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    FAQ/Walkthrough by Kellexx

    Updated: 01/31/10 | Printable Version | Search This Guide

    
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     |                                                                         |
     |                   S H A T T E R E D   M E M O R I E S                   |
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    o+--=====================================================================--+o
    
    Silent Hill: Shattered Memories
    
    Platform: Wii, PSP, PS2
    Developer: Climax - http://www.climax.co.uk
    Genre: Psychological Horror
    ESRB Rating: Mature
    
    Author: Kellexx
    E-mail: mister_cyrus@hotmail.com
    FAQ Version: 1.2
    
    o+--=====================================================================--+o
     +                             Table of Contents                           +
    o+--=====================================================================--+o
    
    I   - Introduction . . . . . . . . . . . . . [I.1]
    
    II  - Basics . . . . . . . . . . . . . . . .[II.1]
    
    III - Walkthrough
    	1. Town Streets                    [III.1]
    	2. Nightmare - Town Streets. . . . [III.2]
    	3. Forest                          [III.3}
    	4. Nightmare - Forest. . . . . . . [III.4]
    	5. Midwich High School             [III.5]
    	
    	6. Nightmare - School              [III.6]
    	7. How You Want To Die . . . . . . [III.7]
    	8. Toluca Mall                     [III.8]
    	9. Nightmare - Mall. . . . . . . . [III.9]
    	10. Nightmare - Nowhere           [III.10]
    	
    	11. Silent Hill Lakeside . . . . .[III.11]
    	12. Lakeside Amusement Park       [III.12]
    	
    
    IV  - Therapy Sessions
    	1. The Test. . . . . . . . . . . . .[IV.1]
    	2. Happy Family                     [IV.2]
    	3. Halcyon Days of High School . . .[IV.3]
    	4. How You Want To Die              [IV.4]
    	5. Guilty Conscience . . . . . . . .[IV.5]
    	6. Marriage                         [IV.6]
    	7. Sex Evaluation  . . . . . . . . .[IV.7]
    
    V   - The Endings
    	1. Encounter Ending. . . . . . . . . [V.1]
    	2. Videotape Ending                  [V.2]
    	3. UFO Ending. . . . . . . . . . . . [V.3]
    
    VI  - Puzzles
    	1. Music Box . . . . . . . . . . . .[VI.1]
    	2. Shadows                          [VI.2]
    	3. Planetarium . . . . . . . . . . .[VI.3]
    	4. Gym Keycode                      [VI.4]
    	5. PC Password . . . . . . . . . . .[VI.5]
    	6. Bridge Control                   [VI.6]
    	7. Radio Request . . . . . . . . . .[VI.7]
    	8. Gumball Machine                  [VI.8]
    
    VII - Mementos . . . . . . . . . . . . . . . [VII]
    
    VIII- Ghosts . . . . . . . . . . . . . . . .[VIII]
    
    VIV - Echo Messages. . . . . . . . . . . . . [VIV]
    
    VV  - Phone Numbers. . . . . . . . . . . . . .[VV]
    
    VVI - Legal  . . . . . . . . . . . . . . . . [VVI]
    
    
    o+--=====================================================================--+o
     +                                Introduction                             +
    o+--===============================-----------===========================--+o
                                       \  [I.1]  /
                                        ---------
    
      To start, I'd like to mention that this game surpassed my expectations by
    far. After being very unsatisfied with Silent Hill: Origins, I had very low 
    expectations for this game, knowing that it was under development by the 
    same people, Climax. I've been a fan of the series since the first and own 
    all the games, movie, as well as soundtracks. 
    
      When Team Silent was no longer going to be continuing the series, I became
    skeptical about the series' future. Silent Hill: Origins was rather 
    disastrous. Silent Hill: Homecoming was alright, but ultimately felt like it
    had too many things thrown in just to classify the game as Silent Hill (IE: 
    Pyramid Head, otherworld transition, nurses) and not enough to stand on its 
    own.
    
      Nevertheless, Climax has redeemed themselves both for Silent Hill: Origins
    as well as the series' future. It will stand as an idol amongst the 
    psychological horror genre of video games and has restored the reputation of
    the series.
    
    
    
    o+--=====================================================================--+o
     +                                   Basics                                +
    o+--===============================-----------===========================--+o
                                      \  [II.1]  /
                                       ----------
    
    Controls
    (nunchuk required)
    
    A :	Interact (use/talk/open/etc)
    B :	Zoom/look
    - :	View phone menu
    + :	Toggle flashlight; Drop flare
    1 :	Pause menu
    2 :	Delete save (main menu only)
    
    Analog:	Walk/strafe
    Z :	Run
    C :	Use flare (only used in nightmare sequences)
    
    D-Pad Up:	Dial Number
    D-Pad Down:	Look Back
    D-Pad Left:	Map/GPS
    D-Pad Right:	Camera
    
    
    Analog Down & Z: Quick Turn
    
    ---
    "Fighting" - Nightmare Tips
    
      Throughout the game there is no combat. During nightmare sequences, you 
    will be pursued by monsters, but you can't fight them. When they grab onto
    you, you have to throw the Wiimote and nunchuk in the manner displayed. 
    Generally, you can get away with just violently shaking the wiimote, but
    this doesn't always work as effectively as you would like.
    
      Commonly throughout nightmare sequences, there will be lights to generally
    guide you where to go. Outside, they're in the distance. Indoors, there is
    sometimes a light or lamp above the door to the correct path.
    
      During nightmare sequences, you'll also come across movable objects. These
    objects can be cast down to delay pursuing enemies. To do this, swing the
    nunchuk as you approach the object. You'll know if you can knock it down if
    the swing animation is shown as you approach it. It will also have a faint
    arrow above it.
    
      Hiding is never useful. Perhaps it's my own experience, but I have never
    found a use for hiding throughout the game. The monsters will just wander
    around for a bit before they find you anyway; they will never leave
    permanently.
    
      Turning your flashlight off can help sometimes. In each nightmare 
    sequence you can skip the first few enemies by simply turning off your 
    flashlight. The doors and ledges you need to go to are lit up anyway, so 
    it's not crucial to have the light on.
    
    
    ---
    Personality Inventory (PI)
    
      Throughout this document, you'll notice several references to PI. PI, an
    acronym for Personality Inventory, is what controls various aspects of
    the game. Conversations, attitudes, outfits, and the ending are all impacted
    by your PI. There are five main types of PI throughout the game, they are:
    
     - Sexual - The most common; primarily influences appearances
     - Friendliness - Primarily influences interactions with people
     - Family - Primarily affects the ending cutscenes
     - Alcoholic - Primarily influences Dahlia and the ending cutscenes
     - Fake - Only influences the ending
    
      Each of these are fairly obvious, except for the fake PI. The fake PI only
    impacts the ending cutscenes and suggests that you aren't interested in the
    doctor's therapy. Basically, to build this PI, take every opportunity to
    appear as though you aren't answering the questions truthfully. (See the
    endings for more info).
    
      Each type of PI is evaluated when you come to a part of the game that includes
    something that changes according to your current PI. Whichever PI you have been
    building the most of will take precedence.
    
      However, it is rare that a single object with PI will change anything. What I
    mean is: you can't expect something to change based on a single event. The
    whole idea is to evaluate your trends and create a psychological profile. This
    is collected by a multitude of actions/responses. That said, there are some
    events that are much more influential than others.
    
    
    
    o+--=====================================================================--+o
     +                                 Walkthrough                             +
    o+--===============================-----------===========================--+o
                                       \  [III]  /
                                        ---------
    
    ***NOTE: THIS WALKTHROUGH IS SPOILER-FREE***
    
    o+- Therapy - The Test -+o
    
      This form is the initial psycho-profiling that happens in this game. The 
    profiling influences various aspects of the game. Some affect the ending, 
    while others only influence a scene or two.
    
      Even if you're hunting for a specific ending, they all take
    influences from multiple events; don't worry about getting everytying that
    contributes to a specific ending.
    
      Particularly for first-time players, don't worry about repercussions of
    your choices, they're all minor. Just choose whatever you like.
    
    
    Question			Primary Influence
    
    1. I make friends easily	Friendliness PI; Access to Bar
    
    2. Having a drink helps me	Alcoholic PI; Good Old Days Bar
       relax
    
    3, I always listen to other	Friendliness PI
       people's feelings
    
    4. I prefer abstract ideas	Fake PI
    
    5. I have enjoyed role-play	Sexual PI
       during sex			
    
    6. Working to a plan or 	Family PI; Fake PI
       schedule is best
    
    7. I have never cheated on a	Sexual PI
       partner
    
    
    
    
    
    
    +--------------+---------+
    | Town Streets | [III.1] |
    +--------------+---------+
    
    ---
    III.1 Junkyard 
    
      There's a binder on the ground here. It must be inspected if you intend to
    enter the Good Old Days bar. Don't step on it or inspect the bear. If you do,
    Harry won't comment on the binder and you won't be able to enter the bar.
    
      Not much lse here, just go to the wooden fence and climb over it. There'll
    be a door you can enter right in front of you
    
    ---
    III.1 Car Garage
    
      Very straight forward. The door is to your right from when you enter. 
    At the end of the hall are some bathrooms, one of which with sexual PI. 
    Follow the door to a shop. Go through the employee door. Unlock the door 
    (useless "puzzle") and head outside.
    
    *** Significant Objects: Sexual PI, Alcoholic PI; Family PI ***
    
    ---
    III.1 Streets
    
      Turn left and head down the street. There's nothing significant on the 
    street. From here, you can go through either of two stores. If you plan on
    going through the Good Old Days bar, then you have to go through Theresa's.
    
    
    +--BRANCH--+
    
    1. Clear Picture - TV Shop
    
    	  Go down the steps and through the door. Play the recorder on the
    	counter if you like. Go through the "Staff Only" door. Use the
    	monitor, switch the knob to 3, and hit the release button. Look at
    	the TV with the married couple for family PI.
    	
    	*** Significant Objects: Sexual PI (3), Family PI ***
    
    	  Head back and go through the door behind the counter. Turn right
    	and climb the fence that ironically has a "DO NOT CLIMB" sign on it.
    	Go through the door ahead of you.
    
    2. Theresa's - Dress Store
    
    	  Play the recorder on the counter if you like. Go through the door
    	behind the counter. Head up the stairs and into the room with three
    	mannequins. The first mannequin you undress will have the key to the
    	door. Head out that door and through the alley.
    	
    	*** Significant Objects: Sexual PI ***
    
    ---
    III.1 Playground
    
      Climb the wooden fence. Turn left and go to the other side of the
    wagon. Interact with the cans. These cans will be red, unless you've
    made indication that you like alcohol; then they'll be green.
    
      Shake the cans to find one with a key inside. Just rotate the wiimote
    to turn it over. Grab the key and head for the door. From here, you can
    enter either the "Good 'Ol Days" bar or "52 Diner." Which one you choose
    may be restricted. In most cases, you're forced to go into the diner. Don't
    worry, this doesn't significantly impact anything later.
    
      Here is a list of factors that change the Good Old Days Bar:
      
     - Appearance: Irish Pub - True to drinks relaxing you
     - Appearance: Sports Bar - False to drinks relaxing you
     
      Entrance Criteria: 
      
     - True to making friends easily - All other questions irrelevant
     - Inspect binder in junkyard - DO NOT step on it or inspect the bear
     - Go through Theresa's - Dress choice irrelevant
     
      The conversation with the woman in the bar doesn't change. If it's a sports
    bar (drinks don't relax you) she'll be wiping the counter. Otherwise, she'll be
    stacking cups. That's the only difference.
    
      Your choices so far will affect Cybil (regardless of whether or not this is
    when you first meet her. These are the general indications from the diner/Cybil.
    
    PI Variations: 
     - Cybil Attitude - Friendliness PI
     - Cybil Outfit:- Coat & Tie - Family PI
     - Cybil Outfit - Black Fatigues - Unfriendly PI
     - Cybil Outfit - Cleavage-fest - Sexual PI
     - Sign by Door: Erotic Woman - Sexual PI
     - Sign by Door: Male - Non-sexual PI
    
      Go behind the counter and find the cabinet. Open the left side to find 
    the first memento. Exit the building now. If you went through the bar, the
    memento is in a dart board in the corner near the door.
    
    *** Significant Objects: Memento (A Winter Beacon) ***
    
    ---
    III.1 Streets
    
      You can now use your phone. This is where you'll find your map (D-Pad 
    Left) as well as many other functions.
    
      If this is your second play through, you can now call the phone number to
    start the UFO ending. The phone number to call is 555-3825
    
      Head back the way you came. Once you go through the door, turn left and 
    photograph the swingset.
    
    *** Significant Objects: Ghost (Swingset) ***
    
      Continue back the way you came. In the alley here, you'll find the first
    UFO if you called the number. It's near a street light. Trust me, if you're
    looking for it, you can't miss it. Snap a photo of that. Head into the store 
    you came through (Theresa's or Clear Picture). There will be an echo message 
    in the store.
    
    ** UFO **
    
      Once on the street in front of Theresa's/Clear Picture, you'll get a call
    from Cheryl. If you don't answer it, you can't progress the game. So... 
    answer it.
    
      This will begin the first nightmare sequence. Watch as everything in sight
    is swallowed by a frozen hell.
    
    
    
    
    
    
    +--------------------------+---------+
    | Nightmare - Town Streets | [III.2] |
    +--------------------------+---------+
    
      There's a car with it's alarm going off and lights flashing. The lights
    are shining right on the door you need to go through.
    
      Watch the cutscene, then turn off your flashlight (+ button). This will 
    let you avoid the first few enemies.
    
      The path in this nightmare is fairly straightforward. Just keep looking
    for the bright blue borders and run for them. Take a look at your map and draw
    a line to generally reflect these directions:
     
     - West (straight) all the way to the west side of the dark red block
     - South to cross into main dark red block
     - East to curved hallway
    
      When you get to the part where you're looking at a building with an alley
    on either side. Aim at each alley, one will cause less static, go for that
    one. The other will have an enemy right behind it.
    
      Don't bother hiding in the cabinet.
    
      In the hall with the movable objects, head for the crawlspace. The path
    through the door has more enemies in it.
    
      At one point you'll find yourself in a locker room. This is where the
    separate paths collide. The door you want has a nicely placed exit sign
    above it. In each case, it will be to your left as you enter the room.
    
      Drop down into the pool to grab the flare, then head for the double-doors
    with the exit sign. If you get confused, it's the one near the part of the
    pool that looks broken.
    
      Continue along the straightforward path. It's not much further before you're 
    done.
    
      If you made the best choices, you won't have a problem with the enemies
    and won't even need the flare.
    
    
    
    
    
    
    o+- Therapy - Happy Family -+o
    
    Question				Primary Influence
    
    1. Would you consider yourself		Friendliness PI
    a private person?
    
    2. Would you say it takes a while	Fake PI
    for people to get to know you?
    
    3. Would you prefer to spend time 	Family PI
    with friends over family?
    
    
      Coloring Time! The colors you use will be reflected on the house you see
    in the following cutscene. This has no bearing on anything else. Coloring
    the trees does nothing. The doctor doesn't change his comment no matter
    what you do. Leaving the page blank results in the same as coloring
    everything in solid black.
    
      Once you're finished this therapy session, you'll watch a cutscene. In 
    this cutscene, the couple's attitude is influenced by your previous actions.
    The more friendly you are, the more hostile they are and vice versa.
    
      Following this, Cybil will show up and take you poor confused Harry away.
    Cybil's conversation will similarly reflect your hostility.
    
    ---
    III.1 Car Ride
    
      In the car, if you bounce around and play with the doors, Cybil will
    comment that you seem restless. Otherwise, she'll mention you seem quiet. You
    might also notice that Cybil's not wearing her seatbelt!!
    
      After driving for a bit, Cybil will stop the car due to the bad road
    conditions. Hop on up to the front seat. In the glove compartment is a 
    memento. Snag that, unlock the door and pull the handle. Yes, it's that
    sophisticated just to open a door.
    
    *** Significant Objects: Memento (Hidden Fire) ***
    
    
    
    
    
    
    
    +--------+---------+
    | Forest | [III.3] |
    +--------+---------+
    
      Once you get out of the car, there's a phone number on the hood you can
    call if you'd like. Head down the road, avoiding any reindeer crossing
    and hop over the fence to your left. 
    
      As you approach the cabin, you'll get static from the box next to the 
    window. Approach to get the echo message. There's also a number in the
    box you can call if you're interested.
    
    ---
    III.3 Cabin
    
      Once you enter the cabin, there's a first aid box to your immediate
    right. Inside it is a key. Looking at the map, you can get an idea of
    what's around. Though you can see the same thing on your phone (D-Pad Left).
    
    ---
    III.3 Forest Path
    
      Follow the path until you notice a water tower off to your left. Run up
    to the water tower. There's a box on one side of it with a memento in it.
    
      Follow the static until you find the echo message. It's associated with
    a wreath pinned to a tree. Nearby is a barrel in the snow.
    
    *** Significant Objects: Memento (Frozen Waters); Echo ***
    
      Approach the fence nearby and follow it south-east towards another fence
    that you can climb over. Don't climb it, just continue following the wall.
    
      You'll find yourself at a fishing lodge. Go through the door and look at the
    roof near the door. If you're on the UFO mission, there will be one here through
    a hole in the roof.
    
    ** UFO **
    
      Continue through the door. Climb out the window to your right and out the
    door on the other side of the dock.
    
      Follow the path for a little bit until you come to the wall short enough for
    you to climb. Climb up it. You'll start getting static from a sleeping bag
    that's on the ground just ahead.
    
    *** Significant Objects: Echo ***
    
      Continue down this path and you'll come to a ladder that goes down into the
    ground. Down the ladder, you can find a ghost, but there's nothing else down
    there. For the ghost, just climb down, hop over the pipe and walk to the end
    of the path. The ghost is behind the bars here. If you go through the tunnel
    you'll end up back near the beginning.
    
    *** Significant Objects: Ghost (Drowning Boy) ***
      
      From the ladder, head for the path beside the river and go left (east) 
    along it. The other direction will lead back to where you came from and only 
    be counter-productive.
    
       After a short run, you'll come to another cabin. This one's bigger 
    than the last and has two doors. Which you go through doesn't really 
    matter, since you can still go back and through the other.
    
    ---
    III.3 Hunter's Cabin
    
      Going through the front door will lead you to a room with stuffed
    animals. One of the rooms here may change according to your PI. You may 
    encounter a stuffed bear standing as normal, or you may encounter a slaughtered
    bear on a table. Then next room will have a cupboard with a memento inside as
    well as a collection of condoms around the trash can.
    
    *** Significant Objects: Memento (A Moveable Feast); Sexual PI ***
    
      Going through the back/side door will lead you to a butcher's room. Take
    a photo of the ghost hanging over the table. There's also a sexual poster on
    the wall and a cupboard, but it bears nothing significant. In the next room is
    a small desk with a drawer you can open to find a memento.
    
    *** Significant Objects: Memento (A Broken Ward); Ghost (Deer); Sexual PI ***
    
      Once you go through the cabin via either direction, you will come out
    the back where you can enter the other door and collect what you missed.
    
    
      As soon as you come out the back, look along the wall of the cabin. There is
    a canoe and a few barrels. On top of one of the barrels is a UFO. Turning off
    your light makes it more noticeable.
    
    ** UFO **
    
    ---
    III.3 Forest Path; continued pt.2
    
      As you walk away from the hunter's cabin, Cybil will call you to
    reprimand you for fleeing the vehicle. Pz.
    
      You'll also get some static as you approach the footbridge. It's coming
    from a skull pinned to a tree, which will be to your left as you approach
    the footbridge.
    
    *** Significant Objects: Echo ***
    
      Cross the river/footbridge and head left along the path. You'll come to
    yet another cabin with a truck outside of it. There's a "How's my driving?"
    phone number on the truck. Go to the left side of the cabin to find a 
    coat on the ground with blood around it and a pink handbook on the table. 
    Inside the pink handbook is a key to the cabin.
    
      Once inside this cabin, you'll quickly notice a shade at the end of it. 
    As soon as you approach this shade, the next nightmare sequence will begin.
    
    
    
    
    
    
    +--------------------+---------+
    | Nightmare - Forest | [III.4] |
    +--------------------+---------+
    
      Turn around and head out the door. If you get to it before it freezes, 
    you won't be able to open it. Just wait for it to freeze and try again.
    
      Throughout this nightmare sequence, there's always a light in the distance
    point you in the right direction.
    
      Once outside, run forward and follow the barriers/trees/etc to your right.
    You'll end up back at the hunter's cabin and only one door is accessible.
    
      As soon as you go through this door, an enemy will spawn outside the
    cabin, so start running. If you hide under the bed, it'll wander around
    and eventually pull you out.
    
      Don't bother shutting off your light here, it won't help. As you run, 
    stay a bit to the left, even if it means running into an enemy.
    
      You'll shortly notice a ledge you can climb. Climb it. There's a flare
    up there.
    
      When you get to the area where you're running amongst trees, look for 
    the movable objects. They look like some kind of mummy or wicker man.
    These are the only movable objects in this nightmare sequence.
    
      When you come to a spot where you can go left through a door, or straight
    through a set of double-doors, go through the double-doors and keep 
    running forward, knocking over the movable objects as you go.
    
      After a little bit of leaping over gaps, you'll be forced to turn right. 
    Drop down the ledge and look to your left. There's a cabin there.
    
      Once you're in the cabin's living room, you'll get lots of static from 
    an echo. You have to approach this echo in order to get the message
    related to the puzzle here.
    
    
    o+- Puzzle - Music Box -+o
    
      The message you receive from the echo in the same room is your hint to
    solving the puzzle. The solution has always been the same for me, so I 
    guess it's not actually critical to listen to the message or even get the
    echo, but the static is annoying anyway.
    
      When you listen to the message, there will be a part that plays the tune.
    The tune also has animal sounds associated with it, and the keyboard has
    colors associated with it. So any of these instructions should help you:
    
    Green - Pink - Yellow - Yellow - Blue
    Duck - Owl - Parrot - Parrot - Chicken
    Quack - Hoot - Squawk - Squawk - Cluck
    A# - G - A - A - D (for those who are musically inclined)
    
      Once you play the right tune, the door will thaw and you can proceed.
    
    
      For this next area, stay towards the left again. You'll notice an
    airplane. No clue how it would end up stuck like that, but this is
    Silent Hill...
    
      A little past the airplane, you'll see a flare. Run towards it and 
    keep going down the path that way. Throw down the movable object and run 
    through the door.
    
      You'll go through another door, and then you'll be in a large hall. The
    door you want to go out is around the corner to your left. It has a bench
    in front of it that you can hop over. This is likely the area you'll get 
    grabbed by the creatures. Just light your flare and carry on.
    
      Once you come back out into the forest, stay to the right side. Knock
    over the movable object for good measure. You'll come to a slope in the 
    ground that has a door in it. Burst through the door, climb up the ledge
    and follow the one-way path.
    
      You'll end up outside again. To your forward-left are some some stairs
    leading to a cabin. Head on up there and through the door. From here
    there is only one last door before you are abruptly returned to the normal
    world.
    
    
    ---
    III.4 Post-Nightmare
    
      If you turn around, the door will be locked and there's a latin phrase
    on a banner above it. It reads: "QUIS EST ISTE QUI VENIT."  There are a few
    things this may be in reference to. The translation is: "Who is this that
    cometh?" This phrase appears in:
    
     - The Bible - Isaiah 63:1
     	- Kudos to Byakuya Truelight
     	
     - Oh, Whistle, and I'll Come to You - Ghost story
     	- http://ghost.new-age-spirituality.com/mrjames9a.html
     	- Kudos to Steve P. and Wolfgar L.
    
    
      Follow the road until you come across a red car. In the trunk is a 
    memento and in the open passenger's seat is a ghost. 
    
    *** Significant Objects: Memento (Pinned Beauty); Ghost (Hot and Bothered) ***
    
      Continue along the road to a small cabin. Hop the counter and go through
    the door.
    
      Continue as obvious; under the barbed-wire fence and over the next fence. 
    then turn to your right and start towards those bleachers.
    
      Cybil will call you (you can't ignore it). Once the conversation's done, 
    you'll be returned to therapy.
    
    
    
    
    
    
    
    o+- Therapy - Halcyon Days of High School -+o
    
      The doctor will say a list of titles. Your answer, combined with your
    class choices afterwards will primarily influence your clothes later on.
    
    
    Title		Influence
    
    Jock. . . . . . Jock outfit
    Slut		Sexual PI
    Drunk . . . . . Alcoholic PI
    Virgin		Fake PI
    Bully . . . . . Greaser outfit; Unfriendly PI
    Slacker		None
    
    
    Class		Influence
    
    Religion . . . .None
    Creative Writ	None
    Geography. . . .None
    Literature	None
    Theater. . . . .Michelle's outfit
    
    Football	Jock outfit
    Backetball . . .Jock outfit
    Sex Ed		Sexual PI
    Math . . . . . .None
    Science		None
    
      Basically, if you want the jock outfit, say "yes" to jock and make sure
    to include both sports in your classes. For the greaser outfit (leather
    jacket) be sure to say "yes" to bully.
    
    
    
    
    
    
    
    +---------------------+---------+
    | Midwich High School | [III.5] |
    +---------------------+---------+
    
    
    ---
    III.5 Football Field
    
      Turn to your left and look at the goal posts. There's a big UFO between
    them for you to take a picture.
    
    ** UFO **
    
      Run in the direction you're facing. You'll find a door that's locked. To
    get the key, follow the path around the corner to a windows. All you have
    to do is open the window and grab the keys. Keys in hand, head back to the
    door and go inside.
    
    
    ---
    III.5 Tammy's Hallway
    
      There's a cupboard here with a "Dangerous Chemicals" label. I just
    wanted to point out this cupboard, because it's useless and serves no
    purpose, save for the comic relief of a dead rat inside. You might
    think this influences to suggest that you're a tidy/messy character, but
    I haven't noticed significant change at all from this cupboard.
    
    *** Insignificant Objects: Chemicals Cupboard ***
    
      There's also a bong on one of the shelves. Harry might comment on it.
    
      In the next hallway, you'll find a poster of the cheerleaders, each with
    a designated number and their faces scratched off. There's also a number
    on the wall that you can call for sexual PI..The number is 555-7588.
    
    *** Significant Objects: Sexual PI ***
    
    ---
    III.5 Outside School
    
      Once you come through the door, you'll start getting static immediately.
    It's coming from the poster on the wall warning about a choking game. 
    There's also a map with a path drawn on it to show where to go.
    
      Continue forward, you'll come to an alleyway and a "Wonderland" burger
    joint. The alleyway leads to a burlesque house of some kind. Skip to
    the "Wonderland" section below if you choose not to go that way. You can go
    through both, which I recommend if you want all the ghosts/mementos.
    
    
    ---
    III.5 Cathouse
    
      The name of this place will vary. I've seen The Honey Trap; The Cathouse; 
    and Oriental Lotus  Anyway, once you climb over the wall next to Wonderland, 
    just walk forward and you'll find the entrance to your left. There's nothing
    else in this area, besides a sexual poster on the wall and a phone 
    number for the club's booking line.
    
    
    *** Significant Objects: Sexual PI ***
      
    
      Once inside, you'll notice plenty of sexual posters. If you're aiming for
    a sexual profile, then take your time getting a nice look at each one. 
    They all bear a girl in leather with butterfly wings.
    
      Head through the door and you'll be in the bar/lobby area. There's more
    sexual posters and plenty of booze, although I've never had Harry comment
    on any of it to know for sure which ones are significant.
    
    *** Significant Objects: Sexual PI (8); Alcoholic PI
    
      Before you head upstairs, you would do well to notice and photograph
    the ghost sitting on the couch.
    
    *** Significant Objects: Ghost (Almost Had It); Sexual PI (2); ***
    *** Memento (Suffocated Forever) ***
    
      After you grab the memento, head through the door next to it. On the roof
    to your right is the fifth UFO. Snap a photo of it if it's there and jump 
    across the gap. The door here leads to the second floor of the Wonderland
    Burger Joint
    
    
    ---
    III.5 Wonderland
    
      In the dining room is an echo from one of the tables. In the kitchen area
    there's another one, coming from a coat and hat hanging up. If you're after 
    the UFOs, go upstairs and out the door. The UFO is on the roof to your left 
    as you exit. Also be sure to open the fridge and grab the memento there.
    
    ** UFO **
    
    *** Significant Objects: Echo (2); Memento (My Plastic Perfect Girl) ***
    
      Once you grab the memento, head out the back door. You'll hop over a 
    barrier and start hearing static. The echo is associated with the car.
    To the left, you'll find a windows. Normally you'd think you just open it,
    but you have to pull out the four nails first.
    
    *** Significant Objects: Echo ***
    
    
    ---
    III.5 School Pt.1
    
      Once through the nailed window, go through the door. In this next area is 
    a memento in a cupboard, as well as a ghost hanging from the coat rack.
    
    *** Significant Objects: Memento (Heavenly Protection); Ghost (Choker)
    
      As soon as you step through the next door, your phone will start to get
    static from a shade/echo to your right. In this direction is also a 
    trophy case. If you're aiming for the jock outfit, be sure to have a gander
    at the trophy case. From here you can either go right out into the 
    courtyard or down the hall to "Room 4D."
    
    *** Significant Objects: Echo; Jock Outfit Influence ***
    
      There's nothing significant in the classroom. In most cases, there will
    be a projection of a warning about mosquitoes. In other cases, it will
    show a picture of Samael from SH1 or info about gonorrhea.
    
      Anyway, once your done in the hall/classroom, head out to the courtyard.
    
    
    ---
    III.5 Courtyard
    
      In the middle of this area is a statue with a UFO above it. From the right
    angle/distance, it kind of looks like a hat.
    
    ** UFO **
    
      There's an echo in this area. It's on a table near the south wall. 
    Looking at the map, it's just above the word "School" in "Midwich School
    Gym." After getting this, head to the door to the part on the side of the 
    'D' block on the map. You can see the door as a black dot on the map.
    
    *** Significant Objects: Echo ***
    
    
    ---
    III.5 School Pt.2
    
      Once inside, you'll be in a cloakroom. Go through the next door to
    enter the classroom. Walking straight, a shade will crawl out in front
    of you and run off. If you're aiming for the jock or bully outfit, don't
    look closely at anything in here.
    
      Go through the double-doors to enter a different classrom. This one's
    obviously for biology. One of the front desks will have an interactive
    object on it. It's a frog you can cut open and get the memento.
    
    *** Significant Objects: Memento (A Frigid Jewel) ***
    
      Head further into the school (into the D block) through the door at 
    the front of the class. The other door leads back outside. Up the stairs
    you'll find yourself in front of a sign pointing to an Art Studio and a
    Planetarium. Neither choice will significantly impact anything later,
    so choose whichever interests you
    
    
    +--BRANCH--+
    
    1. Art Studio
    
    	  Walk up to the shelf with all the sculptures on it. Other 
    	than this, there's nothing else significant in the room.
    
    	o+- Puzzle - Shadows -+o
    	
    	Quick Solution: Call 555-8465
    	
    	  The idea is to arrange the objects to create a phone number.
    	Although the solution is always the same, to solve it, you
    	want to pick up the two sculptures on the left and place them
    	so their shadows vaguely form an 8. The next sculpture doesn't 
    	need to be moved, it's a 4. The next two swan sculptures, when
    	placed together resemble a 6. Finally, turn the pipe and clamp
    	as far as they go to the right. This forms a 5.
    	
    	  So the number is 555-8465. Get out your phone and go to the
    	dialer (D-pad Up). Call the number and you'll get a message
    	that the door's open now. The voice will change, I'm not sure
    	what influences the voice.
    	
    	  Head behind the curtain and through the door.
    	
    
    2. Planetarium
    
    	o+- Puzzle - Planetarium -+o
    	
    	Quick Solution: Call 555-2327
    
    	  Walk down the aisle to the right from the door. There's an 
    	echo coming from one of the seats. Listen to the message, 
    	it's an instructor who mentions the Little Bear (Ursa Minor)
    	constellation. This is your hint that you need to look at
    	this constellation.
    	
    	  Go to the desk and hit the lower button to turn on the 
    	machine. Then go to the projector and rotate it until you 
    	find the right constellation. If you're not familiar with it,
    	there's	a picture on the wall you can check. The Ursa Minor
    	constellation will also have the brightest star.
    	
    	  Once you have Ursa Minor in your view, go back to the desk
    	and press the upper button. It'll light up the constellations
    	and also a message. The message says to call 555-2327. Once 
    	you do, the door to proceed will unlock.
    	
    ---
    III.5 Hall to Gym
    
      Once you come out from the planetarium or art studio, go around the 
    corner and down the steps (you can't enter the other room). At the 
    a shade will run across and you'll get a text message from Dahlia. 
    This is an indicator of your current PI.
    
    PI Variations:
     - Mini skirt and pink top - Sexual PI
     - Green vest - Alcoholic PI
     - Black/purple outfit - Family PI
     
     
    o+- Puzzle - Gym Keycode -+o
    
    Quick Solution: The keycode is: 1031
    
      Head to the door at the end of the hall to your right. There's a 
    keypad next to it with a number scratched into it. This number is
    the locker number that has the key code inside of it. It'll always
    be 1053.
    
      Turn around and go to the end of the hall to get the echo from the
    poster on the corkboard. The locker with the code is near this poster
    on the left side (as you face the poster). In the locker, you might
    be confused at first, then you'll notice the photo of two football
    players. One has the number 10 and the other is 31. Thus, you 
    would do well to figure that as the keycode.
    
      Across the hall from this locker is a locker with a memento 
    inside. Be sure to grab that, then head to the keypad. Put in the
    code (1031) and go through the door.
    
    *** Significant Objects: Echo, Memento (An Eternal Rose) ***
    
      You'll be outside again. If you're after UFOs, there's one here in a tree
    near the wall to your right. It's kinda small and blends in a little with 
    the branches, but you should be able to find it ok. Just outside the gym doors
    is an echo coming from balloons to your right. Get it, then go into the gym.
    
    ** UFO **
    
    *** Significant Objects: Echo ***
    
      Walk through the tables towards the stage and a series of 
    cutscenes will begin.
    
    PI Variations:
     - Michelle in pink dress - Family PI
     - Michelle in red dress, hair down - Sexual PI
     - Michelle in brown dress - Uncertain
     - Michelle hops down into your arms - Sexual PI
     - Comments about secretary - Friendliness PI
    
    
    o+- Puzzle - PC Password -+o
    
      Once the cutscene ends, you'll be attempting to crack the
    principal's computer. Even if you know the answer, you have to use 
    the forgotten password tool. Click on the "forgotten password" link. 
    This will prompt you with three random questions of the following. 
    The answers are all found somewhere in the office.
    
    **Note: The "-" button is a hotkey for backspace here.
    
    Wasted three years of my life in order major in?
     - "Geology"
     - Diploma on wall behind computer desk
     
    I said goodbye to bachelorhood, freedom and happiness, where?
     - "Hawaii"
     - Framed photo on shelf behind the computer desk
     
    The greatest baseball team, without question?
     - "Shiners"
     - Hat on chair in front of desk
     
    My only true (four-legged) friend?
     - "Nicky"
     - Collar hanging on the coat-hanger across from the computer
     
    My star sign even though I don't believe any of that?
     - "Scorpio"
     - Astrology poster behind secretary's desk
     - Birthday posted on calendar near secretary's desk
     
    The king of sports, a man's game of squash?
     - "Racquetball"
     - Trophy mounted on wall
     
    My bitch of an ex-wife's name?
     - "Valerie"
     - Call number from post-it on secretary's computer (555-9433)
     
    What is the name of my wayward, waste-of-space son?
     - "Otto"
     - Signed drawing on floor near computer desk
     
    Probably the best Shakespeare comedy?
     - "Twelfth Night"
     - Book found in bookcase in corner of office, across from computer
     
     
      After you answer the questions, the password will be set to "sunday45" 
    which you can now use to unlock the computer. Once unlocked, a cutscene
    will start, leading to a nightmare sequence. If you pay attention, you might
    also have noticed on the computer screen the name "Cheryl Heather Mason." hmm..
    
    +--------------------+---------+
    | Nightmare - School | [III.5] |
    +--------------------+---------+
    
      Turn off your flashlight and get your map out. The path I'd
    recommend taking goes like this:
     - C block
     - Parking
     - D block
     - Small block on east side of D block
     - Hall next to "Adm"
    
    
    ---
    III.5 Paparazzi Game
    
      Once you approach the ice statues, you'll get a message. Rest
    here for a moment if you're hurt. As you leave, you'll get a text
    message about prime paparazzi spots. Each of the locations are lit
    with a flashing red light.
    
      Take a look at your map. The path I recommend goes like this:
     - Grab flare
     - Snap photo 
     - Small block on east side of D block
     - D block
     - Parking lot - Near 'a' in "Parking"
     - Snap photo
     - South towards F block
     - Snap photo
     - Gym
     - Out north Gym door
     - Head east, back to the hall next to "Adm"
     
      If you're ever about to take a picture, but your flare is lit or the
    creatures are too close, you can drop your flare with + which will keep them
    away while you take the photo.
    
      Once you come out the door, any of the creatures that had been following 
    you will be gone. You'll also find the flare and the flashing red light. 
    You wanna photograph the ice statues you can see through the wall in 
    the red light.
    
      The next location you wanna head for is the parking lot. There's a car 
    there with a flashing red light. On the map, it's right by the 'a' in 
    "Parking."
    
      The third photo spot is next to the door to the F block on the map. 
    This one is another ice statue through a hole in the wall.
    
      Once you've returned to the blocked door, the ice statues blocking it will 
    shatter and you'll get a text message for each.
    
      When you come out the door, a cutscene will take place.
      
    ---
    III.5 Post-Nightmare
    
      Just follow Michelle as normal. If you're aiming for sexual PI, stare 
    at her ass and admire the sway of her hips.
    
      You'll eventaully come to the Balkan Club. Its color scheme will vary between
    red, purple/blue, and hardwood. You are free to wander around, but there's 
    nothing interesting anywhere here.
    
      Go through the door and head up the stairs. You'll find yourself in front of 
    a door with stars, and a door with lips. They both lead to the same room. As 
    you'd expect, the lips door has sexual PI associated with it.
    
    *** Significant Objects: Sexual PI ***
    
      You'll also get a text message from Dahlia. This message is an indicator of 
    your current PI.
    
    Indicator Variations:
     - Thirsty - Alcoholic PI
     - Horny - Sexual PI
     - Bored - Family PI
    
      In the room, you'll find several objects you can search. Michelle will yell
    something based on the first object you touch. The funniest one is if you open
    the cupboard in the corner first; she'll tell you not to steal her cookies :-p
    
      The keys will appear in the third object you search. Keys in hand, head back 
    to Michelle (the door you didn't open will be locked).
    
      Once you get back, you'll have a series of cutscenes. If you're aiming to 
    come off as alcoholic, stare at the booze.
    
    ---
    III.5 Traveling With Dahlia
    
      When the cutscene finishes, jump the railing and climb the ladder. Inside, 
    you'll find a cabinet and the bridge controls. In the cabinet is a phone 
    number (555-3411) you can call for instructions on what to do. Or you can 
    just continue reading :-)
    
    
    o+- Puzzle - Bridge Control -+o
    
      Use the controls and read the following before hitting the red button. A 
    light will come on and you need to pull the associated lever. The lights are 
    as follows:
    
     - Green: Nothing; just wait a moment
     - Blue: Middle lever
     - Red: Left lever
     - Yellow: Right lever
     
      Once you've followed four correct sequences, the bridge will start to move. 
    Head back to the car to continue.
    
    ---
    III.5 Drowning
    
    *** WARNING *** WARNING *** WARNING *** WARNING *** WARNING *** WARNING ***
    
      If you touch the radio before it starts flashing, you may cause a glitch to 
    occur that will trap you in the car, forcing you to drown.
    
    *** WARNING *** WARNING *** WARNING *** WARNING *** WARNING *** WARNING ***
    
    
      This is my favorite part of the game besides the ending. It effectively 
    conveys how it feels to drown; helpless. You don't have to do anything for a 
    while; just wait.
    
      Once you hit the bottom your flashlight will float up in front of one of 
    the seats. Move over to it and grab it.
    
      Move to the front seat once you have the flashlight and look out the window.
    
      After a moment, the radio will start flashing. Turn it on and the ice will 
    go away. Now, you'll be able to escape. Unlock and open the door or open the 
    window. Either will let you get out.
    
      Of course, you can also let yourself drown. It doesn't end the game. It takes 
    about 60 seconds.
    
    *** Significant Objects: Fake PI ***
    
    
    
    
    
    
    +---------------------+---------+--------+
    | How You Want To Die | [III.7] | [IV.4] |
    +---------------------+---------+--------+
    
      You'll be in therapy again. The doctor will comment about how he figures 
    you'd like to die. This is an obvious indicator of your PI.
    
    PI Variations:
     - "Surrounded by family" - Family PI
     - "Having sex" - Sexual PI
     - "In your sleep" - Fake PI
     - "Drink yourself to death" - Alcoholic PI
     
      For the task of dividing the pictures, I have yet to notice any significant 
    influence from any of the different distributions.
    
      If you put all the pictures on one side, he'll comment that he figured you'd
    catch it as a trick question. If you divide the photos, whichever side you
    put fewer on, he'll say they all are (If you put mostly dead, he'll say they're 
    all sleeping and vice versa).
    
    
    ---
    III.7 Wheelchair Escape
    
      You'll be in a new outfit that reflects your previous choices. This is
    generally gives you an idea what you're heading for so far. The only
    significant one is the hooded tan coat. If you don't have it, then you likely
    won't be getting the Wicked and Weak ending.
    
    PI Variations:
     - Pink shirt / brown coat - No particular indication
     - Black leather jacket - You said yes to bully
     - Hooded tan coat - Wicked and Weak Ending indication
     - Green letterman coat - You've suggested that you are a jock
    
      If you just sit here, nothing happens, so you don't actually need to rush. 
    Nonetheless, just flick the wiimote and nunchuk together to move the quickest.
    
      Once you fall out of the wheelchair, get your map out. You'll notice a
    yellow line to the east of your current location. Just above that yellow 
    line is a gray block with two doors. That is where you want to head.
    
      I get there by going across the train field, then going straight east, 
    grabbing the flare. When you come out of the train cars into the yard 
    again,  duck underneath the car to your left.and climb the ledge to go through 
    the door on your right.
    
      Follow this one-way path until you jump over the second fence. Once you jump 
    over it, you'll be facing a set of double-doors. DON'T go in those. Doors, 
    they loop backwards. Turn right and you should see the doors you want to go 
    through.
    
    
    o+- Puzzle - Radio Request -+o
    
    Quick Solution: 555-8814 for "Daddy's Girl"
    
      After a little more running, you'll end up in a hospital room and get a 
    voicemail. Turn on the radio.
    
      Zoom in on the radio (B) and grab the knob (B+A) and turn it to about 102. 
    The DJ will loop, talking about calling in to request a song. The song you 
    want to request is Daddy's Girl (4). So dial 555-8814.
    
      After calling, you just wait a moment for the song to come on and then the
    ice on the door will melt away. You can han gup the phone as soon as your call
    gets connected; you don't have to listen to the DJ recording on your phone.
    
      Head through the door. The ice will fade away before your eyes as you follow
    the hallway. This will lead to a cutscene.
    
    
    
    
    
    
    
    +-------------+---------+
    | Toluca Mall | [III.8] |
    +-------------+---------+
    
    
    ---
    III.8 Time With Lisa
    
      Follow Lisa. If you want more sexual PI, stare at her ass while walking. When 
    you get to the apartment, you can choose to sit and watch TV or check out Lisa
    while she's changing.
    
      She'll ask you to get her some pills. Head into the bathroom and check the
    vanity for a memento inside a music box. Then open the cupboard and get the
    pill. If you want unfriendly PI, then purposely grab the wrong color
    of pill. Otherwise, just grab the color she asked for.
    
    *** Significant Objects: Sexual PI (2); Friendliness PI; ***
    *** Memento (Infinit Jest) ***
    
    **Note: Giving Lisa the wrong pill is the most significant unfriendly PI in 
    the game
    
    
    
    o+- Therapy - Guilty Conscience -+o
    
      The doctor will talk about guilt and how it stresses people out. He'll then
    tell you a short story about four characters and ask you to align the
    characters according to how guilty they are.
    
      Basically the story goes like this:
     - Some guy wants to marry a princess
     - He asks permission from the King
     - Princess doesn't want to marry him, but King agrees; following protocol
     - Buddy tries to seduce her
     - She runs away into a field that's dangerous
     - Bull tramples princess to death (Owned)
     
      Typically, I just leave the characters where they are. I have yet to
    determine a specific link this has with future events.
    
      Here is what the doctor will comment according to who you declare as the
    most culpable.
      
     - Bull - "You couldn't ignore the facts. He was the one who killed her."
     - Princess - "She didn't have to run away, did she?"
     - King - "You think he should've ignored protocol."
     - Wilhelm - "You think if he really loved her, he wouldn't have forced the
     marriage."
     
    
    ---
    III.8 After Meeting Lisa
    
      Head out of Lisa's apartment. There's a metal grate that you have to manually
    open, then you'll be able to get outside.
    
      From here, there are two paths you can take. The one is to your left and goes
    straight into the mall. The other is up ahead and goes in through the
    receiving and warehouse area. The receiving/warehouse area has a memento, so
    I usually take that way. If you want, you can even go in one way, and then
    leave through the other.
    
    +--BRANCH--+
    
    1. Warehouse
    
    	  Head up the street from Lisa's apartment building. There's a fence
    	you can climb over on the left side of the street. Once you climb over,
    	you'll notice a collection of cargo containers. There's nothing around
    	them, so turn to your left and climb the one in the corner. It's the
    	only container that'sby itself.
    	
    	  Go through the window and into the next room. In here are two
    	photocopiers. One of them has a memento in it, the other has nothing.
    	
    	*** Significant Objects: Memento (Synthetic Femur) ***
    	
    	  You'll also get a text message from Michelle about how she's still
    	waiting for her boyfriend to show up. From this, you can either take
    	friendly or unfriendly PI. For friendly, call her. For unfriendly, do 
    	nothing; just carry on as normal.
    	
    	*** Significant Objects: Friendliness PI ***
    	
    	  After coming through the door into the warehouse, you'll hear the
    	sound of something falling. Nothing's around though. Head down the
    	stairs and up the other set of stairs to doorwith a green sign above it.
    	
    	  Make your way up the stairwell and out the door.
    	  
    2. Mall Entrance
    
    	  Head to your left as you come out of Lisa's apartment, and around
    	the corner. Here you'll find a door to the mall's car park entrance.
    	Head inside, up the escalator and through the door. After crawling
    	under the shutters, head to the corner up ahead. There's a funny sign
    	hanging off the security camera in the corner.
    	
    	  You'll also get a text message from Michelle about how she's still
    	waiting for her boyfriend to show up. From this, you can either take
    	friendly or unfriendly PI. For friendly, call her. For unfriendly, do 
    	nothing; just carry on as normal.
    		
    	*** Significant Objects: Friendliness PI ***
    	
    	  Head out the door when you're done; nothing else here.
    
    ---
    III.8 Nurse In Distress
    	  
      From this area, you can go through the other branch if you wish. There's also
    a UFO you can see from the bridge to the north. Just stand at the railing and 
    look down at the road. Once you approach the mall entrance, Lisa will call you 
    for help. You can't continue into the mall (the door will be locked). So head 
    back to Lisa's.
    
    ** UFO **
    
      Once you get back to Lisa's apartment, a cutscene will begin. It will be
    slightly different depending on whether or not you gave her the right pill. The
    end result is the same.
    
      As the cutscene ends, the next nightmare sequence will begin.
      
    
    +------------------+---------+
    | Nightmare - Mall | [III.9] |
    +------------------+---------+
    
      Head outside and get out your map. The path I recommend goes like this:
     - Warehouse door (not towards the Offices)
     - East out to the gray area
     - Grab flare and head up the stairs
     - Follow obvious path until you reach the statue of the bird
     - Go into the store that the bird is facing; mannequins in display window
     - On the roof, go left and knock over the tower as you pass it
     - Enter the stairwell at the corner of the roof and continue as normal
     
      You'll find yourself in a room with a gumball machine.
      
      
    o+- Puzzle - Gumball Machine -+o
    
    Quick Solution: Purple, pink, red, yellow
    
      As the voicemail vaguely suggests, the colors the girl likes are the colors
    of the cartoon bird's beak. To change the color of the current gumball, grab
    the sphere and shake it. You don't have to get the colors in any order, just
    as long as you get each of them.
    
      The colors you want are: purple, pink, red, and yellow. Try not to mistake the
    black for purple.
    
    
    ---
    III.9 Toluca Mall
    
      After solving the puzzle, you'll get another voicemail. Head through the door.
    There will be a partly open shutter in front of you. As you approach it, a
    message will appear.
     
      Crawl under the shutter and look across the way. There's a store there called
    "Pageturners." Near it is a garbage can. This garbage can has an echo on it.
    
    *** Significant Objects: Echo ***
    
      After getting the echo, head for the store titled: "Family Pet."
      
    
    ---
    III.9 Family Pet
    
      If you've been building unfriendly PI, this place will be trashed. In here is 
    both a memento and echo. The echo is in a dog cage in the corner. The memento 
    is inside a hamster cage on display near the register. You have to turn the 
    two screws to open it
    
    *** Significant Objects: Memento (Memories Undeveloped); Echo ***
    
      There's also a UFO in one of the fish tanks. If you can't find it, turn off 
    your light. That should make it easier to see. When done, jump over the 
    counter and into the back area. 
    
    ** UFO **
    
      You'll be in a back hall. Just walk through. A shade will come out from
    behind some garbage and run away. You'll get a text message about mystery
    shoppers being employed to ensure the mall's values are upheld (which will vary
    based on your PI). Head through the door at the end of the hall.
    
    ---
    III.9 Toy Store
    
      There's a safe you'll notice right away. Thankfully, you don't have to crack
    more than one number. Just turn it to around 70 and you should here it click
    open. Then pull the handle and grab the memento.
    
    *** Significant Objects: Memento (My Flying Lizard) ***
    
      Walk over to the train set and turn it on. It'll start going round and round
    until you change the track (which you can't change back). Then it'll crash. A
    key falls out when it crashes. Grab it and head out of the store.
    
      Go up the escalators to your left and through the exit door. You'll be in a
    back hall, with a mannequin in it.
    
    *** Significant Objects: Sexual PI ***
    
      When you come out through the door, there will be some tropical music playing,
    coming from the giant bird in the middle. Walk around for a bit and Michelle
    will call you. There's also an echo down one of the corridors.
    
    *** Significant Objects: Echo ***
    
      From here, you can choose to go in either the "Celebration Time Gift Shop" or
    the "New Looks" hair salon. Neither holds anything significantly different.
    
    +--BRANCH--+
    
    1. New Looks Hair Salon
    
    	  Walk up to the sinks and turn them on, also turn the temperature of
    	the water to as hot as possible. This will fog the mirror and reveal
    	a message there. I laughed at the one message. The code is always the
    	same, which is 1789. Enter that in the keypad and head out the back.
    	
    2. Celebration Time Gift Shop
    
    	  There's an echo coming from the keypad here. It gives you the hint
    	for figuring out the code.
    	
    	o+- Celebration Time Code -+o
    	
    	Quick Solution: The code is 2050
    	
    	  Listen to the message. There will be two sound clips played. What
    	you have to do is find the cards in the store that play those sounds. 
    	
    	  The first card is for a 20th anniversary. The second card is for a
    	50th birthday. Note the numbers: 20 and 50. Punch those in the keypad
    	and head through the door.
    	
    	
      Once you leave the store, you'll be in another back hallway. In this hallway
    is an echo from on top of a garbage can and a locker with a confiscated knife
    inside. Get the echo, head through the proceeding door and up the stairs.
    
    *** Significant Objects: Echo ***
    
    
    ---
    III.9 Photographic Memory
    
      You'll be in the employee area of a photo development store. Jump over the
    counter and you'll start getting static for the echo in the corner. There's also
    a corkboard with some nice pictures on it.
    
    *** Significant Objects: Echo; Friendly PI ***
    
    ---
    III.9 Cinereal Movie Theater
    
      Right about now you'll probably think to yourself: "It's been a long time
    since I saw any of those ghosts. Did I miss them?" Nope, but there's one here.
    You should notice a bench with some cleaning items and cones around it. There's
    a ghost sitting there for you to take a photo.
    
    *** Significant Objects: Ghost (Not Her Fault) ***
    
      You'll notice the title of the movie playing on the sign outside the doors.
    The movie title is reflective of your current PI.
    
    PI Variations:
     - "Dearest Mother" - Unfriendly PI
     " "The Dancer" - Sexual PI
     - "Together Forever" - Family PI
     - "Good Poison" - Alcoholic PI
     
      As soon as you enter the theater, stop what you're doing and admire the
    arcades to your right. That's right... CONTRA. Harry will even comment "some 
    real classics." Wait... it's broken?!?! Blasphemy!! It is now your personal 
    mission to find who destroyed this machine!!
    
      Anyway... there's a toy machine against  The wall across the lobby. Inside is
    a memento. All you have to do is press the two buttons and you'll get it.
    
    *** Significant Objects: Memento (The Modern Prometheus); Contra ***
    
      Head down the hall to the auditorium. Once in the auditorium, your phone will
    start going off with static. As you walk towards the screen, some images of
    Harry and Cheryl will appear.
    
      Walk up to the screen and they'll go away. You can unplug your ears from the
    loud static now. If you had your flashlight off, once the static ends, Harry
    would've turned it on. Glitch? Whatever. Go out the door with an exit sign.
    
      Follow the hallway, you'll get a text message from Dahlia. Head out the door
    and you'll be on the streets of Silent Hill, once again.
    
    
    ---
    III.9 Streets Outside Toluca Mall
    
      Scale the fence and turn to your right. Head down the street to the corner and
    stop. There's a car across the street and behind it is a ghost on the ground.
    Snap a photo of it before you continue.
    
    *** Significant Objects: Ghost (Dead Dog) ***
    
      There's a graphical glitch here too. It's in the window of the TV store. As
    you walk in front of the display case, you'll notice a TV and section of the
    wall behind it vanish.
    
      Continue down the street and you'll come to a the "Green Lion" pawn shop.
      
    
    ---
    III.9 Green Lion Pawn Shop
    
      This building will reflect your current PI as follows:
      
    PI Variations:
     - Green with dragon on sign - Alcoholic PI
     - Red with mannequins in window - Sexual PI
     - Purple with lion on sign - Family PI
     
      As you enter, there's a UFO on a shelf to your left. Snap a photo of it.
      
    ** UFO **
     
      Approach the counter and interact with it. To get the key you have to turn
    the screw thing on the left side and then pull the turn-table. With the key,
    head through the door and turn right to go behind the register, where there's
    a memento in a box.
    
    *** Significant Objects: Memento (We, Ouroboros) ***
    
      Head to the back and up the stairs to start a cutscene, which ends with a
    nightmare sequences.
    
    
    +---------------------+----------+
    | Nightmare - Nowhere | [III.10] |
    +---------------------+----------+
    
      Turn around and walk out the door. Follow the path down the steps and you'll
    eventually come to a dead end where you have to jump down.
    
      As you fall, you'll notice some images of Harry and Cheryl on the wall.
      
      You'll land in an empty area with a chair. turn around until you see some
    boards on the ground. Walk over to those boards and you should start to get
    some static from your left. Point yourself in the direction where it's the
    loudest and follow the static to a hanging lamp. Believe me, I've scoured
    this area; there's nothing.
    
      You'll be in a hall with two doors. They both lead to the same place, so pick
    whichever you feel like. Then you'll be in a room with a couch, TV, and doors
    on each wall. Again, which door you choose doesn't matter.
    
      Pick a door and go down the stairs. At the bottom, you'll get static coming
    from a mirror on the wall. As you approach it you'll transition again.
    
    ---
    III.10 Confusing Halls
    
      This next sequence of hallways is easy to get lost in, but it's very easy if
    you know where to go. Once you're through the very first door, you'll be in a
    corridor with several doors/halls. The door to your right, with the lamp above 
    it is where you want to go. Once through that, you should be in an open room
    with a few doors. Only one of them has a lamp over it. It's the second on the
    right as you enter. This is the exit.
     
      This is the shortest path possible. If you get lost, the second-last door is 
    a bit difficult to find, but it has some unique characteristics. It has a lamp
    above it. It's in the long halls; not one of the rooms with multiple exits. The
    walls around it look different; they seem more jagged and broken than the rest.
    
      You'll find yourself in an empty area with only a door. The door you came
    through vanishes. Just run over to the door and go through it.
    
      Make your way through the rooms as they change in a really neat way. You'll
    eventually find yourself at another dead end to jump off.
    
    ---
    III.10 Hall of Glass
    
      You'll land in an area that appears to be completely open, with an obvious
    destination. However, the walls are invisible. Use your flashlight to look at
    the shadows and keep track of where the walls are and make your way around to
    the bed.
    
      As soon as you approach it, you'll find yourself in another series of halls
    filled with creatures. This is the most difficult nightmare sequence. All the
    halls and rooms look the same and you get looped around very easily. Be sure
    to knock over all the cabinets as you pass them to keep track of where you've
    been.
    
      The path you need to take is always different, so I'm afraid I can't give
    specific directions.
     
      The most identifiable exit has lots of ice around it, but it isn't thick like
    some of the others. It's in a + shaped hall and the walls around it are frozen
    about half way to the middle. Most of the doors with ice around them, the ice 
    only goes a couple feet from the door.
    
      Here's a diagram of the final corridor:
      
               **EXIT**
               *      *
               *      *
               |      |
               |      |
         ______|      |_____
        |                X  |
        o                   o
        o                   o
        |__X___       ______|
               |      |
               |      |
               |      |
               |      |
               |__oo__|
    
    |  Normal Wall     * Frozen Wall
    X  Movable Object  oo Door
               
      
      It's easy to tell if you've hit a loop door, because if you don't, the
    rooms will alternate between square and + shapes.
     
      There's more than one exit, which is nice, but they're still hard to find.
    The ones I've been able to find have all had thick ice around them, but don't
    be fooled, there are many doors with thick ice around them. The diagram above
    is the most identifiable chamber with an exit. I have always entered it from
    the bottom, and it's tempting to take the other paths, because you can track
    your path that way with the movable objects, but you'll learn that the final
    door never has a movable object in front of it.
    
    
    *** SAVE *** SAVE *** SAVE *** SAVE *** SAVE *** SAVE *** SAVE *** SAVE ***
    *** SAVE *** SAVE *** SAVE *** SAVE *** SAVE *** SAVE *** SAVE *** SAVE ***
    *** SAVE *** SAVE *** SAVE *** SAVE *** SAVE *** SAVE *** SAVE *** SAVE ***
    
      SAVE YOUR GAME HERE. Yes, here in the empty room with nothing but a single
    door, right after the difficult nightmare sequence. This is the last place you
    can save and still critically impact your ending.
    
      From this point, I've been able to get three different endings.
    
      After you SAVE your game, go through the door and you'll get a cutscene
      
      
    o+- Therapy - Marriage -+o
    
    *** THIS SECTION CONTAINS MILD SPOILERS ***
    
      The good doctor will ask you a few questions about marriage. These are the
    questions he asks:
    
    1. You think marriage can really last?
    
    2. Should a couple stay together for the kids?
    
    3. Do you think it's a bad idea to marry young?
    
    4. Do you think sex becomes stale after marriage?
    
      Your answers here will affect the following cutscene with Michelle and John.
    Basically, If you approve of marriage, John will leave Michelle. If you come off
    as disapproving of marriage, Michelle will make John stop the car and run off.
    
      John's mood when you first meet id reflective of the opposite of your
    friendliness PI. If you're particularly unfriendly, John will be happy to meet
    you. Otherwise, he won't be very interested.
    
      This is also where you can gain some Fake PI. The best way to do this is 
    simply answer "no" to each question.
    
      The doctor will then ask you to arrange 6 photos into married couples. You can
    pair them as follows:
    
     - Same color clothes
     - Same background
     - Same expression
     
      Or you can just scramble them. I've never noticed any changes that I could
    specifically link to these photos.
    
      For Fake PI, I usually make two of the couples gay, even though I don't really
    think it matters.
    
    
    
    
    
    
    
    
    
    +----------------------+----------+
    | Silent Hill Lakeside | [III.11] |
    +----------------------+----------+
    
    ---
    III.11 Car Ride
    
      You'll wake to the lovely voice of Michelle. After the cutscene, you'll be in
    a car with John and Michelle. If you have enough Unfriendly PI, then John will
    thank you. Otherwise, he'll seem upset.
    
      The conversation that happens will change based on your answer from the last
    therapy session.
    
      Once the car stops, move up front and open the glove box to grab the memento.
    Exit the car and head for the storm drain access, callously disregarding the
    "KEEP OUT" signs all around it.
    
    *** Significant Objects: Memento (Poetry as Precise as Geometry) ***
    
    ---
    III.11 Sewer Access
    
      Make your way down into the underground tunnels. When you climb down the
    ladder, you'll get a text message from Dahlia.
    
      Turn in to the first branch you come to. Down this way is a pipe you can
    interact with. There'll be a fish there with a giant hook in its mouth. Pull
    on the hook and the fish will squirm around, then vomit. In its vomit is a
    memento. Kinda gross...
    
    *** Significant Objects: Memento (A Happy Bond) ***
    
      As you continue through the tunnels, you'll get a call. This call is very
    indicative of the ending as your PI won't change from this point on.
    
    PI Variations:
     - "Go away!" - Unfriendly PI / Alcoholic PI
     - "Not Safe" - Family PI
     - "Need you" - Fake PI
     
      Before climbing the ladder to the exit, step back from the ladder. To the
    right are some bars. Through these bars is another UFO. Photograph it.
    
    ** UFO **
     
      Climb the ladder. Spin the wheel on the door to open it. Go through the door
    and up the ladder to return to the streets again.
    
    
    ---
    III.11 Lighthouse Cove
    
      As you come around the corner, stay near the wall and you should notice a
    weird statue. It's a statue of an indian or something and he's holding a box
    of cigars. Also in the box is a memento.
    
    *** Significant Objects: Memento (Memories Untaken) ***
    
      Head through the square and you'll find a red car. On the hood of the car is
    a map, which is an echo.
    
    *** Significant Objects: Echo ***
    
      There's a "Lakefront Souvenirs" store with a red door that you can enter to
    continue. It's very easy to identify on the map.
    
      Inside the souvenir store you'll find a memento inside a display case. Grab
    it and head for the curtain at the back of the store. Open the curtain to
    reveal a door.
    
    *** Significant Objects: Memento (A Beacon, a Key) ***
    
      You'll be outside again. Jump the fence and turn right. Don't go into the
    bar yet. Up ahead you'll find a telescope. Turn it to face the lighthouse and 
    a small compartment will open up with a memento inside. Snag that, then head
    for Annie's Bar. A cutscene will ensue.
    
    *** Significant Objects: Memento (Your Diamond Heart) ***
    
    
    
    
    
    
    
    
    o+- Therapy - Sex Evaluation -+o
    
      The good doctor will task you to classify a group of abstract images as 
    sexual or non-sexual. All of the images are abstract paintings of something
    that represents death. Going from top to bottom here's what the images are
    intended to represent.
    
     - Hand holding pistol
     - Dagger / knife
     - Noose
     - Rotten apple
     - Deer skull
     - Human skull
     - Totalled car
     
      If you put them all on the non-sexual side, you'll get Fake PI. All of them
    on the sexual side gets you sexual PI. Otherwise, nothing really changes.
    
    
    +-------------------------+----------+
    | Lakeside Amusement Park | [III.12] |
    +-------------------------+----------+
    
    ---
    III.12 Outside Entrance
    
    
      You'll find yourself in a short hall. On the wall is a sexual poster. Head
    out the door.
    
      Follow the road to the end. You'll find a bench with a box on it. Inside the
    box is a memento. Grab that, then turn and head for the amusement park.
    
    *** Significant Objects: Sexual PI; Memento (The Dragon) ***
    
      Looking at the entrance, there's a sign to your right that will change based
    on your PI. Jump over the counter. Open the yellow jacket. Pull the key out
    of the pocket and head through the door.
    
    ---
    III.12 Park Entrance
    
      When you come outside on the inside of the park, you might recognize the
    area from the videotape recording played at the start. To your left is the thing
    where you stand behind a picture and put your face through a hole. There's a
    ghost here for you to photo.
    
    *** Significant Objects: Ghost (Dragon Slayer) ***
    
      Head the other way and you'll find some slot machines. Play it. Once you
    pull the lever a few times, you'll win a memento.
    
    *** Significant Objects: Memento (Eve) ***
    
      From the slot machine, turn around and climb the wall up ahead. You'll crawl
    through a hole into the "tunnel of love." Once inside, there's a shade that'll
    move around and you just follow it.
    
      First, the shade will be on the middle swan. Then it'll be back up the ladder.
    Then it'll be on the foremost swan. Then it'll run towards a door and the ice
    on it will thaw.
    
    
    ---
    III.12 Docks
    
      You'll find yourself outside again. Climb the fence and you'll be at the
    docks. There are two docks. The one on the left is empty, unless your collecting
    photos of UFOs, in which case, go to the end of it and you'll notice a UFO
    trying to blend in with the light. Can't fool us! We have walkthroughs!
    
    ** UFO **
    
      Walk down the dock and board The Opheus. As you approach the door, a cutsene 
    will begin.
      
    
    ---
    III.12 Into The Light
    
      When the cutscene ends, head down the ladder and start running for the light.
    You can run all over the place here, but there's nothing out there. Trust me :)
    
      Dahlia will call you. Ignore her request and press onwards. After a little
    bit, you'll get a text message from Cybil. Keep running. Creatures will start 
    to pursue you. You don't actua;;y have to fight them if you don't want to.
    
      Eventually, you'll be overwhelmed, but then the ice breaks and you'll start
    swimming.
    
      Start swimming! Look down into the water by pressing B. There's a collection
    of interesting statues at the bottom of the lake. If you're feeling lazy, or
    want a little more Fake PI, just stop and let Harry drown.
    
    
    ---
    III.12 The Lighthouse
    
      After the cutscene, if you're UFO hunting, turn to your right and go as far 
    as you can. The final UFO is in the water just off the shore from here
    
    ** UFO **
    
    . Once you walk up to the lighthouse. You'll see a familiar name
    on the board if you've played SH1.
    
      Inside, turn right and you'll find a statue on a pedstal that you can open.
    Inside the statue's head is a memento.
    
    *** Significant Objects: Memento (Adam) ***
    
      Walk to the end of the hall and the final cutscenes will begin. Congrats,
    you've beaten the game! Hope you like the ending. I know I did.
    
    
    
    
    
    o+--=====================================================================--+o
     +                              Therapy Sessions                           +
    o+--===============================-----------===========================--+o
                                       \  [IV]  /
                                        --------
    
      These therapy sessions have a large impact on events throughout the game.
    Some only affect minor details, while others affect the ending cutscenes.
    
    
    +----------+--------+
    | The Test | [IV.1] |
    +----------+--------+
    
      This form is the initial psycho-profiling that happens in this game. The 
    profiling influences various aspects of the game. Some affect the ending, 
    while others only influence a scene or two.
    
      Even if you're hunting for a specific ending, they all take
    influences from multiple events; don't worry about getting everytying that
    contributes to a specific ending.
    
      Particularly for first-time players, don't worry about repercussions of
    your choices, they're all minor. Just choose whatever you like.
    
    
    Question			Primary Influence
    
    1. I make friends easily	Friendliness PI
    
    2. Having a drink helps me	Alcoholic PI; Good Ol' Days Bar
       relax
    
    3, I always listen to other	Friendliness PI
       people's feelings
    
    4. I prefer abstract ideas	Fake PI
    
    5. I have enjoyed role-play	Sexual PI
       during sex			
    
    6. Working to a plan or 	Family PI; Fake PI
       schedule is best
    
    7. I have never cheated on a	Sexual PI
       partner
    
    
    
    
    +--------------+--------+
    | Happy Family | [IV.2] |
    +--------------+--------+
    
    Question				Primary Influence
    
    1. Would you consider yourself		Friendliness PI
    a private person?
    
    2. Would you say it takes a while	Fake PI
    for people to get to know you?
    
    3. Would you prefer to spend time 	Family PI
    with friends over family?
    
    
      Coloring Time! The colors you use will be reflected on the house you see
    in the following cutscene. This has no bearing on anything else. Coloring
    the trees does nothing. The doctor doesn't change his comment no matter
    what you do. Leaving the page blank results in the same as coloring
    everything in solid black.
    
    
    
    +-----------------------------+--------+
    | Halcyon Days of High School | [IV.3] |
    +-----------------------------+--------+
    
      The doctor will say a list of titles. Your answer, combined with your
    class choices afterwards will primarily influence your clothes later on.
    
    
    Title		Influence
    
    Jock. . . . . . Jock outfit
    Slut		Sexual PI
    Drunk . . . . . Alcoholic PI
    Virgin		Fake PI
    Bully . . . . . Greaser outfit; Unfriendly PI
    Slacker		None
    
    
    Class		Influence
    
    Religion . . . .None
    Creative Writ	None
    Geography. . . .None
    Literature	None
    Theater. . . . .Michelle's outfit
    
    Football	Jock outfit
    Backetball . . .Jock outfit
    Sex Ed		Sexual PI
    Math . . . . . .None
    Science		None
    
      Basically, if you want the jock outfit, say "yes" to jock and make sure
    to include both sports in your classes. For the greaser outfit (leather
    jacket) be sure to say "yes" to bully.
    
    
    
    +---------------------+--------+
    | How You Want To Die | [IV.4] |
    +---------------------+--------+
    
      You'll be in therapy again. The doctor will comment about how he figures 
    you'd like to die. This is an obvious indicator of your PI.
    
    PI Variations:
     - "Surrounded by family" - Family PI
     - "Having sex" - Sexual PI
     - "Drink yourself to death" - Alcoholic PI
     
      For the task of dividing the pictures, I have yet to notice any significant 
    influence from any of the different distributions.
    
      If you put all the pictures on one side, he'll comment that he figured you'd
    catch it as a trick question. If you divide the photos, whichever side you
    put fewer on, he'll say they all are (If you put mostly dead, he'll say they're 
    all sleeping and vice versa).
    
    
    +-------------------+--------+
    | Guilty Conscience | [IV.5] |
    +-------------------+--------+
    
      The doctor will talk about guilt and how it stresses people out. He'll then
    tell you a short story about four characters and ask you to align the
    characters according to how guilty they are.
    
      Basically the story goes like this:
     - Some guy wants to marry a princess
     - He asks permission from the King
     - Princess doesn't want to marry him, but King agrees; following protocol
     - Buddy tries to seduce her
     - She runs away into a field that's dangerous
     - Bull tramples princess to death (Owned)
     
      Typically, I just leave the characters where they are. I have yet to
    determine a specific link this has with future events.
    
      Here is what the doctor will comment according to who you declare as the
    most culpable.
      
     - Bull - "You couldn't ignore the facts. He was the one who killed her."
     - Princess - "She didn't have to run away, did she?"
     - King - "You think he should've ignored protocol."
     - Wilhelm - "You think if he really loved her, he wouldn't have forced the
     marriage."
     
     
     +----------+--------+
     | Marriage | [IV.6] |
     +----------+--------+
     
     *** THIS SECTION CONTAINS MILD SPOILERS ***
     
       The good doctor will ask you a few questions about marriage. These are the
     questions he asks:
     
     1. You think marriage can really last?
     
     2. Should a couple stay together for the kids?
     
     3. Do you think it's a bad idea to marry young?
     
     4. Do you think sex becomes stale after marriage?
     
       Your answers here will affect the following cutscene with Michelle and John.
     Basically, If you approve of marriage, John will leave Michelle. If you come 
     off as disapproving of marriage, Michaelle will make John stop the car and 
     run off.
     
       This is also where you can gain some Fake PI. The best way to do this is 
     simply answer "no" to each question.
     
       The doctor will then ask you to arrange 6 photos into married couples. You 
     can pair them as follows:
     
      - Same color clothes
      - Same background
      - Same expression
      
       Or you can just scramble them. I've never noticed any changes that I could
     specifically link to these photos.
     
       For Fake PI, I usually make two of the couples gay, even though I don't 
     really think it matters.
     
     
     +----------------+--------+
     | Sex Evaluation | [IV.7] |
     +----------------+--------+
     
       The good doctor will task you to classify a group of abstract images as 
     sexual or non-sexual. All of the images are abstract paintings of something
     that represents death. Going from top to bottom here's what the images are
     intended to represent.
     
      - Hand holding pistol
      - Dagger / knife
      - Noose
      - Rotten apple
      - Bison skull
      - Human skull
      - Totalled car
      
       If you put them all on the non-sexual side, you'll get Fake PI. All of them
    on the sexual side gets you sexual PI. Otherwise, nothing really changes.
    
    
    
    
    o+--=====================================================================--+o
     +                                   Endings                               +
    o+--===============================-----------===========================--+o
                                        \  [V]  /
                                         -------
    
    *** THIS SECTION CONTAINS SPOILERS ***
                                         
      The ending you get has two parts. The first, I refer to as the Encounter
    Ending, and the other is the Videotape Ending. The Encounter Ending refers to
    the cutscene that takes place in the therapy room, where Harry and Cheryl
    finally meet. The Videotape Ending refers to the part after this.
    
      The reason I divide it this way, is because your PI can impact either in a
    particular manner. For example, the "Drunk Dad" ending is only related to the
    Videotape, and is not reflected in the Encounter. Likewise, the Hero Forever
    ending is only reflected in the Encounter; not the Videotape.
    
    
    +------------------+-------+
    | Encounter Ending | [V.1] |
    +------------------+-------+
    
      This is the cutscene that takes place in the therapy room. There are three
    different versions you can get. As these cutscenes do not have official titles
    anywhere, I've titled them as follows:
    
     - Broken
     - Bearer of Guilt
     - Hero Forever
     
    
    o+- Broken -+o
    
    How To Get It:
    
      Build up as much Family and Friendly PI as possible. Concentrate on finding 
    Cheryl, ignoring distractions like sex and alcohol. Answer questions as an 
    honest family man would.
    
    
    Major PI:
    
     - "True" to questions: 1, 3, 6, and 7
     - "False" to questions: 2 and 5
     - "No" to spending time with friends, over family
     - "Yes" to marriage can last
     - "No" to sex becoming stale
     - Avoid sexual and alcoholic PI
    
    
    Description:
    
      Harry kneels before Cheryl. They gaze at each other, unsure of how to say 
    goodbye. "You've been with me for so long..." she professes.
    
      Harry forces a smile and replies "I always will be."
      
      Cheryl closes her eyes and shakes her head in a final goodbye. The ice creeps
    up over Harry, sealing him in her memories forever.
    
    
    
    
    o+- Bearer of Guilt -+o
    
    How To Get It:
    
      Build up as much Unfriendly PI as possible. Don't make attempts to be
    friendly with anyone.
    
    
    Major PI:
    
     - "False" to questions: 1 and 3
     - "Yes" to being a private person
     - "Yes" for taking a while to be understood
     - DO NOT have the bull as the most guilty
     - "No" to staying together for kids
    
    
    Description:
    
      Harry stands before his daughter. He knows she can't forgive him. Nor does
    he want to be forgiven.
    
      Cheryl stands up and confronts her guilt. "Why did you have to die?" she asks,
    withholding her tears. "It wasn't my fault," she cries, "someone has to take the
    blame." Harry approaches her with open arms to try and comfort her. 
    
      She stops him, holding his hand away from her. They both feel cold to each 
    other.
    
      "Forget me." Harry whispers as he retracts away from his daughter. His body
    freezes as he steps back. His eyes frozen upon Cheryl, he crumbles to the
    floor...
    
    
    
    
    o+- Hero Forever -+o
    
    How To Get It:
    
      Build up any Fake PI that you can. Basically, you want to play off like you're
    not interested in the doctor's help, just saying whatever you need to in order
    to get through the therapy. Whenever you can, try to contradict yourself.
      
      
    Major PI:
    
     - Look away from the doctor while he's talking; stare at the lamp
     - Answer "False" or "No" to every question asked except to confirm completion
     - Put all the sleeping/dead photos on one side (doesn't matter which)
     - Don't adjust the guilt line
     - Pair two gay couples
     - Put all the abstract images on the non-sexual side
     - Let Harry drown in the car, as well as on the way to the lighthouse
     
    Description:
    
      "Dad..." Cheryl whispers. Harry kneels down before her. "You are a hero." She
    smiles, happier with a father she loves than the truth. "The man who died ...
    that wasn't my father." She pauses, taking a breath. Her eyes begin to water. 
    "That isn't who I remember. Those memories are all I have. You're all I have."
    
      He turns from her. "I'm not even a ghost..." he whispers.
    
      Cheryl shakes her head, unable to bear losing him. She wraps her arms around
    him tightly, tears streaming down her face. They hold each other closely. For
    once, Cheryl feels warm...
    
    
    
    
    +------------------+-------+
    | Videotape Ending | [V.2] |
    +------------------+-------+
    
      This is the series of clips shown immediately after the Encounter Ending.
    They're all presented as part of a home-made videotape. There are four
    variations, which are titled as follows:
    
     - Love Lost
     - Sleaze and Sirens
     - Wicked and Weak
     - Drunk Dad
     
     
    o+- Love Lost -+o
    
    How To Get It:
    
      Same criteria as Broken. Build up as much Family and Friendly PI as 
    possible. Act as a genuine family man; focused on what's important.
      
      
    Major PI:
    
     - "True" to questions: 1, 3, 6, and 7
     - "False" to questions: 2 and 5
     - "No" to spending time with friends, over family
     - "Yes" to marriage can last
     - "No" to sex becoming stale
     - Avoid sexual and alcoholic PI
     
    
    Description:
    
      Harry places his suitcase on the ground and turns to his wife. So many words
    come to mind, but he says nothing. He just stares at the woman standing before
    him.
    
      "You be careful?" Dahlia softly requests.
      
      "Sure." Harry nods lightly, not concerned about safety for the moment.
      
      "Harry..." Dahlia tries to explain. Harry holds up his hand.
      
      "We've said enough. Let's just..." he turns and notices Cheryl recording the
    farewell. "Sweetie, don't film this." This is not a memory he wishes to keep. He
    approaches Cheryl and kneels before her. "You know this has nothing to do with
    you, right?" Dahlia crosses her arms and listens from the background.
    
      "Even though mom and dad don't love each other anymore, we both love you. And
    we always will." He places his hand on top of the camera, "now come on." 
    
      Cheryl lowers the camera and turns it off.
      
      
      
      
      
      
    o+- Sleaze and Sirens -+o
    
    How To Get It:
    
      Gain as much Sexual PI as possible. This is easy, since all you have to do is
    stare at every sexual thing you come across.
      
      
    Major PI:
    
     - Get a good look at every sexual poster you find
     - Stare at women's chests/behinds while around them
     - "True" to question 5
     - "False" to questions: 3 and 7
     - "Yes" to preferring friends over family
     - "Yes" to being a slut
     - "No" to being a virgin
     - Include Sex Ed in classes of choice
     - Watch Lisa change
     - "No" to marriage really lasting
     - All abstract images classed as sexual
     
    
    Description:
    
      "Action," Harry calls from the bed, "come on in girls. Introduce yourselves!"
      
      Michelle bows before the camera. "I'm Michelle and I'm Midwich High's prom 
    queen." She turns and sits at Harry's side, wrapping her arm behind him.
      
      "And our next star..." Harry summons.
      
      Lisa giggles as she enter's the camera's view. "I'm Lisa; I'm a nurse."
      
      Lisa hurries over to Harry's other side. "And I'm Harry Mason; famous author
    and seducer of prom queens and nurses."
    
      "Can we be in your next book?" Michelle innocently requests.
      
      "Sure." He complies.
      
      "Can you dedicate it to us?" Lisa asks, placing her hand on his chest.
      
      "Nope," Harry declines, "dedications are always to my wife and daughter. It's
    only fair." They join each other in laughter before falling back on the bed.
      
      
      
      
      
      
    o+- Wicked and Weak -+o
    
    How To Get It:
    
      Gain lots of Unfriendly PI and act like you hate everything. Having the tan
    coat outfit is a good indicator that you're on your way to this ending.
      
      
    Major PI:
    
     - "False" to questions: 1 and 3
     - "Yes" to being a private person, and taking a while to be understood
     - "No" to preferring friends over family
     - "Yes" to being a bully and slacker
     - All sleeping photos on "Dead" side
     - Watch Lisa change - She'll be angry
     - Give Lisa the wrong pills
     - Place Celestine, the princess, as most guilty
     - All abstract images non-sexual
     
    
    Description:
    
      Cheryl walks down the dark hall, playing with her video camera. She heads
    towards her parents' bedroom to show them, when she realizes that they're
    fighting. Again...
    
      "You piece of shit!" Dahlia screams at Harry, "When're you gonna bring in some
    real money?" She slaps him.
    
      Harry raises his hand to his face. He says nothing. Nothing will satisfy this
    demon of rage.
    
      "You think your crap is Shakespeare? Your piece of shit novels... no one even
    reads them!" She strikes him again in fury. Harry collapses to the floor. He yet
    remains silent.
    
      "Be a man!" Dahlia screams "Come on! Fight back!" Harry does nothing. Dahlia
    towers over him, glaring down at the weak man before her. "You're pathetic... 
    to think that I used to hang off your every word.... to this waste of space!" 
    She strikes him again.
    
      Harry's glasses clack against the wooden floor. He bends over and picks them 
    up, slowly returning them to his face. He notices Cheryl with her camera. For
    a moment he looks at her, ashamed of himself. He remains silent.
      
      
      
      
      
      
    o+- Drunk Dad -+o
    
    How To Get It:
    
      Easy, just stare at any alcohol you find and answer the questions that
    obviously are attributed to being an alcoholic. It doesn't take much 
    Alcoholic PI to get this.
    
      By the time you get to the first encounter with Michelle, you've likely
    already built enough Alcoholic PI to get the ending.
    
    Major PI:
    
     - "True" to question 2
     - Stare at all the Alcoholic PI you find (there isn't much anyway)
     - "Yes" to being a drunk
     - Stare at the doctor's collection of booze
     
    
    Description:
    
      It's late at night. Harry approaches the front porch, beer bottle in hand. 
        
      "The hell you filmin' me for? Am I supposed to dance for ya?" In a mockery, 
    Harry waves his arms around and pretends to dance, before collapsing to the
    porch floor in a drunken stupor. His beer spills on the ground.
      
      "Be a good girl for daddy and go get him another drink will ya?" Cheryl stares
    at her fallen father. "Now! Get me a damn beer!" He demands. He sits up and
    looks at the bottle in his hand. "No wonder I drink with a family like this."
        
    
    
    +------------+-------+
    | UFO Ending | [V.3] |
    +------------+-------+
    
      This is the usual joke ending. In this case, you have to call a number
    advertised on a billboard and then take photographs of UFOs all over the town.
    If you miss even one, you forfeit the ending.
    
      This ending is only available on a New Game+, which is the same for the others
    in the series, except for Homecoming and SH4 (which doesn't have a UFO ending
    at all. As soon as you are able to use the phone (just after meeting Cybil) you
    can call the phone number to get started. The number you need to call is
    555-3825.
    
      Throughout the walkthrough section, I've noted each of the UFOs' location, but
    here's a list of them anyway.
    
      
    1 - III.1 Streets - Under a street light in the alley near the playground. It's 
    big and obvious enough that you can't miss it.
    
    2 - III.3 Forest Path - Through a hole in the fishing lodge roof
    
    3 - III.3 Hunter's Cabin - On top of a barrel out back of the hunter's cabin
    
    4 - III.5 Football Field - Between goal posts. Big. Can't miss it
    
    5 - III.5 Cathouse - On roof, where you jump between the Cathouse and Wonderland
    
    6 - III.5 Courtyard - In courtyard, above statue in the middle
    
    7 - III.5 Hall to Gym - In a tree on the west side of the path; near the wall
    
    8 - III.8 Nurse In Distress - On the road; look down on from the mall entrance
    
    9 - III.9 family Pet - Inside a fish tank. Easy to spot with your light off
    
    10 - III.9 Green Lion Pawn Shop - On top of a shelf in the pawn shop
    
    11 - III.11 Sewer Access - Through some bars in the sewer. Just before the exit
    
    12 - III.12 Docks - At the end of the dock to your left as you jump the fence.
    
    13 - III.12 The Lighthouse - In the water off the northern coast from the
    pier that the lighthouse is on.
    
    
    
    o+--=====================================================================--+o
     +                                   Puzzles                               +
    o+--===============================-----------===========================--+o
                                       \  [VI]  /
                                        --------
    
    +-----------+--------+
    | Music Box | [VI.1] |
    +-----------+--------+
    
      The message you receive from the echo in the same room is your hint to
    solving the puzzle. The solution has always been the same for me, so I 
    guess it's not actually critical to listen to the message or even get the
    echo, but the static is annoying anyway.
    
      When you listen to the message, there will be a part that plays the tune.
    The tune also has animal sounds associated with it, and the keyboard has
    colors associated with it. So any of these instructions should help you:
    
    Green - Pink - Yellow - Yellow - Blue
    Duck - Owl - Parrot - Parrot - Chicken
    Quack - Hoot - Squawk - Squawk - Cluck
    A# - G - A - A - D (for those who are musically inclined)
    
    
    +---------+--------+
    | Shadows | [VI.2] |
    +---------+--------+
    
    Quick Solution: Call 555-8465
    
      The idea is to arrange the objects to create a phone number. Although 
    the solution is always the same, to solve it, you want to pick up the 
    two sculptures on the left and place them so their shadows vaguely form 
    an 8. The next sculpture doesn't need to be moved, it's a 4. The next 
    two swan sculptures, when placed together resemble a 6. Finally, turn 
    the pipe and clamp as far as they go to the right. This forms a 5. This
    forms the 7-digit phone number to call.
      
      
    +-------------+--------+
    | Planetarium | [VI.3] |
    +-------------+--------+
    
    Quick Solution: Call 555-2327
    
      Walk down the aisle to the right from the door. There's an echo coming 
    from one of the seats. Listen to the message, it's an instructor who 
    mentions the Little Bear (Ursa Minor) constellation. This is your hint 
    that you need to look at this constellation.
    
      Go to the desk and hit the lower button to turn on the machine. Then go 
    to the projector and rotate it until you find the right constellation. If 
    you're not familiar with it, there's a picture on the wall you can check. 
    The Ursa Minor constellation will also have the brightest star.
    
      Once you have Ursa Minor in your view, go back to the desk and press 
    the upper button. It'll light up the constellations and also a message. 
    The message says to call 555-2327. Once you do, the door to proceed 
    will unlock.
      
    +-------------+--------+
    | Gym Keycode | [VI.4] |
    +-------------+--------+
    
    Quick Solution: The keycode is: 1031
    
      On the keypad next to the door is a number, 1053. Inside locker 1053
    is a photo with the keycode on the backs of two football players. One
    is 10 and the other is 31. This is the keycode.
    
    
    +-------------+--------+
    | PC Password | [VI.5] |
    +-------------+--------+
    
      Even if you know the answer, you have to use the forgotten 
    password tool. Click on the "forgotten password" link. This will
    prompt you with three random questions of the following. The answers
    are all found somewhere in the office.
    
    **Note: The "-" button is a hotkey for backspace here.
    
    Wasted three years of my life in order major in?
     - "Geology"
     - Diploma on wall behind computer desk
     
    I said goodbye to bachelorhood, freedom and happiness, where?
     - "Hawaii"
     - Framed photo on shelf behind the computer desk
     
    The greatest baseball team, without question?
     - "Shiners"
     - Hat on chair in front of desk
     
    My only true (four-legged) friend?
     - "Nicky"
     - Collar hanging on the coat-hanger across from the computer
     
    My star sign even though I don't believe any of that?
     - "Scorpio"
     - Astrology poster behind secretary's desk
     - Birthday posted on calendar near secretary's desk
     
    The king of sports, a man's game of squash?
     - "Racquetball"
     - Trophy mounted on wall
     
    My bitch of an ex-wife's name?
     - "Valerie"
     - Call number from post-it on secretary's computer (555-9433)
     
    What is the name of my wayward, waste-of-space son?
     - "Otto"
     - Signed drawing on floor near computer desk
     
    Probably the best Shakespeare comedy?
     - "Twelfth Night"
     - Book found in bookcase in corner of office, across from computer
     
     
     After you answer the questions, the password will be set to "sunday45" 
    which you can now use to unlock the computer.
    
    
    +----------------+--------+
    | Bridge Control | [VI.6] |
    +----------------+--------+
    
      Use the controls and read the following before hitting the red button. A 
    light will come on and you need to pull the associated lever. The lights are 
    as follows:
    
     - Green: Nothing; just wait a moment
     - Blue: Middle lever
     - Red: Left lever
     - Yellow: Right lever
     
      Once you've followed four correct sequences, the bridge will start to move.
      
    +---------------+--------+
    | Radio Request | [VI.7] |
    +---------------+--------+
    
    Quick Solution: 555-8814 for "Daddy's Girl"
    
      Zoom in on the radio (B) and grab the knob (B+A) and turn it to about 102. 
    The DJ will loop, talking about calling in to request a song. The song you 
    want to request is Daddy's Girl (4). So dial 555-8814.
    
      After calling, you just wait a moment for the song to come on and then the
    ice on the door will melt away. You can han gup the phone as soon as your call
    gets connected; you don't have to listen to the DJ recording on your phone.
    
    +-----------------+--------+
    | Gumball Machine | [VI.8] |
    +-----------------+--------+
    
    Quick Solution: Purple, pink, red, yellow
    
      As the voicemail vaguely suggests, the colors the girl likes are the colors
    of the cartoon bird's beak. To change the color of the current gumball, grab
    the sphere and shake it. You don't have to get the colors in any order, just
    as long as you get each of them.
    
      The colors you want are: purple, pink, red, and yellow. Try not to mistake the
    black for purple. This puzzle confuses everybody their first time, so don't
    feel bad if you didn't catch on right away.
    
    
    +------------------+--------+
    | Celebration Time | [VI.9] |
    +------------------+--------+
    
    Quick Solution: The code is 2050
    
      Listen to the message. There will be two sound clips played. What
    you have to do is find the cards in the store that play those sounds. 
    
      The first card is for a 20th anniversary. The second card is for a
    50th birthday. Note the numbers: 20 and 50. Punch those in the keypad
    and head through the door.
    
    
    
    o+--=====================================================================--+o
     +                                  Mementos                               +
    o+--===============================-----------===========================--+o
                                       \  [VII]  /
                                        ---------
    
    A Winter Beacon - From III.1 Playground
     - Snow globe containing lighthouse and girl
     - Found in a cupboard behind the counter in Diner 52
     - Alternatively, found in a dartboard in the Good Old Days bar
     - Psalm on bottom
     - $9.93
    
    
    Hidden Fire - From III.2 Car Ride
     - In the glove compartment of Cybil's cruiser
     - Pack of cigarettes
     - This isn't Metal Gear Solid; no smoking allowed
    
    
    Frozen Waters - From III.3 Forest Path
     - In a box by the water tower in the forest
     - It's a marble?
     - When you're coming out of the first cabin, follow the path until you
       see the water tower to your left
    ***EASY TO MISS***
    
    
    A Moveable Feast - From III.3 Hunter's Cabin
     - In a cupboard in the bedroom of the hunter's cabin
     - Knife
     - "All stories end in Death" imprinted in the handle
     - Examining it will not influence an In Water ending
     
     
    A Broken Ward - From III.3 Hunter's Cabin
     - A broken flshlight
     - Found in a drawer in the second room of the cabin from entering through the
       side door
     
    
    Pinned Beauty - From III.4 Post-Nightmare
     - In the trunk of the car by the outlook
     - Xerces Blue; an extinct species of butterfly
    
    
    Suffocated Forever - From III.5 Cathouse
     - In the heart-shaped jewelry box
     - On the table in the second-floor hall of the burlesque house
     - It's one of those insect-in-a-stone things
    
    
    My Plastic Perfect Girl - From III.5 Wonderland
     - In the fridge, in the kitchen of the Wonderland burger joint
     - A barbie doll
     - "Teenie" written on back
     - Reminds me of Dexter...
     
    
    Heavenly Protection - From III.5 School Pt.1
     - In a locked cupboard in the "B" section of the school
     - Token with Saint Christopher imprint
     - Found shortly after the nailed window
     
    
    A Frigid Jewel - From III.5 School Pt.2
     - Inside a frog that you cut open
     - Emerald ring
     - Found in the classroom just before planetarium/art studio
    ***EASY TO MISS***
    
    
    An Eternal Rose - From III.5 Hall to Gym
     - A glass orb with a rose inside
     - Found inside a locker in the hall just before the gym
     - "Eternal Love" printed in gold
     
     
    Infinite Jest - From III.8 Time With Lisa
     - Inside a music box on the vanity in Lisa's bathroom
     - Ugly green ring with skull and crossbones
     - "Ophelia" written on inside of band
     
     
    Synthetic Femur - From III.8 Warehouse
     - Inside a photocopier in the warehouse office
     - Dog toy
     - "Not real bone"
     
     
    Memories Undeveloped - From III.9 Family Pet
     - Inside a hamster cage in the "Family Pet" store
     - Film canister for color prints
     - Symbolism for memories that never happened...
     
     
    My Flyind lizard - From III.9 Toy Store
     - Found inside the safe
     - Stuffed dinosaur
     - "Lost World Terry" on tag
     
     
    The Modern Prometheus - From III.9 Cinereal Movie Theater
     - Collected from a toy machine
     - Frankenstein doll
     
     
    We Ouroboros - From III.9 Green Lion Pawnshop
     - Ring resembling a pair of snakes eating themselves
     - Found in a box behind the register
     - "Love is a hungry drug" written on inside of band
     
     
    Poetry as Precise as Geometry - From III.11 Car Ride
     - A fancy pen
     - In the glove compartment of John's car
     - "Everything one invents is true"
     
     
    A Happy Bond - From III.11 Sewer Access
     - Homemade bracelet
     - Found by making a dying fish vomit
     - "Sweetie"
     
    Memories Untaken - From III.11 Lighthouse Cove
     - Pink camera
     - In box of cigars held by indian statue
     - "Capture the Fun! Memories to keep forever!"
     
    A Beacon, a Key - From III.11 Lighthouse Cove
     - Key ring?
     - Found in a display case in the souvenir store
     - You practically can't miss this one
     
    Your Diamond Heart - From III.11 Lighthouse Cove
     - Green engagement ring
     - Outside Annie's Bar, aim the telescope at the lighthouse
     - "Journeys end in lovers meeting"
    ***EASY TO MISS***
     
    The Dragon - From III.12 Outside Entrance
     - A stuffed dragon toy
     - Found inside a box just outside the amusement park entrance
     - "Myths & Legends at Lakeside"
     
    Eve - From III.12 Park Entrance
     - Pendant with picture of Dahlie
     - Won from slot machine
     - "True Happiness"
     
    Adam - From II.12 The Lighthouse
     - Other side of the pendant, with a picture of Harry
     - Found in the head of a statue in the lobby of the lighthouse
     - "Never Forget"
     
     
    o+--=====================================================================--+o
     +                                   Ghosts                                +
    o+--==============================------------===========================--+o
                                      \  [VIII]  /
                                       ----------
    
    Swingset - From III.1 Playground
     - Found in the playground with the key cans "puzzle"
     - Having tutorials on will notify you of this
     - Appears to be Cheryl on a swing
    
    
    Drowning Boy - From III.3 Forest Path
     - Found in the tunnel access in the forest
     - In the same area as the ladder, look for a pipe you can climb over
     - At the end of the tunnel behind the pipe, the ghost is behind the bars
    
    
    Hanging Deer - From III.3 Hunter's Cabin
     - In one of the rooms of the hunter's cabin
     - It's hanging over a table near the door, and an interactive cupboard
    ***EASY TO MISS***
    
    
    Hot and Bothered - From III.4 Post-Nightmare
     - Sitting in the open passenger's seat of the car at the outlook
     - Pretty hard to miss
    
    Almost Had It - From III.5 Cathouse
     - Sitting on the couch next to the stairs in the lobby of the burlesque
    house - Cathouse AKA Honey Trap
    
    
    Choker - From III.5 School Pt.1
     - Hanging from the coat rack in the "B" section of the school
     - Found shortly after the nailed window
     
    
    Not Her Fault - From III.9 Cinereal Movie Theater
     - Sitting on bench just outside the theater
     - Bench has mop/cones/etc around it
     ***EASY TO MISS***
    
     
    Dead Dog - From III.9 Streets Outside toluca Mall
     - On the ground behind a car near the intersection
     - Found shortly after exiting the movie theater
     
     
    Dragon Slayer - From III.12 Park Entrance
     - It's the big board thing where you stand behind it and put your face
       through the hole
     - Once inside the park, it's to your left
    
    
    
    o+--=====================================================================--+o
     +                               Echo Messages                             +
    o+--==============================-----------============================--+o
                                      \  [VIV]  /
                                       ---------
    
      For your convenience, these are organized to refer to the walkthrough 
    portion of this document. The search code is the same of the walkthrough
    section containing the listed echo messages.
    
      Echo messages not in this list are essential to progressing the game.
    
    III.1
     - TV in "Clear Picture"
     - Dress display in "Theresa's"
    
    III.3
     - Phone box on outside of cabin
     - Wreath pinned to a tree near the water tower in the forest
     - Sleeping bag near the ladder to the tunnel access in the forest
     - Skull pinned to a tree near the bridge where Cybil calls, in the forest
    
    III.5
     - Trash on table in the Wonderland dining room
     - Apron and hat in Wonderland kitchen
     - Car behind Wonderland burger joint; near the nailed window
     - In the first hall with lockers you find in the school
     - On a table in the courtyard (just above "School" on the map)
     - On a seat in the planetarium
     - Poster in hall before gym (keypad locked)
     - Balloons just outside gym doors
     
    III.9
     - On garbage can near "Pageturners" in mall
     - Dog cage in "Family Pet" store
     - Ball on a bench near the Tookie statue
     - On top of a garbage can in the back hallway with the evidence locker
    
    III.11
     - Map on hood of car; area just after exiting the sewer access
     
     
     
     
    o+--=====================================================================--+o
     +                               Phone Numbers                             +
    o+--==============================-----------============================--+o
                                      \  [VV]  /
                                       --------
                        
    
    SH Customer Service Center	311
    Information			411
    Emergency Services		911
    Alchemilla Hospital		555-9400
    Alchemilla Radio		555-881* (* = 0-9)
    Bedrock Security		555-0207
    Bodkin Insurance		555-3800
    Brodie Insurance		555-3900
    Brookhaven Hospital		555-9300
    Cathouse/Honey Trap/Lotus	555-5477
    Cine-Fone			555-3663
    Conservation Police		555-5253
    
    County Weather Service		555-7659
    Cybil 				555-2925
    Dahlia 				555-7399
    Dahlia / Simmons Street Home	555-8632
    Dept. of Natural Resources 	555-3474
    Dixon Bridge Maintenance	555-3411
    Home / Cheryl			555-4663
    How Am I Driving		555-7243
    Join Tookie			555-8665
    Konami Customer Support Line	220-8330
    
    Lakeside Amusement Park		555-3253
    Lakeview Hotel 			555-2502
    Lisa 				555-3323
    Lost Children			555-5678
    Michelle 			555-3587
    Midwich High Info		555-5122
    Mr. Gordon 			555-5464
    Nightingale Apts.	 	555-4139
    Police Department		555-6358
    Riverside Motel 		555-4340
    
    School Magazine 		555-7857
    Southside Salvage		555-2212
    State Forestry Dept		555-8733
    State Water and Sewer Authority	555-7669
    TALK (Suicide Line)		555-8255
    Tammy				555-7588
    Toluca Mall			555-6255
    Towing Service			555-0719
    Toy Car Recall 			555-7325
    United Fruitcake Outlet (UFO)	555-3825
    
    Valerie (Principal's Ex)	555-9433
    Waitress Wanted 		555-6649
    Water Tours			555-2628
    Wonderland Burger Joint		555-6328
    
    
    
    o+--=====================================================================--+o
     +                                   Legal                                 +
    o+--==============================-----------============================--+o
                                      \  [VIV]  /
                                       ---------
    
      The only websites at this time with permission to use or refernce  this 
    walkthrough are as follows:
    
     - Gamefaqs.com
     - Neoseeker.com
     - Supercheats.com
     - Silenthillmemories.net
     
      The following users have been permitted to translate this walkthrough:
      
     - Metal Riffs
     - Sergey
     - Ruf_Gekko
    
    Copyright 2011 (Kellexx)
    
    
    Silent Hill: Shattered Memories
    Copyright 2009 Konami Digital Entertainment