![]() |
PlayStation > Playstation Help > Playstation Walkthroughs > Game Guide | |
|
|
SILENT HILL Written By: Black Cat and Gunsmith (gunsmith@i.am) |
Silent Hill Walkthrough for the Playstation v3.4
"The fear of blood tends to create fear for the flesh..."
by Black Cat and Gunsmith
The LAST update: 24th May 1999
There will be no more updates. For more info you need to go
to the Bulletin Board and speak with the SH freaks there,
they love answering dumb questions from people who can't
be bothered to read this FAQ!!!! ARGH!!! But seriously
there are many things that are discussed, like the possible
endings, the ambulance (har har), Dhalia's haircolor
meaning she is 90% positively Harry's mother, etc etc...
http://w3.to/wu-tech
CONTENTS_______________________________________________________________
"There are violent and disturbing images in this game..."
1. Hasty Updates PLEASE READ
2. Most Common FAQs
3. Hints
4. Playstyle Tips
5. Walkthrough
6. Game Over
7. Weapon Guide
8. Necronomicon : Monster Guide
9. What the ??? Unfinished Business + Misc
10. Review
11. Legal Claptrap
12. Credits
13. Spoilers - Do not read if you are superstitious about No. 13!
_______________________________________________________________________
SECTION 1: HASTY UPDATES-----------------------------------------------
No 1: If you have received an attachment file via email from anyone
called HAPPY99.EXE, do NOT execute it and if you have, please visit:
http://www.geocities.com/SiliconValley/Heights/3652/SKA.HTM
5th Febraury: Got Silent Hill,
6th February: Completed game on NORMAL setting.
7th February: Playtesting the Faq (on HARD level). Added to the
instructions on the Rooftop of Midwich School. Added to the
instructions before leaving the hospital for the Antique Shop.
Corrected "VOWO" name on truck.
8th February: Finished game on HARD level. Figured out how to
get Good + ending (Hurrah!). Added instructions regarding the
plastic bottle in hospital kitchen. Reformatted and added Contents.
9th February: Reviewed Game. Completed game a third time.
Updated "Dog" in enemy guide. Added "Map" description in first
scene. Added "Teddy Bear" to enemy list. Updated Cybil at the
Fairground (!). Corrected location of "Door of Bethor". Added
location of Sewer to Fairground map. Updated "Unfinished Business".
10th February: Received email with location of "Channeling Stone"
- see convenience store for details how to use. Completed game a
fourth time - and I'm starting get hacked off. Where is that
Katana and the Hyper Blaster??? Added "Monster Lurks" note where
you pick up shotgun. Added two lines to review. Added Misc
section.
10th February: 3 am. We completed the game with a fresh start
on Normal with continue (Coz he wouldn't wait for me to kill the
1st level boss for him). We realise that the secret items are
only available on "Next Fear". See Misc Section.
11th Febraury: Printed the FAQ (35 pages!!!) and tested it.
Completed game a (argh) fifth time on easy level. Rearranged
walkthrough section. Added extra option "code". Added Common
FAQ section. Numbered items. Added items 203 and 204 (not in
order)
15th February: Katana Location! Err.. found this out after we
wiped our game saves to make a clean start. @_@
17th February: Sushi Jimmy has sorted out the UFO business!!!
Amazing! This has also solved the HYPER BLASTER puzzle too!
The UFO ending is hilarious!
19th February: Moved Spoilers into a seperate Faq. Added
Botanical book text.
4th March: Added Hammer location. Added Queen Burger health
location. Added secret options. We've never actually got
204/204 items in one go however we have 206 items listed...
There are two Katanas, but you can only pick up one.
11th March: Added more misc notes, checked Sewer walkthrough,
reformatted FAQ so no need for wordwrap...added Final Boss
"cheat"...
12th March: Reformat. After this there shouldn't be any more
questions. You can discuss Silent Hill stuff with others at
the Bulletin Board at the Wu-Tech Homepage. Added corrections
and NEW Hints section for those of you who don't want help but
a little clue to complete the game on your own.
Added SOME FREAKY SHIT to the Misc section- The guys who loved
finding the references to mystic stuff will LOVE this!!!
Added _Super_ Hyper Blaster Info (Weapons Section). Pulled the
Spoilers FAQ back in (coz I'm in a whoring mood)...
24th May: Added three bugs to misc section: two are weird and
one is TERRIFYINGLY BAD NEWS...
minor corrections on quotes and names -you guys love any kind
of fame, dontcha :p Added location of Lisa's diary
(I could have sworn this was in the FAQ from the beginning!)
Added Katana to weapon section. Added link to PLOT faq in
Misc section.
_______________________________________________________________________
SECTION 2: MOST COMMON FREQUENTLY ASKED QUESTIONS----------------------
In response to bulk email...
1. How do I get the Katana Sword?
You need to get "Good" Ending.
It's a bonus weapon. The Katana Sword appears on the Ranking screen
after the credits, next to the Chainsaw, Rockdrill and Chanelling
Stone - You must use the "Next Fear" save that you get after this
screen to be able to collect the sword. It's in the House next
to the Dog House on Levin Street, in the door that didn't open before,
just as you walk in.
2. How do I get the Hyper Blaster?
Use the Channeling Stone at these locations (Super Thanks Sushi
Jimmy!)
-Roof of School
-In front of Hospital doors, before you meet Mothra Boss
-Norman's Motel, in front of the apartments
-Boat
-Top of Light house
You will get a special UFO ending and if you save to make a
"Next Fear" game, the Hyper Blaster will appear in your item list
IMMEDIATELY! Use it on the WB! :)
3. How do I beat the Grim Reaper Puzzle?
We've explained the clue better now. Go have a look in the
walkthrough. Type in "ALERT".
4. What's with the story?
The endings are now available from the webpage where you got
this FAQ from- it's called "Spoilers FAQ".
5. Can you save Lisa?
Forget it! Sad but true.
6. Where is the key of Aratron?
It's behind the pink steel plate. You have to go back "upstairs"
and unscrew the plate with the screwdriver. Please look at the
map before you email us! You have to unlock all the double
"WARP" doors, so that when you turn off the generator,
you can still get to the floor with the Steel plate/Key...
7. How do I get good ending?
I had previously said "Save Kaufmann from the Teddy Bear". I
foolishly assumed that once people saw Kaufmann in Annie's bar,
they would pick up the clues and solve the puzzles in that area.
OH FOOLISH ME! I guess a lot of people are too scared, or too
lazy to play the game. C'mon guys get with it! Don't use this
faq to run through the game! Please only check it if you get stuck-
Anyway, to get Good ending, Save Kaufmann from the Teddy Bear and
solve the puzzles to get the Motorcycle opened!
8. Did you know Blah Blah, I got Blah, I saw UFO Blah, Ratings Blah,
Please Kill me Now Blahahahah...
In other words, please check you have READ this faq before sending me
any questions. I've been suprised by the way this FAQ has circulated
the net and yet I could swear it has always said visit (at least)
www.gamefaqs.com for the latest update, yet I STILL get questions such
as
"Hey, I got this big ol' sword on my end screen, but you don't mention
it in your faq v2.0, so give me credit and lick my toes because I am
a friggin genius!"
9. (Sewer Section) Your faq says "Turn around and bear left" but
we end up at a locked door.
Ahem. "Bear left" means stay on the left. At the end of this path,
There are two doors here. The door on the right side is locked.
Go throught the door on the LEFT side!!!
_______________________________________________________________________
SECTION 3: HINTS ------------------------------------------------------
I've noticed there really ARE some hardcore players who only look at
FAQ's when they're REALLY stuck. So I've designed this section for
them. No big clues or spoilers but hints on how to complete the game.
1. What do I do first?
Collect 3 keys which are lying around the map. There is a house
where you can use these keys to get out the back door. If you
read all the notes found in the town area and house, the house, keys
and school location are marked out for you.
2. Midwich Elementary School.
Find the chemical that burns something "handy".
Take the item to the clock tower.
A song is sung in a musical learning place.
"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.
Clue 1: The birds in the song are of two colors.
Clue 2: The piano keys are of two colors.
Clue 3: The birds cannot sing.
Take the item to the clock tower.
The door to the clock tower is powered by electricity.
3. Alternate School.
Something small and round will fit into the hole in the roof gutter.
Then you can get the item to get through the classroom on the 2nd
floor.
4. Through K. Gordon's house to the Church.
5. Hospital
If you want a "+ Ending", you'll need to pick up 1 item here
and do something with it in one of the rooms so it becomes a
different item.
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.
6. Alternate Hospital
Clouds flowing over a hill.
Sky on a sunny day.
Tangerines that are bitter.
Lucky four leaf clover.
Violets in the garden.
Dandelions along a path.
Unavoidable sleeping time.
Liquid flowing from a slashed wrist.
The order in which the plates are inserted is not clockwise-
Organize the plates according to the poem from TOP to BOTTOM.
Clue 1: Clouds flowing over a hill
White above Green
Clue 2: Unavoidable sleeping time = Black
The Basement Storeroom has another room entrance which is hidden.
Pyromaniacs will know what to do after that :)
7. The phonebook marks out the location of the Antique Shop.
8. Antique Shop
Clue: "Push it" (da dadadada...) Salt 'N Peppa
9. Alternate Antique Shop
Go upstairs er... go shopping? Then speak to Lisa at the
hostpital.
10. From the Post Office rooftop
Lisa has marked something on your map. Go!
11. Sewer
Explore and you'll be okay. Why doesn't any monster clean up their
"bloody" mess? That's the key to finishing this level.
12. Sanford Resort Area
For "Good Ending", you need to explore this area but do not walk
past the S in _S_anford St on the map, or you will go to the next
"level".
Clue: Dr Kaufmann drops something.
13. Go to the boat down the pier.
14. Lighthouse and back then through more sewers.
15. To get "+ Ending" you must not kill Cybil.
16. Final Scene:
-Constellation Puzzle
Libra = 2
Pisces = 0
Cancer = 10
Aries = 4
Clue: What doesn't Pisces have? Arms or Legs.
17. Final Scene:
-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 1: Youngest to Oldest, the path will open. Are you ALERT enough
to figure it out?
Clue 2: Rearrange the names in order of young to old, then type in the
initials of the FIRST NAME into the keyboard at the door.
18. Final Scene:
-Altar Puzzle
Clue: You need the light of motivation to guide you. In a flash, I had
it.
19. Final Scene:
The last key (of Aratron) is protected by electricity- ain't that
screwy?
_______________________________________________________________________
SECTION 4: PLAYSTYLE TIPS----------------------------------------------
_______________________________
Game Abbreviations for the FAQ-
X: X Button on the Joypad
T: Triangle Button on the pad
O: Circle Button on the pad
S: Square Button on the pad
L1: L1 button on the pad
R1: R1 button on the pad
SH: Silent Hill
ASH: Alternate Silent Hill
WB: Winged Beasties
D: Dog
BC: Big Cockroaches
MT: Mutant Turtle
MN: Mutant Nurses
MD: Mutant Doctor
TB: Teddy Bears
RIP: Rest In Peace
FAQ: Frequently Asked Question
IIRC: If I Remember Correctly
AWOL: Absent Without Leave
ROTFLMEAO: Rolling On The Floor Laughing My Evil Ass Off
__________________________
If you want to use this FAQ as a walkthrough, visit the rooms in
the order they are listed. Within sections they are lists of rooms
rather than directions telling you where to go. Visiting the
rooms in the order listed will get you where you want to go. Also
you may have to use your brain at some points as we refuse to hold
your hand throughout the whole game, for then there would be point
in playing would there?
Also, this FAQ is written to set you up into the best positions to
give you a fright, so it may waffle at some points and deliberatley
NOT tell you when you're about to be attacked. You have been warned.
__________________________
Game system-
Upon pressing a button or letting the CG game attract run you will
get to the Silent Hill game start screen, with the options (very
first time you play) of "Start Game" or "Options".
Start Game-
EASY LEVEL : Few monsters, minimal damage. Handgun Bullets give you
30 ammo.
NORMAL LEVEL : More monsters, sustainable damage. Handgun Bullets
give you 20 ammo.
HARD LEVEL : LOTS of monsters (esp outside in the street) and three
direct hits by a WB can kill you. Handgun Bullets give
you 15 ammo.
Option Screen-
The first page is obvious, with brightness adjust etc, but don't
forget that by pressing any of the L/R buttons you can get into
the second page, wherein lies the secret options which appear
after you make a "Next Fear" save. The two extra options are:
-Bullet Adjust
At default it is "x1". This means when you pick up a clip of handgun
ammo you get (on normal level) 20 shots. Change the Bullet Adjust to
"x2" and you can now pick up 40 shots. Use "x3" to get 60 shots. It
goes up in value every time you complete the game ("x9"!!!).
-Retreat Turn
Ahh haven't quite figured this out :p
Two other options appear when you have made a game save or simply
died; "Load Game" (obvious) and "Continue".
"Continue" doesn't start your game at the last place you saved, but
rather at the beginning of a section.
Silent Hill can be divided into sections thus:
Cafe
School
ASH School
Boss
Outside School
Hospital
ASH Hospital
Antique Shop
Boss
etc...
Manouvering Harry-
Try to burrow/rent/steal a rumble pad to play this game. It emulates
Harry's heart when he gets scared and the force of impact when he runs
straight into a wall (HA HA!) (Don't use the anolog controls- they
are rubbish; Parasite Eve was MUCH better). Switch the light off,
wait till late at night and play alone (If you like having nightmares
and damaging your eyesight!).
*Please Note: The authors do not condone stealing nor take any
responsibility for the act of stealing a rumble joypad and the legal
consequences that ensue thereforth. We said it coz it sounded funny.
The controls are obvious, but remember that pressing L1+R1 will make
Harry turn 180 Degrees sharply. This is handy for running from Bosses
and situations like when you meet a dead end and you have 1 dog 2 Eight
Men and 1 Winged Beastie running after you @_@
Pressing X activates stomping or kicking on fallen Monsters.
If the camera angle puts you at a disadvantage, press L2 to get the
viewpoint from behind your back. This doesn't work at some points
though.
Harry can strafe by pressing L1/R1 + S. Even more, Harry can also run
around in a tight circle by pressing L1/R1 + left/right + S. Wow, look
at him go! Shame you can't shoot! DOH!
_______________________________________________________________________
SECTION 5: WALKTHROUGH-------------------------------------------------
Game attract CG Sequence-----------------------------------------------
Among various other scenes, which you will get to see during the game,
Harry Mason is driving with his daughter, Cheryl. He sees a Police
Officer on a motorbike, who accerates out of view. Then he sees the
Police Officer's bike crashed into a wall. Looking back and looking
ahead he suddenly sees a girl in the road, causing him to swerve and
crash.
_______________________________________________________________________
Funnily enough, if you let the game demo run, you will notice that
Harry runs into areas of Part 1 where you will need to go, without
telling you why...
_______________________________________________________________________
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 6: GAME OVER---------------------------------------------------
There are four endings.
Bad
Bad +
Good
Good +
To get Bad ending don't save Kaufman from the Teddy Bear. The + simply
signifies if you save Cybil.
To get Good ending you need to save Kaufmann AND solve the motorcycle
puzzle (Norman's Motel).
If you got Good or Good + ending, I still think you will sit back and
get puzzled at the ending, then raise eyebrows at the CG - did you miss
something??? What the???? Yes, there is more after the credits.
After the final CG sequences you get a rating screen: Items will
appear in the background, meaning you can collect them in the "Next
Fear" game save. The results shown in gold means you made the special
bonus points.
You can get Good + ending in EASY mode (and have a lot of fun too).
We believe the best way to play the game would be to start on EASY
level and get a good enough rating to unlock the secret items, as
"Next Fear" will be NORMAL level. You can also activate the extra
options. After NORMAL, HARD level will allow you to collect both the
Rock Drill and Chainsaw and perhaps...
Our ratings:
1st ever game
Game : Normal
Game Clear : 1
Ending : Good
Continues : 3
Saves : 44
Total Time : 6h 35mins 49s
Items : 199/204
Ranking : 5.2/10
6 games later
Game : Normal (Next Fear)
Game Clear : 2
Ending : Good + (Gold)
Continues : 00 (Gold)
Saves : 1 (Gold)
Total Time : 2h 15mins 35secs
Items : 201/204 (+3) (Gold)
Def Fight : 152
Def Shoot : 96
Ranking : 7.9/10
(see below for our shoot rating)
In this end screen which shows the stats of your adventure you will see
items in the background that you can get in the "Next Fear":
-Under 3/10
(+3) Gasoline
(+4) Chainsaw
(+5) Rock Drill
-Over 3/10
(+1) Channeling Stone
-Good ending
(+2) Katana
-UFO ending
(+6) Hyper Blaster
These are the items that appear in the brackets. They are not normal
items to be collected.
We have listed 209 items to collect. This is out of a total of 204
items. However I have been told there are only 203 items! Anyhow,
if the maps are not items then that is 209 - 8 which leaves us with
201 items!
The shooting ratings are based on your accuracy:
Short Range
Middle Range
Long Range
No aiming
Each section is worth 25%. But what you want is No aiming (which means
miss) to be as low as possible and the rest to be high. If you have
been accurate with your shots all the way through the game (which just
means aiming first), you can "cheat" by killing the boss by standing
at the edge of the area and use the handgun. This boosts the Long
Range shots Ratio way up, so you can get something like us:
Short Range : 0.25 - Gold
Middle Range : 0.31 - Gold
Long Range : 0.30 - Gold
No aiming : 0.14 - Gold
If you made up to 2 saves you get Gold.
If you made up to 1 continue you get Gold.
Time: Under 1 hour 30 mins = Gold
Game Clear : 5 = Gold
The big stars at the bottom is your main rating. 10 small stars counts
as 1 big star (that's how you get a decimal rating).
What else do you need to get a high rating?
Running Distance: Perhaps there is a more direct route?
Fighting: I dunno. I went on a killing spree (200+ RIP)in Hard Level,
and I simply ended up running outta bullets- especially when those damn
WBs kept running away.
We also have a discussion board that you can use. Go to our homepage
at Wu-Tech.
_______________________________________________________________________
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.
Katana
Aim: NO
Move while using: Er... kinda
BIG FRIGGIN SWORD! Looks nice... but kinda hard to use. You seem to glide forward
every time you use it so it can put you in a difficult position. I have managed
to kill a Dog with one hit though... Harpies are another matter and don't even
think about using it in a room full of hungry children. Resist the temptation
to use the joke "Hey are you hungry? How would you like a slice of... MY SWORD??!!"
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!
THOMAS PREZORSKI |
| Please note that A.P.I shall not be held responsible for the accuracy of this article. |
Absolute PlayStation v3.00 © 1995-2006
Playstation | PlayStation 2 | PlayStation 3 | PlayStation Network | Play Free Games | Blogs