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    Walkthrough by sophialeigh

    Version: 1.37 | Updated: 07/29/11 | Search Guide | Bookmark Guide

    Silent Hill: Homecoming
    Platform: Xbox 360, Playstation 3, PC
    Developer: Konami, Double Helix (2008)
    Genre: Survival/Psychological Horror
    Rating: M (Blood and Gore, Intense Violence, Language, Sexual Themes)
    Author: Georgi Samaras
    E-mail: SophiaLee04@yahoo.com
    Version: 1.37
    Last Updated: July 27, 2011
       Introduction ...................................................... [idn]
       Controls .......................................................... [cnl]
       Survival .......................................................... [srv]
       Combat ............................................................ [cbt]
       Weapons ........................................................... [wpn]
       Monsters .......................................................... [mns]
         Nightmare: Alchemilla Mental Hospital ........................... [ntm]
         Shepherd's Glen: the Shepherd Family Home ....................... [sg1]
         Missing Persons: Rose Heights Cemetery and the Junkyard ......... [msp]
         Hotel: Silent Hill's Grand Hotel ................................ [hte]
         Sheriff's Station: Escape the S.G.P.D. .......................... [shs]
         Sewers: Shepherd's Glen's Underground ........................... [swr]
         Hell Descent: Dr. Fitch's Office ................................ [hld]
         Shepherd's Glen: Town Hall, Rose Heights, and Home .............. [sg2]
         The Attic: the Pain of the Shepherds ............................ [aic]
         Dark Times: the Streets of Silent Hill .......................... [dkt]
         Prison: Saving Wheeler and Elle ................................. [prs]
         Church: the Face of the Cult .................................... [chc]
         Underground: Revealing the Truth ................................ [ugd]
       Extras ............................................................ [xta]
       Memos and Documents ............................................... [mmo]
       Achievements ...................................................... [acv]
       Trivia ............................................................ [tvi]
       Miscellaneous ..................................................... [msc]
    To make getting around the guide easier, I've implemented a keyword search
    feature.  Just copy and paste the three-letter keyword (complete with the
    brackets) of the section you want into your browser's Find feature (Ctrl+F)
    and it should take you where you want to go.
    Introduction                                                              [idn]
    Recently discharged from military service after a stint in a hospital, Alex
    Shepherd heads home to the little New England town of Shepherd's Glen.
    Recently, he has been plagued by nightmares concerning his brother, Josh, and
    he heads back home for fear of his brother's safety.  What awaits him is a
    catatonic mother, no sign of his father or brother, and a small town wrapped in
    fog accented with "Missing Persons" posters.  With thoughts only of Josh's
    well-being, Alex heads out to find the truth behind the happenings at
    Shepherd's Glen.
    Silent Hill: Homecoming is the second game to be made after the franchise
    passed hands from Team Silent.  Though much more combat oriented than the other
    games, this installment does not skimp on the impressive locales, psychology-
    laden plot elements, or absolutely amazing sound design thanks to the one and
    only Akira Yamaoka.  As always, this guide is here to get you through the game
    in one piece and get you every achievement, as well as throw some extra stuff
    your way because we all know that Silent Hill games are not just games.  This
    was written using the Xbox 360 version, so I cannot vouch for PS3 or PC
    players, though the gameplay is very similar from what I hear.
    As I have played this game several times before writing this guide, I can no
    longer tell the difference between an outright spoiler and a nudge to get you
    to think in the right direction.  I tried to leave theory and plot spoilers out
    of this document, but sometimes it just can't be helped.  The walkthrough
    itself is fairly safe, but beware of the Extras, Memos, Achievements, and
    Trivia sections as they will spill a lot of the beans.
    Controls                                                                  [cnl]
    left analog stick:
      • controls movement in a 3D scheme, meaning tilting the left stick right
        results in a right strafe, not in Alex facing right
      • tilt slightly to walk
      • navigate menu
      • move/select pieces for certain puzzles
    right analog stick:
      • move camera
      • select pieces for certain puzzles
      • push in the right stick (R3) for a first person view, to examine objects in
        your inventory, or to zoom in on the map
      • rotate objects in inventory
      • change targets (in combat stance)
    d-pad up:
      • toggle flashlight
    d-pad left/right:
      • toggle weapons
    left bumper:
      • open inventory wheel
    right bumper:
      • open weapon wheel
    left trigger:
      • combat stance
    right trigger:
      • shoot firearm (in combat stance)
      • use health drink in item inventory
      • finishing move
      • used randomly in grapples and conversation
      • heavy attack (in combat stance)
      • reload firearm (in combat stance)
      • view objectives (in map screen)
      • toggle flashlight (in weapons screen)
      • rolling dodge (+ left analog stick)
      • used randomly in grapples
      • quick recover when knocked down
      • ducking dodge (+ left analog stick in combat stance)
      • bring up map
      • use first aid kit in item inventory
      • used randomly in conversation
      • toggle radio (in weapons screen)
      • fast attack
      • examine/interact
      • used randomly in grapples and conversation
      • double tap in front of a door to burst through
    Survival                                                                  [srv]
    Along with the old Silent Hill elements, Silent Hill: Homecoming presents us
    with some new survival techniques, revamped inventory screens, and more chances
    to use the environment to our advantage.  Here, I'll try and hit on the most
    important stuff to know to get around safely.
                    Inventory Screens
       There are two inventory screens.  The left bumper brings up your items and
       the right bumper is for your weapons.  Alex's health meter is visible on
       both: it is the red mark on the left.  Your items screen is where you go to
       access any key items (such as keys or puzzle elements) or healing items you
       will need.  Health drinks and first aid kits are automatically placed on hot
       buttons.  Press X to use a health drink and Y for a first aid kit.
       The weapons ring is the storehouse for your melee and ranged arsenal.  Note
       that for firearms, the only ammunition Alex can carry is what the gun clip
       will hold.  For example, your first pistol can't hold more than 18 shots in
       Normal mode, so don't feel the need to completely hoard your ammo.  Also
       note that newer, stronger weapons will replace the old ones.  For example,
       the crowbar will take over the steel pipe's duties when you find it.  The
       two hot buttons for this screen, X and Y, toggle the flashlight and radio,
                     Healing Items
       Alex's health meter is the red mark on the left side of either inventory
       screen and will also appear if he takes damage.  If it is depleted, your
       game is over.  Once dead, you have the option to start over from a continue
       point instead of being forced to reload a saved game.  This is still a pain,
       so you should always use healing items to stay in the red.  There are three
       kinds of restoratives for Alex: health drinks, first aid kits, and serum.
       Health drinks restore about 50% of your health; first aid kits restore about
       75%; and serum will fully heal Alex as well as increase the size of his
       health gauge.
       Never, ever squander healing supplies, especially if you are not doing well
       when fighting.  Topping off your gauge with a health drink when you've only
       lost maybe a fourth of it or using a serum when you are already at full
       health is a good way to screw yourself over later in the game.  Jack has
       written in saying with certainty that there are 35 health drinks in the game
       and around 15 first aid kits.  Use 'em wisely.
                  Flashlight and Radio
       A staple in the Silent Hill series, the flashlight and radio are almost
       always on hand.  The radio emits white noise when monsters are nearby.  They
       cannot hear the radio and use it to detect where you are, so there is never
       a need to turn it off.  Alex is the first Silent Hill protagonist to have a
       fully functional radio, so he will use it to keep in contact with others,
       but you, the player, will only use it as a monster detector.
       The flashlight is a double-edged sword.  You can see much better with it,
       but so can the monsters.  Leaving your flashlight on will attract any
       creatures in the area, so turn it off when the radio goes off.  You can't
       play at the stealth game if you broadcast your position.  However, there are
       some times when you absolutely need the light, regardless of enemies: some
       areas of this game are pitch dark.
       Alex's journal is accessed by pressing the start button, where you can go to
       change your game options and exit to the title screen and all that.
       Whatever Alex finds that seems even remotely important will be stored here,
       like puzzle clues, photos, and drawings.  This is basically the memo feature
       from past games, except that Alex will not keep every single little scrap of
       info he finds.
       A journal icon will appear in the upper left hand corner of the screen when
       something is added to the journal, a new objective is acquired, or a current
       objective is completed.
               Environment and Interaction
       Something new for Homecoming is environmental interaction on a much wider
       scale.  Depending on what weapon Alex is holding, you can cut open thin
       sheets blocking paths, knock down walls, or pry open doors.  You can also
       jump across holes (instead of falling down them for a change) and climb up
       small ledges.  If you reach a dead end, look around: there may be a hole in
       the wall or ledge you can use.  If you are being chased by something and
       don't want to fight, flee through a crawlspace or jump over a hole to get
       breathing room.  Enemies cannot follow you except through open doors, but
       they will wait for you outside a hole or crawlspace.
       Interaction that is important is usually prompted by a button command using
       A, but some interaction is not.  Pushing A while in front of an object (any
       ole object) will usually get Alex to examine it and comment on it.  Things
       like puzzle clues are usually hidden on something along the lines of a
       plaque on a wall or memo near the puzzle in question, so if you ever get
       stuck, just look around.  What Alex says can be extremely insightful, and he
       is on par with Heather from Silent Hill 3 on the amount that he has to say
       (that is, he says A LOT).
       Watch Alex's head when looking for things to examine.  He will turn to look
       at anything that interests him.  This may be seemingly useless stuff, but he
       also looks at key items and pick-ups.  Humor him and examine everything he
       looks at because it just might be important.  If you can't tell what he's
       looking at, press in the right analog stick to enter first person view.  The
       camera will automatically center itself on whatever he is staring at.
       Along with the environment, you can interact with others you meet.  When
       talking to someone, you may get to choose what Alex says.  There are only
       three instances when what you say or do will have serious consequences, and
       these are towards the end of the game and are extremely obvious.  Every
       other conversation is just there for you to get information.  Choosing one
       prompt over another will change what Alex talks about, but nothing serious
       is lost or gained from small talk.
       Another Silent Hill staple, the map is your best friend; the walkthrough
       portion of this guide is going to be referencing the map whenever possible.
       There is one for almost every area in the game, and they will make the
       exploration process a lot easier.  Alex will automatically mark things like
       save points, locked/jammed doors, puzzles, and destinations in red.  Your
       current position and facing direction are indicated with a blue arrow.  Alex
       will also note his current objectives on the map screen (viewable by
       pressing X).
                Save and Continue Points
       Save points are marked with a glowing red symbol consisting of a large red
       circle encompassing three smaller circles.  You can't miss them: the game's
       dark environments make their red glow unmistakable.  As always, it is a good
       idea to save often.
       Homecoming uses a continue point feature, meaning that if you die, you will
       not be forced to start over using your last saved game.  Instead, you will
       restart at a certain point before you died, usually before a major event or
       right after a cutscene.
    Combat                                                                    [cbt]
    To veteran Silent Hillers and newcomers alike, one thing is clear: compared to
    the previous games, this one is unforgiving at first when it comes to fighting
    if you are not prepared.  Alex is a soldier, so he can fight just fine;
    however, so can the monsters.  Make sure you take the time to get the hang of
    fighting because you can't always master the art of running away.
                Combat Stance and Attacks
       To get ready to fight, hold in the left trigger to enter combat stance.  If
       there is an enemy nearby, Alex will focus on it and keep it in his sights.
       While in readiness, you can perform a fast attack with A, a heavy attack to
       stun enemies with X, or perform a dodge with B.  If holding a firearm, use
       the right analog stick to aim (Alex will not auto-aim with a gun) and the
       right trigger to shoot.  You can also perform a close range melee attack
       with the butt of your gun.
       Light attacks with A are simple slashes or swings with a weapon and will not
       really stun enemies, but successive rapid light attacks will disrupt them.
       Heavy attacks are what cause foes to skip a beat, and they can be charged by
       holding down X.  Combos are performed by chaining light attacks and can end
       with a heavy attack.  By the time your foe recovers from the last strike,
       you can feel free to go in with another chain of light attacks.  Heavier and
       tougher foes will withstand your combos, so you need to perform dodges as
       needed in-between.  One of the best combo patterns is two light attacks and
       a heavy attack (A, A, X).  Most of the time, this will knock your foe to the
       floor and you can whale on them mercilessly, most likely stunning them.
       A stunned enemy will stand in place and looked literally dazed.  This is
       when you must drop everything, run up to them, and hit X for a finishing
       move.  These are absolutely brutal and are different for each weapon and
       enemy.  (Makes you wonder where Alex learned to fight; what do they teach
       those boys in the military?)  Bosses can only be killed with finishing
       moves, so watch for the prompt.
            Dodging, Blocking, and Countering
       Master this or pay the price.  You can perform several different types of
       dodges.  The first kind is when you are not in combat stance or are far away
       from an enemy.  Pressing B while pushing the left stick in any direction
       will make Alex perform a diving roll.  This is great in that it covers a
       greater distance than the other dodges and helps out against wide range
       The other kinds of dodges are performed in combat stance.  These are simple
       ducking motions and sidesteps.  Use these when in close range combat.
       Enemies attack in many different directions, so hang back a bit, watch their
       attack patterns, and learn in which direction is the best to dodge.  Do not
       dodge until you see your enemy launch an attack!  If you dodge too early,
       they will follow your motions and attack you while you are in the process of
       dodging, totally defeating the purpose.  Monsters are not shy about telling
       you when they're going to attack; be smart and wait for the signals.  A
       stare down is safer than rushing in and pushing your luck.
       It is possible to block an enemy attack.  It requires good timing but can
       also be done by accident or pure luck (which is how I usually pull it off).
       If you press B at the same time an enemy is about to hit Alex, he will hold
       up his weapon and block it.  It causes both you and the enemy to skip a beat
       or get thrown off a little, but it's better than the alternative.
       If you successfully dodge an attack, Alex will counterattack if you hit A or
       X.  All this is is a special move with your weapon that knocks enemies back,
       but it also puts you in position to go in with a combo or charge a heavy
       If you don't do well at dodging and find yourself knocked to the ground,
       press B right as Alex hits the ground, and he will quickly get back up.  If
       you don't get up quickly, you are susceptible to more enemy attacks while on
       the ground.
       Enemies can grab Alex and cause him major damage or instantly kill him if he
       does not break free.  To grapple with an enemy who's got you in their
       clutches, wait until a button prompt appears in the upper right hand corner
       of the screen and then mash it for dear life.  If successful, Alex will
       retaliate and knock the enemy away.  Avoiding grapple attacks in the first
       place is actually pretty easy since enemies make a big scene before a
       grapple move.  If you dodge, they are left extremely open and are just
       asking to be counterattacked.
       When you are required to mash a button, you may find it easier if you use
       your index finger instead of your thumb.  Place your controller in your lap
       or on a smooth surface as well.  For some people, their index finger just
       seems to move quicker than their thumb.
                Choosing the Right Weapon
       You might want to think twice before you ditch the combat knife for that
       fire axe.  In this game, the weight of a weapon drastically changes how Alex
       will fight.  Sure, this was true for past games as well, but with your foes
       being as fast, agile, and tough as they are, you have to gauge which weapon
       is best for which monster now more than ever.
       Some enemies are exponentially tougher when you do not use the right weapon.
       For example, trying to fight a Feral head-on with a fire axe may not end
       well for you.  Some enemies also have weak points you can exploit with the
       right weapon.  Lurkers are susceptible to tons of damage or even a one-hit
       KO if you charge the axe, since their heads are their major weak point and
       the axe's heavy attack is a downward swing.
    Weapons                                                                   [wpn]
    There are a limited number of weapons to find throughout the game.  It has been
    suggested that I take the time before the walkthrough to give you a quick
    reference guide to what they are and where to find them, and do this I shall.
    There are two bonus weapons, but these are discussed in the extras section.
             Combat Knife/Ceremonial Dagger
       There are two knives in Homecoming.  Knives are amazingly fast and are
       highly recommended for basic combat, especially if you are still getting
       used to it.  The combat knife is the first weapon you get, so you will find
       it in the Nightmare hospital.  The ceremonial dagger, found in the secret
       room in Town Hall, replaces the combat knife for the entire game and is a
       combination key and weapon.  Along with fighting, knives are used to cut
       open sheets and film blocking areas.
                    Steel Pipe/Crowbar
       The steel pipe, a Silent Hill favorite, is first found in the Shepherd
       garage and then rediscovered in the underground later in the game.  The
       crowbar is tucked away in a detour in the Hell Descent area.  It is possible
       to miss the crowbar completely, but you should always have the steel pipe.
       These weapons are used to pry open doors.  They are nice and blunt but a
       little slow.
                   Fire Axe/Pulaski Axe
       Even though I much rather prefer the rusty variety, the axes in Homecoming
       are awesome weapons.  The fire axe is first found outside the Grand Hotel in
       Silent Hill, and the Pulaski axe is in a truck bed outside the prison.  It
       is possible to bypass the Pulaski axe, but you must at least get the fire
       axe.  Axes have a lot of power and require time to swing, so you should use
       them after successfully dodging an attack.  They are used to hack away
       boards blocking passages as well.
           Mk 23 Handgun/"Chrome Hammer" Pistol
       Your basic handguns, which don't have a lot of power behind them unless used
       wisely.  The Mk 23 is given to you by Curtis, and the Chrome Hammer is found
       in Rose Heights Cemetery during a return trip.  Because of how Homecoming
       has you use firearms (e.g. - no auto-aim), you may find it difficult to hit
       a fast moving target unless you are good at manipulating the right analog
       stick quickly.  These are best used on Smogs, but will work on anything if
       you can get a clean headshot.
           12 Gauge Shotgun/"BlueSteel" Shotgun
       The first shotgun is given to you by Wheeler in the police station, and the
       second is hidden in Adam's secret basement room.  Shotguns are most
       effective at close range and will pretty much one-hit kill anything that
       isn't a Siam or a boss monster, if aimed wisely.  Save your shells for when
       you are boxed in or in serious danger, as they are scarce.
          M14 Assault Rifle/Police Marksman Rifle
       Rifles are the most powerful firearm outside of the laser pistol, but they
       have a long reload time, making them a serious liability.  The M14 is easy
       to miss, as it is hidden in Dargento Cemetery in Silent Hill and requires a
       fetch quest/puzzle to obtain.  The second rifle is found in the underground
       area towards the end of the game.  Because of their power and scarce ammo,
       it is wise to save the rifles for monsters like Siams and especially Amnion.
    Monsters                                                                  [mns]
    You can't have a Silent Hill experience without twisted interpretations of your
    or others' psyches trying to hunt you down and kill you.  As explained in the
    sections above, these baddies have gotten much more aggressive since the past
    games, so it's important to know who's what and how to take them out.  This
    section lists all the small fry.  Boss monsters are covered in the walkthrough.
    Monsters are attracted to both light and sound, so the best way to avoid a
    fight is to walk with your flashlight off.  Monsters have a tendency to attack
    wildly when they spot you, so if they are close to one another, they will
    actually end up hurting each other.  They may not do as much damage as you and
    your weapons cache, but every little bit helps.
       Everyone in the Silent Hill universe is afraid of nurses.  You can't spend
       time in a hospital without coming to hate their faces.  Alex's stay in the
       military ward makes him no different.  Nurses carry knives they use to
       quickly slash you to pieces.  They can chain combos because of their speed,
       so it is vital to wait until you see one raise its knife to attack, perform
       your dodge, and then counter.  Or you should at least strike before they do.
       Nurses can appear in small groups; when fighting more than one nurse, the
       ones Alex is not focused on don't seem to attack him unless he is wide open.
       Nurses only appear in health care facilities, so look for them in Alchemilla
       Hospital and Dr. Fitch's office.
       Swarms are the lightweights when it comes to foes.  They are basically
       over-sized roaches that emerge through holes in the walls and floor.  To
       dispatch them, enter combat stance and hit A to step on them if they are on
       the floor or slash them if they are in the air.  Their only attack is to
       latch onto you and deplete your health.  Drop what you're doing and start
       mashing B to get Alex to tear it away.  Follow this up by hitting the
       correct button and Alex will crush the Swarm for you.
       Lurkers love the water, so they appear wherever there is enough to wade in
       or a drainage vent or some other tight space to crawl out of.  They get
       around by dragging themselves along by their front legs with claws that look
       vaguely like fishing hooks.  As far as attacks go, they will swipe with
       their claws and will ram into Alex in an attempt to knock him down.  Lurkers
       are best taken care of with an axe: one heavy attack is enough to cut their
       heads clean off, but they can still attack without a head, so beware.
       Ferals are the ever-present dog image in Silent Hill.  Alex is a dog person,
       but he can't stand these skinless beasts.  Ferals can be seen chowing down
       on random fleshy piles left all over town, but they can sense Alex easily
       and will rush at him if he's in their range.  They are very fast and will
       catch up to you if you try to outrun them; if they catch you and knock you
       to the ground, they will try to rip your throat out.  The absolute best way
       to take down Ferals is with the knife.  Its speed is a perfect match for
       them, and two or more combos will kill them easily.  Like Nurses, they can
       appear in groups but will only attack if Alex is either not already fighting
       or is off guard.
       A chain-smoking patient demon, Smogs are armless monstrosities that spew
       acrid smoke from their fluorescent lungs.  If Alex is caught in a Smog's
       spew, he will begin to choke and you must mash B to clear the air.  They're
       easy to see in the dark and are best taken out with a ranged weapon since
       they can lunge at close range as well.  Equip a pistol and aim for the
       Smog's lungs.  Wait until it opens its chest to spew its smoke and then
       fire.  You can take a Smog down in just two shots this way.  For those low
       on ammo, Kajisirri has sent in a way to deal with Smogs with a melee weapon:
       bait them into exposing their lungs, then run/dodge/roll up to them and hit
       them with a heavy attack while their lungs are exposed.  If you time it
       right, this should knock them down, leaving them open for more.  Smogs don't
       normally appear in groups of more than two and, unless you encounter them in
       a narrow space or an area where you want breathing room, you can just run
       right past them since they are not fast at all.
       Needlers look and sound like a fleshy insect of some kind and have four
       knives for feet, enabling them to climb on walls and slash you.  They are
       cautious creatures and will not attack right away.  Wait for them to raise
       an arm and then roll to safety.  Their grapple has them raise both front
       legs in the air and lets them grab Alex to try to dig a knife through his
       head.  They can also retreat to the ceiling; be prepared to dodge when they
       gain the higher ground.  They use their two front legs to block head-on
       attacks, so you must get to their side to cause any damage.  A clean head
       shot with a pistol is supposedly possible to kill Needlers, but their
       defensive move makes it hard.  Attacking their blind spot is a much safer
       bet.  Believe it or not, the pipe is awesome against Needlers.  A light
       attack followed by a heavy one results in an upward swipe, instantly
       knocking them to the ground.  Shadow Grave noted that when a Needler stabs
       forward, this is an excellent time to dodge forward and attack with an
       upward swing with the axe to kill it in one shot, just like the Lurkers.
       Schisms are pale creatures with a split head that comes together to form a
       blade.  These weak-looking creatures walk doubled over because they are so
       top heavy, but they use that weight to swing their heads in wide arcs.
       Schisms don't usually give a warning when they are going to attack: when
       they move, it is to swing their blade, so take every motion as an excuse to
       dodge.  It's hard to get close to them, except when they go to perform their
       grapple.  They will rear up and open their mouth before lunging.  Dodging
       this is a great way to get in and start a combo.  Schisms are light and will
       be pushed away by the force of your blows; either use a longer weapon or
       wait for them to come to you.  Shotgun blasts are also very useful against
       these annoying enemies, especially when they appear in groups.
       An apelike creature that sports both male and female features, Siam is truly
       a beast.  It is surprisingly quick for its size and can swing its giant arms
       with great force and range, making dodging it a real task.  Its backside (or
       female side, if you prefer), is its weak point, but it can be difficult to
       get completely behind Siam without it catching on to you.  Blows from normal
       weapons will not phase Siam in the least.  The shotgun or rifle is the best
       way to take this one out; just make sure that you put distance between you
       and it before firing because not even a shot from a rifle will stop Siam in
       its tracks.  The good news is that Siam does not appear too often.
                      Order Members
       Order members are those who follow the religious cult of Silent Hill.  They
       are the only instance in a Silent Hill game where we are forced to fight a
       human that isn't possessed, already dead and/or a ghost, a horrible monster
       in disguise, or a delusion.  They come in two varieties: pipe wielders and
       rifle toters, and they fight exactly like Alex when he uses these weapons.
       Pipe guys will dodge your attacks easily and rifle guys will shoot you from
       afar and hit you with the butt of their gun up close.  Any weapon you are
       comfortable with will work on them as long as you can dodge their attacks to
       buy time to swing.  Like all humans, they will fall after a few rounds of
       gunfire.  You will only encounter them in Silent Hill around the Order's
       base of operation, like the prison.
    This walkthrough was written while playing on Hard mode.  The only notable
    difference between Hard and Normal is that enemies are tougher, deal more
    damage, and firearms carry less ammo.  Puzzle solutions and strategy remain
    unchanged.  All directions given (north, south, east, west) are given in
    relation to the map, but directions like "left" and "right" are used in
    relation to Alex's position.
        Nightmare                            [ntm]
    After the awesome opening scene, get ready to mash A to get out of your
    restraints.  Check your inventory: all you've got is a flashlight and a radio.
    Good luck, soldier.  Check the memo to the left of the double doors and head
    through.  Follow the blood through the next set of doors, and check the memo to
    your right.  Approach the barred gate to see Josh and initiate a creepy looping
    sound clip.  Note the keypad next to the door.
    The only open door is right next to the keypad.  Open it and check out the X-
    ray to your right.  This is the first half of the code we need.  A memo on the
    desk across the room explains what you need to do to get the rest, and the
    HOSPITAL MAP is to your left.  Exit using the nearby door.
    The only open door in this hall is 203.  Just listen for the crying baby, and
    examine the middle incubator to get it to stop.  There's a HEALTH DRINK and
    another memo on the desk behind you.  Hop over the broken window to room 204.
    In here is the X-RAY FILE for the code we need.  On the center table is a
    pamphlet laying out melee combat.
    Head back to the Nurse Center and stick your X-ray up on the board for the code
    624872.  Exit out the other side of this room and push that into the keypad.
    Like a good little sibling, Josh will run off.  Pick up the CHILD'S DRAWING and
    follow him.
    Feel free to take a peek in the bathroom stalls, but make note of the glowing
    red save point in the next room.  This game uses a continue point feature, so
    saving is not a top priority anymore, but it wouldn't hurt.  The next room is
    another restroom and a dead end.  Grab the COMBAT KNIFE sticking out of the
    mirror and enjoy the show.  A nurse will then attack you.  Use this time to get
    the hang of dodging.  Wait until she makes a move or else you might walk right
    into her attack.  Learn to love the knife as it is the most highly recommended
    melee weapon because of its speed.
    Slip through the crack in the stall the nurse popped out of.  Grab the FIRST
    AID KIT by the door and exit.  Enter the door to your immediate left, the
    stairwell.  Watch out for falling debris but take a look at the memo on the
    opposite wall before giving chase.  This one is the hint that the flashlight
    should be off and you should walk, not run, if you want to avoid confrontation.
    (To walk, lightly tilt the left analog stick.)
    You should hear static upstairs.  Use your knife to break open the window and
    dispatch the nurses inside.  Only one will be visible in front of the TV.
    Attack her and another will appear.  With the knife, you should be able to
    continuously slash the first nurse without dodging and be okay.  The second one
    will not attack you right away, and you can take her out any way you want when
    she's all alone.  You can also retreat over the window frame and use it to get
    them to funnel towards you.  It is recommended that you kill both because you
    need to cut open the fleshy film on the west wall to progress, and you are not
    immune to damage during this.
    Room 303 has a save point and a note on the bed.  Head to your right down this
    hall to face your first batch of Swarm enemies.  Just hit A to step on them or
    slash them.  If one latches onto you, press B until Alex tears it away.  If you
    hit the correct button prompt after this, he will crush and kill it for you.
    Grab the HEALTH DRINK in the linen room and enter the hall.
    Go right, towards the restrooms on your map, and grab the PHOTO on the
    stretcher.  Now double back and enter the operating theatre.  There's a patient
    chart on a shelf to your right as you walk around.  When you drop down, three
    nurses will attack.  Just hold the left trigger and perform your knife combos,
    focusing on the one closest to you.  I promise that as long as you keep
    slashing with your knife, you will stay one step ahead of the nurses' attacks
    and can come out unscathed.  You can also completely sneak past all three by
    walking around the outside of this area.  Check out the half body on the table
    (if the nurses are gone) and cut open the way to the stairwell.
    Check the wall opposite for a CHILD'S DRAWING and climb.  Up here is the other
    half of that body, and he's holding the OPERATING THEATRE KEY.  Use it
    downstairs.  There's a memo in the operating room but not much else.  Exit to
    your right to the hall where we first saw Josh.  In fact, he's still here.
    Talk to him however you want; either way, we're going to have to find his
    stuffed Robbie the Rabbit.  Enter the Nurse Center for a HEALTH DRINK, a save
    point, and another memo.  Exit to the 200-block of rooms.
    Enter room 203 again.  There's a CHILD'S DRAWING on the wall to your right, but
    more importantly, we've found Robbie.  Be a man and stick your hand in to save
    your brother's precious toy.  Just be prepared to mash a face button to get
    your arm and the ROBBIE TOY back.  A Swarm will attack afterwards.
    Backtrack to Josh and give him back Robbie.  Once you can get through, pick up
    the CHILD'S DRAWING and give chase once again.  All the doors in this hall are
    locked, but make note of room 206.  There is a CHILD'S DRAWING on the door and
    interesting sounds emanating from it.  Open the elevator doors using the panel
    on the wall, head down, and...
        Shepherd's Glen                      [sg1]
    Welcome home.  There are absolutely no items to be picked up in the streets of
    Shepherd's Glen, so just work on getting to your house on the north side of
    town.  Also, note that if you try to go west down Main Street, you will get
    lost in the fog.  Look to your right on Main street for a brick building with
    arches; this is Dr. Fitch's office, and there's a poster advertising the town's
    150th anniversary on one of the pillars.  You'll run into Judge Holloway
    outside Town Hall.  She tells you to go home, but you can check out the Town
    Hall and chat if you want.  Why not?  We're already there.
    Through the large double doors inside is nothing much.  There's a PHOTO as well
    as a book on the town towards the back of the room.  You can also examine all
    the paintings around here to get info on the town founders.  Exit south
    according to your map.  Through the door here, look to your left for some
    tables.  On one of these is a medical case with SERUM inside.  There's also a
    newspaper article framed on the wall about a bus accident involving an 8-year
    old Alex Shepherd.
    Now head to the east hall for two doors.  Judge Holloway's in the room on the
    right.  Talk to her and check the room next door.  In here is a HEALTH DRINK
    and a save point.  There's nothing else to do here now.  You might have noticed
    a boarded up door in the north hall of the building; we'll get back to that.
    Head home.
    If you want insight into the Shepherd family, take the time to examine
    everything lying around the house.  Alex will talk about his relationship with
    his family, as well as note that he is absent from every family picture.  Head
    upstairs and enter the double doors.  This looks to be his parents' room.
    There's a letter from his mum to her husband and some pictures of her and Josh
    around.  Check out the bathroom for a CASSETTE TAPE.
    Back out in the hall, the attic door will close and lock before you, and you
    should hear footsteps downstairs.  Check the nearby door to enter Alex and
    Joshua's room.  There's a FLASHLIGHT on the bed; pick it up for a flashback.
    (If this is a replay game and you've gotten the UFO ending before, you can find
    a LASER PISTOL with infinite ammo on the toy chest by the bed.)  Take note of
    the bug collection by the broken-looking bookshelf and then examine the shelf.
    It is hiding a secret switch.  Move all the junk to the left twice to uncover
    it.  You get a MAP OF OUR HOUSE for your trouble.  Head back downstairs to see
    your mother.
    She just came out of the basement and is trailing water.  Follow the trail
    downstairs.  A Lurker is waiting for you beneath the water.  For these guys,
    enter combat stance ASAP so Alex locks on to their position.  Wait until it
    comes close to you, dodge its initial attack, and then counter repeatedly with
    a heavy attack (X) with the knife.  Alex will jab forward, right into the
    Lurker's head.  Continue until it falls.  Check the generator towards the back
    of the basement for the GARAGE REMOTE and a gasoline fetch quest to get the
    generator running.  Head towards the stairs but look to your left for a
    multicolored thin sheet blocking a side room.  Turn off your flashlight and
    look through the sheet to see what looks like Alex's father with his back
    turned to you.  Cut through and examine the locked door if you like; there's
    nothing to do here, and we'll be back later.  Go back upstairs and outside.
    Use the remote to open the garage.  A Lurker will attack.  Repeat the jabbing
    strategy from earlier.  It's easier to fight them when they are not in water
    since you can see when they swing their claws.  There's a STEEL PIPE in the
    garage as well as another pamphlet on melee fighting.  Use your new pipe to pry
    open the cabinet to get the EMPTY GAS CAN.  (If this is a replay game, you can
    find the CIRCULAR SAW on the tool bench.)  Another Lurker will come out of the
    hole in the brick wall by the garage.  Kill it and crawl through.  You'll want
    to kill it because we'll be coming back here shortly.
    In the park area, look to your right for a CHILD'S DRAWING.  Look by the slide
    for a PHOTO.  There's also a newspaper on one of the benches.  On the southern
    wall should be a wire fence door.  Pry it open with your pipe and examine the
    semi to your left, but not before killing the Lurker underneath it.  Use your
    empty gas can here and you can get the FULL GAS CAN with what's left in the
    truck's tank.  Head back home to the basement and use your full gas can to run
    the generator.  Now you can unlock the door to your immediate right.
    Enter the back door to the house and use your cassette tape in the answering
    machine.  Open the fridge for a HEALTH DRINK.  Through the only open door is a
    living room of sorts.  Nothing in here except a note next to the phone.  Go out
    back to the yard again.  Look to your left behind the tree for a CHILD'S
    DRAWING.  There's a HEALTH DRINK hiding in the dead plants to the north.  On
    the west fence is a door with Josh's backpack and a PHOTO.  Go through.
        Missing Persons                      [msp]
    So the Shepherd house has easy access to the cemetery.  Nothing weird there.
    Follow the path, grabbing the ROSE HEIGHTS CEMETERY MAP on your way.  Alex can
    comment on any and all tombs here if you want to read them; he will also note
    the extreme number of deaths for such a small town.  There's a guy digging up
    graves in the Bartlett plot, but we can't reach him.  Drop down into the East
    Garden, prepared for a Feral attack.  All you need for these guys is the knife.
    Do a combo.  Wait and dodge.  Enter another combo.  Rinse.  Repeat.  Check the
    fountain in the center of the garden for an OLD STONE PLATE.  Then climb up to
    your right.
    There's a HEALTH DRINK by the gazebo, and the Bartlett Family Mausoleum is
    locked.  Enter the family crypts to the west.  In the north block, the second
    crypt on your right (second gate) has a save point.  The third crypt on your
    left (second gate) has a hole in the wall you can squeeze through to get to the
    middle block.  Here, the first crypt on your left (second gate) has a HEALTH
    DRINK in it.  Right across from you in the crypt opposite, there is another
    hole to squeeze through to your left.  Still in the middle block, make your way
    as far east as you can and look in the last crypt on the right (second gate) to
    find a hole to crawl through to Founders Row.
    A Feral will jump you as you head south.  Take care of it or run past it as far
    south as you can.  Look to your left for a gate to run through and a hole to
    jump into.  Follow the spiders until you are on the outer ring of the Founders
    Garden.  There is a Feral chowing down in the center of this area, but you can
    completely avoid it by walking around the outside to the northeast corner of
    the garden.  However, Ferals are good at sensing Alex's presence, so it may see
    you regardless when you try to leave.  Check to the left of the exit in the
    north for a HEALTH DRINK; the exit is on the ground floor, but the drink is up
    the stairs to the left.
    The path splits up to the West Garden, but both stairs lead to the same place.
    On the landing of either staircase is a plaque with a hint that something needs
    to be made whole.  Perhaps it has to do with our half of a stone plate?  Check
    the fountain in this garden for a STRANGE STONE PLATE, just what we need.  Use
    both plates at the gate on the north side of the West Garden to unlock it.
    You'll emerge into what used to pass for civilization.  Head west towards the
    police station.  Go to the front of the S.G.P.D. and head to your left for a
    FIRST AID KIT.  Continue west to run into Elle posting missing persons flyers.
    She'll give you a WALKIE TALKIE.  Check behind her billboard for a CHILD'S
    DRAWING.  Head down to the southwest corner of your map.  Look to your right
    for a covered bridge.  Follow the path to a door.  Once inside, head right and
    look for a hole to crawl through.  There are no items in the junk yard, so head
    around the heaps of scrap to the back of the house to squeeze through a hole in
    the shed.  You should be able to get into the house on this side.
    Try talking to Curtis.  Alex will trade the broken revolver he got from his
    mother for information, but we'll also get the MK 23 HANDGUN.  You can talk to
    Curtis again if you want.  Beware: he's a dick.  But he also gives us a hot tip
    about the clocks in town.  206 is an important, recurring number.  Remember it.
    Check behind Curtis for a brochure on ranged combat and PISTOL AMMUNITION.
    Raid his back room for a JUNKYARD MAP, more PISTOL AMMUNITION, a HEALTH DRINK
    by the fridges, a save point, and the exit.  Leave the junkyard the way you
    came in, but beware of a Feral attack.  You can kill it or run past it to get
    to the streets.
    Alex will get a call on the radio and then come under a coughing spell.  Meet
    the Smog, a nasty looking creature but easily dispatched.  Run away from it and
    break out the pistol.  Let it get close to you and wait for it to growl and
    reveal its glowing lungs.  Shoot the lungs once and wait for it to expose them
    again.  Two or three pistol shots should be enough.  If you want to fight up
    close, it's a little harder since they can lunge, but just dodge your way
    around to its blind spot and combo.  Or you can just run right past the thing.
    It's too slow to give chase.
    Make your way all the way back to the cemetery.  Go east down main street and
    enter by way of the parking lot which will be on your left.  You can run past
    any Smogs you might see, but kill any Ferals after you, just in case.  In the
    cemetery, you need to backtrack all the way to the Bartlett Mausoleum, which
    means going through the West Garden, Founders Garden, Founders Row, and the
    family crypts.  Smogs will appear along the way, but as long as you run and
    follow the arrows on your map from your previous run, you can avoid fighting
    (except with the one blocking the small passages in the family crypts).
    Military training has done Alex well: he never tires while running.
    Mayor Bartlett is gone, but his family tomb is open.  Examine the middle casket
    for a lock puzzle.
           Unlocking the Bartlett Family Tomb
       The purpose here is to pull out the locking piece in the upper left.  Use
       the right analog stick to select pieces to move and use the left analog
       stick to actually move them.  It's basically a sliding puzzle, so just move
       the pieces around until the spaces underneath the locking piece are free.
       There are plenty of open spaces to move the pieces, so this should be fairly
       If you haven't touched the puzzle yet and want a straightforward answer,
       here it is.  To make this easy, I'm going to refer to the pieces as if they
       were on a table.  For example, the uppermost square piece would be at row 1,
       column 3.  You need to make sure column 2 is empty.  To do this, move these
       pieces in these directions:
       row 1, col 3: move left twice
       row 3/4, col 4: move up twice
       row 3/4, col 3: move up twice
       row 3, col 1/2: move right twice, then down once
       row 2, col 1/2: move down once, then right twice
       That should do it.  Select the locking piece and pull it down.
    Alex will pull out a broken watch which gives him a headache.
        Hotel                                [hte]
    We've finally landed in Silent Hill.  At the end of the street ahead of you is
    a broken-down fire truck and a Smog in an alley.  Go down that alley, climb
    down and under the truck, and snatch the FIRE AXE.  This is perfect for hacking
    down boarded up doors.  Go across the street to the Grand Hotel and do just
    that to get inside, since that's where Josh ran off to.
    Go down the first hallway to your right for a HEALTH DRINK.  Go into the foyer
    after Joshua now.  He'll escape through some rubble and up the stairs.  Check
    the reception desk for a letter, the GRAND HOTEL MAP, and a memo.  Jump across
    the elevator shaft and look to your right for a MAINTENANCE KEY.  We need to
    rewire the hotel to get the elevator to run, so head back outside.
    There will likely be a Smog or two on the way outside.  I recommend killing the
    one outside since we need breathing room to rewire this place.  Use your key to
    open the gate to your right on the street.  There's a HEALTH DRINK back here
    and a panel with wires.
                   Rewiring the Hotel
       Check the clipboard behind you on the dumpster to see a note about a game
       and the number XXI.  Now check out the power box.  Use the left analog stick
       to pick a wire, A to put it in place, and X to test the power.  The XXI in
       the note is actually the pattern in which the wires should be connected.
       Pretend the wires (connected at the top) are numbered 1-5 from left to
       right, and so are the connectors at the bottom.  Match them up in this
       Wire 1 (yellow) to Connector 2
       Wire 2 (white) to Connector 1
       Wire 3 (red) to Connector 4
       Wire 4 (blue) to Connector 3
       Wire 5 (green) to Connector 5
       Press X when you've got it to bring the power back.  (Thanks to syn6661,
       Bob, and an anonymous e-mailer for pointing out the memo on the dumpster.)
    Go back in, call the elevator, and hop in.  Get the PISTOL AMMUNITION inside
    and hit the only working floor button.  A new type of monster will attack on
    the way up.  These are Needlers, and they are going to tear the sides off the
    elevator and reach in to attack with their claws.  Equip a weapon and attack
    through the holes.  The knife and axe are great for this because of their heavy
    attacks.  The knife's is a forward jab, so Alex can stab neatly through the
    hole and right into the Needler's face, and the axe's is a powerful downward
    swing, capable of knocking off a Needler in one hit.  Try not to stand too
    close to the elevator's sides or you may just end up hitting the elevator and
    missing the Needler.  All you need to do to dodge an attack is duck.  Climb up
    out of the elevator when it stops.
    Check out the painting of the woman to cut it open and reveal a locked door.
    Examine the door for a PHOTO, but go left and duck under the wall to see a
    save point.  Head towards the hall and Alex will automatically start talking
    with the woman in 301.  We have to find three of her memories before she will
    help us.  There's a message on the wall in 303 and a letter in 304.  Go through
    the hole in the wall in the middle of this hall to emerge in 307.  Room 308
    holds another letter detailing the subplot of this area, as well as another
    message written on the wall.  Go to the east end of the hall and look towards
    room 309 to see some boards for you to hack away.  Climb up the rubble here to
    the fourth floor.
    Enter 406 by way of the hole in the wall.  A letter is in here and Swarms will
    attack once you try to enter the hall.  There's a memo on the little table on
    the left side of the center of the hall out here.  You should be hearing white
    noise as well; there's a nurse in 402 waiting for you.  Look through the hole
    in the wall in front of room 403 for the last cryptic, bloody message.  Enter
    402 to find a bookshelf that needs pushing.  Duck in to room 404 and enter the
    bathroom to find the first of the three memories we promised to help find, the
    We've reached a bit of a dead end, so let's backtrack.  Out in the hall, notice
    the spiders moving towards the east.  Also take note of the strange red glow...
    Approach the hall for a scene.  We are introduced to Pyramid Head, heretofore
    known as the Bogeyman.  ("Pyramid Head" was the name James Sunderland gave him
    in Silent Hill 2.  James is not here, so I will stick with the Homecoming
    name.)  He clearly senses us but does not seem to give a damn.  Swarms will
    break open room 405 and attack after the scene.  Get them out of the way and
    head through.
    Go in and through 407 using the hole in the wall.  Now look for boards blocking
    the wall of the bathroom outside 408.  Hack them away and look inside for the
    SERUM.  Follow the Bogeyman by hacking away the boards blocking the way to the
    stairwell.  On the fifth floor, the Needlers make their official appearance.
    With Needlers, it is vital that you wait for them to make the first move: they
    will chirp and raise one of their front claws.  Dodge to one side and attack
    their blind spot.  You can get in one or two combos before they turn around.
    Head-on attacks will only be blocked by their front legs, so don't bother.
    They still do damage, but not as much.  The steel pipe is a good weapon against
    Needlers: do a light attack followed by a heavy one and Alex will do an upward
    swipe, hitting the Needler in the stomach and knocking it to the floor, ready
    for you to heavy attack it to death.
    Jump across to the southern end of this hall to get a HEALTH DRINK.  This is
    also a good spot to retreat to if you want to attempt a head shot on a Needler.
    I always thought it was too hard, but you might want to try it.  Swarms are in
    508 along with a letter.  Hack away the boards in front of 505 and push the
    shelf away to gain access to 507.  On the bed is the second memory, the
    LAKESIDE AMUSEMENT PARK POSTCARD.  There's also a letter on the shelf here and
    a HEALTH DRINK in the bathroom.
    Backtrack to the hall.  Once you reach the center, a Needler will appear but it
    may not see you right away if your flashlight is off and you are quiet.  Use
    this time to try shooting it if you want.  You can't completely sneak past it
    since we need to go down to that end of the hall.  Hack into 504 for a shelf
    you can push to reveal a CHILD'S DRAWING and PISTOL AMMUNITION on the bed.
    Duck into 503 before more Needlers attack and climb down into 403.  In the tub
    is the last memory, the TOLUCA LAKE POSTCARD.  It's ultra mega backtrack time.
    Needlers will attack, but you can run past them.  Head to the east and go down
    the stairs.  A nurse will attack you down here.  Now jump down the hole in 406.
    Wind your way through the third floor rooms (mindful of Smogs) to get back to
    301.  The woman will give us the STRANGE KEY, which will open the mysterious
    room 306 behind the painting.  Jump across the hole to be reunited with Josh.
    Or not.  In this new room, check one of the northwest tables for PISTOL
    AMMUNITION and a HEALTH DRINK.  There's a save point to the southeast.  Head
    towards the atrium (the big round room) to find it locked.  Head back to see a
    peculiar sight.  Inside the now-open atrium, we find Mayor Bartlett and our
    first boss fight.
       Don't bother rushing up to Sepulcher to fight him.  The trick to damaging
       him in this stage is to destroy the hanging flesh sacks surrounding him.
       Sepulcher will lash out with his long arms and slam them down to rain glass
       on you.  Dodge in any direction to avoid the glass, but hide behind one of
       the bookshelves around Sepulcher to make him lash out at you and hurt
       himself instead.  While he is reeling, run out and start slashing away at a
       flesh sack.  Do this for each one until all are gone.  If you are
       adventurous, you can hide behind the flesh sack instead of the bookshelf.
       This will cause Sepulcher to hit himself, but it's risky.  He will also
       catch on to your game and have the flesh sacks raise up slightly to avoid
       getting hit.  You can use any weapon for this stage since you can take cover
       when needed.  Keith has e-mailed in to say that each flesh sack will explode
       after three pistol shots.  If you haven't squandered any bullets, you can
       just stick with the pistol and keep your distance.
       Once all are gone, Sepulcher will drop to the floor.  His only attacks now
       are lashing out with his long arms and grabbing you.  Be prepared for a
       button prompt when this happens.  Fighting back is easy as pie.  Wait for
       Sepulcher to make a downward swipe; he will get his hand caught in the dirt
       floor.  Slash his hand/arm and he will collapse.  Slash his head until he
       gets back up.  Rinse.  Repeat.  Don't attack until Sepulcher is stuck.  Just
       be patient and dodge to the side when he raises his hand.  When he's had
       enough, you will see the X button appear in the upper right.  Alex will
       deliver the finishing blow.  Even though the finisher is with the axe, you
       can use any weapon to kill this monster.
    Alex's victory will be in vain, as he falls down a hole...
        Sheriff's Station                    [shs]
    ...and into a jail cell.  Check your inventory; everything is gone.  There is
    nothing you can do in this cell so just hang tight for now.  There's a poem on
    the back wall if you want some reading material.  Deputy Wheeler will come by
    after a bit and interrogate you.  Tell him the truth to learn that he can see
    the monsters around town too.  He'll let you out.  Just follow him around for
    now; all the doors are locked anyway.  When he tells you to run for the chief's
    office, run down the hall but stop when a Schism bursts open a door.  There's a
    PHOTO in this room.  Don't worry about Wheeler: he's got your back with that
    shotgun and I'm fairly sure he can't be killed here.  Enter the door to your
    left at the end of the hall, and the second door on your left in this new hall
    will be the chief's office.
    Wheeler will give us a 12 GAUGE SHOTGUN.  Save your shots; this is important.
    The STATION MAP is to the left of the door.  Head for the green-lit exit and
    hack away the boards.  Schisms are going to break in and attack.  Their attacks
    involve them swinging their bladed head and slicing you.  Schisms are pushed
    back easily with even the knife, so you should combo, back up, wait for them to
    attack, and then go in swinging.  You can also use the doorway to get them to
    funnel in towards you and take them out with a firearm.  Shotgun blasts make
    quick work of Schisms, but you should save those shells and you will see why in
    a bit.  The doorway is a good way to make knifing them one at a time easy.  The
    first two can be taken on one at a time; after them, two attack at once.
    Carefully lure them to you through the green-lit doorway and take them on in
    that small space.  Sounds crazy, but you can get them up against a wall easily,
    making it hard for them to turn around and attack.  The second will not attack
    while you are fighting the first one.  You can also just run past them since we
    will not be coming back through this area, and Schisms are kind of slow.
    Enter the men's restroom for a HEALTH DRINK.  Jump over the broken window pane
    for another HEALTH DRINK.  Another Schism will likely attack you in the lobby.
    Down the east lobby hall, you will be forced to crawl into a room with two
    Schisms.  This is one time where you might consider taking one out with a
    shotgun blast (Hard mode players might need to use two or all three of their
    shells) and finishing the other normally.  There is more SHOTGUN AMMUNITION on
    a filing cabinet in this room, which is good because you need it.  Hack away
    the boards and enter the garage.
    There's a Schism hiding back by the police car here.  Take it out with your
    weapon of choice.  Read the memo on the trunk of the car and enter the little
    office.  There's a keypad-locked safe here.  The memo said "Only time will tell
    who has the will to live."  Well, what time is it?  It is and forever will be
    2:06.  Enter 206 to unlock the safe for SHOTGUN AMMUNITION, PISTOL AMMUNITION,
    and a HEALTH DRINK.  Pull the lever on the other wall to open the garage doors.
    Equip the shotgun before heading out.
    Now do you see why I wanted you to save those shells?  This beast is called
    Siam, and the only safe way to take it out is with a ranged weapon.  When you
    gain control, run away from Siam.  Once you feel you've got enough room, open
    fire.  Unfortunately, shotgun blasts do not slow it down, so if Siam catches up
    to you, you need to drop what you're doing and run.  When you run out of
    shells, switch to the pistol.  Close range combat is possible but not advised.
    Nothing you have will stop it from swinging those massive arms to knock you on
    your back.  Almost every punch it throws will knock you to the floor.  If this
    happens, it will continue to pummel you while you're down.  Keep your distance.
        Sewers                               [swr]
    Time for a sewer level!  Head forward and Elle will point out a valve by gate
    3.  Turn it and let her under, and she'll return the favor.  The path here is
    pretty linear.  When you drop down into the water, watch for Lurkers.  They
    will target Elle as well as Alex.  It probably goes without saying that she can
    die here and will net you a Game Over if she does.  However, I've never seen
    this happen, and you'd have to stand around idle for a while before she took
    enough hits to kick the bucket.  She will not fight or run when an enemy
    appears; she cowers in place instead.  Out of the water, you'll find PISTOL
    AMMUNITION x2 on the blue tank.
    After dropping down, look to your left for a raised area with a wire fence.
    Pry it open with your steel pipe and turn the valve back here to drain some
    water up ahead.  Ignore the area with the ladder you just drained and go past
    it for a save point and a small room with the SEWER MAP and SHOTGUN AMMUNITION.
    Drop down into the small pool you drained and climb up the other side.
    Continue along the linear path.  Look for a raised area to your left when
    heading south; there's a HEALTH DRINK up there.  Turn the valve at the end of
    this path to let Elle under the gate.  She can't do the same this time, so you
    have to backtrack all the way to where you first dropped into the sewers.
    Needlers are going to attack you on the way, too.  Either fight or run; it
    doesn't matter.  Just know that Needlers can climb ledges after you.  Stand by
    gate number 4 and Elle will raise it for you.
    A Needler will attack first thing through.  Use Elle as bait if you want.  It's
    a good way to get behind the monster to attack its weak side.  Along this path,
    look for an alcove to your right with SHOTGUN AMMUNITION.  You will need it.
    Another Needler will attack from an alcove.  Kill it and drop down the ladder
    it was guarding.  In the spillway, two Lurkers are lurking.  Elle will cower in
    fear until they are gone, meaning you must kill them to proceed.  Climb up on
    the other side once they're gone.  Kill the Needler here and go to the far end
    of the hall for SHOTGUN AMMUNITION and PISTOL AMMUNITION.  Pull the lever by
    the light to open the gate to your left.  Make the long drop and look around
    for a room with a save point.
    Head right for the main drain chamber.  There is a gate here that you must let
    Elle through.  After this, you are stranded and three Needlers will attack.  It
    is highly recommended that you run back to where the save point is.  That way,
    you can take them on almost one at a time since they will be slow in following
    you.  I don't know what it is about Needlers in the sewers, but they have a
    habit of attacking you and then inexplicably running away, only to turn right
    around and come back.  Save your ammo though.  You'll see why.
    When all three are dead, you should hear some interesting sounds coming from
    Elle's location.  Head back to the main drain chamber with your shotgun out.
    Turn around as soon as you hit the gate because a Siam is barreling up right
    behind you.  The gate opens once it's dead.  Be sure to check the alcove to
    your left in this new hall for a PHOTO.  Oh, and there's copious amounts of
    blood on the ground ahead.  Follow it out into the fresh air.
    You'll emerge outside your house, but the front door is inaccessible.  Head
    down the street to get a call on the radio.  Two Ferals are up ahead on either
    side of the street.  Go to one side and then the other to confront them one at
    a time.  You destination is the doctor's office, circled on your map.  Just
    look for a trail of blood outside and follow it in.
    Check behind reception for a HEALTH DRINK.  The only open door here is the last
    one on your right.  There's a PHOTO on the counter, lots of creepy dolls, and a
    small locked box on the dresser.  Examine that box, and when you go back out to
    the hall, a horde of nurses will attack.  And I mean a horde.  Don't be afraid
    to pull out the shotgun here.  They all came out of the room next door.
    There's SERUM on the counter and a SMALL KEY and a note on the medical table.
    Use that key to unlock the box in the previous room.  Alex will faint yet
        Hell Descent                         [hld]
    SCARLET'S DOLL in hand, take a look around to learn you don't have much of a
    choice in where to go.  This area is the only one in the game without a map, so
    please bear with me as I try to lead us through in a coherent manner.
    Go straight until you see Josh, but don't follow him, as it's a dead end.  Go
    left instead.  Follow this path and look for a stairway to your right that
    leads down.  Jump across and button mash A to climb up safely.  Go left now and
    look to your right for a place where you can jump across.  Jump over the fan
    and look to your right.  There is a doll at the end of this short hallway.
    Examine it for a cheap scare or bypass it and jump down the fan shaft.
    Kill the Swarms down here and grab the PISTOL AMMUNITION.  Keep going, going,
    going until you hit a dead end marked by an "Exit" sign.  Back up and look to
    one side to see a place where you can drop down.  Head up those stairs and get
    the HEALTH DRINK there.  Turn around and go down those stairs.  Keep on ever
    downward until you see Josh.  Get out the pistol and look to your left because
    there's a Smog for you along with a CHILD'S DRAWING to your right.
    Up ahead, jump across and go left.  Drop down, turn left, climb down, keep
    going left, and the next time you drop down, keep going forward.  After you
    climb down a ladder, go over to where the two cages are and look right for a
    spot where you can squeeze through.  Behind the fan awaits a CROWBAR.
    Backtrack.  When you see a red "Biohazard" sign, you know you're back to where
    you need to be.
    Hit the switch on the wall to stop the fan ahead.  When you drop down and see
    Josh run away, look in front of the nearby fan for a CHILD'S DRAWING.  In the
    room with three fans, duck under the one not working, cut open the fleshy wall,
    kill the Swarms, pull the switch, duck under the nearby fan, and then drop
    through the hole in the floor.
    The next big room has six fans you can manipulate.  Before you do anything,
    duck under the fans numbered 3 and 2 to get the SERUM.  Go back out.
                 Manipulating the Fans
       There are five switches here to control the fans, located on the walls
       between the fans they affect.  One switch is connected to two fans, and
       they work by turning one off and the other on.  They will not work if both
       fans they are connected to are either on or off.  For instance, the switch
       between fans 3 and 4 will not operate right now since they are both off.  We
       want to go through fans 4, 5, and 6 to get out.
       Flip the 4/5 switch to turn on number 4.  Then flip the 3/4 switch to turn
       on number 3.  Now flip the 2/3 switch to turn on number 2.  Go back and flip
       the 5/6 switch, then the 4/5 switch, and finally the 3/4 switch.  You should
       now be able to safely duck under fans 4, 5, and 6.
    Continue on and you should see a save point at the base of the ladder if you
    need it.  We're almost home free.  After dropping down another ladder, you
    should see Josh.  Follow him to a brick wall, where a new hallway will appear.
    At the end is Dr. Fitch.  Talk to him and give him Scarlet's doll.
       Three cheers for awesome, creepy-as-hell boss music!  Scarlet looks
       intimidating, but don't be fooled.  Her only attacks are swiping with her
       arms and slamming them down for a shockwave-like attack.  Scarlet makes
       really wide motions with her arms before she swings, so there is no reason
       why you shouldn't be able to dodge in time.  The only thing that might trip
       you up is when she swipes twice: first in one direction and then the other.
       Do a rolling dodge when she raises an arm high and slams it down.  To damage
       Scarlet, you need to hack away at her porcelain body.  The fire axe is
       perfect for this.  Dodge a swipe then hack away until she starts collapsing.
       After a while, you should get a button prompt for a finishing move.  Don't
       worry if this takes a while; that's normal.
       Scarlet's second form is faster, and she's going to hop around the area for
       a bit.  Stay in combat stance and get ready to hit B when she comes your
       way.  The only way to really damage her is to wait for her to crawl on the
       ceiling.  Get ready to hit B when it appears on the screen to dodge her
       attack.  If you were successful, she will crash to the floor, inviting Alex
       to finish her.  Try it and she will push him away and continue the assault.
       You can try to attack her normally; a fast weapon like the knife is good for
       a combo when she's in your face.  A safer way is just to wait for her to
       knock herself silly from falling down.  The only buttons you need for this
       stage are the left trigger, B, and X.
    Afterwards, you'll awake in Dr. Fitch's office, no better for your ordeal.
    Except now we have the FOUNDERS KEY.  Alex will clue you in as to where to use
    this.  To the Town Hall!
        Shepherd's Glen                      [sg2]
    Now that we have an axe, go to the north hall (through the door to your left
    when you first enter) and hack away the boards there.  P.S. - There are Smogs
    in the building now.  Push the bookshelf on the left wall to reveal a CHILD'S
    DRAWING.  There's a painting here of Alex's ancestor, one of the founders of
    Shepherd's Glen.  However, it's been taken off the wall and this office is laid
    bare.  Enter the central room and look for a pedestal at the eastern end of the
    room.  There is a keyhole here, prefect for our newest key.
    Go down the gaping hole in the floor and look on the ground ahead for a FIRST
    AID KIT.  Go left or right, doesn't matter, until you hear white noise and see
    a narrow doorway in the wall.  There are three nurses in here, but if you turn
    off your flashlight and walk, you can avoid fighting them.  If you want to
    clear them out, get their attention and use the doorway to get them to funnel
    in towards you single-file.  You can use this to try and take them out with a
    well-placed shotgun blast, too.  There are four books to be read in this room.
    Check the right wall to see a cross by the little lamp.  You will get the
    CEREMONIAL DAGGER, a combination melee weapon/key that will replace your combat
    knife for the rest of the game.  The wall opposite of the way you came in,
    between the two books, is the first opportunity to use your new key.  It
    doesn't look like a door, but stand in front of it for the Unlock prompt, equip
    the dagger, and Alex will use it.
    This next series of hallways only gives you one way to go, but there's lots of
    dead ends.  Go right, right, left, right, right, left, and climb up and out.
    We're back in the Founders Garden in Rose Heights Cemetery and our destination
    is the Shepherd home.  Let's take a quick detour first though.  Before you
    leave the mausoleum, look to your left for a CHILD'S DRAWING.  Unlock the door,
    go across the way, and unlock the other mausoleum here to get the SERUM inside.
    Look in the upper level of Founders Garden to the right of the northern exit
    for some PISTOL AMMUNITION, which will come in handy.  (Thanks to Ack for
    finding this.)  Now exit the cemetery north.
    In front of the S.G.P.D., there should be PISTOL AMMUNITION where the first aid
    kit was before.  Check near the billboard where Elle was hanging flyers.
    There's PISTOL AMMUNITION and a PHOTO here.  Dodge the Smogs all the way back
    to Curtis' place to find SHOTGUN AMMUNITION x2, a HEALTH DRINK, and the
    realization that Curtis finally skipped town.  (Thanks to Hari and Mr. Trenchy
    for pointing out this side trip!  Kory has also pointed out that if you didn't
    get the child's drawing behind Elle's billboard when you first saw her, you can
    get it now.)  Go back to the cemetery now.
    To get home, we need to go all the way through Founders Row, the family crypts,
    the East Garden, and the old crypts to Barker street.  There are lots of Smogs
    about, but it's not worth it to kill them since this is our last trip through
    this cemetery.
    After Founders Garden, run past or kill the two Smogs when you drop down into
    the next area because they are guarding a FIRST AID KIT and SHOTGUN AMMUNITION.
    When you reach the north block of family crypts, hack away the boards covering
    the first door you see.  There's a "CHROME HAMMER" PISTOL in here.  Two Ferals
    will attack in the East Garden, one in front and one from above.  Stand your
    ground after jumping down and slash away in front of you.  As long as you have
    your back to the wall, you're okay.  Continue on and enter the gate with the
    "Beware of DOG" sign.
    Go in the back door; we've got boards to hack.  Clear the only blocked door in
    the kitchen and enter the dining room for a FIRST AID KIT.  Go back outside and
    head downstairs via the cellar door.  Unlock the secret side room with your
    dagger.  There's a "BLUESTEEL" SHOTGUN in the cabinet and the ATTIC KEY on the
    table.  Use it upstairs.
    This is dad's room.  Through the door here is the attic.  Look to the left side
    of the room for a PHOTO on some boxes.  Not a very flattering picture of Alex.
    Go back a bit and look for a bookcase.  Push it to reveal a door.  After the
    flashback, look to your right to read something on Alex's dad's desk.  Adam was
    a pretty decorated soldier.  Now, look to the other desk for an annoying
    sliding puzzle.
                The Shepherd's Glen Seal
       The idea here is to slide the pieces to recreate the town seal.  If you need
       to know what that looks like, back out of the puzzle and take a look at the
       flag above the desk.  The sliding pieces are not all square, so this puzzle
       is harder than it looks.  Use the right analog stick to select pieces and
       the left stick to move them.  I have gotten confirmation from Dynamic Sheep
       that puzzles can be reset, so if you want to start over, exit the Shepherd
       house entirely (that is, leave out the backyard gate so you get a loading
       screen with tips for fighting, not just a blank one) and then come back.
       If you haven't touched the pieces or have reset, here is a list of steps to
       finish the puzzle.  To make this easy, I'm going to reference the pieces as
       if they were on a table.  For example, the upper left piece is in row 1,
       column 1.  Ready?  Here we go:
       row 1, col 3/4: move left
       row 2/3, col 4: move up
       row 3, col 2: move down
       row 3, col 3: move left
       row 4, col 3/4: move up
       row 4, col 2: move right twice
       row 4, col 1: move right twice
       row 3, col 2: move down
       row 3, col 3/4: move left
       row 2/3, col 1: move down
       row 1/2, col 4: move down
       row 1, col 1: move down
       You will find a LETTER FROM MY FATHER and a MAP OF SILENT HILL.
    Go downstairs to share this with mum.
        The Attic                            [aic]
    Read the writing on the wall to your right and check out the switch on the
    left.  There're four lights, one for each member of the family.  I have to tell
    you now that if you want to really analyze what's going on with the Shepherds,
    you need look no further than this hellish house.  Really analyzing puzzle
    solutions for this section of the game is hard without spoiling some plot.
    Leave the switch alone, we'll tackle the first light first.  Look in the living
    room (where your mother was until recently) for a save point and an ANGRY MASK.
    Now enter the only open door downstairs to get into the kitchen.  Swarms are in
    here, setting off your radio.  Get the HEALTH DRINK and FROWNING MASK off the
    counter.  Pay attention to what Alex says when he picks it up.  Through the
    only open door in the kitchen are two corpses on a cross of some kind.  This is
    the purpose of the masks, but we don't have all of them yet, so head upstairs.
    Look right and get the CLEAVER from under the window.  Go through the nearby
    double doors and jump across to what used to be mum's bathroom.  Get the
    INDIFFERENT MASK.  Turn around and look in the tub for a STUFFED RABBIT.  Go
    back down and through the kitchen to the two bodies.
                      The Two Masks
       Read both sides of the cross.  The first side says, "To hide her pain, this
       face she did wear."  The back side says, "Behind this mask her heart was
       laid bare."  This is obviously talking about Alex's mother, if not for the
       comments Alex has made about the masks, then for the reference to the person
       as a "she".  Mother Shepherd is the only female Shepherd we know.
       Alex said the angry mask sort of reminded him of his mother, meaning she got
       angry sometimes (who doesn't?) but not enough to make that look perpetual.
       When you picked up the frowning mask, Alex said he never remembered his
       mother being so sad.  When you picked up the indifferent mask, Alex said,
       "Just like mom."
       The corpse in front, the one hiding her pain, should wear the indifferent
       mask because it's the face she always wore.  The corpse in back should be
       wearing the frowning mask because something is definitely troubling Alex's
       mother, but she never let it show.  It's not something that would make her
       angry but incredibly sad and depressed, enough to make her practically dead
       to the world around her.
       Place these two masks and a corner of the front door will light up.
    We're done here, so go back to the main hall, but watch for a Schism attack.
    Flip the switch to open what used to be the attic door upstairs.  Go up and
    look to your right for a generator-like machine on a track.  Push it to reveal
    a HEART OF DARKNESS MEDAL.  In the attic, there's a Schism to your right.  You
    can try to avoid it by turning your light off and staying away.  He's just
    kinda tucked in the corner.  Across from him, behind you, is an area in the
    pipes you can squeeze through for PISTOL AMMUNITION and SHOTGUN AMMUNITION.
    Look to the left of the entrance (right, if you're facing it) for a pipe you
    can duck under.  There's a mannequin here wearing the VILE ACTS MEDAL.  A
    Schism will attack, but you can just duck back under the pipe.  Now go left and
    squeeze past the big pipe here.  That's a Schism on the floor.  Traverse the
    pipes to your right until you reach the attic room.  Another medal, the FALLEN
    STAR MEDAL, lies here.  Check out the military jacket for another puzzle.
                     Medals of Dishonor
       Did you notice the box for the medals when you picked up the last one?  (If
       you missed it, enter first person view to take a good look.)  The Fallen
       Star medal was in the leftmost slot.  The middle slot, if you look closely,
       is fitted for the Heart of Darkness medal, and the rightmost slot is
       pointed, perfect for the Vile Acts medal.
       Mirror this set-up on the jacket, and another corner of the front door will
       light up afterwards.
    Go downstairs.  Pull the lever and go back upstairs to where Alex and Josh's
    room was.  Another puzzle, but this one is easy.  Inside, to the right of the
    door is a memo about patient 206.  Go ahead and cut open the way to the side
    room to get the BUTCHER KNIFE and CHILD'S DRAWING.  Now about that puzzle...
                      Light and Time
       Look at the lit spot on the wall for a poem.  If you are having trouble
       reading it because of the text, open up the journal and read it from there,
       or just read it here:
       "Nobody saw when you were crying on your bed.
       I wanted to help you, but I hid myself instead.
       "The ticking of a clock, then suddenly not.
       Fate left me here, in shadow I will rot.
       "Under my covers the darkness kept me in.
       Only the daylight can save me from my sin."
       Note the line referring to "the ticking of a clock, then suddenly not".
       We've been told the clocks in town have all stopped at 2:06.  Every
       reference to time up to this point has pointed to 2:06.  Also, the memo by
       the door was placed there almost as if to remind you of this very important
       recurring number.
       Look behind you for a clock-like dial on the wall.  Move the left analog
       stick left and right to select a hand of the clock, then move it up and down
       to set the time.  Set it to 2:06 and the panels on the wall will open.  One
       window is lit; remember the line in the poem about how "only the daylight
       can save me from my sin".  Investigate it and place Robbie there since he is
       the only thing in our inventory that looks appropriate (you'll get a more
       concrete reason later).  Another corner of the door is lit.
    Pull the lever one last time to open the way to the basement.  The path down
    here is linear, but there are Lurkers.  Make your way to dad's secret room.
    Pull the BOGEYMAN KNIFE from the Schism's body and take a look at the work
    bench.  Don't break a sweat over this "puzzle".  You should have three knives
    now; just place them in their appropriate spots on the rack: the butcher knife
    up top, the cleaver to the right, and the big knife in the Schism's head.
    Go upstairs and open the front door.
        Dark Times                           [dkt]
    Climb up the wooden dock and through the hole in the wall to emerge on the city
    streets.  See the storm drain up ahead?  Lurkers are going to spawn
    intermittently from those things, so listen for the tell-tale signs.  After the
    call on the radio, look right for a narrow entrance into Dargento Cemetery.
    This is a completely optional side trip, but you must make it if you want all
    the 360 achievements and the rifle.
    Follow the path and look to your left for a SAPPHIRE on the bench.  In the area
    ahead is a statue of the mythological figure Janus, guarded by a Smog.  Examine
    the statue to find that it's a puzzle.
               Dargento's Hidden Treasure
       There are two holes in the side of Janus' marker, one marked "1 The New" and
       another marked "12 The Old".  What does this mean?  That sapphire we picked
       up must have something to do with it.  Examine it in your inventory to see
       that Alex notes that the sapphire is the birthstone for September.  Why
       would he note that unless it were important?
       From this hint alone, we can discern that the holes in the Janus statue
       require the birthstones for the first and last months of the year: January
       and December, "new" being a reference to the new year and "old" to a year
       about to end.  We've solved the puzzle already and we don't even have the
       pieces yet.  Remember this place; we'll be back shortly.
    Go back out to the street and head all the way south to the bait shop.  Go
    around to the back for a save point, a CHILD'S DRAWING, and PISTOL AMMUNITION.
    There's another entrance to the cemetery across the hole in the street.  This
    one puts you in the Sun Garden.  As soon as you exit the wide area, look to
    your right to see a section of the wall that can be torn down with the axe.
    You'll find the GARNET to your right, on a bench.  This is the January
    birthstone needed for our puzzle.  You can use the gate behind you to access
    the Janus statue to put the garnet in the "1 The New" hole.  Go back the way
    you came.  The gate to the Moon Garden is locked, so we're done here for now.
    Alex will call Wheeler outside the prison gate.  Keep going west down the road
    and through a door to a new section of town.  Go to the circled area on your
    map, and Alex will call again.  Our new destination is the Water and Power
    Plant, but you must go through the boiler room to the south to get there.  Kill
    or run past any Lurkers hiding in the water here, and be sure to grab the
    HEALTH DRINK on the machinery before leaving.
    Outside, head right to the barricade in front of the boiler room.  There's some
    RIFLE AMMUNITION on the window sill.  Go over to Alchemilla Hospital's
    easternmost side to find a BLOODSTONE, which we actually won't be needing
    because we've already solved that puzzle, and red herrings mean nothing to us.
    Now head to the front gate in the middle of the front of the building.  There's
    SERUM on the bench to your left.  Toluca Lake and Power is sealed shut, so you
    need to enter from the Toluca Lake Offices next door.  The entrance is across
    from the church.
    There's a newspaper on the desk on your left and PISTOL AMMUNITION to your
    right.  Go through the lower landing and head west to the office.  Nab the
    HEALTH DRINK and the TURQUOISE in the sink.  This is the December birthstone we
    need for the Janus statue.  Jump across the gaping hole to a room with a save
    point.  Hack your way into the kitchen area.  The TOLUCA LAKE AND POWER KEY is
    on a desk.  Backtrack to the lower landing area and use your key in the door to
    the east.
    Ignore the noise and look right for a whiteboard with some writing on it.
    There are three valves in this area marked A, B, and C which need to be turned
    in a certain order.  Hold off on that for now.  There are Order members
    patrolling the wide area.  Pipe wielders are especially annoying because of
    their dodging ability, but they aren't as bad as the guys with rifles.  Rifle
    guys deal lots of damage with a simple melee attack, so use your pistol on
    them.  Your radio will not go off when they are near, but they will yell out at
    you, which is just as good.  There's two for now, one up top and another on
    your level.
    Look in the southeast corner of your map for some PISTOL AMMUNITION.  Up on the
    second level, look to the northwest for a FIRST AID KIT on the wall.  Outside
    the foreman's office is RIFLE AMMUNITION x2.  To the left of the office door is
    a notice.
                      Cut the Power
       Read the foreman's notice to learn that the boiler must be shut down first.
       The whiteboard downstairs said the boiler was valve B, so turn it first.
       It's right next to you.  Now, the other two valves control the water (A) and
       the steam (C).  Let's think for a minute.  If we turn off the steam valve
       first, then that would mean the steam generated by the already-boiled water
       would have no way to escape and could spell major problems.  Therefore, if
       you try to turn valve C before A, the fail-safe system will kick in.  Turn
       off the water after the boiler, and then turn off the steam.
       In other words, turn the valves in this order: B, A, C.  Then pull the lever
       behind you, overlooking the area.  The power will go out.
    Two Order members will attack after this; they're downstairs.  Stay on the
    second level and let them come to you.  The pipe guy will climb up and you can
    take him on up here.  The rifle guy will attempt to snipe you, but he is a bad
    shot.  Pull out your pistol and snipe him back.
    Backtrack all the way to the prison gates.  Toluca Lake and Power apparently
    powered the sun in Silent Hill because it's dark out now, too.  Run past any
    monsters on the street to and through the boiler room.  Pull out your shotgun
    as you approach the prison because a Siam is going to greet you.  DO NOT ENTER
    THE PRISON YET!  It's time for us to get our rifle.  If you don't want it, then
    skip the next paragraph.
    Go past the prison to the previous map of Silent Hill, the one with the two
    cemetery entrances.  Go back to the Janus statue and put the turquoise in the
    "12 The Old" slot and you can grab the MOON GARDEN KEY.  Based on its name, you
    should know where to use this.  Kill the Smog in the Moon Garden, as he is
    guarding the M14 ASSAULT RIFLE.  Lock 'n load.  Take the time to read some of
    the cryptic-looking graves here.  Head back to the prison now.
    There's a HEALTH DRINK on the dumpster by the front door and a PULASKI AXE in
    the back of the broken-down truck in the yard.  Look for a corridor/alley to
    the left of the entrance to get in using a side door.
        Prison                               [prs]
    Save if you need to.  When you come to a locked gate, look in the office next
    to it for a lever to open it.  Hack open the first doorway you see for a FIRST
    AID KIT.  Go around and use your dagger to break open the glass to access the
    other side of this room.  A prisoner's note is here.  Go through the door here
    and then through the double doors to your right for some PISTOL AMMUNITION.
    The PRISON MAP is on the wall of the large area.  Behind you is a note on a
    table from a disgruntled electrician.  Open the door near where you found the
    map for a HEALTH DRINK, then climb up the stairs.
    Jump across to the office on this level.  Examine the TV monitors, check out
    the gate panel controls, and pull the lever to open cell block B.  Two Order
    members are ahead.  B5 has a newspaper.  Pull the lever to open the stairwell.
    B2 has a prisoner's letter.  Across from there is some RIFLE AMMUNITION.
    Through the double doors into the next cell block, two Order members attack.
    Pull the lever on the wall to free Wheeler and prepare for a Siam attack.  Lin
    has e-mailed in to confirm that Wheeler can actually die here, so you many want
    to give him a helping hand.  Follow him, and when you pass a hole in the wall
    of the upper guard room, enter and get the CHILD'S DRAWING.  Wheeler will lead
    you back to the office with the gate panel, which he will miraculously get to
    Jump over to cell block A.  Check cell A6's sink for a HEALTH DRINK.  Go
    through the double doors here only to find the electric gate won't work.  Go
    back and Wheeler will unlock the gate to the stairs.  A Needler is going to
    come out of A1.  Kill it and the door across from the cell will open.  Head
    into the shower area.  Two Needlers will attack.  Unfortunately, you must kill
    them because the way out of here demands you break down a wall with your axe.
    Your crowbar will make short work of them using the light, heavy attack combo.
    Head through the power room and up the stairs to a save point.  Go through the
    only open doors and follow the hall to a jammed door.  Wheeler will come back.
    Go back to the stairs and he will open the gate at the base of them.  In A
    block, go ahead and go straight through the double doors opposite to find a
    broken keypad.  Crawl into cell A11 and check the vehicle in A10 for a LOOSE
    WIRE.  Go upstairs, grab the HEALTH DRINK, and jump across to the upper guard
    room to see why the keypad won't work.  We need two more wires.  Luckily,
    they're in close proximity.  A RADIO WIRE is for the taking in cell A20.  Go
    through the double doors and check the station here for a SCRAP OF WIRE left by
    that cranky electrician.  Go back to the guard room and stick all your wires
    in the box on the wall.
               Rewiring the Prison Keypad
       This rewiring puzzle is exactly like the one at the hotel, only somehow more
       frustrating.  Trial and error seems to be the name of the game for this one.
       Try numbering the wires and connectors and trying different number patterns.
       If you get tired of guessing, here's the answer:
       Pretend the wires (connected at the top) are numbered 1-5 from left to
       right, and so are the connectors at the bottom.  Match them up in this
       Wire 1 (white) to Connector 2
       Wire 2 (green) to Connector 3
       Wire 3 (yellow) to Connector 5
       Wire 4 (blue) to Connector 4
       Wire 5 (red) to Connector 1
       Press X to turn on power not only to the keypad but also three switches.
    Pull the lever to your left.  This opens A15.  Jump across and get the SERUM.
    Now drop down and flip the two switches here.  The leftmost one opens A12.
    Read the note here for a number which will help with the gateway to our
    freedom: 110391.  It's our keypad code.  The other switch opens A14, but there
    is nothing in there.  Go out and punch in our number in the keypad.
    Welcome to solitary confinement.  Someone is here for you, and you have a
    choice to make.  It will directly affect which ending you receive.  Make your
    choice, watch the consequences, and backtrack.  In the room where we went on
    the wire hunt, a contraption will rise from the floor and something will
    retract into it.  Trying to reach your hand in now will result in you steadily
    losing health until you pull it out again.
                  Three Little Riddles
       How are you at riddles?  Check the wall to your left (the south) for this
       I stand beside the holy man
       The monarchs fear my wrath
       None may move the way I can
       Ever the crooked path
       Look behind you for a dial on the monster contraption.  These are all the
       possible answers to the riddle, and they're all chess pieces.  Two chess
       pieces can be considered "holy men": the bishop and the king.  The back row
       set-up on a chess board is rook, knight, bishop, king/queen.  However, only
       one of these moves in a "crooked" path when no other piece can, not even the
       queen.  It's the knight, which moves in an L shape.  Turn the dial so the
       horse head points up.
       Check the west wall for this riddle:
       The man who devised it
       Does not want it
       The man who bought it
       Does not use it
       The man who used it
       Does not realize it
       Check the dial behind you for some guesses.  There are only three that I can
       actually make out: a skull and crossbones, a coffin, and a sword.  (The box-
       like one might be a cage now that I think about it.)  The skull represents
       death and does not fit.  The sword does not fit the riddle either; I would
       think one would know if they were using a sword.  The only answer that fits
       is a coffin since no one really wants to use one, you don't really buy one
       for yourself, and you don't realize when you do use it.
       The last riddle is one that may trip you up:
       What man loves more than life
       Fears more than death or mortal strife
       What poor men have, the rich acquire
       And all contented men desire
       What misers spend and the wastrels save
       And each man carries to his grave?
       If you want to split hairs, any one of these (except omega and money) may be
       a possible answer.  However, notice that one of the sides of the dial is
       blank.  Nothing is a guess, and it fits.  Poor men have nothing.  Misers
       spend nothing.  Contented men desire nothing.  Turn the dial so the blank
       slot is up.  Now go to the other side of the contraption and reach in.  Drop
       down the hole.
    Save if you need to.  Look for a hole in the wall you can squeeze through on
    the other side of this area.  The path here is linear.  Take care of the
    Needlers that attack further down.  Right before you hit the circular room on
    your map, look left for a room with a save point, a FIRST AID KIT, and a HEALTH
    DRINK.  Now open the sealed door.
       You'll find that Asphyxia fights an awful lot like Scarlet.  Watch for her
       to swipe with her main pair of arms.  She likes to do three swipes at once:
       two side-to-side and then she'll thrust upwards to knock you down.  For this
       last one, try backing away instead of going to the side or she may still
       clip you.  When her tail shakes, roll away because she's going to swing it
       in a circle around her.  She will shake and screech before she attempts a
       grapple.  Be ready to mash a button to get away.  One last attack of hers is
       to spit up a black substance not unlike what a Smog does.  It doesn't choke
       Alex but will still damage him and possibly knock him down.
       Equip a fast weapon (you can never go wrong with the knife) and slash her
       a couple times after you've avoided one of her combos.  Her tail is her
       weak point, and the best way to get in position to attack it is by avoiding
       her grapple move.  Once you get the pattern of her attacks down, dodging is
       easy.  After enough swipes to her backside, you will get a prompt for the
       finisher.  All it takes is one finishing move to end this fight.
    Follow Josh out the window to come upon the church.
        Church                               [chc]
    Look to the left of this area before you reach Josh and you should find PISTOL
    AMMUNITION x2.  Run past the Smog ahead and turn the wheel to open the gate and
    go through.  Then go to your immediate right for a HEALTH DRINK.  Avoid the
    Smog up ahead and look to the right of the stairs for RIFLE AMMUNITION.  Go
    The CHURCH MAP is on a pew ahead to your right.  Some hymn lines are further up
    on the right as well.  There's some SHOTGUN AMMUNITION in front of the pews,
    still to your right.  Examine the organ-looking device ahead and use your
    dagger.  Note the Halo of the Sun as well; that design will be used for a
    puzzle later, but it's solvable without studying the symbol.  Head back to the
    entrance and watch for a Schism.
    Go to the east wing.  Look in the basin on the desk to get the last PHOTO.
    Ignore the white noise and turn the valve behind the baptismal font to grab the
    CHALICE PLATE.  Swarms will attack.  Turn around and look for some stairs to
    your left.  An excerpt from a psalm is on the table here and a save point is
    ahead.  Check out the confessional to learn that someone is inside.  You have
    another choice to make here, one that will affect your ending.  No matter what
    you decide to do, you can get the KNEELING MAN PLATE from the other
    confessional afterwards.
    Go past the save point for a HEALTH DRINK and, to your left, an UNLIT CANDLE.
    Go back to the main hall, but watch for two Schisms to attack.  If you have the
    ammo for it, duck back behind the boards and shoot them safely from there.
    Be warned that they take a lot of shots to kill.  At least shoot one and tackle
    the other normally if you can.  Head across to the west wing.  Examine the
    statue in this first room and place the unlit candle there to get the CANDLE
    PLATE.  There's PISTOL AMMUNITION to the left of the statue.
    Up the stairs to the other part of the wing, you'll see a triptych.  Get the
    HEALTH DRINK from the table and examine the paintings.  You can cut through
    each of them but you really only need to slice the one of the man to find the
    TREE PLATE.  As soon as you do, a Schism will come through the gate to your
    left.  Before you go through that gate, look to your left behind the pews for
    There's RIFLE AMMUNITION to your right and a FIRST AID KIT further down on a
    desk in front of the stained glass window.  Equip your rifle and reload all
    your firearms before examining the middle pane.  You'll get the SWORD PLATE,
    but a Siam will force you back to the main hall the hard way.  Even worse, a
    second one will come up behind you.  Run to the far end of the main hall.  It's
    blocked by barbed wire so you can't escape, but you just need to make room
    between you and the Siams.  Open fire when possible and when they close the
    gap, drop everything and run to the other end of the hall.  Repeat as needed,
    switching firearms if you have to.  We have all the plates for the five slots
    on the organ; time to open up a way out.
                     The Five Tenets
       Let's tackle this in a clockwise motion, starting from the top.  The first
       slot is labeled Vengeance.  Think back to the circumstances under which we
       collected our plates.  Which one would most call for an act of vengeance?
       How about the knight getting executed?  When looking at it, Alex asked what
       the knight did to deserve such a death; such thoughts inspire vengeance.
       Stick the sword plate at the top.
       The next one is Desire.  This one was best represented by the man chasing
       after the woman in the painting.  Put the tree plate in this slot.
       Sorrow is next.  Think back to the statue where we placed the unlit candle.
       After she uncovered her face, Alex noted that she bore a look of sadness.
       Put the candle plate in the third slot.
       Next is Sacrifice.  The body in the baptismal font instantly comes to mind,
       especially since it's the only one that fits out of the remaining two.  The
       sword plate might have been a candidate here, but the knight wasn't exactly
       being sacrificed, just executed.  Put the chalice plate in the fourth slot.
       Penitence is the last one, a perfect fit for our friend in the confessional.
       Put the kneeling man plate in the last slot.
       The organ should open up, revealing something interesting.
    After the scene, you get the SHEPHERD FAMILY RING.  Walk ... through your
    father and look to the left behind the wooden structure for a CHILD'S DRAWING.
    Get the HEALTH DRINK here and chase after the Bogeyman.
    Pressurized steam will shoot out of the pipes to your right at the base of the
    stairs, making it impossible to pass, as it will steadily drain your health.
    Go left to find some special mining clothing to put on to progress.  Call the
    elevator and watch the scenes.
        Underground                          [ugd]
    After the scene, be prepared to mash A and then X to free yourself.  Look
    around for two FIRST AID KITS, the LAIR MAP, a HEALTH DRINK, and your
    CEREMONIAL DAGGER.  That's going to be one of your only weapons for a while.
    Head towards the area in sector 2 with rooms 211 and 212.  There's an Order
    member in 212 and another one in the adjoining room, but he won't attack until
    you break the glass in-between.  Relieve the corpse in 212 of his STEEL PIPE.
    There's SHOTGUN AMMUNITION in the little shelves, a book on the table, the
    SECTOR 3 KEY on the key rack and your MK 23 HANDGUN by the monitors.  Exit out
    the door of this room (noting the list of names on the wall) and check to your
    left by the machinery up ahead for the last CHILD'S DRAWING.
    Two Order members of the pipe variety will jump you as you backtrack.  Focus on
    one at a time and you will be fine.  Head towards sector 3.  After using your
    key, you should see another Order member patrolling this area.  Hang outside
    the hall opposite 302 to hear some guys talking.  Pry the door open to fight
    them.  It's possible to get them one at a time.  Inch forward with your light
    off until you see the outline of one of them.  Quickly flash him with your
    light and he'll attack you while his buddy stays back.  Follow this hallway and
    listen for a scream.  Head to room 320 to initiate a scene.
    When it's over, climb over the gate to your left, push the shelf out of the
    way, and pry open the door.  Curtis will attack you.  Equip the knife, get him
    in your sights, and slash away.  That saw is so slow that Curtis can't even
    lift it up before you do a whole knife combo on him.  He wasn't even worthy of
    having to press X to finish him, but that doesn't mean he doesn't get a gory
    finishing move.
    Go back into 320 to get a FIRST AID KIT, a HEALTH DRINK, and a book on the
    cult.  There's a ROOM 301 KEY on the wall in the area where you fought Curtis.
    Rejoin Elle and do the gate trick to get out.  Watch out when you reenter
    sector 3: two Order members will attack, one of which has a rifle.  Focus on
    the one with the pipe.  Rifle guy is a really bad shot; he will even shoot his
    buddy instead of you, he's so bad.  Empty your pistol on him and finish up with
    the knife or pipe.
    Unlock 301 for lots of goodies.  To your immediate left is a memo about
    Shepherd's Glen.  Keep right, and look for PISTOL AMMUNITION in the shelves
    here.  Through the stretchers and dividers is all your stuff in a bag and more
    PISTOL AMMUNITION to your left.  The last SERUM lies back behind all the
    shelves, as well as a HEALTH DRINK.
    Go back to the glass separating the two rooms.  Look left for a flyer (Coffee
    and donuts?!  Those monsters!) and right for a letter.  Break the glass and
    raid this room for a FIRST AID KIT and a list of names of people who've been
    brought to this hellhole.
    Our destination is sector 1.  Head to sector 2 and go north through the door
    here.  Do the gate trick one last time after getting rid of the Order member.
    113 is the only open door.  Look left upon entering for the POLICE MARKSMAN
    RIFLE.  (Svairt has hypothesized that health drinks missed during the game can
    be found along the same wall as the rifle, back in the corner of the room, so
    if you feel you have missed some, check here to restock.)  Check the shelves
    for SHOTGUN AMMUNITION, and by the glass for a FIRST AID KIT and a book to
    read.  Break the glass to see Wheeler.  He's not dead yet, and whether or not
    you save him is the last decision you'll make that affects your ending (though
    Wheeler does not actually affect two of them).
    Exit out the only open door.  In sector 1 proper, note the sound effects.
    We've heard this once before...  There's a memo on the left wall as you head
    east.  There's only one way to go here.  In the circular room is our last big
                  The Founding Families
       Look at the pillars around this area and use your dagger to "unlock" four of
       them, making the text on the red windows legible.  Make special note of the
       symbols on both the pillars and the top of the windows, two for each family.
       Now check the set-up on the floor: three inner circles and an outer ring,
       very much like the Halo of the Sun we saw earlier.  The prescription pad on
       the floor is the only clue we have as to how the symbols should be set:
       that's Dr. Fitch's place.
       The symbols on the pillar represent the inner ring and the stained glass
       windows, the outer.  Dr. Fitch's inner ring symbol is a stick figure.
       However, there are two stick figures on the inner ring.  Make note of the
       Bartlett and Holloway inner pillar symbols, the mountains and the air, and
       check the machine in this room that controls the floor rings.  There's only
       one way to get the stick figure in Dr. Fitch's spot while getting the
       mountains and air in the other two rings.  Turn the inner dial twice using
       Now for the outer dial.  Check the Fitch's stained glass to see that their
       other symbol is an eye.  Holloway's is a scale and Bartlett's is I'm not
       sure what.  Looks like a triangle with some squiggly lines.  Again, even
       though there are multiple symbols on the ring, there's only one way to
       position them so they match their respective families.  Turn the outer ring
       8 times to match the family symbols in the inner and outer circles.
       How come there was no Shepherd family emblem in that puzzle?  Well, because
       we need that to open this new door.  Use the left analog stick up and down
       to rotate a ring, and push it left or right to switch between rings.  The
       Shepherd family inner ring picture is a drop of water.  The outer ring image
       looks like a trident of sorts.  The door should open when the two are
    Examine all the tombs here until you get to the Shepherd family's.
       Amnion's legs give him great reach, so break out all of your ranged weapons
       and shoot until your ammo is gone.  Like with Siam, you need to get distance
       between you two before you can safely fire because Amnion will knock you to
       the floor and continue to pummel you if you don't get back up quickly.
       Along with swiping with his legs, Amnion can spew putrid sea water to knock
       you down, too.  Unless you went crazy and used up all your ammo before this
       fight, you should have enough to knock Amnion into his second form.  If not,
       you need to play the dodging game to get close.  I would recommend the knife
       for this because Amnion is fast and will not give you much time to take a
       swing with anything else.  The best time to go in for a melee attack is when
       he is spitting water because he rears up, occupying his legs, and it takes
       him a bit to recover his stance.
       The second stage is more dangerous because Amnion's front legs are now
       completely free to grab you and throw you around like a rag doll, which
       means no going near his main body.  This stage is easier though because
       Amnion will get his front legs caught in the floor when he goes to grab you
       and misses, leaving you with the perfect opportunity to get close.  Don't go
       in to attack him until he's got his legs stuck.  This form will still spew
       sea water and swipe like crazy, so just hang back until you see the tell-
       tale rear and lunge.  If you're having problems getting him to make himself
       vulnerable, try getting close to him.  He won't try to attack if you're not
       in his range; rather, he'll just follow you around and try to spit water on
       you.  It shouldn't be too long before you see him collapse on his back legs,
       belly perfectly exposed for a finishing move.
    Enjoy or lament your ending afterwards.  If you happened to get all of Josh's
    photos, you get an extra scene after the credits, regardless of what ending you
    Extras                                                                    [xta]
    When you finish the game once, you get the chance to save, but you don't reload
    a finished game to access extras; select New Game to reap all the benefits.
    There isn't too much bonus content, but it's enough to add to the replay
       There are a total of five different endings.  Which ending you get is
       directly affected by three tough decisions Alex must make in the latter part
       of the game:
       1. Kill his mother out of mercy or no?
       2. Forgive his father for years of mistreatment?
       3. Save Wheeler or not?
       Different combinations of yes and no will yield a different ending each
       Ending 1 (The Good Ending):
         Forgive your father and kill your mother; what you do to Wheeler does not
         matter.  This is your typical survival horror ending.
       Ending 2 (The Drowning Ending):
         Don't forgive your father but do kill your mother; what you do to Wheeler
         does not matter.  This ending supposedly shows what would have happened if
         the fiasco on the lake never occurred.
       Ending 3 (The Bogeyman Ending):
         Don't forgive your father, don't kill your mother, and don't save Wheeler.
         Alex's unforgivable acts will catch up to him, turning him into a literal
       Ending 4 (The Hospital Ending):
         Forgive your father and don't kill your mother; what you do to Wheeler
         doesn't matter.  Probably the most realistic ending based on the story and
         all those memos scattered around.
       Ending 5 (The UFO Ending):
         Don't forgive your father, don't kill your mother, but do save Wheeler.
         Homecoming's ode to Silent Hill's sense of humor.
       If you would rather not play through the game five different times to get
       all the endings, make a separate save file in the prison before you meet
       your mother and again before you get the chance to forgive your father, get
       one ending, save your final progress in another slot, then reload one of
       your two saved games in the prison and church and play for another.  As long
       as you save in a new slot after beating the final boss, you will keep your
       unlocked goodies for finishing.  You get achievements regardless of whether
       or not you saved.  (Thanks to Aspect_P for pointing this out.)
       There is also an extra scene to be had after the credits but is not
       technically an ending, as it will play no matter what ending you receive.
       You can see it only after having found all of Josh's photos.  The children's
       drawings have nothing to do with it.
       Bonus costumes are unlocked by getting different endings and by knowing a
       little Konami history.  Here's a list of what is awarded and when.
       Classic Alex:
         This is the default costume.
       Young Alex:
         Input the Konami Code at the start screen using the d-pad and face
         buttons.  The code is up, up, down, down, left, right, left, right, B.  A
         sound will play and you'll have got it.
       Big Rig Alex:
         Get Ending 1 (Good Ending).
       Order Soldier Alex:
         Get Ending 2 (Drowning Ending).
       Bogeyman Alex:
         Get Ending 3 (Bogeyman Ending).
       Orderly Alex:
         Get Ending 4 (Hospital Ending).
       Deputy Alex:
         Get Ending 5 (UFO ending).
       Two new weapons are unlocked during a New Game + after you've finished
       at least once or have gotten the UFO ending.
       Circular Saw: found in the Shepherd's garage on the tool bench
       Laser Pistol: found in Alex and Josh's room on the toy chest
       The saw is brutal but slow; you can get by without using it.  The laser
       pistol comes with unlimited ammo.  You can only access it after having
       gotten the UFO ending, and it's worth it, as it is incredibly strong and can
       take down the final boss in four shots.  (Thanks to SilentEdge for pointing
       out the laser pistol's requirements.)
    Memos and Documents                                                       [mmo]
    Thanks to a generous contribution from Valtiel's Silent Hill site
    (http://circleofdestruction.net/silenthill/) this guide now has a memo section.
    Most of the following memos were transcribed by the webmaster, so she deserves
    credit for the work (and transcribing is *a lot* of work).  I tried to fill in
    the gaps where I could.
    Random signage like you find in the Hell Descent area is not included; neither
    are the tombstone inscriptions in any of the cemeteries.  If, for whatever
    reason, you need a list of all the names in Rose Heights cemetery, I can
    oblige (I just have names, not dates or inscriptions).
    Author: nur_ein_tier
    E-mail: codzine@gmail.com
    Homepage: http://circleofdestruction.net/silenthill
                      Lobotomy Memo
       The patient in room 206 is scheduled to undergo a trans-orbital lobotomy
       I’ve mandated that the following medications be doubled on the day of the
                 Missing Patient Bulletin
       Room 205, patient went missing, last seen in the day room after a
       confrontation with another...
       "The rest of the message is blurred and illegible."
                     Security Memo
       Attention Staff:
       Our security has been somewhat compromised - a patient used an X-Ray Film to
       write down the code for the security gate.  We have recovered the first
       half, but the second half is still missing.  Should you find the missing X-
       Ray piece be sure to notify the head of security immediately.
                    Incident Report
       ...the patient proceeded to leap through the window and then ravaged the
       adjacent room.
       The patient was not responsive to verbal commands.  Three staff members
       eventually subdued the patient.
       The patient entered a catatonic state and stopped responding to outside
       stimuli.  Restraints were unnecessary during the following week's
       electroshock therapy sessions.
             Combat Training Manual: Melee
       Basic Weapons Combat
       Today's soldier needs to be prepared for the rigors of training and beyond.
       These are techniques that are going to keep you alive out in the field.
       Equipping a weapon:
       To equip a weapon, hold down or tap RB [right bumper] and use L [left analog
       stick] to select your weapon of choice.
       How to use combat stance and targeting:
       To get into your combat ready stance, pull and hold LT [left trigger] when a
       melee weapon is equipped.
       When you enter combat stance and enemies are present, you will automatically
       target the closest enemy in your field of view.
       If multiple enemies are surrounding you, the target will be the closest
       The targeted enemy will be highlighted by the flashlight.
       To change targets, tap R [right analog stick] in the direction of that
       target, typically left or right.
       To break targeting at any time, exit combat stance by releasing LT.
       Fast Attacks, Strong Attacks, Charge Attacks, and Combos:
       When in combat stance, press A for Fast attacks and X for Strong Attacks.
       Strong attacks can be charged up for added damage by holding down X.
       Successive Fast attacks followed by a Strong attack can make for
       uninterrupted strikes, known as Combos.
                     Patient Memo
       The doctors say that I'm unable to discern fantasy from reality ... but I
       think I know what's going on around here.  I saw those demons murder the
       other patients.  I want to escape from this cursed place but I don't dare
       venture into the light.
       It seems that they're attracted to light.  That's why people who need light
       to see are their natural prey.
       They also react strongly to sound.
       If you want to go on living, you'd be better off just sitting in the dark
       and staying quiet.  But even that probably won't save you.
                   Patient's Letter
       she's not here she's not here
       she's not here she's not here
       she's not here she's not here
       she's not here she's not here
                     Patient's Chart
       TYPE Electroshock  DOCTOR Copen
       Doctor’s Signature is required after each entry.
       MONDAY 9:00 a.m. (signed) Dr. Copen
       TUESDAY 9:00 a.m. (signed) Dr. Copen
       WEDNESDAY 9:00 a.m. (signed) Dr. Copen
       5:00 p.m. (signed) Dr. Copen
       THURSDAY 9:15 a.m. (signed) Dr. Copen
       FRIDAY 9:00 a.m. (signed) Dr. Copen
       5:00 p.m. (signed) Dr. Copen
       11:00 p.m. (signed) Dr. Copen
       Comments: Treatment has yet to achieve desired results. Patient is non-
       responsive. Please administer pureed foods only.
                   Electroshock Memo
       ...setting the electroshock machine beyond the seizure threshold has yielded
       impressive results in the patients.
       The most violent and depressed patients are rendered completely docile...
       The only side effects have been minor: memory loss, some dislocated bones,
       one fractured leg, and a patient bit off his tongue.
       This accident was quite a nice side effect as this particular patient was
       also one of our noisiest.
       I’ve instructed the doctors to continue with this intensity level for all
                   Anniversary Banner
       Saturday and Sunday, September 20th and 21st
       Events kick off Saturday with a Parade down Main St. 10 am.
       Period Costume Contest - Prizes will be awarded!
       Live Music and Entertainment by Eye of the Storm
       Admission is free.  Bring the Kids!
               History of Shepherd’s Glen
       The history of Shepherd’s Glen is one of opportunity and enterprise.  First
       settled nearly a century and a half ago, its founders came here as pilgrims,
       searching for a new home to practice their faith and ensure the prosperity
       of their four families.
       It soon flourished into a thriving small town.  Shops and businesses sprang
       up on  what is now Main Street. The turn of the century brought tourists,
       eager to explore the region’s lakes and rivers.  And with tourists, came
       more business.
       In the 1950s, many of the original municipal buildings, such as the town
       hall and the library, were restored.  The 1990s encouraged further
       investment, modernizing Shepherd’s Glen as it headed into the new
       But throughout its success, Shepherd's Glen has always managed to remain a
       close-knit community, maintaining the same ideals on which it was founded.
       One can only hope that the founding families would be proud, if they saw the
       town as it is today.
            Newspaper Article in Town Hall
       What should have been a normal school run home turned into tragedy last week
       when a freak thunderstorm washed a school bus into the raging torrent of the
       Toluca River.  The normally placid river, swollen by nearly a week of
       record-breaking rainfall, was running almost 15ft higher than normal.
       Mark Ward, the conscientious school bus driver for Toluca County, was
       unprepared for what he found when entering River View Road that runs
       parallel with the river.  The fast moving water eroded the soil underneath
       the asphalt, leaving it unsupported.
       The road suddenly collapsed as the bus pitched into the roaring river below.
       Carried along a white water ride for a 1/4 of a mile, amongst the screams of
       the petrified children, the bus became lodged under the aptly named Hope
       Doctor Martin Fitch MD had just finished a house call and was on his way
       back to the office, following directly behind the school bus when the road
       gave way.  Managing to stop in time Doctor Fitch got out of his car, braving
       the downpour, and ran alongside the river for 1/4 of a mile when the bus
       finally became jammed under the bridge.
       Without a thought for his own personal safety, Doctor Fitch jumped into the
       river and swam towards the bus.  After breaking the rear window, he climbed
       inside to assess the situation.
       Inside he found a terrible scene.  The driver, trapped by his safety-belt,
       had been killed when the front of the bus flooded.
       All of the 2nd and 3rd Grade Students survived without major injury, but
       appeared severely frightened by the events.
       The children were evacuated to the nearby Alchemilla Hospital in Silent Hill
       to recuperate after their ordeal.  During the evacuation, the situation took
       another terrifying turn.  His leg trapped by the partially crumpled front of
       the vehicle, brave 8-year-old Alex Shepherd was unable to move.
       Doctor Fitch knew that if Alex didn't drown, the cold waters of the Toluca
       River would put him into cold shock as his core temperature plummeted and he
       succumbed to hypothermia.
       Time was critical.  The Doctor quickly stripped off his shirt: taking a hold
       of the boy, he wrapped his arms as tightly as he could around him, and then
       waited for the rescue crews to reach them.
       The heat and warmth of the doctor's body may well have been the only thing
       that saved Alex's life that day.  It took the fire crews nearly 4 hours to
       finally free Alex from the wreckage of the school bus.  During the entire
       time he was trapped in the bus, Doctor Fitch never left his side.
       For his feat of bravery the City council gave their highest award to Doctor
       Fitch, along with the Key to the City.
       Though tragedy struck for Martin Ward; the potential loss of all those
       children was averted by the selfless act of one man, Dr. Martin Fitch MD.
                 Letter from Mom to Dad
       Adam, I know that you will soon return to me, but I miss you dearly and
       writing to you always calms my nerves.
       Everything here is the same, but with you gone, the house is so empty...
                  Newspaper in the Park
       Paul Russell Douglas was executed for the murder of 8 children in and around
       Silent Hill and Shepherd's Glen areas, according to court records.
       He offered no resistance as he was arrested and strapped into the electric
       chair as officials, witnesses and reporters watched.
       "This execution is not going to stop anything."  Douglas said.  "I've worked
       and waited for this day.  All that's left is to rejoin my lord."
       After preparations were completed, Douglas received a sudden blast of
       electrical current, followed by a two minute stream that jolted him back in
       the chair.  Medical officials pronounced him dead at 2:09pm.
                    Note by the Phone
       Adam, don't forget to ask Curtis about the engine.
                  Rose Heights Fountain
       This fountain is hereby dedicated to the memory of Charlotte Borden by her
       loving parents.
       Taken suddenly from a life yet fulfilled - Born... the rest is illegible.
       Age 8 years old.
       "There's an additional inscription below."
       Inseparable, yet divided,
       two halves of the same person,
       in two places, now forever apart.
                 Rose Heights Puzzle Clue
       The Guardian that once was whole
       Reveals the way that is shut
       Two Halves on Twins Enshrined
       Forever Split in Waters Divine
       Once whole but now split in twain
       Opens the way for souls to leave
       Find the plates and release their pain
       Once separate but now whole again.
                  Rose Heights Fountain
       This fountain is hereby dedicated to the memory of Claire Borden by her
       loving parents.
       Tragically lost moments after her twin sister died - Born... the rest is
       Age 8 years old.
       "There's an additional inscription below."
       Inseparable, yet divided,
       two halves of the same person,
       in two places, now forever apart.
             Combat Training Manual: Ranged
       Basic Ranged Combat
       Equipping a ranged weapon:
       To equip a ranged weapon, press RB [right bumper] to bring up the weapon
       select screen, then select your ranged weapon of choice.
       Firing a ranged weapon:
       Hold down LT [left trigger] to enter precision mode.  Press RT [right
       trigger] to fire the weapon.
       Performing a gun butt:
       While in precision mode, press A to perform a gun butt.
       Reloading a ranged weapon:
       Ranged weapons will automatically reload after you fire the last round in
       the gun, so long as you have additional ammo available.
       It is often advantageous to reload before you empty your gun, so you are not
       caught reloading in close combat.
       This can be done by pressing X.
               Letter on Reception Desk
       As Mayor Bartlett will be working in the Atrium late this evening, please
       make sure the exterior service doors are left unlocked.
       Mr. Jones
                     Memo on Dumpster
       Don't forget to tape the big game!
              Messages on the Hotel Walls
       I can't see my face.  Maybe you will in 404.
       405 scares me.  I left my ducky in there.
       You can't wash it off.
             Letter from Clayton to Sam
       I can't thank you enough for all of your hard work in restoring the Atrium
       to its former glory.  My illness continues to worsen, but it gives me great
       comfort that my Carol and I can find solace in the beautiful garden you've
       created.  Thank you so much.
              Letter from Carol to Sam
       Dearest Sam,
       I can't describe how much my life had turned a corner since you've begun
       tending the Atrium.  With Clayton's illness slowly taking its toll, I've
       felt so lost and alone.  Your presence and your gift in restoring the
       garden...  It's the single ray of light in my tired life, and it brings me
       joy.  Thank you for the many wonderful evenings we've spent together.  It
       will be different - better - when I no longer have to pretend.  All my love,
       -Carol x
              Letter from Clayton to Carol
       Carol, I'm struggling to the find the right words.  My body was broken and
       now you've broken my heart too.  I don't know why.  I loved you
       unconditionally, gave you everything I had, I thought you loved me too.  I
       guess I was a fool.  There are  things, things about Sam you don't know,
       and if you did, I guarantee you'd feel differently.  I want to forgive you
       Carol, but I can't... I've simply nothing left.
       Delivery Notice   Alchemilla Hospital:
       -Two oxygen tanks removed and replaced with full ones for Mr. Doyle's suite.
                  Alchemilla Postcard
       I long for the days before my illness overtook me.
       From my window I can see a large oak.  The leaves are ablaze - yellow and
       red - and with each day more of them fall.
       When the sun is low, the shadows from its branches fall across my walls, but
       soon after the darkness fills the room.
       Please come and see me soon, I want to share one more memory with you, while
       I still can.
       Love always
                Letter from Paul to Jim
       They were there again last night.  I saw Carol creeping towards the main
       ballroom and you know where that leads...  I don't know what the old man
       would do if he were to find out- given his health, he might not make it.
       Do you think I should say something?
            Lakeside Amusement Park Postcard
       What a wonderful day! The smell of cotton candy and the sound of laughter
       filled the air.
       Days like this make me appreciate what it was like to be young and carefree.
       Family is the most important thing - and our children are the future.
       I only wish I could feel that innocent again.
       See you soon.
                  Toluca Lake Postcard
       I have some sad news to share.
       Yesterday I took a boat out - as far as I could row - and I dipped my face
       into the cold clear water.
       As I leaned over the side of the rowboat, my necklace caught on the oar and
       the chain snapped.
       I saw your precious gift slip into the blackness.  I wanted to dive in after
       it, but the water was so icy so deep.
       Please...forgive me.  I miss you.
                  Poem on Prison Wall
       All I want is freedom,
       To forget about my past.
       All I need is freedom,
       So my sanity will last.
       Are you seeking freedom,
       From this wretched metal cell?
       Then look no further than yourself
       For now you're trapped in hell!
                 Police Station Memo
       Only time will tell who has the will to live.
                   Dr. Fitch Diploma
       Southeastern University
       Upon the recommendation of the Faculty of
       The School of Medicine
       And by the virtue of the authority vested in them by
       The Congress of the
       United States the Board of Trustees of Southeastern
       Has conferred upon 
       Martin Fitch
       Medicine Doctor
       Together with all honors, rights, and privileges thereto 
       In recognition of all requirements for this degree.
           Letter from Dr. Slater to Dr. Fitch
       Dear Mr. Fitch,
       I was so disappointed that you missed our appointment last Thursday.  This
       is the third time in a month that you've not appeared at the allotted
       time.  I implore you to reschedule as soon as you can.  We've made such
       progress over the past few months - I can't stress how important it is
       that we maintain regular contact to ensure a speedy recovery.  I look
       forward to seeing you soon.
       Sincerely, Dr. Slater   Chief Resident Psychiatric
       Department Alchemilla Hospital.
                Ancient Book: Importance
                 of the Keeper of Lore
       To continue on the path we have laid before us, it is vital that the people
       remember the road traveled.  We must continually provide, update and nurture
       accurate records of the past that cannot be challenged by outsiders.
       Once the lore has been handed over, The Keeper shall confine himself to an
       uncorrupted sanctuary.  There he shall learn the history of The Founders.
       In God’s name, so shall it be.
                 Ancient Book: Importance
                  of The Executor of Law
       In defense of The Tenets, it is necessary that one person preside over the
       punishments of any members who have fallen from the Path. These rulings must
       be based on complete understanding of the laws set forth and must be
       executed without prejudice.
       The Executor Of Law must not waive in the responsibility of enacting this
       power, he must declare his oath, in public forum, to uphold the ideals of
       The Book.
       In God’s Name, so shall it be.
                Ancient Book: Importance
                of The Performer of Rites
       With the truth of the old believers fractured, it is essential that one
       person maintain and effectuate the modern sectarian rites we have toiled so
       faithfully to create and protect.
       After taking up the mantle of this post, The Performer Of Rites shall make a
       pilgrimage to the edge of the forsaken region to purify himself from the
       sins of the past.  There he will beseech the forefathers for forgiveness and
       In God’s name, so shall it be.
                Ancient Book: Importance
                  of The Master of Arms
       In the pursuit of creating a more perfect Way, rules must be followed and
       rules must be enforced.  Any member who ignores this command shall be dealt
       with swiftly and in view of all.  This shall ensure continued prosperity.
       It is, therefore, imperative that the effective Master Of Arms not waive in
       the responsibility of enacting this power until his last day in this life.
       In God’s name, so shall it be.
               Certificate of Release or
               Discharge from Active Duty
       RANK: COL
       PAY GRADE: O6
       DATE OF BIRTH: 19540418
       I hereby certify that the attached document is a true and accurate record to
       the best of my knowledge.
       (signed) Adam J. Shepherd
                    Father's Letter
       I have failed, and they know it.  They blame me.  They should.  I swore to
       protect this town, but I can’t.  The streets decay before our eyes.  The
       curse we always feared has come upon us.  Worse yet, The Order has returned,
       kidnapping and killing with impunity, brainwashing those they take in an
       effort to rebuild their flock.
       Whether they want to punish us for the exodus of our forefathers - or simply
       breathe new life into the old ways, I don’t know.  But they’ve taken our
       people.  The only thing left is to face the source of this evil, to fight
       it, and pray that some hopes can  be restored.  My sole consolation is that
       I’ve finally opened my eyes to the evil in Silent Hill.
              Wall Memo in Shepherd's House
       To escape to the future you must know the past
       We are bound to our pain, remember, and set us free.
                  Corpse Puzzle Clue
       To hide her pain, this face she did wear...
       Behind this mask her heart was laid bare.
                  Upstairs Puzzle Clue
       Nobody saw when you were crying on your bed.
       I wanted to help you, but I hid myself instead.
       The ticking of a clock, then suddenly not.
       Fate left me here, in shadow I will rot.
       Under my covers the darkness kept me in.
       Only the daylight can save me from my sin.
                  Power Company Notice
       Notice: Due to the recent accidents we have implemented new system fail-
       safes. The generator will now only power down if the proper sequence is
       First and foremost, the boiler needs to be shut down.  Closing off any of
       the other systems before the boiler is closed will result in a system reset
       to prevent damage to the facility.
       "The rest is burnt and illegible."
                   Prisoner’s Letter
       When you’re notified you have a visitor, an officer searches you, and then
       escorts you to the visitor area. You then get placed in a cage, get un-
       cuffed, and wait for your visitor.
       For the right amount, officers will let visitors bring things in.  It’s
       against the rules, of course, but even high ranking officers do it ... I
       mean, who’s gonna stop them?
       After the visit is over, they strip you, search you, and let you get
       dressed. Then you get cuffed and escorted back to your cage.
       Seeing friends and family is the only thing that gives us hope.  Dad, I hope
       you visit soon.  Until next time,
       - Dave
                     Worker’s Note
       I’m tired of the ridiculous time constraints you people give me! You ask me
       to fix the cameras, and then thirty minutes later you call and ask why I
       haven’t patched the hole in the wall yet!  I’m tired of the mixed signals -
       someone just tell me what you really want!
       To whoever is reading this, do NOT touch my tools, I’m coming back to fix
       the god damn cameras after I brick up the god damn hole in the god damn
                    Prison Newspaper
       For any readers looking to enjoy that old Shepherd's Glen hospitality, you
       may want to reconsider your options.  I recently stayed at the Shepherd's
       Inn, located conveniently just outside the downtown area.  While our
       previous overnights at this location were memorable, the year since their 
       Sesquicentennial Celebration has not been good to our neighboring burg.  Our
       accommodations themselves were inhospitable, to put it mildly, and the
       locals seemed gruff and uninviting.
       Even the Town Hall, once a friendly way for tourists to learn about the
       area's culture, stood in disrepair.  On day two--
       "The rest of the message is blurred and illegible."
                    Prisoner’s Letter
       Whoever gets this message, please help!  We haven’t seen a guard in days.
       We’re hungry...Losing hope... Please help us!  We’re dying in here.
       - Ron
                    Prisoner’s Letter
       I’m going to kill you.
       I’m going to kill you.
       I’m going to kill you.
       I’m going to kill you.
                   Prisoner’s Letter
       Kenny, I can’t wait to get the hell out of here.  The god damn cooks are the
       ones who should be thrown into solitary.
       In order to eat, you’ve gotta have your light on, before the officer will
       put food on your tray.  They make you kneel against the back wall when
       they’re dishing it out...otherwise you get nothin.
       Then the officer closes the window and you can eat your food, but then as
       soon as you get started they come back to pick-up the trays.
       The meals are never fully cooked, and sometimes the food is still cold in
       the middle.  Also, they give you less than what a grown man would normally
       eat.  I’ve seen the officers scrape most of it on the ground to make the
       tray lighter.
       We get juice, but it’s watered down, to be just like the food - tasteless.
       The first thing I’m gonna do when I get out is eat a god damn cheeseburger.
       - Bryan
                      Keypad Note
       If anyone finds this note,
       I can help you access the gateway to your freedom.
       But to escape your fate,
       You must first visit solitary confinement
       Prisoner Number: 110391
                   South Wall Riddle
                    West Wall Riddle
                   North Wall Riddle
                Few Lines from a Hymn
       Where shall my wondering soul begin?
       How shall we all to heaven aspire?
                 Excerpt from a Psalm
       Blessed is the man who does not tread the path of the wicked,
       or stand in the way of sinners, or sit in the seat of mockers.
                   Through the Fog 
       Through the Fog - A Skeptic in Silent Hill
       by: Paul Scheible
       Silent Hill: A town known for its mysterious happenings and now-defunct
       cult, "The Order," which was recently exposed by Detective Douglas Cartland.
       But, what darkness really lies behind the simple veneer of this sleepy town?
       Paul Scheible’s latest book chronicles his research during a two-year stay
       in the town, including detailed interviews with long-time residents, cult
       documents you won’t find anywhere else, and an appendix of popular local
       legends.  As expected, life in Silent Hill is far more mundane than you may
       have heard, and the "great evil" The Order sought to find originated from
       the same abyss whence all religions spring: nowhere darker than the
       fanatical minds of its followers.
                 Child’s Drawings Poem
       Where is Steven, mommy?  He can’t play and I’m sad.
       You mustn’t ask, my darling- Steven has been bad.
       Billy too, and Sally?  Did they do something wrong?
       I’m afraid it’s true, child- all your friends are gone.
       Beware of he who took them- he goes by many names.
       The Bogeyman, the Shadowed One, but all are he, the same.
       For every sin a child has, must be a punishment to bear.
       Your friends are now beyond our reach: trapped deep within his lair.
       Remember always to behave, for sins he won’t abide.
       He wields a rusty, jagged blade, to cut out your insides.
       The lying little children, with souls selfish and small,
       Will find their wriggling tongues cut out, and nailed to his wall.
       And if they take what is not theirs, there can be no doubt
       He’ll stretch their skin until it snaps, and all the blood drains out.
       The bullies with their spiteful wrath will find torment as well,
       Soon he will strike them where they stand and drag them into hell.
       Child, you must obey your parents: do everything they say.
       Little ones who do otherwise, he tortures in the flames.
       Beatings cleanse the soul, they say, and that is what he’ll do
       If you don’t control your anger then you’ll feel his anger too.
       You are your brother’s keeper, remember it always.
       Or else, the Bogeyman will chain you underneath the waves.
       And while good children live, bad ones cannot escape their fate
       For once you hear his screeching wail, it’s already too late.
       So do not cry aloud at night stay hidden in your bed...
       Or the Bogeyman from Silent Hill will come chop off your head.
       Every child born of the flesh bears the Filth of the flesh that created it
       The lives of the un-pure are steeped in Filth and their deeds and words
       spread Filth through the world
       Even Death is not enough to cleanse generations of this Filth from the
       The only way to ensure these poor souls can live pure lives is to cleanse
       the flesh from their bodies.
                    Experiment Memo
       The experiment failed. It was a shining hope for us all, but the weakness of
       a few has darkened that light for us all.
       However, we will survive, we must.  Our purpose is too great to be halted
       and no cost is too great in the service of our Lord.
       Shepherd’s Glen is lost, and its people are doomed to Hell and don’t even
       know it.  It falls to us, and our enduring Order to save them.
       We alone can offer them salvation, and their salvation lies here in Silent
       Hill where we belonged all along.
       Go, save them all.  They are frightened and know not what awaits them if
       they refuse us, so give them the choice.
       JA RH DH GP
       The time has come!  These dark days are merely a test to find the worthy!
       None of you will survive the coming fires, you know this in your hearts.
       All of the horrors you may have witnessed are nothing compared to the Hell
       that awaits you.
       We know your fears; we know you are not mad.
       Flee to us for shelter from the coming storm.
       Flee to us to absolve your sins.
       Flee to us because you have nowhere else to run.
       Please join us at our weekly service, Fridays, 6pm at the Church of the Holy
       Coffee and donuts served.
       I’m happy to report today I successfully converted seven subjects to serve
       the will of our divine lord.
       If God is willing, please take this as a sign of my commitment and spare my
       wife, for she does not know better.
                     Torture List
       By decree of the ordained council, the following have been chosen to serve
       the will of our divine lord.
       Audrey H.  Thomas S.  Terri L.  Maggie G.  Mary A.  Sarah E.  David S.
       Julie J.  Susie R.  William H.  Recie T.  Milli A.
       Remember the penalty for not serving our lord is death.
       "Do not keep company with those who have not faith.  For what is there in
       common between righteousness and evil, or between light and dark?"
                      Set of Bylaws
       1. Commitment
       All Members of the Order must have fully committed themselves to this
       purpose in their beliefs, their activities and their lives.
       2. Membership
       Membership within the Order is extended to all that seek the Old Ways.
       A. Levels of Membership
       a. Mother Circle
       -The Mother is considered the founding group of the Order.  The name of the
       founding group is The Mother.
       b. Daughter Circle
       -Any Second Generation group hived off of The Mother.
       c. Servant Circle
       -Any Third Generation group stemming from The Mother.
       3. The High Council
       The High Council is set in place as a tool for all within the Order to make
       use of.  The purpose of the High Council shall be to aid in the process of
       group formation as needed, act as a governing body in matters pertaining to
       the Order as a whole, and to be a judge/jury if asked to settle disputes.
       4. Grievances and Discipline Procedures
       All decisions made by the High Council are binding.  Presenting your case
       before the Council implies your acceptance of their decision.  Those seeking
       mediation must contact the Scribe.
       a. The High Council shall be called in to preside over disputes within a
       group to hear complaints and accusations of inappropriate acts, abuse of
       power by leaders and any other complaints that are deemed worthy to preserve
       the public image or internal integrity of the Order.
       b. The nature of the disciplinary action shall be decided at the sole
       discretion of The High Council.  These actions shall contain, but not be
       limited to, assignment of manual labor, persecution of an individual member,
       banishment of an individual member, and banishment of a group.
       c. If an individual member wishes to leave the Order, they are required to
       bring their request to the High Council.
               Shepherd Family Contract
       We, the Family Shepherd, in order to ensure our continued protection and
       prosperity, do enter into this Holy Contract with our God, accept our duties
       as Master of Arms and willingly consign our child to the water in God’s
               Holloway Family Contract
       We, the Family Holloway, in order to ensure our continued protection and
       prosperity, do enter into this Holy Contract with our God, accept our duties
       as Keeper of Lore and willingly consign our child to the noose in God’s
               Bartlett Family Contract
       We, the Family Bartlett, in order to ensure our continued protection and
       prosperity, do enter into this Holy Contract with our God, accept our duties
       as Executor of Law and willingly consign our child to the earth in God’s
                 Fitch Family Contract
       We, the Family Fitch, in order to ensure our continued protection and
       prosperity, do enter into this Holy Contract with our God, accept our duties
       as Performer of Rites and willingly consign our child to the knife in God’s
    Achievements                                                              [acv]
    Xbox 360 players get the joy of completing a total of 32 achievements for this
    game.  Beware before reading because some of these contain spoilers.  I'm proud
    to say that the walkthrough will help you achieve every one of these, most of
    which can be gotten in a single playthrough.
       Alchemilla's Finest (10G): Defeated 1 Nurse
       Creeper Reaper (10G): Defeated 1 Swarm
       Sightseeing (10G): Found 1 Photo
       Kaufman's Handiwork (10G): Found 1 Serum
       Lurk No More (10G): Defeated 1 Lurker
       Eddie's Legacy (10G): Defeated 1 Feral
       Clear the Air (10G): Defeated 1 Smog
       To The Point (10G): Defeated 1 Needler
       Six Feet Under (50G): Defeated Sepulcher
       Split Personality (10G): Defeated 1 Schism
       Shades of James (20G): Defeated 1 Siam
       Blood Donor (50G): Defeated Scarlet
       Lock 'n' Load (25G): Found Rifle
       Out of Order (10G): Defeated 1 Order member
       Mercy (20G): Alex ended his mother's suffering
       Compassion (20G): Alex could not end his mother's suffering
       Catch Your Breath (50G): Defeated Asphyxia
       Josh's Gallery (50G): Found ALL Photos
       Forgiveness (20G): Alex forgives his father
       Angela's Choice (20G): Alex does not forgive his father
       Nursery Rhymes (50G): Found all the Children's Drawings
       Health Junkie (50G): Found all Serums
       Now about those drinks (25G): Saved Wheeler
       Head Above Water (50G): Defeated Amnion
       Smile! (50G): Achieved Ending 1
       In Water (50G): Achieved Ending 2
       Judgement (50G): Achieved Ending 3
       Intensive Care (50G): Achieved Ending 4
       No Dogs Allowed (50G): Achieved Ending 5
       Rising Tension (25G): Found Circular Saw
       Science Fiction (25G): Found Laser Pistol
       The Old Gods... Haven't Left This Place (100G): Complete game on HARD
    Trivia                                                                    [tvi]
    Silent Hill titles are known for sneaking in a lot of extra content with the
    gameplay and plot.  This section will be ever growing to try and list as many
    things as I find, though contributions are always welcome.  It's probably best
    to read all these after having played the game at least once, since these will
    hopefully give you a reason to play it again.  Plus, THERE ARE LOTS OF SPOILERS
                  Silent Hill 1 References
       Josh's mounted and framed bug collection is very much like Alessa's, which
       can be found in her room towards the end of the game.  (Thanks, Seta.)
       When crossing Toluca Lake to get to Silent Hill, Deputy Wheeler tells Alex
       about a female cop he heard about that disappeared in town.  This is Cybil
       Bennet, Harry Mason's only ally in the first game.  Players get to choose
       whether she lives or dies.
       The Kaufman's Handiwork achievement is named for one of the doctors at
       Alchemilla that Harry encounters.  Dr. Kaufmann was a drug trafficker and
       had ties to the Silent Hill cult.  He also worked with White Claudia, a
       plant that had hallucinogenic effects and actually caused people to slip
       into the Otherworld.
       When Alex gets to Rose Heights and sees Mayor Bartlett digging a grave, he
       blurts out "What's that guy doing?"  This kind of vague and obvious question
       is reminiscent of Harry's constant stupid queries.  (Thanks to Zachery for
       sending this one in.)
       The doghouses you sometimes see around the streets in Homecoming might be a
       reference to the doghouse that holds a vital key in SH1.  (Credit to Hugo
       for this find.)
                  Silent Hill 2 References
       Most of the references to this game are in the achievements.  Eddie's Legacy
       refers to Eddie Dombrowski, one of the three main characters called to
       Silent Hill.  Eddie's first act of murder was killing a dog, hence the
       reason you get this achievement for killing a Feral.
       Shades of James is in reference to the protagonist of Silent Hill 2, James
       Sunderland.  James was called to Silent Hill through guilt for killing his
       wife, Mary.  This achievement is gotten by killing a Siam, a monster
       composed of both male and female bodies merged together.  Spacey and Keith
       have written in describing the Siam as representative of sexual tension or
       frustration since the Siam is dressed in a sexual manner and is overly
       aggressive.  The fact that the female side is on the back could also be
       symbolic of James carrying the weight of his wife's murder.  Hugo also has
       pointed out that the dual nature of the monster is very much like the
       duality of characters like Mary/Maria.
       Angela's Choice is named for Angela Orosco, a 19-year old who killed her
       father after he raped her.  Since this achievement is gained by not
       forgiving Alex's father, the connection is clear.
       The In Water achievement is named for the In Water ending of Silent Hill 2,
       in which James commits suicide by driving his car into Toluca Lake.
       No Dogs Allowed is gained by getting the UFO ending.  The image of the
       almighty dog in Silent Hill was started with the DOG ending of Silent Hill
       2.  Since Silent Hill Ørigins, the dog and the aliens that constantly abduct
       our heroes have come together to supply our humorous endings.
       The achievement for completing the game on Hard mode is called The Old
       Gods... Haven't Left This Place.  This is a line used by James in Silent
       Hill 2's Rebirth ending.  He murmurs this as he rows out to an island with
       his wife's dead body in order to revive her using cult rituals.
       Probably the most blatant reference to Silent Hill 2 is the appearance of
       Pyramid Head, now referred to as the Bogeyman.  There is a lot of theory
       surrounding Pyramid Head, and I don't want to get into that here, but the
       Pyramid Head that appears in Homecoming is based more off of the movie than
       anything else.  This includes design and purpose, meaning he is more a tool
       of the Otherworld than an agent of the subconscious: note that he never
       pursues Alex and never attacks Josh, meaning his purpose is not to get Alex
       to see the truth of what he's done; such was the reason for his appearance
       to James.
       In the Shepherd home on the landing of the first floor stairs, examine the
       spot on the wall where a photo once was.  Alex will say, "There was a
       picture here, but it's gone now."  This is a direct reference to the famous
       Neely's Bar message, "There was a HOLE here.  It's gone now."
       The lone mannequin in the Shepherd's basement is very reminiscent of the
       mannequin sporting Mary's clothes in the Blue Creek Apartments.  (Thanks to
       Seta for this one.)
       There are several instances where Alex will come across an empty dog house.
       A lone dog house in a parking lot was where one would find the key to unlock
       the DOG Ending in Silent Hill 2.  Alex doesn't find anything in his dog
       houses though.
       spardante2000 has pointed out that some drawings of the Bogeyman depict him
       with a lance instead of his usual huge knife.  Around the time James steals
       Pyramid Head's Great Knife, the demon switches over to using a lance, a good
       weapon for stabbing people in the back, as depicted in the stained glass in
       the church and as Pyramid Head demonstrates in SH2 towards the end by
       stabbing Maria.
       The Vile Acts Medal used in the attic puzzle in the alternate Shepherd's
       house is shaped like the Bogeyman's helmet.  The Bogeyman/Pyramid Head's
       design is a warped version of old-time Silent Hill executioners', so it is
       perfectly suited to be associated with vile acts.
       Zachery pointed out that the plots of both SH2 and Homecoming share a
       similarity in that the protagonist is searching for a loved one only to
       discover that they are responsible for their disappearance and went crazy
       afterwards, forgetting it ever happened.
       Sara pointed out an obvious one I had missed: "At the hospital, Alex has to
       reach inside a hole in the wall to grab the Robbie Rabbit toy.  James does
       the same thing in the Apartments to grab a key.  Only with James, even
       though we expect something to happen, nothing does.  But with Alex something
       does grab his arm and tries to pull him in."
       Another obvious one I missed: "The Patient's Memo in the hospital says 'If
       you want to go on living, you'd be better off just sitting in the dark and
       staying quiet, but even that probably won't save you.'  Which is a reference
       to a series of note cards James finds near a burned body while looking
       around town, the person says those exact words in the first note cards
       before the notes slowly lead into madness."  Thanks to britters pilcher for
       sending it in.
                  Silent Hill 3 References
       Josh's Robbie the Rabbit doll is from Lakeside Amusement Park, a recurring
       locale in the Silent Hill games.  It was only really only explored in Silent
       Hills 1 and 3 but is mentioned in numbers 2 and 4.  (Thanks to Eric for
       clearing some of this up.)
       The scene in the hospital bathroom reminded Steeple333 of a similar scene in
       Silent Hill 3.  Heather comes across a locked bathroom stall and knocks to
       see if anyone is in.  Later, that stall opens in the Otherworld and reveals
       a mess of blood.  Alex comes across a locked bathroom stall in the hospital
       but doesn't knock and instead gets a nurse when it opens in the Otherworld.
       Ana sent this in: "Do you remember the fortune teller shop near the book
       store?  Where the two white cars are.  One of them is stuck between the
       store and a wall. Do you remember when Heather in Silent Hill 3 escapes the
       shopping center and sees this car stuck?  It's exactly the white car only
       from the other side."
       The idea of an anonymous cult member in a confessional asking their god for
       forgiveness when the main character just happens upon them is taken right
       from Silent Hill 3.  Like Alex, Heather gets a choice, and it affects her
       endings as well.
       Like Homecoming, Silent Hill 3 also starts with a foreshadowing nightmare
       sequence as its opening level.  (Credit to Patrick for pointing this out.)
       To be fair though, most of the Silent Hill games start with a nightmare
       sequence of some kind.
       A book found in the Order's lair towards the end of the game mentions that
       the Silent Hill cult was recently exposed by a detective named Douglas
       Cartland.  Douglas was one of Heather's allies in Silent Hill 3.  He was
       originally hired by the cult leader at the time, Claudia Wolf, to retrieve
       Heather, but in working with Harry's daughter, he discovered their true
       purpose and apparently went on to work against them after the events of the
       Silent Hill 3's church location featured a map drawn in crayon.  Both
       Homecoming and Ørigins continued this tradition with the map of the house
       (Homecoming) and of the Otherworld (Ørigins).  (Thanks to Mother_Ranma for
       sending this in.)
                  Silent Hill 4 References
       Jérôme has pointed out something interesting with Silent Hill 4: "Yamaoka
       literally plundered his own work in the sound dept.  You won't find any
       explicit references to SH4 in Homecoming but there are a lot of sounds
       borrowed from SH4."  Two sounds I've been able to place:
         • the scraping of the Bogeyman's knife in the hospital elevator is taken
           from the grating of the metal subway gates in Silent Hill 4
         • the cries/moans/gurgles of a feminine voice can be heard in Dargento
           Cemetery and the streets of Silent Hill, just like the one you hear
           through the hole in Henry's apartment or in the intro to Cynthia's
       Chris has also found a possible link to Silent Hill 4: "There's a reference
       to Silent Hill 4 in a newspaper article- I can't remember where I found it
       but I think it was in the entrance to the Grand Hotel.
       "It was about a man who had murdered 7 children and had been sentensed to
       death.  He said that it was all part of the plan and he would now go to meet
       his god.
       "This is a reference to the 21 Sacraments ritual described in 4 (but
       performed in 1 and the rebirth ending in 2)."
       (Ricky has pointed out that "the paper is found in the park on the bench
       (right after getting the empty gas can) and it should be 8 children and not
       Another possible nod in number 4's direction is the fact that both feature
       murder victims that resemble their method of death in their appearance in
       the Otherworld.  For example, Jasper - burned alive in SH4 - appears
       perpetually in flame, and all the boss monsters in Homecoming resemble the
       children murdered by their parents.  (Credit to Mother_Ranma for bringing
       this up.)
       The "Do Not Enter" sign on the inside of the door to the junkyard is
       strangely reminiscent of the "Don't Go Out!!" message left by Walter on the
       inside of Henry's door.
              Silent Hill Ørigins References
       The man driving Alex home in the beginning is Travis Grady, the protagonist
       of Silent Hill Ørigins.
       Travis asks Alex "Bad dream?" when he wakes up in the cab.  Afterwards, it
       almost looks like he gives a little nod when turning on the radio.  Travis
       was also constantly plagued by nightmares in Ørigins.
       The "big rig" outfit unlocked by getting Ending 1 is based on Travis.
               Silent Hill Movie References
       The 2006 movie directed by Christophe Gans is probably the biggest influence
       on Homecoming.  Much of the design and effects are lifted right from it.
       Since rewatching the movie, I thought it might be fun to try and list all
       the references I saw.  Since the movie draws from the games as well, some of
       these are not exclusive to the movie's design.
         • the use of children's crayon drawings as well as Josh's furious
           scribbling in the hospital level being like Alessa's
         • the symbol of the church in the movie can be found in Town Hall, among
           other places; the cross in Homecoming is similar, not exact
         • the raining ash/snow in Silent Hill
         • smoke rising from fires underneath the town
         • the "Welcome to Silent Hill" sign
         • Nathan's drugstore, seen on the same street as Ann Black's and the Grand
           Hotel in Homecoming (as Nathan's Convenience Store)
         • the "flaking" transition to the Otherworld
         • the Ann Black store
         • the scene where Cybil gapes at the Patient Demons behind the fence
           outside of town possibly inspired the race to the sewers where Alex and
           Elle were surrounded by Schisms climbing a fence (Credit to Seta.)
         • the design of the cult members, as well as their weaponry (except for
           the rifles)
         • the scene in the school bathroom where a monster appears out of the last
           stall as the Otherworld appears
         • fire/smelting/mining imagery
         • Pyramid Head's helmet and outfit design
         • the scene of Pyramid Head using his knife to stab through a door at the
           main character
         • the Grand Hotel (the outward design is different in Homecoming though)
         • a room hidden behind a painting in the hotel
         • outward and inward design of the church
         • sirens on the church (Seta pointed out that these are only visible above
           the entrance to the church on Wilson Street in foggy Silent Hill)
         • the scene where Pyramid Head skins Anna might have inspired the line in
           Bogeyman poem about how he will "stretch their skin until it snaps, and
           all the blood drains out" (Thanks to Seta for this one.)
         • design of the nurses and the erractic movements they make when assaulted
           with your flashlight
         • the image of barbed wire (used primarily in the church and hotel in
                 Street and Building Names
       The streets and some buildings in Shepherd's Glen and some locales in Silent
       Hill are a tribute to the horror genre.  This is a staple in Silent Hill
         • Barker Street: Clive Barker (Hellraiser)
         • Craven Avenue: Wes Craven (Scream, Nightmare on Elm Street)
         • Carpenter Avenue: John Carpenter (Halloween)
         • Kubrick Avenue: Stanley Kubrick (A Clockwork Orange, The Shining)
         • Lyne Street: Adrian Lyne (Jacob's Ladder)
         • Scott Boulevard: Ridley Scott (Alien)
         • Friedkin Road: William Friedkin (The Exorcist)
         • Dargento Cemetery: Dario Argento (famous Italian horror director)
         • Walton Avenue: Captain Robert Walton (character in Frankenstein)
         • Koontz Street: Dean Koontz (prolific horror author)
         • Bachman Road: Famous author Stephen King's pen name was Richard Bachman.
         • Overlook Penitentiary: The Shining takes place in the Overlook Hotel.
       (Thanks to spongebualls, Biohazard EXTREME, Jay, Kamlord, and S Assassin.)
             The Shepherd's Glen Sacrifices
       There are several interesting elements to the story revolving around the new
       generation of sacrificed children in Shepherd's Glen.
       First, the various scenes of torture in the opening scene in the hospital
       actually depict the sacrifices of the other three founding families: Scarlet
       Fitch being dismembered, Nora Holloway being strangled, and Joey Bartlett
       being buried alive.  (Credit to Aspect_P for this one.)  However, Blitz has
       noticed that all of the children in the opening sequence are actually Josh
       since they are all wearing his shorts and shirt.
       All four bosses in this game are actually representative of the four
       children sacrificed for the town's 150th anniversary.  Sepulcher is Joey
       Bartlett, who was buried alive.  This is the Bartlett family method of
       sacrifice, so Joey appears in a dirt plot and attempts to smash others into
       the dirt, like his father.  Scarlet is Scarlet Fitch, who was dismembered
       and who does the same to Dr. Fitch.  Asphyxia is Nora Holloway, who was
       strangled to death, hence the disturbing pair of hands on her neck.  She
       will also try to strangle you if she grabs you while fighting and if Alex
       hadn't intervened, Nora probably would have tried to smother/strangle Judge
       Holloway.  Amnion is Josh Shepherd.  Though he wasn't a sacrifice, he still
       represents his family's method of sacrifice by spitting sea water, since the
       Shepherds killed by drowning.  Sinaku also brought up the fact that Amnion
       features metalwork around its head, similar to a medical halo used on those
       who've experienced spine injuries.  Josh hit his head before he fell into
       the lake, so it is entirely possibly he died from a combination of head
       trauma and drowning.  (Thanks to Raul for bringing up this topic.)
       The four bosses not only represent the method of their sacrifice, but also
       their hobbies when alive.  Joey Bartlett loved tree houses (the photo of him
       shows him in the Shepherd tree house), so Sepulcher is described as a tree.
       Scarlet loved dolls, so her boss fight pits you against a giant porcelain
       doll.  Nora's picture depicts her reading her favorite book, Alice in
       Wonderland, so she takes the form of a caterpillar from the story.  Finally,
       Josh loved spiders, so the final boss looks like a spider.  (Thanks to
       Nicole for sharing this great insight.)  Spacey has also noted this about
       Amnion: "it looked pregnant ... because of what Alex said to Josh in the cut
       scene just before that same fight."  That quote was "Dad thinks you're a
       little baby who can't do anything on his own."  I always attributed the
       "pregnant" look to swelling (common in drowned bodies), but either
       interpretation works.
       The name of each boss is also a good indication as to what they represent.
       A sepulcher is a tomb or burial place, perfect for someone who'd been buried
       alive.  Scarlet is so named because she was dismembered, so there was lots
       of blood.  Asphyxia's name comes from "asphyxiate", which means to die or
       lose consciousness by suffocation or smothering.  Jesse e-mailed in to shed
       light on Amnion: "Amnion is the proper name for the sac the embryo/fetus and
       the amniotic fluid are contained in during pregnancy.  And when you kill
       this boss, Josh falls to the ground as though being born (essentially yeah,
       a big baby as Alex says)."  KevinC also pointed out the black cord/tube that
       runs along Amnion's body, which is most likely representative of an
       umbilical cord.
                      Prison Graffiti
       In the prison, there is graffiti on some of the cell walls that Alex will
       not read but players can by entering first person view.  There are about
       four or five messages per cell on average; some sound like a prisoner wrote
       them, others sound like game developer in-jokes, and some are cultural
       references.  A lot of them refer to general themes running throughout the
       Silent Hill series as well, like questioning whether or not a person can
       see monsters.
       For your reading pleasure, I took the time to write them all down with
       comments in brackets for some.  Make of them what you will.
       B8: Nothing Is Real
           Steve Loves Puzzles
           Please Don't Kill Me
           It's Snowing Outside.  Jacobs, Are You Making It Snow?
           Time Is Up
           Noah's Viking Tool
       B7: I'm As Quiet As Can Be.  Just My Cell And Me.
           I Am Ed Ma
           My Cell Has Something From Everyone Else's Cell
           [illegible; looks like "Jenkins"] Is The Real Sausage King of Chicago
             [A reference to the movie Ferris Bueller's Day Off.  Sent in by
           Somewhere Down There Is Your Soul.
           Moso Forever
           Hell Here
             [Meagan has pointed out that this is oddly similar to a scene in the
              movie Batman Returns "when Selina Kyle returns home and breaks the O
              and the T off Hello There to obviosly create Hell here.]
       *There is writing in B6, but it's hard to read through the bars.
       B5: Trust Yourself
           I Am The Real Khoi
           Willette You Live a Little Longer
           My Name Is Pat So Take That.
           [illegible] Needs to Stop Talking Seriously
           Look Behind You
           Capt Coatrack Shall Return
       B1: Who Are You?
           Jafo is Watching You
           Too Late
           The Zarzoo Minds Man
       B2: Ryan Has Been Lyin' Now He's Dyin'
           I Like Pizza
           Drink The Evil
       A5: Eric Fights A Doppelganger
           I Used To Move Buildings Around Now I Cry On The Ground
           The Nate Dawg Cometh
           TMASS Is Broken
           U R Dead
           Kevin & Crystal Sittin A Tree
           Show Me Your Heart
           Smithy Loves Games So Shut Up
           Sell Your Soul
           You Can Not Kill [illegible]
       A6: I'm Sure The Electric Chair Is Coming For Me
           Abandon Hope
             [Most likely a reference to the Divine Comedy, where the gates of Hell
              had the message "Abandon all hope, ye who enter here" written above
              them.  Submitted by khryss armit.]
           It's All Greek To Me Panos
           I Rob Banks For The Loot Now I Wait In Despair For The Boot
           Where's Kristan?
           Hide The Creature Inside You
           The Horror...
             [Reference to Heart of Darkness by Joseph Conrad.  Courtesy of
       A8: Confess Now
           Chad Is The Maya God
           I Am The Walrus
             [Title of a Beatles song.]
           Farm Team Will Always Rule
           Something's Happening
           Give It Back
           Beware Of Hurricane Jane
           Turn Back
           Watson Lives
           Byrne It All Down
       A1: Berhns Returns
           You're Not Here
             [This is a title of a track on the Silent Hill 3 OST.]
           You See Monsters?
           Don't Fear The Greenman
           Help Me, Please
           Gonna Haak You Up?
           I Fish In My Toilet With No Luck.  I Bet One Day I Get My Head Stuck.
             [Svairt pointed out that this is likely a reference to the on-going
              toilet gags.]
                   Josh's Photo Captions
       Thanks to Mo, Jess, a PS3, and an HD flatscreen TV, we can now list all the
       captions of Josh's photos.  Thanks, guys!  (Spelling errors are Josh's, not
       Picture 1 - A big spider crawling next to my army toys in the park.
       Caption - [crossed out name] wouldent let me squish the spider.
       Picture 2 - Scarlet Fitch, in her bedroom with all of her dolls.
       Caption - Scarlet never comes out to play, she just plays with her stupid
                 dolls all the time.
       Picture 3 - This looks like a picture of dad's hunting room, but how did
                   Joshua get in there?
       Caption - Alex dared me to go Into dad's room. I took this picture for
                 proof.  I wasn't scared.  Dad doesn't care if I come in here.
                 He just doesn't want Alex to.
       Picture 4 - Mom and Judge Holloway talking in our house.
       Caption - Mrs. Holloway came over.  Mom cried while they were talking.
       Picture 5 - Joshua taking a picture of himself in our bathroom.
       Caption - Me.
       Picture 6 - The repair guy Curtis Ackers in his shop.
       Caption - I don't like him.
       Picture 7 - Joshua's Robbie the Rabbit doll stuffed in his backpack.
       Caption - Robbie keeps the bad Man away.
       Picture 8 - Dad and Deputy Wheeler on the Police Boat.
       Caption - Dad went to talk to sheriff wheeler.
       Picture 9 - Joey Bartlett sitting in the Tree House in our backyard.
       Caption - Joey Bartlett.
       Picture 10 - Nora Holloway sitting on the Town Hall steps.
       Caption - Nora's always reading that book.  She likes the caterpillar.  I
                 like the cat.
       Picture 11 - Hey... This is me. What am I doing?
       Caption - Hi Alex.
                      Random Tidbits
       Alex's last name, Shepherd, is shared by another Silent Hill character:
       James' wife Mary from Silent Hill 2.  Her full name is Mary Shepherd
       Sunderland, leading us to believe that Shepherd is her maiden name.
       However, no connection between her and Alex is ever shown.
       The American flag patch on Alex's military jacket is backwards, but this is
       not a mistake.  According to the Department of Defense, "The regulation
       states that when authorized for application to the proper uniform the
       American flag patch is to be worn, right or left shoulder, so that 'the
       star field faces forward, or to the flag’s own right.  When worn in this
       manner, the flag is facing to the observer’s right, and gives the effect of
       the flag flying in the breeze as the wearer moves forward.  The appropriate
       replica for the right shoulder sleeve is identified as the 'reverse side
       The opening sequence is homage to Adrian Lyne's film Jacob's Ladder, cited
       as being one of the first major influences for the Silent Hill franchise.
       Jacob himself is a military man and is carted through a hospital past varied
       scenes of horror before being placed in an operating room.
       The orderly carting Alex around and the body in the operating theatre that
       is cut in half is Alex's father.  The orderly abandons Alex in the operating
       room, just like Adam abandoned him in the mental hospital.  The orderly's
       body is also cut in exactly the same way the Bogeyman slices Adam later in
       the church.
       One of the x-rays in the nurse center shows a nail going up through a
       person's jaw into their skull.  Foreshadowing for Judge Holloway perhaps?
       Alchemilla Mental Hospital and other sections of the Otherworld are brimming
       with fan imagery.  Fans in Silent Hill represent a cycle, something
       continuous.  They are present in every game and their meaning changes
       slightly for each.  The most cited example is in Silent Hill 3, where the
       fans (along with Valtiel's ever-turning valve handle) stand for the
       reincarnation of the Holy Mother.
       The mirror with the combat knife stuck in says, "Where are you?" and has a
       picture of Robbie drawn in blood.
       Nurses in Homecoming are pregnant.  If you look at them with a light source
       behind them, you can see a fetus in their midsection.  (Thanks to Erin for
       sending this in.)
       Every time you kill an enemy or cut through a fleshy Otherworld wall, blood
       gets splattered on the screen.
       When you catch up to Josh in the Otherworld hospital and try to open the
       barred door after you agree to find Robbie, Josh will laugh at you.
       All of Josh's drawings found in the hospital have water-soaked edges.  A
       nice touch considering how he died.  (Credit to Oliver for sending this in.)
       Brandon has sent in some theories about the last hall in the hospital level:
       "At the end of the hospital, before you get into the elevator only to get
       stabbed, there are five rooms.  The first room is blocked off by an
       overturned bed, the next door is destroyed by a medical lamp used in
       operating rooms, the third door is locked, but you can hear heavy metal
       scraping along the ground, the fourth door closes as you near it, but if you
       examine it Alex says he hears some waves, and the fifth door is locked on
       the left side of the corridor.  I think each door represents an ending, the
       second, third, and fourth being the Hospital, Bogeyman, and Drowning, while
       the first door could be for the UFO ending on account of the bottom of the
       door being blocked, potentialy hiding a doggy door (No Dogs Allowed
       achievement) or it could be the fifth door, seperate from the rest because
       it, like all the others, is just for a good laugh."  To add to this, the
       fifth door is lit up thanks to the lamp for the "UFO Ending" door; perhaps
       linking the two and making door number 5 the good ending, seeing as how it's
       The town's 150th anniversary celebration was held on a Saturday and Sunday
       in September.  If you read a certain memo in the hospital (a list of the
       scheduled visits by Alex's doctor, Dr. Copen), you would see that the only
       days Alex did not receive treatment were a Saturday and Sunday.  Due to the
       fact that the town went downhill after the Shepherds failed to sacrifice a
       child for the anniversary and that Alex was committed after the Toluca Lake
       accident (which ruined things for Adam), I couldn't help but note the
       Examine the bus stop outside of Town Hall and Alex will reminisce about the
       day he left for the military.
       The four offices in the Town Hall are for the four founding families.  The
       materials on the shelves correspond to that particular family's duties to
       the cult: Keeper of Lore (Holloway), Master of Arms (Shepherd), Executor of
       Law (Bartlett), Performer of Rites (Fitch).  The room that is boarded up is
       the Shepherd office.  It is stripped almost bare and the founder's picture
       is off the wall because the other families saw the Shepherds as traitors for
       not sacrificing Alex.
       Some rooms in the Town Hall are buggy.  Watch Alex's head as you go near the
       bookshelves in Dr. Fitch's and Judge Holloway's rooms and use R3 to see that
       he is staring at the floor.  It's very possible that he is staring *through*
       the floor to the items in the secret room underneath.
       As mentioned in the walkthrough, there is a framed newspaper article in one
       of the rooms in Town Hall that talks about a serious bus accident in which
       an 8-year old Alex Shepherd nearly drowned.  This may have had to do with
       his hatred of water when he was young, but he will have eventually gotten
       over it, since an older Alex tells us that he loved to go out on Toluca Lake
       for hours in a canoe.  (Thanks to Ryan for bringing this up.)
       There is a large box of Fresh Step kitty litter on one of the tables in Dr.
       Fitch's office in Town Hall, with the real logo and everything.  (Sent in by
       If you look in the mirror of Alex's mother's vanity (where her unfinished
       letter is) in the bedroom upstairs, the room appears devoid of furnishings.
       Same goes for the bathroom.
       When you examine the bathtub in his parents' room, Alex will say that he
       always hated baths and it would be a struggle to get him in the tub.  Keep
       that in mind as you view Ending 2.
       The barrel of the Laser Pistol reads "KONAMI".
       Also from the walkthrough: in the basement, if you turn off your flashlight
       and look through the multicolored sheet blocking the way to the secret room,
       you can see that an image of Adam has replaced the mannequin there.  He has
       his back to you and simply stands idle in place until you cut through.
       (Thanks to Seta for confirming this.)
       The Shepherd family dog's name is Shuki, and whether you examine the dog
       house or not, you will hear horrible dog noises in the backyard.
       The one thing that haunted Alex the most during his stay in the hospital?
       The smell of chocolate, specifically chocolate brownies.
       Svairt has noticed a child's drawing (not one that you pick up) on the
       fridge at the Shepherd home.  It depicts three people outside a house: two
       adults and one child.  It's safe to assume that this is Josh's since the
       folks probably wouldn't show Alex's art any respect, so not only is Alex
       absent from the family photos, but he is also absent from his brother's
       drawings of the family as well.
       An anonymous e-mailer sent in this tidbit about the circular saw and its
       achievement: "The achievement for obtaining the Circular saw is 'Rising
       Tension'. this might be a reference to the popular French horror Film 'High
       Tension'. There's a great scene at the end where the main character goes
       berserk with a circular saw. The main character in the film also deludes
       herself with a false reality for much of the movie much like Alex does."
       Sometimes when you enter the park, you can hear children chanting "Pocket
       full of posies!"  This is from the infamous playground game Ring Around the
       The monuments in Rose Heights cemetery are in memory of two girls named
       Borden.  There is a Borden street in Silent Hill; no clue if there's any
       relation though.  Nabeel and MaryBeth have pointed out that this may also be
       a reference to Lizzie Borden, the infamous woman who supposedly chopped up
       her father and stepmother.  Since it is unlikely that there is a street
       named for twin 8-year olds and the Borden reference carries over from past
       games, Lizzie seems the likelier bet.
       The surrounding walls of each layer of the Founder's Garden in Rose Heights
       has stones laid in it for members of the founding families.  Only one of the
       family graves matches one of the sacrifices: Daniel Shepherd, son of Isaac,
       for whom the town is named.  He was killed on September 23rd, the date of
       the town's anniversary, at the age of 5.  However, there is no year, so we
       can't use it to determine when Shepherd's Glen was founded or when the game
       takes place.
       The covered bridge leading to Curtis' place has a sign on it that says
       "Black Forest Bluff".  The sign outside of Curtis' place says "No
       Trespassing.  Violators will be shot.  Survivors will be shot again."
       (spardante2000 pointed out that this may be a GTA loading screen reference.)
       Another sign reads "Danger. Unsafe Mine. Stay Out, Stay Alive."  (Credit to
       Svairt for the last one.)
       Apparently, a favorite pastime of Alex and his friends was climbing the
       water tower in Curtis' junkyard and daring each other to jump off.
       Svairt also noticed that Curtis has an Order member's outfit in his
       back room.  Examine it and Alex will ask, "Rubber gloves and boots, what
       kind of crap does Curtis work in?"
       Like Travis before him, Alex has a staring problem: he is programmed to look
       at things of interest and (as seen in Town Hall) will look through objects
       to get to them.  Svairt noticed that he does this outside of Curtis' place;
       it's because he is staring at the ranged combat pamphlet inside.
       "In the Grand Hotel Street, there is a Ann Black shop. it could be a
       reference to Annie Blackburn. the girlfriend of Dale Cooper, the FBI Agent
       in Twin Peaks."  (Thanks to Jérôme.)  Twin Peaks is a 90s TV show that had
       Silent Hill/Otherworldly aspects to it.  Ferret Zippo has also pointed out
       that the Ann Black shop is a reference to the Silent Hill movie (see above).
       Ashley made a cool observation about the Bogeyman's knife: "Pyramid head's
       sword has a radical redesign in HC from the other games and the movie.  ...
       It is notched along the back near the hilt and slightly re curved near the
       hilt on the bladed edge.  Both features are common characteristics of
       milatary combat knifes."
       Svairt has pointed out that the more prominent posters in Dr. Fitch's office
       are in regards to the danger of STDs and their affect on children.  Greg
       also e-mailed me with a link to a blown up version of one, a real poster
       from the WWII era: http://www.militaryimages.net/photopost/data/614/
       Dr. Fitch got his degree from Southeastern University.  There are two
       actual Southeastern Universities in the U.S.: one in Florida and another in
       Washington, D.C.
       You can see the outline of a person on Scarlet Fitch's bed.
       Svairt has pointed out that the Hell Descent area is like a hospital, even
       though Dr. Fitch's office is more of a little private practice.  The idea of
       descending is a big one in Silent Hill (especially when it comes to jumping
       down holes) that represents digging into one's subconscious for the truth.
       The fact that we are descending through a hospital is important, at least to
       The dolls in Scarlet's room in Dr. Fitch's office are the same ones that
       show up intermittently throughout the Hell Descent area.
       Richard has also sent in this bit about Scarlet's dolls: "The teddy bears/
       dolls wearing the red coats that are found always facing the walls or
       corners are a reference to the Donald Sutherland film "Don't Look Now" in
       which after coming across what he believes to be his child wearing a red
       coat facing away from him turns out to be a evil dwarf woman."
       The dolls could also be references to a slew of other horror movies because
       they are used often because they are unbelievably creepy.
       One more bit about the dolls thanks to Michael: "Before Alex falls into
       hell's descent, the doll he picks up becomes [bald].  After defeating
       scarlet when Alex lands back in the room, the doll's head is detatched.  The
       doll represents Dr. Fitch, how he looked and how he died."
       When revisiting Town Hall, if you enter Judge Holloway's room or the one
       next to it, you should hear a woman sobbing.
       Also during your return to Town Hall for the Ceremonial Dagger, you will
       find that the framed article in Dr. Fitch's room about Alex and the bus
       accident has disappeared from the wall.
       You can see each founding family's coat of arms in the downstairs room in
       Town Hall.
       Thorsten noted that the Ceremonial Dagger bears a striking resemblance to
       the Lance of Longinus or Spear of Destiny, the spear used to pierce Jesus
       Christ's side during crucifixion.
       The name Patricia Bartlett (found in Rose Heights Cemetery) could be a
       reference to the Peter Jackson film The Frighteners; the killer's name was
       Johnny Bartlett, and his girlfriend/accomplice's name was Patricia Bradley.
       (Thanks to Jesse for sending this in.)
       The Shepherd coat of arms in the attic says "Shepherd" along the top and
       "England" along the bottom.
       Alex's father served with the XVIIITH Airborne Corps and was stationed at
       Fort Bragg, North Carolina.  This is a real corps and a real place.  They
       even have a website: http://www.bragg.army.mil/18abn/default.htm
       During the scene in which Alex's mother gets kidnapped, you can see one of
       the order members holding a circular saw.  Since we know Curtis has a soft
       spot for that weapon, we can only assume it is him.  (Thanks to Chaz for
       helping me confirm this.)
       In the Otherworld version of the Shepherd home, Alex's parents' room is
       completely upside down except for the bathroom.
       In cell A6 in the prison, you can find a health drink in the sink above the
       toilet.  Ever since Silent Hill 2, there has been a long-running line of
       "reaching into toilet" gags.  Sadly, they have gotten more tame as the
       series progresses.
       Seta e-mailed this in: "Have you seen the name of the curch we visit near
       the end of the game?  (see the plate on the left of the entry)  It's the
       'Church of the Holy Way'.  I think it's not a coincidence that this sounds
       VERY similar to Judge Holloway.  Even combinations would make sense, like
       'Church of Holloway' or 'Judge of the Holy Way'."
       In the church room with the triptych, you can see a painting of a woman that
       Alex thinks looks familiar.  That's because it resembles his mother.
       The rightmost window of the stained glass triptych on the top floor of the
       church shows a knight getting stabbed through the chest with a spear, and
       the person doing the stabbing is wearing a red hood.  This is where Pyramid
       Head and the Bogeyman originated: executioners wearing red hoods.
       When Alex's health is dangerously low, he will clutch his side and limp
       until you heal him.
       Todd sent in an interesting little bit about Alex's facial features: "if you
       look at Alex's face closely in the cutscenes, you can see his left eyelid
       droops and he has a slight scar on that upper eyelid at the edge of the eye
       socket. This could very well be from the lobotomy procedure mentioned at
       various times throughout the game, and either functions as a premonition of
       the hospital ending (like the memos themselves) or infer he already had the
       procedure done which further inhibited his memory and made him more docile."
       His eye is most notable during the drill scene in the prison, among other
       places throughout the game.
       According to memos in the hospital, Alex was scheduled for a trans-orbital
       lobotomy.  A Psychosurgery site I looked up says, "The infamous transorbital
       lobotomy was a 'blind' operation in that the surgeon did not know for
       certain if he had severed the nerves or not.  A sharp, ice-pick like object
       would be inserted through the eye socket between the upper lid and eye.
       When the doctor thought he was at about the right spot, he would hit the end
       of the instrument with a hammer."  For a demonstration, see a movie called
       Session 9, a big influence on earlier Silent Hill games.
       When Curtis confronts Alex, he holds his saw over his head and screams.  In
       Silent Hills 2 and 4, the protagonists did exactly the same thing when they
       got their chainsaws.  James was the only one to scream out loud though.
       Josh died at 2:06 in the morning.
       Along with the notes about Amnion, Patrick has pointed out that, in general,
       "there are many references to mothering/female anatomy/birth in the game.
       These include the hole that Alex pulls Robbie out of in the first area, the
       fleshy doors that Alex cuts and squeezes through and the pregnant last
       Amnion's design looks very similar to the monsters in a manga called Gyo.
       Both sport spider legs, tubes protruding from every orifice, and an
       association with water.  (Thanks to Andika for sending this in.)
       There is a theme of order running throughout the game.  Seta sent in these
         "-in the cult 'The Order'
         "-in the sense of a soldier's order
         "-and in the sense of putting things in order/destroying the order.
       "This may be connected to Alex 'destroying' the order by Joshua's death (the
       family order as well as the order of victims and so on)."  The word "order"
       also appears in many of the song lyrics.  Another motif is "No Exit", as
       Seta also noticed that there are many false exits in the game, whether it's
       a blocked exit or exit signs that don't mark real escape routes.
       According to Seta, the Bogeyman was originally going to be called the
       Sandman.  Some of the children's drawings still have that name on it: the
       one about the "lying little children" has "The Sandman got him" written on
       it, and the one about the bullies says "Don't let the Sandman get you".
       Craig has written in with a little extra info on the Sandman.  Apparently,
       the name has a darker meaning and is associated with a demon that stole eyes
       rather than just a man who put people to sleep.  Fitting for the Bogeyman,
       but not many people know of the Sandman's other side, so the name was most
       likely changed to something people knew to be a little more frightening.
       Hugo also sent this in about the name: "It's possible that the Sandman
       mentioned in the game is another horror movie reference.  In Sleepstalker,
       the Sandman was a child-killer who was executed and came back from the dead
       to kill more children, as well as his adult younger brother whom he tried to
       kill as a child."
       james m has sent in an interesting something that sounds like a glitch.  I
       couldn't get it to work, but maybe someone else can: "i was able to use the
       shotgun during [a] cutscene. there would be a gunshot blast in the middle of
       the screen during the fmv; also, after the scene, i went from 2 loaded
       bullets to 4 ... just try having the gun (shotgun first, or any other gun)
       equipped during a cutscene and youll see what i mean.  the cutscene i had it
       equipped on was when elle and alex went into the sewers and they were
       talking.  i had the shotgun equipped and was shooting it off while they were
       Bryan also sent in a weird experience he had with the game: "During the SGPD
       segment, I shoulder-rolled the door to the Chief's office, and the following
       cutscene played at double speed, with no audio.  The characters' dialogue
       subtitles scrolled at normal speed, though, so after it was over, I had the
       funny experience of reading Wheeler say 'Here we go!' while I was busy
       killing the Schisms in the next room."
    Miscellaneous                                                             [msc]
    If anything in this document is inaccurate, you have comments and critiques, or
    you have a question about the game, feel free to let me know at SophiaLee04 at
    yahoo dot com.  Be sure to mention "Silent Hill: Homecoming" in the title or
    you will most likely be mistaken for spam.
       Many thanks go to the following people, places, and/or things that helped
       me with this guide!
         Konami, Double Helix, et al for this installment of one of the best series
         ever to grace our video game libraries.
         Coca-Cola, breakfast of champions.
         For help understanding Alex's patch: http://www.usflag.org/flagpatch.html
         as well as a soldier my dad saw randomly in town whom he actually stopped
         to ask.
         Aspect_P and Blitz for clarifying the torture in the opening scene, and to
         Aspect_P for the hot tip about manipulating saves for quick endings.
         spongebualls, Jesse, Biohazard EXTREME, Jay, Kamlord, and S Assassin for
         the notes about the street/place names.
         syn6661 and Bob for pointing out the clue to rewiring the hotel.
         anonymous e-mailers; I don't like posting people's e-mail addresses in
         these walkthroughs, but you still deserve mention!
         DGM-payne and Not So User Friendly for more input on the Rising Tension
         achievement.  Thanks to everyone who recommended it; great movie!
         Hari and Mr. Trenchy for pointing out the goodies at Curtis' place.
         james m and Bryan for noting some weird goings on in the game.
         Raul, Nicole, and her 20/20 vision for the significance of the bosses and
         what they represent.
         SilentEdge for help with the laser pistol and for recommending a weapons
         Ack for pointing out some much-needed ammo I missed.
         Todd for the awesome bit about Alex's eye and
         http://www.psychosurgery.org/index_files/page0012.htm for lobotomy info.
         Spacey, Keith, and KevinC for theories on Siam and Amnion, and Keith for a
         Sepulcher boss tip.
         Ryan for a possible explanation for little Alex's fear of water.
         Dynamic Sheep for sharing the resetting puzzles tip.  Lifesaver!
         Jérôme for the SH4 music, Twin Peaks, and Heart of Darkness trivia.
         Lin for sharing all her PS3-related finds as well as noting that Wheeler
         can be killed in the prison.  Good to know.
         Ferret Zippo for the Ann Black shop tidbit.
         Mark for some proofreading help.
         Svairt, Seta, spardante2000, and Hugo for sending in a lots of general
         Kory for helping with an oversight.
         Kajisirri and Shadow Grave for monster strategy.
         Ana, Eric, Patrick, Steeple333, and Mother_Ranma for Silent Hill 3
         Nabeel and MaryBeth for the Borden reference.
         Greg for a link to some actual posters used in Dr. Fitch's office.
         Oliver and Brandon for insight into the hospital level.
         Chaz for spotting Curtis in the kidnapping scene.
         Olivia, Meagan, Joseph, and khryss armit for graffiti references.
         Ashley for a note on the Bogeyman's new knife.
         Craig for an addition to the Sandman info and why the name is so fitting.
         Mo, Jess, and their PS3 for captioning Josh's photos and sending them in!
         Andika for the Gyo reference.
         Zachery for some SH1 and SH2 refs, and Sara and britter pilcher for SH2
         stuff as well.
         Chris and Ricky for a SH4 reference and a correction.
         nur_ein_tier for the memos.
         Thorsten for noting a strange resemblance in the Ceremonial Dagger.
         Jack for counting all the healing items.
         Richard for a movie reference concerning Scarlet's dolls and Michael for
         another doll reference.
         Erin for a note on the nurses being preggers.
         you, for reading!
         everyone who's sent in encouraging and informative e-mails!
         all the gaming sites that host my writing.  I love doing this stuff;
         thanks for making it possible to share what I do!
                      Version History
       1.37 - 07/27/11: Someone found a box of kitty litter in Dr. Fitch's office.
                        No, really.  Also, an interesting theory surrounding the
                        metalwork around Amnion's head and how it might relate to
                        the fact that Josh hit his head on the Shepard boat before
                        his accident.
       1.36 - 12/07/09: Two new references added: one about the tutorial memos in
                        the hospital under the SH2 trivia section and another about
                        how Scarlet's dolls resemble Dr. Fitch under the random
                        trivia section.
       1.35 - 07/26/09: Just now realized I forgot to go over save and continue
                        points in the section on game mechanics.
       1.34 - 07/10/09: I've updated a couple times since upping the version
                        number, mostly due to trivia.  I've also added a new host.
       1.33 - 05/10/09: Graffiti reference added in regards to the "Abandon Hope"
       1.32 - 04/13/09: nur_ein_tier from Valtiel's Silent Hill site got the ball
                        rolling on a memos section; I am not a big fan of
                        transcribing so I am happy to host her work, but I got
                        suckered in and did some work on it too (how do you memo
                        FAQ writers *do* all that?!).  Also, my folks recently got
                        an HD TV, so now I can read all the little details I
                        couldn't before, like Josh's photo captions and the prison
                        graffiti.  Some random trivia was added too.
       1.21 - 03/30/09: A reference each for SH3 and SH4 were added.
       1.20 - 03/21/03: Added two missed street references.
       1.19 - 02/22/09: Corrected a piece of random trivia and added a possible SH4
       1.18 - 02/02/09: Added one piece of trivia each for SH1 and SH2 references,
                        as well as a tie-in to the horror manga Gyo in the random
       1.17 - 01/18/09: We now have a new section under the trivia section for the
                        captions for Josh's photos.
       1.16 - 12/29/08: More trivia added, specifically at the end of the SH2
                        section, the street names section, and some interesting
                        info on the Sandman name towards the end of the random
       1.15 - 11/08/08: Sorry for the late update; I've been working on putting a
                        lot of stuff together: much more trivia added (including
                        all of the prison graffiti), added the Lurker to the enemy
                        list since it was missing for some reason, and also did
                        general proofing.
       1.14 - 10/19/08: Did some proofreading and revamped the trivia section to
                        split it up a bit and make it easier to read.  Still
                        working on adding more.
       1.13 - 10/13/08: Hammering out the small stuff: we now know the requirements
                        to get the laser pistol and have a new section to be used
                        as a quick reference regarding weapons and their locations.
       1.02 - 10/10/08: Finally found the *real* solution to the "Medals of
                        Dishonor" puzzle, as well as all the photos and drawings;
                        we are now technically 100% complete!
       1.01 - 10/09/08: Bear with me as I update to accommodate all the great
                        feedback I've gotten already.  Found a new child's drawing
                        in the hotel.  I've also gotten a clue to the hotel
                        rewiring puzzle and a hint on how to get multiple endings/
                        achievements without going through the game five times.
                        Plus, whenever this guide is updated, just assume that
                        trivia has been added.
       1.00 - 10/07/08: Walkthrough finished and submitted; I still have yet to get
                        the photo and drawing achievements (so close!) so I will
                        work on that in the future, as well as scoping out more
       0.00 - 10/03/08: Walkthrough started.
       Below are the sites that have permission to host this guide.  They should
       all have the same version, but it's not a guarantee.  Check the sites at the
       top of the list first for the latest.
         GameFAQs, http://www.gamefaqs.com
         Neoseeker, http://www.neoseeker.com
         HonestGamers, http://www.honestgamers.com
         Super Cheats, http://www.supercheats.com
         GamesRadar, http://www.gamesradar.com
         GamersHell, http://www.gamershell.com
         Unlimited Gamer, http://www.unlimitedgamer.net
         My360, http://my360.com.au/
                       Legal Info
       You should know the drill.  This walkthrough was written for personal uses
       only.  If you want to use it for any other purpose, please ask me before
       doing so.  No ripping off anything in this document for the forces of evil.
       Copyright (©) 2008-11 Georgi Samaras

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