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SILENT HILL
Written By: Josef Karlsson
Start Game 
CG Intro--------------------------------------------------------------- 
Harry Mason wakes up in his crashed jeep to find that his daughter, 
Cheryl has disappeared. He leaves his jeep to find himself in the town 
of Silent Hill. It is foggy and snowing. 
----------------------------------------------------------------------- 
At this point you gain control of Harry. Keep moving forward until you 
see a shadow in the distance. You can try and go into the convenience 
store but the CPU will take control of Harry and run him in the correct 
direction. You will see Cheryl, but she runs off. You follow her. 
You go down an alleyway. It's a basic direction with no choice but to 
continue. It gets darker (eek!). Harry lights a match and keeps 
running (! You know with amazing skills like that, he'll go far...). 
You will see a crucified dead person at the end, where suddenly two 
(then three if you survive long enough) child zombies appear and stab 
you till you run out of energy and collapse. 
You wake in a cafe to see Cybil Bennett, a police officer from Brahms, 
the next town over. She asks you if you're okay and explains 
something bizarre is happening in Silent Hill. All the people have 
vanished. She refrains from telling you the whole story. You are 
about to leave to try and find your daughter when she hands you a 
Handgun (item #1) 
_______________________________________________________________________ 
Scene 1: Cafe 
The first thing to do is gather up the items by pressing X. 
Residential Map (item #2) 
Flashlight (item #3) 
Health (item #4) 
Health (item #5) 
Knife (item #6) 
Small Radio (item #7) 
Save Game (notepad) 
You can't get the small radio until you leave the cafe. Upon picking 
up the Residential Map, you will realise that you will have to equip 
your gun before you leave (equip your gun using R2, Press X to 
fire). After trying to leave the cafe, the radio will emit static. 
*Item: Map 
As far as we can tell, most places marked out in dark pink hold 
some importance to you on your adventure. However, see Sec. 8. 

*Special Item : Radio 
The Radio emits static whenever a monster is near. 
It will emit a louder and different crackle when 
you are very close to a monster. 
The windows will smash and you will meet the first monster, from now 
on refferred to as Winged Beastie (WB). Press X till the bastard is 
dead. Take the Radio. Go out of the cafe. 
_______________________________________________________________________ 
Scene 2: Outside the cafe 
Handgun Bullets (item #8) 
Handgun Bullets (item #9) 
The Handgun Bullets is on the bench outside. You have to check the 
alleyway. Look at the map by pressing T. Follow the red arrow on the 
map that points to Cheryl. 
As you leave the cafe, if you turn to Harry's left you'll get to 
"Queen Burger". At the window is a 
Health (item #10) 
_______________________________________________________________________ 
Scene 3: Alleyway off Finney St. 
-Bachman Road: Go to the top to find Harry's jeep. Then visit the 
convenience store. 
Health (item #11) 
Health (item #12) 
Health (item #13) 
Health (item #14)(In Harry's Jeep) 
First Aid Kit (item #15) 
(+1) Channeling Stone (Next Fear and only if seen on Rating Screen) 
The Channeling Stone can be used in five places. Read 
the most frequently asked questions section. 
Handgun Bullets (item #16) 
Handgun Bullets (item #17) 
Pipe (item #18) 
Note: Apparently this is somewhere else in another 
version of the game! 
Cheryl's Sketchbook (item #19) 
Note: I count this as an item as you can actually 
see it in your inventory. 
Pick up the sketchbook that will give you the idea to go to the School. 
_______________________________________________________________________ 
Scene 4: On the way to School 
Do not bother trying to go the obvious and direct route to School using 
the map. All routes are blocked off. 
Proceed to the broken bridge (if you look on the map it is near the 
letter N of the compass). There you will the broken down police car. 
-Police Car 
Handgun Bullets (item #20) 
Key of Lion (item #21) 
Go to the alleyway behind the cafe on Bachman Road. 
You will find a fence-gate that says "off limits". You will find it 
is directly behind the cafe. Enter to find the Basketball court. 
-Small Basketball Court 
Health (item #22) 
Key of Woodman (item #23) 
-Small alleyway: To the right of Ponston Market on Bachman Street 
(simply keep going down the alleyway behind the cafe). 
Handgun Bullets (item #24) 
Handgun Bullets (item #25) 
Proceed to the bottom of Elroy Street. There is a house that is all 
boarded up. Near the chasm you will find a plank that you can walk 
across to get the items. 
-Boarded-up House 
Health (item #26) 
Key of Scarecrow (item #27) 
MISC : You don't have to get these items, but then again you could 
just dig a hole in the floor and bury yourself, ne? ^_^ 
-Matheson Street: If you look on the map, by the letter E of Matheson 
St there is an alleyway. 
First Aid Kit (item #28) 
-Levin Street: Look on the map. Near the letter L of Old Silent Hill, 
there is a house. 
Health (item #29) 
Once you have all the keys, proceed to Matheson Street. You will come 
across more of 
Cheryl's notes (item #30) 
on the left hand end of Matheson Street which gives you the clue to go 
to the Dog House on Levin St. You cannot go to the dog house without 
reading the notes. 
_______________________________________________________________________ 
Scene 5: Dog House and House 
House Key (item #31) 
First Aid Kit (item #32) 
Handgun Bullets (item #33) 
Handgun Bullets (item #34) 
Health (item #35) 
Save Game 
(+2) Katana (Next Fear and only if seen on Rating Screen) 
-1st door on your right. You can only get 1 Katana. 
Go into the house and find the backdoor near the kitchen. Read the map 
on the wall just so you can make more scribbles on your own map. Use 
the keys to unlock it. 
Backyard: 
Health (item #36) 
Health (item #37) 
Go out through the door. It gets pitch black (oooh mommy!) so Harry 
turns on his flashlight. You can turn off your flashlight by pressing 
O. Go through the gate to get back on the street. 
_______________________________________________________________________ 
Scene 6: Hit the Road, Jack er... Harry 
-Broken down Highway: Top of Midwich Street 
Health (item #38) 
Handgun Bullets (item #39) 
-Small alleyway: On the map near the letter O of Old Silent Hill 
Health (item #40) 
Handgun Bullets (item #41) 
-Alleyway off Bradbury Street: 
You will see a garage with Blood over the door. There is a plaque 
that says "K. Gordon". Go down this alleyway to get into someone's 
back yard - to find absolutley nothing at all. Well whoo-oo-oo-pee! 
That was worth it. :/ 
-School Bus: At the bottom of the map next to the school. 
Health (item #42) 
Health (item #43) 
Save Point 
_______________________________________________________________________ 
Scene 7: Midwich Elementary School 
Run past the Ds and open the door. You will find yourself in the 
lobby. 
-Lobby 
School Map (item #44) 
-Infirmary 
First Aid Kit (item #45) 
Health (item #46) 
Save Point 
-Reception 
Teachers Log book (read) 
clues x3 (read) 
10.00 
"Alchemy Laborotory" 
Gold in an old man's palm 
The future hidden in his fist 
Exchange for sage's water 
12.00 
"A place with songs and sound" 
A silver guide post is 
untapped in lost tongues. 
Awakening at the ordained order. 
5.00 
"Darkness that brings 
the choking heat" 
Flames render the silence 
awakening the hungry beast. 
Open time's door to beckon prey. 
-Room behind Reception 
Handgun Bullets (item #47) 
Also check the picture on the wall for a clue of what to do later. 
=Solving the riddles= 
-10.00 Riddle 
Run through the courtyard, avoiding the CZs (or maiming them with the 
pipe if you feel annoyed for some reason). In the courtyard is a clock 
Tower. The face reads 10.00. Go up to the second floor. Go into the 
Lab Equip Room. 
-Lab Equip Room 
Chemical - Hydrochloric Acid (item #48) 
Glucose (Cannot take) 
Distilled Water (Cannot take) 
Get the Chemical and go into the Chemistry Lab. 
-Chemistry Lab 
Handgun Bullets (item #49) 
Statue of Hand (Gold Medallion (item #50)) 
CLUE: The chemical is acid... 
ANSWER: Use chemical on statue of hand. 
You cannot get the Silver Medallion until you put the Gold Medallion 
into its slot in the Clock Tower in the courtyard. 
Go back to the courtyard and place the Medallion into the slot for 
the Golden Sun. You can get the CZs to follow you in a line between 
the bench and the wall where they can queue up for a close examination 
in the law of "Pipe" plus "Thwack!" equals "Dead Zombie"... 
Once you have put the medallion in place, the clock face turns to 
12.00... 
-12.00 Riddle 
Go to the Music Room on the 2nd Floor. Read the clue: 
"A Tale of Bird's Without a Voice" 
First flew the greedy Pelican, 
Eager for the reward, 
White wings flailing. 
Then came a silent Dove, 
Flying beyond the Pelican, 
As far as he could. 
A Raven flies in, 
Flying higher than the Dove, 
Just to show that he can. 
A Swan glides in, 
To find a peaceful spot, 
next to another bird. 
Finally out comes a crow, 
Coming quickly to a stop, 
Yawning and then napping. 
Who will show the way, 
Who will be the key, 
Who will lead to 
The silver reward. 
Go to the piano and check it. 
The piano keys are numbered from left to right. All keys included. 
2 4 7 9 11 
1 3 5 6 8 10 12 
2, 3, 8, 10, 11 do not work! 
If you wanna figure it outself, stop scrolling now. 
CLUE: The birds in the poem represent the keys on the piano. Also the 
title of the poem is the key to narrowing down which piano keys are 
used. Only 5 keys need to be pressed, once each. 
ANSWER: 
3, 10, 11, 8, 2. 
You receive the 
Silver medallion (item #51) 
Go down to the 1st Floor via the bottom right stairs and unlock the 
corridor (it makes things a little easier for you later). 
Go back to the courtyard and put it in the slot for the silver room. 
=Once you have put the medallion in place, the clock face turns to 
5.00...= 
Now is the best time to get all your items from the School Rooms. 
--1st FLOOR 
-Top Right Classroom 
Handgun Bullets (item #53) 
-Room between Storage and Hall 
Handgun Bullets (item #54) 
--2nd FLOOR 
-Top left Classroom 
Health (item #55) 
-Boys Toilets 
No items here but you can here the sound of a clock ticking 
which is very mysterious :p 
-Girls Toilets 
Handgun Bullets (item #55) 

-Locker Room 
I'm not telling! 
-Bottom Right Classroom 
Handgun Bullets (item #56) 
-Library 
First Aid Kit (item #57) 

=Don't bother with the 3rd Floor yet.= 

-5.00 Riddle 
Go to the Boiler Room in the basement. Switch on the Boiler. (Good 
idea to save now) Go back to the Clock Tower. Go through the doors 
in the Clock Tower. Follow path downwards. There are empty medicine 
bottles at the bottom. Go out and an animated sequence takes over. 
Harry finds himself in the courtyard again, however there is a strange 
symbol in the middle. There is only one way into the school. Go to 
the storage room. 
-Storage Room 
Rubber Ball (item #58) 
If you haven't noticed, you're in the school but it is er... different. 
-Room Between Storage and Hall 
Hangun Bullets (item #59) 
First Aid Kit (item #60) 
-Top Right Classroom 
Yellow Picture Card (item #61) 
-Hallway near the Bottom Right Classroom 
Health (item #62) 
-Infirmary 
Health (item #63) 
First Aid Kit (item #64) 
Save Game 
-Lobby 
(Wheelchair) Ampoule (item #65) 
-Room behind Reception 
Handgun Bullets (item #66) 
Go to the Room behind the Reception and put the Yellow Card into the 
door slot. You'll appear in the girls Toilets on the first floor. 
When you exit you'll appear outside the girls Toilet's on the second 
floor (funky, eh?). 
-2nd Floor Boys Toilets 
Handgun Bullets (item #67) 
Handgun Bullets (item #68) 
Shotgun Bullets (item #69) 
Go back into the Girl's Toilets and you'll find yourself in the girl's 
toilets on the 1st floor (Insert quote from Alice in Wonderland here). 
-1st Floor Boys Toilets: Open door and see girl in flowery dress (well 
she might have been one at some point). Pick up 
Shotgun (item #70) 
Pump your fist in the air and go "Whoop Whoop! There's gonna be a 
party y'all!" 
If you read the wall, it says "The Monster Lurks" by Leonard Rimes. 
This book will appear in the Library Reserve. 
Go to the Teacher's Room on the Top left corner of the 1st floor, pick 
up the Handgun Bullets. Leave the Room and the phone will ring. Go 
up to the 2nd Floor. 
-Top Left Classroom 
Handgun Bullets (item #71) 
-Bottom Left Classroom 
Shotgun Shells (item #72) 
-Hallway Outside the Left side Classrooms 
Health (item #73) 
Go to the locker room. I'm sorry but you will have to deal with THE 
STUPIDLY LARGE MONSTER MUTANT CAT inside the locker by yourself :p 
After you leave the locker room, you will have found the 
Key to the Library Reserve. (item #74) Trust me (^_^') 
-Library Reserve Room 
First Aid Kit (item #75) 
-Library 
Handgun Bullets (item #76) 
Go to the Library and read the open book. 
Hearing this, the hunter 
armed with bow and arrow said 
"I will kill the lizard" 
but upon meeting his opponent, 
he held back, taunting, 
"Whose afraid of a reptile?" 
At this, the furious lizard 
hissed 
"I'll swallow you up 
in a single bite!" 
The huge creature 
attacked, jaws open wide. 
This was what the man wanted. 
Calmly drawing his bow, 
he shot 
into the lizards gaping mouth. 
Effortlessly, the arrow flew, 
piercing the defenceless maw, 
and the lizard fell down dead. 
Okay, no prizes for guessing what kind of boss is coming up, eh? 
Go to the roof. (If you have the Channeling Stone, use it now). There 
are two drain holes in the top right corner. Put the rubber ball in 
one of the holes. Check the other hole to see the key. Turn on the 
valve. The water should push the key down the drainpipe. Go to the 
courtyard. Look in the gutter to find 
Classroom key (item #77) 
Go to 2nd Floor. Open the classroom on the top right corner. In the 
next room pick up the 
Health (item #78) 
-Bench outside bottom right classroom 
Health (item #79) 
Go down stairs to first floor and unlock grill door and SAVE GAME in 
infirmary- boss is coming. 
Go to Basement. 
-Storage Room: 
Shotgun Shells (item #80) 
Shotgun Shells (item #81) 
Ampoule (item #82) 
-Boiler Room: 
Valves and Gate. 
Turn the right valve left x2. 
Turn the left valve right once. 
BOSS: WALKING SAUSAGE (okay I lied, it's a big lizard) 
Kill the boss as he opens his mouth, like you learned from the story 
like 
a good little kid. Actually, the story didn't prepare you for NORMAL or 
HARD Level where you need more than 1 shot to kill it!!! 
Tips: Use the shotgun! On easy level he needs about 1 good close shot. 
On normal he needs about 2. On HARD level it's a different matter. 
Run around the center circle to keep him away from you (you can run 
right up to his back) and shoot his head (not his tail) until he starts 
to split (The music will change). 
Then position yourself with LOTS of space behind you. He will run 
towards you and as long he doesn't nudge you, aim, stand still and wait 
for him to open his mouth, then walk backwards while firing. When he 
closes his mouth you can step closer to regain space or move around to 
a better position- then repeat. 
As he finally bites the dust, cue movie sequence. 
You will see the girl who you avoided in the crash again. 
Then you're back in the real SH boiler room. You can 
hear Church Bells ringing. Your next objective! Pick up the 
K. Gordon key (!) (item #83) 
Well done, you've completed Part 1! 
You can save game if you wish in the Infirmary. 
_______________________________________________________________________ 
Part 2 
_______________________________________________________________________ 
Scene 1: Visiting K. Gordon 
-K. Gordon's House 
Handgun Bullets (item #84) 
Handgun Bullets (item #85) 
Save Game 
Before leaving the school, check the Teacher's List on the Reception 
desk so that K. Gordon's House will be marked on the map. Go to K. 
Gordon's House, heh heh heh (So it wasn't a waste of time finding that 
house earlier!!! Update: Oh, we found the teacher's list 2nd time we 
played the game through). 
Just go along the bottom of the map until you reach the chasm. Hit 
left and go up the alleway. Go up to the house with blood on the 
Garage and a dog guarding the entrance. You can get in through the 
back door using the K. Gordon key. Collect the items and leave through 
the front. 
Before reaching the church, you can collect the following items. 
-Levin Street Chasm: 
(End House on right) 
Health (item #86) 
-Bradbury St: 
(Just before the backyard alleyway on a bench) 
Health (item #87) 
-Alleyway to the left of Cut-Rite Chainsaws 
Handgun Bullets (item #88) 
_______________________________________________________________________ 
Scene 2: The Church 
Flauros (item #89) 
Drawbridge Key (item #90) 
Health (item #91) 
Save Point 
Upon entering the Church you are greeted with CG of an suspiciously 
nutty old woman wittering on about how she knew you were coming. She 
scuttles off into a locked room when you ask too many questions. 
_______________________________________________________________________ 
-Gas Station: 
Handgun Bullets (item #92) 
(+3) Gasoline *Next Fear* 
Save Point 
With the Gasoline, you have to make a choice. You can either go to 
-Cut-Rite Chainsaws 
(+4) Chainsaw *Next Fear* 
or go to the Bridge Control Room and get the 
(+5) Rock Drill *Next Fear* 
Refer to the Weapon Guide if you can't make up your mind... 
When you complete Silent Hill 2 times in a row using the same save, the 
third time you play lets you have both weapons. 
-(Behind the Gas Station) "VOWO" truck: 
Handgun Bullets (item #93) 
Shotgun Shells (item #94) 
Go to the Bridge Control Room on Bloch Street. 
-Right hand side of River, steps going down: 
First Aid Kit (item #95) 
Shotgun Shells (item #96) 
-Bridge Control Room: 
(+4) Rock Drill (You need Gasoline) 
Shopping District Map (item #97) 
Health (item #98) 
Go upstairs. Insert Drawbridge Key into Control Panel. Go across the 
drawbridge. 
-Right hand side of the drawbridge, steps going down: 
Handgun Bullets (item #99) 
-Small booth on bridge 
(Look on the map: Dark pink square) 
Health (item #100) 
Go towards the hostpital. Once you are inside, you cannot leave. 
_______________________________________________________________________ 
Scene 3: Hospital 
Go straight past the phones, 1st door on your left. You will meet Dr. 
Michael Kaufmann, who took a nap and then woke up to find everyone 
gone, snow in the wrong time of year and monsters flapping about. We 
learn that Harry wife died 4 years ago. 
Facing the grey blue cabinet, take the right door. Continue through 
the next door. Pick up 
Map of Hospital (item #101) 
First Aid Kit (item #102) 
-Doctor's Office 
Map of Basement (item #103) 
-Conference Room 
Basement Key (item #104) 
-Kitchen 
Health (item #105) 
Empty Plastic Bottle (item #106) 
-Director's Office 
Spilt Drug on the floor (arguable item#?) 
If you want the "+ Ending" Use the plastic bottle to scoop up some of 
the drug. 
Go to the basement door and go through. Go downstairs and meet some 
BCs. Go to the Generator Room and activate Generator. Go to the lift 
and go to the 2nd floor. Go out, push the doors even though they are 
jammed, then come back into the lift and go to 3rd and do the same. 
Then *poof* the 4th floor button will appear. You will see the girl 
who you avoided in the crash again. Run to the double doors at the 
end. Go through and go downstairs. Go out into the corridor to meet 
a nurse monster. She seems to have the hump. She'll stumble towards 
you and then when she's about two paces away she will make a running 
grab at you. Give her one good shotgun blast with an EXTREME Close up 
to finish her off. She'll writhe on the floor until you put her out 
of her misery. You now have to collect 4 plates to open the Nurse 
Center. You'll also meet the doctor monsters with the same attitude 
problem, but they have scalpels *sweatdrop appears down side of author's 
head*. Oh yeah, don't forget to watch the hump squirm... gross... 
-Gents toilets 
Blue Square Plate of Turtle (item #107) 
-Room 302 
Video Tape Player 
Shotgun Shells (item #107) 
Save Game 

-Room 304 
Steel Plate 
Health (item #108) 
-Room 306 
Yellow Square Plate of Cat (item #109) 
-Storage Room: 
Blood Pack (item #108) 
Handgun Bullets (item #109) 
First Aid Kit (item #110) 
Go to Level 1 via the lift. 
-Vending Machine: 
Health (item #111) 
Health (item #112) 
Health (item #113) 

-Director's Office 
Red Square Plate of Queen (item #117) 
Save Game 
-Kitchen 
Health (item #118) 
-Office 
Handgun Bullets (item #119) 
Go to Level 3 via lift, then go to Level 2 via the stairs. 
-Room 201 
Lighter (item #120) 
-Room 204 
Green Square Plate of Mad Hatter (item #121) 

The snakes are interested in blood. Walk up to them and Use Blood Pack. 
They will move aside and allow you to pick up the Plate. 
Go to the Nurse Center and read the clue on the wall. 
Clouds flowing over a hill. 
Sky on a sunny day. 
Tangerines that are bitter. 
Lucky four leaf clover. 
Violets in the garden. 
Dandelions along a path. 
Unavoidable sleeping time. 
Liquid flowing from a slashed wrist. 
Go to locked door and place 
Blue on Top Right 
Green on Bottom Right 
Yellow on Bottom Left 
Red square on Top Left. 
The Door opens... 
There are lots of NMs so arm up the shotgun! 
-Operating room 
Basement Storeroom key (item #122) 
-Intensive Care room 
Disinfecting Alcohol (item #123) 
-Room 206 
First Aid Kit (item #124) 
Go to the basement. 
-Morgue 
Ampoule (item #125) 
Health (item #126) 
-Generator Room 
Hammer (item #127) 
-Basement Storeroom: 
Shotgun Shells (item #128) 
Shotgun Shells (item #129) 
Push the cabinet to find a new door. Go through and use the alcohol 
and lighter on the vines on the grill in the floor. Go down (ooooerr) 
and go on! Go on! Be brave! It's gonna be a scream, baby! *Gunsmith 
gets thwacked with telephone directory book* 
Take the door on the right. The door to your right contains a video 
tape. Go to the furthest door on the left. Pick up Examination Room 
key. Alessa is the name of the girl that you almost ran over (and got 
you into this mess). Evidence points to the idea that either she or a 
close friend of hers is a mental patient at the hostpital... 
Go back to Room 302 and use the video tape. 
Go to Examination Room. You will meet Lisa Garland. She was knocked 
out and has the same story as Dr Kaufmann. Suddenly you get a pain in 
your head and lose it. You wake to see the old woman, who tells you her 
name is Dahlia Gillespie. Apparently the mark of "Samael" is all over 
town and you must head towards the "other church". She leaves the 
Antique Shop Key (item #130) 
on the desk and runs off again. 
Read the phonebook and walk out. 
_______________________________________________________________________ 
Scene 4: What the ...? 
-Police Station 
Handgun Bullets (item #131) 
Handgun Bullets (item #132) 
Handgun Bullets (item #133) 
Shotguns Shells (item #134) 
Shotguns Shells (item #135) 
Save Game 
Read the blackboard. A strange drug? 
You can now leave. At the top of Simmons Street is the Antique Shop. 
-Antique Shop 
Push the brown cabinet. Say hello to Cybil. Cheryl's been walking on 
air and heading towards the Lake up Bachman Road. Harry does his macho 
man impression and makes Cybil wait for him while he goes searching 
through the hole in the wall. Follow the path to see the other church. 
Pick up the 
Axe (item #136) 
Go for the switch next to the door. The altar will burn and Cheryl 
will come looking for you to find that you have disappeared into thin 
air... 
Harry wakes up with Lisa (Get those dirty thoughts out of your mind 
RIGHT NOW). Lisa says he fell asleep, having bad dreams. He's back 
in the hostpital. The story unfolds as Lisa describes the town's 
history in occultism... you pass out and you end up back in the Antique 
Shop. Go upstairs to find yourself in Alternate Silent Hill. You are 
at the top-right of the map, but the scenery is drastically different- 
not unlike when the school changed... 
The plot thickens... 
_______________________________________________________________________ 
Scene 5: Silent Hill Town Centre 
Head down on the map till you get to the Silent Hill Town Centre. 
Go through the hole in the mesh fence in the SH Town Centre. It's a 
shopping mall. Go up the escalator, watch the TV sequence, go up the 
escalator again. At this point your radio will buzz. Do not be 
afraid... be very afraid *gets put in a scorpion deathlock- ARGH 
SUBMIT SUBMIT!!!* Anyway, WALK on the left side and go into the door 
on the left hand side of the walkway- do not try to go further till you 
have picked up the 
Rifle Bullets (item #137) 
Rifle Bullets (item #138) 
1st Aid Kit (item #139) 
Saved your game. Come back out of the door and RUN towards the dead 
body. You must do it quickly as soon as you have left the room :p 
Boss p1: Dune Larvae 
Clean your bottom quickly, because there is a midly annoying larvae 
that is a rip off of all the sandworms you've ever seen in the movies. 
Stand still with the camera angle looking at your back. Nearly 
everytime, the larvae will appear behind you with a roar, squirt some 
noxious gas and dive to the side to go back into the sand. 
There is a simple timing for the arrival of the larvae. Time it so you 
can run (or walk) forward a little to avoid the gas and then turn 
around and blast the larvae. When it dives, stop shooting when you can 
only see 3 or so segments of its body. 
You can pick up the 
Hunting rifle (item #140) 
at any time. It's on the side of the room. The shotgun will finish 
the little blighter in about 5 shots while the handgun takes ages. 
When you've hit it enough, it will curl up into a ball. Stand back, 
because you can't hit it any more. It makes a hole in the back of the 
SH Town Centre for you to exit from. 
_______________________________________________________________________ 
Scene 6: Go back to the hospital and kick ass 
Head down the map towards Sagan St. All other exits are blocked so you 
need to go down to Chrichton Street. You can go to the Police Station 
on the way to save and collect 
Rifle Bullets (item #141) 
Rifle Bullets (item #142) 
The Police Station entrance is on Sagan St, not Chrichton St. 
Head towards the hospital, go inside the hostpital and talk to Lisa. 
Lisa will tell you that to get to the Lake you can try and go through 
the tunnels at the waterworks near the Midwich Elemantary School. 
Leaving the hostpital (If you have the Channeling Stone, use it now) 
you will find all exits are blocked so you must go up the stairs 
directly in front (next to the Post Office) and ... 
BOSS p2: Mothra! 
The Dune Larvae has matured into a giant moth with a sting. It will 
follow you around and sting you (doh), and emit clouds of gas. It's 
fairly easy. You can actually push it back by walking into it (don't 
get stung though). There is a rythm to its attack. Move in one 
direction around it and stop. Watch it follow and attempt to sting 
you. While it's moving (or rather, rotating) go back where you came 
from and watch. It should sting the empty air. So use this pattern 
to blast it till it bleeds purple. 
When you kill the Moth, you return to Normal Silent Hill. But it's 
still snowing... 
_______________________________________________________________________ 
Part 3 
_______________________________________________________________________ 
Scene 1: A quick respite 
Go down the stairs. You can save game in the hospital. 
-Koontz St 
(near the L of Hospital on the map, in the alleyway) 
Handgun Bullets (item #143) 
Health (item #144) 
-On the corner of Koontz and Simmons 
(on the cafe table) 
Health (item #145) 
Head up Crichton St and take a left onto the bridge. 
Cross the bridge. Harry will get to the waterworks. Use any weapon 
and smash the lock after inspecting it. 
Press X to go down to the tunnels. 
_______________________________________________________________________ 
Scene 2: TMNT 4 "Return of the beast" 
Arm your hammer. Well, you can use your gun if you want. Your radio 
does not work underground. You'll just have to listen out for the 
squeaks of the Big Cockroaches and the clicking noises of the Mutant 
Turtles. 
Go left then head straight forward. Go left at the junction. The next 
left that you take will have a MT waiting. Slap him from around the 
corner. Continue on to get 
Rifle Shells (item #146) 
Double back and go to the other side to get 
Health (item #147) 
Shotgun Shells (item #148) 
Handgun Bullets (item #149) 
Turn around and head straight and bear left. That means stay on the 
left side of the wall. Keep going straight till you meet a fence. 
It has two doors. The door on the right side is locked. 
Go through the LEFT door marked "Keep Out". Continue on to find 
the room with 
Sewer Key (item #150) 
Sewer Map (item #151) 
Save Game 
The Key is slightly hidden :p 
Go through the next Keep Out Door and the next. There is a MT here. 
Stand still to see it coming. 
>From there, go left on the map and follow the path round so you can go 
down on the map. Go straight down and unlock the door with the Sewer 
Key. 
-Bottom right of this path 
First Aid Kit (item #152) 
The Bottom left of this path leads to the ladder. 
Take the ladder up. 
-Immediately to Harry's left 
First Aid Kit (item #153) 
Look at the map. You basically have to go in a circular motion to pick 
up all the items. 
-The top right corner of the map 
Handgun Bullets (item #154) 
Health (item #155) 
-Bottom left corner 
Sewer Exit Key (in blood) (item #156) 
Double back to the Bottom Right corner to find the save game and ladder 
out. 
_______________________________________________________________________ 
Part 4: Sanford Resort Area 
_______________________________________________________________________ 
This level is quite fun. Well, the first half anyway. 
Scene 1: From the sewers arose a smelly man 
-Sewer Exit/Collapsed Building 
First Aid Kit (item #157) 
Rifle Bullets (item #158) 
Handgun Bullets (item #159) 
-In front of the collapsed building 
The Resort Map (item #160) 
Ending Choice: 
You can run straight past Annie's Bar and go straight to the lighthouse. 
However this will give you Bad ending. 
-Annie's Bar 
Kaufmann's Receipt (item #161) 
Kaufmann's Key (item #162) 
Health (item #163) 
Health (item #164) 
Save Game 
You will meet Dr. Kaufman. Read Kaufman's Receipt. The combination 
is 0473 to get into Indian Runner. 
-Indian Runner Convenience Store 
Safe Key (item #165) 
Rifle Shells (item #166) 
Health (item #167) 
Safe 
Drugs (You don't pick them up) 
Inspect the Cabinet behind the desk. Read the notes. Read the note 
on the wall. Look at the photo. Remember the back door combination 
to Norman Young's Motel. Check out the safe. 
Run to Haerby Inn. Go to the backdoor and use the combination 0886 to 
get into the reception. 
-Norman's Motel (Hearby Inn Reception) 
Shotgun Shells (item #168) 
Health (item #169) 
Magnet (item #170) 
Save Game 
Pick up the stuff and unlock the front door. Go out (If you have the 
Channeling Stone, use it now) and go to Apartment 3 and use Kaufmans's 
Key. 
-Kaufman's Room 
Health (item #171) 
Motorcycle Key (item #172) 
Push the Cabinet to see the key. Use Magnet. Get the key and return 
to Norman's Motel. Go into the back room and use the key on the 
motorcycle. You will find a vial - but Kaufmann appears and takes it. 
You figure he's a shady character... 
You can now save game. Go to the F in Sanford St on the map- 
-steps going down 
Rifle Shells (item #173) 
Health (item #174) 
When you cross the S in Sanford St on the map, you will see SH become 
ASH. Harry comes to the conclusion that he wasn't dreaming. There are 
two Silent Hills. But the ASH is becoming the real SH. Something Evil 
is going on... 
_______________________________________________________________________ 
Scene 2: ASH 1977 
Between West Sanford and Sanford St (the actual printed names on the 
map) is an alley heading north. At the top are 
Health (item #175) 
Shotgun shells (item #176) 
Run straight towards the lighthouse. When you are on the path leading 
down towards the lighthouse, you will see a dead end- go left down the 
stairs and run into the boat. Go into the door and cue CG. 
-Boat: 
Health (item #177) 
Handgun Bullets (item #178) 
Rifle Shells (item #179) 
Save Game 
Cybil is here. Yada yada she don't get it. Dahlia turns up to croon 
about how you have to stop the Demon... 
(If you have the Channeling Stone, use it now) Leave the boat through 
the door Dahlia went out and head for the lighthouse. 
_______________________________________________________________________ 
Scene 3: Lighthouse 
Go towards the Lighthouse. On the way check the map and look. 
-Very end of the Pier 
First Aid Kit (item #180) 
Go up the stairs in the Lighthouse and "talk" to Alessa. (If you have 
the Channeling Stone, use it now- Game ends here) Go back downstairs 
and run forwards. You will end up back in the boat. Cybil isn't back. 
Head for the Amusement Park (East). 
_______________________________________________________________________ 
Scene 4: Prelude to disaster 
Go east on West Sanford and you will find you have to go down the 
Sewers- the entrance is north where the route east is blocked. 
When you get into the Sewer, 
-Leftside wall 
Sewer map (item #181) 
-At the ends of the tunnels are 
Health (item #182) 
Handgun Bullets (item #183) 
Health (item #184) 
Go up the ladder into the Amusement Park. 
The fairground is fairly simple in design, just follow the path; you 
should see the back of the horse ride first, then the big wheel, then 
the ice cream vendor (At the back is a save point). Go to the front 
of the Horse Ride to find Cybil (!!!!) 
Ending Choice : To save Cybil or not...? 
Cybil will walk up to you, smack you around the face and then will try 
to shoot you. She only needs one clear shot. If she wings you, you 
can wiggle on the joypad like crazy in order to get up and run away. 
If you run like a chicken from her, you will find that if you keep 
running around the ride, you will find her sitting on a horse waiting 
for you! Oh how cute! Waitaminute, she's getting out her gun... 
To kill Cybil: Walk up to Cybil and walk around her in close circles. 
She will fire about 10 times. Then she will run out of ammo. Run 
around the ride and press L1+L2 then L2 to aim and fire then move before 
she tries to strangle you to death. 
It was at this point that I realised Cybil was trying to tell me 
something... She would chase after me and then walk away from me 
showing me the blood on her back. I thought that was from me shooting 
the crap outta her, but then I realised in the CG sequence before you 
go into the Sewer, Cybil is looking around a corner when someone 
throws a bottle of red liquid onto her back. It was most likely 
Kaufman who was responsible as he was dealing in the suspicious drugs. 
Anyhow, when we started playing HARD level, Black Cat realised that the 
plastic bottle in hospital kitchen was for the pool of liquid in the 
Director's Office NOT for Gasoline as we were hoping. I just had a 
threaky idea it might work. 
To save Cybil (and get + Ending) : On easy/normal level (before Next 
Fear) let Cybil walk up to you and as she's about to hit you press 
SELECT to use the bottled with the drug. On Hard or "Next Fear", Run 
up to Cybil's back or wait until she turns around and use the Plastic 
Bottle (with the Drug). 
You get an extra sequence where Harry explains how Cheryl is not his 
real daughter... 
Alessa turns up. To put it bluntly, she kicks your ass. Then Flauros 
will activate by itself and knock her out. Dhalia appers to seriously 
TWIST the story. It gets worse. Much worse. Heheheheh!!! 
You wake with Lisa, who has something to tell you. I really like Lisa. 
Oh well. 
_______________________________________________________________________ 
Final Scene: (All kinds of Mythical References) Hospital Revisited 
This is the same layout as the hospital 
Door of Hagith 
! 
! 
!---Basement Door 
! 
!---X 
! 
!---Door of Ophiel 
! 
!---WARP 2 (Unlock from behind) 
! 
Faucet ! 
! ! 
! ! 
Start>-------------Antique Room 
! ! 
! ! 
Birdcage Phaleg 
-1st Door on left 
Key of Ophiel (item #185) 
Use the pliers to take the key out of the Faucet 
-1st Door on right 
Key inside Birdcage (item #186) 
Handgun Ammo (item #187) 
-2nd Door on right: Door of Phaleg 
-Door in front: Antique Room Revisited 
Save Game 
First Aid Kit (item #188) 
Shotgun Shells (item #189) 
1st Double Doors : Locked (until unlocked from WARP) 
Directors Door : Door of Ophiel 
Elevator : Door of Hagith 
Basement Door : Leads to Classroom 
Read the desk scribbles and leave 
through the second door. 
This leads to 
Screwdriver (item #190) 
Pliers (item #191) 
______________ 
Room of Ophiel 
______________ 
X----- 
! 
X----! 
! 
X----!----X 
! 
Puzzle1----!----X 
! 
X----!--------Puzzle2 
! ! 
! ! 
Start X 
1st door on left : Puzzle 1 
____________________ 
Constellation Puzzle 
____________________ 
Libra = 2 
Pisces = 0 
Cancer = 10 
Aries = 4 
CLUE : What doesn't Pisces have? Arms or Legs. 
ANSWER: 
Saggitarius = 6 
Taurus = 4 
Gemini = 8 
Collect the 
Time Square plate (item #192) 
Door Far Right : Puzzle 2 
________________________ 
Grim Reapers List Puzzle 
________________________ 
AGE NAME 
35 Lydia Findly 
60 Trevor F White 
18 Albert Lords 
45 Roberta T Morgan 
38 Edward C Briggs 
CLUE : Youngest to Oldest, the path will open. Are you ALERT enough 
to figure it out? 
Rearrange the names in order of young to old, then type in the initials 
into the keyboard at the door. 
ANSWER: A L E R T 
-Morgue 
Amulet of Solomon (item #193) 
-Antique Shop revisited 
Key of Hagith (item #194) 
Use the Time Square plate on the clock to get the key. 
Take the elevator to 2nd floor. 
X 
! 
!---------WARP 1 
! ! 
Jewellry Shop----! X 
! 
X----! 
! 
X----! 
! 
! 
Start 
3rd door on left : Jewellry shop revisited 
Rifle Shells (item #195) 
Crest of Mercury (item #196) 
Ring of Contract (item #197) 
Steel 
Plate 
WARP2 X X X Room 
! ! ! ! ! 
! ! ! ! ! 
!-------------! 
! ! 
X---! Nurses Center 
! 
X---! 
! 
! 
WARP1 
-Nurses Center revisited 
Camera (item #198) 
Handgun Bullets (item #199) 
-Steel Plate room 
Use Screwdriver to reveal Key of Aratron. 
-3rd floor : Other Church Revisited 
_________________________ 
Light at the altar puzzle 
_________________________ 
CLUE: Take the camera and pretend to be a tourist at an art gallery. 
ANSWER: 
LEFT DOOR: 
*** 
** 
* 
* * * 
* ** 
*** *** 
RIGHT DOOR: 
*** 
* * 
* * 
* * 
*** ** 
* *** 
-Left Door 
Birdcage Key (item #200) 
Handgun Bullets (item #201)(IIRC) 
-Right Door 
Health (item #202) 
Botanical Reference Book (read) 
You need to have read the notes at the Police Station to be able to 
read the book. 
What it says in the book: 
White Claudia 
Perennial herb found near water. 
Reaches height of 10 to 15 in. 
Oblong leaves, white blossoms. 
Seeds contain hallucinogen. 
Ancient records show it was used for religious 
ceremonies. 
The hallucinogenic effect was key. 
NB: I believe White Claudia is the ingredient discussed on the 
whiteboard at the Police Station... 
______________ 
Room of Phaleg 
______________ 
-1st door on left : Door of Bethor 
Do not touch the cupboard with the dagger sticking out until you use 
the ring of contract to fix the missing link (!) - unless you want a 
quick and fatal laugh. Use the ring and take the 
Dagger of Melchior (item #203) 
-2nd door on left 
Ankh (item #204) 
-2nd door on right 
Health (item #205) 
Hangun Bullets (item #206) 
Jelly Beans 
Key of Bethor (item #207) 
The Key of Bethor is inside the bag of Jelly Beans. 
Check the other room to really watch the video tape. Go through door 
of Bethor to switch off Generator. Go and collect 
Key of Aratron (item #208) 
from the Steel Plate Room on the 2nd Floor. 
-3rd door on right : Door of Aratron. 
Go through to get 
Disk of Ouroboros (item #209) 
-3rd door on left : Child's Room 
Save Game 
Level Exit 
Place all the mystical items into the door to open it. Go through the 
door. Watch the intro and then heal yourself if you haven't already. 
Then go down the stairs... 
_______________________________________________________________________ 
Final Boss: Cute? Errr, Alessa looks like a goat! 
If you get bad ending, you will face Alessa herself. She has a psychic 
barrier and fires blue lightning at you. Just run and shoot till she 
dies. If you get hit, simply heal as soon the lightning touches you 
(if you are in orange or red status). Keep hitting SELECT to check 
your health. 
If you get Good ending you get to face Alessa in a different form. 
Hmmm... Disappointing Boss this. She hovers and then throws lightning 
bolts. The bolts hit about 4/5 times. If you get hit by more than two 
lightning bolts, press SELECT and heal yourself. Then walk up to the 
demon and full it full of lead. On hard level, check your health EVERY 
time you get hit- you'll need about 5 First Aid Kits. 
I died on first try. Black Cat took over and used the healing trick to 
kill her while running around. I loaded it up again to have another go 
(press START to skip the pre-boss dialogue), walked up to the bitch, 
shot her about 3 times with the rifle, got hit by lightning, healed 
myself, shot her about 8 times at point blank range, got hit again, 
healed again, ran out of rifle ammo, loaded the shotgun, shot her 3 
times and she died. Took about 15 secs. Hah! 
Rob sent in these tips: "When the boss starts to crackle, start running 
in a circle. If you can run in a continuous, uninterupted circle, you 
will dodge all the lightning. Keep running until you're sure he's 
stopped. I ran out of ammo and switched to the hammer, which I 
couldn't touch him with. However, two lightning blasts later, the boss 
died on her own. I suppose the game is designed to recognise when you 
run out of ammo while fighting the last boss." 
-CHEAT sent in by Chacal: "The easiest way to defeat the final boss 
is to unload all your guns before going down that final staircase. 
He dies the instant he appears." 
_______________________________________________________________________ 
SECTION 7: WEAPON GUIDE------------------------------------------------ 
Remember every handweapon has a one hit and a two hit strike. By 
holding down the button, you get the one hit which does greater damage 
but has limited scope. The two hit is the opposite in value. 
Hand-weapons------------ 
Knife 
Aim: NO 
Move while using: YES 
Quick, short range. You can kill L1 Dogs with this. 
Pipe 
Aim: NO 
Move while using: NO 
Good for attacking: Up to 2 CZs, WBs, Cockroaches (2nd Hit only) 
Long range, but a little slow. If a CZ manages to grab you and 
it falls on the floor after you shake it off, press and hold X to 
make sure it doesn't get up again. 
Hammer 
AIM: NO 
Move while using: NO 
Slower but stronger than the Pipe. 
Good for attacking: Nurses and zombies etc. This is the best 
hand-non-secret-weapon. 
Guns-------------------- 
Handgun 
Aim: YES 
Move while using: YES 
Good for attacking: Everything 
No need to save bullets for the bosses. Used best when met 
with multiple resistance. Max Stock is 200 bullets, so (esp 
on EASY level) try to keep stock of 180 at all times. 
Shotgun 
Aim: YES 
Move while using: YES 
Good for attacking: Everything 
If you aim and wait, the closer the enemy is, the more damage 
they will take. I reserve this for the Lizard and Mothra Boss. 
Also use it if you feel annoyed with 3 CZ's and want to move 
quickly. 
Hunting Rifle 
Aim: YES 
Move while using: NO 
Good for attacking: Most things 
Slow speed makes it difficult to aim on fast objects, but when it 
hits, it's pretty much lethal. Normally reserved for the last 
boss (esp on HARD level). 

NEXT FEAR ONLY: 
Chainsaw 
Aim: NO 
Move while using: YES 
Good for attacking: CZs, MNs, MDs and MTs. In fact you are 
practically invincible in the hospital and sewers. You don't 
even have to swipe; just press R2 to ready your weapon and walk 
forward. Then make lots of jokes about bleeding penetration 
when you meet the nurses... Don't bother the WBs with the 
chainsaw, it takes too long. 
"Groovy..." 
Rock Drill 
Aim: YES 
Move while using: NO 
Good for attacking: Everything (You can crush BCs easy!) 
It's crap in my opinion. You need to move! And hey, the 
Chainsaw is simply more fun to use. 
"You wan't a little?" 
Hyper Blaster 
Aim: YES 
Move while using: YES 
Good for attacking: Everything, but not in a melee. It's great 
for sniper action as it really isn't that powerful but it locks 
on target and keeps shooting till them creeps are history! 
Please note that A.P.I shall not be held responsible for the accuracy of this article.

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