Wren (9), second stanza leads us to 
    the Owl (2), the third stanza confuses the hell out of us and makes us 
    angry but the process of elimination and the Encyclopedia Britannica 
    gives us the Linnet (7), and the fourth stanza leads us to the Sparrow 
    (1). So the code that opens the door to the oven is 9-2-7-1.  Punch it 
    in, get your key, and then go study your Ornithology in case it is 
    tested in a later Silent Hill game.
    
    IV-e.  Tarot Card Puzzle
    This puzzle requires you to gather five different Tarot Cards from five
    different locations and place them in a specific pattern on the door in 
    the back of Alessa's room on the bottom floor of the Church.  The cards 
    you will need are The Eye of the Night(XXII), The Hanged Man(XII), The 
    Fool(0), The High Priestess(II), and The Moon(XVIII).  Each of these 
    Tarot Cards is located in a different part of the Church, and all must 
    be collected. Refer to the walkthrough for their individual locations. 
    The pattern that you will be placing the cards in on the locked door is 
    in the same setup as the numerical keypads throughout the game; nine 
    possible spaces, in three rows of three, both horizontally and 
    vertically.  You must refer to the Sketchbook on the end of the bed in 
    the same room to figure out where the cards go, but their placement 
    differs depending on what difficulty setting you are playing on.
    
    IV-e-1. EASY
    The Sketchbook contains a diagram that shows you exactly where to place 
    the cards in the pattern on the door.  The Fool goes in the top left-
    hand corner of the grid, The Moon goes in the top right-hand corner of 
    the grid, The Eye of the Night goes in the direct center of the grid, 
    The Hanged Man goes in the bottom left-hand corner of the grid, and The 
    High Priestess goes in the bottom right-hand corner of the grid.  Place 
    the cards in these spaces and the door will unlock. Remember to save, 
    and then go through the door towards the final confrontation.
    
    IV-e-2.  NORMAL
    Read the riddle in the sketchbook on the bed to figure out how to 
    arrange the
    Tarot Cards on the pattern on the door.  The poem reads as follows:
    
    "Now the first thing you must know,
     Is that there's something in each row.
     But that is not the half of it:
     Three would be too hard to fit.
    
     The upside-down man under the ground,
     to his right, to his left there is no one around
     Leave him alone though his tears are profound.
    
     The moon is up, above the sky,
     Full or crescent, floating high.
     Twinkling light sits like a crown
     On the head of a crazy clown.
    
     Your excellency praying to God most high
     Do you think you can tell me why
     You always look up at the night sky?
    
     Do you have it now? You didn't forget?
     One major point you mustn't omit.
     And now at the last, before you take a whack
     Here's one more hint to help you keep on track.
    
     Scary and hateful that thing in the night
     Better be careful - it's not on your right!
     Turn to the left and you'll keep it in sight."
    
     Let's again analyze it part by part:
    
     "Now the first thing you must know,
      Is that there's something in each row.
      But that is not the half of it:
      Three would be too hard to fit."
    
    It says that there are some cards in each row, but never more than two.  
    It goes on to refer to the "upside-down man"; if you examine your 
    cards, you will see that the Hanged Man is hung upside down.  It says 
    he is "under the ground", meaning the lowest level, the bottom row, and 
    that "To his right; to his left, there's no one around", meaning The 
    Hanged Man is the only card on the lower level, right in the middle, 
    with no other cards on the bottom row with it. "The Moon is up above 
    the sky" means the Moon card is in the top row, easy enough, and that 
    it rest above the "crazy clown" meaning the Fool card. Since we know 
    the Hanged Man is the only one on the bottom row, we know that the Fool
    is somewhere in the middle row, and that the Moon will be placed 
    directly above it.  They cannot be in the middle row, since the Hanged 
    Man is in the middle, and the beginning of the poem said that there 
    can't be three cards in a row, and since the Moon has to be above the 
    Fool... so they are in either the right or the left columns. Let's move 
    on; "Your Excellency praying to God most high" refers to the High 
    Priestess card, and the fact that it is always looking up at the "night 
    sky" tells us that the last card, the Eye of Night, is directly above 
    her. Once again, we know they are not in the central row, because of 
    the rule about not having three cards in any one row, so all we know is 
    that they will be on whichever side the Moon and the Fool are not, 
    either on the right or the left. The last clue is the clincher, saying 
    that the "scary and hateful" thing in the night is on the left, not on 
    the right; it is referring to the Eye of the Night card. So there you 
    have it. In the top left-hand corner of the grid, place the Eye of the 
    Night card, with the High Priestess in the middle row, right below it. 
    In the middle column, place only the Hanged Man, in the middle of the 
    bottom row. In the top-right hand corner, place the Moon, and put the 
    Fool card right underneath it. The door will then unlock. Don't forget 
    to save, then continue on to your final confrontation.
    
    IV-e-3. HARD.
    As always, each Tarot card is given a roman numeral that corresponds to 
    it (The Eye of the Night(XXII), The Hanged Man(XII), The Fool(0), The 
    High Priestess(II), and The Moon(XVIII)). The Sketchbook on the bed 
    contains a bit of writing and a drawing that look roughly like this:
    
    "I had a dream. In my dream, I opened a door. But was that really me? I 
    had a different name.
    
    
    ING     WXX      NXA
    OEI     IFI      VII
    
    MOX     NOT      XVH
    XON     HNG      III
    
    XAA     CXX      CCX
    JII     IEI      IHT
    
    5 are true and 4 are lies---and there are some fibs mixed in with the 
    truth. That's 'cause it's scary to write only the truth. But dreams... 
    dreams are like lies, after all."
    
    Now this puzzle looks intimidating, but compared to the other riddles 
    in the Hard difficulty setting, it really isn't that hard. Obviously, 
    the letters and numbers broken down into three rows in three columns 
    represents the pattern on the Tarot-locked door. The Sketchbook tells 
    you that 5 are true and 4 are lies, but we already knew that because we 
    only have 5 Tarot Cards.  As for the rest, it is just a matter of 
    looking at the Roman numerals on the cards, and figuring out how the 
    drawing matches them. What do they have in common? The roman numerals 
    on your cards are made up entirely of combinations of only four roman
    numerals; X, V, I, and O.  "C" is also a roman numeral (representing 
    one hundred), so leave that one in as well, so that things don't get 
    confusing later. To make the drawing in the sketchbook match this 
    pattern, remove everything that isn't a roman numeral. That means that 
    all the Ns, Gs, Ws, As, Ms, Ts, Hs, Js, and Es have to go. When this is 
    done, you are left with modified clusters that look like this:
    
    I       XX      X
    OI      II     VII
    
    OX      O       XV
    XO              III
    
    X       CXX     CCX
    II      II      I
    
    Or, if you put all the numerals in each cluster together to make actual 
    roman numerals, it would look more like this:
    
    IOI     XXII     XVII
    
    OXXO    O        XVIII
    
    XII     CXXII    CCXI
    
    Now, if you know anything about roman mathematics, which were derived 
    from the work of Greek mathematicians such as Pythagoras, you will know 
    that the numeral "O" is never used to designate anything other than 
    absolute zero, or nothing. It was not used to designate an empty digit 
    place, as it is in the Arabic mathematics used today, as it is to show 
    the empty "ones" column in the number 10, or the empty "tens" column in 
    the number 103. So anywhere you see a "O" used with any other numeral, 
    remove it.  This leaves us with:
    
    II       XXII    XVII
    
    XX       O       XVIII
    
    XII      CXXII   CCXI
    
    We know from the Sketchbook that five of these placements are true, and 
    the rest are false. Figuring out which are true is simplicity itself; 
    check the number on the Tarot Card. The number of each of the cards is 
    represented in the above diagram, and its placement on the diagram 
    corresponds to its placement on the door itself.  The cards are The Eye 
    of the Night(XXII; top row, middle column), The Hanged Man(XII; bottom 
    row, left column), The Fool(0; middle row, middle column), The High 
    Priestess(II; top row, left column), and The Moon(XVIII; middle row, 
    right column).
    
    Visually, that looks like this:
    
    II      XXII    (none)
    
    (none)  O       XVIII
    
    XII     (none)  (none)
    
    Place the cards in the door like this, and the door will unlock.  Save 
    you game, then proceed to the final battle.
    
    V. Secrets And Mysteries
    V-a.  ADDITIONAL ACTION LEVELS:  In addition to Easy, Medium, and Hard
    Difficulty settings, there is also Beginner Mode and Extreme Action 
    Modes I-X. To unlock Beginner Mode, simply die three times while 
    playing on Easy. You will then be able to turn Beginner Mode on in the 
    "Extra Options Menu" by setting it to "On".  In this mode, enemies do 
    only a fraction of the damage they do in a normal game, while Heather's 
    attacks are devastatingly powerful. In addition, all ammunition that 
    you receive in the game is automatically doubled. The downside is that 
    your end game Results will be severely reduced by using this mode. As 
    for the Extreme Action levels, all you have to do is beat the game once 
    on the Hard difficulty setting.  This will unlock the mode "Extreme I".  
    This is more or less the same game as the Hard mode, but Heather has 
    about half of her usual stamina and health, so she dies quickly and 
    gets exhausted quickly. If you beat "Extreme I", you unlock "Extreme 
    II", in which Heather is even weaker than she was in "Extreme I". This 
    continues incrementally every time you beat an Extreme Mode, all the 
    way up to "Extreme X". This is the tenth Extreme setting (hence the 
    roman numeral X), and in it even the weakest enemy attacks become 
    devastating, while the strongest become fatal.
    
    V-b. BULLET ADJUST:  As in both previous Silent Hill games, beating the 
    game once makes additional playthroughs a lot easier.  If you beat the 
    game on any difficulty level, you unlock the "Bullet Adjust" in the 
    Extra Game Options screen (go to normal game options and press L1 or R1 
    to show more hidden options). The first time you beat the game, you 
    will only be able to set this to "x2". This means for every box of ammo 
    you find, you will receive twice as much as you did before setting the 
    bullet adjust.  That means instead of 10 Handgun bullets, 6 Shotgun 
    shells and 32 SMG bullets per box, you will instead get 20, 12, or 64
    respectively.  Once you beat the game a second time, the bullet adjust 
    can be set to "x3", tripling your ammo! Every time you beat the game, 
    the Bullet Adjust will be able to be set one level higher, up to a 
    maximum of "x9". This means you will get 90 Handgun bullets, 54 Shotgun 
    shells, and 288 SMG rounds per box! Yeehaw!  So start shootin' partner!  
    UPDATE: Topbasha sent me an e-mail to inform me of an exploit for the 
    PC version of the game; if you save the game right before the last 
    battle, beat the game and then reload the game and do it again, every 
    time you do so, it is considered clearing the game again for purposes 
    of the number of times you've beat the game.  This means you can easily 
    use this to bump up your bullet adjust to X9 very quickly.  As I don't 
    have the PC version of the game I can't confirm this, but since it is 
    feasible and Topbasha seems trustworthy, I add it hear for those dirty 
    cheaters who own the PC version of the game. The rest of us will just 
    have to earn them the old fashioned way.
    
    V-c.  GOLD AND SILVER PIPES: In an Extra New Game, obtain the Steel 
    Pipe as normal. Proceed until you reach the area in the sewers where 
    you need to electrocute the tentacle-y monster. Now approach the water 
    from the area just to the left or the right of the front of the bridge.  
    Heather, for some damn reason, wants to know if you want to throw in 
    the Steel Pipe. It is your most useful weapon at this point, but hey, 
    what the heck?  Go ahead and throw in the Steel Pipe. When you do so, 
    the Goddess of the Sewers will appear and ask you a bunch of questions.  
    If you answer them all truthfully, she will give you back your Steel 
    Pipe and some the Gold and Silver Pipe's, to boot. If you lie, you get 
    SQUAT, not even your Steel Pipe back. Now, the Gold and Silver Pipes
    are no better, faster, or more powerful than your Steel Pipe, and since 
    they are considered "Special Weapons" like the Beam Saber or the 
    Flamethrower, using them actually reduces your endgame ranking. So why 
    bother, you ask? Because they DO count as special items, and as such 
    when you get them and don't use them, they increase your end ranking.  
    Getting them is necessary to getting the 10 Star Gold Rank.
    
    Now for an interesting story about the Sewer Fairy and her Gold and 
    Silver doodads: game enthusiasts and the elderly may remember a certain 
    fairy in Legend of Zelda: A Link to the Past for the SNES (and now for 
    the GBA; I guess you don't have to be that elderly after all) who would 
    give you Gold and Silver Arrows and Boomerangs and stuff for hucking 
    your normal items into her bathtub (or pond or whatever it was). This 
    was also done in Harvest Moon and more recently, .hack, with a pair of 
    axes. I was taking some classes on Mythology last summer, and actually 
    found out where this tradition came from. I had assumed it came from 
    Japanese Folklore, but apparently the fairy is supposed to be an Avatar 
    or somesuch of Mercury, the Roman god of Trade and Profit (who in
    turn was a rip-off of Hermes, the God of all that same sorts of stuff, 
    but in Greece). You know, the bloke with the wings sticking out of his 
    hat.  Anyway, there was a myth in which a laborer was working next to a 
    river and his best axe fell in and sank to the bottom. Being poor and 
    needing the axe to earn his wage, the man was distraught and fell down 
    by the riverside to weep. Presently, Mercury rose up out of the water 
    (the god, not the poisonous liquid metal; this wasn't the Hudson River) 
    and asked the man why he was crying. When the man told him what had 
    happened, the god dove down to the bottom of the river and returned 
    with an axe made of gold. He asked the man if this was the axe the man 
    was looking for, and he said no. The god dove down again and came back 
    with a silver axe, and when he asked the man if THIS was his axe, he 
    again said no. The god dove down a third time and came back with the 
    man's plain old boring axe. When the man saw it he was overjoyed, and 
    told the god that this was truly his axe. Mercury, pleased with the 
    man's honesty, gave the man back his axe, but also gave him the gold 
    and silver axes to show his pleasure. The man returned to town and told 
    the story to a few of his friends. One of them, figuring that he wanted 
    in on a piece of that action, ran to the river and threw his own axe 
    into the water on purpose. He then fell down and pretended to cry, and 
    sure enough, Mercury showed up and inquired as to the source of all the 
    blubbering. The man told his story, and, true to form, Mercury dove 
    down and came back up with a golden axe. But when he asked the man if 
    it was his axe, the man was overcome with avarice, and grabbed at the 
    axe, claiming it was his. Mercury was pissed and disappeared, and the 
    dumbass was left with no axes at all, just like Heather and her Steel 
    Pipe if you too are a dumbass and lie to the fairy. Later the second 
    man died of syphilis, alone and afraid. Actually, that last part wasn't 
    in the legend, but I figured the guy needed a worse punishment for 
    lying to a god.  Any REAL god would have turned him into a pillar of 
    salt, or replaced his genitals with a rabid spider monkey or something.  
    I'm telling you, they just don't make gods like they used to.
    
    V-d.  BONUS WEAPONS:  At the end of your first game, you will be 
    rewarded with one of two bonus weapons: the Beam Saber or the 
    Flamethrower. Figuring out which one you will get is simple: if you 
    have killed more monsters with melee weapons than you have with 
    firearms, or if the two numbers are equal, you will get the Beam Saber.  
    If you defeat more enemies with firearms than you do with melee 
    weapons, or it is your second time through the game, you get the 
    Flamethrower (unless you got it the first time). You do not start out 
    the next game with your bonus weapon; it must be found like a normal 
    item within the game. The Beam Saber can be found in the second floor 
    north corridor of the Central Square Shopping Center, in the northwest 
    end of the hall, beyond the Save Room where you get the key out from 
    under the palette with the Tongs: examine the door at the very end of 
    the hall and you will find that the doorknob is really the Beam Saber 
    handle. The Flamethrower can also be found in the Central Square 
    Shopping Center, in Helen's Bakery (where you find the Tongs). It will 
    be on the counter next to the flyer on the counter (the text of which 
    now says "Crispy toasted DEAD right to your front door". Good stuff).
    For more information on each weapon, see their descriptions under 
    section "I-c. The Arsenal". These are considered to be "Special 
    Weapons". One thing to keep in mind about these weapons is that using 
    them at all will reduce your ranking at the end of the game, though 
    just picking them up increases your rating. If you don't care about 
    ratings, go forth and kill 'til your little black hearts are content.
    
    V-e.  UNLIMITED SUB-MACHINEGUN:  This works just like the regular SMG, 
    but never runs out of bullets.  In order to obtain it, you have to kill 
    the last boss monster (i.e. "God") with a melee weapon such as the 
    Katana or the Maul.  This is not to say that you have to fight the 
    whole battle using the melee weapon, just that the finishing strike 
    must come from one. So when the God starts getting frantic and throwing 
    out two arcs of fire at a time, switch to a melee weapon and club away 
    until it is dead. Once you do so, you will be rewarded with the 
    Unlimited SMG in your next game.  It can be found near the beginning of 
    the game, on a stack of boxes in the alley near the bathroom window 
    that Heather climbs out of to avoid Douglas. One thing to keep in mind 
    about these weapons is that using them at all will reduce your ranking 
    at the end of the game, though just picking them up increases your 
    rating.
    
    V-f.  HEATHER BEAM/SEXY BEAM: The key to obtaining this special attack 
    is to kill, kill, kill. Really put your heart into it and hunt down 
    those monsters in an effort to exterminate their kind from the very 
    face of the earth. To unlock the Heather Beam, you have to kill a total 
    of 333 enemies, though they don't all have to be in one game.  One 
    thing that will help you reach this total is use of the otherwise 
    craptastic item, the Perfume. This is an item that can be found in the 
    Women's Locker Room on Brookhaven's Hospital's second floor. Once you 
    equip it, monsters will be able to smell you, and will seek you out 
    from further away. Normally, this would be bad, but since you want to
    kill them all and stomp on their little heads, it is okay. Also, you if 
    you really want to get it quickly, obtain the Unlimited SMG and lay 
    waste to everything in your path early in the game. This will severely 
    hurt your end game rating, but it is the quickest way of slaughtering 
    everything and getting the Heather Beam.
    
    The Sexy Beam is a more powerful version of the Heather Beam, which 
    Heather can use by obtaining the Heather Beam, and then using the 
    Special Costume, the Transform Costume. The code for the Transform 
    Costume can be obtained by beating an Extra New Game (or by looking on 
    the list of Costume Passwords that I list in another part of this 
    section V-g, called COSTUMES). While she is wearing the Transform 
    Costume, Heather becomes the super-being Princess Heart, and her 
    Heather Beam becomes the much more powerful and impressive Sexy Beam! 
    For a full description of the Heather and Sexy Beams and how they work, 
    see section "I-c. The Arsenal".  Note that use of the Heather or Sexy 
    Beams are necessary to get the secret "Revenge" ending of the game.
    
    V-g.  COSTUMES:  Beating the game on any difficulty setting unlocks a 
    new option on the title screen that says "Extra Costume".  When you 
    choose this option you are brought to a screen that looks like a 
    keyboard, where you can enter secret passwords in order to unlock new 
    fashions for Heather to wear. There are separate sets of keys for upper 
    and lowercase letters, as well as numbers and symbols.  Passwords are 
    case sensitive, which means that you should enter them EXACTLY as they 
    are presented, and that a "B" is different from a "b", and that spaces 
    in words matter.  Once you have entered the code, press the red "Enter" 
    button on the right of the keyboard to enter the code. If you type in a 
    password and unlock a costume, then immediately start a new game,
    Heather will be wearing that costume as the game starts, even in the 
    cutscenes. Otherwise, the costume has to be equipped in the inventory 
    screen.
    
    Costume passwords are obtained in a number of ways.  Some are special
    promotional passwords that you can only get from certain websites, 
    magazines, or strategy guides. Others are unlocked by meeting certain 
    criteria in the game. At least one is obtained by trying to solve a 
    ridiculously difficult riddle in an Extra New Game. Below is a list of 
    each costume I know of, and how to get it or where the code came from.  
    The words before the colon is the costume's name, the password to 
    obtain it is in the parentheses after the name, and the description of 
    where the password comes from is after the colon.
    
    V-g-1.  Transform Costume (PrincessHeart): This wacky costume comes 
    from a long-standing Japanese tradition of putting spunky young girls 
    into sailor's costumes and turning them into superheroes. This one 
    comes complete with a crazy transformation sequence every time you un-
    equip it and then re-equip it. In addition to looking snazzy, this 
    costume also has a practical use of changing the Heather Beam into the 
    more powerful Sexy Beam. To obtain this costume you must simply 
    complete an Extra New Game. The password will be displayed on the 
    results screen.
    
    V-g-2.  Heather Shirt (HappybirthDay): This is apparently a copy a 
    shirt worn by the creative team during interviews. This shirt is very 
    easy to obtain, because you get the code to unlock it in the Results 
    screen after you beat the game for the first time.
    
    V-g-3.  Don't Touch Shirt (TOUCH_MY_HEART): Touch her heart? Don't mind 
    if I do! Unless she means literally: that would just be icky. During an 
    Extra New Game, search the Women's Locker Room on the second floor of 
    Brookhaven Hospital for a magazine on a bench. Examine the magazine and 
    the code for this shirt is displayed.
    
    V-g-4.  Block Head Shirt (PutHere2FeelJoy): This is a special shirt 
    awarded to pacifists. If you can get through an entire game and only 
    kill 10 or fewer enemies, the code for this shirt will be displayed on 
    your Results screen. Remember that boss enemies are people too, and 
    count towards your 10-monster total. Since there are 5 bosses, this 
    means you can only kill 5 other critters in the entire game. Serial 
    killers need not apply.
    
    V-g-5.  God of Thunder Shirt (GangsterGirl): That isn't Thor, so it 
    must be Raiden (or Raijin), Japanese god o' Thunder.  This is one of my 
    favorite costumes in the game, because it turns Heather into a pale, 
    blue-haired Goth girl.  You get the code for this costume in your 
    Results Screen after completing a game on the Extreme X action setting.
    
    V-g-6.  Transience Shirt (ShogyouMujou): I found the password 
    interesting, so I looked up the meaning of Shogyoumujou. Fittingly 
    enough it is a Japanese Buddhist phrase, meaning the impermanence of a 
    thing. I say fittingly enough because this costume is obtained by 
    clearing all three Riddle Levels (Easy, Medium, and Hard). The password 
    will show up on your Results screen after clearing the last one. And 
    after some of those damn Hard puzzles, you will feel you have earned 
    it. Unless you just copied it from here, that is.
    
    V-g-7.  Golden Cock Shirt (cockadooodledoo): It is actually called the 
    Golden Rooster shirt, but the other was funnier. This shirt is a bitch 
    to obtain, unless you just use this code. To get the password, you must 
    get a perfect ranking, which takes a ridiculous amount of time and 
    effort just to get a shirt with a damn chicken on it (well, it actually 
    makes the Flamethrower and the Beam Saber exceptionally powerful, but I 
    felt like whining). The password will be displayed on the results 
    screen. Notice the third "o" in the "dooodle" part of the password. A 
    lot of people miss that.
    
    
    V-g-8.  Royal Flush Shirt (01_03_08_11_12):  This one was, if you'll 
    excuse the term, a bitch.  In order to even begin to get the password,
    you must complete an Extra New Game, and then start the next game using 
    the Hard Riddle Mode. Continue as normal until you reach the 
    Archives/Library in the Church at the end of the game. This time 
    through, there are clues scattered throughout the books. These clues 
    are supposed to help you figure out the password. Here they are:
    
    -Clue 1 - "A secret told before you awake: the start of a new 
    transformation."
    -Clue 2 - "There's no separating numbers from beginning to end."
    -Clue 3 - "14 buttons all told; therefore, one is always two."
    -Clue 4 - "The first number is 'the traveler to St. Ives.'"
    -Clue 5 - "The second number is 'the hare wears a crown of straw.'"
    -Clue 6 - "The third number is 'king of beasts and goddess of 
    harvests.'"
    -Clue 7 - "The fourth number is 'representative of both knight and 
    page.'"
    -Clue 8 - "The fifth number is 'lapis lazuli or turquoise.'"
    
    So, clue number one: "A secret told before you wake, the start of a new 
    transformation." This refers the fact that it has to be on a second or 
    greater playthrough.
    
    Clue number two: "There's no separating numbers from beginning to end".  
    This means that there are no spaces between the numbers as you input 
    them.  Hence the underscores between the parts of the code.  
    
    Clue number three: "14 buttons all told; therefore, one is always 
    two.".  This means that even if a number is a single digit number, you 
    must enter it as a double digit by putting a zero in front of it.  Thus 
    it is "03" instead of just "3".
    
    Clue number four: "The first number is 'the traveler to St. Ives.'" The 
    fourth is the first number, and refers to an old British children's 
    riddle.  Here it is: 
     "As I was going to St. Ives,
      I met a man with seven wives.
      Each of the wives had seven packs;
      Each of the packs held seven cats.
      Each of the cats had seven kits.
      Kits, cats, packs, wives,
      How many were going to St. Ives?"
     
    The answer? One.  He just met the one traveler, not all his wives and 
    their cats or whatever.
    
    Clue number five: "The second number is 'the hare wears a crown of 
    straw'"  I have to admit that this one had me stumped the longest.  I 
    tried thinking of the image of a rabbit wearing a straw hat, but that 
    didn't remind me of any legend or myth or anything.  I thought of 
    Robbie Rabbit, and searched each of the Robbie corpses to see if any of 
    them had straw hats or numbers written on them. Nope.  I thought of the 
    Chinese zodiac, but that didn't fit the code. So I finally figured it 
    out while replaying the original Silent Hill for a walkthrough that I 
    was working on.  In that game there are a lot of references to Alice in 
    Wonderland in the puzzles, and that is when it hit me: the March Hare.  
    March is the third month.  03.  Which also fits in with the zodiac 
    theme of the rest of the puzzles.
     
    Here's the kicker though.  I still couldn't figure out where the "crown 
    of straw" came in, so I picked up Alice in Wonderland off my shelf and 
    read the tea party section with the Mad Hatter and the March Hare.  The 
    text didn't illuminate anything, but as I was closing the book, one of 
    the Illuminations illuminated the whole thing: that is, the 
    Illumination or illustration that the original Alice artist, John 
    Tenniel, did of the tea party.  Low and behold, the March Hare has 
    wisps of straw sticking out all over his head in all the pictures of 
    him.  So I researched further: Victorian illustration would often use 
    straw in a character's hair to symbolize insanity, due to the fact that 
    many crazy folk of that era lived in Asylums, which used straw for 
    bedding and pillows.  Furthermore, the reason it was called the "March 
    Hare" was due to the old term "mad as a March Hare" which referred to 
    the fact that the month of March is the rabbits' rutting season, during 
    which time the males of the species act crazy, "boxing" with females in 
    a bizarre looking courtship ritual.  On a side-side note, apparently 
    Erasmus (1466?-1536), the Dutch Renaissance scholar and theologian, 
    wrote the expression "mad as marsh hare," and there is now some 
    speculation that this got corrupted to "March" in later decades. 
    However, long before Carroll was writing, the expression was "mad as a 
    March Hare," regardless of scientific validity.   But I digress.
     
    Clue number six: "The third number is 'the king of beasts and goddess 
    of the harvests'".  This refers to Leo, the lion, which is the eighth 
    zodiac sign, as well as the month of August, the eighth month,  which 
    is the traditional month of harvesting and earth-mother worship.  
    
    Clue number seven: "The fourth number is 'representative of both knight 
    and page'".  This refers to the relationship between the modern deck of 
    cards and the ancient tarot card deck.  In the tarot, the first of the 
    "face" cards, after all the numbered cards, was either the Page or the 
    Knight.  In other words you would have for each suit ten numbered 
    cards, followed by the face cards (i.e. the Knight of cups, the Queen 
    of Cups, etc).  In the modern deck of cards, not only did the suits get 
    changed (from swords to spades, coins to diamonds, pentacles to hearts, 
    and staves to clubs, with some variations), but the face cards got 
    renamed as well.  The page/knight became the Jack.  The Jack, of course 
    being equal to "11" in most games of cards, the next value after the 
    numbered cards.  Hence, 11.  
    
    Clue number eight: "The fifth number is 'lapis lazuli or turquoise.'". 
    This last clue is comparatively easy.  Well, at least for me, since I 
    was born in December; lapis lazuli and turquoise are both birthstones 
    for the month of December, the 12th month.  
    
    So there you have it: 01_03_08_11_12.  Victory is mine!
    
    NOTE: I just wanted to give props to David Filipi for also figuring out 
    this riddle.  Though I had just stumbled across the March Hare 
    reference on my own, he sent me an e-mail in which he had come to the 
    same conclusions independently, using his own research.  So while I 
    managed to struggle through it on my own, he deserves recognition for 
    this impressive feat of intellect.  
     
    
    V-g-9.  Killer Rabbit Shirt (BlueRobbieWin): This shirt depicts 
    everyone's favorite blood-soaked mascot, Robbie the Rabbit! The 
    password was obtained from the Brady Game's Official Silent Hill 3 
    Strategy Guide, and was exclusive to that guide until it was released 
    onto the net.
    
    V-g-10.  Onsen Shirt (I_Love_You): Onsen is a Japanese word that means 
    hot springs.  What this shirt represents, whether it be hot springs in 
    general or a specific hot spring, is currently unknown. The password 
    was obtained from the Brady Game's Official Silent Hill 3 Strategy 
    Guide, who said it was an exclusive, but others claim it originally 
    came from the Japanese industry magazine, Famitsu.
    
    V-g-11.  Zipper Shirt (Shut_your_mouth): The password for this 
    interesting shirt was exclusive to the Brady Game's Official Silent 
    Hill 3 Strategy Guide. If only it were a real zipper...
    
    V-g-12.  The Light Shirt (LightToFuture): This shirt is incredibly cool 
    and should be recognizable to fans of the original Silent Hill.  It is 
    a reproduction of a painting that was the key to a puzzle in Alchemilia 
    Hospital, called "The Light Illuminating the Darkness".  The password 
    was obtained from a cool interactive website called SH2003.com.  As of 
    the time of this writing the English Language version is unavailable 
    (because it is a Japanese website, but I want a website that 
    interesting in English, dammit), but the password was obtained in room 
    308.
    
    V-g-13.  EGM Shirt (EGMpretaporter): This is a shirt promoting the 
    American gaming magazine Electronic Gaming Monthly. The code was 
    obtained from their magazine (prêt-a-porter means "ready to wear" in 
    French, for thems of you who ain't culture-fied).
    
    V-g-14.  GamePro Shirt (ProTip): This is another U.S. gaming magazine, 
    and the password comes from the pages therein.
    
    V-g-15.  PSM Shirt (badical): PSM stands for Play Station Magazine.  
    This is one of the few U.S. gaming magazines that is still independent.  
    It is not the OFFICIAL Playstation magazine, but that just makes them 
    rebels. The password came from their magazine. It was better than their 
    second choice, "tubular".
    
    V-g-15.  Game Informer Shirt (gameinformer): Game Informer is yet 
    another U.S. game magazine, who also has a website 
    (www.gameinformer.com). Their exceptionally clever password came from 
    the magazine.
    
    V-g-16.  Official PS Magazine Shirt (SH3_OPiuM): This is the Official
    Playstation Magazine's shirt; accept no substitutes. This is Sony's 
    Official U.S. game magazine, and every month it comes with a bonus disk 
    with viewable and playable demos. Pretty cool. The password came from 
    the magazine. The password isn't promoting the use of Opium or its 
    byproducts; it is simply a clever play on the magazines acronym, OPM.  
    Get it?
    
    V-g-17.  OPS2 Shirt (extra_thumbs): Now don't get confused, but this is 
    also the Official Playstation Magazine, but this one is from the U.K.  
    I'm not British, believe it or not, so I can't tell you too much about 
    this one. The password came from the magazine. Update: Someone who IS 
    British reminded me of the background on the password and where it came 
    from. There was an add in the magazine about a doctor who grafted extra 
    thumbs onto a patient in order to make him a better game player. The 
    slogan was something like "Offical Playstation Magazine; Much better 
    than extra thumbs". Thanks to Ben Burnham for the head's up.
    
    V-g-18.  PS2RO Shirt (MATADOR): Another Official Playstation Magazine, 
    this one from Spain. A matador, of course, is a Spanish bull fighter. I 
    am not Spanish either, senior. The password-o came from the magazine-o.
    
    V-g-19.  Play Shirt (sLmLdGhSmKfBfH): This is a German gaming magazine 
    called (wait for it) Play. I do not schprecen ze Deutch either, though 
    I am sure you can't tell. They also have a website 
    (www.playplaystation.com). The password came from there.
    
    V-g-20.  GameSpy.com Shirt (iaml33t): This is a popular U.S. videogame 
    website (www.gamespy.com). The password was obtained from their 
    website. "iaml33t" is written in an informal gamer's dialect that some 
    call "leetspeak": letters in words are changed around, omitted, or 
    misspelled, and numbers take the place of similar looking letters.  For 
    example, "l33t" means "Elite" (the 3s took the place of the "e"s, 
    because they look kind of like backwards capital "E"s. It would take a 
    book to explain the whole damn thing. Used by l33t m4zt3rz and retarded 
    12 year olds everywhere.
    
    V-g-21.  IGN.COM Shirt (IGN_pickleboy): IGN is another popular U.S. 
    gaming website. IGN stands for Internet Gaming Network, I think; they 
    seem to just go by IGN now. The pickleboy is one of their mascots. The 
    password came from their website.
    
    V-g-22.  13eme Rue Shirt (Suspense): 13eme (Treizième) Rue is French 
    for "Thirteenth Street", and is also a French horror television network 
    (which I really wish we had over here in the U.S., though not in 
    French: I can still read the language very well, but my verbal 
    comprehension is about the same level as a bright chimp). The code 
    could be obtained on their website or by watching the channel itself.  
    If you can read French, have Euro dollars, and want a 13eme Rue shirt 
    of your very own, you can buy them at their website 
    (www.13emerue.fr/13emerue.htm).
    
    V-g-23.  Game Reactor Shirt (SH3_Wrestlarn): Game Reactor is a popular 
    gaming website in Europe (www.gamereactor.net). The site isn't in 
    English, but it isn't too hard to navigate. The password came from 
    their website.
    
    V-g-24.  GMR Shirt (GMRownzjoo): GMR stands for German Monkey Review. 
    Actually, it probably doesn't, but I can't seem to figure out what it 
    actually is. I assume a gaming... thing... of some sort.  I obtained 
    their password from gamefaqs.com. UPDATE: Thomas Hagan, who works for 
    EBGames (or did once upon a time, since this was a while ago and I hope 
    for his sake that he's moved on with his life in the last four years 
    and counting) wrote in to tell me that GMR is a magazine that his used 
    game emporium makes him shill to the rubes (my words, not his). GMR 
    contains "coupons and deals for gaming software". Now that EB is owned 
    by Gamestop, I believe this magazine has been since tossed aside like a 
    bag of moldy tangerines in favor of Game Informer, but as of the time 
    he wrote in, this would be accurate. So thanks for the info Thomas.  
    For those who are interested, the last part of the password is also 
    "l33t" speak. "Ownzjoo" means "owns you" in monkey. For those of you 
    who weren't interested, don't read that last sentence. Or this one.
    
    V-g-25.  GN Shirt (IwannabeaGJ): This is a shirt for the U.S. Gaming 
    Network, who hired a bunch of non-gaming pretty boys to pretend to be 
    gamers and act like jackasses on television. Actually, that is what the 
    "GJ" in the password stands for: "Gaming Jackasses". Or maybe not.  
    They also show about 4 programs over and over again. Kind of like MTV.  
    But at least it is a start in the right direction. The password was 
    aired between and during their 4 shows. They've since been renamed 
    "G4", and then "G4 Tech TV", when they were best known for the show "X-
    Play" with Adam "Sissypants" Sessler and Morgan "Manjaw" Webb (thanks 
    to the exceptional, if often tardy webcomic "VG Cats" for the Morgan 
    Manjaw dig. Hilarious).
    
    V-h.  DOUGLAS- KING OF NO PANTS:  This is an incredibly odd little 
    secret. If you punch in the classic Konami code (that's right, the one 
    from Contra), while "Extra New Game" is highlighted on the title 
    screen, then select your Action and Riddle difficulty levels, you will 
    hear Heather make a strange noise. Now start the game. Whenever you see 
    Douglas in this next game, he is not wearing a shirt or pants, just his 
    boxers, tie, hat, socks, shoes, and trench coat. Disturbing. For the 
    uninitiated, the Konami code is Up, Up, Down, Down, Left, Right, Left, 
    Right, "circle", and "X" ("circle" and "X" take the place of the 
    Nintendo's "A" and "B" buttons).
    
    V-i.  EASTEREGGS:
    
    V-i-1.  SPECIAL DEATH SCENES:  In certain areas, if you allow Heather 
    to die, you will be treated to a different "You Died" screen then 
    normally. Here are the ones I have found so far:
    -When Heather is killed by a monster, sometimes Valtiel (the strange
    valve-turning, God-hooding demi-monster) will show up and drag Heather 
    away by her legs.  Why?  Where does he take her? The world may never 
    know, thankfully.
    -If Heather is killed by Nurses in the hospital, a misshapen doctor 
    will show up and drag Heather away by her legs.
    -If you take too long getting off the tracks in the Subway, or if you 
    try to walk along the tracks between areas, you will get a cutscene 
    where a train shows up and smears her, complete with very disturbing 
    and squishy sound effects.
    -Once you finally get onto the moving subway train, try to leave 
    through the train's back door, or go back through a door you just came 
    through. Heather will end up standing on a narrow platform on the back 
    of the train, and if you move forward towards the edge, it will switch 
    to Heather's perspective so that you can experience her falling off the 
    back of the train and dying, firsthand.
    -If you try to cross the bridge with the water monster in it without 
    first electrocuting it with the Hairdryer, Heather will be pulled into 
    the water by the tentacle and messily killed. A big word of thanks to 
    "artemis.panthar" for reminding me of this one.
    -After you climb the long ladder leading past Valtiel and arriving at 
    the dark side of Brookhaven's third floor, go through the door straight 
    ahead and come back.  The ladder is suddenly gone, and if you aren't 
    careful you will fall to your death and get a little scene of Heather 
    plummeting past Valtiel, who is clinging to the wall.  Thanks to Damien 
    Carlisle for this tidbit.
    -If you don't shut off the power to the roller coaster in Lakeside 
    Amusement Park and try to walk along the tracks, the coaster will show 
    up and mangle her, just like in the dream at the beginning.
    -Just before the final battle, when Heather is supposed to use the 
    Aglaophotis, don't.  After a minute, Heather will once again be 
    overwhelmed by the God inside her and you will be treated to a cutscene 
    where she dies horribly and noisily.
    
    V-i-2.  VALTIEL:  According to "The Book of Lost Memories", a Japanese 
    language guide to the meaning of Silent Hill, the valve-turning 
    faceless pseudo-enemy of Silent Hill 3 is named Valtiel.  According to 
    the guide, his appearance and actions in the game are symbolic, as he 
    turns the valves of fate as Silent Hill switches from "normal" to "dark 
    side". The round valves represent the cyclical nature of Alessa's death 
    and resurrection, and he seems to be linked to this cycle, which is why 
    he drags her away after she dies, to somehow return her to life and 
    continue the cycle.  His name is comprised of the French word "valet" 
    meaning one who serves, and the Hebrew suffix of "-iel", which 
    designates angelic status.  Thus Valtiel means "Attendant (or servant) 
    to God".  This clearly fits his behaviors and role in the game, as he 
    is also seen arraigning the God at the end of the game, in some sort of 
    ceremonial capacity, as if girding her for battle.  If the God of 
    Silent Hill represents the Judaic/Christian God in the twisted pantheon 
    of Silent Hill, then Valtiel would be like God's right hand, a role 
    held by Metatron in the Judeo-Christian hierarchy.  This is supported 
    by the fact that Valtiel has a Seal of Metatron (or something quite 
    like it) tattooed on each of his arms.
    
    Besides the tattoos, Valtiel seems to have a featureless "face", 
    without eyes, nose, or mouth, though there is a weird mouth-slit on the 
    back of his head, which in some illustrations has a thin, whipping 
    tongue coming out of it.  He wears a filthy smock/skirt combo thing, 
    and has gloves that are either black or such a deep, bloody red as to 
    resemble black.  His head is usually whipping around crazily, Jacob's 
    Ladder style, making his features even harder to make out.  He is never 
    seen standing, but is instead crawling, climbing walls, or clinging to 
    other surfaces in lizard or insect-like manner.  He is always seen 
    turning his valves as Heather enters the dark world sections of the 
    game, suggesting that it is he who controls the transformations between 
    the worlds.
    
    In Silent Hill 4: The Room, we find out a little more about Valtiel, 
    though he doesn't appear in the game himself.  According to The Order's 
    religious traditions, Valtiel was one of the beings created by God to 
    lead the people to obedience.  Valtiel itself is worshipped as one who 
    is the closest to God.  As such, there was a sect of The Order devoted 
    to the worship of this creature, started by a man named Jimmy Stone, 
    called the Valtiel Sect.  They believed that in venerating Valtiel, one 
    is coming closer to God.  Everyone's favorite demon-raping killing 
    machine Pyramid Head (originally from Silent Hill 2) has the exact same 
    tattoos, smock, gloves and clothing as Valtiel, suggesting that at the 
    very least, the "holy" executioners of whom Pyramid Head was an 
    archetype, may have been garbed and marked in veneration of Valtiel.  
    Or maybe Pyramid Head is Valtiel hooded and garbed for battle, though 
    the appearance of multiple Pyramid Heads and their role in Silent Hill 
    2's storyline makes this a little more unlikely.  However, Valtiel is 
    often seen towards the end of the game strangling or otherwise... 
    interacting with the Nurses, much like Pyramid Head was often seen 
    "raping" the female-like monsters in various instances in which you 
    encounter him.  It is an interesting parallel, to say the least.
    
    Here is a list of the places where I have seen him appear:
    - Heather can see him stumbling around outside the elevator with his 
    head whipping rapidly back and forth, right after she finds the Radio.  
    He also appears to be attacking or molesting a red and white monster 
    thing during this sequence.  Interestingly enough, this is the only 
    place in which the red and white monster thing is ever seen.
    - He can be seen turning a valve on the wall near two pairs of kicking 
    legs whose bodies are obscured by some sort of red curtain in the lower 
    levels of the Church. This is the scene that is shown just as you turn 
    on the game, before the title song.
    - He can be seen turning the valves as you climb the ladder towards 
    what turns out to be the third floor of Brookhaven's Dark Side.
    -Right after this, after going through the door, run to the gap in the 
    wall and turn the camera towards it.  If you are quick enough (and 
    don't fall into the hole), turn to the right and you should see Valtiel 
    pull a nurse up over a ledge and drag her off.  Thank you to Mathew 
    Chatham for pointing this out.
    -Right after this, if you go back to the ledge where the long ladder 
    was leading up to Brookhaven dark side, the ladder is now gone and you 
    will fall to your death if you aren't careful.  As you plummet, Valtiel 
    can be seen clinging to the wall. Thanks to Damien Carlisle for 
    pointing this out.
    - He can be seen choking a nurse outside of the window in the lower 
    levels of the church.  See the walkthrough for the exact location.
    - He climbs down the wall and ceremoniously places a hood/helmet thingy 
    on the God just before the final battle.
    - In certain places in the game, when Heather dies Valtiel appears, 
    grabs her by the legs and drags her away into the darkness, in a very 
    suggestive manner. Maybe he is God's daddy? Or is he just going to... 
    get God, to save it from Heather's dying body, not unlike what happens 
    with Claudia at the end of the game (though thankfully, Claudia waited 
    until God had "left the building", so to speak...)
    - He may or may not be the thing moving around behind the walls in 
    certain parts of the last stage. Update: This IS Valtiel. Using 
    screenshots from the PC version of the game, it has been confirmed that 
    this is Valtiel. A huge "Thank You" to Joyner Trejos Osorio for taking 
    the time to confirm this, and for his thoughts on the mysterious 
    Valtiel.
    - He may or may not be the thing that is stuck in the locker in the 
    Women's Locker Room in Brookhaven's Dark Side. Update, using the same 
    tricks as were used to figure out that the "wall crawler" was indeed 
    Valtiel, this one is confirmed as well.
    -Ahem.  This one is a little... disturbing.  And having played through 
    a ton of horror games, I don't use this term lightly.  In Brookhaven's 
    dark side, right before you get the empty IV bag, there is a window 
    completely obscured by black, viscous smoke, and something that sounds 
    like baby can be heard from the other side.  If you illuminate this 
    area brightly with the flashlight and the flamethrower (if you have 
    it), you can KIND OF make out Valtiel doing something on the other side 
    of the glass, mostly identifiable by his turning knobs gesture.  
    However, if you have the PC version of the game and use a camera hack, 
    you can zoom into this area if you want, though hopefully you won't 
    want to after hearing what is back there.  It is, in fact, Valtiel 
    performing oral sex on a nurse hanging upside down from the ceiling 
    with that mouth-thing on the back of his head, supporting the whole 
    "Pyramid Head rape thing".  I would say "Thank you" to Crisco Sandwich 
    for pointing this out, but I could have gone my whole life without 
    knowing this.  I feel dirty just for telling you.
    -Though it is hard to make out that it is actually him, Valtiel is what 
    rips up through the floor of the church and draws Claudia down into the 
    bowels at the end of the game, right before the last battle.  He moves 
    so quickly that it is really hard to make out at normal speed, but if 
    you slow the footage down it is quite clear.  It seems that now that 
    the God has switched bodies, Valtiel is protecting Claudia, not you.  
    Stinking traitor.  I ask you; if you can't trust nurse-licking valve 
    demons, who can you trust?
    
    V-i-3.  EXTRA NEW GAME WEIRDNESS: There are a couple of areas that 
    change slightly between the first time you play through, and an Extra 
    New Game. The first area is in the Central Square Shopping Center, and 
    it is pretty subtle (I noticed it because I used all the shops' names 
    in the walkthrough). In the first game the café is clearly called the 
    Café Turn Mill, but when you play through in an Extra New Game, the 
    name has changed to the Café Paradise. I guess since Claudia failed at 
    recreating a real paradise, she decided to buy a little coffee shop and 
    call it paradise. Another area that is different is the first four 
    sections in the Underground Pass stage, whose walls and floors are
    now made out of pulsating, nasty flesh. Furthermore, if you are playing 
    on the Hard action setting or higher, Heather actually gets hurt if she 
    lingers too long in these areas, and even die. So don't dawdle, unless 
    you hate Heather. Finally, if you play through the game and unlock the 
    Flamethrower, it is available for pickup in Helen's Bakery during an 
    Extra New Game. What is different is the flyer on the counter that once 
    was for Helen's delivery service. It has changed so that it now reads 
    "Crispy toasted DEAD right to your very door". Heh.
    
    V-i-4.  LIFE DISPLAY: If you complete the game on the Hard Action 
    setting, you unlock a feature that displays Heather's Health and 
    Stamina in the upper left hand corner of the screen. Once it is 
    unlocked it can be toggled on and off in the Extra Game Options screen. 
    The top, yellow bar indicates Heather's Health, and the lower, green 
    bar indicates her Stamina.  Furthermore, if Heather gets grappled or 
    knocked down by an enemy, a thin, purple bar appears that indicates
    how long it will be before Heather can get up and/or free herself.  
    These indicators are damn near vital to getting a perfect 10 Gold Star 
    Ranking (so you can tell how much health you have lost). They are also 
    very useful when you are using the Heather or Sexy Beams, since these 
    attacks use Stamina, so that you can tell how much power you have left.
    
    V-i-5.  SILENT HILL 2 REFERENCES: If you have a Silent Hill 2 Clear 
    Game save game on your PS2's memory card, Heather will refer to parts 
    of that game during certain situations in Silent Hill 3. They are as 
    follows:
    -If you examine the second stall in the first floor women's bathroom in 
    the Central Square Shopping Center Dark Side (the stall right next to 
    the bloody stall where someone knocked back), Heather will find a 
    plugged toilet. The game will give you the option to reach into the 
    toilet and clear the obstruction, but if you try to get her to do so, 
    Heather freaks out and wonders who would do something so disgusting.  
    The answer is James Sunderland, the protagonist of Silent Hill 2. He 
    found an item in a plugged toilet, and this game is referring back to 
    that incident.
    -If you examine the mailboxes in Daisy Villa Apartments, right across 
    from the save point, Heather will mention that there is no mail, not 
    even a letter from a dead wife. Just such a letter is what brought 
    James to the town of Silent Hill in the previous game.
    -If you examine the poster on the stage in the Heaven's Night bar, you 
    find that it is referring to the return of a dancer named Lady Maria.  
    Maria was the name of one of the main characters of Silent Hill 2, who 
    worked at Heaven's Night.  In addition, on one of the tables is a 
    tourist brochure for Silent Hill that came right out of Silent Hill 2, 
    word for word. 
    -If you examine the small section of fence on the north side of 
    Brookhaven Hospital's roof, Heather will make a comment that refers to 
    an incident in Silent Hill 2, in which James was pushed through that 
    very fence.
    -As mentioned in an earlier section, there are some intriguing 
    similarities between Silent Hill 3's Valtiel and Silent Hill 2's 
    loveable scamp Pyramid Head.  See the "Valtiel" section for more 
    details.
    
    V-i-6.  METAL GEAR SOLID REFERENCE:  When Heather finds the body hidden 
    in the wall of the incomplete building, right after she crawls out of 
    the sewers, it has a Silencer lying at its feet.  This whole scenario 
    is a reference to Konami's OTHER great franchise, Metal Gear Solid 
    (actually, Castlevania is pretty damned good as well). The main 
    character in that game is known for using silenced weapons to make his 
    kills, and his code name is Snake. Heather makes comments to this 
    effect when she finds the body and the Silencer.
    
    V-i-7.  JACOB'S LADDER REFERENCE:  By the admission of the game 
    designers, the film Jacob's Ladder was a major inspiration for some 
    elements of Silent Hill (in particular that surreal high-speed head-
    whipping around thing that some of the monsters and the horses on the 
    Merry-Go-Round do). In homage to Jacob's Ladder, Bergen Street Station 
    was included in Silent Hill 3, which was a major locale in Jacob's 
    Ladder.
    
    v-i-8. STEPHEN KING REFERENCE: Marc Clark pointed out the following 
    about a  couple of the doctor's names in Brookhaven; "Dr. Midkiff is an 
    obvious  reference to actor Dale Midkiff, who portrayed Dr. Louis Creed 
    in the Stephen  King movie 'Pet Sematary.' As for the document signed 
    by 'R. Crosby,' well, this may also be a reference to the same film. 
    Actress Denise Crosby played the role of Rachel Creed in 'Pet 
    Sematary,' and the signature on the document may be a veiled reference 
    to this fact. Think about it. 'R' could easily stand for 'Rachel,' and 
    with the 'Crosby' surname, this could be an allusion to 'Pet Sematary.' 
    Rachel Crosby... cute."  Not being a big fan of the movie version of 
    Pet Semetary myself, I never would have made this connection, but I 
    think it is reasonable to assume that it is correct. Kudos Marc.  
    People, keep those horror references rolling in...
    
    v-i-9. HOUSE OF LEAVES/NORSE REFERENCE: Now this one just kicks ass, 
    because it has to do with both "House of Leaves" by Mark Z. 
    Danielewski, which is my favorite book of all time, as well as Norse 
    mythology.  If you look at the name plate on some of the doors in the 
    back hallways of the Central Square Mall, you will see that many of 
    them read "YGGR-DRASILL".  To anyone uninitiated into Norse Mythology, 
    that looks like gibberish.  But it actually refers to Yggdrasil, the 
    World Tree of Norse mythology, a sacred ash tree whose trunk is the 
    earth, whose branches hold the heavens, and whose roots hold 
    Niffleheim, the Underworld.  Yet another reference to shifting between 
    worlds. In addition, Yggdrasil was of vital importance to "House of 
    Leaves", the word appearing on the last page of the text as a vague 
    hint as to what the hell just happened.  I can't tell you what it means 
    because the book HAS TO BE READ BY EVERY HUMAN WITH A SOUL, but I can 
    tell you that it very, very much ties in with Silent Hill mythology.  
    The basic premise of one level of the book (and the book can be read 
    and understood on several levels), is that a man named Navidson moves 
    into a house on Ash Lane, only to discover that the dimensions on the 
    inside of the house are larger than those on the outside. Soon he finds 
    doors in walls which used to contain none, leading into impossible 
    hallways of an endless labyrinth, in which something stalks and time 
    itself seems bent on the destruction of those who trespass. "House of 
    Leaves" is probably the best novel in the English language, if you 
    don't mind having to unravel the labyrinth that this book was created 
    to be, as well as to represent.  Pure brilliance.  Consequently, 
    another door in the Mall reads "NORNEN", which are the Norse Fates, 
    Goddesses who spin out and determine the days of man's fate, spinning 
    it out onto an endless loom until it's pre-determined end.
    
    v-i-10. CAFE TURN MILL: A couple of weird things about Turn Mill.  
    First of all, once you've finished the game and started and "Extra New 
    Game", you will find that the name of "Cafe Turn Mill" in the Mall has 
    suddenly been changed to "Cafe Paradise Moon". This appears to have 
    something to do with the whole theme of the return of God bringing 
    about Paradise; the God DID return when Claudia took it into her own 
    body, so I guess it did bring about a return of Paradise. Unfortunately 
    for The Order, it turns out that Paradise was just a crappy cafe.  
    Furthermore, if you look around in the Mall at the little posters on 
    the wall, you will see some for "The Return of Tien Aill".  This seems 
    to be the root of the name of the cafe in the first place, and now it 
    makes a lot more sense.  Because "Tien Aill" is Gaelic for "Other 
    World"; it was another name for the Fey Realm of Tir Na Nog in Celtic 
    mythology.  So "Tien Aill" is a reference to the shifting from one 
    reality to another, more mystical state.  
    
    v-i-11. BORLEY HAUNTED MANSION: Borley Haunted Mansion is an obvious 
    reference to the Borley Rectory, England's most haunted house, at least 
    until its destruction in 1939.  Obvious at least to John Fernie, who 
    wrote to me about it.  I had heard of it, of course, but forgot that it 
    was called the Borley Rectory.  Regardless, the list of its hauntings 
    are too extensive for this guide, but are easily found online.  
    Hauntings, exorcisms, deaths... the whole shebang.  It has been the 
    basis for a number of movies, and has been referenced countless times 
    in movies and TV shows.  Thanks again, John, for bringing it to my 
    attention.
    
    v-i-12. SESSION 9 REFERENCE: In the hospital, there is a part where you 
    see a wheelchair on the other side of some unbreakable glass, framed by 
    the light spilling through the doorway.  This is an exact recreation of 
    a classic scene from the creepy 2001 horror/psychological movie 
    "Session 9".  The movie deals with the horrible things that happen to a 
    team of renovators working on a derelict insane asylum.  It is a really 
    cool, really screwy movie, and the scene recreated in Silent Hill 3 is 
    important enough to the narrative of the movie to be featured on the 
    cover of the DVD.  Good stuff.
    
    v-i-13. EXORCIST 3 REFERENCE: In Brookhaven, as you are climbing the 
    long ladder up to the dark side, you will see a nurse cut up and jammed 
    into the floor, as well as Valtiel turning his valves.  Scrawled nearby 
    is "What a wonderfull world".  This is a clear reference to EXORCIST 3, 
    in which a nurse was eviscerated an her torso refilled with rosaries; 
    nearby the Gemini Killer had scrawled the words "What a wonderfull 
    life" in blood (misspellings from the original).  In addition, it has 
    been suggested that the nurse in question in Silent Hill 3 is Lisa 
    Garland, the nurse who used to take care of Alessa, as shown in the 
    original Silent Hill and in the "flashback" you see while in the 
    labyrinth in Brookhaven, after Leonard leads you to the door that did 
    not previously exist.  This has not been confirmed, however.  I 
    couldn't make out Lisa's trademark red sweater in the all the mess, but 
    that doesn't mean it wasn't there.  
    
    V-j.  HOW TO GET A PERFECT RANKING:  When you get your ranking at the 
    end of the game, you will notice that it is made up of a number of 
    factors, and that your success in these variables is measured in Stars.  
    What isn't as obvious is that the stars represent an actual numerical 
    score.  The big stars are worth 10, and the little stars are worth 1.  
    The most stars you can get is ten big stars, which means that you can 
    receive up to 100 points. In order to get a perfect score, you have to 
    get these ten big stars, which can only be achieved by performing 
    exceedingly well in each of the variables.  Here is what you need
    to accomplish to get 10 big stars (100 points):
    -Ending: Which ending you get doesn't affect your score.
    -Action Level: Play on Hard or higher to get 5 stars.
    -Riddle Level: Play on Hard to get 5 stars.
    -Clear Time: Beat the game in 3 hours or less to get 10 stars. To   do 
    this you have to avoid all unnecessary combat and skip cutscenes.
    -Split Worm Kill Time: Kill Splitworm in two minutes or less for 2 
    stars.
    -Missionary Kill Time: Kill Missionary in two minutes or less for 2 
    stars.
    -Leonard Kill Time: Kill Leonard in two minutes or less for 2 stars.
    -Memory of Alessa Kill Time: Kill MOL in two minutes or less for 2 
    stars.
    -The God Kill Time: Kill The God in two minutes or less for 2 stars.
    -Clear Number: You need to have 3 or more game Clears to achieve 5 
    stars. In other words, you have to beat the game at least three times 
    before you can get all 100 points. Sorry.
    -Save and Continue Number: You can only save or continue 2 times, for 5 
    stars. If you choose to save, I suggest just before Borley's Haunted 
    Mansion (because it is too easy to get hung up on a corner when the red 
    light is chasing you down the hall) and before the final battle.
    -Item Number: You are awarded 1 star for every 5 items you pick up 
    during the game. You can get a total of 20 stars here, which means you 
    need to pick up 100 items or more.
    -Extra Weapon Number: You get one star for every bonus weapon you 
    unlock. For the perfect you have to find all 5 (Beam Saber, 
    Flamethrower, Gold Pipe, Silver Pipe, and the Unlimited SMG) for a 
    total of 5 stars.
    -Defeated Enemies by Shooting: One star is awarded for every 5 enemies 
    you plug with a gun, up to a maximum of 15 stars, or 75 enemies. You 
    should kill NO MORE OR LESS THAN 75 with your guns in a single game; 
    killing too many more could reduce your "Defeated Enemies by Fighting" 
    rating or push your time over the limit, but any less is not enough.
    -Defeated Enemies by Fighting:  One star is awarded for every 5 enemies 
    you kill with close range melee weapons, up to a maximum of 15 stars, 
    or 75 enemies. You should kill NO MORE OR LESS THAN 75 with your melee 
    weapons in a single game; killing too many more could reduce your 
    "Defeated Enemies by Shooting" rating or push your time over the limit, 
    but any less is not enough.  (Note: since you should only kill 75 
    enemies by shooting, and 75 enemies by fighting, you should not kill 
    much more than 150 total enemies in a single game, or else you are 
    wasting valuable time. This number includes the 5 bosses)
    -Total Damage: This is the total amount of damage Heather receives 
    during a single game. Though the actual numerical value of Heather's 
    health is hidden in the game (i.e. it is never expressed in numbers), 
    the Brady Game's Official Silent Hill 3 Strategy Guide says that 
    Heather has 200 health on Easy, 100 on Normal and Hard, and only 50 on 
    Extreme. I tell you this only to give you an idea of how little health 
    Heather is allowed to lose in the entire game and still get a perfect 
    ranking. In order to get 5 stars necessary to get the perfect ranking, 
    you cannot receive more than 500 points of damage through the entire 
    game. This means that if you are playing on Hard (as you should be to
    be getting the perfect), Heather's total health would have to be 
    totally emptied only 5 times for you to lose your perfect.  When you 
    think about how often you use healing items in this game, and the fact 
    that you have to kill at least 150 enemies, that is not a lot. Use the 
    Life Display you can unlock by beating Hard Action level to help give 
    you an idea of how much health you are losing; especially on Hard Mode, 
    it doesn't take too many hits to screw up your chances of getting a 
    perfect ranking. So the key is, don't get hit. Learn to use the 
    strafing techniques, and how to strike so that enemies can't strike
    back. Learn which weapons are most effective against which foes, so 
    that they drop quickly and don't get a chance to hurt you.  Learn to 
    use the block button effectively to reduce the amount of damage you 
    take, and how to use the Bullet Proof Vest effectively. All of this 
    will help you achieve this ranking.
    -Take off points:  Finally, there are certain actions you can take 
    which will actually subtract points from your total. For every time you 
    use any of the five Extra Weapons (Beam Saber, Flamethrower, Silver 
    Pipe, Gold Pipe, and Unlimited SMG), the game subtracts one point.  
    That means using any of them even once in a game destroys your chances 
    of getting a perfect. The bullet adjust does not effect your final 
    score, however, so always pump up your adjust as much as you can to 
    make your life easier. Also, if you use Beginner Mode, 15 points are 
    subtracted, but this won't matter because you have to be playing on at 
    least Hard in order to get the perfect. If you do manage to get a 10 
    Big Star Perfect Rating, you are rewarded in a couple of ways. First of 
    all, you will be given a code for the special Golden Rooster Shirt as a 
    commemorative prize (or just get the code from here). Secondly, and 
    more importantly, your Beam Saber and Flamethrower get greater ranges 
    and become more devastating on your next Extra New Game. And since you
    don't need to go for the perfect ranking, you can finally use them!  
    The Beam Saber is especially satisfying.
    
    VI. Final Review
    Silent Hill 3 is one of the most satisfying and frightening horror 
    games I have played since the original Silent Hill, almost five years 
    ago. The graphics are superb, the gameplay intuitive, the puzzles 
    challenging, and the sound is just about perfect. That having been 
    said, it is not quite the perfect Silent Hill experience that I had 
    been waiting for. It is close to perfect, but not quite.
    
    First, let's look at what the game does right, which is just about 
    everything. For starters, Silent Hill 3 is one of the best looking 
    games for any system, ever. The hoops that the designers have made the 
    PS2's graphics engine jump through are simply astounding. From the 
    lighting and water effects, the in game character models, the monsters, 
    the cutscenes, and most importantly, the environment, I have not seen 
    another game with its level of almost hyperrealism. Though the PS2 is 
    considered to be inferior to the other current generation systems 
    graphically, I cannot imagine this game being able to look more 
    frightening, realistic, or polished in any other format. The character 
    models were astounding in their level of details, from the near 
    translucency of Claudia's skin to the blemishes on Vincent's chin.  You 
    could even see the characters' pores for God's sake! Character movement 
    was believable and varied; each character even walked in a distinct way 
    that was unique to them, from Heather's no-nonsense stride to Vincent's 
    arrogant swagger. The monsters, even the lame ones, were equally well 
    done, with unique looks and impressive presence. Even the Numb Bodies 
    looked good, with their veined purple hides giving the impression of 
    something infected that has been under water for a month. Effects on 
    the later creatures, such as the special Closers in the Church at the 
    end of the game, were truly disturbing and unique. The environments 
    were varied and perfectly rendered, from the derelict office building 
    to the cold stone of the underground tunnels. When Heather walked
    down an abandoned street, surrounded by fog with the early morning sun
    suffusing the scene, you were there with her and couldn't help being 
    surprised by the touch of beauty in that horrible place. As usual, the 
    mist and darkness effects were almost a character in the game, and lent 
    even the outdoor environments a claustrophobic and suffocating air.  
    And as good as the realistic elements were, the surrealistic elements 
    stole the show. From the head-whipping motions of some of the monsters 
    and the horses on the merry-go-round (which was lifted from the movie 
    Jacob's Ladder to excellent effect), to the show-stealing effects of 
    the liquid smoke/blood/darkness that bled from the environment in 
    places, the special effects really gave the game a nightmarish quality 
    that sets it apart from other horror titles.
    
    Sound was also just about perfect.  Heather's boots made realistic 
    noises no matter what kind of surface she was running on, from stone 
    and wood to grass and water. Ambient background noises were varied and 
    omni-present, from the dripping of water in the sewers to the creaking 
    of metal in the dilapidated amusement park. These elements are often 
    overlooked, but when they are done well, as they were in this game, it 
    is a big step towards total immersion. The monsters were, as always, 
    unbelievable, but in a good way. From the pathetic mewling of the Numb 
    Bodies to the screeching of the Pendulums, each monster had its own 
    distinctly disturbing sound. Especially unnerving was the sound of the
    creatures feasting on fallen flesh and the almost indescribable 
    slurping/crackling noise that the Slurpers made. It would have been 
    nice if the background noises and the monsters stopped when you paused, 
    because it is hard to, say, speak to one's wife while there is the 
    sound of a room full of Pendulums grating through the surround sound 
    speakers. The voice acting was spot on, professional, and most 
    importantly, believable. Silent Hill has always been a series where 
    sound has been almost as important as anything else in the game, since 
    you often rely on it to keep track of your many enemies. Silent Hill 3 
    not only doesn't disappoint, it raises the bar for further games
    in the series and other horror franchises as well.
    
    Gameplay was the one element where you didn't see many improvements 
    over earlier games in the series, but that is hardly surprising.  
    Silent Hill 3 still controls in much the way the original Silent Hill 
    did, and doesn't deviate far from the standard set by Resident Evil way 
    back in 1996. But as the saying goes, if it ain't broke, don't fix it.  
    The controls are intuitive to those who are familiar with the earlier 
    games, and should prove pretty easy to pick up even for newcomers.  The 
    quick turnaround command is a lifesaver, and the lock-on feature seems 
    to have been optimized for this game. The one new element in terms of 
    control is the quick-use button mapped to R3. I didn't use it very 
    often, mostly because the game played so similar to its predecessors 
    that I usually forgot it was there. However, once I did remember it, I 
    found it a nice change from constantly going to the inventory to heal. 
    Other new features, such as the Beef Jerky and the Sub-Machinegun, 
    might as well not have been there. The Beef Jerky was rarely useful 
    except in instances where you absolutely did not want to fight and 
    needed to slip through a narrow corridor past an enemy. Since I just 
    love beating enemies' heads in with Steel Pipes and Katanas, the only 
    time I ever used it was to try it out, then I promptly forgot about it.  
    People made a big deal about the inclusion of the SMG in Silent Hill, 
    and how it was going to change the whole dynamic of the game. In 
    practice, ammo for the weapon was so scarce that the SMG could only
    be used for brief instances, which were usually boss battles. The clip 
    of 32 emptied incredibly quickly and there were only a handful in the 
    game, so the vaunted SMG boiled down to a couple of brief blasts of 
    fully automatic gunfire before you switched back to the reliable old 
    Shotgun. Ah, Shotgun, how I love you. The puzzles were one aspect of 
    the game that blew me away, especially on the Hard Mode. When they said 
    hard, they meant it, and it really made me feel like I worked for it 
    when I finally worked them through.  They also seemed to make more 
    logical sense than in the last game, with the exception of the damned 
    Bird puzzle (bloody Linnet; I hope it chokes to death on its flax 
    seed).
    
    The storyline was one of the game's strongest aspects.  The franchise 
    has gotten to the point where the story is going to tie back into 
    previous games, which is off-putting to those new to the series, but a 
    welcome blessing to those of us who have been with the series since 
    Harry Mason's day. Honestly, if you are starting a series with number 
    three, you shouldn't be expecting to jump in with both feet and 
    immediately not feel like an outsider.  Silent Hill 3 actually does a 
    pretty good job at being accessible to newbies, as you can enjoy most 
    of the game without having played the others.  However, there WILL
    be a point at which you will feel a little left out of the loop, and 
    frankly, you should.  The first two games need to be played; they are 
    so good it is an insult to their memories not to do so. I for one am 
    hoping that since Konami is making a high tech re-make of the original 
    Metal Gear Solid for the Game Cube, that we can hope to see the same 
    for Konami's other great series, Silent Hill. I know that it is a 
    dream, but the idea of seeing Harry and the zombie children of Midwich 
    Elementary School in on the current generation systems in all of their 
    blood-spewing, nightmare-inducing glory... excuse me, I am getting a 
    bit misty-eyed.  Anyway, the story does a wonderful job of explaining 
    things gradually while still moving us along at a brisk pace. It tied 
    seamlessly in with the storylines of both Silent Hill and Silent Hill 
    2, although I am getting a little confused as to when this game takes 
    place; did Silent Hill take place almost 20 years ago, in the 1980s, or 
    did it take place in 1996, and Silent Hill 3 takes place in 2013? Or 
    did it take place somewhere in the middle, with Silent Hill in 1991 and 
    Silent Hill 3 in 2008, or what?  Not that it really matters, but they 
    are eventually going to have to address what is actually happening with 
    the REAL Silent Hill, the resort town in the real world, in the 
    interim.  It has been unclear as to whether or not Silent Hill has been 
    abandoned for the last 17 years, whether the real city lives on, 
    corrupted but without the monsters, or whether it has almost ceased to 
    exist entirely, gradually fading from people's memories like a bad 
    dream.  Do people still live there?  Did they ever live there? I hope 
    that someday soon they will begin to address these sorts of questions.  
    And what happened to Cybil? Regardless, the twists and turns of Silent 
    Hill 3's story left me begging for more.
    
    Which is one of the few things I have to complain about. The game 
    wasn't really short for a survival horror game, and it did feature a 
    number of new and classic environments. Unfortunately, I was hoping to 
    see more of Silent Hill itself, as the town has become sort of a 
    character in and of itself throughout the last two games. Between the 
    first two games we were able to explore dozens of square miles of 
    Silent Hill and the interiors of over a dozen building and 
    environments. While in Silent Hill 3 we do visit West South Vale again, 
    and go into Brookhaven Hospital and Lakeside Amusement Park again, as 
    well as visit the Church (which may or may not be the same building 
    where Harry met Dahlia in the original Silent Hill) and briefly stop by 
    the Heaven's Night club, that is it for the town itself.  Not only 
    that, but there is not a single item to be picked up while exploring 
    the exterior of the town. While I understand that the town itself was 
    not the focus of this game, I still think the game could have been much 
    longer, and would have liked to see more of the town. Actually, what I 
    really would have liked to see is the entire town as explored in both 
    of the previous games opened up for your exploration, from Old Silent 
    Hill and Central Silent Hill to Lakeview Hotel and Toluca Prison. Since 
    it is entirely possible to beat the game in under three hours, I would 
    have really liked to see them go all out and open the entire town up to 
    us for the third game in the series. I would personally love to be 
    immersed in Silent Hill for a game that clocks in at 10 hours or more.  
    But that is just my opinion. Of course, if that were the case this 
    walkthrough would be about 400 pages, so I guess it is best that it was 
    not much longer.
    
    Another element that I was not quite as pleased with was some of the 
    monster design. The Numb Bodies were just plain lame, and though the 
    Double Heads looked neat, they were otherwise indistinguishable from 
    the zombie dogs of the Resident Evil series, from their movement, to 
    their leaping attacks and their AI. Another aspect that bothered me a 
    little was Heather's character design. Besides her wardrobe being a 
    touch white trash, Heather looked like she was strung out, with pale, 
    waxy looking skin and obvious bags under her eyes. I know that they 
    wanted to portray her as a bit of a bad girl, but I don't see her 
    father raising her as a junky. Also, while the protagonists of the 
    first two games in the series genuinely seemed overwhelmed of and 
    terrified by their situation, Heather acclimated to it a little too 
    readily, which reduced some of your connection to her. I do understand 
    her circumstances, but with Silent Hill's mood, the main character 
    should not be cracking jokes about the monsters or making wry comments 
    about the mind-bending horrors. She seemed just a little too hip and 
    ironic for the game. I liked her overall, but she left the game feeling 
    a little unbalanced in terms of mood. A perfect example of this
    is the game's "Normal" Ending. Traditionally, the endings of Silent 
    Hill games have messed with your perceptions of reality, left you 
    questioning the nature of life and love, or at their worst, left you 
    with a feeling of bleak despair. In this game we get "Don't blondes 
    have more fun?" While on the subject of endings, there are only two 
    real endings and a joke ending to the game, while the original Silent 
    Hill had six, as did the Greatest Hits version of Silent Hill 2.
    
    Another thing that disappointed me is the way that the weapon selection 
    for the game seems to be heading. The thing that set Silent Hill's 
    combat apart from Resident Evil's is the makeshift nature of the 
    weapons that you had access to, at least early in the game. In the 
    original you could get a Kitchen Knife, a Steel Pipe, a Sledge Hammer, 
    a Hatchet, a crappy Handgun, a Shotgun, and a Hunting Rifle. These are 
    all things that you might find in an abandoned resort town. Weapons in 
    Silent Hill 2 included some of the above, but one of the first weapons 
    that you come across is a board with a nail sticking out of it! Now 
    THAT my friend, is survival horror!  By contrast, Heather's arsenal
    includes a Stun Gun, a Katana, a freaking Maul, and an SMG! These are
    definitely not weapons you are likely to find lying around the average 
    town, and it is moving the series closer to games like Resident Evil in 
    terms of weapon's play and combat.  If anything, Heather's game should 
    have been even more make-shift in terms of combat, because she only had 
    a shopping mall, a subway, and some office buildings to explore before 
    she got to Silent Hill, not an entire town.  I would have loved to see 
    her pick up a Baseball bat from the sporting goods store, a shovel from 
    a home and garden center, or a butcher's knife from the café while in 
    the mall, and make her wait until the subway to come across a jagged 
    piece of metal that she can use as a Steel Pipe.
    
    I know I am nitpicking, but I really want to see this series stay 
    unique, and veer away from the ultra-hip and the gaming status quo.  
    Silent Hill has always been something unique for fans of horror, 
    something a little more visceral, disquieting, and dark than most 
    games.  Furthermore, the previous Silent Hills had references both 
    obvious and oblique to the horror genre, from naming all of its streets 
    after horror and sci-fi writers to putting Mushnik's Flower Shop from 
    Little Shop of Horrors in the background of one of the streets. Other
    than an oblique reference to Jacob's Ladder in the subway (Bergen 
    Street station was featured in the film), this game had little in way 
    of the horror in-jokes.
    
    Regardless, I still think that this is one of the finest horror games 
    to ever hit the shelves, and as such I give it a 9.1 out of 10.  I 
    really had very little to complain about in this game, and in every 
    other aspect it just blew me away. It has taken the franchise to new 
    heights in terms of storyline, sound, immersion, graphics, and sheer 
    terror.  The gameplay has stayed consistently true to form, and I 
    really can't wait to see where the next game takes us in the horrible 
    disturbing paradise that is Silent Hill. Silent Hill 3 is an instant 
    classic.
    
    VII. Conclusion and Farewell
    Well, I guess that is about it. I won't give you the normal non-sense 
    about this being my intellectual property and whatnot.  I did spent an 
    awful lot of time and hard work to build it from the ground up, but I 
    understand that it is a guide to someone else's intellectual property, 
    that I was neither hired nor asked to do.  That being said, please do 
    not try and pass this off as your own work or post it on your own 
    website without at least telling me first. In manuscript form it is 190 
    pages, and consumed a couple months of my life and my laptop's hard 
    drive. I also think that it may be the most comprehensive guide 
    available for Silent Hill 3, and contains a lot of my personal thoughts 
    and feelings on the game, the genre, and life in general.  This guide 
    is will go first to GAMEFAQS.COM, and soon will be up at my upcoming 
    horror themed site WWW.ADARKERVISION.COM. Keep an eye out for it for 
    more on horror games, movies, books, and more. If you have any 
    questions about this or anything else, feel free to write to me at 
    adarkervision(at)yahoo(dot)com and I will get back to you as soon as 
    possible.  If I get enough questions I will add a FAQ question and 
    answer section to the end of this already ridiculously long document.  
    Thanks for taking the time to peruse it, and I hope that you found
    it entertaining and useful. Be well.
    
    
    
    

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