Question:
silent hill three (help im stuck)?
2006-09-16 13:42:39 UTC
action, easy, riddle normal, silent hill 3,

ive looked everywhere but cannot work out this riddle
pleas pleas help

the first is larger than the second
the second twice the third
the thrid smaller than the fourth
the fourth is half the first

four of the numbers are not repeated
three are not in the top row
two are not in the right row
one of the numbers is the final key

if u can give me the right combination ill award 10 points

( the riddle is on a 9 didgit keypad
Seven answers:
2006-09-16 14:16:04 UTC
the code is 8634
2016-03-18 01:57:41 UTC
1. Silent Hill 2. Silent Hill 2 (Restles Dreams / Greatest Hit) [This game has two editions] 3. Silent Hill 3 4. Silent Hill 4: The Room 5. Silent Hill Origins 6. Silent Hill Homecoming
2014-08-27 00:55:54 UTC
Hi,

This is a good link for downloading Need for Speed Most Wanted for free: http://j.mp/1uSF9j2



You can drive an Aston Martin v12 Vantage, a Porsche 911 Turbo S or a Mercedes-Benz SLR McLaren, among other vehicles, and try to complete every race event in the best possible position
2016-02-11 14:56:30 UTC
There were so many woodworking plans with this collection and you will not believe this but there are over thousands plans in the one package deal. Go here https://tr.im/NtMWN

This is really something to find that many all together. For someone like me who is just really starting to get involved with woodworking this was like letting me loose in a candy store and telling me I could have anything I wanted. That was my dream when I was a kid.
2017-02-10 23:54:35 UTC
2
ronald
2017-01-26 02:44:57 UTC
1
Jonathan
2006-09-16 14:14:19 UTC
I don't really know how is this game But I'm sure that you can find what you want by reading this walktrough



I hope I can help you with this...







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S I L E N T H I L L 3



------------------------------------------------------------------------------



|| S I L E N T H I L L 3 ||

|| F A Q // W A L K T H R O U G H ||

|| Written by: Rob McGregor (mcgregorr@xtra.co.nz) ||

|| Link For Jon -- http://www.dark-legacy.org ||

|| July 17th 2003 ||

|| Version FINAL ||





|| No portion of this walkthrough may be reproduced without ||

|| written permission from me. You may contact me at ||

|| mcgregorr@xtra.co.nz for any authorizations, comments, or ||

|| corrections or additions. Please make sure your subject ||

|| line contains "Silent Hill 3" in it somewhere however. ||

|| ||

|| If you wish to put this walkthrough on a web site, e-mail ||

|| notification is needed. If you do wish to use this on a page ||

|| in HTML please make sure you tell me before doing so with ||

|| information on how and where it will be used. This document ||

|| may not be sold or used for profit. ||

|| ||

|| This FAQ is not authorized by, endorsed, or associated ||

|| in any way with Konami Computer Entertainment Tokyo or any ||

|| associated or affiliated company(ies). This FAQ should not ||

|| be confused with any publication that is distributed or ||

|| authorized by Konami Computer Entertainment Tokyo or any ||

|| associated or affiliated company(ies). Silent Hill, all ||

|| characters, locations, etc. (c) & TM 1999-2003 by Konami. ||





** A WARNING TO MAGAZINES BASED WITHIN THE UNITED STATES OR ANYWHERE ELSE **

* *

* REPEATING: THIS DOCUMENT MAY NOT BE SOLD OR USED FOR PROFIT!! *

* *

* If you are found to be using any part of this guide in any publication *

* especially for the US release in August, I will push legal action to *

* the fullest extent of the law. The fact that you are a part of a *

* company which produce magazines does not give you the right to *

* instantly take other peoples work off the internet, claim it as your *

* own work, and then be paid for it. This also includes just minor *

* editing and rewriting of small bits and pieces of this text. *

* *

* If anyone is interested in using this guide for a publication then *

* please contact me first and we will see what can be organized. I will *

* likely be willing to negotiate something when contacted first. *

* *

* While I'll be checking a large amount of magazines in the coming months *

* myself, if you see any parts of this guide within a publication then *

* please e-mail me and tell me which magazine along with the month or *

* issue number. Thank you. *

* *

****************************************************************************



------------------------------------------------------------------------------

00 // t a b l e o f c o n t e n t s



XX. Section --------------------------------------- | Last Updated |

01. Introduction ---------------------------------- | 15/06/2003 (Version 1) |

02. Controls & Options ---------------------------- | 21/06/2003 (Version 2) |

01. the basics - controls

02. the basics - options screen

03. the basics - game modes

03. Characters ------------------------------------ | 15/06/2003 (Version 1) |

04. Enemies --------------------------------------- | 29/06/2003 (Version 4) |

05. Weapons --------------------------------------- | 26/06/2003 (Version 3) |

06. Walkthrough ----------------------------------- | 17/07/2003 (Version 5)*|

01. lakeside amusement park

02. central square shopping mall

03. alternate shopping mall

04. to the subway

05. into the underground

06. room after room

07. alternate hilltop center

08. return

09. wonderful world

10. more like a nightmare huh?

11. this is your paradise?

12. mother of god

07. Extras, Endings, and Bonus Items -------------- | 00/00/2003 (Version F)*|

01. endings

02. costumes

03. extras

04. ranking information

08. Revision History ------------------------------ | 17/07/2003 (Version 5)*|

09. The End Bit ----------------------------------- | 15/06/2003 (Version 1) |



------------------------------------------------------------------------------

01 // i n t r o d u c t i o n



Welcome to this guide to Silent Hill 3.



So I've returned to Silent Hill. This guide has been in the works since the

middle of May when I got around to playing the demo of the game, but I put it

on hold to complete the Terminator guide I made which was a quick romp through

the game. Hopefully now this guide won't suffer now with that out of the way.



I'm trying to keep this intro brief, so I'll get straight to the point. I'll

slowly be working my way through the various sections of this guide as I can,

but I'd be glad to receive any help I can get, so if you have anything you

want to know, do know, or whatever, then please feel free to contact me. Just

make sure you include Silent Hill 3 in the subject line of your e-mail so I

will take notice of it.



Onwards...



- Rob



------------------------------------------------------------------------------

02 // c o n t r o l s & o p t i o n s



Just a quick rundown of all the controls and options you should know about

before playing the game.



02 // 01 // t h e b a s i c s - c o n t r o l s



If you've played Silent Hill before then the default controls will feel right

at home. In the options the default is labeled Type B. Type A is more or less

the same, but actually seems configured for those used to the Biohazard

controls in Japan (where run and action are reversed). These are the controls:



| Button | Type A Action | Type B Action |

|--------------------|------------------------|------------------------|

| D-Pad/Left Analog | Movement | Movement |

| X | Cancel/Dash | Enter/Action |

| Circle | Enter/Action | Cancel/Light - On/Off |

| Triangle | Maps | Maps |

| Square | Light - On/Off | Cancel/Dash |

| L1 | Strafe Left | Strafe Left |

| L2 | Camera Shift | Camera Shift |

| L3 (Analog Button) | Not Used | Not Used |

| R1 | Strafe Right | Strafe Right |

| R2 | Ready (Aim Weapon) | Ready (Aim Weapon) |

| R3 (Analog Button) | Supplies (Use Current) | Supplies (Use Current) |

| Select | Pause | Inventory |

| Start | Skip/Inventory | Skip/Pause |





02 // 02 // t h e b a s i c s - o p t i o n s s c r e e n



Silent Hill 3 also maintains it's standard options screens, as well as bonus

option menu. The main menu consists of the following:



- Button Config

As above. Choose between control style A and B.



- Language Option (PAL Only)

Choose between English, French, German, Italian, and Spanish text. If

they're going for a quick US release this may still be in here with English

and French for it's trip to Canada. We'll see.



- Subtitles

For cutscenes, have text on or off.



- Brightness Level

Adjust the games brightness.



- Screen Position

Adjust the location of the game on your screen.



- Vibration

Oddly, choose between 4 different levels of vibration. Soft, Normal

(Default), Hard, and Off.



- Sound

Choose between Stereo and Monaural (Mono) sound.



- BGM Volume

Set the level for the games background music.



- SE Volume

Set the level for the games sound effects.



- Control Type

This allows you to change the controls between a 3D and 2D type. 3D allows

you to push in different directions relative to the screen but not limited

to, giving 3D motion of the character. This makes the character follow where

you push on the control in a three dimensional manor. 2D is like

traditional (i.e. Resident Evil) style which means that pushing in one

direction always puts the character in that direction, like a tank (i.e. Up

is always forward, left always turns left, etc.).



To gain access to the Extra Options menu, while you're in the main options

menu press L1 or R1, just like with the first two games. A secondary menu will

come up with the following:



- Blood Color

Allows you to set different colors just in case red isn't your thing. Pick

between Green, Violet, Black, and Normal (Red).



- Blood Volume

This allows you to change the amount of blood which appears. Choose from

Little, Normal, and Much.



- Walk/Run Control

This allows you to set the default control for the character. Normal means

to run you'll have to hold the run button, and not holding it makes you

walk.

Reverse does what it is, and reverses that option. This means the character

always runs and to walk you need to hold the button.



- Map

This sets the starting point for the maps you use. Zoom out means the whole

map will be displayed when you open the map window. Zoom in means the

current area of the map your in will be displayed when you open the map

window.



- Noise Effect

This turns the grain filter on and off. Some people don't like it, so now -

for the first time - you have the option to change it without having to beat

the game once first with it on.



- Display Mode

This is the long touted second filter for the game which adjusts the

sharpness of the picture. Things may get generally a little more pixellated

on fine lines (i.e. jaggies) with this on, but the overall effect is a much

clearer world. Then again the reason to leave it on normal is to see the

game as was intended. It's all up to you.



There are also additional options that will appear in this Extra Option menu

once you finish the game. Of course if you've played Silent Hill before then

you've probably got a good idea of what these are. More in the secrets section

about that.





02 // 03 // t h e b a s i c s - g a m e m o d e s



As like in Silent Hill 2, you'll start off the first time with the base

selection of up to six options for two gameplay modes when playing your game.

This is Action and Riddle difficulty. Here is a quick run down of these

options and what they mean to you when your playing. You can pick any

variation of these, such as Easy-Hard, Easy-Normal, Hard-Normal, Hard-Hard,

etc. etc.



- Easy Action Level

Picking this option will allow you to focus on the riddle and exploration

rather than the action of the game, although Heather will have advanced

combat skills here to make the game easier. Enemies are also ridiculously

easy, slower than they should be, and won't attack as often. You can leave

Heather standing still in a room of enemies for a long time and not expect

to be hurt badly. Apart from these features, Heather also can't die by

falling off ledges or in most of the traps in the games, instead she'll just

act like she's running along the edges instead or easily outrun or avoid

traps. Ammo is also easily stockpiled.



- Easy Riddle Level

The "guided by the hand" puzzle mode, or "someone pulled out a six year olds

puzzle book and gave it to you to finish" mode. Hints are easily found and

given, some puzzles just don't appear at all, and with most of the ones that

do the answers are basic and straight forward.



- Normal Action Level

The "standard" action level which balances the game between super easy and

hard. More enemies are to be found and they're faster and stronger than in

Easy. Ammo numbers stay similar to easy, but won't be stockpiled as easy due

to the level of the enemies. Heather also becomes an average markswoman and

can also now fall off the edges of the various holes in the ground. You'll

need to push back away from the edge if this happens for her to regain her

balance. Traps also become a little more difficult, but still easy enough to

get past.



- Normal Riddle Level

Things begin to get a little harder. Puzzles require some thought in

solution, new puzzles appear over the easy mode, and hints are hard to find.

Solutions shouldn't give you long problems however as just some quick

checking should get you through most areas.



- Hard Action Level

The next action level is the hardest of the original selections. Enemies

numbers will likely stay the same, but will require more ammo to take down,

they'll move quicker, and attack harder than before. There are less items

and ammo to be found in certain areas and new items to be found in others

over the previous modes. Heather becomes about as useful in combat as Marge

Simpson shooting at precious antique cans. Traps will generally work

earlier and kill you quicker, and you'll have less chances to react if

Heather gets near the edge of a hole in the ground. Oh, and I don't know if

it was my controlling or not, but she seems more clumsy in Hard mode, like

running into walls and doors was an easier thing to do than in any other

mode.



- Hard Riddle Level

Riddles become super difficult and require a lot of thought, as well as some

decent background knowledge of certain content, and even some decent tenth

grade math. :p Hints are next to impossible to find and Heather seems to

know little.



Apart from these choices there are also additional modes including one

beginner level should you die a lot, and many bonus extreme difficulty levels

which you can unlock.



- Beginner Action Mode

If you die often in Normal, or basically once in Easy Action modes, then the

game will unlock this option for you. It's not added to the standard list

you get when selection New Game or Extra New Game, and is instead added to

the Extra Options list - so that you can switch this option on even in the

middle of your currently saved game. Basically this makes the action of the

game even more piss easy than "Easy" mode, and should only be used if you

want to make the game boring as hell in the combat department.



- Extreme Action Mode

Once you've finished the game in Hard Action mode, you'll unlock the Extreme

Action Mode, specifically Extreme 1. Each time the Extreme mode is completed

another Extreme level is added, right up to Extreme X (or Extreme 10). The

major difference in these modes comes from the fact that enemies deal out

more damage and take more ammo to take down. The ammo can be handled

thankfully through the bullet adjust, but the amount of healing items will

not adjust, meaning you're going to have to be more careful about how you

play through the game.



------------------------------------------------------------------------------

03 // c h a r a c t e r s



|| Heather



"The heroine of this story. She is just an ordinary girl, with a bit of a

sharp tongue and quick temper. On a typical Sunday she went shopping to

the local mall, and stepped without warning, into a world of nightmares.

Terrified of the bizarre situation she finds herself in, she nonetheless

has the courage to fight back and survive."



Sunday shopping that leads to a horror story. As like the past main

characters of the Silent Hill series, there is more than meets the eye,

but what is really going on? Heather's story will take you to many new

locations and through many experiences. Will you be able to guide her to

the conclusion?





|| Douglas



"A middle-aged detective. For some unknown reason he was following Heather

through the mall, when he found himself caught up in the same nightmarish

world. Will he prove to be an ally to Heather? Or is he her enemy?"



Douglas approaches Heather with the intention of having her meet someone.

To just borrow a little of her time in order to talk to her about something

important about her. Who is this person, what does it have to do with

Heather?





|| Claudia



"A mysterious woman who Heather meets in the distorted shopping mall. She

slips through the darkness, leaving behind words fraught with hidden

meaning. Could there be some kind of connection between her and the

strange apparitions that menace Heather?"



As mentioned, exploration leads Heather to a meeting with this strange

woman. The words maybe "fraught with hidden meaning", but at first they'll

leave nothing but major confusion to all those who hear it. What does it

all mean?





All credit to the official European Silent Hill 3 instruction booklet for the

above quoted parts of the character descriptions.



------------------------------------------------------------------------------

04 // e n e m i e s



|| Double Head



The first enemy you'll come across in the game is an odd dog wrapped in

bandages. As to why they're given the name of Double Head and make their

appearance odder more, their head splits open in the middle to attack. For

most people will be reminiscent of the Groaner's from the original Silent

Hill or the Cerberus from Resident Evil.



Their attacks themselves consist of jumping bites as well as latching

onto your legs until you knock it off. They aren't the hardest of enemies

to defeat, requiring just a small amount of ammo - roughly 2 to 5 handgun

bullets - to put down. You can also easily sidestep them if you require

then follow it up with an attack to hit them from the side.



You will sometimes find them eating already, so try not to disturb them

if they are doing so because it'll save you some hassle. You can also

throw them off your track for a while by using Beef Jerky. Heather will

place a piece on the ground which will keep them occupied long enough for

you to make a quick escape.



|| Closer



These large stalking enemies are slow to react but hide some weird attacks,

including a dagger like spike within their large arms. Heather will meet

these first in the very beginning of the game, but will be properly

introduced to them during a cutscene which takes place shortly after.



Their general attack style is to use their size and arms to knock you

around or even over onto the floor, but as mentioned they also have a

secondary attack which they will occasionally use. They're a little

stronger than the Double Head's but not terribly so, and should be able

to be killed with a low number of bullets.



Some good tactics to keep in mind when you're in an area with them is to

either run past if you can spare the space (they're normally quite slow

to react because of their size) or to shoot them from a distance if you

can. This will make the job of getting past much easier.



|| Pendulum



Probably one of the most unusual creatures in the game, it consists of a

two headed, one bodied human-like creature, with long bladed arms attached.

Of course even more weird is the fact there are also blades attached to the

top of it's each of it's two heads.



Even weirder still is the way that it moves and attacks throughout the span

of the game. Starting with the large amount of weird noise it makes, it

basically spins through the air in order to make attacks with it's various

bladed appendages. These attacks, as you'd expect from so many blades, can

easily cause quite a bit of damage if you're not careful.



Aside from the amount of damage they can cause, they can also take quite a

beating and come back for more. What makes this even worse is that most

areas you'll find them in also contain a number of different enemies as

well which makes fighting them somewhat annoying. To be exact you're

probably better off running than fighting, but if you have to fight try and

keep a distance and pick them off from there.



|| Numb Body



You'll come across these odd little creatures during the early stages of

the game. They make unusual screeching noises and use their entire bodies

in order to attack. Being two legged as well they move along in a chicken

like movement, if you could give it any sort of description.



As mentioned it attacks by using shifting it's weight or jumping and

hitting you with it's "head" or body. This attack isn't particularly too

strong, but there is one other surprise it has which will make all of these

attacks stronger. I'll leave that surprise as one, you'll find out when you

play the game.



Attack wise the Numb Bodies can be taken out in a low amount of ammo and

fairly quickly, even in numbers - which you will find them in often. The

aforementioned secret will also however make them slightly stronger than

normal, but not terribly so. A decent distance to get off enough shots in

any case will kill them easily.



|| Split Worm



The Split Worm is the first boss you'll fight in the game, but doesn't

consist of much more of a challenge than normal enemies, except for perhaps

taking a few more shots than normal. This large worm has it's name due to

the way it's head splits in half to reveal it's actual mouth.



Generally it's attacks consists of attacks of slamming the ground to knock

Heather off balance or just even ramming into to you to knock you over, but

will also try to attack you with it's mouth if it can. It will also try to

slide past if you don't attack it in time, because it will attack from both

sides of the area you're in.



If you remember the lizard boss at the end of the school section in the

original Silent Hill then you'll generally know how to take on the split

worm, that is to shoot once it's mouth is revealed in order to take full

advantage of the damage you'll cause.



|| Insane Cancer



The first time you come across the Insane Cancer is during the subway

section early in the game. As the name suggest the idea of the character

seems to be a big blob of an enemy as if it were an overgrown cancerous

growth, except this one can walk around and attack you.



As you'd expect, the Insane Cancer uses it's size and bulk to attack,

swinging it's arms to hit you over, blocking walkways and areas with it's

bulk, and trying to move within swinging range to attack. It's very much

not the easiest enemy to pass in some of the more compact areas you will

occasionally find it in.



Attacking should be done as far away from them as possible (although of

course there is a limit on just how far away you can get before you begin

to miss) and the heavier the weapon the better as the Insane Cancer's can

take quite a punishment. This is probably due because of their size.



|| Slurper



These unusual creatures you'll find crawling around in various parts of

the game. The best way to describe them is some sort of mutated anteater.

They also apparently go on sound or smell, so moving quietly and perhaps

using the perfume may just throw them off you, but don't hold me to that.



Their attacks basically consist of two things. Attacking your legs or

knocking you onto the ground. If they manage to do the latter, then they

can also come in for an attack while your prone on the ground should you

not manage to pull yourself off the ground quick enough. They also

occasionally fake their death, sitting waiting to attack you when you're

coming in to stomp on them.



Taking them out quickly when they're in your way should be a priority.

Ganging up on you is something you won't want. They also sometimes manage

to slip under your current camera angle too because of their crawling,

so watch out for that as well. Avoid where possible, and shoot dead

quickly if you have to.



|| Nurse



The lead piped nurses are back. These are the parasite style Puppet

Nurses from Silent Hill or the bubble headed(?) ones from Silent Hill 2,

but just a new set of deranged Nurses again, who still of course scream

and swing at you with a pipe.



Deadly pipe that is. The Nurse's general attacks consist of swinging,

bashing, hiffing, and doing all manor of battery with their weapon of

choice. It does, as you'd expect, a heavy amount of damage to you, and

considering often the Nurses come in pairs or more, you really should

be careful when they're around. As someone reminded me that I forgot to

note that in harder modes they don't only have steel pipes, but oddly

they occasionally have handguns which they shoot at you with. They

aren't all _that_ great at aiming though, but they are fast.



Attack wise, they thankfully aren't at all hard to deal with. At a

distance even the handgun can pick them off nicely, and for numbers of

them at close range the shotgun does really well - wide spread damage

and a heavy impact.



|| Valtiel



While not an attackable enemy exactly, Valtiel is, according to the team

behind the game, a "gatekeeper" of sorts, or rather "valvekeeper," who is

involved in the change between the "real" and "alternate" worlds of Silent

Hill 3, along with other tasks which you could only call the "operation" of

the alternate worlds.



Apart from this task, Valtiel moves much like the Slurper's in that he

scrambles across things, except that Valtiel can wall on walls and also

just walk normally like a human being when needed. The entire fact is

that it could also be said it looks very human indeed, more so than other

enemies.



One final thing which is worth noting about Valtiel is that should Heather

die in the middle of combat, randomly you'll get a scene which shows

Valtiel come along and grabbing the deceased Heather's legs and dragging

her off into the darkness.



|| Glutton



The large unusual creature is another which, much like Valtiel, isn't

exactly an attackable enemy - at least you can try but it won't get you

anywhere. A large odd creature, this enemy blocks your exit during a

certain section of the game. How will you move this enemy from your path?

You'll have to wait and see.



------------------------------------------------------------------------------



I'd advise you to skip the remainder of section perhaps if you've wanting to

avoid spoilers. The rest of these enemies could be considered a spoiler as

they are the major enemies of the remainder of the game.



YOU HAVE BEEN WARNED. :D



------------------------------------------------------------------------------



|| Missionary



A direct soldier of Claudia's, the Missionary will block your path of

trying to follow Claudia. Unintentionally it becomes is one of the most

important of enemies/boss fights in the game due to it's relation to the

plot and the location in which you fight it.



Armed with two large metallic like objects which can also be used for

blocking and attacking, this enemy will run around trying to attack you.

Without moving yourself you can easily begin to be hit and knocked over,

but also it's movement can create issues with targeting the Missionary.



Strong weapons would be key to taking it out as well, and a good well timed

but close shotgun blast will not only knock it over, but make it prone to

being attacked once again while it lies on the ground. It's blocking of

attacks is the key to the battle, requiring you to organize how to sneak

attack it to avoid having your shots blocked.



Later in the game, there will be smaller versions of this enemy as regular

enemies. They are hardly as tough as this version. They're named Scrapers.



|| Leonard (Protector)



A large overbearing monster you'll find below the hospital, Leonard is a

part of the story surrounding the later part of the game. A large deformed

human is the only way to describe him because, well, that's what he is. He

is the keeper of a crest of some sort which seems important.



Leonard has the ability to swim through the watery environment you'll find

with ease, moving around so fast that you'll lose track of him. His attacks

are below standard and just consist of large sweeping swipes with clawed

arms. If you're out of the range then you don't need to worry about being

hit.



Weapon wise, anything will do - even the handgun. The stronger the weapon

the quicker you'll take Leonard out, but you don't need to be too focused

on using your best weapons for this fight. The handgun might take longer,

but it's not any worse for the fight. You might even find a trick or two

you can use in the battle



|| The Memory Of Alessa



Alessa returns. A warped version of her at least which you'll encounter in

the Amusement Park. Her attacks consist of using normal weapons you'll have

seen throughout the game. A knife, handgun, steel pipe, and sub-machine

gun! This isn't the easiest of battles, but not the hardest either.



Alessa will come out with her first weapon drawn and try to attack you at

close range. Depending of the ability of later weapons, the attacking types

will vary, and range between more up close and personal attacks, to

shooting you at a range.



Depending on the form you're going against, the best tactics to use is

either at a distance with a weapon of choice while strafing the area, or

close range with a strong melee weapon such as your Katana. Once one form

is defeated the next will immediately appear, so be careful.



|| The God



The final boss of the game is a bastardized version of the god expected by

Claudia. A demon birth made of various parts, it's strapped against the

wall somewhat, you'll have to watch out for it's clawed arms. Once it

breaks free of the wall you'll have more to worry about.



In this form it can not only claw you but also headbutt you if you get too

close to where it's crouched. Apart from these attacks, at all times should

you be out of it's range, it'll pull up a wall of fire to follow you

around. When this happens you need to be able to run wide of "The God"'s

attack.



As for taking it on, well it depends on what you have open to you. You

need to shoot it a few times to get it off the wall, and then you can

either shoot or slice at it's head with a katana up close. Both have their

risks and rewards, but you'll need to work with whatever you have at the

end of the game.



------------------------------------------------------------------------------

05 // w e a p o n s



|| Knife



"It's a switchblade for self-defense. Better with than without it against

those monsters."



As we've been taught, the knife is the "lowest rung of self-defense" in the

world of so-called "survival horror" although there are a number of people

out there who excel in taking this instrument of slice n' dice and using it

with a higher level of skill.



In Silent Hill 3, the knife really should be left to the bottom of the pile

rightfully because there are better melee weapons out there, but for the

early stages of the game you might not go wrong on saving some ammo by

using the blade to take out some of the lesser enemies.



|| Handgun



"Holds 10 rounds of ammunition. Small and not powerful, but easy to use."



The basics of weaponry in Silent Hill consists of this very stylish handgun

which Heather will find, in all places, a clothing boutique. An odd place

for weaponry indeed. In any case, this will more than likely become your

buddy of choice for a large chunk of the game when it comes to firearms.



The gun, as mentioned in the description, isn't the most powerful thing you

can use, but from a distance or on weaker enemies you should find you have

no trouble entering combat armed with the gun and expecting to well enough

by it.



|| Steel Pipe



"A steel pipe, about 3 feet long. Not very powerful, but not hard to use."



Even though there might be better melee weapons in Silent Hill 3, nothing

beats the steel pipe for some good smack around fun. Well, perhaps... the

emergency hammer in the original Silent Hill is something I've always

wanted to make a return too. Looking in the right place and answering

some questions will also get you a couple of bonus pipes too - one silver

and one gold.



Anyway, the steel pipe will work well on most enemies as long as you take

the advantage of it's long length to work. Most enemies will collapse once

they've been hit by it, allowing you - with a hard press of X - to smash

the pipe onto them a few times before they can even get up.



|| Shotgun



"Holds 6 rounds of ammunition. It's hard to handle, but has great range."



The weapon of some legends. The ammo maybe limited, but it's damage is

nice and heavy hitting. Generally all you have to worry about is the

reloading and perhaps the speed of the weapon when it comes to certain

areas of the game.



The close but widespread range aspect of the Shotgun however is where the

weapon shines, especially when you're surrounded by 2-4 enemies in a

small room and don't know what to do. A couple of shots and they'll all

be dead.



|| Maul



"Like a big round pointy hammer. It's super heavy, but at least it's got

some oomph."



The maul is probably the worst of the melee weapons due to it's slow use.

It wouldn't matter how strong it could be, without any decent speed you

find yourself open to being easily attacked. The best thing to describe

it against is the Giant Knife in Silent Hill 2.



Should you wish to challenge yourself during the game then using the Maul

is the weapon best up to that task. Forget impressing people by using the

knife, the Maul could become the next skilled weapon in the lineup that

people will write guides for.



|| Katana



"This is a short katana, about 2ft. long. Pretty powerful and easy to

handle."



If you ever earned the Katana in the original Silent Hill then you know

that while Harry handled it like pro, using it to actually attack

successfully wasn't as easy, and the bonus weapon really ended up not

being as good as you would have hoped.



Thankfully Team Silent seem to have worked out the bugs in combat and the

blade is without a doubt the best weapon you can get in the basic arsenal.

Deadly and quick killing force. Highly powerful, easy to use, and Heather

must have getting lessons because she uses it efficiently.



|| Stungun



"High voltage to zap the bad guys. It has to touch 'em, though, so it's

very short-range."



If you count the Stungun as a melee weapon (which I wouldn't it is a

stunGUN after all) then you could say it's worse than the maul. The close

range thing is a pain, it's not at all accurate, it's even got limited

ammo to make matters worse.



Much like the maul, you could consider it strong but yet it's problems

outnumber it's benefits and it's not worth using it. If you can find some

decent reason to use it and enemy to use it on, then go right ahead, but

I'm sure you'll struggle to find a use like I did.



|| Sub Machine Gun



"Holds 32 rounds of ammunition. Great for its continuous firing."



The first question to ask really would be, is the Sub Machine Gun a good

replacement for the Hunting Rifle which appeared in the first two Silent

Hill games? Well I don't know if you could call it a replacement at all,

because they are two very different types of weapons.



However the Sub Machine Gun is, surprisingly, a really good weapon for the

series, which for most people they will complain about the lack of ammo

you can find. Personally I believe it makes it way more interesting

because you'll have to pick and choose when to use it.



Aside from these weapons, which make up the base of the game, there are a

small number of bonus weapons, but you'll have to wait until later for more on

them.



------------------------------------------------------------------------------

06 // w a l k t h r o u g h



IMPORTANT NOTES: PLEASE READ BEFORE FOLLOWING THE GUIDE



- For the sake of this walkthrough I've played through the entire game on

Easy-Easy, Normal-Normal, and Hard-Hard (not particularly in that order

though). All the differences between these basic modes are outlined aside

from enemies, which would just make the guide even longer. I've generally

just outlined the enemies as best I can.

- Direction wise, the top of the map is always the north. This makes the left

side the west, the right side the east, and the bottom the south. This makes

it easier to give directions than to always say it's to the direction of

something else. Please keep this in mind when following the guide.

- I've added a list of items before each section, and the item numbers for

the three main difficulty modes. If there is an empty space in the list it

means you can't get that particular item on that particular action level.

- Bonus items aren't marked on any of the three columns, but you can get them

in any difficulty once you earn them.

- Avoid enemies where possible. Unless you've unlocked like a decent number of

the bullet adjust, then you're going to be low on ammo for most of the game.

Especially in the hard action level, where you'll need most of it for the

bosses.

- All the important notes, puzzle solutions, bonus weapons, bonus scenes, and

anything else extra that you need to read has been separated clearly from

the guide but kept in the right places. A full listing is made at the end

of the guide.

- Now that I've finished the game I know the item listing for Easy and Normal

is just a bit off. For my list the total for Easy was #172, where as the

game said #173 (damn you one item!), and Normal #162, where the game gave me

#164. As for Hard however, we both agreed with #149. If you find any more

items than the ones listed here, note what they were and where, and what

difficulty you're playing and e-mail them in.

- A couple of people e-mailed into ask what the Beef Jerky is for - basically

some enemies, like the Split Head dogs, the slurpers, and so forth - will be

temporarily attracted to the Jerky, allowing you to either avoid or kill

them.

- And finally, some advise. You're going to appreciate the game better if you

don't follow the guide through from start to finish the first time, and

only refer to it should you become really stuck. But then again, if you

want to follow the whole thing then please be my guest - that's why it's

all there for.





06 // 01 // l a k e s i d e a m u s e m e n t p a r k



ITEMS IN THIS AREA: | Easy | Normal | Hard |

None



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BEFORE YOU START: IMPORTANT NOTES



It's best to note now that before you proceed anywhere, know that you can

actually skip this entire section of the game just by approaching any hole in

the ground and running into it. However it would probably be a good time to

use this first playthrough to see everything as intended and get used to the

controls and systems of Silent Hill 3. Really the final choice is left up to

you. Please note however you don't have this option open to you in the Easy

Action mode of the game as Heather will just not go over the edges.



Oh, also if you're playing a game from "Extra New Game" then you'll skip this

section and go straight to the next. Of course you've probably completed this

already in that case, so you probably won't be reading this.



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LAKESIDE AMUSEMENT PARK/LAKESIDE ENTRANCE

Once the opening sequence is over, walk forward. There is no map for this area

so this is going to be touch and go at first.



The first thing you'll want to do is access your menu and switch your weapon

from the KNIFE to the HANDGUN, or perhaps the STEEL PIPE if your that way

inclined. Switching to the SUB MACHINE GUN probably won't help because you'll

run out of ammo fast. Once you reach the bench at the end, turn to the left

and run forward a little until the camera angle shows you a doorway. Go

through it.



LAKESIDE SHOPPING

As you enter the area you'll encounter your first enemy, a double headed dog.

Shoot at it a few times with your handgun to take it out. There is two

directions to go from here. From the doorway you came in, to Heather's left is

a dead end, so follow the path to the right (where the dog should have came

from). Most of the doors you'll pass aren't assessable, however one of them

will allow you into the souvenir shop, but there really isn't anything inside

anyway.



Continue to follow the circular walkway around, and killing or ignoring the

second enemy you find - a tall enemy which is called a "Closer" - until the

camera focus' on a wall with a small sign with a lamp above it. Reading it

will tell you it says "Mountain Coaster." Just to the very right of it is

small door which will let you through to the next area.



COASTER QUE

In this small area you're going to have a couple more Closer's to kill or run

past. Either way, once you're ready, just run to the far side and go through

the gate in the middle.



MOUNTAIN COASTER ENTRANCE

In here are a few enemies. There will be another Split Head dog and a pair of

your third enemy, called a Pendulum. These enemies will probably take more

health off than you can spare right now while fighting, so it's best to ignore

them and head left for the stairwell to the top of the roller coaster. Run

down the walkway and then run up three or four flights of stairs until you

reach the top platform, then go towards the office. The office itself will be

locked, so use the gate to the left of the door to gain access to the tracks.



MOUNTAIN COASTER

You'll find the path to the left of the entrance blocked, so follow the track

to the right. Avoid the edges because Heather can fall off if you're not

careful. Walking instead of running is the key. When you get to a certain

point a cutscene will take place and the screen will fade to black.





06 // 02 // c e n t r a l s q u a r e s h o p p i n g m a l l



ITEMS IN THIS AREA: | Easy | Normal | Hard |

Heather Beam (+1)

Unlimited Machine Gun (+2)

Handgun | #001 | #001 | #001 |

Handgun Ammo | #002 | #002 | #002 |

Handgun Ammo | #003 | #003 |

Tongs | #004 | #004 | #003 |

Flamethrower (+3)

Beef Jerky | #005 | #005 | #004 |

Health Drink | #006 | #006 | #005 |

Health Drink | #007 | #007 |

Handgun Ammo | #008 | #008 | #006 |

Key Taken With Tongs | #009 | #009 | #007 |

Beam Saber (+4)

Shakespeare Anthology 1 | #010 | #010 | #008 |

Shakespeare Anthology 2 | #011 | #009 |

Shakespeare Anthology 3 | #011 | #012 | #010 |

Shakespeare Anthology 4 | #013 | #012 |

Shakespeare Anthology 5 | #014 | #013 |

Handgun Ammo | #012 | #015 | #014 |

Handgun Ammo | #013 |

Radio | #014 | #016 | #015 |



CENTRAL SQUARE SHOPPING MALL - WOMANS BATHROOM

Either you fell into a hole or got killed by enemies or jumped off the tracks.

Doesn't matter how, but you let Heather die. Good for you. It's important so

she can wake up.



Either that or your now replaying the game under "Extra New Game" mode because

this is where you start with that option, much like Next Fear also skipped the

first small section of the original Silent Hill.



Once the next couple of cutscenes are over, and you've been introduced to

Douglas, you'll be left in the woman's bathroom of the mall. Heather doesn't

want to talk to Doug so she'll have to escape somehow.



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EXTRA NEW GAME BONUS ITEM + 1 - HEATHER BEAM (AND SEXY BEAM)



Once you've killed 333 or more enemies with standard weapons (that is no bonus

unlimited ammo ones) in Silent Hill 3 you'll be rewarded with the Heather Beam

weapon.



This basically is an energy weapon that Heather shoots from her eyes when she

has no other weapons equipped. It uses Heather's stamina to power it's energy,

so it would be a good idea to finish the game in Hard-Hard at least once to

unlock the Life/Stamina status bar in the Extra Options menu for this.



The beam has two different modes which you can get. The first, energy beams,

are easy to use from a distance as long as Heather has a target in her range,

and will even go through solid objects. The only let down is the amount of

time it takes to start which means it lessens it's effectiveness at close

range. This is done by holding R2 and pressing X.



The second, are octagonal blasts of energy. These bounce off walls and travel

a lengthy distance. Again, close range is sometimes effected with these shots

as well. To produce these blasts of energy, hold R2 and press up+X. Once

Heather starts firing them, let go of up so Heather doesn't stand there firing

them to the roof.



To get the Sexy Beam you'll need to equip Heather's bonus costume named

"Transform" (it's actually a key rather than a t-shirt). It will transform her

into the "Princess Heart" and the Heather Beam will become the Sexy Beam with

no weapons equipped. The Sexy Beam is a little quicker and more direct than

the standard beam, and also has two different modes.



The first, the standard R2+X mode, fires off several beams as well as one

octagons at a time. The second, the R2+Up+X one, fires direct eye energy

beams - best described as "Superman" heat beam style. You can direct the focus

of this using the analog stick or d-pad.



This weapon is also used to get the "Revenge" (UFO) ending of Silent Hill 3.

More on that later however.



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Check out the marking on the mirror if you want to. This will allow you to

save. Afterwards, approach the window at the back of the bathroom and press X

and Heather will jump out.



BACK ALLEY

Both ends of this alley are blocked as you'll find out. You'll need to take

the door you'll find part way along it back into the mall.



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EXTRA NEW GAME BONUS ITEM + 2 - UNLIMITED SUB MACHINE GUN ON REPLAY



If you finished the game already and defeated the final boss with just a melee

weapon then you would have been told of this reward during your ranking. It is

located here. If you run to the closest end of the alley where a bunch of

boxes are stacked you'll find it sitting on top.



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SERVICE CORRIDOR 1

From the start of this area you'll come to a T-junction. Take the path to

Heather's right. Follow the hallway around two corners and use the doorway

with two doors at the very end of the hall.



MALL SECTION 1

Things have gotten slightly unusual since you were last in the mall. It looks

like this place just needs a bit of a cleaner to wash the floors. Walk forward

until the camera focus' on a partly open shutter which you can go through the

doors behind.



BOUTIQUE MARGUERITE CLOTHING STORE

Once the scene is over you'll have the HANDGUN. Take the HANDGUN AMMO you'll

find sitting on a bench to Heather's left side. In easy and normal this is 2

boxes, in hard just 1. Once you've grabbed the ammo, go behind the desk and

use the door you'll find.



SERVICE CORRIDOR 2

Go to the right, and then left. There will be a pinboard on Heather's left

(you can clearly see it with the camera) which has some maps for the mall on

it. Take the "SHOPPING MALL MAP" as you'll need it. Once you've done that,

take the nearby exit door.



STAIRWELL

The way ahead is clearly blocked. Go up the two flights of stairs to the

second floor, then go through the doorway you'll find there.



SERVICE CORRIDOR 3

You should hear an odd noise as you enter. This is your next enemy, the numb

body. Walk ahead and turn the corner and it should be approaching you from a

long hallway. Kill it with your handgun or run past it and make your way to

the door at the far end of the long hallway.



MALL SECTION 2

Once you exit, walk towards the camera. The first store you'll come to is

"HELEN'S BAKERY." Go inside.



HELEN'S BAKERY

Once you're inside, go to Heather's left and you'll find a pair of TONGS

sitting on the table. Grab them then exit back into the mall.



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EXTRA NEW GAME BONUS ITEM +3 - FLAMETHROWER



If you've completed the game once on Normal mode with your end rank being more

enemies killed shooting instead of fighting then you'll find a FlameThrower

sitting on the counter here. It has unlimited ammo as well. Check out the

slightly edited bakery flyer sitting beneath it too. I WOULD like some crispy

toasted dead with my new flamethrower thanks. If you don't get this weapon on

your first playthrough, you'll get another one instead, and you'll get this

after your second.



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MALL SECTION 2

Go to Heather's right and return go the door leading into "SERVICE CORRIDORS

3."



SERVICE CORRIDOR 3

Make your way down the long hallway and then take the path to the left where

you haven't been before. Follow the path through the two bends until you reach

where it goes off on a left angle. Just around the corner use the first door

to Heather's right (on the map this is on the north side of the building).



STOREROOM A

In here will be another split headed dog. Kill it then grab the BEEF JERKY off

the boxes in the top left hand corner. Leave the room.



SERVICE CORRIDOR 3

Continue up the angled hallway. Ignore the two doors in the middle of it and

continue until you reach the far end. Use the last door on Heather's right,

again this is the north side of the mall map.



STOREROOM B

Grab the HEALTH DRINKS and HANDGUN BULLETS from the shelf. There is also

another sign here which will allow you to save if you wish. Go to the back of

the room where there will be some wooden pallets. The one on the right side of

the room has some boxes on it, and if you check it, you'll find there is

something stuck in it. Open your menu and select the TONGS from the Items

menu. Heather will use them to retrieve the key stuck inside. This will be

labeled the KEY TAKEN WITH TONGS. Once you have the key, return back out to

the corridor.



SERVICE CORRIDOR 3

You'll now be joined by some more numb bodies. Shoot them or run past them, it

doesn't matter. You just need to return to the "MALL SECTION 2" where you were

earlier when you can.



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EXTRA NEW GAME BONUS ITEM +4 - BEAM SABER



At the top end of the "SERVICE CORRIDOR 3" where you exited the second

storeroom, check the door at the very end of the hallway for something odd.

Heather will find the doorknob comes off and is actually some sort of

lightsaber weapon! Cool!!!



You'll receive this weapon if you defeated more enemies by fighting rather

than by shooting your first time through, or just on your second play through

if you got the other weapon instead.



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MALL SECTION 2

Take Heather's right from where you are by the door. Run past a few stores and

a roller gate, probably avoiding a closer who is walking around here. You'll

arrive at a bookstore called My Bestsellers. You'll be able to get inside

using the KEY TAKEN WITH TONGS.



MY BESTSELLERS

Run to the back of the store and you'll find some HANDGUN AMMO on the counter.

This again changes depending on difficulty. Behind the desk you'll also find

an exit door labeled Employees Only. Also depending on your difficulty, there

might be a note beside this door.



Return into the main part of the bookstore and check the isle on the north

side of the store. There you will find some books on the floor. The number of

these books will change depending on the difficulty level of the game. These

need to be put in their right places on the shelf next to where you found

them. When you do so, they will give you a 4 digit pass code which will unlock

the door at the back of the store.



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PUZZLE #01 - THE BOOKSTORE BOGGLE



Goal - To receive a 4 digit passcode number for the doorway at the back of

the room.



Easy - Clue:

None



Well not exactly like you need much of a solution here anyway, but

here's a hint. Try putting them in order of the roman numerals on

the books spine. You should get the 4 numbers you need scribbled

across the spines of the books. This number is also random, so you'll

need to do this each time you play.



Normal - Clue:

"Fair is foul, and foul is fair. Put these books out of order."



The note on the door quotes a part of the beginning of Macbeth. For

the game it's there to say the order of these books normally is not

the correct order, but arranging them differently will give you an

order (the pin number) which is correct.



Simply put you will need to shuffle the books around into an odd

order until the numbers written on the sides of all of the spines

create the four digits you require. Again, these 4 digits are random

and are required to be done each time you play on normal.



One of the numbers is normally a lined number such as a 9 or a 7

which is just on the edge of one of the spines. The 9 is particularly

more difficult if you've never done this before, but if you're down

to the two books that match this one number, then clearly you know

what's going to go where.



Hard - Clue:

"In here is a tragedy --- art thou player or audience? Be as it

may, the end doth remain: all go on only toward death.

The first words at thy left hand: a false lunacy, a madly dancing

man. Hearing unhearable words, drawn to a beloved's grave---and

there, mayhap, true madness at last.

As did this one, playing at death, find true death at the last.

Killing a nameless lover, she pierced a heart rent by sorrow.

Doth lie invite truth? Doth verity but wear the mask of

falsehood? Au, thou pitiful, thou miserable ones!

Still amidst lies, through the end cometh not, wherefore yearn

for death? Wilt thou attend thy beloved? Truths and lies, life and

death: a game of turning white to black and black to white.

Is not a silence brimming with love more precious than flattery?

A peaceful slumber preferred to a throne besmirched with blood?

One vengeful man spilled blood for two; Two youths shed tears for

three; Three witches disappeared thusly; And only the four keys

remain.

Ah, but verily... In here is a tragedy---art thou player or

audience? There is nothing which cannot become a puppet of fate or

an onlooker, peering into the cage."



Once you've gotten over the fact that you're clearly going to need

some basic knowledge of Shakespeare to get around this one, then you

might be on your way. If you never have then it's probably why you're

reading this section. And no, Heather isn't much help. She only can

remember a line from Macbeth. Most of the others she's never read.

Seeing as I don't want to go through the entire push on this answer

I'll leave it for the later puzzles section, however here I will

roughly explain how you get your answer.



Let's start where we should at the start. As with some other classic

Silent Hill puzzles, the first and last paragraphs don't really mean

anything. It's just mostly there to confuse you on your starting and

ending points.



The first words of the second paragraph ("at thy left hand") in

this context mean we are starting from the left side of the row.

Generally makes sense doesn't it? The remainder of this first

section of text are all obvious references to Hamlet. So this is the

first book in the order.



The next paragraph contains clear references to Romeo And Juliet.

I would believe this one would be the easiest to get with little

knowledge of these works, as most people know this story these days

than any other. So this is a good starting point for a lot of people.



The next paragraph after this one I personally couldn't get because

it's vague, but seeing as it's the only one you can't get a grip

for and you're only left with one book in the end, then this seems

it is supposed to represent the remaining one. More on that soon.

(Although people have noted to me many times the black and white

reference clearly gives this one away - I understood how once they

told me).



The following one contains more clear references thankfully, to King

Lear. Well generally it was only the first one I understood because

it was all I could remember. I've honestly never read King Lear, but

I've sat through enough English classes in my life to remember

at least something or two about it.



Continuing on, the next paragraph, the remaining throne related book

is of course Macbeth, as the reference will indeed fit. Four of five

books are in their right places - Hamlet, Romeo and Juliet, a gap,

King Lear and Macbeth. That just leaves Othello to go into the middle

- giving you the numerals IV, I, V, II, and III (4, 1, 5, 2, 3).



But this is 5 books, 5 numbers, and you need a 4 number code. And you

still have of course one paragraph left. Guess we're not finished

yet.



This last paragraph is not your normal one either. It seems to cover

some facts of things, but also involves numbers and is broken up by

semicolons. How does it work? Well quite easily. Just ask yourself

the following questions.



- Which vengeful man spilt the blood of TWO people?



It was HAMLET! So now you have two times 4 (or IV) which is 8.



- Which two youths who cried for THREE people?



That's ROMEO AND JULIET. 3 times 1 (or I) is 3.



- What THREE witches disappeared?



What about the witches from MACBETH? Take away the 3 on the end and

you now have four numbers. With the new numbers you got from these

questions you know have the four numbers you need for the code lock.



Oh yeah, a final note. This code never changes of course... so once

you've done the puzzle once, you'll never have to do this puzzle

again - so long as you remember the final number that is.



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Once you have the code, return to the back of the store and try to use the

door. Enter the code when you're shown the key pad and you'll be able to exit

the store.



SERVICE CORRIDOR 4

Once the scene is over, follow where Claudia went and take the next two turns

left until you reach an elevator. Push the button to call the doors open and

then step inside.



ELEVATOR

Okay, this elevator has no buttons and the doors won't open. And now it's

moving on it's own. You'll be able to walk around in here at first, then

you'll hear a crackling radio start, the lift will stop, and then a RADIO will

drop down out of nowhere. Once you collect the RADIO the doors will open. Walk

through and another cutscene will begin as you're taken down through a new

elevator.





06 // 03 // a l t e r n a t e s h o p p i n g m a l l



ITEMS IN THIS AREA: | Easy | Normal | Hard |

Health Drink | #015 | #017 | #016 |

Health Drink | #016 | #018 | #017 |

Health Drink | #017 | #019 |

Ampoule | #018 | #020 | #018 |

First Aid Kit | #019 | #021 | #019 |

Handgun Ammo | #020 | #022 | #020 |

Handgun Ammo | #021 | #023 | #021 |

Flashlight | #022 | #024 | #022 |

Bleach | #025 | #023 |

Bulletproof Vest | #023 | #026 | #024 |

Hanger | #024 | #027 | #025 |

Cooked Key | #025 | #028 | #026 |

First Aid Kit | #026 | #029 | #027 |

Health Drink | #027 | #030 |

Handgun Bullets | #028 | #031 | #028 |

Health Drink | #029 | #032 | #029 |

Health Drink | #030 |

Walnut | #031 | #031 | #030 |

Health Drink | #032 | #033 | #031 |

Health Drink | #033 | #034 | #032 |

Steel Pipe | #034 | #035 | #033 |

Detergent | #036 | #034 |

Handgun Ammo | #035 | #037 | #035 |

Handgun Ammo | #036 | #038 | #036 |

Handgun Ammo | #037 | #039 | #037 |

Beef Jerky | #038 | #040 | #038 |

Moonstone | #039 | #041 | #039 |



(ALTERNATE) SERVICE CORRIDOR 5

You'll start in another service corridor, although obviously this one isn't

quite the same as before. There are plenty of split heads in here, which you

can hear, so watch out.



The path which winds to the north of where you start is a dead end, none of

the doors work. So run south and take the first right bend. Run straight

ahead here to the end where there is a t-junction and go straight through

the door ahead of you.



(ALTERNATE) SICK ROOM

Right to the... right side of Heather, there is some items sitting in the

shelf. Grab them. Also check the desk for an AMPOULE. You can also save here

if you need to as "one of them weird signs is sittin' on tha bed." Once

you've grabbed everything, exit back out to the corridor.



(ALTERNATE) SERVICE CORRIDOR 5

Follow the hall up the t-junction to Heather's left. None of the doors will

work on the way up, so just make your way to the end and exit through the

double doors.



(ALTERNATE) MALL SECTION 3

While it may not look like it anymore, this is roughly where the game began.

Watchout for any Closers hanging around, and look for the hallway leading

off to the northern side. Follow the hallway until it turns to the east and

then enter the first door you come to on Heather's left.



(ALTERNATE) MAINTANCE ROOM

There's a light actually on in this room surprisingly, which is odd for the

alternate world. But we'll get back to that in a second. Go around the room

collecting all of the supplies you can find. Once you've done that, check

the note posted to the wall near where you entered the room.



Lights off huh? And there's a light switch. Lets turn it off then. Woah,

a beam of light is cast, and it's your flashlight which you find. Take it

from where it's jammed between the boxes and Heather will automatically

place it in her pocket. Exit the room.



(ALTERNATE) MALL SECTION 3

Continue right next door and enter the door to Heather's left, which leads

into the woman's bathroom.



ALTERNATE WOMANS BATHROOM

At first this room seems empty apart from the BLEACH which is here in Normal

and Hard difficulty modes only. Try the back door at the rear of the toilets.

Knocking on it gives you a reply. If you walk away from it afterwards though

it'll open right up. No one inside though.



Exit the room and back into the hallway.



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BONUS SH2 SCENE - BLOCKED TOILET



If you have a save file from Silent Hill 2, make sure it's on the same memory

card as the one you're playing the game with. The save on the card has to have

been the game completed at least once.



If you check the already open stall in the center of the room. You'll find

it's blocked. When you're asked if you want to unblock it, select yes, and

watch.



If you don't have the Silent Hill 2 save file, or can't be bothered finishing

the game again, then you can see this bonus scene eventually. It will

apparently become unlocked by itself upon replay through the "Extra New Game"

option.



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(ALTERNATE) MALL SECTION 3

Continue down the hall. All of the remaining doors are locked, so go to the

end and Heather will climb under the bent metal shutter.



ALTERNATE MALL SECTION 1

And we're back in the first mall section again. And once again none of the

doors or shutters will be open except the same one leading into the Boutique.

Go inside.



ALTERNATE BOUTIQUE MARGUERITE CLOTHING STORE

No enemies here this time, just more items. At the end of the room hanging

alongside the clothing is a BULLETPROOF VEST. You can equip this now to take

less damage if you'd like, but it will slow you down. If you check the empty

clothing rack just near to where you entered as well you'll find a metal

clothing HANGER sitting on it which you can take. Once you've done this exit

back the way you came.



ALTERNATE MALL SECTION 1

Return to the "MALL SECTION 3" through the bent shutter.



(ALTERNATE) MALL SECTION 3

Run down the hallway and back into the large area where you first entered this

part of the mall. Across from where you entered there, at the northwestern end

of the mall strip you'll find another door you can access which will lead you

inside the Happy Burger where Heather was sleeping earlier on.



ALTERNATE HAPPY BURGER

Run inside and check the table where Heather was sitting earlier on (it's the

one beside the "window") and the camera angle should change to show you there

is a ladder in the roof above the table. Point yourself towards the ladder

(and the table) and go into your inventory and select the HANGER from your

list, so Heather will use it to pull the ladder down.



Once the ladder is down press X to climb onto the ladder and then push up to

make Heather climb. Eventually you'll be on the second floor.



(ALTERNATE) MALL SECTION 4

Walk forward and check out the beds sitting infront of you. That's odd, what

are they doing here? Beside the beds are some escalators going up and down.

The down ones are a dead end, and I do mean dead because if you fall off them

in any mode other than normal it's game over. The ones leading up go to the

third floor. But I'll get to them soon enough.



Continue forwards until you hear static. It's coming from the TV on the far

side of the escalators. Walk up to it and press X to check out what going on.



Wait. That couldn't be? No! Oh well, nevermind.



If you check around the corner from here the hissing TV you'll find some more,

one of which has one of those signs on it allowing you to save. Do so if you

want to then track back to the escalators and walk up to the top and to the

third floor.



(ALTERNATE) MALL SECTION 5

Once you reach the top you might have some enemies to deal with. If you check

the back of the main mall area you'll find a door with has some writing on it.

It seems you require a stone of some sort to unlock it. Remember this because

we'll be back here.



Return back towards the escalators and you'll see there is a door to the left

of the escalators which is slightly ajar and light is coming through it. Use

it.



(ALTERNATE) "MAY LEE CHINESE KITCHEN" RESTAURANT

Walk around the tables and chairs until you come to the single table with the

barbecued dog on it. Check it out and when Heather is done commenting on it

(with no ill-written jokes even!) you'll find there is a key inside the dog.

The COOKED KEY to be exact.



Take the key then check behind the counter/bar for some extra items. Once

you've grabbed them you can ignore the single door at the back, and instead

exit the way you came in.



(ALTERNATE) MALL SECTION 5

Head back down the escalators.



(ALTERNATE) MALL SECTION 4

Just to Heather's left as she comes down the escalators, and also to the left

of the TV you checked out before is a doorway you can use. Do so.



(ALTERNATE) BOUTIQUE "A"

Another clothing boutique, this one is populated by some Numb Bodies. Shoot

them, then take the items sitting on the back counter and unlock the door

right at the rear of the store. Go through it.



ALTERNATE SERVICE CORRIDOR 4

And we're back into this corridor. Once again you need to follow the service

corridor along to the end where the elevator is. There will be a Closer

lurking around in here too so watch out. Once you reach the elevator, check

the door on the right side of the main hallway. It should lead you inside

another store.



(ALTERNATE) CATEDRAL JEWELERY STORE

Grab the WALNUT off the display to the side of the room. There isn't anything

else in here, so return back to the "SERVICE CORRIDOR 4".



ALTERNATE SERVICE CORRIDOR 4

Walk back to the end where you started, but look for the path that diverts off

towards the east of the mall. At the end of this small bit will be a door that

you can use the COOKED KEY on.



(ALTERNATE) CAFE PARADISE NOON

Just to the left of where you enter is a shelf with some items on it. Grab

them then make your way to the end of the counter where you'll find some steam

coming out of a cracked pipe on the wall. Check it and you'll get the STEEL

PIPE. Move around the front of the room and then exit out the double doors.



ALTERNATE MALL SECTION 2

You'll find some enemies roaming around in here so avoid them or take them

out. Watch out in the center of the room if your not playing on Easy because

you can fall off into the middle of the mall and it'll be game over. Make

your way around to the east side of the section and go to the double orange

doors which were originally "HELEN'S BAKERY."



ALTERNATE HELEN'S BAKERY

The counter is gone now so you can get through to the kitchen room in the

back. In Normal and Hard, grab the DETERGENT off the sink just after you enter

the room. Continue through the room and exit to the next hallway.



(ALTERNATE) SERVICE CORRIDOR 6

Follow the hallway towards the sound and you'll find it's a fan. If you're

playing on Normal or Hard puzzle difficulty then use the switch on the fan to

turn it off before continuing. Exit through the green door on the left side of

the fan.



(ALTERNATE) SERVICE CORRIDOR 7

Another long service corridor, so move ahead.



If you're playing on Easy puzzle difficulty, then you won't have to worry

about this next couple of paragraphs because your path isn't blocked. Continue

below this next puzzle.



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PUZZLE #02 - BUG BLOCKED



Normal - You'll find you path is blocked by flying insects. What you need to

& Hard do is go back towards to door you used to enter here, but you'll

notice a bucket in the corner. Go into your inventory and combine the

BLEACH with the DETERGENT and use them, and a cutscene will take

place. They mix to create a insecticide.



Switch the fan back on then you can go back into the "SERVICE

CORRIDOR 7" and you'll find all of the insects are dead.



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Once you've gotten through continue to follow the corridor. Ignore the first

two doors on Heather's left, and then a green one on her right side as you

turn a corner. Look out for the next door, a light tan one, on the same side

of the hallway though because it leads to another store room.



(ALTERNATE) STOREROOM C

In here you'll find some items on the shelf as well as some BEEF JERKY sitting

on the boxes on the opposite side of the room. Once you've grabbed everything

exit the room.



(ALTERNATE) SERVICE CORRIDOR 7

Continue to follow the corridor until you reach a t-junction. The path to the

west is dead ends and blocked doors, so go east and you'll find there is only

two doors to choose from - a green one and an orange one. The green one

doesn't work, so the orange one it is.



(ALTERNATE) STORE

No idea what this store is supposed to be, but it's empty anyway. Well if you

don't count the enemies inside. Kill them or avoid them, either way make your

exit through the front doors.



(ALTERNATE) MALL SECTION 6

Watch out! There is Pendulums about! Sorry... just had to do that.



Anyway avoid the enemies in this area, as well as the various holes and ledges

and make your way along to the western end of this area. Once you get through

the narrow path in the center of the large area, you'll find a double door on

the north wall, with a big bloody smear to the right. Use this doorway.



(ALTERNATE) SPORTS SHOP

I somehow get the feeling there is no way you would guess what this store

would be normally because it doesn't look like a sports shop to me. :) Anyway,

there is another one of the save spots on the back wall in this room if you

need it. Check the bed over on the opposite side of the room and you'll find

there is a rusted vise sitting on it. Use the WALNUT on it to get the

MOONSTONE, then exit back into the mall.



(ALTERNATE) MALL SECTION 6

Continue westwards until you reach a single orange doorway which you'll need

to unlock. It'll lead you back into the "ALTERNATE MALL SECTION 2."



ALTERNATE MALL SECTION 2

Make you way back around the outside of the room. More enemies are in here

now, so watch out. Return to the Cafe.



(ALTERNATE) CAFE PARADISE NOON

Go through the cafe and exit through the doorway at the back.



ALTERNATE SERVICE CORRIDOR 4

Return back through the nearby door and into the clothing shop.



(ALTERNATE) BOUTIQUE "A"

Run through the store and exit out the front doorway.



(ALTERNATE) MALL SECTION 4

Go around to the escalators and head up to the third floor.



(ALTERNATE) MALL SECTION 5

Run forward to the door I had you inspect earlier on. Open up your inventory

and select the Moonstone and Heather will place it in the doorway. It will

unlock, giving you access to the next section of the mall.



(ALTERNATE) MALL SECTION 7

Nothing much in here. Just run around the outside of the area to the western

side of the room and you'll find a pathway which leads into the center of the

mall. At the end will be a ladder which you can climb down. Once you get so

far down the ladder the game will take over and load up a cutscene.



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BOSS #1 - SPLITWORM



Welcome to your first boss fight. This fight is a little easier than it looks

so don't sweat it. As mentioned in the profile near the start of this guide,

if you played the original Silent Hill then you'll know how this works - you

can only do damage to the worm when it's maw is open and it's mouth is

showing.



Once you've shot it a couple of times in the mouth then it'll move back into

the tunnel it came out of and then move to one of the other five in the area.

You'll need to repeat this action of shooting when prone, then waiting for it

to move again until you can shoot it once more.



Attacks consist of knocking into you, occasionally biting you, slamming the

ground to make shockwaves, and if you don't shoot it or end up reloading your

gun, it will slide right out of the hole (and slide right over you if you're

in it's way) and into a hole on the other side of the room. To target where

the worm is coming from hold L2 on the controller and Heather will stay

locked on to the correct hole in the wall. Once it's on it's way out you can

then let go.



On easy the worm stays out for a lengthy amount of time, allowing you to get

several shots off and basically killing it all in one go. On normal you'll

have to do as was mentioned earlier on, and on Hard you'll have to make sure

your shots count because you won't get a long chance to shoot at it's open

mouth. If you have the sub machine gun with unlimited ammo as well, this fight

will become ridiculously easy as each bullet counts like one handgun shot and

speed cuts through it in no time. Not to mention it's a large target.



Additionally on Hard you should watch out because if it gets the ability to

try and snap at you (you can tell when it'll do this because it roars and

pulls back into the hole briefly just before launching out), if he gets

Heather then she'll die even at full health. Generally the only reason it'll

have for doing this is if Heather takes a break to reload and you're standing

directly in front of it, so make sure you do it for her manually instead and

stand slightly off to the side while fighting.



Once it's been defeated you'll be returned to the "real" world.



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06 // 04 // t o t h e s u b w a y



ITEMS IN THIS AREA: | Easy | Normal | Hard |

First Aid Kit | #040 | #042 | #040 |

Handgun Ammo | #041 | #043 | #041 |

Handgun Ammo | #042 | #044 | #042 |

Handgun Ammo | #045 |

Beef Jerky | #043 | #046 | #043 |

Health Drink | #044 | #047 |

Health Drink | #045 |

First Aid Kit | #046 |

Nutcracker | #047 | #048 | #044 |

Health Drink | #048 | #049 | #045 |

Health Drink | #049 | #050 |

Handgun Ammo | #050 | #051 |

Handgun Ammo | #051 |

Shotgun Shells | #052 | #052 | #046 |

Shotgun Shells | #053 | #053 | #047 |

Shotgun | #054 | #054 | #048 |

Health Drink | #055 | #055 | #049 |

Shotgun Shells | #056 | #056 | #050 |

First Aid Kit | #057 | #057 |

Handgun Ammo | #058 | #058 | #051 |

Handgun Ammo | #059 | #059 | #052 |



MALL SECTION 8

This area is empty, so look around the outside of the paths for the large

shutter which is partly opened. On the map it's the one on the west side.

Well to be exact once the cutscene is over you will probably be more or less

looking right at it, but anyway. Go through.



MALL SECTION 3

Back into this section of the mall. It's nice and clean now though, but none

of the stores are assessable but one - Happy Burger, right near the doors at

the far end from where you entered. The shutter is half way up and the doors

open, so go inside.



HAPPY BURGER

Back to where Heather woke up from that crazy nightmare at the start of the

game. You'll find some HANDGUN AMMO and a FIRST AID KIT sitting on the benches

near the counter. If you want to save, there is a menu sitting near this which

has one of the save points on it. Finally, there is also some BEEF JERKY

sitting on a chair near the back of the seating in here. Once you've grabbed

everything, exit back into the mall.



MALL SECTION 3

Use the two sets of glass doors just beside the Happy Burger where the

escalators are and once you're through a cutscene will take place.



SUBWAY ENTRANCE

Run ahead around the corner, and follow the hall along. Then when the path

splits, take the path to the right and through the single doorway.



SUBWAY CONCOURSE

Run ahead to reach the open concourse area. The easiest way to do this with no

map yet, is to take the left as soon as you can and then you should pass a

pinboard on the wall and then arrive at the ticket gates. Before you go

through the open gate near the booth, go along side the booth itself and

follow the wall until you reach 3 green ticket machines. If you check the 3rd

from the left, you'll find a news paper describing an unusual suicide at the

train tracks here.



Once you've read the paper, return to the ticket gates and make your way

through to the other side. As soon as you get past the booth, check right

around to the left of it and you'll find the "SUBWAY MAP" on the wall. If you

check the map you'll find there are three stairwells leading away from the

concourse. One to the north, one to the south, and one to the east. The

platform that Heather wants to arrive at is Platform #3 - Bergen Street, in

a the most obvious reference to Jacob's Ladder. But it's not going to be easy

to get there.



Before we continue on the right path there is an additional sequence you can

see if you take the right path.



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ADDITIONAL SCENE + ITEMS



This is the reason for reading the paper on the ticket machines, and is an

optional task if you want to do it. From the concourse, take the south

stairwell down to the next level. If you look at the map, you'll see Platform

4 is the closest platform, and this is the one we want to go down to. So

follow the stairs down. When you reach the split stairwell, you'll find an

occult magazine sitting on the floor. Read it and it'll tell you a story about

spirits inhabiting places they died. Once you've read that take the either set

of the next stairs down to Platform #4.



Walk along the platform and a cutscene will take place from someone else's

viewpoint. Heather will be pushed onto the train tracks and you'll have a

limited amount of time to climb back up onto the tracks before a train arrives

and runs you over. Should you make it back onto the tracks, you'll find some

item(s) are waiting for you on one of the seats here. Take them and return all

the way back up to the concourse to continue on to the Bergen Street platform.



Of course, if you avoid reading the newspaper, then the scene won't happen.

But depending on the game level the items might still be there for you to

collect anyway. It's actually good not to read the paper if you don't want the

scene to slow you down. You can also skip the occult magazine should you want

to - the scene only needs you to read the paper to work. Thanks to solitudinal

for noting this to me.



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When you're ready to go, take the stairs leading downstairs on the east side

of the concourse.



SUBWAY PLATFORM #1-2 ENTRANCE

Once you're at the bottom of the stairs, head north until you reach the gates

for Platform's #1 & #2, and go through the only open one, leading down to

Platform #1.



(ALTERNATE) PLATFORM #1-2 NORTH

Err... it's not quite normal in here anymore. You'll be under attack from some

split head dogs too. Cross the platform to Platform 2 on the east side of the

map and take the stairs down on the south side of the platform.



PLATFORM #1-4 ENTRANCE

Once you're down the stairs you'll find the path you could have taken to

Platform 3 is blocked by rubbish, but you will find a NUTCRACKER here. Grab it

then continue back upstairs.



(ALTERNATE) PLATFORM #1-2 NORTH

Once you're up on the platform itself again, watch out for any more enemies

around, but cross to the other side again where you came, but instead of

taking the stairs back up just yet, take the Platform #1 stairs leading down

(the ones on the south side of Platform #1).



PLATFORM #1-4 ENTRANCE

Down here you'll find more junk, and a body, block the way but there are some

ammo and health items to collect. Do so then go back up to the platform.



(ALTERNATE) PLATFORM #1-2 NORTH

Run around to the north side stairs, and return to the entrance.



SUBWAY PLATFORM #1-2 ENTRANCE

Follow the hallways to the south to the entrances at the other end. This time

both gates are locked, but the gate on the east side has a chain wrapped

around it. Use the NUTCRACKER on the chain and you'll be able to open the

gate. Go through it and take the stairs down.



(ALTERNATE) PLATFORM #1-2 SOUTH

This side of the platform has railings, so you can't move beyond the track.

But if you go to the south a little from the stairs, you'll find a single

subway train car with it's doors open. If you step inside you'll find SHOTGUN

SHELLS on the seat in the back, and further up ahead a partially unwrapped

gift to use them with - a SHOTGUN. Once you grab it your radio will go all

static, meaning something has arrived.



Exit the train and walk towards the stairs you arrived on and an Insane Cancer

will be waiting. Shoot it dead or ignore it and run to the northern end of

this part of the platform, then take the stairs on the north side down to the

next area. Also note, in hard - there will be 2 Insane Cancer's located near

the stairs.



PLATFORM #1-4 ENTRANCE

Back down here again, except this time your path isn't blocked by rubbish.

Follow the hallway west, then at the should-be split, to the north. Ignore the

first turn off to the east, it leads down to Platform #4, and instead head

down the second one you come across which will take you to Platform #3.



PLATFORM #3 - EAST

Run to the eastern most end of the platform, and when you're by the wall a

camera angle will show you there is a doorway just along the tracks. Hop onto

the tracks and check the door. You'll hear a train whistle, and some of the

split headed dogs will join you for company. Pull out your strongest weapon

(first time through it's probably your shotgun, but replays might have given

you a better weapon) and kill them quickly so you can climb up onto the tracks

before the train arrives. If you don't succeed then it'll be game over.



In hard it seems Team Silent decided to be nice for once, and you won't have

to kill the dogs first (which is good, because on this level you couldn't do

it and make it onto the platform in time). Instead, just run to the platform

ignoring the dogs, and try to climb up and the cutscene should take place.



Once the cutscene is over, you'll probably be asking where the open doorway

is. They've made it difficult for you by putting the open door at the western

most end of the platform. Head west and unlock the gate to go through to the

next section.



PLATFORM #3 - CENTRAL

Kill the dogs running around in here, then take the stairs up at the end of

the platform, so you can reach the eastern end of Platform #3. Run up the

stairs and across the small bit at the top, then back down the stairs again.



PLATFORM #3 - WEST

Grab the HEALTH DRINK off the first bench seat on the backwall then go to the

very last train door at the western end. Walk into the train and a cutscene

will take place.



TRAIN CAR #1

Now we're moving. You can exit out the blue door to the end of the train

behind where you start, but it'll just take you to the back of the car as it

passes down the tunnel. If you move forward from here instead of turning

around and going back into the car, you'll get a cutscene where Heather tries

to jump off the back and dies.



In the car itself, you'll find another save spot in a bloody mark on the

floor. Save here if you want to, then go into the next train car.



TRAIN CAR #2

Walk forward and you'll find an enemy or three in here. Once they're dead or

you've avoided them, go through to the next train car.



TRAIN CAR #3

An empty black train car. It's worth noting here I guess that if you try to go

back to a previous car... well, you'll see for yourself. Just keep in mind

what I said about walking off the edge though. When you're ready, enter train

car #4.



TRAIN CAR #4

You'll have a larger sized Numb Body waddling it's way towards you now so

shoot it down then continue through the train car and exit to car #5.



TRAIN CAR #5

Run ahead and half way down the car on the left side, you'll find a FIRST AID

KIT and some SHOTGUN SHELLS sitting on a seat by the doors. Grab them and go

through to car #6.



TRAIN CAR #6

Just to Heather's right as you enter will be some HANDGUN AMMO sitting on the

seat. Grab the ammo then continue through the car to the next.



TRAIN CAR #7

Continue through this car as well, and to #8. Depending on the difficulty

level, there may be an enemy in here - and Insane Cancer.



TRAIN CAR #8

Continue through this car as well, and to #9.



TRAIN CAR #9

Once you're in this car, a cutscene will take place and the train will stop.

Once the scene is over, check the front door of the car and Heather will

comment on how there doesn't seem to any place for a conductor to have been

driving from. Spooky.



PLATFORM (UNKNOWN STATION)

Exit the train through the open doorway and straight ahead you'll see a save

spot on the wall. Save if you want to, then follow the wall to the left from

the save spot until you reach a doorway.





06 // 05 // i n t o t h e u n d e r g r o u n d



ITEMS IN THIS AREA: | Easy | Normal | Hard |

Maul | #060 | #060 | #053 |

Ampoule | #061 |

Wine Bottle | #062 | #061 | #054 |

Health Drink | #063 |

Health Drink | #064 |

Beef Jerky | #065 | #062 | #055 |

Shotgun Shells | #066 | #063 | #056 |

Shotgun Shells | #067 |

Shotgun Shells | #068 | #063 |

Handgun Ammo | #069 | #064 | #057 |

Health Drink | #070 | #065 | #058 |

Health Drink | #071 | #066 | #059 |

Oil Filled Bottle | #072 | #067 | #060 |

Dryer | #073 | #068 | #061 |

Ampoule | #074 | #069 | #062 |

Health Drink | #075 | #070 | #063 |

Silver Pipe (+5)

Gold Pipe (+6)



UNDERPASS STAIRWELL/AREA A

Run down the stairs until you reach the bottom path. We're going to have to do

this first section with no map to begin with, so you're going to have to make

sure you follow these instructions well.



At the bottom of the stairs, the direction to the left is clearly blocked by a

fence, so go right and follow the long hallway and go through the doorway at

the end.



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EXTRA NEW GAME BONUS



When you replay the game with the Extra New Game option, certain sections of

the walls in the underpass here will change as you make your way into the area

in real time, and then change back at certain other points. This doesn't

happen the first time you play the game, only on replays as mentioned.



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UNDERPASS AREA B - WEST

The path to the right is a dead end here, so go to the left. You'll probably

find many enemies through here on your way, but look out for a blue door

along the wall on Heather's right side. Go through it.



UNDERPASS AREA C

Go straight ahead along the hallway until you come to an intersection which

consists of a path left, a path straight ahead, and a blue doorway to the

right. Take the blue door.



UNDERPASS AREA D

There will be some Numb Bodies walking around in here. Follow the path

straight ahead until you reach a split where the path goes left as well as

continues ahead. The path ahead is a dead end, so take the path to the left.



UNDERPASS STOREROOM

Check the bloodied locker sitting on it's sized for a spiked MAUL, a new melee

weapon to the world of Silent Hill. It isn't particularly that great however,

so I won't be surprised if you find little use for it. And finally, on the

wall just to the left of it, is the "UNDERPASS MAP" we've been wanting. Check

it out to see where you've come from. Also check the shelves on the other side

of the storeroom for an AMPOULE in the easy action mode. Once you've grabbed

everything, exit through the door on the south side of the room (the door you

haven't been through yet).



UNDERPASS AREA E

Woah, massive Numb Body at 12 o'clock. Kill or avoid it and any others around

and ignore the path going off to the east for now. Use the first blue door on

the west wall.



UNDERPASS AREA F

Run to the end of the hallway and check the boxes at the end for an empty WINE

BOTTLE, and check the crate to the right of that for some items. Once you've

grabbed it all, return to "AREA E" of the underpass.



UNDERPASS AREA E

Once you're back in here, continue to the south and then follow the hallway

westward. At the very end you'll find some SHOTGUN SHELLS sitting on the

barrel. Once you've grabbed them, return back to the area where the path went

to the east you passed just before. Follow it to it's end and go through the

large metal doorway to the next section of the underpass.



UNDERPASS AREA G

Run ahead for a while until you see a blue door on the north side wall (on

Heather's left). There is also a couple of enemies in here to kill or avoid,

but either way make your way through the doorway.



UNDERPASS AREA H

Just a loooong tunnel here. Run straight ahead to the far end and exit the

door at the end.



UNDERPASS AREA B - EAST

Where you exit will have 3 paths. One west, one north, one east. The paths to

the west and north are both dead ends, so go east until you reach another

split there. At this split, the path to the north is clearly a dead end

(seeing as the blocking fence is basically right beside you), so go south and

through the large metal door there.



UNDERPASS AREA I

This next area has one long corridor with three exits. Two of these are off

short corridors leading towards the west, while the third is a large door at

the southern end. Ignore the door at the southern end because it just leads

into a room with nothing but enemies. As for the two corridors, I'll refer to

them as they are positioned on the map. Corridor North (the first you will

pass) and Corridor South (the second you can pass).



North leads to a generator room, but the generator won't work until it has

fuel. South leads to an control room where there are items to collect, so go

to the south corridor first and use the doorway at the end there.



UNDERPASS CONTROL ROOM

There are plenty of items in here, but the amounts and items themselves will

change depending on which action difficulty you're playing. On the desk after

you enter are some ammo, and near the save point on the north wall, the desk

has health drink(s). Near the save point is a large heater which seems to have

some kerosene in it. Use the empty WINE BOTTLE on it and you'll get the

kerosene, and create the OIL-FILLED BOTTLE. Once you have all this, save if

you want to, then exit the room.



UNDERPASS AREA I

Run back into the main part of "AREA I" then use the Corridor North to get

into the generator room.



UNDERPASS GENERATOR

Run around the barrier to the main generator and go up to where the red and

green lights are. When you're there use the kerosene in the OIL-FILLED BOTTLE

to fuel the generator up then flick the switch at the other end of the

generator to make it work. You'll be asked if you want to lift the hoist, so

say yes and you'll be shown it working. Now that is done, follow the path to

the north side of the room where you'll find a ladder leading down. If you

came here before using the generator, then you'll have found the hole full of

water. But now you've used it, it's empty. Read what Heather has to say about

it all, then go down the ladder.



SEWER SECTION A

Exit the square room up the stairwell on the east side of the room, and then

up the set of rusted metal stairs in the next area. Exit the room through the

blue door.



SEWER BRIDGE 1

Run along the hall and across the bridge, then down the four sets of stairs,

and exit through the blue door at the bottom.



SEWER SECTION B

This is the main part of this sewer section, but there isn't much to it. You

can jump into the ditch in the middle if you need to, but there really isn't

any reason to. Follow the sewer to the south as far as you can and you'll find

another blue door along the east wall. Go through it.



SEWER BRIDGE 2

Go up the four sets of stairs and across the bridge. Did you see something

underneath the bridge? Didn't seem to be moving, so it can't be that

important. Go through the door at the end.



GARBAGE DUMP

Check the stool sitting in the middle of the room and you'll find a DRYER that

Heather will unplug. Also if you check the shelf near the back wall you'll

find an AMPOULE. Once you've grabbed everything, exit the way you came.



SEWER BRIDGE 2

Make your way across the bridge. Hmm... odd, that thing in the water seems to

have disappeared. Go down the stairs and exit back into the sewer.



SEWER SECTION B

Walk around the outside to the south (or just go across the ditch in the

middle) so you can reach the doorway on the east side across from where you

exited. Go through the large metal doorway.



SEWER SECTION C

Run forward and kill any enemies around here if you want. The path splits to

the north and south, but the south path doesn't go anywhere, as the door is

broken. Go north and use the small blue door to the east side.



SEWER OFFICE

Another save point is in here, this one is on the floor. You might also find a

HEALTH DRINK sitting on the table. Also check the piece of paper on the floor

in front of the Health Drink. Once you're finished, exit through the metal

door on the east side of the room.



SEWER BRIDGE 3

Firstly, don't try to cross the narrow bridge just yet. If you do it'll be a

game over as something grabs onto Heather's foot and drags her into the water.

You might remember something similar as this happening to Harry in the

original Silent Hill, where some sort of tentacle thing dragged him into a

fridge if you didn't use the right item. Same thing applies here.



Just to the right of the door you came through, you'll find a power outlet on

the wall. Go into your inventory and use the DRYER here and Heather will chuck

it into the water, frying whatever was in there. You'll now be able to walk

across the bridge and exit through the "exit" door on the other side.



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EXTRA NEW GAME BONUS +5 & +6 - GOLD AND SILVER PIPES



In the Extra New Game replay, go to the sides of the pool and press X and

you'll be asked if you wish to drop the steel pipe into the pool. If you

select yes, you'll be approached by a woman carrying a gold and silver pipe.

If you answer the questions honestly, you'll be rewarded with both the gold

and silver pipes as well as keeping your steel pipe. If you answer with a lie,

then you'll not gain either pipes and loose your steel one as well.



The woman is supposed to be a representation of the Mercury, the Roman god of

trade (& profit) as well as merchants and travelers. It's clear to say

Heather and this event fit that quite well. The reason for this event seems

to be derived from one of Aesop's Fables, titled "Mercury and the Workmen."

You can read the fable here:



http://www.aesopfables.com

http://www.pacificnet.net/~johnr/cgi/aesop1.cgi?3&MercuryandtheWorkmen



This fable isn't the first time the idea has appeared in videogame form, as

many people have noted - the same idea was used in Zelda: Link To The Past on

the GBA, and Harvest Moon. The pipes themselves don't seem to give any extra

powers, much as Heather notes. Too bad there are no vampires or werewolves

around though, or else that silver pipe might have come in handy. :p



Many thanks to Blue Phoenix at the Dark Legacy forums for this tidbit of info

on the source of the scene. And mexiun at GameFAQ's for mentioning Harvest

Moon.



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SEWER SECTION D

Follow the hallway directly south and exit through the blue door at the end.

There is a path leading east part way along, but it's exit is blocked by boxes

and oil drums.



SEWER SECTION E

The path to both the east and the west are dead ends, so jump into the ditch

and go across to southern side where there is another path leading off to the

south. Watch out as well because there will be many Pendulums in this area.

Follow the southern path to it's end, and then take the smaller walkway

leading towards the west nearby. Go through the blue doorway you'll find at

it's end.



SEWER SECTION F

Run down the four sets of stairs and then along the long hallway, until you

reach the next set of four stairs you need to climb back up. Go through the

doorway.



SEWER SECTION G

Finally the sewer part is nearly done. Walk forward and follow the stairs

around the outside of the room up to the floor above. Here you'll find a

ladder which you can use to exit the sewers.





06 // 06 // r o o m a f t e r r o o m



ITEMS IN THIS AREA: | Easy | Normal | Hard |

Health Drink | #076 | | #064 |

Health Drink | #077 | | #065 |

Handgun Ammo | #078 | #071 | #066 |

Health Drink | #079 | #072 | #067 |

Silencer | #080 | #073 | #068 |

Shotgun Shells | #081 | #074 |

Shotgun Shells | #082 |

Handgun Ammo | #075 | #069 |

First Aid Kit | #083 | | #070 |

First Aid Kit | #071 |

Ampoule | #084 |

Health Drink | #076 |

Health Drink | #077 |

Handgun Ammo | #085 |

Rope | #086 | #082* | #076*|

Screwdriver | #078 | #072 |

Katana | #087 | #079 | #073 |

Health Drink | #088 | #080 | #074 |

Health Drink | #089 |

Jack | #090 | #081 | #075 |

Beef Jerky | #091 | #083 | #077 |



* The rope can only be gained after getting the screwdriver in these modes,

which should explain why these numbers aren't in their correct list order.

In Easy Puzzle the desk is already opened for you to take the rope straight

away.



OUTSIDE CONSTRUCTION

From the manhole, follow the path around the outside of the building. You'll

come to an area where you'll find another save spot sitting on top of an oil

drum. Save if you want to, then check behind you to see a pair of doors

leading inside the construction site. Use them.



CONSTRUCTION 1ST FLOOR

Follow the hallway around, ignoring the doors (they're all broken) until you

reach the wider area. There might be some HEALTH DRINKS sitting on some

cardboard boxes here depending on which difficulty level you're playing.

The elevator won't work of course because the power is off, so go through the

doorway leading into the stairwell instead.



CONSTRUCTION STAIRWELL

Now for the task of stair climbing. Make your way up all the flights of stairs

to the fifth floor (the top floor). Why the fifth? Because it's the only other

door you can access in here. Once you're there, go through the door.



CONSTRUCTION 5TH FLOOR

Not much in this hallway, or the attached bathroom either. Walk to the end of

the hallway and go through the single green door there.



CONSTRUCTION 5TH FLOOR ROOM

Enter the room, and check the makeshift box-table in the center for some

HANDGUN AMMO. If you then walk around the mattress in the middle, and go

across the wooden boards making a makeshift walkway, you'll find a HEALTH

DRINK sitting on a box nearby.



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EXTRA ITEM - SILENCER



If you check the wall just around the corner from where you entered the room

here on the 5th floor, you'll notice a patch of the wall which is different

looking than the rest of the wall. Equip your maul and smash it against the

wall a few times as hard as you can and it'll break the wall. In it you'll

find a SILENCER for your handgun or sub machine gun.



Clearly the whole discolored wall hiding something, as well as the Silencer

item itself, would seem to be Metal Gear Solid references. Nice job. :) There

is also someone buried in the wall too, just for that Silent Hill touch. Guess

it must have been the person who was staying/squatting here.



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Once you're finished up here, check the mattress in the middle of the room and

Heather will push it down into the hole in the floor. Once you've done that,

just walk into the hole and Heather will drop down two floors.



CONSTRUCTION 3RD FLOOR ROOM

The door here is locked, and probably wouldn't lead anywhere even if it was

open. You need to check the walls at the other end of the room for a hole on

the wall, near a window, leading outside onto some scaffolding. Once you've

found it, walk out onto it.



OUTSIDE CONSTRUCTION 2

Walk around the outside, but watch out for any enemies around. The walkway

should lead you around a corner, and once you reach the right end of it,

you'll find you can climb through a window into the building next door.



SMALL OFFICE

Nothing to see or do in here, so leave through the door.



STORE FRONT POSEABLES

Walk down the hallway and around the corner until you see a door on Heather's

left with purple writing on it. Remember this doorway because we'll be back

here. Continue down the hallway to the end where there is two doors. The one

to Heather's left is Storage Room 1, and it's not assessable. But the one

in front is. Go inside.



STORAGE ROOM 2

Ever since SH2 I haven't felt that good around mannequins anymore. This

doesn't help things any. Check around the back of the middle shelf, at the end

of the row for some SHOTGUN SHELLS, or HANDGUN BULLETS. Grab them, check out

anything else which may interest you, then exit the way you came in here.



STORE FRONT POSEABLES

That door with the writing I made you take note of... go back to it and use

it.



CENTRAL 3RD FLOOR

Run straight ahead and into the Dance Studio directly opposite the door you

just came through. Watch out for any enemies about though.



MONICA'S DANCE STUDIO

Might as well start at the opposite end of the hallway. Run towards the camera

until the angle changes and the door at the end is displayed. Go through it.



LOCKER ROOM

Check the open locker for a FIRST AID KIT and AMPOULE, or HEALTH DRINKS. Grab

them then exit the room back into the hallway.



MONICA'S DANCE STUDIO

The next door up you can't open, so go to the next one which was basically

across from where you entered.



MONICA'S OFFICE

Grab the HANDGUN AMMO off the desk then check the small coffee table for a

folded up map of the "HILLTOP CENTER" where you are. Finally. There is a save

point on the poster on the wall as well if you need it.



The next part will change depending on what difficulty level you're on. If you

check the desk near the save point, you'll find the desk draw is stuck shut,

and you'll need to get something to open it. Of course if you're playing on

Easy however, the draw is already wide open for you to take the item inside, a

ROPE. If you're not playing on Easy, don't worry - I will remind you about

collecting this. Exit back out into the hallway.



MONICA'S DANCE STUDIO

There is no point heading into the large room at the top of this area, it's

empty apart from some enemies. Exit back out into the center of the floor.



CENTRAL 3RD FLOOR

Run into the middle, then follow the hallway to the north. The elevators on

either side aren't operational, but the one to the west side seems to be

slightly open. Keep that in mind. Use the single door you'll find at the back

to enter the stairwell.



STAIRWELL

Out in the stairwell, you'll find most of the doors are locked should you go

check. The only open doorway apart from where you entered is the one leading

into the 5th floor, so that's where you need to go.



CENTRAL 5TH FLOOR

Run past the lifts until the path splits east and west again. The single door

at the end of the western end is locked. This door leads into KMN Auto Parts.

The eastern end has three doors, two leading into the Gallery of Fine Arts -

of which one is locked, and one which leads - again - into KMN Auto Parts.

Take the double doors on the left leading into the gallery first.



GALLERY OF FINE ARTS

Check out some of the pictures around the walls, but take special note of the

description of the missing painting. Once you're finished browsing, go through

the single door right at the back (the one to the office doesn't work).



GALLERY HALLWAY

The path splits off to two here, and the path to Heather's left (the north)

has some boxes at the end. Here, on all difficulties but Easy puzzle, a

SCREWDRIVER will be sitting. You'll need this upstairs to pry open the draw

which contains the rope mentioned earlier. The doors beside this box aren't

openable, so continue back to the rest of the hallway.



The next three doors won't work, but when the camera changes to a long view

point of the last of the hallway, take note that besides the door right at the

end, there is another door to Heather's right - on the west side of the

hallway. Go inside.



GALLERY STOREROOM

Check the shelf at the back of the room for the KATANA. Now you have this,

should you want to do any fighting without guns, I suggest this weapon above

all other melee weapons. Exit the room.



GALLERY HALLWAY

The last remaining doorway doesn't work, so you'll need to backtrack into the

gallery.



GALLERY OF FINE ARTS

Run through the gallery and out into the center of the floor.



CENTRAL 5TH FLOOR

Now you can use the door across from you to access KMN Auto Parts.



KMN AUTO PARTS

You can basically ignore all the doors until you reach a point where the

hallway splits, because they don't work. Where they split there is a wooden

door which goes to a room which doesn't seem at all important - except maybe

it looks like it has medical degrees on the wall - which is odd for an Auto

Parts place. The two other doors directly ahead of where you were originally

facing don't go anywhere, so take the short hallway to the north.



The single door on the east side goes back out to the center of the 5th floor.

The first door on the west side is the one you want to use. You can ignore the

rest of this hallway because the remaining doors don't work - so just go

through the one that does.



AUTO PARTS OFFICE

Firstly, grab any normal items you find in here. Then check the metal shelf at

the south-west corner of the room to find a car JACK you can take. Once you've

done that, exit the room.



KMN AUTO PARTS

Unlock and use the door directly across from you to return to the center of

the fifth floor.



CENTRAL 5TH FLOOR

Run back to the stairwell.



STAIRWELL

Return to the third floor.



CENTRAL 3RD FLOOR

If you don't already have the ROPE from the draw in "MONICA'S OFFICE" in the

dance studio nearby, then go get it now. Use the SCREWDRIVER to open the stuck

draw so you can take it. Once you have, return to this area. You'll only have

the item already if you're playing in easy puzzle mode.



Go to the slightly open elevator on the west side and use the JACK to push the

doors open further. Once that is done, use the rope to climb down inside the

elevator shaft so you can reach one of the floors downstairs. You'll come out

on the second floor.



CENTRAL 2ND FLOOR

Most of this floor is taken up the ECHO Interiors company, with a small

section to the north-west being the Green Ridge Mental Health Clinic. The

doorway leading into the stairwell is still broken, even from this side (I

would have thought it would have made sense to have it locked from the other

side, and you could unlock it from here but...). There is a nearby vending

machine with a piece of paper stuck on it which also has the normal save sign

on it too. Use it if you want to.



Run south down the hall towards the entrances to ECHO. The path to the east

leads to a dead end, but the path west has many doors. However you'll find

only one of them can be entered, the single ECHO doorway to the right of the

wooden sign with the company's name on it.



ECHO INTERIORS AND FLOOR FASHIONS

This is basically one large empty room except for some BEEF JERKY you'll find,

correctly placed, infront of a statue of a dog. Most of the doors out of the

room don't work, except for the one leading north just behind the reception

desk. Use it to arrive in a showroom of sorts.



ECHO SHOWROOM

You can unlock a door leading back into the hallway from here, but there isn't

much point going back out. There isn't much else in here to do but look at

things which are dirty, so go through the green door to the north.



When playing on Hard, you might find a couple of Numb Bodies in here, so keep

that in mind.



ECHO STOREROOM

Again, this room is empty, apart from one thing that Heather keeps focusing

on. The bathtub. If you move to the back of the room, the angle even focus' on

it to. Approach it and press X and a cutscene will take place. You'll also

hear a familiar voice if you've been a long timeplayer of the series.... ahh,

nostalgic reminders.





06 // 07 // a l t e r n a t e h i l l t o p c e n t e r



ITEMS IN THIS AREA: | Easy | Normal | Hard |

Handgun Ammo | #092 | #084 | #078 |

Oxydol | #093 | #085 | #079 |

Health Drink | #094 | #086 | #080 |

Health Drink | #087 |

First Aid Kit | #095 | #088 | #081 |

First Aid Kit | #082 |

Ampoule | #096 |

Shotgun Shells | #097 | #089 | #083 |

Shotgun Shells | #098 |

Pork Liver | #099 | #090 | #084 |

Handgun Ammo | #100 | #091 | #085 |

Handgun Ammo | #101 | #092 |

Matchbook | #102 | #093 | #086 |

First Aid Kit | #103 | #094 | #087 |

Handgun Ammo | #104 | #095 | #088 |

Silver Coin | #105 | #096 | #089 |

Life Insurance Key | #106 | #097 | #090 |

Stun Gun | #107 | #098 | #091 |

Stun Gun Battery | #108 | #099 | #092 |

Stun Gun Battery | #109 | #100 |

Dad's Notebook | #110 | #101 | #093 |



ALTERNATE STORE/SHOWROOM

The two rooms have combined to create one large room. There still is only one

way out though. Walk around the bathtub and down the path towards the door to

exit the room. Before you do though, turn Heather away from the camera and

check out what's hanging on the wall.



ALTERNATE ECHO

In the next room, check the wheelchair for something odd. There might also be

some HANDGUN AMMO sitting on it too. You can explore the room for some other

weird stuff, then exit out the only door assessable to the east of the room.



ALTERNATE CENTRAL 2ND FLOOR

You'll probably be introduced to the Slurpers out here, crawling on the floor.

It's best to avoid them where possible, but they usually inhabit narrow

hallways which makes that a problem. Remember to aim downwards when fighting

them. Also keep in mind that they also feign death sometimes, so you might

want to shoot them on the ground once or twice if you can to make sure they

actually are dead.



The first door you want to check in this new alternate world is the one just

to the north of where you exited, which has a large blood stain across it. It

leads into what was the Green Ridge Mental Health Clinic.



(ALTERNATE) MENTAL HEALTH CLINIC

Once you're in the reception area, check the desk for a note written on the

back of a photograph. Once you've taken that go, save if you want to, then

through the orange door at the northern end of the room.



(ALTERNATE) DOCTORS OFFICE

In here a cutscene will take place. Once it's over, you'll be taken

automatically into another room.



(ALTERNATE) CLINIC OFFICE

Check the cabinet to the side of the room for a variety of items, but most

importantly OXYDOL. On the desk will be a "junior high school chemistry

book" for you to read, unless your playing on Hard - in which nothing appears

here. These notes, along with the OXYDOL, will provide keys to part of a

puzzle - but other parts are still left which you'll need to find. Once

you've grabbed everything, exit through the other door in the office to return

back into the reception area.



(ALTERNATE) MENTAL HEALTH CLINIC

Go back through the reception area and exit back out into the central area of

the second floor.



ALTERNATE CENTRAL 2ND FLOOR

All the remaining unchecked doors on this floor are locked, the elevator

shaft you used to get down here isn't functioning. However the Elevator

directly across from it, the eastern one, is now operating allowing you to

access many of the buildings floors. Use it.



(ALTERNATE) ELEVATOR

Turn around and use the floor panel on the side of the doors. Floors 1, 4, and

5 are all assessable at this point of time (apart from 2 where you started of

course), but only certain floors are of any use to you right now. Seeing as it

would be a smart idea to work your way up the floors, start by going down to

the first floor.



(ALTERNATE) CENTRAL 1ST FLOOR

Once you get off the stairs, you'll hear your radio going off. Don't worry

though, nothing is here to attack you. Walk just out of the lift area and

around the corner towards what should be the exit of this building. You'll

find a large monster blocking your way. This monster is "Glutton" but don't

worry, he won't harm you. You can walk right up to him. Check the floor

in front of him where you'll find some pages of a book telling some odd story.

Also check the map for Heather's funny little drawing of the monster.



The stairwell isn't of any use to you, so head the opposite direction to the

south. The paths east and west are still on this floor. Checking your map, the

west door goes to Elberton Life Insurance, but the door is locked right now.

The east doors lead to the "LAST DROP CAFE" and that's where you need to go.

The door on the north facing wall is the only one you can use however. Go

inside.



(ALTERNATE) LAST DROP CAFE

Watch out when you first enter, because there might be some enemies about.

Pass the counter and bar and check the table at the back for some ammo items,

then check the eastern side of the room where the bar ends and you'll find a

blood covered bar fridge with it's door wide open, and inside will be some

PORK LIVER. Hmm... didn't the book upstairs say that liver and oxydol created

some sort of reaction?* Guess we've found out missing piece. But hold on...

how do we make use of this info, and how will we create the flame? Return back

out to the center of the 1st floor. * - But of course, if you're playing on

hard, it's not going to have been there to give you a hint.



(ALTERNATE) CENTRAL 1ST FLOOR

Back track to the elevator and use it.



(ALTERNATE) ELEVATOR

Seeing as the forth floor is a dead end (you're more than welcome to check it,

but you'll find all the doors are locked), then we can ignore it. Time to

return to the fifth floor it seems.



ALTERNATE CENTRAL 5TH FLOOR

By now fans of the original Silent Hill are beginning to freak out a little

when they step off this elevator. Follow the metal walkway the only way you

can to the south-west doorway leading into KMN Auto Parts. All the other ways

are blocked.



ALTERNATE KMN AUTO PARTS

There will be many enemies in here, so watch out. All the doorways in the

first part of the hallway are non-open able, so go south to the T-junction.

From here, check the room at the western end of the hallway and you'll find

it's a usable door.



(ALTERNATE) MEETING ROOM

There are a few items to pick up off the table here, but most important is the

MATCHBOOK. I don't know what it is, but I love the background of this room...

it has a feeling of going on forever. Anyway, once you've grabbed everything

exit back out to the hallway.



ALTERNATE KMN AUTO PARTS

From here, you can enter the first doorway on the south side of the hall

(directly to Heather's right as you exit) but nothing is in there except a

couple of enemies stuck behind a caged wall. You can kill them too. Anyway,

continue right down the hall to the eastern end. Cool trick with the wall

there I guess, but ignore it and use the large door with the blue light above

it right at the end of the hallway.



ALTERNATE CENTRAL 5TH FLOOR - EAST

You're now back in the center of the fifth floor, this time across one of the

holes in the floor. The orange door at the end doesn't work, but the double

green-ish doors do. Use them.



ALTERNATE GALLERY OF FINE ARTS

There is a save point clearly on the wall where the "Repressor Of Memories"

artwork was. I guess it means a lot. None of the other doors in the gallery

work, and there is no items in here... so what's next. Well you probably

noticed the "Flame Purifies All" painting is now in place, and it has a bucket

below it.



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PUZZLE #03 - LITERAL USAGE



Easy, Normal & Hard:



I don't know if this can really be considered a puzzle, but they've tried to

set it up like one. You'll need the OXYDOL, PORK LIVER, and the MATCHBOOK to

complete this one. If you've been following the guide till now then you'll

have all of these items. Standing in front of the painting and bucket, use the

combine command to combine all three items, then select use. Once this is

done, Heather will use the items to start a fire, burning the painting and

opening a new path way behind it you can use.



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With that done, approach the panel in the wall where the painting was and use

it like any other door.



(ALTERNATE) HIDDEN STAIRWELL

Check out the view in front of you, then make your way down the stairs to the

fourth floor level. Check the table at the end where some papers are sitting

to read a couple of more pages of that odd story, then exit out the only door

down here.



(ALTERNATE) ONE STOP IMPORTS - EAST

More slurpers are hanging around down these hallways, so watch out. Follow the

hallway around to the first blue lit door. Checking it will unlock it, but

it's not worth going through - as it will just lead you into the central

fourth floor area, and right now you don't need to go there. Continue to

follow the hallway until you reach the door leading into the room at the

south-east corner of this floor.



(ALTERNATE) IMPORT STORAGE

Walk through the hole in the mesh fence and then check the items on the bed.

You might however, in modes other than normal, want to shoot at the bed a

little first, to avoid the Slurper hiding underneath it from attacking you.

Once you've done that, exit back out into the hallway and continue.



(ALTERNATE) ONE STOP IMPORTS - EAST

Continue to follow the hallway towards the west, and go through the doorway at

the end.



(ALTERNATE) ONE STOP IMPORTS - WEST

Continue to follow the hallway, until you reach the next blue lit door. This

is the exit on the other side. Unlock it, but don't go through just yet.

Continue to follow the hallway until you reach it's north-western end, and go

through the door you find there.



(ALTERNATE) IMPORT OFFICE

Firstly, check the desk beside where you entered for a SILVER COIN. Once

you've taken that, approach the vending machine at the back of the room - this

one sells cold drinks. Use the SILVER COIN you just collected on the machine,

and a cutscene will take place. Of course, you can also check the writing on

the wall beside the machine to summarize what you're currently doing. And when

a life turns to riches, generally has to do with insurance payouts, telling

you about the key you just collected. Exit the room.



(ALTERNATE) ONE STOP IMPORTS - WEST

Return to the blue light door and use it.



(ALTERNATE) CENTRAL 4TH FLOOR

Follow the path to the north, and then use the elevator on the east side of

the building.



(ALTERNATE) ELEVATOR

Use the panel and select the first floor.



(ALTERNATE) CENTRAL 1ST FLOOR

Now down on this floor, read the book near the Glutton if you haven't already,

and make your way south and then down to the west passage to the locked door.

Now you have the key, you can get inside.



(ALTERNATE) ELBERTON LIFE INSURANCE

In this hallway, ignore the path heading north as the two doors at that end

are both broken. Follow the hallway south and the east as far as you can,

killing or avoiding any Slurpers you can, until you find it blocked by

furniture. Just before this blockade is a door you can use, so do so.



(ALTERNATE) INSURANCE MEETING ROOM

Inside the bloodied room are just tables hanging over a large hole in the

floor. There are no items to collect, and nothing to see except for one item -

more pages from that weird book, sitting on the table at the back of the room.

Go to it and search it like anything else you normally would. Once you've read

the remaining pages a cutscene will begin. (Tu Fui Ego Eris is Latin, but the

debate on it's exact translation still rages on.* :) ) Once the scene is over

exit back out into the hallway.



* Several people have e-mailed me with what Tu Fui Ego Eris means, but still

gave me a few alternates. Again as mentioned, the debate continues, but it

always roughly stays as something like "I was once you, you will become me."

- Thanks to Cerian, Brian, and anyone else who e-mailed me about this.



(ALTERNATE) ELBERTON LIFE INSURANCE

Return along the hallway the way you came, and exit throughout the door you

got here.



(ALTERNATE) CENTRAL 1ST FLOOR

Return to where the book and Glutton are... to find that the monster has

disappeared. You can now access the doors behind... and the world returns to

normal.



OUT ON THE STREETS

Once you're outside, follow the footpath to Heather's right (following the

maps from the office building, this would be the west). You'll pass the

construction site you were in earlier, and find an alley way which leads down

beside it. At the end of the alley after it curves, you'll find a small set of

stairs leading up to a single doorway. If you read the sign beside the doors

it'll tell you that you're at the "DAISY VILLA APARTMENT" - home, sweet home.

Go inside.



DAISY VILLA APARTMENTS

If you checked Heather's inventory, then you'll see that her key is for

Apartment #102. Follow the hallway forward until you reach a four way

intersection. To the right, you'll find there is some mail boxes, and across

from them a save point on the opposite wall. Use it.



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BONUS SH2 SCENE - MAIL BOXES



If you have a save file from Silent Hill 2, make sure it's on the same memory

card as the one you're playing the game with. The save on the card has to have

been the game completed at least once.



If you check the mail boxes here, Heather will say they're empty - but will

then go on to make a reference to the events of Silent Hill 2.



If you don't have the Silent Hill 2 save file, or can't be bothered finishing

the game again, then you can see this bonus scene eventually. It will

apparently become unlocked by itself upon replay through the "Extra New Game"

option.



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Continue down the hallway to the right of the mail boxes, and use the first

door to Heather's left. This is her apartment, so use the HOUSE KEY and go

inside.



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EXTRA NEW GAME - "REVENGE" (UFO) ENDING



At this point of the game you can earn a bonus ending, but only if you've met

the right requirements to do so. This involves the Heather Beam which you may

have earned, or may not yet have earned. But either way you'll need to know

these requirements when you start a "Extra New Game", rather than just now if

you want the ending.



You need to use the Heather Beam to kill more than 30 enemies. You can't use

any other weapons except the Heather Beam, and even killing them by kicking

them will count against this ending - the kill count for shooting and

fighting has to be 0 and this is the only way to do it.



When you enter the Apartment the ending will take place.



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APARTMENT #102

Watch the cutscenes. Meet the next boss.



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BOSS #2 - MISSIONARY



Once the scene is over the Missionary is running around. You'll need to hope

for some good targeting in this fight, which for Hard isn't the easiest thing

to do. Once it's done enough running in circles, it'll run towards you ready

to attack. At this point, shooting it hardly works because it'll just block

the shots with it's arms/claw like appendages - this can become fairly

annoying depending on how often it does it.



It's easier to run your self, try and get to it's side and shoot it down. Side

stepping is too slow, so it's best to try and take sharp turns or run in a

wide circle while it charges at you. While doing this the weapon of choice in

the battle, if you haven't unlocked any extras, should be the shotgun. Close

range and heavy fire mean it's good enough as it is, but the added fact it'll

also knock the Missionary over helps a lot. Once it's down, it'll be open for

a "cheap shot" while it's prone on the ground.



What's great about this though, is if you position yourself behind it's back

when you take the cheap shots, but stand far enough away, then you can keep

shooting it in it's back after it gets up, causing it to fall over again. The

reason why you need to stand wide of it however is because it swings it's arms

in a wide arc around itself afterwards, and you need to be clear of that.

Apart from that, also keep a good count of your currently loaded ammo. You can

loose this pattern if Heather has to reload at the wrong time.



Finally, a note for hard - he takes a butt load of ammo to take down. Keep

this in mind. It's probably best only to expect to use one type of ammo in

this battle if you've used the bullet adjust to give yourself more, because

you'll be shooting for quite a while.



Apparently as some people have noted, you can use the handgun with silencer

and he doesn't seem to block the shots because he can't hear them. It takes a

bit longer than the shotgun shotswise, but the time you save makes up for it.

A very handy hint.



Once it's defeated, more cutscenes will take place.



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HARRY'S ROOM

There really isn't anything to do in here. You can check the bed if you want

for comments from Heather, but when you're ready, exit the room.



APARTMENT #102

Run straight ahead from Harry's room, past the chair, and through the door on

the other side.



HEATHER'S ROOM

Check the open set of draws for a STUN GUN and STUN GUN BATTERY(/IES -

depending on the difficulty level). Once you've grabbed them, exit the room.



APARTMENT #102

Exit out the front door of the apartment.



DAISY VILLA APARTMENTS

Return to where the mail boxes and the save point are. Save if you want to,

then exit through the door right beside it and another series of cutscenes

will take place. You'll receive a map of Silent Hill and a (DAD'S) NOTEBOOK.





06 // 08 // r e t u r n



ITEMS IN THIS AREA: | Easy | Normal | Hard |

First Aid Kit | #111 | #102 | #094 |

Beef Jerky | #112 | #103 | #095 |

Shotgun Shells | #113 | #104 | #096 |

Health Drink | #114 | #105 | #097 |

Health Drink | #115 | #106 | #098 |

Handgun Ammo | #116 |

Nail Polish Remover | #117 | #107 | #099 |

Perfume | #118 | #108 | #100 |

Ampoule | #101 |

Stairwell Key | #119 | #109 | #102 |

Submachine Gun Bullets | #120 | #110 | #103 |

Submachine Gun Bullets | #121 | #111 | #104 |

Instant Camera | #122 | #112 | #105 |

First Aid Kit | #123 | #113 | #106 |

First Aid Kit | #107 |

Submachine Gun | #124 | #114 | #108 |

Stun Gun Battery | #125 | #115 | #109 |

Stun Gun Battery | #126 |

Health Drink | #127 | #116 | #110 |

Health Drink | #117 | #111 |

Health Drink | #128 | #118 | #112 |

Health Drink | #129 | #119 |

Beef Jerky | #130 | #120 | #113 |



JACKS INN MOTEL ROOM #106

There is a save point sitting on the desk near the door. Save if you wish,

then exit the room.



SILENT HILL

Welcome back. You'll find yourself in the parking lot of Jack's Inn. You'll

probably recognize this area from Silent Hill 2. Heather's route is blocked

down Munson Street and the gates are closed to Rosewater Park, and she won't

walk too far down Nathan Ave. to neither the east or west. You need to head to

Carroll Street instead and make your way towards Brookhaven Hospital, another

returnee from Silent Hill 2.



Make your way across the car park and out the only accessible entry to the

streets. You now need to head west along the footpath until you reach the

petrol station on the corner. Cut through the station and down the road beside

it. Carroll Street.



Stay on the west side of the street until you reach the buildings, and then

look out for some stairs leading up the second floor of one of the buildings.

If you can't see it through the fog, then you'll just need to head towards the

buildings from the first car you'll find on the west side of the street. It

should lead you right into an area where the camera will change and lead you

up some stairs. For those returning from Silent Hill 2, you'll remember this

place.



HEAVEN'S NIGHT

Check the various tables and benches for items. And the bar as well. You

should find a FIRST AID KIT, some BEEF JERKY, and a box of SHOTGUN SHELLS.

Once you've grabbed everything, return to the streets.



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BONUS SH2 SCENE - LADY MARIA RETURNS



If you have a save file from Silent Hill 2, make sure it's on the same memory

card as the one you're playing the game with. The save on the card has to have

been the game completed at least once.



On the table here in Heaven's Night will be "a tourist pamphlet" for Silent

Hill, and if you make your way around the left side of this table to the stage

at the front - you'll find a poster touting Maria's return.



If you don't have the Silent Hill 2 save file, or can't be bothered finishing

the game again, then you can see this bonus scene eventually. It will

apparently become unlocked by itself upon replay through the "Extra New Game"

option.



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SILENT HILL

Continue south down the west side of Carroll Street. Eventually the buildings

will stop and a fence will start. Then that will stop and a mesh fence will

begin, and then that will lead you to a wall which is the area just by the

entrance to the hospital. Go inside.



BROOKHAVEN HOSPITAL

When you enter you'll hear an usual mix of breathing/panting and some weird

wet sound. Seems like there are enemies about. Nurses they are, with long

steel poles. Watch out. Once they're dealt with, go back to where you entered,

and go into the room directly across from the front doors. Those who played

SH2 might be able to deal with the navigation of this area a little better.



RECEPTION OFFICE

Directly to your left will be the Brookhaven "HOSPTIAL MAP" so take it. Check

the open cupboard in here too, there might be an item depending on which level

you're playing. Finally, save if you want to - the save icon is on the back

wall. Once you're finished, exit back out.



BROOKHAVEN HOSPITAL

Now we have the map, I can tell you were to go because all of the rooms are

thankfully labeled. The next place you'll want to go to is the "DOCTOR'S

LOUNGE" located behind the reception. The entrance is through the east side.



DOCTOR'S LOUNGE

Check the table in the middle of the room for a document about patients in

the hospital. Check the fridge at the back of the room for a HEALTH DRINK too.

Once you've done this, exit.



BROOKHAVEN HOSPITAL

The next room you need to visit is the, err... "VISITING ROOM" located on the

west side of this entrance area. This is a new room which didn't appear in

Silent Hill 2.



VISITING ROOM

Check the doll beside the book first. It'll make this more interesting. Once

you've done that, read the book on the table. It's a diary of sorts. Once

you've finished reading, check the doll again. Heh. Now exit.



BROOKHAVEN HOSPITAL

All the remaining doors in this area are broken except for the one leading to

the patients area, but you don't want to go there just yet. Instead, go to the

elevator on the west side of this area and use it to reach the second floor.



BROOKHAVEN HOSPITAL 2ND FLOOR

Walk down the hallway west from the elevators. You'll see another book of

Stanley's. Read it then go to the "WOMEN'S LOCKER ROOM" at the northern most

point of this area.



WOMEN'S LOCKER ROOM

There might be some HANDGUN AMMO on the desk, so take it if it's there. Check

the open locker from NAIL POLISH REMOVER and PERFUME. Once you've taken them,

leave the room. As many people will go on to wonder about the Perfume, here's

a little note about it.



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ITEM - PERFUME



Once you've collected the Perfume in the game, Heather will go onto keep this

for the remainder of the game. It has two options - Use and Equip. There

doesn't ever seem to be any use for the item from here onwards, so it only

leaves the Equip option. Of course, as Heather notes - "This stuff smells a

little strange" - and rightly so. Basically this item is a bad item. What it

does is attracts enemies to you when it is equipped. The only good point you

could see out of that perhaps is if you're going for a high kill rate. Either

way however, it's best to ignore the item once you've collected it.



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EXTRA NEW GAME BONUS - EXTRA COSTUME CODE



Before you leave the room, also check the magazines sitting on the table

sitting beside the door. Doing so will give you one of the codes to unlock an

extra costume for Heather. As the title suggests you can only find this in the

Extra New Game mode. You can learn more about these extra costumes later in

the guide.



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BROOKHAVEN HOSPITAL 2ND FLOOR

We'll ignore the door leading into the "PATIENTS WING" here for now. Don't

worry we'll be back, but first we should explore the one on the first floor -

now we have the correct items. Use the elevator to return to the first floor.



BROOKHAVEN HOSPITAL

Make your way to the door leading into the patients wing at the south west

corner of this area. Go through.



PATIENTS WING 1ST FLOOR

All the first lots of doors along here will be locked until you reach C2. You

don't have to go in here, but read on if you do. Or skip down to the next

paragraph below it to continue in this wing. In hard, you'll come across your

first gun toting nurse along here too I might add, so watch out.



ROOM C2

There will be a two or three Nurses in here. Depending on your difficulty

level, there may-or-may not be an item to collect in here. Once you're

finished in the room, return to the wing.



PATIENTS WING 1ST FLOOR

Skip room C3 as the door doesn't work, and go straight to C4.



ROOM C4

Check the bed at the back of the room and you'll find another message from

Stanley. Check the wall beside the bed to find there is a lot of stuff stuck

to the wall, most important of all a key. Crack out the NAIL POLISH REMOVER

and use it here, and you'll get the STAIRWELL KEY off the wall. Exit the room.



PATIENTS WING 1ST FLOOR

All the remaining doors and the elevator don't work, so make your way back

into the entrance area where you first came into the hospital.



BROOKHAVEN HOSPITAL

If you want to you can now use the STAIRWELL KEY on the stairwell door here,

just across from the "PATIENTS WING" where you were. Go inside.



STAIRWELL

Go upstairs until you reach the door labeled RF or "ROOF FLOOR" at the top.

Sitting on the ground will be another message from Stanley if you want to read

it. Either way, go through the RF door.



ROOF FLOOR

Watch out because there are Closers on this roof, and there isn't a lot of

space to be fighting two of them. Check the barrels in the south-west corner

of the map because you'll find SUBMACHINE GUN BULLETS here. Grab them and

return to the stairs.



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BONUS SH2 SCENE - FENCE



If you have a save file from Silent Hill 2, make sure it's on the same memory

card as the one you're playing the game with. The save on the card has to have

been the game completed at least once.



If you check the fence beside the stairs and the "Elevator control room"

beside it, then Heather will make a comment relevant to Silent Hill 2. It's

not much, yes. But still...



If you don't have the Silent Hill 2 save file, or can't be bothered finishing

the game again, then you can see this bonus scene eventually. It will

apparently become unlocked by itself upon replay through the "Extra New Game"

option.



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STAIRWELL

Return down to the second floor (the door labeled "2F") and use it.



BROOKHAVEN HOSPITAL 2ND FLOOR

All right, now it's time to enter the "PATIENTS WING" on this floor, so

approach the nearby door. However you'll find that it's locked and you'll need

a number to insert in the keypad. Puzzle time it seems.



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PUZZLE #04 - AND I SAID I HAD NO USE FOR ALGEBRA...



Easy - For an easy puzzle, this could still stump some people. There is a

clue/instructions pinned to the board just near the door which reads

the following:



"Press, move 2 right;

press, move 1 up;

press, move 2 down;

press, the door shall open."



What gets most people about this is where to start. Basically if you

were wanting to work this out yourself, you need a piece of paper.

Try and work out ways you can't go from the sets of buttons, and you

should be able to narrow it down. For those who don't want to, or for

some reason don't have paper (:p), I guess you have me to help.



1 2 3



4 5 6



7 8 9



Here are the 9 digits. The first part says you have to move 2 right.

So what numbers can you move 2 right from? Well clearly not 3, 6, or

9. And clearly not 2, 5, or 8 either. So that takes care of 6 numbers

straight away.



1 X X



4 X X



7 X X



That leaves us with 3 numbers. The next task says we'll have to move

one digit up. You can't do that with 1 because it's at the top.

Moving two across and up one would put you above 3, so that clearly

doesn't work. So there goes the next number.



X X X



4 X X



7 X X



Two numbers left now. The next direction states you'll need to move

down two. Clearly two right, one up, then two down from 7 doesn't

work because you'd be below the 9. This then, just leaves the number

4. From the 4, follow the directions given to unlock the door and go

through.



Normal - In normal, you'll be given a more cryptic puzzle, but still nothing

too taxing. The note posted to the wall has the following written on

it.



"The first is larger than the second;

the second twice the third;

the third smaller than the fourth;

the fourth is half the first.



Four of the numbers

are not repeated

Three are not in the top row

Two are not in the right row

One of the numbers is the final key"



So where do we start? Well start on the point that we only have 9

numbers, so we can't halve odd numbers. Given this we know the first

and forth numbers have to be even. This leaves us with 2, 4, 6, and 8

for both of these numbers.



From there we can focus on the first number - "Key 1" It seems that

because the way the puzzle is constructed, the "Key 1" is larger than

everything else, that we're looking for higher numbers. 2 and 4

aren't going to work for us because the number would have halved for

"Key 4", and then it's too small to be greater than the second and

third keys. We can't have more than 1 number in the top row as only

one of the four keys are, and using 2 or 4 would put more than one

number between 1-3.



Working with six firstly then for "Key 1" means that "Key 4" however

would have to be a three, and seeing as we can't halve to odd numbers

as I mentioned, this doesn't work. And so our first number, "Key 1",

is 8, and our fourth number, "Key 4", is 4.



So now we have this. Two down, two to go.



Key 1 Key 2 Key 3 Key 4

X X X 1 2 3 1 2 3 X X X

X X X 4 5 6 4 5 6 4 X X

X 8 X 7 8 9 7 8 9 X X X



Right now we know it's an 8 and a 4, we can start work with these.



"Key 3", the third digit is smaller than the fourth digit, which

leaves us with 3 numbers - numbers 1, 2 and 3. "Key 2" - the second

number has to be twice this amount but less than eight. Unfortunately

this hasn't narrowed you down much. So lets look at the other clues.



You can however count 1 out as 2X1 = 2, and there is only supposed

one digit in the top 3 numbers. This leaves 2 and 3, but 2 doesn't

work because 2X2 = 4, and you already have a 4 listed for "Key 4".

The instructions states that no numbers are to be repeated, so "Key

3" is 3, and "Key 2" is the answer of 2X3. I'm sure you can figure

out what that last digit is yourself. ;)



Hard - The puzzle in the hard mode actually managed to give me headaches

trying.



It took me a while to even grasp how to work it out, and I really

tried to resist the urge to come online and get some help on working

out. Finally banging my head on the desk lost out to actually

looking online, and followed chesh the cat's originally notation of

the puzzle over at the SHForum for a starting point.



Last time I submitted this guide, I noticed Chesh actually wrote a

guide for the game, and while I didn't follow the exact guide to

reach the conclusion (although I can only assume it's the same or

very similar because there only seems to be one way to actually

follow this puzzle), Chesh deserves the credit for the starting

point noting the abstract clues and putting me on the right path to

finishing the puzzle. Thanks Chesh.



Anyway, the note on the wall has the following:



"Pure eyes, blue like a glassy bead---You are always looking at

me and I am always looking at you.

Ah, you're too meek---beautiful, unspoiled: thus I'm so sad, I

suffer---and so happy, it hurts.

I want to hurt you and destroy myself What you would think if

you knew how I felt.

Would you simply smile, not saying a word? Even curses from your

mouth would be as beautiful as pearls.

I place my left hand on your face as though we were to kiss.

Then I suddenly shove my thumb deep into your eyesocket. Abruptly,

decisively, like drilling a hole.

And what would it feel like? Like jelly? Trembling with ecstasy,

I obscenely mix it around and around: I must taste the warmth of

your blood.

How would you scream? Would you shriek 'It hurts! It hurts!' as

cinnabar-red tears stream from your crushed eye?

You can't know the maddening hunger I've felt in the midst of

our kisses, so many of them I've lost count.

As though drinking in your cries, I bring my hopes to fruition:

biting your tongue, shredding it, biting at your lips as if tasting

your lipstick.

Oh, what euphoric heights I would reach, having my desires

fulfilled like a greedy, gluttonous cur.

I longed, too, for your cherry-tinted cheeks, tasty enough to

bewitch my tongue. I would surely be healed, and would cry like a

child.

And how is your tender ear? It brushes against my cheek; I want

it to creep up to my lips so I can sink my teeth into its flesh.

Your left ear, always hearing words whispered sweet as pie---I

want it to hear my true feelings. I never lied, no... but I did

have my secrets.

Ah, but what must you think of me? Do you hate me? Are you

afraid? As though inviting you to the agony at the play's end, if

you wish, you could destroy me---I wouldn't care.

As you wish, you may destroy me---I wouldn't care."



By now you're probably like this... O.o



The original note I read from chesh at the SHForum stated that all

the numbers are found out by relating the parts of the face

mentioned in the note to the numbers on the keypad. The only other

clue that you should know is that when you're looking at someone

your left is their right, and your right is their left. I think

that's important, but it wasn't noted.



After all this is done, you should have something like this:



1 2 3

(eye) (eye)



4 5 6

(ear) (nose) (ear)



7 8 9

(cheek) (mouth) (cheek)



Seeing as it all relates to these features of a face, you need to go

through the text until you reach the first of these. This is the "I

place my hand..." part. Trying to work this out may have confused you

originally because if he placed his left hand on your face then it

would be on your right side, which gives us a side. However, because

we're looking at the person from the writers view this will remain to

their left side, or the left of the keypad. It would only be the

right side from the persons view... understand?



And the eye, with the left side, gives us the number to start at,

which is #1. However this doesn't mean the #1 is the first number,

rather that it is our starting point as I later found out. They

just had to make it that much harder, didn't they?



The next two paragraphs talks only of the same facial features, or

rather the eye and a part of another one - taste. To be exact the

taste of blood running down the face from the eye. This means

you're heading downwards... and the next (and first working number)

is the number (#)4.



The following two paragraphs talk of hunger and eating, and then

flat out give you the clear reasoning that it's related to the

mouth (tongue and lips), so it only makes sense then that the next

digit is the number (#)8. Skipping the next paragraph, and moving

to the cheeks one tells us the third number is the one of the

cheeks, either #7 or #9. That one is fairly obvious too, but we

don't quite have a full answer just yet.



The final one is flat out told to you over the next two paragraphs,

that it's an ear, and that it's the left ear, which on the person

is the side of #6 - or their right side when looking at them. This

now gives you the clue if you re-read it that they are moving from

the mouth up to the left ear and past the left cheek, which tells

you the third number is #9, and not #7.



This will leave you with the final code for the door, and hopefully

free of headaches like me.



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PAITENT'S WING 2ND FLOOR

Make your way down the hall, and go into the first door (yellow double doors)

on the north side.



EXAMINATION ROOM 3

Check the desk at the end of the room to learn about some of the events in the

hospital. Once you've done that, check the gurney on the side of the room

where the arm is sticking out from. The tattoo gives you a clue about an

upcoming puzzle. Once you've done all this exit back out into the hallway.



PAITENT'S WING 2ND FLOOR

Ignore room M1, M2, and M3 on the left, and the single door on the right

you'll pass down the hallway as they don't work. Enter M4 near the elevator.



ROOM M4

As you enter an alarm clock will go off. Go to the clock sitting between the

two beds and check it. You can switch off the alarm. Depending on the

difficulty, this part will change.



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PUZZLE #05 - WHAT A CLOCKSTOPPER



Clue: The start time is my key.



The clock time needs to be converted to the correct numbers to open the

briefcase which is sitting on the patients bed.



Easy - Perhaps, too easy. Apart from being shown on the analog clock, the

number is clearly written on the face of the clock. This is the exact

number you need to use.



Normal - This removes the writing from the clock and just keeps the analog

clock face, where you'll have to read the clock. The time can be read

in normal AM or PM time (e.g. 3:05 is 0305 or 1505 on the case).

You'll just have to try the other type if the first one doesn't work.



Hard - Seems to work exactly like the normal mode. It would have made more

sense to me to have the normal ones always be AM times and the hard

ones always be PM times (requiring 24 hour times like 1820 etc.),

but that's just me. Times on the hard clock though can be harder to

read, like being a 1 or 9 minute so they're harder to read.



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Once you've opened the case you'll get the INSTANT CAMERA. Once you have,

check the other bed near the door for another note from Stanley, then exit

back into the hallway.



PAITENT'S WING 2ND FLOOR

Continue down the hall and into "ROOM M5."



ROOM M5

Shoot the approaching Nurses, then check the table at the back of the room for

a FIRST AID KIT (or two if you're playing on hard). Exit to the hallway.



PAITENT'S WING 2ND FLOOR

Room M6 at the end of the hall won't work, so it's time to leave this area.

Return to the entrance of the second floor.



BROOKHAVEN HOSPITAL 2ND FLOOR

Use the doorway to get back into the "STAIRWELL" so you can continue to

explore the hospital.



STAIRWELL

Continuing downwards, make your way right down past the "1F" door until you

reach the "HOSPITAL BASEMENT". You can only use the stairs to get down there.



HOSPITAL BASEMENT

The storeroom right ahead of you is inaccessible, as is the next door.

Continue down the hall and past the creepy wheelchair. Follow the trail of

blood to the end by the elevator and you'll find a SUBMACHINE GUN. Check the

door directly opposite where the gun was... on the south side of the map.



STORE ROOM BASEMENT

There doesn't seem to be anything in here, but if you check the wall at the

end, you'll see a bloody stain on the wall which goes behind a shelf not

against the wall. But when you check it, Heather finds she can't fit or move

the shelf. Select your INSTANT CAMERA from you inventory and use it, and

Heather will take a picture from behind the shelf. What you'll find is another

four digit code. Exit the room.



HOSPITAL BASEMENT

Return down the hall and use the stairs to go back up.



STAIRWELL

Make your way up the stairs until you read the third floor, marked 3F of

course, and use the door there.



BROOKHAVEN HOSPITAL 3RD FLOOR

All right, now we're up on the third floor, the first thing you'll want to

check is the "STORE ROOM" here, so go inside.



STORE ROOM 3F

Firstly you'll find a save point on the floor, so use it if you want to. Check

the shelves at the back of the room for a few items, and once you're finished,

exit back out to the hall.



BROOKHAVEN HOSPITAL 3RD FLOOR

The next place you need to go is to the "SPECIAL TREATMENT ROOMS" at the top

of the map here, up the short hall beside the stairwell.



SPECIAL TREATMENT ROOMS

There are four doors in here, of which only two works - one which needs to be

unlocked by you (no key, just unlocked) and one which you can just walk into.

There is a note beside where you entered too. The locked room has to do with

this note. The other has another diary from Stanley. Once you're finished in

these rooms, return to the entrance to the third floor.



BROOKHAVEN HOSPITAL 3RD FLOOR

Now it's time to enter the "PATIENTS WING" here on the third floor. When you

try to access it you'll find that it too is locked and needs a code, but there

is no clue to unlocking it. Of course you already have the code - the number

you took a photo of down in the basement. If you need to remember it, check

your "Memos" and look for the one labeled "Photo - Backside of shelf." Enter

the number which was on the photo and you'll have access.



PAITENTS WING 3RD FLOOR

The first door you can enter along here is S1, so do so.



ROOM S1

Check the magazine sitting on the bed. This information will become important

soon. There might also be some items sitting on the table beside the bed, so

take them, then exit the room.



PATIENTS WING 3RD FLOOR

Continue up the hallway until you reach S7. All the doors between S1 and S7

don't work, so don't worry. Don't miss the BEEF JERKY sitting on the bench

part way up the hall though.



ROOM S7

Look at the bed. What's happened to the doll? Read the notes from Stanley.

Exit the room.



PAITENTS WING 3RD FLOOR

Continue up the hall to room S12 and use the door there. There might be some

enemies running about so watch out.



ROOM S12

Walk towards the phone at the back of the room, and it'll start ringing. Check

it and a cutscene will begin. Once the scene is over, leave the room.



PAITENTS WING 3RD FLOOR

The remaining doors on this floor are broken, so it's not worth continuing to

the end. Time to make your way down to the second floor, where Leonard Wolf

said he'd be. Exit back out the main part of the third floor.



BROOKHAVEN HOSPITAL 3RD FLOOR

You can use the stairs or the elevator to make your way down to the second

floor.



BROOKHAVEN HOSPITAL 2ND FLOOR

Go through the door to the "PAITENTS WING" here.



PAITENTS WING 2ND FLOOR

Run right to the end of the hallway. Huh? A door just labeled "M" - Don't

remember this being here before... doesn't seem to be marked on the map

either. Don't like the looks of this too, but I guess there is no other

choice. Enter the door.



LABYRINTH PART 1

This isn't as bad as it sounds, nor is it like the one in SH2. Wouldn't it be

cool though if they could actually make a Labyrinth like those ones in the

pictures you see - or in the movie Labyrinth. I'd go crazy. LOL Umm... anyway,

getting back on track. For this one you're going to be more or less guided

through this one anyway by closing gates, but just in case - here's the path.



Walk forward and a gate will block your path. Don't worry though, it'll move.

Continue forward until the path splits, but another gate will block one of the

paths. This will happen a lot through this next section, I assure you.

Continue down the path, and follow around to the right.



Continue ahead until another gate opens on your left. Follow this, because if

you just keep going ahead the, another one will block your path. Run down here

and wait for the gate to open, then follow the hallway around the next two

right hand corners. The path at the end goes left and right, but the right

path goes no where. Follow left and through the door.



LABYRINTH PART 2

Run ahead and around the corner to the left. Continue running ahead, towards

the camera. A gates will close behind you as you run down here. When you get

to the next split, go right because you can see you can't continue ahead and

the left is a dead end. The path at the end of this right section however

will split left and right again. Right is a dead end, so follow the path to

the left.



When you get so far down the left path, a gate will close, so turn right

around and go straight again, and the gate that blocked off the right side

path originally will now open. Continue to follow the path down the hall, and

around the corner, and then use the door.



LABYRINTH PART 3

Run ahead and then take the path off to the left, and then around the next

left corner at the end. Again the camera will switch to ahead of you, and each

section you pass will close another gate behind you. After several of these

close, you'll find the eight one will close behind you and in front of you,

trapping you in a small space.



There is a mark on the wall however.... but this one isn't the one you're

normally used to. This one is different. For a lot of people, it'll also be

familiar. Check it and a cutscene will take place - which also might be

familiar. Once the scene is over, the wall will be gone and you'll be able to

walk ahead and use the door at the end.





06 // 09 // w o n d e r f u l w o r l d



ITEMS IN THIS AREA: | Easy | Normal | Hard |

Handgun Ammo | #131 | #121 | #114 |

Handgun Ammo | #132 | #122 |

Cremated Key | #133 | #123 | #115 |

Plastic Bag | #134 | #124 | #116 |

Health Drink | #135 | #125 | #117 |

Health Drink | #118 |

Plastic Bag (With Blood) | #136 | #126 | #119 |

Ampoule | #137 | #127 | #120 |

Health Drink | #138 | #128 | #121 |

Health Drink | #139 | #129 | #122 |

First Aid Kit | #130 |

Talisman | #140 | #131 | #123 |



VALTIEL'S CHAMBER

Approach the ladder in front of you and climb up it. You'll see Valtiel

turning his valves in the background, a sure indication you're on your normal

decent into the not-so-normal. For you SH1 fans, keep an eye on the background

for a surprise cameo appearance. Once you reach the top, go through the door.



ALTERNATE PAITENTS WING 3RD FLOOR

Wacky weird textures await you in here. Freaked out yet? Yeah, not too

surprised there. However this can make getting into the doors here kinda hard

in places, but thankfully - this effect doesn't appear a lot through the game.

Check your map for the door to "ROOM S3" and use it (you might have to run

along the wall clicking or checking your map a lot if you have problems

getting in the door). Also, on Hard - you'll find some Slurpers in the hallway

too, which are just a pain in the *** to fight in here, so be careful.



(ALTERNATE) ROOM S3

Grab the HANDGUN AMMO at the back of the room. That hand there is creepy... do

you think it'll do anything? There is a save point on the bed if you want to

use it as well. Once you're finished, exit the room.



(BTW - the answer is no to the hand doing anything - at least as far as I

know. Don't feel like you have to sit there waiting to see if it does do

anything unless you really do want to waste some time.)



ALTERNATE PATIENTS WING 3RD FLOOR

Continue down the hall and enter the exam room on the north side.



ALTERNATE EXAMINATION ROOM 4

Blood drips into a bucket... and as you'll walk forward, you'll find just from

where. Remember this room, because we'll have to return here. Exit.



ALTERNATE PATIENTS WING 3RD FLOOR

Continue to the end of the hallway. The door leading to the main section of

the third floor is locked, so use the door into the Day Room.



(ALTERNATE) DAY ROOM 3RD FLOOR

Make your way towards the camera once you're in the room, and walk around the

hole in the middle of the room. Use the door at the far eastern end.



ALTERNATE BROOKHAVEN HOSPITAL 3RD FLOOR

Follow the hallway along and past the elevator. There will be Slurpers hanging

around so watch out. Go into the "STORE ROOM" here.



ALTERNATE STORE ROOM 3RD FLOOR

There is nothing here, but that's not why you're here for. Walk towards the

mirror at the back and stand still and watch the events unfold. However, once

the blood starts to cover the entire walls of the room you're in, make your

way for the door. Standing in the blotchy red it becomes once it changes will

begin to eat away at your health rapidly.



ALTERNATE BROOKHAVEN HOSPITAL 3RD FLOOR

Return to where the elevator is and use it.



(ALTERNATE) ELEVATOR

In the elevator are six buttons. The three on the right are floors 3, 2, 1

(top to bottom). The three on the right however, the first and second buttons

don't work, and the third takes you somewhere else - another basement level

labeled B3. Use that button.



(ALTERNATE) MORGUE/CREMETORY

Walk straight ahead when you're in the room, and you'll come to a furnace

door. Here is your next puzzle.



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PUZZLE #06 - BURNED TO A CRISP



Easy - No puzzle here. The door is wide open. Take the CREMATED KEY from

inside. Then return to the Elevator.



Normal - Check the metal plate and you'll be shown an 3X4 grid is scratched

into the door. In 4 of the 12 spots will stand roman numerals (I, II,

III, and IV). These are the equivalent to the gurney's in the room

you're in. Go in order to each of them as labeled and record the

numbers written on the ends. For example, on the playthrough I had

the numbers on the door and the numbers on the beds were:



(DOOR) (BEDS)

II --- --- --- 1 2

--- --- --- --- 3 4 5 6

III I IV --- 7 8 9 0



So in this case my code was 8, 1, 7, 9. However the scratches are

random, so this code won't probably be the same for you. Once you

have your four numbers, go back to the plate door on the furnace,

and check the lock to the left of it. Here you can use the code and

open the lock, check the door so you can open it and collect the

CREMATED KEY.



You'll normally find the number 7 is always one of the numbers

though. There is a reason for that you'll find out later.



Hard - For hard, we're back to the old-school style again. This is a lengthy

puzzle because of all the notes involved. The clue you get is as

follows:



(A) "Burn the one who knows no death

Pure, adored by those above

No prayers within, just simple love



(B) And now the pining hunter

The flames longing for his rebirth

A distant breath within the earth



(C) Burn up that heavy body of his

Make it wind, dancing in the sky

That bottomless gut now a cloud,

now a sigh



(D) The sweet blood on his laughing lips

Now calls him to the gates of Hell

There burns ever more that soulless shell



Four bodies return to ashes

Thus the door is opened

Thus the door is opened"



Apart from this clue, each of the 10 beds has a note attached to it

which forms the other part of the puzzle. For the sake of not going

overboard with length, I've marked out the four numbers for you. They

are:



0

The Kite, hot, crazy, and panting mad

Sweet shackles that tease and excite

Death itself would drive him wild

Red blood that turns milky white



1

Who killed **** Robin?

"The Sparrow," they said

"He wants them all dead

To him, honey-sweet is

their sobbin'"



(This is D in the original clue. The Sparrow is the only bird

here with reason to be sent to hell on the matter of something

related to blood - he killed **** Robin and wants to kill

"all". Clearly you'd understand that "Who Killed **** Robin?"

was the influence/starting point for this whole thing -

although it's not the first time birds have been used in a SH

riddle - the piano riddle in the original SH for example).



2

The Owl who forgot the sky

Resigned to his poor earthbound state

Hungry of full didn't matter at all

He ate and he ate and he ate



(This is B in the original clue. A hunter who can't hunt. An owl

which can't fly. The Earth mentioned in both. This is fairly

straight forward to understand I would believe).



3

The grass the Thrush so loved to eat

Gave him sweet happiness

He sank even deeper and finally fell

To destruction and fatal distress



4

**** Robin, who hid the key away

Is ash in the oven, all right

The place he held is empty now

And the doors remain shut tight



5

The Lark's child lost all his words

And walled himself up all away

Heart and mouth both locked up tight

In a cage where none want to stay



6

The Dove's hope died; he chose his path

His flapping wings fell still

Drenched in scarlet here they lay

His cheeks pale white and chill



7

He seeks out her soul by his own black ambition

Frightening her out of her wits

Whispering love songs into her ear

What cruel Linnet wants, he gets



(This is C in the original clue. I like this one, it's a two

over because it has to do with something else in the game apart

from this puzzle. Anyway, the Linnet itself is the clue here,

and this is the trickiest of the 4. The only other one to have

fit the clue has already gone).



8

The black Rook is the praying sort

Who hears the gods in the skies

His whispered petitions go on without end

And glassy and dim are his eyes



9

The Wren, with pure heart as yet unrefined

Makes us laugh with his feeble lip-smacking

But still we all know he shall never grow old

And he knows not how much he is lacking



(This is A in the original clue. Pure heart is the answer to

this, seeing as "pure" in both of them and the description

matches each others contents. e.g. Adored from above, by making

people laugh, etc. etc.)



Now you just need to take the order they're in (which I lettered A, B,

C, and D) and get the 4 numbers from the matches. Then go over to the

lock on the door and use the 4 numbers. Open the door and then grab

the CREMATED KEY.



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(ALTERNATE) ELEVATOR

Make your way to the second floor.



ALTERNATE BROOKHAVEN HOSPITAL 2ND FLOOR

Follow the hallway around past the storeroom and up the hallway to the north.

Follow the hallway to the end and enter the door leading into the "WOMEN'S

LOCKER ROOM" here.



ALTERNATE WOMEN'S LOCKER ROOM

Run forward and a locker will open showing something odd moving around inside.

Examine it if you want Heather's opinion on it. Go back towards the exit, but

before you do, check the rubbish bin sitting in the corner. Doing so will get

you a PLASTIC BAG, and checking it again after that might also get you a

HEALTH DRINK (or 2 if your playing on hard). Then you can exit.



ALTERNATE BROOKHAVEN HOSPITAL 2ND FLOOR

Go straight across from this room to the "MEN'S LOCKER ROOM"



(ALTERNATE) MEN'S LOCKER ROOM

When you enter you'll hear the sound of a phone ringing, but it's muffled as

if it's inside of something. Check the lockers until you find the one which is

ringing and a cutscene will begin. Once it's over, check the phone for another

piece of weirdness. Then leave the room.



ALTERNATE BROOKHAVEN HOSPITAL 2ND FLOOR

You might find some enemies out here now, maybe not, but if so watch out.

There is nothing else to do on this floor because the doors are locked or

aren't there. Return to the elevator.



(ALTERNATE) ELEVATOR

Remember the bucket of blood on the third floor and how I told you to remember

it, return to the third floor. It's time to go back there.



ALTERNATE BROOKHAVEN HOSPITAL 3RD FLOOR

Make your way from the elevator to the "PAITENTS WING" doors. You can unlock

them and go through.



ALTERNATE PATIENTS WING 3RD FLOOR

Go down the hall and enter the "EXAMINATION ROOM" with the blood bucket.



EXAMINATION ROOM 4

Go up to the bucket on the floor and use the PLASTIC BAG to collect some

blood. This gives you the PLASTIC BAG (WITH BLOOD) Exit.



ALTERNATE PAITENTS WING 3RD FLOOR

Return to the main part of the third floor through the doors at the end you

just came through.



ALTERNATE BROOKHAVEN HOSPITAL 3RD FLOOR

Return to the elevator and use it.



(ALTERNATE) ELEVATOR

Make your way to the first floor.



ALTERNATE BROOKHAVEN HOSPITAL

From the elevator, go around to the west side of this area, and enter the

"EXAMINATION ROOM" here. You can only get there by passing the "RECEPTION

OFFICE" way because there is a wall in the way on the south side. And you'll

more than likely find enemies on your way too, so be careful.



(ALTERNATE) EXAMINATION ROOM

You'll find a save spot and maybe an AMPOULE in here. Check the table in the

corner for some notes about a man in room 312. Hold on, wasn't that where the

phone was earlier? Religious dispute.... hmm. Once you're finished, exit the

room.



ALTERNATE BROOKHAVEN HOSPITAL

Return to the elevator and use the single door across from it.



(ALTERNATE) DAY ROOM 1ST FLOOR / A

This is a small caged off area of the day room. You'll hear an enemy around,

but it won't be a worry for now. Run to the back corner of this area to find a

book on the floor. Read it, then exit.



ALTERNATE BROOKHAVEN HOSPITAL

Go around the corner from this door and down the short corridor to the south.

Here will be some doors which you can use the CREMATED KEY on to the right

(west) side of the wall. Enter.



(ALTERNATE) DAY ROOM 1ST FLOOR / B

Make your way along the path, killing the enemy in your way. Use the doors at

the end to access the "PAITENTS WING" here.



ALTERNATE PAITENTS WING 1ST FLOOR

More Slupers maybe in here. If you did get the phone call scene on the second

floor, then on the wall will be the text "Happy First Birthday" in large

silver letters, and the door beside this (leading to "ROOM C1") will be

unlocked. If you didn't, then this room isn't unlocked. You can go back

upstairs and answer the phone if you wish to gain access.



ROOM C1

There will be some nurses in here to kill, so do that. Then check the south

side of the bed on the left for a birthday card which was left on the ground.

Finally, grab the items sitting on the table along the back wall. Check the

table again after taking them for some more of Heather's sense of humor. Exit.



ALTERNATE PAITENTS WIN 1ST FLOOR

Make your way down the hall to "ROOM C4" near the end. This is the only other

room you can go into down here as all the others don't work.



ROOM C4

On the wall is a save point. In front of you where the candles are is some

sort of altar (check it for some interesting things) and to the left of that

is a table with a book on it called "Lost Memories" - sounds kinda familiar.

Read it to learn something or two about sacrifices.



After reading it and thinking about what you have, you'll probably figure you

have to use the PLASTIC BAG (WITH BLOOD) on the altar. So do so, and a

cutscene will begin. Once it's over, save if you want to (or haven't already,

or should do... or whatever) and then climb down the ladder and another

cutscene will begin.



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BOSS #3 - LEONARD



Now that Leonard thinks you're a threat, he's going to attack you. Not a nice

looking fellow is he. Grab a weapon of choice (it's not too important what you

choose, but rather how you'll attack, but stronger weapons are nicer of

course) and begin shooting. If you can walk and shoot, it'll make it even

better because you need to back up from Leonard while attacking.



Between times where Leonard is around, he'll submerge himself and swim in the

water. You'll be unable to target him until he resurfaces, but you'll see

flashes of him illuminated in the murky water. You need to keep moving and

avoid where he pops out of the water to stop being attacked - especially to

either side of him as that's generally is reaching range as he sweeps his arms

around. If you can't see him when he pops out of the water, you'll know

because you'll hear it. Just turn around and he should hopefully be close

enough to shoot at but not close enough to attack you.



Once his is out of the water though, you need to repeat the tactic of shooting

him as well as you can until he disappears. Sometimes additionally, he'll be

prone - floating in the water - for a short while, in which you can get in a

couple of extra shots before he submerges, and the whole process continues.



And really that is about it. This whole pattern will continue until he dies

(or he kills you - in which you'll need to start over again of course).

Compared to the last boss - the Missionary - this fight could be considered a

whole lot easier.



For Hard, you can still manage to take him out with just Handgun Ammo and NO

healing items. Stand down by the end with the beams, in the corner by them

across from the side with the ladder. There is a large beam jutting out there

you can stand beside. Leonard never comes too close to this area, and even

when he does come as close as he does - 2 handgun bullets will knock him over.

Just make sure you hold L2 as well as R2 so you can track him when he comes

near and then just shoot him when he surfaces. With the handgun it'll take a

lot of time and ammo, but it is very possible.



Once it's over, another cutscene will take place and you'll be returned to

the "normal" world.



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Once that scene is over you'll receive the TALISMAN. Exit the room.



PAITENT WING 1ST FLOOR

Follow the hall to the east and exit into the main part of the hospital.



BROOKHAVEN HOSPITAL

Follow the path around to the front of the hospital and exit out the front

doors to return to the streets of Silent Hill. After doing so you'll hear a

conversation between Claudia and Vincent, which will then turn into a full

cutscene.



SILENT HILL

When the scene is over you'll be out on the streets. The sunset has turned the

world into a orange-ish version of the foggy world. Backtrack along Carroll

Street the way you came, and then cut through the petrol station and go east

down Nathan Ave. and back towards Jacks Inn. Cut through the carpark and back

into your motel room.



JACKS INN MOTEL ROOM #106

A cutscene will take place once you arrive inside. Once it's finished you'll

be returned outside.



SILENT HILL

Return through the carpark again and back onto Nathan Ave. Again, run towards

the west but just continue to follow the road until the game takes over and

you'll be taken to your next destination.





06 // 10 // m o r e l i k e a n i g h t m a r e h u h ?



ITEMS IN THIS AREA: | Easy | Normal | Hard |

First Aid Kit | #141 | #132 | |

Ampoule | #124 |

Beef Jerky | #142 | #133 | #125 |

Roller Coaster Key | #143 | #134 | #126 |

Health Drink | #144 | #135 | #127 |

Health Drink | #145 | #136 |

Health Drink | #146 | #137 |

Shotgun Shells | #147 | #138 | #128 |

Shotgun Shells | #148 |

Chain | #149 | #139 | #129 |

Red Shoe | #150 | #140 | #130 |

Handgun Ammo | #151 | #141 | #131 |

Douglas' Notebook | #152 | #142 | #132 |

Doll's Head | #153 | #143 | #133 |

Ampoule | #154 | #144 |

Stun Gun Battery | #155 | #145 | #134 |

Stun Gun Battery | #156 | #146 | #135 |

First Aid Kit | #157 | #147 | #136 |



LAKESIDE AMUSEMENT PARK

Yes, yes. Back here again. Once the cutscene is over, familiar terror-tory

(sorry, really bad pun) will be in front of you. As before, no map - so follow

the directions. However the start of this is a lot like before. Run straight

forward and once you reach the bench at the end, turn to the left and run

forward a little until the camera angle shows you a doorway. Go through it.



LAKESIDE SHOPPING

As like last time, there is two directions to go from here. From the doorway

you came in, to Heather's left is a dead end, so follow the path to the right.

Most of the doors you'll pass aren't assessable, however one of them will

allow you into the souvenir shop, but this time we need to go inside. So do

so.



LAKESIDE SOUVENIR SHOP

From the front entrance, walk up the center isle, and at the end of the oval

shaped display will be a FIRST AID KIT (or AMPOULE on hard). On the counter

in front of that will be some BEEF JERKY. After collecting that, continue to

walk around the store until you hear a loud crash, and if you check the back

of the store, you'll find some boxes have fallen. One of them if you check

the pile, contains a ROLLER COASTER KEY. There is also another with a save

point on it too. Once you're finished in here, return outside.



LAKESIDE SHOPPING

Continue to follow the circular walkway around, until reaching the wall with

the small sign (and with a lamp above it still). Go through the small door to

the right of it and through to the next area.



COASTER QUE

In this small area you're going to have a couple more enemies to kill or run

past. Either way, once you're ready, just run to the far side and go through

the gate in the middle.



MOUNTAIN COASTER ENTRANCE

Make your way past the ticket booth and towards the stairs leading to the top

of the Mountain Coaster. Climb the stairs up to the top platform where the

control office and Coaster entrance.



Unlike your first visit here, you have they key for the control booth, so use

the door and Heather will use the ROLLER COASTER KEY to open it. Once the door

is open, walk inside and check the panel near the door with the light on it to

turn off the Coaster. Check the end of the panel near the camera and you'll

find some HEALTH DRINKS too. Exit the control room and use the gate beside it

to get onto the coaster tracks.



MOUNTAIN COASTER

You'll find the path to the left of the entrance blocked, so follow the track

to the right. Avoid the edges because Heather can fall off if you're not

careful (unless you're playing on Easy of course). Walking instead of running

is the key. When you get to a certain point a cutscene will take place and

the screen will fade to black. Again.



Another couple of cutscenes will take place, then the game will continue.



AMUSEMENT PATH A

Heather survived the fall thanks to a well placed ticket booth. Walk forward

and look for a brick wall on the side of the area you're in, there you'll find

a door leading inside a part of the amusement park.



BORLEY EXTERIROR

Follow the path and you'll pass a sign which tells you where you are. Follow

the path to the end, and then head left at the queue area. Take the left past

the ticket booth (save there if you want to) then continue down the path and

enter the mansion doors at the end.



BORLEY HAUNTED MANSION

This room is empty, but a narrator will take you through an explanation of the

area. The first time you play the game you'll have to stay here and wait for

it to finish before the exit door will unlock, but on Extra New Game replay

you'll be able to use the exit door at anytime. Once you can, go through the

door into the next room.



LIVING ROOM

Again, you'll have to wait in here the first time you play. The angle will

change at certain points of the story. On the third one, keep an eye on the

center window when the lighting flashes. :p Once the talking is over, go

through the door at the end of the room.



STUDY

Follow the path around to the end, until the narrator starts talking again.

Once he's finished talking, the door you were going for is clearly blocked

(check the blocking item too... it's not fake), so turn around and start your

way back. You'll find however there is a blue door in the back wall you can

use to access the next area.



BEDROOM

Walk forward while the guy continues to talk. As you reach the middle section

between the two cages, watch out because some spikes will fall. Depending on

the difficulty, you might be okay... but the way to get past is to hold R2 and

be in the caution mode as you walk along. Once you get past, exit the room.



WINDING HALLWAY A

You can stand here and listen to the guy talking. But once he's finished, or

when you want to, start running and don't stop. Once you get around the first

corner you'll be followed by an eerie red fog which, if it catches you, will

kill you. Don't be fooled by the door before the end, you need to come to a

door right near the end. And watch out for the moving wall too.



WINDING HALLWAY B

A repeat of these events, but mirrored and upside down (you're running on the

roof). Once you get down the first part of the hallway, the fog will continue.

The path is the same as before, except all the turns are in the opposite

direction from last time. Once you reach the end, exit.



AMUSEMENT PATH B

And we're back outside. There will be a couple of enemies in this area so

watch out. Head away from the door you came out of and down the path, and over

to the far side where there is a wooden fence. If you follow it you'll find a

small path that leads through to the next section.



SWING ROCKET

Run forward and along the fence on Heather's left. Watch out because there

might be some enemies in this area too. Once you're at the end of the fence,

you'll pass a rubbish bin and a couple of parts of a metal railing. Here the

path will split to Heather's left and another path to her right, towards the

Swing Rocket ride. Ignore this path for now, and take the short path to her

left and through the gate here.



STAR TRAVEL PATH

Run ahead in this short area. There might be a couple of enemies around so

either fight or ignore, and go through the double gates at the far end.



PERFOMANCE AREA

Move ahead and check the seat to Heather's left for some items. Once you've

grabbed them, head to the right of these seats and look for the bleacher seats

in front of the stage. If you follow them around, eventually you'll find one

with a square lamp beside it, and a rusted CHAIN sitting right at the end for

you to take.



Once you've grabbed it, make your way onto the stage by using the stairs at

the far end of either side of it. Once you're up there, check the middle of

the stage to find a RED SHOE. Once you've grabbed that, make your way off the

stage and exit the area the same way you arrived.



STAR TRAVEL PATH

Run across to the far gate and use it.



SWING ROCKET

Head back towards the Swing Rocket and past it's control booth. Here you'll

find another green gate, but if you check it - you'll find it won't budge at

all. Climb up the stairs to the Swing Rocket platform, and go to the center of

it. On the column in the middle, you should notice a short pipe sticking out

of the side of it, creating what looks like a large handle on it's side. Use

the CHAIN here.



Return to the previous gate we examined and again, use the CHAIN here. Once

both ends are attached, go into the nearby control cabin. There will be some

HANDGUN AMMO to collect, and you'll find a large handle on the panel for

controlling the Swing Rocket. Use it and a scene will take place showing the

gate being broken open.



Now it's open, you can use it to access the next area.



TEA CUP RIDE

A cutscene will take place once you're in this area. Once it's over run

straight forward and use the gate in front of you, there isn't anything else

in here.



AMUSEMENT STREET

To the right after you enter is a fortune tellers, so enter it.



FORTUNE TELLER

Check the seat just after you enter for a note book, which seems to be

Douglas' notebook. Once you've read it, check it again to pick it up. Check

the tables and chairs at the back of the Fortune Teller's for a DOLLS HEAD and

maybe and AMPOULE. There is also a save spot here should you wish to save.

When you're done, exit back outside.



AMUSEMENT STREET

Continue down the street and use the single door on the right side with the

sign "MARCHEN TRAVEL" above it. Marchen means folk tale, a large clue for the

puzzle inside, and another reoccurring theme for Silent Hill.



MARCHEN TRAVEL

Walk forward and you'll find two statues (or dolls as Heather likes to call

them) to either side of a path. The one on the left is "a Snow White doll" and

the one on the right is "a Cinderella doll" - both folk tales of course. They

are part of the next puzzle from the game.



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PUZZLE #07 - DOLLY DILEMMA



Check the railway track at the back of the room, and in the center you'll find

some photos on the ground. Upon checking them you'll find they're photos of

the shadows of the two dolls. As Heather notes, there is something wrong. If

you look at them you realize something is in both pictures that aren't with

the dolls.



Snow White requires the doll head which looks like an apple. So go back and

use the DOLL HEAD on the Snow White doll. Cinderella requires the red shoe, so

go and use the RED SHOE on the Cinderella doll. Once both objects are in place

the door at the back of the room will unlock.



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Follow the railway track at the back to the left and use the door there.



DRAGONS CAVE

Pass the large dragon to the right of Heather and you'll find two doors at the

end. The one following the rail tracks doesn't work, but the metal door to the

left does. Use it.



MAGIC ICE CREAM

Follow the path north and through the broken open gate. Watch out for any

enemies around. By now you'll have seen an ice cream stand, so check it. At

the left end is some ammo, but the most important thing to check is the

notepad in the middle. Once you're done reading, go around the garden in front

of the Ice Cream stand and look for the gates along the fence opposite.



HAPPY CAROUSEL ENTRANCE

Just after you enter, check the seat on the left side for a FIRST AID KIT.

Once you've taken that, head towards the Carousel and go through the gate past

the ticket office, and up the stairs leading onboard.



HAPPY CAROUSEL

Once you're on board, the Carousel will start up. Look for the Horse with the

note attached to it's side. Another riddle awaits.



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PUZZLE #08 - CRAZY CAROUSEL



Clue: "When 13 turns count 4, you will die from their curse.

If you wish to escape, there is but one way out.

To kill before you are killed: you will be saved by the 12th death."



Basically this says with the game has counted to 52 (13 X 4) you will be

killed if you haven't done the right thing. The remaining clue tells you that

you need to kill 12 things... and what's around to be killed? The horses on

the Carousel of course. And sure enough, not including the one with the note

on it - there is exactly 12.



Pull out a melee weapon (maul, katana etc. - katana is probably best though)

and go around slicing each of the horses a few times until it makes dies and

stops moving. Once you've done this to all 12, you'll hear a click sound, and

a few seconds later they'll all start up again. A short while after that a

couple of cutscenes will begin.



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BOSS #4 - MEMORY OF ALESSA



Once the scenes are over you'll be confronted by the Memory Of Alessa. Dressed

like Heather, but in a hellish state. Alessa has different states, which is

basically just her with different weapons. Taking them out shouldn't be too

hard, it's just a matter of positioning and timing, and the correct choice of

weapons. With weapons however you can't stand still, and shoot head on as

Alessa will block your shots. You can get around this by strafing (L1 and R1)

while firing. If you know how to strafe well with the controls by now, using a

gun will work without worrying about blocking too easily, and melee weapons on

her is made all the more easier.



The first "stage" is armed with a knife, and needs to get close to cause you

damage. You can take this stage on with one of two choices - either a gun of

some sort (I'd suggest the Handgun because while it's weak, you have distance

advantage in this battle and saving stronger ammo would be a good idea -

remember to strafe however) or deal to her with a melee weapon like the

katana, which is generally faster than her knife attacks, and blocking her

knife thrusts (R2 + Square) wherever possible.



Once the first form is downed, she'll disappear into a puff of bloody smoke

while she struggles around on the ground, and will eventually come back in the

second form - armed with a handgun this time. The choice remains the same as

before. You can take her on at a distance with a weapon of choice, while

dodging any of her shots as best you can, and shooting her when you have the

chance. Or with the melee weapon choice, come in close and lay into her as

quick as you can, and try to avoid being pistol whipped by her. My personal

choice is melee because it pistol whips do less than the bullets themselves,

but the choice is up to you. Again, once she'd defeated in this form she'll

disappear in the same bloody puff on the ground.



The third form is equipped with a steel pipe. Melee weapons, while still an

option, should probably be avoided for this one because the pipe has long

reach and is moderately strong. At least strong enough to knock Heather over.

This fight is made easier by distance and stronger weapons, although the

handgun will still work fine if you want to spare the time strafe fighting.

Once a number of shots have been put into her (or you've whacked her around a

bit if you went that way) then she'll repeat the disappearing act to come back

again.



The fourth and final form is the most deadly - same as before, but armed this

time with a sub machine gun! There is no correct weapons choice on this one,

but the action is repeated much like the handgun. From a distance you're going

to have to use the horses for cover while Alessa opens fire, then take shots

at her (the stronger the weapon the better) while you can. Melee weapons will

work for close range, and Alessa normally won't shoot the gun and just go back

to whipping you with it. Of course she also has the tendency to run away from

you and then open fire, so keep that in mind. The melee actually seems the

easier option given the fact that being shot does way more damage. Once she's

knocked over finally in this form, it's the end of the battle.



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Once the game stops the boss battle and you're returned back to the

exploration, there will be red lettering on the floor - a note left by Alessa.

Once you've read that, check around the outside of the carousel for the open

gates leading into a archway (and yes, I do see there is some sort of

undertone they're trying to put on this entrance and hallway - if you don't

get it, then don't worry). Follow the hallway along and go through the doorway

at the end.



PATH TO THE GATE OF PARADISE

Follow this long hallway along. At certain points along the path, there will

be writing on the wall for you to read. Go up the sets of stairs at the end

and use the "gate" at the end. Heather will read the note on it and then

enter.





06 // 11 // t h i s i s y o u r p a r a d i s e ?



ITEMS IN THIS AREA: | Easy | Normal | Hard |

"Eye Of Night" Tarot Card | #158 | #148 | #137 |

Cassette Tape | #159 | #149 | #138 |

Handgun Ammo | #160 | #150 | #139 |

Handgun Ammo | #161 | #151 |

"Moon" Tarot Card | #162 | #152 | #140 |

Book: Otherworld Laws | #163 | #153 | #141 |

"Hanged Man" Tarot Card | #164 | #154 | #142 |

Shotgun Shells | #165 | #155 | #143 |

Stun Gun Battery | #166 | #156 | #144 |

Stun Gun Battery | #167 | #157 | #145 |

"Fool" Tarot Card | #168 | #158 | #146 |

Ampoule | #169 | #159 | #147 |

Handgun Ammo | #170 | #160 |

Brass Key | #171 | #161 | #148 |

"High Priestess" Tarot Card| #172 | #162 | #149 |



CHAPEL

Once the cutscene is over check the altar in front of the stain glass window

for the "EYE OF NIGHT" TAROT CARD. There is a save point on the, what I can

only assume is a bible, just behind you. Save if you want to. Also go around

the outside of the room and check the paintings around the walls. It's best to

start on the right side with the painting labeled "1. Origin" first. Once

you're finished, go through the door to the right of the stain glass window

where Claudia went.



CHURCH HALLWAY

Just to the left of where you enter is the "CHURCH MAP" on the wall. Take it.

Turn around and go into the door behind you.



CONFESSIONAL

You'll hear someone crying. Check the open doorway for a long cutscene. At the

end of it you'll be given the choice of forgiving the person or saying

nothing. The choice you make will reflect upon the ending of the game you

receive as part of many different conditions. Once the following scene is over

and you're given back control, go back out into the hallway.



CHURCH HALLWAY

Follow the path and away from the chapel. Your radio will begin picking up

static. The first junction you come to, the door ahead will be locked. Go down

the small path to the east, and into the single door on the north side.



MEETING ROOM

There will be enemies in here, but they don't look like they normally do

anymore. Kill them or avoid them, but exit the room through the other door.



CHURCH HALLWAY B

You'll be on the dirty and bloody side of the bars now. Walk ahead to the T-

Junction. Watch out for any enemies about, but go to the southern end of this

junction hallway and use the doorway there.



BEDROOM

Check the table in the back corner for a CASSETTE TAPE and some notes on the

"Halo Of The Sun" as well. Check the bookshelves as well for some HANDGUN

AMMO. Once you've grabbed everything, go back out into the hallway.



CHURCH HALLWAY B

Go north and use the northern most doorway.



CHURCH HALLWAY C

Run ahead. You might hear some crying and heavy footsteps, but don't worry

about them for now. We'll get back to that. Follow the corner and the hallway

to its end, and use the large double doors.



HALO ROOM

There is a massive version of the icon on the floor here, which can be used as

a save point. Check the paintings around the room as well. When you're

finished, exit back out to the hallway.



CHURCH HALLWAY C

Back out in the hallway, go around the corner to where the painting is. The

crying and footsteps are located around here, and if you note - the footsteps

slowly walk into the painting. Check the painting and tell Heather to move it,

and you'll find there is a door behind. Use it.



CHURCH HALLWAY D

There isn't much in here, just run to the end and use the door there. If

you're wondering what the noise is, look to the floor on Heather's right (the

south side of the hallway). At the bottom there is something moving around

behind the wall.



CENTRAL CHURCH

You'll come into a weird open area of the Church here. Watch out for the edge

though, because you don't want to fall off. As you walk around the outside and

pass a large metal elevator, there will be a smaller version of the missionary

monster you fought earlier in the game. But this is hardly as tough to fight.

Fight it or ignore it, but follow the hallway around the outside right to the

far eastern end of it, and then use the only accessible door there.



LIBRARY

Walk around the Library and check out a few of the open books on the shelves.

Once you're finished reading, check the desk at the southern end of the room

for the "MOON" TAROT CARD. Once you've taken it a cutscene will take place,

and when that's over you'll have the BOOK: OTHERWORLD LAWS. Exit the Library.



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EXTRA NEW GAME BONUS - EXTRA COSTUME CODE



If you play the game on Hard Riddle then when you arrive in the Library, there

will be notes stuck to pages of books in here. They include the following

notes:



Note 1 - "A secret told before you awake: the start of a new transformation."

Note 2 - "There's no separating numbers from beginning to end."

Note 3 - "14 buttons all told; therefore, one is always two."

Note 4 - "The first number is 'the traveler to St. Ives.'"

Note 5 - "The second number is 'the hare wear a crown of straw.'"

Note 6 - "The third number is 'king of beasts and goddess of harvests.'"

Note 7 - "The fourth number is 'representative of both knight and page.'"

Note 8 - "The fifth number is 'lapis lazuli or turquoise.'"



Note one tells you what you'll get. Note two tells you that the code is one

long code of numbers. Three tells you how many digits there are and that each

of the number answers is made of 2 digits. Note's 4-8 are the clues, and all

have to do with various myths, stories, and sorts of things you'd expect to

learn in books I guess. But I honestly didn't know many of them. The answer

was given already on the list of costumes, and I'm still trying to figure out

some of these. What I do have is below.



First Number - There is one traveler to St. Ives as goes the whole tale. He's

the guy that tells the story, and is the answer to the question at the end.



"As I was going to St. Ives, I met a man with seven wives.

Each wife had seven sacks.

Each sack had seven cats.

Each cat had seven kits.

Kits, cats, sacks and wives, how many were going to St. Ives?"



Which then gives the number 01, one traveler.



Second Number - I tried to think of everything I could, but couldn't think of

anything which would fit. The answer to this is 03 however. If you know why

this is then please feel free to contact me.



After my terrible lack of even a stab in the dark I had a lot of people

e-mailing me to suggest the concept of the March Hare which makes sense to me.

Here's an explination from Aylic.



"I think it probably refers to the concept of the March Hare, something which

comes from the fact that March is the month when hares mate and because of

it act in extremely bizarre ways. This was referred to in, among other

places, Alice in Wonderland where it says.. 'The March Hare ... as this is

May, it won't be raving mad - at least not so mad as it was in March'. In

certain illustrations of the March Hare he also wears straw in his hair,

this is a symbol from Victorian times, both in art and on the stage, of

madness. Put it all together, and it really does sound like it's the March

Hare, and since March is the third month."



A huge thanks to Norichika Umeda, Riff, mdx, and anyone else who e-mailed me

about the March Hare.



Third Number - I'm taking a shot in the dark with this one, so if you can come

up with something better or know exactly how it comes about - please e-mail

me. The King Of Beasts is a Lion, or in general astrological terms - Leo. The

month of Leo is August, and this is also the time when the goddess of harvests

is generally called upon (as August is the break point for crops). The month

of August is the 8th month of the year, giving the third number as 08.



Forth Number - This one I did figure out, and it kinda has to do playing

cards, and something I was told when I was younger. What represents the knight

and page is: the Jack card in a deck of playing cards. Playing cards, believe

it or not, originated from the minor arcana of Tarot, but each of the four

arcana (cups, wands or rods, coins or pentacles, and swords) consisted of 14

cards, not 13 like their is in a suit of cards as we know now. When the arcana

were changed into playing cards, two of the cards were changed into one - this

was the Knight and Page, and this became the Jack card. As for how we get a

number from this, well the Jack is card number 11 in the order of things, so

this is the 4th number - 11.



The fifth number was easy too. Turquoise, or lapis lazuli, is the birthstone

for the month of December, the 12th month.



The final answer for the costume, with no spaces is: 01_03_08_11_12



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CENTRAL CHURCH

Make your way back around the outside to the large metal elevator you passed

just after you first came in here. Use it and you'll be taken downstairs to

the floor below. After you get off the elevator, follow the path north and go

into the door close to the elevator you just got off.



CHURCH HALLWAY E

Follow this hallway along until it splits. Ignore the path going south for

now, and continue ahead and into the doorway at the end.



MORGUE

I guess. Which is odd to be here you'd think. Anyway, check the body right

In front of you where you'll find the "HANGED MAN" TAROT CARD sitting on top

if you check him from the side. If you check the empty part of the morgue to

the north, you'll find a box of SHOTGUN SHELLS there to collect as well. Once

you've grabbed everything, go back outside.



CHURCH HALLWAY E

Go back to the junction and follow the path to the south we ignored earlier.

Follow it along and around the corner and use the door at the end.



ALTERNATE HARRY'S BEDROOM

Creepy. If you check the table near the bed you'll find some STUN GUN

BATTERIES sitting on top. Check the bed itself and you'll find a diary of

Harry's is sitting on top. Once you've read it, return to the hallway.



CHURCH HALLWAY E

Follow the path back along and return to the "CENTRAL CHURCH" area. Watch out

for any enemies which may appear in here though as you make your way back.



CENTRAL CHURCH

Follow the path along and around to the south side. Ignore the first two doors

you come to (they don't work) and use the third to access a new area.



CENTRAL CHURCH 2

On this side there will be more enemies, so kill them or ignore them, but make

your way to the doors on the west side. The first one is covered in bars, but

the one most to the south is useable and will go into yet another new area.



CHURCH HALLWAY F

Run ahead and use the first door to Heather's left (the south side of the

hallway).



EMPTY ROOM

Well it's not exactly empty. There are enemies in here. But you can't tell

what the room was. Kill or avoid the enemies and use the single door on the

far side.



CHURCH HALLWAY G

Run ahead and you'll hear the crying and the footsteps again. A high angle

will show a hidden doorway is in the wall, and the steps will lead towards it.

The other end of this hallway is a dead end, so just use the hidden door. A

cutscene will show Heather opening it. Follow this new short hall to it's end,

and use the doorway there.



NEGATIVE NOSTALGIA

This will bring back many memories not just for Heather but for a lot of

people playing. Check the chair for a book and the "FOOL" TAROT CARD. Once

you're done reading the book, check a few of the objects in the room, and grab

the AMPOULE and HANDGUN AMMO sitting nearby too. Once you're finished, return

back out into the hallway.



CHURCH HALLWAY G

Return to the main part of the hall, and head back north towards the "EMPTY

ROOM" at the end. Watch out because some enemies might appear on your way

back.



EMPTY ROOM

Woah, more enemies. Way more enemies. Kill them or run through the room and

back into the hallway at the other side.



CHURCH HALLWAY F

Once you're back here, follow the hallway west and across the bridge like

section of the area. Once you're across it, turn a left and follow the hallway

down to the end and enter the doorway there.



CHILDS ROOM

And another case of Deja Vu. There is plenty of things to check here. Firstly,

there is a save point on the shelf just after you enter. Save if you wish.

Beside this shelf are many wall hangings with butterflies. One of these also

has a BRASS KEY on it, so take it. Check the table and you'll find another

Silent Hill notepad with more jottings by Harry. Check some of the items on

the floors and walls for more little tidbits, and then finally take note of

the "Drawing Block" sitting on the bed. Inside it is some clues for the door

at the end, but we can't use this yet until we have all the cards. Return

outside.



CHURCH HALLWAY F

It's time for some major backtracking. Run to the end of the hallway and exit

back out into the "CENTRAL CHURCH 2" area.



CENTRAL CHURCH 2

Run around the outside and use the door you gained access in here with.



CENTRAL CHURCH

Run around the outside to the elevator and use it to get up to the top floor.

Once you're there, head north and into the "CHURCH HALLWAY D" hall.



CHURCH HALLWAY D

Run straight through here to the door at the other end.



CHURCH HALLWAY C

Take the left and head towards the door leading into the next hallway.



CHURCH HALLWAY B

Run forward and turn right, then take the doorway which leads into the

"MEETING ROOM" area.



MEETING ROOM

The room will drastically change as you enter it. There will also be some more

enemies making this even harder. The room will eventually change back if you

can't find your way out, but you'll have to kill the enemies in the time it

takes if you can run to the door. Either way, once you can, use the other door

to exit the room.



CHURCH HALLWAY

More wall changing is going on as you enter this hallway again. Take the turn

to the south and go to the locked door we saw earlier when we first entered

this place. Check the door to use the BRASS KEY and unlock it. Go through.



CHURCH HALLWAY H

Follow the hallway south and around the first corner. There will be a door

directly to your left which isn't blocked, so use it.



CLASSROOM

More spooky vu-ness. Back in a classroom from Midwich in Silent Hill. All the

desks have moved around outside from the a lone desk in the center. Examine it

for some notes by Heather. Also check the book sitting up the front desk for

something from our old friend K. Gordon. Exit the room using the door at this

end of the class.



CHURCH HALLWAY H

Run ahead and you'll find three doors. Two on the west and one on the east

side of the hallway. Ignore the one on the east unless you just want to kill

enemies, because there is nothing in there but many-mini-missionaries and no

items. Check the first door on the west side instead.



BEDROOM 2

Check the desk for some notes about Vincent from a "L.S." then check the

bookcase to find a tape deck. Here you can use the CASSETTE TAPE for a taped

conversation between Vincent and one of the followers. Once it's finished exit

the room.



CHURCH HALLWAY H

Continue down the hallway and use the last door on the west side.



BEDROOM 3

Firstly check the bed for the "HIGH PRIESTESS" TAROT CARD. Once you've taken

that, check the shelf for Claudia's diary, and the desk by the bed for a

birthday card which Alessa gave Claudia on her 6th Birthday. Once you've

checked everything, exit the room. It's time for more backtracking.



CHURCH HALLWAY H

Follow the hallway to the end where you first entered.



CHURCH HALLWAY

Follow the path east again, and go through the door beside the bars.



MEETING ROOM

Go through this room and use the other door again.



CHURCH HALLWAY B

Follow the path left, to the north, and use the door at the end again.



CHURCH HALLWAY C

Follow the hallway to the door which was behind the painting, and use it.



CHURCH HALLWAY D

Follow this hallway straight to the end.



CENTRAL CHURCH

Run south and use the elevator to go downstairs. Once you're there, follow the

path and use the door which leads into the next part of the "CENTRAL CHURCH"

area.



CENTRAL CHURCH 2

Follow the path around the outside and use the doorway at the end.



CHURCH HALLWAY F

Run straight ahead and across the bridge. Take the sharp hidden left, and run

to the end and use the doorway there.



CHILDS ROOM

Back in here, we can finally access the doorway with the Tarot Cards. Check

the Drawing Block again for the clues for this puzzle.



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PUZZLE #09 - TAROT TWISTER



Easy - There is no written clue for this puzzle. Instead, all of the answers

are drawn on one of the pages instead. The answer is always the same.



Fool ------------ Moon



------------ Eye Of Night ------------



Hanged Man ------------ Priestess



As soon as the last card is in place, the door will unlock.



Normal - "The door sure does rattle, but it's stuck tight. A secret is

hidden out of your sight! You may be thinking 'What could it be?'

You'll need five magic cards if you want to see.

What to do, then, with all these? I'll tell you straight and I

won't tease--Just as long as you say 'please'.

Now the first thing you must know Is that there's something in

each row. But that is not the half of it: Three would be too hard

to fit.

The upside-down man under the ground: To his right, to his left,

there's no one around. Leave him alone, though, his tears are

profound.

The moon is up above the sky, Full or crescent, floating high.

Twinkling light sits like a crown, On the head of a crazy clown.

Your Excellency, praying to God most high. Do you think you can

tell me why, You always look up at the night sky?

Do you have it now? You didn't forget? One major point you must

not omit. And now at the last, before you take a whack. Here's one

more hint to help keep you on track.

Scary and hateful, that thing in the night. Better be careful --

it's not on your right! Turn to the left and you'll keep it in

sight.

So you'll open the door? I'm just sure that there'll Be nothing

beyond it but frightening peril. Forget about that! Just stay and

play! Or else I'll be left here alone all day."



Once again, lets follow this from the start. Once you're past the

first two setup paragraphs, the next one gives you some clues. All

the rows have at least one card, and no rows have three cards. From

there, it's onto the cards.



The "upside-down man" is clearly the Hanged Man (you only need to

look at the card to see this). If he's "under the ground" then he's

at the bottom of the three rows. But where? Well he doesn't have

anyone to his left or right, so he goes in the middle of the bottom

row.



The moon is "up in the sky", "floating high" meaning it's in the top

row. No location is mentioned, but it on the head of a crazy clown.

The Fool. This puts the Moon somewhere up the top and the Fool

somewhere in the middle row. We just don't know where yet.



Next is the Priestess, or "your Excellency" - and clearly if she

looks to the nights sky and the night and moon is above her, then

she goes into the middle row. Just where however, we don't know

just yet.



Finally that leaves the Eye Of Night. Seeing as we know the night

needs to be at the top, above the High Priestess, then it's in the

top row. And thankfully we've been given a position for that which

is the left side. This places the Eye of Night at the top left, and

the High Priestess at the middle left. So currently you should have:



Eye Of Night ------------ ------------



Priestess ------------ ------------



------------ Hanged Man ------------





This leaves two positions for the Moon/Fool combo of either

top-center and center, or, top-right and middle-right. One of these

is the correct answer. I'll leave it up to you to finish it.



Hard - "I had a dream. In my dream, I opened a door. But was that really

me? I had a different name.



ING WXX NXA

OEI III VII



MOX NOT XVH

XON HNG III



XAA CXX CCX

JII IEI IHT



5 are true and 4 are lies---and there are some fibs mixed in with

the truth.

That's 'cause it's scary to write only the truth. But dreams...

dreams are like lies, after all."



This is only made hard by the fact the scribbles on the paper aren't

always clear. I was scratching my head at the fact that some of the

I's look like L instead. But anyway, this is one of the more simple

puzzles in the hard more. The "fibs" are the letters that aren't

considered roman numerals that appear (0, I, V, and X). But that

will also leave you with some overly large numerals leaving 0 in a

lot of them, so there is certain ones where you must remove 0 to

work it out. All the other letters should be thrown out. That will

give you the following:



II XXIII XVII



XX 0 XVIII



XII XXII XI



Now you have to match these numbers with those printed on the Tarot

Cards. That isn't an easy thing to with the game graphics, so here's

the list of cards and numerals for you.



Fool - 0 (Zero)

High Priestess - II (Two)

Hanged Man - XII (Twelve)

Moon - XVIII (Eighteen)

Eye Of Night - XXIII (Twenty Three)



Match the roman numerals from the card to the correct places above

for the 5 slots to unlock the door. The Fool goes in the center.

I'll let you match the remaining four yourself, it's not that hard

anymore :)



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Before you go through the door, it would be a good idea to save you game using

the save point in this room. When you're ready, go through the door.





06 // 12 // m o t h e r o f g o d



ITEMS IN THIS AREA: | Easy | Normal | Hard |

None



WINDING HALLWAY

Follow the winding hallway down all the stairs and corners to it's end. Once

you reach the open room, check the fan at the end... nice effect with the

triple blades there. When you're finished being tripped out by the fan, turn

around and head to the northern end of this large room, and through the double

doors you'll find there.



THE "OTHER" CHURCH (THATS WHERE YOU MUST GO :))

Once the cutscene has finished, you'll be in control of Heather again. You can

look around the room, but there is nothing to collect anyway. Don't walk

behind Claudia because it'll be game over and don't try and kill her either,

or ditto. Instead go into your inventory and use the PENDANT you've been

carrying during the entire game. Another cutscene will begin. Once that scene

is over, run ahead and Heather will jump into the hole. The next cutscene will

begin, and when that finishes the final battle begins.



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BOSS #5 - THE GOD



Before you begin, know that if you only use a melee weapon for this fight

(Katana is probably your best bet) that you'll earn a sub-machine gun with

unlimited ammo on your next play through. To do this, you'll have to wait for

the god to drop down to it's crouched position, rather than knocking it down -

then run up and hack at it a few times until it goes back up to standing.

Repeat this until it's dead and you'll earn the sub-machine gun. **



For normal tactics, this is how to go about. Pull out a gun, such as the

handgun, and shoot at the standing god a few times until you knock it over.

Once it's down on the ground, grab a stronger weapon and begin taking at it as

best you can. This can either be a weapon like the shotgun or machine gun or

a melee weapon if you so choose.



The God's attacks a few, so you'll just have to keep an eye out for them. It

can swipe with either arm (depending on what is the most close to you) or if

you're in front of it's head, headbutt you instead. If you shoot at it from

out of it's reach then it'll start a chain of fire after you. This can be easy

to avoid as long as you run in a wide circle around it. Don't stand still at

all while it's around because even if you're not in the semi-circle it

originally follows, it'll move out of that pattern and make a line where you

are standing.



If you come close to it in it's standing position it can still swipe at you

even with it's head attached to the wall, so avoid getting too close while it

is in it's standing position.



Eventually after shooting it enough times (or bashing it, slicing it, or

whatever) it'll keel over and die, and a cutscene will begin where Heather

kicks it a couple of times).



** I've later been e-mailed by Innominatus and several others that it doesn't

actually require you to finish off the boss with the melee weapon right

through, only that the finishing blow has to be with the melee weapon to

earn the sub-machine gun. Cheap I guess (wish I'd know before I went and

killed the boss with just the katana) but at least we also proved you can

finish off the final boss with no guns too. :D



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More cutscenes will take place, of different sorts depending on the ending

you've gained. After that, the credits will roll, and you'll be taken to the

ranking screen. Congratulations, you've finished Silent Hill 3. How about a

replay on another difficulty level? Or for a different ending? Or for more

extra weapons? Good luck. :)



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07 // e x t r a s , e n d i n g s a n d b o n u s i t e m s



This final section of the guide covers all of the extra information you need

to know. :)



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07 // 01 // e n d i n g s



SILENT HILL 3 ENDING REQUIREMENTS



Silent Hill 3 has three different endings. The guide has already covered one

of the three, the "Revenge" UFO ending earlier - but I will re-explain this

as well as cover the other two endings.





"NORMAL" ENDING



Basically this is what you'll get for following through on the game as normal.

The only reason you won't get this is if you follow the information as it is

noted below (and this could happen by accident as well if you hadn't known)

although it's not always easy for people to get anything BUT the normal

ending of the game.





"POSSESSED" ENDING



This ending changes the final scene of the game that takes place. To receive

this ending you need to do the following:



- Kill as many enemies as you can. This doesn't mean everything, but a large

number - normally over 100 - will do.

- Be damaged a lot and run around needing health a lot. At the end your total

damage is shown in points and needs to be over 2000 (although if you get

over 4000 you're more than likely to get this ending).

- Forgive in the confessional. When you get to the church and go inside,

you'll have the option to forgive or not say anything. Forgive and you'll be

putting the final nail in the "Possessed" ending. :p



To not get this ending, avoid the previous three steps (kill only what you

need to, avoid damage and heal when required, and don't say anything or even

totally avoid the confessional section.





"REVENGE" UFO ENDING



This ending was discussed at the correct section of the game, which is when

you arrive home to the Daisy Villa Apartments. At this point of the game you

can earn a bonus ending, but only if you've met the right requirements to do

so.



This involves the Heather Beam which you may have earned, or may not yet have

earned. But either way you'll need to know these requirements when you start a

"Extra New Game", rather than just when you arrive at the apartments to get

the ending. To get the Heather Beam either check at the start of the guide or

just down below at the full listing of secrets.



You need to use the Heather Beam to kill more than 30 enemies. You can't use

any other weapons except the Heather Beam, and even killing them by kicking

them will count against this ending - the kill count for shooting and

fighting has to be 0 and this is the only way to do it.



When you enter the Apartment the "Revenge" ending will take place.



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07 // 02 // c o s t u m e s



"EXTRA COSTUME" OPTION



Once you've completed the game once over, you'll unlock both the Extra Costume

option and one bonus costume (the "Heather" Shirt code - 'HappyBirthDay').

Using this option you can enter codes to receive t-shirts/costume changes for

Heather in the game, starting with the Heather shirt.



Some of the designs are odd, other basic, and some are also for gaming

magazines and websites. In total there are 26 costumes, but at this time

there is only so many codes known. The codes already known are unlocked by

completing certain difficulty levels, solving extra puzzles, and looking at

certain things within the game.



The full list of shirts is below, with the currently known codes listed beside

them. If you know a code for a shirt which doesn't currently have a code for

it, then please e-mail me at mcgregorr@xtra.co.nz with the subject "Silent

Hill 3 T-Shirt Code" or something similar.



It's worth noting that all the shirts that took time to get were the ones by

gaming companies, which means they aren't releasing their T-shirt code yet (in

some cases this makes sense - USA ones basically seeing as the game is there

last)

but others not so much so, especially the online ones like GameSpy and IGN

who, even though they're in the US, could have still used PAL gamers interest.

It's also odd that there is no Japanese magazine/sites shirts as well - maybe

in Japan only?



T-Shirt/Costume | Code

------------------------|------------------------

"13ème RUE" Shirt | Suspense

"Block head" Shirt | PutHere2FeelJoy

"Don't touch" Shirt | TOUCH_MY_HEART

"EGM" Shirt | EGMpretaporter

"Game Informer" Shirt | gameinformer

"GamePro" Shirt | ProTip

"GAMEREACTOR" Shirt | SH3_Wrestlarn

"GameSpy.com" Shirt | iaml33t

"GMR" Shirt | GMRownzjoo

"GN" Shirt | IwannabeaGJ

"God Of Thunder" Shirt | GangsterGirl

"Golden Rooster" Shirt | cockadooodledoo

"Heather" Shirt | HappyBirthDay

"IGN.COM" | IGN_pickleboy

"Killer Rabbit" Shirt | BlueRobbieWin

"Onsen" Shirt | I_Love_You

"OPM" Shirt | SH3_OPiuM

"OPS2" Shirt | extra_thumbs

"Play" Shirt | sLmLdGhSmKfBfH

"PS2RO" Shirt | MATADOR

"PSM" Shirt | badical

"Royal Flush" Shirt | 01_03_08_11_12

"The Light" Shirt | LightToFuture

"Transform" Costume | PrincessHeart

"Transience" Shirt | ShogyouMujou

"Zipper" Shirt | Shut_your_mouth

------------------------|------------------------

T-Shirt/Costume | Code



The magazine based codes won't work on the PC edition of the game, generally

because they're all console format magazines for the most part.



One final note, is if you just unlocked a costume by inserting the code and

then begin an "Extra New Game" Heather will start the game wearing it!



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07 // 03 // e x t r a s



COMPLETE LISTING OF SECRETS & EXTRAS



And finally, just so you don't have to go through the entire guide just to

find the one piece of secrets info, here's an entire listing of all the

extras mentioned in the guide - and then some.





EXTRA OPTIONS



As with the previous two Silent Hill games, Silent Hill 3 contains an extra

option menu. Once you're in the basic option menu for the game press L1 or R1,

just like with the first two games. A secondary menu will come up with a bunch

of bonus options. More options will also be added upon completing certain

extras or doing certain things.





BEGINNER MODE



Should you die a few times in the game, even on easy action mode, you'll be

told you have unlocked the "Beginner Mode" in the "Extra Options" menu. If you

go into that menu you'll be able to switch it on or off in any current game

to make it easier. Of course, I don't believe you can earn any extras with it

turned on.





EXTREME ACTION MODE



Once you complete Hard Action mode, the Extreme Action mode will unlock

stating with "Extreme 1" when you go to select your difficulties. Once you've

finished this mode, the level will change to "Extreme 2" and each completion

after will change this again, right up to "Extreme X" (or 10).





BULLET ADJUST



Once you've completed the game once, the classic bullet adjustment feature

will appear in the "Extra Options" menu. This allows you to increase the

number of bullets gained for each box of ammo you collect. For each time you

complete the game the maximum multiplier will increase up to X5.





QUICK BULLET ADJUST



Save before the final boss then finish the game. Save your results in another

slot and not over the final save. Reload the save for the final boss and beat

the boss again. This will increase the bullet adjust without having to play

through the game again as it saves the number of wins to the system file save.





LIFE DISPLAY



Complete the game on Hard-Hard Action and Riddle difficulties and you'll

unlock this display feature which gives you a bar in the top left of your

screen showing you your amount of health and stamina. This can be switched on

or off in the "Extra Option" menu as well. This bar is extremely helpful for

the Heather Beam/Sexy Beam because it relies upon how much stamina you have.





EXTRA NEW GAME DOUGLAS / CLASSIC KONAMI



Once you've completed the game once highlight the "Extra New Game" option and

press Up, Up, Down, Down, Left, Right, Left, Right, Circle, X. Then select

your two difficulty options, and you'll hear the code being confirmed. Take

special notice of Douglas when he appears during the opening scenes. The code

you used is the classic Konami code which has become infamous over many years.

The buttons at the end may change, but the directions never do.



This code however doesn't work for the PC version.





SILENT HILL 2 / EXTRA NEW GAME SCENES



If you have a completed Silent Hill 2 save file on the same memory card as

your Silent Hill 3 file, then you'll receive 4 additional scenes/text

throughout the game. These scenes are mentioned at the appropriate parts of

the guide in detail, but just for a quick listing - the locations are:



- Toilet Stall in the Alternate Woman's Bathroom of the Shopping Mall

- Mailboxes in Daisy Villa Apartments

- Heaven's Night Bar in Silent Hill (Check the stage at the back)

- Fence on the roof of the Brookhaven Hospital which James was pushed through

in SH2



If you don't have a completed save file of SH2 on your memory card, then you

can receive all 4 of these references once you begin your second game.



Many people have e-mailed to say certain parts of SH2 seem to unlock the

various scenes in SH3, for example you have to pull out the wallet in the

toilet in SH2 to get the scene in the toilets near the start of SH3, etc.



I've also had e-mails to say that as long as the save is on a memory card

in your PS2 then it will work (ie. your SH3 save is on Memory Card 1 and

your SH2 save is on Memory Card 2).





EXTRA NEW GAME CHANGES



When you replay the game with the Extra New Game option, certain sections of

the walls in the underpass will change as you make your way into the area

in real time, and then change back at certain other points. This doesn't

happen the first time you play the game, only on replays as mentioned.





EXTRA NEW GAME BONUS ITEM + 1 - HEATHER BEAM (AND SEXY BEAM)



Once you've killed 333 or more enemies with standard weapons (that is no bonus

unlimited ammo ones) in Silent Hill 3 you'll be rewarded with the Heather Beam

weapon.



This basically is an energy weapon that Heather shoots from her eyes when she

has no other weapons equipped. It uses Heather's stamina to power it's energy,

so it would be a good idea to finish the game in Hard-Hard at least once to

unlock the Life/Stamina status bar in the Extra Options menu for this.



The beam has two different modes which you can get. The first, energy beams,

are easy to use from a distance as long as Heather has a target in her range,

and will even go through solid objects. The only let down is the amount of

time it takes to start which means it lessens it's effectiveness at close

range. This is done by holding R2 and pressing X.



The second, are octagonal blasts of energy. These bounce off walls and travel

a lengthy distance. Again, close range is sometimes effected with these shots

as well. To produce these blasts of energy, hold R2 and press up+X. Once

Heather starts firing them, let go of up so Heather doesn't stand there firing

them to the roof.



To get the Sexy Beam you'll need to equip Heather's bonus costume named

"Transform" (it's actually a key rather than a T-shirt). It will transform her

into the "Princess Heart" and the Heather Beam will become the Sexy Beam with

no weapons equipped. The Sexy Beam is a little quicker and more direct than

the standard beam, and also has two different modes.



The first, the standard R2+X mode, fires off several beams as well as one

octagons at a time. The second, the R2+Up+X one, fires direct eye energy

beams - best described as "Superman" heat beam style. You can direct the focus

of this using the analog stick or d-pad.



This weapon is also used to get the "Revenge" (UFO) ending of Silent Hill 3 as

mentioned above.





EXTRA NEW GAME BONUS ITEM + 2 - UNLIMITED SUB MACHINE GUN ON REPLAY



If you finished the game and defeated the final boss with a melee weapon

then you would have been told of this reward during your ranking. It is

located right at the start of the game after you climb out the bathroom

window. If you run to the closest end of the alley where a bunch of boxes are

stacked you'll find it sitting on top.





EXTRA NEW GAME BONUS ITEM +3 - FLAMETHROWER



If you've completed the game once on Normal/Hard mode with your end rank being

more enemies killed shooting instead of fighting then you'll find a

FlameThrower sitting on the counter in Helen's Bakery.



It has unlimited ammo as well. Check out the slightly edited bakery flyer

sitting beneath it too. I WOULD like some crispy toasted dead with my new

flamethrower thanks. If you don't get this weapon on your first playthrough,

you'll get another one instead, and you'll get this after your second

playthrough.





EXTRA NEW GAME BONUS ITEM +4 - BEAM SABER



At the top end of the first service corridor where you exited the second

storeroom where the Key was stuck in a wooden pallet, check the door at the

very end of the hallway for something odd. Heather will find the doorknob

comes off and is actually some sort of lightsaber weapon! Cool!!!



You'll receive this weapon if you defeated more enemies by fighting rather

than by shooting your first time through, or just given to you on your second

play through if you got the other weapon, the FlameThrower, instead.





EXTRA NEW GAME BONUS +5 & +6 - GOLD AND SILVER PIPES



For these items, you need to be in the small sewer pool room where you chuck

the hair dryer into the water.



In the Extra New Game replay, go to the sides of the pool and press X and

you'll be asked if you wish to drop the steel pipe into the pool. If you

select yes, you'll be approached by a woman carrying a gold and silver pipe.

If you answer the questions honestly, you'll be rewarded with both the gold

and silver pipes as well as keeping your steel pipe. If you answer with a lie,

then you'll not gain either pipes and loose your steel one as well.



The woman is supposed to be a representation of the Mercury, the Roman god of

trade (& profit) as well as merchants and travelers. It's clear to say

Heather and this event fit that quite well. The reason for this event seems

to be derived from one of Aesop's Fables, titled "Mercury and the Workmen."

You can read the fable here:



http://www.aesopfables.com

http://www.pacificnet.net/~johnr/cgi/aesop1.cgi?3&MercuryandtheWorkmen



This fable isn't the first time the idea has appeared in videogame form, as

many people have noted - the same idea was used in Zelda: Link To The Past on

the GBA, and Harvest Moon. The pipes themselves don't seem to give any extra

powers, much as Heather notes. Too bad there are no vampires or werewolves

around though, or else that silver pipe might have come in handy. :p



Many thanks to Blue Phoenix at the Dark Legacy forums for this tidbit of info

on the source of the scene. And mexiun at GameFAQ's for mentioning Harvest

Moon.





EXTRA ITEM - SILENCER



If you check the wall just around the corner from where you entered the room

on the 5th floor of the Construction Site, you'll notice a patch of the wall

which is different looking than the rest of the wall. Equip your maul and

smash it against the wall a few times as hard as you can and it'll break the

wall. In it you'll find a SILENCER for your handgun or sub machine gun.



Clearly the whole discolored wall hiding something, as well as the Silencer

item itself, would seem to be Metal Gear Solid references. Nice job. :) There

is also someone buried in the wall too, just for that Silent Hill touch. Guess

it must have been the person who was staying/squatting there.



The item isn't a bonus weapon, and can be used with no problems on rank or

otherwise. It's just a normal item, only hidden.





ITEM INFO - PERFUME



Once you've collected the Perfume in the game, Heather will go onto keep this

for the remainder of the game. It has two options - Use and Equip. There

doesn't ever seem to be any use for the item from here onwards, so it only

leaves the Equip option. Of course, as Heather notes - "This stuff smells a

little strange" - and rightly so. Basically this item is a bad item. What it

does is attracts enemies to you when it is equipped. The only good point you

could see out of that perhaps is if you're going for a high kill rate. Either

way however, it's best to ignore the item once you've collected it.



Equipping it during the boss fight with Leonard however also seems to be in

your advantage, as it seems to stop him from closing in on you.





CHEAP FINAL BOSS KILL



If you stand in front of the final bosses right arm when it's in it's prone

position and equip the maul you should be able to attack it without it

attacking you. Thanks to Raz and several others who e-mailed in the same hint.





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07 // 04 // r a n k i n g i n f o r m a t i o n



Before I begin, I can't call this a fool proof ranking guide - I can only take

some guesses with the information I've gained through several playthroughs of

the game thus far. If you want to submit your ending stats and any info that

may help work out the gold rankings and final ranks, then please feel free to

e-mail.



As far as I can figure, the ranking is set for all levels - so it doesn't

matter that killing a boss in hard will take longer than in easy just by the

difficulty change, you're expected to beat the time in hard still.



- Ending Type

This category doesn't reflect on your ending. I've received all three and it

never seems to do much (well, except maybe possessed - but just because

you're not playing the whole game through getting it).

- Action Level/Riddle Level

This one is easy. Hard will get you gold in both. In action, Extreme will

also get gold too obviously.

- Clear Time

Right now I'm leaning to under 2:40 minutes for gold. My fastest time was

just under this at 2:37:23, but I've had times of just over 3 hours (3:02)

which got only 5 stars, rather than the 10 which gives you gold. Various

sources suggest it only needs to be under three hours.

- Split worm kill time

I'm guessing less than 1:30... _maybe_ 2:00 (I have no time between the two

so I'm not sure). Under 2 seems likely.

- Missionary kill time

I'm going for less than 2 minutes. I have no proof though, as only once

did I get gold in this - and that was using the machine gun (16 seconds in

Easy :p). The next closest time was 2:23 which only got 1 star.

- Leonard kill time

Another 1:30 to 2:00 guess. I got gold with exactly 1:30. The only next one

up I've had was 3:12 which didn't (again, just one star).

- Memory of Alessa kill time

3:30 or less. I'm fairly sure of this one.

- The god kill time

I know it's under 8 minutes for gold at least (could even be more). I guess

this is to allow you to still get gold if you try to kill it with melee

weapons for the bonus (and doing so gets you .2 more on your overall score).

- Clear Number

3 or more clear will get you a gold rank.

- Save & Continue number

I'm still not sure on this yet, but my guess is 2, maybe 3, will still

allow you to get gold. I had 4 saves, and it gave me 4 stars... so less than

this will likely give you gold.

- Item Number

So far the least amount of items I've collected was 149 and it still gave me

gold. From the "Revenge" ending I got 19/20 stars for just 99 items, so it's

all but possible you only need to collect 100 items or more to get gold.

- Defeated enemy by shooting

The lowest I've gotten which still got me gold was 96 enemies shot dead. I

would believe lower than this will still get you gold, but perhaps less than

80 or maybe 70 won't.

- Defeated enemy by fighting

My guess is this is the same as the shooting one. To get the numbers even

you'd need to stomp on or slice up as many enemies as you shot dead.

- Total damage

My guess would be less than 500 points of damage.

- Rank reduction

Using bonus weapons takes away one whole point of your final total, however

I've still gotten my highest ranking even with using bonus weapons.



As mentioned, apart from basic ranks in each category there are certain things

which improve rank as well - however I've only figured out so far one thing,

which is killing the final boss with a melee weapon. Bonus weapons, while

reducing rank, will actually pick up the final ranking in other areas (like

quick boss kills, number of enemies killed, and the speed in which you

progress through the game).



While untested, this is what I would think would be a high ranking game:

Fast moving Hard-Hard game of less than 2:40, using bonus weapons to kill

enemies and bosses, collecting 100 items, killing many enemies (140-160) but

alternating between shooting and kicking, and hardly getting a scratch on you.



Impossible? Perhaps, but we shall see. :)



Arcade Velmistr from GameFAQ's sent me his list of the stats for getting a

gold rank back at the end of July. Since then too there have been a couple of

gold rank guides published. The knowledge is out there all right. Thanks

Arcade Velmistr.



Action Level: HARD (or EXTREME 1-X)

Riddle Level: HARD

Clear Time: under 3:00:00 hours

Split Worm Kill Time: under 2 minutes

Missionary Kill Time: under 2 minutes

Leonard Kill Time: under 3 minutes

Memory Of Alessa K.T.: under 3 minutes

The God Kill Time: under 8 minutes

Clear Number: 3 and more

Save And Continue Number: 2 or less*

Item Number: more than 100

Extra Weapon: 5**

Def. Enemies By Shooting: 75 and more

Def. Enemies By Fighting: 75 and more

Total Damage: less than 500



*Means 2 saves and 0 continues for my gameplay.

**I do not want to go into this in detail, but I think the Heather Beam is not

counted as an Extra Weapon in the Game Result.



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------------------------------------------------------------------------------

08 // r e v i s i o n h i s t o r y



v e r s i o n f i n a l

------------------------

Minor Change In Date :p - 258K



Long time, no see. I've finally had some free time to work on finishing up

this guide. The list of adjustments is large but mostly minor clean ups,

notes, credits, hints, and various other small bits and pieces.



Finally, big appologies to all those who e-mailed me during the past five and

a bit months on Silent Hill 3 (or hell, anything for that matter) and I didn't

get back to them. Sorry... I just haven't been online much.





v e r s i o n f i v e

----------------------

17th July 2003 - 252K



I've come back to finish up the minor touches and add the endings, secrets,

ranking, and other minor bits to the end of the guide I mentioned in the past.

The guide is basically complete apart from some code details which are out of

my reach. Hopefully this will be helpful for those picking the game up in

August in the US.



Come on blue dot!



Enjoy. :)





v e r s i o n f o u r

----------------------

29th June 2003 - 227K



The guide is completed, covering all three modes and nearly everything within.

Some of the information on extra weapons has yet to be completed, but other

than that the basic walkthrough is complete.



The enemies section have been completed, and I've decided the weapons section

is better off the way it is - bonus weapons are covered within the guide

itself. Sections for the ranking, endings, and secrets are still left to do,

but they're not as urgent right now.





v e r s i o n t h r e e

------------------------

26th June 2003 - 182K



Third edition of the guide, more walkthrough is added covering about 3/4ths of

the game, a couple of other updates here and there, but not much. The

remaining sections will still need to be completed, but for now the guide

continues.



Future updates remain to be done.





v e r s i o n t w o

--------------------

21th June 2003 - 128K



Second edition of the guide... this update has been mostly focused on the

guide to at least get it finished half way through. I'm not sure how much

this guide is going to help the current crowd, because the focus has moved on

for the European crowd now the game has been out for nearly a month, but

hopefully this will be helpful for those in the USA. The updates list remains

the same for now.



Future Planned Updates:

- More to the walkthrough obviously.

- Complete the remaining enemies for the enemies section.

- Complete the remaining weapons for the weapons section.

- Sections for the ranking, endings, puzzles, secrets, and others. All on

their way.





v e r s i o n o n e

--------------------

15th June 2003 - 72K



First edition of the guide. It's still bear bones for the time being when it

comes to the walkthrough, because it hasn't been the bulk of this first

edition. Instead I've focused more on the beginning info and just getting

the start of the guide done. Future updates will focus more on the

walkthrough and the remainder of the guide will come afterwards.



Future Planned Updates:

- More to the walkthrough obviously.

- Complete the remaining enemies for the enemies section.

- Complete the remaining weapons for the weapons section.

- Sections for the ranking, endings, puzzles, secrets, and others. All on

their way.



------------------------------------------------------------------------------

09 // t h e e n d b i t



It is now time to go. But not before some thanks and shout outs.





This Guide!

-----------

KonamiTYO - For creating the game.

CrankShaft - For checking through this guide.

CVXFREAK - For saying someone needed to do this because he couldn't.

Jon, Dan, and everyone at the Dark Legacy - For supporting Silent Hill online.

Jon and Steven @ IGN - Because they saved me $130 on the game by choosing me

for WotW. Oh, and for choosing me for WotW anyway.

PSW - For having the making of on their cover disc. Danke.

J.R. Kerr - For sending in some of the best hints ever. Check his guide for

some great combat tips and speed information.

Everyone who has told me information for the guide.

Anyone I've Forgotten - Well just in case I've forgotten them.





The Usuals!

-----------

- Everyone who's supported my online projects.

- Stix (Jason Buckley) for the years of support and the forum

hosting.

- Rammy for being himself :p

- Roody (Michael Baroody) for giving me so much support with

RESitez.com - I don't know if the site would still be around

without you. And for now letting me co-web REFan.

- Pure Evil - Just 'cause. :)

- Solidus - As usual... what to say. :p Stop it with the CS!

- CJayC for hosting my guides on GameFAQ's (as if I couldn't

put this somewhere).

- Those crazy people at IGN who invade my mail box.

- And finally, my forum members from the New Blood forums (RIP)

who were an ever existing source of fun, information, and

everything else. This guide, as all of them have been recently

is for all of you. Wherever you all are now.





Personal Websites:

------------------



Resident Evil Fan: A New Blood

www.residentevilfan.com



RESitez.com

www.resitez.com





Linkage:

--------

Dark Legacy Network

www.dark-legacy.org



Central Silent Hill

www.black-helix.com/csh



Silent Hill Heaven and Silent Hill Forum

www.silenthillheaven.com

www.silenthillforum.com





2003 - RMc (mcgregorr@xtra.co.nz)





...the end...



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This content was originally posted on Y! Answers, a Q&A website that shut down in 2021.
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