Silent Hill: The Complete Guide /+++++++ /+ /+ /+++++++ /++ /+ /+++++++ /+/ /+ /+ /+ /+ + /+ /+ /+/ /+ /+ /+ /+ + /+ /+ /+++++++ /+ /+ /+++++++ /+ + /+ /+ /+ /+ /+ /+ /+ +/+ /+ /+ /+ /+ /+ /+ ++ /+ /+++++++ /+ /+++++++ /+++++++ /+ + /+ /+ /+ /+ /+ /+ /+ /+ /+ /+ /+ /+ /+ /+ /+ /+ /+++++++ /+ /+ /+ /+ /+ /+ /+ /+ /+ /+ /+ /+ /+ /+ /+ /+ /+++++++ /+++++++ 'The fear of blood tends to create fear for the flesh' CONTENTS 01. Document Info 02. Review 03. Start Menu/Options Menu 04. Controls 05. Characters 06. Prologue 07. Walkthrough 08. Endings 09. Ranking 10. Secrets 11. Game Tips 12. Item List 13. Weapon List 14. Enemies And Combat Tips 15. FMV List 16. Map List 17. Notepad Locations 18. Cheat Codes 19. Essential Items/Speed Guide 20. Versions 21. Soundtrack Info 22. Legal Stuff ================== 01. DOCUMENT INFO ================== Best viewed using: Microsoft Word Font Type: Courier New Font Size: 10 Page Width: ********************************************************************* Document History ---------------- Version 1.0 - 1.9 History Deleted Version 2.0 - Final version of this guide. 'There are violent and disturbing scenes in this game' =========== 02. REVIEW =========== The Story Silent Hill, not really a name to bring in the tourists but it works for Harry Mason and his daughter. In fact they like it so much that this is now their favourite vacation spot, something tells me that this might change. The game begins with Harry and his daughter driving towards Silent Hill. The first thing you will notice is that this intro isn't like any other you've ever seen before, it's more like a trailer with bits of the game you are about to play thrown in as well as a scene- setting drive. As they approach Silent Hill, a cop speeds past on a motorcycle. The same motorcycle is then seen lying at the side of the road. Harry is distracted by this and loses concentration long enough to not see the girl in the road; he swerves at the last minute and crashes through the railing. When Harry awakes Cheryl is missing, maybe she went to get help. Harry heads into town to find out. Gameplay As expected the game plays very similar to the Resident Evil games with almost identical controls. The play basically revolves around solving puzzles to get items to allow you to move to the next area. You collect health and ammo to survive and maps so you know where to go. While all this is fun in itself, it takes a back seat to the engrossing storyline which will make you want to finish the game A.S.A.P. Graphics Silent Hill was the first game of its kind to use real 3D environments and while this sounds like an excellent thing there are some drawbacks. The actual surroundings can be a little messy and indistinguishable and the in-game characters are slightly blocky but once you get into the game you really won't notice this at all. The only other thing that needs mentioning is the fog and the darkness, they hinder your view a lot and while this builds the tension it can get a bit irritating when you're running around trying to find things. The FMV however is fantastic and certainly improves the games overall graphical impact. Sound The sound in Silent Hill is so good it is almost like the game was made to go with the music as opposed to the other way around. Every piece of music builds an incredible amount of atmosphere and the music with the intro is probably my favourite piece of all time. However it isn't all praise in the sound department due to some fairly slack voice acting which while not being as laughable as RE1 it is nowhere near as good as Konami's other adventure game, Metal Gear Solid. The dialogue itself isn't too bad but how it is said can sometimes be very unbelievable and although it doesn't ruin the game I am still hoping it can be fixed for the sequel. Lifespan All adventure games have the problem of being a bit short or a bit crap. Silent Hill is the former but does have 5 endings and loads of secrets to find. There are also references to other horror classics disguised as street names etc to find, which adds another few hours play. Silent Hill has no mini-games so isn't really the type of game to play for a few minutes and is aimed at the more hardcore gamer who will play it all the way through in one sitting to get the full effect of the game. Overall Everything negative I have said about this game doesn't change the fact that this is the best horror game ever bar none. For those people who think RE is going in the wrong direction by being more action packed with each instalment, this is the game for you. The only game for people who prefer to be scared rather than shocked. Score - 10/10 ============================ 03. START MENU/OPTIONS MENU ============================ When the game is first switched on, only Start and Option will be available. Choosing start will prompt you to choose a difficulty level - Easy, Normal or Hard. Difficulty Levels ----------------- Easy - 30 handgun bullets per pack, easiest enemies to kill, least damage done by enemies. The inventory will have a green design. Normal - 20 bullets per pack, average enemies that do average damage. The inventory will have a blue design. Hard - 15 bullets per pack, tough enemies that do loads of damage. The inventory will have a purple design. Choosing Option will take you to the options menu which can also be accessed in-game. Here is what you will find within the options menu and an explanation of how each option can affect play. Options -------- Exit - allows you to leave the options menu. Brightness level - allows you to increase the brightness of the game so that you can see better in the dark gloomy Silent Hill. Default set to 3 and can be lowered to 0 or increased to 7. Controller config - allows you to change controls in the game. See controls section for details. Screen position - allows you to centre screen, useful if you're using a SCART lead. Vibration - On/Off, you should leave this on if you have a dual shock pad. Auto Load - On/Off, you should probably leave this off as it will load up your last game every time you switch the game on. Sound - Stereo/Monaural, leave on stereo for best sound with standard set up. BGM Volume - 16 bars with 16 max and 0 min. BGM is background music. SE Volume - Same scale as BGM. SE stands for sound effects. When loading the game with a memory card inserted that contains a Silent Hill game file Continue and Load will appear. Continue auto loads the last game that you saved and load will allow you to load up any game you have saved. If you die during play you may be able to continue from the start of the last section you started despite if you have saved or not. The sections are split up as follows: Cafe School Alternate School The lizard fight Outside School Hospital Alternate Hospital Antique Shop Larva fight Hospital after seeing Lisa Sewer Resort area Alternate resort area Sewer 2 Cybil fight Nowhere End boss fight Load game allows you to load a game from a memory card inserted in either of the 2 slots. ============= 04. CONTROLS ============= These are the default controls which are type 1 in the control configuration menu. IN GAME X - Action/Select Square - Run Triangle - Map Circle - Toggle light On/Off Start - Pause Game Select - Enter/Leave Inventory R1 - Step right L1 - Step Left R2 - Aim L2 - View change D-Pad - Move Character, Toggle option (Yes/No), Move camera in view change mode Left Analogue Stick - Same as D-Pad Right Analogue Stick - No Use R3 - No Use L3 - No Use Analog - Toggles use of analogue sticks Up + Square - Run Forward Back + Square - Jump Back R1 + Square - Strafe Right L1 + Square - Strafe Left R1 + L1 - 180 Turn L1 + Square + Right - Circle clockwise facing inwards L1 + Square + Left - Circle anti-clockwise facing outwards R1 + Square + Right - Circle clockwise facing outwards R1 + Square + Left - Circle anti-clockwise facing inwards Start + Select + L1 + R1 + L2 + R2 - Reset Game INVENTORY X - Select Square - Cancel Triangle - Cancel Circle - Cancel Start - Select Select - Leave Inventory R1 - No Use L1 - No use R2 - No use L2 - No use D-Pad - Move selector Right Analogue stick - No use Left Analogue Stick - Same as D-pad R3 - No Use L3 - No Use Analog - Toggles use of analogue sticks MAP SCREEN X - Zoom in/zoom out Square - Leave map screen Triangle - Leave map screen Circle - Leave map screen Start - Zoom in/zoom out Select - No use R1 - Toggle position arrow on/off L1 - Toggle position arrow on/off R2 - No use L2 - No use D-Pad - Change floor Right Analogue Stick - Same as D-pad Left Analogue Stick - No use R3 - No Use L3 - No Use Analog - Toggles use of analogue sticks EXTRA CONTROLS Left - Change target while aiming. Right - Change target while aiming. *Note* In the control configuration menu you can set a shortcut button to the option menu. Only R3 and L3 are spare so you can use one of those. Other buttons can also be used but you must always have an aim and fire button when you are jumbling them around. There are 2 other standard control settings - type 2 and type 3. Type 2 is as above except R1 and R2 are switched and L1 and L2 are switched. This is useful for those of you who are used to pressing R1 to aim a la Resident Evil. Type 3 is as above but with Select and Triangle switch. This is useful for those who don't see select as a game button and prefer to stick to the 4 shape buttons. DUAL SHOCK VIBRATION INFO Just to clear this up. The pad doesn't actually vibrate unless you are shooting or injured. It is not his heartbeat as is said by a lot of people. It just vibrates when you shoot for obvious reasons and rhythmically when your injured to let you know your injured and possibly to build some tension. ============== 05. CHARACTERS ============== Harold 'Harry' Mason Age: 32 Occupation: Writer The star of the show and the only playable character. During the intro he crashes and when he regains consciousness his daughter is missing. He's got to find her... Cheryl Mason Age: 7 Harry's little girl who mysteriously disappears and is lost alone in a world full of monsters. Or is she... Cybil Bennett Age: 28 Occupation: Police Officer A cop from Brahms, a town close to Silent Hill. Cybil seems to want to help but doesn't quite seem to be experiencing what Harry does. Alessa Gillespie Age: 14 (?) The mysterious ghostly figure who shows up at various places throughout the game and seems to lead you around. Why? Dahlia Gillespie Age: 46 Occupation: Antique Shop Proprietor Another mysterious woman who seems to what to lead you around while playing her little games. Must be a family thing. Dr. Michael Kaufmann Age: 50 Occupation: Physician Finally someone who genuinely seems lost and confused. A little moody mind but then, he is a doctor. Lisa Garland Age: 23 Occupation: Nurse A nurse who has a poor explanation of why she doesn't know anything. Seems scared though so she might be telling the truth. Harry's Wife Age: ? Occupation: Unknown Helped Harry raise Cheryl but died mysteriously a few years ago. ============ 06. PROLOGUE ============ Harry Mason and his daughter Cheryl are driving to their favourite vacation spot. Late that night, a figure suddenly appears from out of the darkness. Harry turns the wheel in panic, and the car careens off the road, knocking Harry unconscious. Awakening sometime later, he realizes that Cheryl is missing. Stumbling out of the wreckage, he heads towards the small town of Silent Hill. ================= 07. WALKTHROUGH ================= 'Someday, someone may experience these bizarre events. Hopefully, they will find my notes useful.' ********************************************************************* SECTION 1 - OLD SILENT HILL ********************************************************************* 'Every town has its secrets, some are just darker than others' FMV 1 WELCOME TO SILENT HILL FMV 2. After the intro you will find yourself in the street looking for Cheryl, your daughter. Follow the figure in the fog (the game guides you if you stray) until you see FMV 3, Cheryl in the fog. Go down the alley and through the gate. Follow the path (only 1 way to go) and through the next gate. It will get dark, carry on. When you have gone far enough a cut scene will show a rotting body hung on the fence, then you're attacked. Don't worry you are meant to die. You cannot escape as a fence is now in the way. CAFE - you start here in next fear mode (games after your first) Items (6) - Handgun, 2x Health drink, Flashlight, Knife, Radio. FMV 4. You meet Cybil here and after answering a few questions she gives you the Handgun. Pick up the items (not radio) and the map. You can also save using notepad 1 if you wish. Try to leave and the radio will start emitting static. Then a window smashes and you get to kill your first monster (Air screamer). After the kill take the radio and leave. You must kill the air screamer before you can take the radio. ===================================================================== SAVING INFO Pressing action on the notepads that you see lying around will allow you to save your game. You can save 11 times for each memory card slot. ===================================================================== FLASHLIGHT INFO When using the flashlight you cannot: -Pick up items -look at the map -aim accurately -see very well The advantages are: -enemies cannot see you very well -you can 'cheat' by increasing the brightness on the TV so you can see without improving your enemy's vision. -you can use hand weapons without being seen by other enemies ===================================================================== INVENTORY INFO Access your inventory using the select button (default). Here you can choose a weapon to equip or reload or an item to use. The map can also be accessed here as can the options menu. The inventory is also useful for checking items such as keys and papers to find an address or code. Harry's face will be in the top corner. The colour behind Harry represents his health state. The main colours are Green, Yellow, Orange and Red. Green is the healthiest and Red is the most injured. One colour will fade into the other as Harry becomes injured. ===================================================================== MAP INFO Access your map by pressing triangle or through the inventory. See controls section for how to use each button. You can only use the map if you have picked it up. You cannot see the areas that you have already been to (like res evil). Open/Locked doors and other info will be shown on the map. ===================================================================== LOOK FOR CHERYL Items (7) - 4x Handgun bullets, Health drink, Steel pipe, Note After the cut scene which shows you where you last saw Cheryl go right and get the 2X handgun bullets from the bench. Turn around, go past cafe and carry on to the Queen Burger. Get Health drink from the outside windowsill. Look at your map. Make you way to the alley that has been marked on. Down the alley are groaners to kill/avoid. Go through the gate and carry on, there is a groaner down here as well (only in Hard mode). Notice that the gate says beware of dog, that's the bloody mess just to the other side of the gate. Just after going through the second gate you will find 2X handgun bullets, a steel pipe and a note from Cheryl indicating that she is at the school. (This is now marked on the map). You will also find Sheryl's Sketchbook but you can't take it with you. FIND WAY TO SCHOOL Items (6) - Note, Key, First aid kit, Health drink, 2x Handgun bullets Make your way out of the alley. Turn left when you reach the street. The school is in the bottom left corner of map. Head down the first street you come to. At the end of the street turn right. The road is blocked by a huge chasm but there is a note saying 'Dog house Levin street'. (Time saver - all roads to school are blocked so save time and don't bother looking for another route). Check map to find Levin street then go looking for the dog house. Check the kennel to find the key for the house. Go in the house. Inside you will find a first aid kit, 2X handgun bullets and a health drink. Check the door on the right. If it is unlocked you can go in and pick up the katana. Head for the back door. It's locked by 3 locks. Check the map next to the door for info on where the keys are (this is copied to your map). You can save in here if you need to using notepad 2. GETTING FIRST KEY Items (6) - 2x Health drink, First aid kit, 2x Handgun bullets, Key Leave the house and turn right. Cross the road at the bottom and then cross to the other side, the last house before the chasm has a health drink on the doorstep. Get off the doorstep and follow the street around corner and straight on until you get to an alley, go down and get First aid kit before carrying on until there is another alley. Down the alley you will find 2X handgun bullets. Back to the road and check your map, head for the circled area. It's a dead end but a plank leads across to a small island where you will find a key and a health drink. GETTING SECOND KEY Items (2) - Key, Health drink Check your map and head towards the marked alley. About halfway up on your left are some gates that say 'off limits' on them. Go through to a small basketball court where you will find a key and a health drink. There is also a dogs head on the floor, maybe part of the dog that was a bloody mess on the floor earlier and they were playing basketball with it! GETTING THIRD KEY Items (2) - Key, Handgun bullets Leave the way you entered and turn left. When you reach the road go right and carry on until you reach a chasm where you will find a police car. Check the boot for a key and there's some handgun bullets nearby. USING KEYS Items (5) - 4x Health drink, First aid kit Turn around and go straight until you reach Bachman Road (check map). On Bachman road turn right and go to the convenience store. Inside you will find 3X Health drinks and a first aid kit. You can also save in here using notepad 3 and pick up the channelling stone if you have earned it. Leave and go straight until you reach the other side of the road. Go right to find your jeep. It's wrecked but has a health drink in it. Check your map and head for the house marked on the map (on Levin Street). Go in the house and to the back door. Use the 3 keys. GOING TO SCHOOL Items (8) - 6x Health drinks, 2x Handgun bullets In the garden everything will go dark again. Harry turns on his light. (toggle on/off with circle). Collect the 2X health drinks from the table and go out the gate. Turn right and head to the top left corner of the map where you will find a health drink and handgun bullets behind a pillow. Head South to the alley with the letter 'O' in it from Old Silent Hill (check map). Down the alley you will find a health drink (on your left next to the second lot of bins) and some handgun bullets on your right. At the end of the alley cross the road and go right, round the corner and cross over again. Run down this road till you find a school bus. Go in to find a couple of health drinks and notepad 4. Leave and go in the nearby school (check map). The name of the school is engraved on a stone near the entrance. ********************************************************************* SECTION 2 - SCHOOL ********************************************************************* LOOK FOR CHERYL (AGAIN) Items (3) - Health drink, First aid kit, Handgun bullets Collect the map from the lobby and go through the double doors. Go right to the infirmary and get the health drink and First aid kit from here. You can also save in here using notepad 5. Leave and go left past lobby and to the reception. There is a list of teachers and 3 clues here. ===================================================================== 10.00 "Alchemy Laboratory" Gold in an old man's palm The future hidden in his fist Exchange for sage's water ===================================================================== ===================================================================== 12.00 "A place with songs and sound" A silver guide post is untapped in lost tongues. Awakening at the ordained order. ===================================================================== ===================================================================== 5.00 "Darkness that brings the choking heat" Flames render the silence awakening the hungry beast. Open time's door to beckon prey. ===================================================================== Go to the room behind the reception and collect the handgun bullets and check the pretty picture. Leave and have another good read of the clues. Head towards the courtyard via the double doors opposite the lobby. Turn right to find the clock tower. Click on the door to check the time. It says 10:00, which was a time mentioned in the clue. CHANGING TIME FROM 10:00 to 12:00 Items (8) - 4x Handgun bullets, Chemical, Gold Medallion, Health drink, First aid kit. Leave the courtyard via the doors opposite the ones you entered by. In the corridor go straight forward and through the doors. Pick up the handgun bullets. Leave and turn right, through the double doors at the end. Go up stairs (checking map shows lab, which was mentioned in clue is on 2F). On 2F the lab is just through the doors in front but we are going long way round to get everything. Go into classroom to your right for a health drink. Leave and carry on down corridor to the girls toilets where you will find handgun bullets. In the boys toilet you will hear someone crying but there is nothing to do in here. Go back up the corridor to first double doors, go through. The first door leads to the music room which has a clue in it as well as a piano (can't use yet). Leave and carry on to the next door which is the locker room. Go in and investigate the noise that you hear. Leave and go through doors on right. Go through the door in front and get the handgun bullets. Leave and head up the corridor to the library where you will find a first aid kit. Now check your map and go to the lab equipment room. Inside you will find the chemical. Leave and go next door to the Lab. Inside you will find handgun bullets and the gold medallion which is held by a stone hand. Use chemical to dissolve the stone hand and take the medal. Check the medallion in your inventory to discover a clock tower engraved on it. Leave, turn right and go through doors, down stairs and through nearby double doors. The courtyard is through the doors on the right. Use gold medallion on the clock tower. Check the time again. CHANGING THE TIME TO 5:00 Items (2) - Silver Medallion, Handgun bullets Head back up to the second floor, the same way you just came down. Go to the music room (check map). Once in check the clue and now the piano can also be used. ===================================================================== 'A tale of birds without a voice' First flew the greedy pelican, Eager for the reward, White wings flailing. Then came a silent Dove, Flying beyond the pelican, As far as he could. A Raven flies in, Flying higher than the dove, Just to show he can. A Swan glides in, To find a peaceful spot, Next to another bird. Finally out comes a Crow, Coming quickly to a stop, Yawning and then napping. Who will show the way, Who will be the key, Who will lead to The Silver Reward ===================================================================== The clue refers to the colours of the keys to play by using the colours of birds. There are 5 birds and 5 keys that are broken. You need to play the broken keys so that they coincide with the rhyme. Number the keys 1-12 from left to right including black and white keys. The keys which are broken are 2,3,8,10,11. 2 and 11 are black so they are the Crow and Raven. The order of the keys is White, White, Black, White, Black as this is the order of bird colours. The crow comes to a stop quickly so must be key 2, as it is the first key we get to and so must be played last as the crow is the last bird in the clue. This makes the Raven key 11 as it's the only black key left so key 11 must be played third. The Raven is above the Dove so the Dove must be key 10 and be played second. Key 3 must be the Pelican as the Dove flies as far away as it could and the only other key left is 8 which makes it the Swan. So 3 must be played first and 8 must be played forth. Pelican - 3 Dove - 10 Raven - 11 Swan - 8 Crow - 2 Now play the following keys 3,10,11,8,2. This gets you the silver medallion. Phew that was tough. Leave the room and go right and through doors at end. Go downstairs and into the classroom to your right. Carry on to the next classroom where you will find Handgun bullets. Leave to the corridor and turn left and go straight until you see the double doors. Unlock them and go through. The courtyard is through the doors to your right. Go use the silver medallion on the clock tower. The time changes to 5:00. UNLOCKING THE CLOCKTOWER Items (0) - none Go through the door you just entered through and turn left. Go down the nearby steps to the basement. Enter the right hand door and press the red button. Head back up to the clock tower and you can now go through the door. Follow the route until you leave into another courtyard (?!) where you will see a strange sign on the floor. REACHING THE 2F Items (14) - 2x First aid Kit, Rubber ball, Picture card, 5x Handgun bullets, Shotgun, 2x Health drink, Ampoule, Shotgun shells Now you're in the alternate school. There is a small part of the last clue left to complete (the part about the prey). So you're going to have to face a boss. It's in the basement where you heard the growl after switching on the boiler (you may have guessed). But it's not a straight forward route there as you will need to up and round before going down. Let's go. First job is to head through the double doors to your right. Once in the corridor enter the door in front. Pick up the first aid kit and handgun bullets then leave. Go into the room on your right which is the storage room. There you will find a rubber ball (play catch?). Leave and go left to the last door on your left. Inside immediately turn right and get out of this room, it's full of roaches (on hard mode). Go through the door on you left and collect the picture card from the large table. Check the card in your inventory to discover it has a picture of a key - a 'key' card then. Go into the next classroom and leave via the door at the far end. Collect health drink from nearby bench and go back down the corridor to the double doors. Go through and into the infirmary (first door on left). Inside you will find a first aid kit and a health drink and notepad 5 still. Leave and go into the next room for an ampoule found in the wheelchair. --------------------------------------------------------------------- AMPOULES Many people are confused about what this item actually does. It recovers your health to the highest state when you first use it and for a short period of time (about 3 minutes) will recover you slowly from any injury you sustain after using it. After a short period of time it will have no effect. --------------------------------------------------------------------- The final room on this corridor contains handgun bullets and a door like the one in the picture that was previously here. Check the door and there is a slot. The card in your inventory has a picture of a key and is used on this door. Use the picture card on the door to unlock it and go through. Go into the boys toilets to find the shotgun and a clue: ===================================================================== Leonard Rhine The Monster Lurks ===================================================================== Leave and go into the girls toilets. The girls toilets warp you between floors (more loading time as well) so when you leave your on the 2F. Go into the boys toilets to find 2X handgun bullets and shotgun shells. Leave and use the girls to warp back downstairs. Enter the door after the boys toilets and go through to the next room. In here you will find handgun bullets and take a phone call (when you try to leave). Leave this room and go up the nearby stairs. REACHING THE BASEMENT Items (12) - 3x Health drink, 2x Handgun bullets, 3x Shotgun shells, 2x key, First aid kit, Ampoule Head right to find health drink on the end of the bench. Go into the classroom via the door on the other side of the corridor. Inside you will find handgun bullets and the next room contains shotgun shells. When you leave the second classroom go through the double doors in front of you. Only the locker room can be accessed this time (far door on right). Do what you did last time and you will have a key when you leave. The key is for the Library reserve room, so head over there now. You will need to go back on yourself. Inside this room will be a First aid kit. There is an open book on the shelf as well. It is the one referred to in the boys toilets. ===================================================================== Chapter 3: 'Manifestation of Delusions' ...Poltergeists are among these. Negative emotions, like fear, worry or stress manifest into external energy with physical effects. Nightmares have, in some cases, been shown to trigger them. However, such phenomena do not appear to happen to just anyone. Although it is not clear why adolescents, especially girls, are prone to such occurrences. ===================================================================== Go into the library next door and pick up the Handgun bullets and read the book which gives clues to how to kill the boss. ===================================================================== Hearing this, the hunter armed with bow and arrow said 'I will kill the lizard'. But upon meeting his opponent he held back, taunting, 'Who's afraid of a reptile?' At this, the furious lizard hissed, 'I'll swallow you up in a single bite!' Then the huge creature attacked, jaws wide open. This was what the man wanted. Calmly drawing his bow, he shot into the lizards gaping mouth. Effortlessly, the arrow flew, piercing the defenceless maw, and the lizard fell down dead. ===================================================================== Leave this room and attempt to enter the door on your left. It is locked. There is only 1 place left to go now, the 3F. Head up there now. Once there just go through the door and out onto the roof. In the top right corner there is a drain with 2 holes. One of the holes has a key in but you can't reach it, the other is empty. If you turn the valve water will flow down the hole in the corner before it reaches the key. If you use the rubber ball on the empty hole then the water will flow past that hole and wash the key down the drain. *Use the channelling stone here if you have it.* You now need to collect the key from the drain in the courtyard which is where the clock tower is. When you have the key check it in your inventory. The tag says 2NW which stands for 2F North-West, but we already found the locked door. Go back upstairs to the classroom and use the key. Leave this room and go into the next classroom and collect the health drink. Now go out through the door at the far end. Turn right and get the health drink from the nearby bench before going downstairs. Once downstairs you can unlock the fence to your right, go through the double doors and into the infirmary to save or straight down to fight the boss. When downstairs go into the door on the left for 2X shotgun shells and an ampoule. Leave and go into the room next door. There are 2 valves that need to be turned until a gap appears in the turning gates. Turn the right valve left twice and left valve right once. It's just trial and error for the answer. To figure it out yourself just turn the valves until the path is clear and write down what you did. The cancel all the lefts and rights out until you get the minimum amount of turns needed. Once done go through the gap and you will be transported down. BOSS FIGHT 1 - THE GIANT LIZARD Items (1) - Key After the cut scene which shows the arrival of the giant lizard you will need to equip your handgun and fire away until he starts to split his head. At this point the music changes and the real fight begins. Equip your shotgun and get some space between him and you. Don't go near the outer walls, if it traps you - you're dead. Wait for him to come up to you (you may stumble) and open his mouth, then fire twice while walking back (the book in the library is the clue to this). He dies at this point on easy mode but you will need to repeat the process on normal and hard mode. You may need some practice, I did. After you win dark Silent Hill will return to the light version and you will get a key after the cut scene and FMV 5. *There is an adolescent girl in the cut scene as mentioned in the book you read in the Library reserve. Perhaps she is making this happen!* Leave the boiler room and go up the stairs. After another cut scene you know that your next destination is the church (marked on map). Go through the double doors and over to the reception at the end of the corridor and check the teachers list. Gordon's name is on the list as is his address. His house is now marked on the map and you have his house key...... *You can also visit his house on the way to the school in alternate Silent Hill but you can only go into the garden and there's no real reason to bother.* ********************************************************************* SECTION 3 - OLD SILENT HILL CONT. ********************************************************************* GET TO THE CHURCH Items (5) - 3x Handgun bullets, 2x Health drink Leave the school through the main entrance and go up the alley which is more or less in front of you. Check your map and it leads to the back of Gordon's house. The garage door has a dodgy paint job and also his name is on a plaque. Inside the house you will find 2X handgun bullets and notepad 6, leave through the front door. Turn left and go up the street until you reach a chasm, the last house on the other side of the road has a health drink on the door step. You now need to go to the alley behind the houses opposite Gordon's house. The last bench you pass on the way has a health drink on it. Go all the way up the alley stopping about halfway to collect some handgun bullets on the right. Turn right at the top and go straight until you get to the church. (check map). The plaques either side of the door say Balkan church. IN THE CHURCH Items (3) - Key, Flauros, Health drink In the church you will be met by FMV 6 followed by a cut scene which tells you that the hospital is your next stop, it's in the other part of town though. Afterwards pick up the Flauros and the key from the front then the health drink to the left. You can also save using notepad 7. DRAWBRIDGE Items (6) - 2x Handgun bullets, 2x Shotgun shells, First aid kit, Health drink Leave the church and turn right. When you reach the garage (check map) go inside and collect the handgun bullets and save if you wish using notepad 8. If you have finished the game before you can pick up the Gasoline. ********************************************************************* Chainsaw Detour Head out the garage and turn left, back past the church and right to the end of the road where a chasm prevents you going any further. On your left will be Cut-rite chainsaws where you can pick up the chainsaw. ********************************************************************* When you leave turn right and follow the wall all the way until you see a truck with VOWO written on the side. Collect the handgun bullets and shotgun shells from the corner and turn around. Follow the chasm round until you find a low wall, follow the wall till you find some steps. You can only go down a bit but there is a first aid kit and shotgun shells down there. When you have these items go back up and carry on the way you were going until you see the control tower. The sign says 'Orridge bridge Control room'. *If you go in the lower section of the tower you can find the Rock Drill after switching on your flashlight.* Go up the steps and inside. Pick up the map and health drink then use the key on the controls next to where the health drink was. Save if you want using notepad 9. Leave when you have control and go over the bridge. ********************************************************************* SECTION 4 - CENTRAL SILENT HILL ********************************************************************* GETTING TO THE HOSPITAL Items (10) - 5x Handgun bullets, 3x Health drink, 2x shotgun shells Once over the other side look at the map for a small purple block on the bridge. Go there and get the Health drink. Cross back over and find the steps on that side to find some Handgun bullets. Carry on down that road until you get to the police station on the corner (check map). Inside you will find 2X handgun bullets and shotgun shells. Go through the door on the left as you enter to find shotgun shells and handgun bullets as well as a memo and plot info on the chalk board. You can save in here using notepad 10. ===================================================================== Coroner seals called. Officer Gucci unlikely to be murdered. He apparently died naturally. But, medical records show Officer Gucci had no prior symptoms of heart disease. ===================================================================== ===================================================================== Product only available in selected areas of Silent Hill. Raw product is White Claudia, a plant peculiar to the region. Manufactured here? Dealer = manufacturer? ===================================================================== *Drug dealers and unexplained 'murders'?? Weird.* Leave the station and go down the road in front of you towards the hospital. On the same road as the hospital, there is a small alley where you will find handgun bullets and a health drink (check map, its next to 'L' in the word Hospital). Across the road is a cafe with a health drink on one of the tables. Go to the hospital entering through the metal gates. The sign says 'Alchemilla Hospital'. Enter through the door on your right. ********************************************************************* SECTION 5 - HOSPITAL ********************************************************************* EXPLORE THE FIRST FLOOR Items (5) - First aid kit, key, Health drink, Plastic bottle, Unknown liquid To your left is notepad 11 if you need it. Go round the corner to the first door on the right. Inside you will see FMV 7 and a cut scene. After the cut scene go through the door on the right and straight through to the next room. You will be behind the desk that you passed a while ago. Take the map and the First aid kit, then return to the room where you saw the cut scene. Go through the door to the left and you will be in a small room. There is a newspaper and an article has been cut out. Something important? Leave this room through the other door and you will find yourself in a corridor. There are lots of rooms but only some are accessible. Go into the Doctor's office to your left and get the map. The door leads to the conference room where you will find a key. ********************************************************************* * Good+/Bad+ endings only. * Return to the corridor and go into the kitchen (double doors) and * pick up the plastic bottle from the back and a health drink from * one side. The next room along is the directors office. Inside is a * smashed vial on the floor and the room has been wrecked. Use the * plastic bottle on the puddle to pick up the unknown liquid. ********************************************************************* Go to the last door on this side of the corridor which leads to the basement. SEARCH THE REST OF THE HOSPITAL Items (0) - none Go left to the generator room and active the generator. Now go to the lift round the corner. Choose 2F. The door on the second floor is locked. Go back in lift, choose 3F. This door is also locked. Go back in lift and a new button has appeared, choose 4F. You see a cut scene and everything changes before you take control again. You were shown an antique shop, better go there next. GETTING OUT OF THE HOSPITAL Items (26) - 4X Plate, 2X Shotgun shells, Lighter, Alcohol, 6X health drink, blood pack, 2X first aid kit, 3X handgun bullets, 3X key, ampoule, video tape, Hammer Go through the double doors and carry on to the end of the corridor (hear the door lock behind you, creepy). Go through the double doors and down the steps (again the door locks behind you). On the 3F enter the double doors to find yourself in a corridor. Go into the men's toilets for the Plate of turtle. Leave and go into room 301 to find an empty birdcage - might be useful later on. In room 302 you will find shotgun shells and notepad 12 as well as a VCR which might be useful later on. In room 304 you will find a health drink and see a steel plate screwed to the wall. Even more to remember for later! Go into the next half of the corridor via the double door or linen room. Enter the storage room to find a Blood pack, First aid kit and handgun bullets. Leave and enter room 306 to find the plate of cat. Leave the room and go through the double doors at the end of the corridor. Use the lift to go to 2F. The door is locked so go back in the lift and go to 1F. Go forward and search the broken vending machine to find 3 health drinks. Enter the directors office to find the plate of Queen and notepad 13. Leave and enter the Kitchen to find a health drink. Go to the office to find some handgun bullets. Leave and go to the medicine room. Check the door to see that it is locked but there is a noise on the other side. Return to the corridor and go through the double doors and up the stairs to 2F. Go through the double doors to arrive in a corridor. Enter room 201 to find a lighter. Go to room 204 where you will find some tentacles coming out of the wall. They are stopping you from reaching the plate on the wall. The tentacles seem to like the blood on the floor so use you blood pack to distract the tentacles while you get the plate. Leave the room and turn left to have a look at the plate on the wall. Now go to the Nurse Centre. Inside check the message on the wall: ===================================================================== Clouds flowing over a hill. Sky on a sunny day. Tangerines that are bitter. Lucky four-leaf-clover. Violets in the garden. Dandelions along a path. Unavoidable sleeping time. Liquid flowing from a slashed wrist. ===================================================================== Now check the door. There are 4 squares and 4 empty slots. You have 4 square plates but you must figure out the order. The riddle is a colour riddle so assign each line a colour and put the plates in that order. White - clouds are white Blue - sky is blue Orange - tangerines are orange Green - clover is green Violet - violets are violet (really they are) Yellow - Dandelions are yellow Black - Sleep at night, night sky is black Red - blood is red Take out the colours already present and the order starting top right is : Blue, Green, Yellow, Red. The door is now unlocked so go through. Enter the operating prep room and go through to the operating room to pick up the Basement storeroom key. Now return to the corridor. Enter the intensive care unit to find the disinfecting alcohol. Leave the room and go to room 206 to find a first aid kit. Exit and go through the nearby double doors and down the lift to the basement. Enter the morgue and search the last 2 beds for a health drink and an ampoule. Now leave and enter the storeroom. Inside there are handgun bullets and shotgun shells. Check the scratches on the floor next to the cupboard to find that the cupboard has been pushed along. Go to the other side and push it back (over the scratches) to reveal a door. Enter the door. Check the grate to discover that it is covered in vines. They look very dry but when you use the lighter on them the fire goes out straight away. But if you use the alcohol first the fire is a lot more intense and burns the vines away. Go down the revealed stairs. Go straight on and through the door at the end. In the next corridor only the door on the left can be opened. Go through to another corridor. The first door on the left is empty but there is a smashing sound when you go in. The first door on the right has a videotape in. Only the last door on the left is unlocked so go there and watch the cut scene. There is also a key and a picture of a girl named Alessa who is the girl that you've seen a few times before. Return to the first floor basement corridor. Go to the generator room to find the hammer. Use the lift to go to floor 3F. Check the map to see that the VCR is in room 302 so that's where we're heading. After watching the video head down to the first floor via the lift as that is where the examination room is and we have a key for it. Once on 1F head for the examination room using your key to unlock the door. Inside you will see FMV 8 and a cut scene. After the cut scene take the key left for you. Leave the room to go into the waiting room. Check the phones and phonebooks to find the position of the antique shop (now labelled on map) and leave the hospital through the main entrance. ********************************************************************* SECTION 6 - CENTRAL SILENT HILL CONT. ********************************************************************* FINDING ANTIQUE SHOP Items (1) - Axe There is nothing to collect on the way to the antique shop so just head straight there. Inside the antique shop is notepad 14 and a cabinet that appears to have been moved. Move it out of the way to reveal a secret entrance before another cut scene starts. When you have control run down the tunnel and through another hole to find an alter. This is the 'other church' that Dahlia was talking about. Check the chalice at the front of the altar to discover some white powder which has been left behind. Collect the axe from the wall and try to leave. After the cut scene you find yourself in the alternate world. HEAD FOR THE HOSPITAL Items (3) - First aid kit, 2X rifle shells Leave the antique shop and turn left and run down the street, the camera will switch to guide you into the Silent Hill Town centre. Inside try to go up the escalator to trigger a cut scene and FMV 9. Watch it then go up the escalator. *If you hang around for a while watching the screens then the familiar circle pattern that was in the alternate school courtyard will appear as well as some which you will recognize later on.* Upstairs head forward and left to enter the wooden door into a jewellery store. Pick up the first aid kit and 2X rifle shells and save if you wish using notepad 15. Leave and turn left, run until the floor collapses and then watch the cut scene which will introduce the next boss. BOSS FIGHT 2 - LARVA Items (1) - Hunting Rifle Stay where you are until you know where it will rise then move out of its way, turn and shoot. Using the shotgun you should finish it off in about 6 shots. An easy boss, but its not dead yet. When the boss is defeated collect the Hunting rifle from the outskirts of the fighting area and then go through the exit that the LARVA makes for you. HEAD FOR THE HOSPITAL (AGAIN) Items (2) - Rifle shells, Handgun bullets Outside turn right and run along the mesh floor until you can go right. At this point go along all the way to the police station. There is nothing to collect or do so just run for your life. The police station doors are invitingly slightly open so go in and pick up the Rifle shells and handgun bullets. Now leave and sprint in an almost straight line to the hospital. Once inside go round the corner and into the room on your left. Watch the cut scene. When you regain control, leave the hospital. *Use the channelling stone here if you have it.* Go out the gate and across the street to the post office (it's the only place you can go). Go up the stairs and watch the cut scene. BOSS FIGHT 3 - THE MOTH Items (0) - none Equip your Hunting Rifle and start firing away checking your health
after each stab with the tail. You could also use the shotgun but 
after the previous 2 boss fights and any other times you used the 
shotgun, you may not have many left. The shotgun is best to use if 
you have any as you can move and shoot at the same time. When the 
enemy is dead watch the cut scene and everything will return to 
normal.

REACHING THE SEWERS
Items (0) - None

From the roof of the post office, head for the drawbridge. Run across 
the bridge and you are taken straight to the waterworks entrance. The 
sign says 'Reservoir. Authorized Personnel only'. The gate is locked 
but the padlock is rusty and if it is hit hard it might break. Use 
any weapon (even the knife eventually breaks it) to break the lock. 
Aim and action as though shooting to break the lock.


*********************************************************************
                         SECTION 7 - SEWER 1
*********************************************************************

GETTING THROUGH SEWERS
Items (6) - Rifle shells, Handgun bullets, Shotgun shells, Health 
drink, Key, First aid kit.

From the start turn right and down the tunnel. At the end turn left 
and follow the wall to the end to find some Rifle shells. Turn around 
and start to go back then across to the other side of the water at 
the first opportunity. Turn left and head to the end where you will 
find Handgun bullets, Shotgun shells and a health drink. Now turn 
around and go straight forward until the path on this side stops. 
Cross over to the other side at this point. Carry on in the direction 
you were going and cross back over to the other side at the first 
opportunity.
Carry on going forward until you reach a gate. Go through and follow 
the only route around to the office where you will find a key and a 
map as well as notepad 16.

Go through the gate and follow the path to unlock the next gate. Go 
through the gate and straight on until the path comes to an end. 
Cross over at this point and carry on going forward. Cross back over 
as soon as you can and then go back in the direction you came and 
round the corner. Carry straight on until you reach a big fence. The 
gate at one side can be unlocked with the key that you have. Go 
straight on and follow the wall around to the dead end to find a 
first aid kit. Go back on yourself and across the water to find the 
ladder.

GETTING THROUGH SEWERS PART 2
Items (4) - First aid kit, Health drink, Handgun bullets, Key

From the start collect the first aid kit from your left. Check your 
map, you need to go down the long thin tunnel that goes across the 
map. At the end of the tunnel carry on going forward until you reach 
a wall. You will find a Health drink and handgun bullets here. Check 
your map again, you need to go downwards. At the end of the tunnel 
turn left. The gate is locked so turn around and go the other way.
If you check your map you will notice 3 fences in a row. To avoid 
being hurt you should learn where the gates are so you can go 
straight through. The first gate is on the right, so is the second 
but you will need to crossover and back again due to a missing 
walkway and the last gate is on the left.

At the end check the blood pool to find a key. A cut scene will then 
make you want to leave, quickly. Turn around and run for the gate. 
The first is now on the right, the second is on the left and so is 
the third but you will need to cross over when you see a big white 2 
on the wall. The last gate is also on the left and can now be 
unlocked. Go up the nearby ladder saving at notepad 17 first if you 
need to.


*********************************************************************
                        SECTION 8 - RESORT AREA
*********************************************************************

*If you want the bad ending, bad+ ending or UFO ending then skip the 
Good/Good+ only section below.*

*********************************************************************
* Good/Good+ endings only.
* RESORT AREA
* Items (17) - First aid kit, 3X rifle shells, handgun bullets, 3X
* key, receipt, 6X health drink, magnet, shotgun shells
*
* Hmm, Cheryl went over the lake so she must be around here           
* somewhere...
* Go straight forward to find a map and then check the ruins next to 
* where you started to find a first aid kit, rifle shells and handgun 
* bullets. Head for Annie's bar as it's the closest labelled building 
* on the map. Inside you will see a cut scene look around near the   
* dead monster for a key and a receipt. Check the receipt to discover 
* it has a code on it - 0473. Remember it for later. Also in the bar 
* are 2 health drinks and notepad 18.
*
* Leave the bar and head for the Indian runner as that is where the 
* receipt is from. There is a padlock on the door with a four digit 
* code. Try the one from the receipt and bingo, the door unlocks.
* Inside you will find Rifle shells and a health drink on the counter 
* and a key in the drawer. Use the key on the safe and you will find 
* some drugs inside. 
*
* *More drugs stuff.*
*
*Check the memo on the wall:
*
* ===================================================================
* 3 Loaves of bread.
* 3 Cartons of milk.
* 2 Dozen eggs.
*
* Deliver to back door daily 8 a.m.
* Rear entrance code 0886
* Norman Young
* ===================================================================
*
* Another code to remember. Also check the photo next to the memo, 
* 'Normans Grand Opening' of a motel and there's a motel on the map. 
* We'll go there next. Last thing to do here is check the diary on       
* the counter:
*
* ===================================================================
* August 20
* He came by. I handed over the package that the woman left here.
*
* September 12
* He showed up at Norman's, too. Don't want to be involved with the 
* likes of them anymore, but...
* I'm getting creeped out even more than before. Thought of leaving 
* town, but I'm afraid of what will happen if I do.
* ===================================================================
*
* *More drugs and mystery goings on. Perhaps the Indian runner owner 
* also died of a mysterious heart attack.*
*
* Now leave the Indian runner and head towards the motel. When you 
* get there go around to the back door (we have the code you see). 
* The back door is on weaver ST. Enter the code from the memo (0886) 
* to unlock the door. Inside you will find a magnet and a newspaper 
* that is the same as the one in the hospital but the article isn't 
* missing this time.
*
* ===================================================================
* Investigation stalled. 
* 'PTV' dealers still at large.
*
* Suspicious deaths continue.
* Like the anti-drug mayor,
* A narcotics officer dies of
* A sudden heart failure of
* Unknown origin.
* ===================================================================
*
* *The officer is probably Officer Gucci who we read about in the 
* police station*
*
* There's also a diary on the small desk:
*
* 
* ===================================================================
* September 10
* Took package.
* Told to sit on it awhile.
* Don't want to get involved, but can't disobey...
* He's probably linked to death of the mayor and others.
* ===================================================================
*
* Now go through the door to the left as if you had just entered. 
* Inside you will see a motorcycle, check it to discover that the 
* dust has been wiped away around the gas tank cap. Is there 
* something in the gas tank? Search the rest of the room for shotgun 
* shells and a health drink. Leave the garage and head through the 
* open door.
*
* In the reception is notepad 19. Unlock the door on the other side 
* of the room and go outside. 
*
* *Use the channelling stone here if you have it.*
*
* The motel rooms are here and if you check the key that Kaufmann 
* dropped earlier, you will find it is No.3. Go to room 3 and use the 
* key.
* 
* Inside you will find a health drink in the bathroom and a cabinet 
* that looks out of place (it covers part of a poster). Move the 
* cabinet to reveal a small hole containing a key. You can't get to 
* it using your hands so you have to use the magnet on a string. This 
* gets you the motorcycle key.
* Now go back to the motorcycle and use the key on it and then watch 
* the cut scene. If you looked at the drugs in the safe then Harry 
* will comment on Kaufmanns probable involvement with the drug 
* racketing.
*
* Apparently that was a waste of time, let's carry on looking for 
* Cheryl. Check your map to find the next likely building to be 
* explored, the garages. Head over there right now, checking the 
* broken steps on the left (like on the drawbridge) and you will find 
* Rifle shells and a health drink. About halfway along Sandford St. 
* the world will change to the dark alternate world.
*********************************************************************

For all endings follow the guide below.

ALTERNATE RESORT AREA
Items (6) - Shotgun shells, 2X health drink, Handgun bullets, Rifle 
shells, First aid kit

Check your map to see that there is an alley just to your right. 
Silent Hill often has items in alleys so check there to find shotgun 
shells and a health drink. All nearby buildings cannot be entered so 
go to the lighthouse, which looks like the next important place.
 
On your way to the lighthouse you will find a boat. On the boat you 
will meet Cybil and Dahlia. After all the talk search around for 
Handgun bullets, rifle shells and a health drink. You will also find 
notepad 20 in here.

*Use channelling stone here if you have it.*

Leave through the door to the right of the steering wheel to find 
yourself outside.

Go over the plank and up the steps, straight on until you see more 
steps to go down. Go over the 3 planks and through the gate when you 
reach the land again. From here go straight on to the chasm to find a 
First aid kit, then go back and go up the stairs that you passed. You 
are now at the T-junction so check your map so that you are facing 
the lighthouse and run in that direction. You will need to go down 
some steps and up some steps before you reach the lighthouse.

Inside just go straight up the stairs to watch a cut scene and save 
if you want using notepad 21. 

*Use channelling stone here if you have it.*
*UFO ending is seen here.*

You now need to return to the boat to see if Cybil had any luck. The 
game will take you there after you leave the lighthouse and run 
forward a little.

After the cut scene you will discover that you need to be at the 
amusement park. Check your map and a small arrow has appeared, go to 
it now. When you arrive you will discover it is another sewer 
entrance. Go down.

*********************************************************************
                SECTION 9 - SEWER 2 AND AMUSEMENT PARK
*********************************************************************

SEWER 2
Items (3) - 2X health drink, handgun bullets

Watch FMV 10 before you can take control then collect the map from 
the wall. Go down the tunnel until you can go right. Go along this 
tunnel and carry on going forward until you reach a wall. Here you 
will find a health drink. Turn around to face the tunnel you just ran 
down the go right and to the dead end where you will find a health 
drink and handgun bullets. There is now nothing to collect in the 
sewer and the route is simple so head for the ladder on the left of 
the map to exit the sewers.


FIND CYBIL
Items (0) - none

I hate this bit because there's no map and no obvious route. Oh well, 
follow my directions best you can and have a look at my poorly drawn 
map for guidance. If this fails just run around at random until you 
find the carousel.
From the start go right as much as you can (you will have to go 
around holes) and you will find a working ride (you can also hear it 
so head for the noise when you can). When you find the ride go left 
to find a big yellow stall containing notepad 22. From hear go down 
and right until you find a carousel. Go up the steps and watch FMV 
11.

The map below has no scale or anything like that, it just represents 
the general direction that you need to go.



                                     MAP


                                     Yellow stall----
                                     1              1
                                     1              1
                                  ----              ---------Carousel 
                                  l                 
                                  l                 
                      -------Working ride            
                     l                              
                   ---                          
                   l
               Start



BOSS FIGHT 4 - CYBIL
Items (0) - none 

*********************************************************************
* Good+/Bad+ ending.
* Cybil has a gun with 10 bullets. You must tempt Cybil to shoot at 
* you by stopping near her then moving out of the way when she shoots 
* at you. After the bullets are all gone Cybil will throw the gun 
* away. 
* This is your cue to either shoot Cybil (not for the best ending) or 
* to use the unknown liquid on her (get best ending). 
*
* Of course you can just use the liquid straight away by just running 
* straight at her and using it but this is risky especially on Hard 
* where 1 bullet kills you. To use the unknown liquid, you must be 
* right next to Cybil. On hard level if you have your health in the 
* bright green stage then you can survive being shot.
*********************************************************************

*********************************************************************
* Good/Bad ending.
* If you are killing Cybil then you can use her wheelchair to your 
* advantage by hiding one side of it so the Cybil has to go around it 
* to get you. This means you can shoot her more times before having 
* to run away so the fight is over quicker.
*
* After the fight watch the long cut scene which introduces many plot 
* twists.
* If you kill Cybil by shooting her you will get to see FMV 12.
*********************************************************************


*********************************************************************
                      SECTION 10 - NOWHERE
*********************************************************************

*There is no map for this section but thanks to David Newton a.k.a. 
Wong Chung Bang you can follow the link below to see a custom map.*
http://www.geocities.com/harrymas0n/NOWHERE.gif

NOWHERE
Items (24) - 3X Handgun bullets, Shotgun shells, first aid kit, 
screwdriver, pliers, 6X Key, stone of time, Amulet, crest, rifle 
shells, ring, camera, 2X health drink, dagger, ankh, disk

Watch FMV 13 and the cut scene. When you have control use notepad 23 
then go through the only door you can and down the elevator. If you 
run around the corner you will get to see a ghostly image of Alessa. 
From the elevator go into the first room on your right. Inside you 
will see a birdcage like before but this time there is a key inside. 
Remember it for later and pick up the handgun bullets from the bed. 
Leave the room and go into the on opposite.

In here is a faucet (a tap if your English) with a key stuck inside. 
Can't get it out using your hands so you'll have to remember it for 
later. Leave the room and check the next door along the corridor. The 
word PHALEG is carved on it. You'll need the PHALEG key then.

Try the next door along which is like the antique shop. Inside is a 
clock with a square hole in the centre and a key for one of the 
hands. You can't get the key yet. Search the room for shotgun shells, 
a first aid kit and notepad 24. Leave and try the next door along 
which is simply locked. The next door is also locked and has the word 
OPHIEL carved on it. Another key to look out for.

The next door leads to some steps. Down these steps is a classroom. 
Check the desk in the centre to find some abuse. Go through the 
classroom and exit via the other door to find a dark room containing 
a screwdriver and pliers.

Go back upstairs and to the room with the faucet (round the corner on 
its own). Inside use the pliers to pull the key from the faucet. You 
now have the key of OPHIEL. Use this key on the door that says OPHIEL 
on it.

Through this door you will find another corridor. The doors to your 
right are locked, one of which cannot be opened. The other has a 
slate next to it entitled the 'The grim reaper's list'. Remember it 
for later. The double doors to your left cannot be opened so go into 
the next door along.

Inside you will see 4 pictures on the wall with numbers below them 
and 3 pictures at the end where you have to enter a number. Check the 
4 pics on the wall:

Pisces = 0
Taurus = 4
Libra = 2
Cancer = 10

To solve this you need to ask yourself, what has a bull got that a 
shark hasn't. It is obviously legs. But if you look at the other 
pictures then the legs don't correspond to the number so you must 
also include arms to make the pattern work.

Using this the puzzle is simple, from left to right enter - 6, 4, 8.
You must press cancel after entering a number to return to the game.
Now collect the stone of time. Check the stone in your inventory to 
discover it has a clock-face on it and if you remember the clock had 
a square hole in it.

Leave the room and try the rest of the doors in the corridor, none of 
them can be opened. Look at the slate at the end of the corridor:

=====================================================================
Names engraved on a lithograph.
The grim reaper's list.
Yes, the headcount is set
Young and old lined up
In order of age.
Then, the pathway opens
Awaiting them, the frenzied
Uproar, the feast of death!
=====================================================================

Hmmm another plate about the grim reaper's list. Go back to the first 
one (around the corner) and look at it again. The are 5 names with 
numbers next to them. The last plate talked about age so if we assume 
the numbers are ages and put them in order:

18 Albert Lords
35 Lydia Findly
38 Edward C Briggs
45 Roberta T Morgan
60 Trevor F White

After writing them down you may notice that the first letters spell 
ALERT. Enter this in as the password and the door will unlock.
Go straight through this room to the next room and take the Amulet 
from the wall.

Leave the room and watch FMV 14 followed by a cut scene. When you 
take control you will be outside the room. If you re-enter you can 
read Lisa's diary:

=====================================================================
Ask Doctor to let me quit being in charge of that patient.
Its too weird.

Still alive, but with wounds that won't heal.

Told the doctor I quit.
Won't work at that hospital anymore.

The room is filled with insects.
Even with doors and windows shut they get in to spite me.
To the hospital...

Feeling bad.
Need to throw up.
But nothing comes out.
Vomiting only bile.

Blood and pus flow from the bathroom faucet.
I try to stop it, but it won't turn off.

Need drug.

Help me...
=====================================================================

*So Lisa was in on the drug thing as well!*

After reading the diary, leave the room and enter the second door on 
the left. You will be back in the first corridor. Enter the second 
door on the left again and use the stone of time on the clock. This 
will get you the key of HAGITH. We haven't found this door yet but if 
you leave the room, turn right and go to the end then you will find 
it.

In the new room you will find an elevator. Go to floor 2 and through 
the double doors. The first 2 doors in this corridor are locked. The 
third leads to a Jewellery store again. Inside you will find a crest, 
rifle shells and a ring. Leave the room and try the next door, it 
cannot be opened nor can the door opposite so go through the double 
doors at the end.

The first 2 doors are locked. The third is unlocked when you try it 
and, like the girls toilets in the school, acts as a lift between 
floors 1 and 2. You will need it later. The door at the very end of 
this side can also be opened. Inside is the steel plate that you saw 
in the hospital. Again it is screwed to the wall but this time you 
have a screwdriver. Behind the steel plate is a key that you cannot 
take because it is electrified. Remember where it is and leave the 
room.

Only door on the other side of the corridor can also be entered. 
Inside you will find a camera and handgun bullets. Check the camera 
to find that it has a flash. Leave the room and return to the lift 
(just keep going through the double doors at the end). In the lift 
choose 3.

The lift goes straight to a room on this floor. The room has an alter 
like the one seen before and 2 paintings hanging either side. Check 
the paintings. One is titled 'The light illuminating the darkness' 
and the other is titled 'The light to the future'. There is an 
emphasis on light here and you and you just picked up a camera with 
flash so try that. After the light flashes on the pictures patterns 
appear. Now check the doors on each side. There are 3 blocks of 
buttons and 3 patterns on the paintings. Copy the pattern on each 
side to the doors to unlock them:

(from elevator)

Left Door:                         Right Door:

            * * *                               * * *
            * * .                               * . *
            * . .                               * . *

        . . *   * . *                       . * .   * . .
        . . *   * * .                       * * *   * * .
        * * *   * * *                       . * .   * * *

The room on the right (as you enter from lift) contains a health 
drink and a Botanical book that you cannot read yet. I don't know how 
to read this book but this is what it says:
=====================================================================
There's a place mark in the book . . . 

WHITE CLAUDIA. 

Perennial herb found near water. 
Reaches height of 10 to 15 in. 
Oblong leaves, white blossoms. 

Seeds contain hallucinogen. 
Ancient records show it was 
used for religious ceremonies. 
The hallucinogenic effect 
was key.
=====================================================================
(Thanks to AdamDisgust for telling me this.)

There is also a newspaper cut-out book on the desk that can be read, 
although I'm not sure about the criteria for reading it.
The first part is the article that was missing from the paper in the 
hospital:
=====================================================================
Investigation stalled. 
'PTV' dealers still at large.

Suspicious deaths continue.
Like the anti-drug mayor,
A narcotics officer dies of
A sudden heart failure of
Unknown origin.
=====================================================================

The second part says:
=====================================================================
Fire broke out in town.
6 homes destroyed.

Charred body
Of Alessa Gillespie (7)
Found in aftermath.

Cause of fire currently under
Investigation.

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

Investigations show source
As basement of Gillespie home.
Blaze now believed caused by
Malfunction of antiquated
Boiler. 
=====================================================================
The fire is the same day that Cheryl was found. Coincidence?

The other room contains the birdcage key. Use the lift to return to 
the first floor. Once there go through the double doors and all the 
way around to the last room on the left. Use the key on the bird cage 
to get the Key of PHALEG.

Leave the room and go to the first door on your right. You will now 
find yourself in the basement of the hospital. The first door on the 
right is the kitchen. There is a dagger in the refrigerator but if 
you take it you are attacked and die. To stop this from happening you 
must first use the ring to complete the chain. You will then hear the 
tentacles trying to get out but you live and keep the dagger.

*I suppose the ring of contract sort of implies a bond or link but 
this one is a bit cryptic.*

Leave the room and try the door opposite. You need the BETHOR key 
first. Try the next door along on that side. Inside you will see a 
cut scene and find an ankh. Leave the room and enter the door 
opposite. Inside you will find a health drink, handgun bullets and 
the key of BETHOR (inside the Jelly beans bag). Go through the double 
doors and you will find a VCR. Since you still have the video tape 
you can watch it again and it is now clearer.

Leave and go back to the corridor. Try the next door along on this 
side and you will be in a bedroom. Check the door at the back to 
receive a message:

=====================================================================
Thou possess them
To guard thy spirit
Evoke five rites
Unveil thy fate
=====================================================================

5 rites and 5 differently shaped holes. Put in the amulet, crest, 
ankh and dagger. Only one more needed now. Leave the room and try the 
door opposite. You need the key of ARATRON. Go back down the corridor 
to the door with BETHOR carved on it and use the key of BETHOR. 
Inside is a generator that you can switch off. This does 2 things
1 - allows you to get the key that was electrified,
2 - Stops the lifts from working.

Since the key is on 2F this is a problem and this is where that magic 
door that goes from 1F to 2F is useful. Exit to the corridor and exit 
the corridor via the door at the end. Now go through the double doors 
(second on right) and you will be on 2F. The key is in the room at 
the end on your left.

Collect the key and go back to the double doors and back down to 1F. 
Go back through the door of PHALEG (second on left) and you will be 
back in the dark corridor. Go to the third door on your right and 
unlock it. Inside you will see a cut scene. Afterwards pick up the 
disk from next to the picture and leave. Go through the door opposite 
and use the disk on the door at the back to unlock it. You are now 
about to fight the last boss so save if you want to using notepad 25 
and enter the door. You will see a cut scene before being able to go 
down the stairs. Here you will watch a long cut scene which will 
explain more of the plot before your left to fight the final boss.

BOSS FIGHT 5 - GR. Winged Demon (If Kaufmann is in previous cut 
Scene, good+/good ending.)
Items - none

Equip your Rifle and shoot constantly until it is dead. On Hard mode 
you will have to heal almost every time you're hit. On lower levels 
you can take a few hits before being in danger of dying. If you 
haven't got much health left then you will have to shoot 4 times and 
then run around and try to avoid the lightning. If all else fails try 
lying down (it works for Cybil) or just standing there scared (works 
for Kaufmann). This boss is also known as Samael.

ALTERNATE BOSS FIGHT 5 - ALESSA (If Kaufmann isn't in previous cut 
Scene, bad+/bad ending.)
Items - none

This boss is the same as the one above except she stays on the floor. 
This makes it harder for you to avoid her (less area left for you to 
run in) but this is compensated for by her being easier to kill.

After the boss is defeated watch the cut scenes that will vary 
depending on how you played the rest of the game.


CREDITS
Different music is played depending on your ending but only the bad 
ending has any lyrics.

EXTRA SCENE
FMV 15/16/17/18 or a cut scene depending on your ending.

BLOOPERS (FMV 19)
Cool cock ups and messing about by the entire cast which makes them 
more life-like.

RANKING
You will have collected 204 items and have got the good+ ending. The 
items in the background are what you have earned. (see secrets for 
more info). See the section on ranking for more info.

GAME COMPLETETION SAVE
You will be able to save your completed game as a next fear game 
(gold writing). You will start in the cafe from now on. The 
difficulty level will also increase now (unless you were already on 
Hard).


===========
08. ENDINGS
===========

There are 5 possible endings to Silent Hill depending on the actions 
you take while playing the game.

Good+......Save Kaufmann in the bar then get the red liquid from the 
motorcycle. Also use the unknown liquid on Cybil at the amusement 
park. After the credits Harry and Cybil hold the baby and the 
impression is that they will live happily ever after (maybe). This 
also unlocks the alternate intro. (see secrets)

Good....... Save Kaufmann in the bar then get the red liquid from the 
motorcycle. Kill Cybil at the amusement park.
After the credits Harry is running through the streets carrying the 
child. He stops and looks around confused.

Bad+........Don't bother with Kaufmann or the red liquid from the 
motor cycle but do save Cybil at the amusement park.
After the credits roll Cybil will snap (actually slap) you out of 
your sobbing and tell you to go.

Bad........ Don't bother with Kaufmann or the red liquid from the 
motor cycle and kill Cybil at the amusement park.
You get to hear the lyrics to the end tune (Esperandote) and see 
Harry dead in his jeep after the credits.

UFO.......Use the channelling stone in 5 places, the 5th time you are 
shot and abducted by aliens. The 5 places are:
1 Roof of the alternate school
2 Outside hospital just before moth fight
3 Motel car-park 
4 Cabin of old boat
5 Top of lighthouse

You get to see a comic strip style ending followed by credits rolling 
in a star wars style with strange music playing. 


============
09. RANKING
============

This is what the ranking screen shows and what each thing means.

Mode - Easy, Normal or Hard

Game clear - How many times you have finished the game on this save.

Ending - The ending that you got.

Saves - How many times you saved during the game.

Continues - How many times you continued after dying.

Total time - Time taken to finish the game.

Walking distance - How far you walked in kilometres, in the game 
scale obviously.

Running distance - as above but with running distance.

Items - The number of items from a possible 204 that you collected. 
The bracket is how many extra items you collected.

Defeated enemy by fighting - The number of enemies killed by a hand 
weapon.

Defeated enemy by shooting - the number of enemies killed with a gun.

Shooting style - 
                 Short range shots - obvious
                 Middle range shots - obvious
                 Long range shots - obvious
                 No aiming shots - a 'miss' in other words or a shot
                                   Using the hyper blaster.

YOUR RANK
The number of stars you got is your rank. Say the big stars are worth 
1 and the little stars 0.1. Add them up for your rank. 10 stars is 
the highest rank possible.

Gold Ratings - Sometimes the rank screen will have gold writing 
instead of white. This means that you did well in this area. This is 
how I think you get gold in the individual areas, although some have 
a ? as I haven't figured them out yet. If I have got gold before this 
is also shown.

Game clear - 5 or more

Ending - Good+

Saves - 2 or less

Continues - 1 or less

Total time - less than 1:30:00

Walking Distance - ? never got gold

Running Distance - ? never got gold

Items - more 150 

Defeated enemies by fighting - *

Defeating enemies by shooting - *

* More than 300 in total.


Shooting style - 
          Short range shots - More than 0.39 *
          Middle range shots - More than 0.29 *
          Long range shots - More than 0.19 *
          No aiming shots - Less than 0.10 *

* All 4 criteria must be met to get gold. You cannot get gold in one 
part and not another, they are seen as a combined stat.


===========
10. SECRETS
===========

GASOLINE - Finish the game. 
Found in the garage close to the drawbridge in old silent hill. Can 
be used to fuel the Rock Drill and the Chainsaw. Once you have 
fuelled a weapon that weapon remains fuelled for all games after 
that. You can only fuel one of the weapons per game, so you must 
choose one weapon first time and then the other the second time. 
After both weapons are fuelled you can still pick up the Gasoline. 

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

ROCK DRILL - Get the gasoline. 
Found in the lower section of the control tower for the drawbridge. 

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

CHAINSAW - Get the gasoline. 
Found in a chainsaw shop (!) on the same road as the drawbridge but 
at the opposite end next to a chasm. In cut rite chainsaws' window. 
Check map, but its hard to see.

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

CHANNELING STONE - Get a good+ ending. 
Found in the convenience store at the top of the street where the 
cafe you start in is. Needs to be used 5 times to get the UFO ending. 
See below for places to use it.

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

HYPERBLASTER - Get the UFO ending. 
Use the channelling stone in these 5 places: 
On the roof of the school in the alternate Silent Hill.
Just after leaving the Hospital before fighting the moth.
In Normans motel. The open area outside the rooms.
In the old boat, anywhere near a window.
The top of the lighthouse.  

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

KATANA - Not sure, could be random. Found in the locked room in the 
house you go through to get to the school (on Levin street).

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

EXTRA OPTIONS - press a shoulder button while in the options menu. 
Here are the extra options and what they do.

**Weapon Control - Press/Switch** 

- Changing this to switch will mean that pressing R2 will aim until 
you press R2 again to stop aiming. This is switching between aiming 
and not aiming rather than holding the button down.

**Blood Colour - Normal/Green/Violet/Black** 

- Changes the colour of the blood in the game.

**View Control - Normal/Reverse** 

- When in reverse the camera acts as though you are holding down L2. 
Holding L2 will change the camera back to normal until you let go.

**Retreat Turn - Normal/Reverse** 

- Reverses left and right if you are moving backwards.

**Walk/Run Control - Normal/Reverse** 

- When reversed you can run by pressing up, no need to use square 
button. Hold square to walk.

**Auto Aiming - On/Off** 

- Switches off auto aim to make the game very hard.

====================================================================
The following options are added to the list on completion of the 
game:

**View Mode - Normal/Self** 

- Have a head-cam view. Useful in corridors, not so good outdoors.

**Bullet Adjust - x1 etc** 

- Ammo multiplier. Increases by one after each completion of the 
game. Instead of a 6 there is a star but it still multiplies by 6. 
This is the highest that it will go.

*If you start a new game then you can still use the ammo multiplier 
as long as the game you earned it on is on a memory card that is 
plugged in.* 

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

ALTERNATE INTRO - Get the Good+ ending. The scene near the beginning 
of the intro which shows Harry and his wife with a baby is replaced 
by a scene where Harry and Cybil are with a baby.

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

SAVE CYBIL EASILY - When you reach the amusement park use the unknown 
liquid on one of the semi-invisible ghosts to the right of where you 
start. Everything goes weird but the game acts as though you saved 
Cybil and returns to normal after the cut-scene. 

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

EASY FINAL BOSS KILL - Reach the boss without having any ammo for 
your guns and he/she will die as soon as he/she appears without you 
having to fight him/her. Doesn't work if you have the hyper blaster 
as it has infinite ammo.

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

KCET SELF PROMOTION - If you have ISS Pro Evolution 1 or 2 go into 
training mode and look at the advertising boards around the outside 
of the pitch, one of them has CYBIL on it. 

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

HYPERBLASTER EASY METHOD 
Plug the Konami light gun into controller port 2 before loading the 
game up. Start a new game and in your inventory will be the Hyper 
blaster. Shoot with the light gun to fire in the game. Cool. You will 
have a flickering red beam instead of the standard one.

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

HYPER BLASTER POWER UP 1 (Yellow) - Earn an 8 star rating or more.

When you earn this it will say HYPER BLASTER POWER UP with a yellow 
bar on the save screen at the bottom.
After I finished the game with this hyper blaster I then saved and 
had lost it. Fortunately I didn't overwrite so this is just to warn 
everyone that you can lose it (have it degraded to red).
Also when I finished with this, the items section on the ranking 
screen gets a little messed up.

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

HYPER BLASTER POWER UP 2 (Green)

Don't know how to get this but there is one as there is a code to get 
it. My guess is you need a 10 star or close to 10 star rating.

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

ALTERNATE SHOTGUN LOCATION

If you do not pick up the shotgun at the school and play through the 
game until you reach the police station then you can pick up the 
shotgun from the room with the chalk board in. This means that you 
will need to beat the giant lizard without the shotgun. Tough - I 
used the powered up hyper blaster. This is however, completely 
pointless and you should really pick up the shotgun as soon as you 
can.

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

UNLOCKABLE TEXT

1. Botanical Book.
Found on 3F in Nowhere this book contains info about white Claudia. I 
don't know how it is unlocked so just try whenever you're in there.

2. Newspaper Scrap Book.
Found in the same room as the botanical book. This gives info about 
the fire which happened 7 years ago and also reveals that it happened 
on the same day that Cheryl was found. Again I don't know how it is 
unlocked.
*********************************************************************

=============
11. GAME TIPS
=============

These tips are shown to you when you die on your first game. There 
are some parts that I have changed where there are errors in the text 
and I have changed it to be correct.

If you find the night scenes too dark, try increasing the brightness 
level in the options menu.

When Harry has the light turned off, enemies will have a harder time 
spotting Harry. It will cut down the number of times Harry is 
surrounded by enemies, lets him avoid battles or even allows Harry to 
sneak up and attack enemies from behind.

When the light is turned off, accuracy with the gun goes way down. 
When Harry has the light turned off, carefully approach the enemy and 
shoot from close range to ensure a hit.

Pushing the L1 and R1 simultaneously will make Harry do a quick turn 
around. Useful in getting out of a room quickly or running away from 
enemies.

The longer Harry aims at an enemy the higher the accuracy. Use the 
search view to bring the view to be right in front of Harry, aim and 
fire.

Harry is more likely to shoot an enemy when it is close. Draw the 
enemy in to increase accuracy. Harry will save bullets in the long 
run this way.

It is not always best to confront an enemy in front of Harry. Rather 
than wasting bullets, sometimes it is better to run.

Harry will be quickly overwhelmed if surrounded by several enemies. 
When there are many enemies around, keep your distance or try turning 
off the light to avoid them. Try to keep confrontations to one-on-one 
situations.

It is difficult to pin-point flying enemies. However if Harry keeps a 
wall to his back, he can cut down blind-side attacks.

Harry can move around while using some weapons. With this, Harry can 
back up to avoid attacks by the enemy, while staying in weapon ready 
mode.

While using guns, hitting the weapon button will aim at the nearest 
enemy in front of Harry. Hitting left or right on the direction 
button will change the aim on to the next enemy.

While using a weapon that you can swing, the motion will change 
dependant on how the action button is pressed. Tapping it quickly 
will make the weapon swing around, while holding it down will cause 
it to swing down or thrust, dependent on the weapon.

Harry can take out an enemy that is lying on the floor by getting out 
of the weapon ready mode, and the hitting the action button. Harry 
will kick or step on that enemy to kill it.

When Harry has beaten an enemy, make sure he has completely taken it 
out or it may rise again to cause trouble. You will know it is dead 
when the sound of the radio cuts out.

When you press the L2 button, the camera angle shifts behind Harry, 
making it easier to see what is directly in front of him.

=============
12. ITEM LIST
=============

The following shows the location of all 204 items and all 6 extra 
items.

Format:
--------
Location (No. of Items so far) - Item name(s)


Cafe (6) - Handgun, Knife, 2X Health drink, Flashlight, Pocket Radio

Bench outside cafe (8) - 2X Handgun bullets

Queen Burger Windowsill (9) - Health drink

Matheson St. Right hand alley (11) - 2X Handgun bullets

Ellroy St. Chasm (13) - Key of scarecrow, Health drink

Alley behind cafe (15) - Key of woodman, Health drink

Finney St. far right (17) - Key of Lion, Handgun bullets

Convenience store (21) - 3X Health drink, First aid kit

Harry's Jeep at top of Levin St. (22) - Health Drink

Finney St. central alley (26) - 'To School' note, 2X Handgun bullets,
                                 Steel pipe

Matheson St. central alley (27) - First aid kit

Levin St. southern chasm (doorstep) (28) - Health drink

Matheson St. left chasm (29) - 'Dog House, Levin St.' note

Dog Kennel on Levin St. (30) - House Key

House on Levin St. (34) - First aid kit, 2X Handgun bullets, Health
                                                            Drink.

Garden (36) - 2X Health drink

Midwich St. top (38) - Health drink, Handgun bullets

Matheson St. left alley (40) - Health drink, Handgun bullets

School bus (42) - 2X Health drink

School Infirmary (44) - First aid kit, Health drink

Room behind reception desk (45) - Handgun bullets

Fan room (46) - Handgun bullets

Lab Equipment room (47) - Chemical

Chemistry Lab (49) - Gold Medallion, Handgun bullets

Classroom 2F top left (50) - Health drink

Girls toilet 2F (51) - Handgun bullets

Classroom 2F bottom right (52) - Handgun bullets

Library (53) - First aid kit

Music room (54) - Silver Medallion

Classroom 1F bottom right (55) - Handgun bullets

Alternate school storage room (56) - Rubber ball

Fan room (58) - First aid kit, Handgun bullets

Classroom 1F top right (59) - Picture card

Bench outside Classroom 1F bottom right (60) - Health drink

Infirmary (62) - First aid kit, Health drink

Lobby (63) - Ampoule

Room behind reception (64) - Handgun bullets

Boys Toilet 1F (65) - Shotgun

Boys Toilet 2F (68) - Shotgun shells, 2X Handgun bullets

Teachers room top (69) - Handgun bullets

Bench outside classroom top left (70) - Health drink

Classroom top left (71) - Handgun bullets

Classroom bottom left (72) - Shotgun shells

Locker Room (73) - Library Reserve key

Library Reserve (74) - First aid kit

Library (75) - Handgun bullets

Roof/Courtyard (76) - Classroom key

Classroom 2F bottom right (77) - Health drink

Bench outside classroom 2F bottom right (78) - Health drink

Basement storage room (81) - Ampoule, 2X Shotgun shells

Boiler room (82) - K.Gordon key

K.Gordon's house (84) - 2X Handgun bullets

Levin St. southern chasm (85) - Health drink

Bench on Bradbury St. (86) - Health drink

Bradbury St. alley (87) - Handgun bullets

Church (90) - Drawbridge key, Flauros, Health drink

Gas Station (91) - Handgun bullets

Next to VOWO truck (93) - Handgun bullets, Shotgun shells

Drawbridge steps right (95) - First aid kit, Shotgun shells

Drawbridge control room (96) - Health drink  

Drawbridge building (97) - Health drink

Drawbridge steps right (98) - Handgun bullets

Police station main area (101) - 2X Handgun bullets, Shotgun shells

Police station small room (103) - Shotgun shells, Handgun bullets

Koontz St. alley (105) - Handgun bullets, Health drink

Koontz St. outside tables (106) - Health drink

Hospital reception (107) - First aid kit

Conference room (108) - Basement key

Kitchen (110) - Plastic bottle, Health drink

Directors Office (111) - Unknown Liquid

Men's Toilet 3F (112) - Plate of Turtle

Room 302 (113) - Shotgun shells

Room 304 (114) - Health drink

Storage room (117) - Blood pack, Handgun bullets, First aid kit

Room 306 (118) - Plate of Cat

Vending machine 1F (121) - 3X Health drink

Directors Office (122) - Plate of Queen

Kitchen (123) - Health drink

Office (124) - Handgun bullets

Room 201 (125) - Lighter

Room 204 (126) - Plate of Hatter

Operating room (127) - Basement storeroom key

ICU (128) - Disinfecting alcohol

Room 206 (129) - First aid kit

Morgue (131) - Ampoule, Health drink

Storeroom (133) - Handgun bullets, Shotgun shells

B2 First right (134) - Videotape

B2 Third left (135) - Examination room key

Generator room (136) - Hammer

Examination room (137) - Antique shop key

Alter room (138) - Axe

Jewellery store (141) - 2X Rifle shells, First aid kit

Larva boss stage (142) - Hunting Rifle

Alternate police station (144) - Rifle shells, Handgun bullets

Sewer top left 1F (148) - Rifle shells, Handgun ammo, Health drink
                          Shotgun shells

Sewer Office (149) - Sewer Key

Near bottom of ladder (150) - First aid kit

Near top of ladder (151) - First aid kit

Sewer top right (153) - Health drink, Handgun bullets

Sewer bottom left (154) - Sewer exit key

Ruins next to sewer exit (157) - Rifle shells, Handgun bullets, First
                                                             Aid kit

Annie's bar (161) - Receipt, Kauffmann key, 2X Health drinks

Indian runner (164) - Rifle shells, Health drink, Safe key

Norman's motel (165) - Magnet

Garage (167) - Shotgun shells, Health drink

Motel room 3 (169) - Motorcycle key, Health drink

Sandford St. steps (171) - Rifle shells, Health drink

Sandford St. alley (173) - Shotgun shells, Health drink

Boat (176) - Handgun bullets, Rifle shells, Health drinks

Bottom of pier (177) - First aid key

Sewer top right (180) - Handgun bullets, 2X Health drinks

Birdcage room (181) - Handgun bullets

Antique shop (183) - Shotgun shells, First aid kit

Operating prep room (185) - Pliers, Screwdriver

Faucet room (186) - Key of Ophiel

Limb puzzle room (187) - Stone of time

Morgue (188) - Amulet of Solomon

Antique shop (189) - Key of Hagith

Jewellery store (192) - Ring of contract, Rifle shells, Crest of
                                                        Mercury

Hospital office (194) - Camera, Handgun bullets

3F right room (195) - Health drink

3F left room (196) - Birdcage key

Birdcage room (197) - Key of Phaleg

Kitchen (198) - Dagger of Melchoir

Graffiti room (199) - Ankh

Storeroom (202) - Key of Bethor, Health drink, Handgun bullets

Electrified key room (203) - Key of Aratron

Alessa's basement room (204) - Disc of Ouroboros


EXTRA ITEMS

Garage (+1) - Gasoline Tank

Cut rite chainsaw shop (+2) - Chainsaw

Drawbridge lower room (+3) - Rock drill

Levin St. dog house secret room (+4) - Katana

Convenience store (+5) - Channelling stone

Inventory after UFO ending (+6) - Hyper blaster

-------------------
Item Descriptions
-------------------

All the items in the game and a description, in the order that they 
appear in the walkthrough.

Name - Handgun
Description - Handgun received from Cybil. Holds up to 15 rounds.

Name - Health Drink(s)
Description - Supplies nutrition to recover a small amount of stamina

Name - Flashlight
Description - One touch On/Off switch. In the chest pocket.

Name - Kitchen Knife
Description - Hard to use, but better than nothing.

Name - Pocket radio
Description - Portable radio that emits static when monsters are near

Name - Handgun bullets
Description - Ammo for the handgun.

Name - Steel Pipe
Description - 3' long steel pipe. Long range but of limited use.

Name - A Note ''To School''
Description - ''To school'' is written in Cheryl's handwriting.

Name - A note 'Doghouse'
Description - 'Doghouse' and 'Levin st.' are written in Cheryl's 
handwriting.

Name - House Key
Description - The house key hidden in the dog house.

Name - First aid Kit(s)
Description - Heals injury to provide moderate stamina recovery.

Name - Key Of ''Scarecrow''.
Description - The key to the garden of the house. Found in mailbox 
blocked by fallen tree.

Name - Key of ''Woodman''.
Description - The Key to the garden of the house. Found in the 
basketball court.

Name - Key of ''Lion''
Description - The Key to the garden of the house. Found in patrol 
car's trunk.

Name - Chemical
Description - The label reads 'concentrated Hydrochloric acid'. Found 
in the lab equipment room.

Name - Gold medallion
Description - A picture of a clock tower is engraved on the surface. 
Found in the chemistry lab.

Name - Silver Medallion
Description - A Picture of a clock tower is engraved on the surface. 
Found in the music room.
Name - Rubber Ball
Description - Florescent pink rubber ball used by children.

Name - Picture Card
Description - A rectangular card with a picture of a key. Found on a 
desk in a classroom.

Name - Ampoule(s)
Description - Relieve pain to recover stamina to high. Effect lasts 
for a while.

Name - Shotgun
Description - Fires in a wide radius. Holds up to 6 rounds.

Name - Shotgun Shells
Description - Ammo for the shotgun.

Name - Library Reserve Key
Description - The key to the school's 2nd floor library reserves. 
Picked up in the locker room.

Name - Classroom key
Description - The tagged classroom key found hanging in the drainpipe 
on the roof.

Name - K. Gordon Key
Description - The tag says, 'K. Gordon;' found in the school's boiler 
room.

Name - 'Flauros' 
Description - Pyramid shaped object found in the church. Purpose and 
use unknown.

Name - Drawbridge key
Description - Key to operate the drawbridge. Found in the church.

Name - Basement key
Description - The hospital basement door key, found on the table in 
first floor conference room.

Name - Plastic Bottle
Description - Empty bottle found in the kitchen of the hospital. 

Name - Unknown liquid
Description - Red liquid found in a broken vial in the hospital 
director's room.

Name - Plate of 'Turtle'.
Description - Square blue plate with a picture of a 'mock turtle'.

Name - Blood pack
Description - 200ml blood pack. Found in the hospital storage room.

Name - Plate of 'Cat'
Description - Square yellow plate with a picture of a 'Cheshire cat'.

Name - Plate of 'Queen'
Description - Square, red plate with a picture of a 'Queen of 
Hearts.'

Name - Lighter
Description - Oil lighter found in room 201.

Name - Plate of 'Hatter'
Description - Square green plate with a picture of a 'Mad Hatter'.

Name - Basement storeroom key
Description - The hospital basement storeroom key found in the 
operating room.

Name - Disinfecting alcohol
Description - Isopropyl alcohol bottle, found in ICU at the hospital.

Name - Video tape
Description - Nothing on the label. Found on 2nd floor hospital 
basement.

Name - Examination room key
Description - Found in patient room in the 2nd floor basement.

Name - Hammer
Description - Emergency hammer. Highly damaging but hard to use.

Name - Antique Shop key
Description - The tagged key with a shop name on it that Dahlia left 
at the hospital.

Name - Axe
Description - Small one hand axe. Moderately effective as a weapon.

Name - Rifle shells
Description - Ammo for the Hunting rifle.

Name - Hunting Rifle
Description - Holds up to 6 rounds.

Name - Sewer key
Description - Sewer Passageway door key.

Name - Sewer exit key
Description - Key to exit from the sewer to the resort area, which 
dropped in the water.

Name - Kaufmann key
Description - A '3' is written on the tag. The key was thought to 
have been dropped by Kaufmann.

Name - Receipt
Description - Receipt from general store, thought to have been 
dropped by Kaufmann.

Name - Safe Key
Description - Key to the safe, found at Indian runner General store.

Name - Magnet
Description - Long, thin magnetic rod with a string attached, in the 
motel office. 

Name - Motorcycle Key
Description - Key to an old motorcycle, which was dropped between the 
floorboards in the motel room.

Name - Screwdriver
Description - Tool for screws. Rusted but usable.

Name -Pliers
Description - Tool to use on metal and wires. Rusted but usable.

Name - Key of 'Ophiel'
Description - The word 'Ophiel' is engraved on the key.

Name - Stone of time
Description - Large stone with clock-face design on pillar with 
astrology chart hanging from it.

Name - Amulet of Solomon
Description - The amulet is a star shaped object with 6 corners named 
after the ancient magician.

Name - Key of 'Hagith'
Description - The word 'Hagith' is engraved on the key.

Name - Crest of Mercury
Description - Snake in the symbol of mercury signifies alchemy.

Name - Ring of contract
Description - Rustic, hefty-looking ring of unknown material. 

Name - Camera
Description - Camera with flash.

Name - Bird cage key
Description - Bird cage key with engraved handle.

Name - Dagger of Melchoir
Description - The ancient dagger named after the magi. 

Name - Ankh
Description - Elliptical talisman with a cross inside.

Name - Key of 'Bethor'
Description - The word 'Bethor' is engraved on the key.

Name - Key of 'Aratron'
Description - The word 'Aratron' is engraved on the key.

Disk of Ouroboros
Description - Ring of a snake biting its own tail.


EXTRA ITEMS

Name - Gasoline Tank
Description - Fuel for chainsaws and rock drills.

Name - Chain saw
Description - Power tool used for cutting down trees, etc., highly 
deadly.

Name - Rock drill
Description - A tool used in road construction to create holes in the 
road for poles.

Name - Channelling Stone
Description - A mystical stone possessing power. If used somewhere, 
the result will be...?

Name - Katana
Description - Traditional single edged Japanese blade.

Name - Hyperblaster
Description - High-powered handgun with infrared scope and unlimited 
bullets.
*Powered up Hyper Blasters have same description and name.*


===============
13. WEAPON LIST
===============

A list of all the weapons in the game and a basic rating on how good 
they are in what I think are the 3 most important areas. Also 
included are the 2 different attacks of each hand weapon.
Attack 1 = tap button
Attack 2 = hold button

HAND WEAPONS

Knife
Attack 1 - Slash
Attack 2 - Stab
Range - 1/5
Power - 1/5
Speed - 3/5

Steel Pipe
Attack 1 - Side Swing
Attack 2 - Downward Swing
Range - 3/5
Power - 2/5
Speed - 3/5

Axe
Attack 1 - Slash
Attack 2 - Downward Slash
Range - 1/5
Power - 2/5
Speed - 4/5

Hammer
Attack 1 - Diagonal swing
Attack 2 - Downward swing
Range - 3/5
Power - 4/5
Speed - 1/5

Chainsaw
Attack 1 - Swing side to side
Attack 2 - Swing downward
Range - 3/5
Power - 5/5
Speed - 2/5 

Rock drill
Attack 1 - swing side to side
Attack 2 - Thrust forward
Range - 3/5
Power - 4/5
Speed - 2/5
 
Katana
Attack 1 - Slash
Attack 2 - Downward Slash
Range - 3/5
Power - 4/5
Speed - 4/5
Note - you will move forward a long way while using this weapon.

-----
GUNS
-----

Handgun
Clip - 15 rounds
Range - 5/5
Power - 3/5
Speed - 4/5

Shotgun
Holds - 6 shells
Range - 4/5
Power - 4/5
Speed - 3/5

Hunting Rifle
Holds - 6 shells
Range - 5/5
Power - 5/5
Speed - 2/5
Note - cannot move while aiming with this weapon therefore not as 
good as stats suggest.


Red Hyper blaster
Range - 5/5
Power - 3/5
Speed - 5/5
Note - has infinite ammo.

Red Flickering beam Hyper blaster(when real hyper blaster plugged in)
Range - 5/5
Power - 3/5
Speed - 5/5
Note - has infinite ammo.

Yellow beam Hyper blaster
Range - 5/5
Power - 4/5
Speed - 5/5
Note - has infinite ammo.

Green Beam Hyper blaster
Range - ?/5
Power - ?/5
Speed - ?/5
Note - has infinite ammo.

===========================
14. ENEMIES AND COMBAT TIPS
===========================

Enemy - Air Screamers
Where they are - Outside areas throughout the game.
What to listen for: Flapping of giant wings.
Attack/Damage: Claw/Low, Bite/Low
Best Weapon to use: Handgun
Combat Tips - Always use guns to fight against these as they are 
almost impossible to defeat with hand weapons. A good tip is to just 
run away, changing direction suddenly of stopping suddenly will send 
the winged demons going straight past you.

Enemy - Groaners
Where they are - Outside areas throughout the game.
What to listen for: Sound just like normal dogs
Attack/Damage: Bite/Low
Best weapon to use: Handgun
Combat Tips - These dog-like creatures can be taken out with 2 
handgun bullets but you'll need to stamp on them as well. I wouldn't 
recommend a hand weapon for these as there quite quick.

Enemy - Mumbler (controversial - taken out of PAL release)
Where they are - The school and amusement park.
What to listen for: Your radio will tell you before you hear them.
Attack/Damage: Grab/Low, Slash/Medium
Best weapon to use: Handgun
Combat Tips - The handgun is enough to take care of these child 
demons most of the time and is relatively risk free. To save bullets 
you could try using the pipe but if there is more than 1 I wouldn't 
recommend it. If you have the katana use this to go from one end of 
the corridor to the other, constantly pressing attack, you will keep 
moving forward while slicing up anything in your way - nice.

Enemy - Invisible child
Where they are - The school, amusement park and nowhere.
What to listen for: A squeaking sound.
Attack/Damage: None/none
Best weapon to use: None
Combat Tips - You can't kill these nor will they try to kill you. 
Very strange...

Enemy - Cockroaches 
Where they are - The school, hospital and sewers.
What to listen for: Scuttling of tiny feet.
Attack/Damage: Nibble/Low
Best weapon to use: Handgun
Combat Tips - 1 shot from the handgun then stamp on them. Not too 
hard.

Enemy - Rompers
Where they are - Central SH and resort area.
What to listen for: Someone pretending to be an ape.
Attack/Damage: Pounce and bite/Medium
Best weapon to use: Shotgun
Combat Tips - These half-man, half-ape creatures can be taken out 
with the shotgun. There probably too quick to use a hand weapon and 
too strong to use the handgun on.

Enemy - Puppet Nurses
Where they are - Hospital and nowhere.
What to listen for: Groans
Attack/Damage: Grab/Low, Slash/Medium
Best weapon to use: Hammer
Combat Tips - A single Nurse is easy to kill with the Hammer, 
Chainsaw, Katana or Rock Drill so don't waste ammo on them. If paired 
up use the Shotgun for a quick kill to minimise health loss.

*There seems to be no difference between the nurses with green tops 
and the nurses with blue tops.*

Enemy - Puppet Doctor
Where they are - Hospital and nowhere.
What to listen for: Groans
Attack/Damage: Grab/Low, Slash/Medium
Best weapon to use: Hammer
Combat Tips - See above for tactics.

Enemy - Hanged Scratchers
Where they are - Sewers.
What to listen for: Sounds like a vicious cat or the cackling from 
the blair witch project.
Attack/Damage: Slash/Medium
Best weapon to use: Handgun
Combat Tips - The handgun is the best weapon to use for killing at a 
safe distance and for killing the ones on the ceiling. Main problem 
with these is telling when they are dead as they die very slowly 
while you're wasting ammo still shooting at it. Shoot about 5 times 
then finish it off if it tries to get you.

Enemy - Clawfingers(these replaced the mumblers in the PAL version)
Where they are - Second set of sewers and on top of Kaufmann.
What to listen for: Nothing, but sometimes there is a breaking noise 
and a hole in the floor as if they came through it.
Attack/Damage: Grab/Low, Claw/Medium
Best weapon to use: Shotgun
Combat Tips - The shotgun is recommended for these, not because they 
are tough but because you will always find them in large groups of 
enemies meaning a quick kill is essential.

Enemy - Stalkers
Where they are - Nowhere
What to listen for: Your radio, if you can't see anything its one of 
these.
Attack/Damage: Grab/Medium, Slash/high
Best weapon to use: Handgun
Combat Tips - Hard to see, hard to kill. Fortunately only appear 
towards the end of the game, you will need a handgun to take care of 
them. Same as the standard Mumblers, but much harder to see. 

Enemy - Baby Larva
Where they are: Town centre
What to listen for: your radio, it won't shut up until you kill these
Attack/Damage: None/none
Best weapon to use: Handgun
Combat Tips - There are 2 of these in the entire game, feasting on a 
corpse at the other side of the walkway that collapses so that you 
have to fight the big larva. I only saw them because the damn radio 
wouldn't shut up so I aimed and it pointed at them.


BOSSES

See walkthrough for combat tips relating to the bosses.

==============
15. FMV LIST
==============

1. Intro	
See section on this for greater details.

2. Harry waking from crash
Harry discovers Cheryl is gone.

3. Cheryl in fog
Cheryl is seen looking all spooky.

4. Harry waking in the cafe
Harry wakes to find Cybil with him.

5. Alessa in boiler room
Alessa makes her first ghostly appearance.

6. Dahlia in church
Dahlia makes her first strange appearance.

7. Kaufmann meeting
Kaufmann decides not to blow your head off.

8. Lisa meeting
Lisa makes an emotional entrance to the game.

9. Cheryl plea for help
Cheryl appears to be tied up and frightened.

10.Cybil attacked
Cybil is attacked from behind.

11.Cybil waking as dead
Cybil awakes in a zombie-like state.

12.Cybil dying
Cybil dies - can be avoided with the unknown liquid.

13.Harry waking with Lisa
Harry wakes up in the hospital having been at the amusement park.

14.Lisa bleeding
Lisa bleeds all over. Disgusting.

15.Lisa dragging away Kaufmann
Lisa exacts revenge on Kaufmann.

16.Good+ ending
Harry and Cybil hold the child given to the by Cheryl/Alessa.

17.Good ending
Harry runs through the streets with the child but no Cybil.

18.Bad ending
Harry is dead in his jeep. All just an unconscious nightmare perhaps?

19.Bloopers
The characters cock up and mess around. It's great.

20.Alternate intro
Harry's wife has now gone from the intro replaced by Cybil. Anyone 
know what Harry's wife is called by the way?

21.Alternate bloopers
On the CD but not accessible through normal means I don't think. Same 
as normal but with a crapper tune playing.
	

=============
16. MAP LIST
=============

1 - Residential Area
2 - School (Basement, 1F, 2F, Roof)
3 - Central Silent Hill
4 - Hospital (Basement, 1F, 2F, 3F)
5 - Sewer to Resort Area (C1-C4, D1-D4)
6 - Resort Area
7 - Sewer to Amusement Park


Thanks to David Newton a.k.a. Wong Chung Bang for drawing this map of 
Nowhere. Follow the link below to see it.

http://www.geocities.com/harrymas0n/NOWHERE.gif

======================
17. NOTEPAD LOCATIONS
======================
	
Location of notepad - Save name

01. Cafe - Cafe 
02. Doghouse on Levin St - Doghouse
03. Convenience store - Store
04. School Bus - Bus
05. School Infirmary - Infirmary
06. K. Gordon's house - Gordon
07. Balkan Church - Church
08. Garage - Garage
09. Bridge control tower - Bridge
10. Police Station - Police
11. Hospital reception - Reception
12. Alternate hospital room 302 - Room 302
13. Directors Office in alternate hospital - Director's
14. Antique Shop - Antique
15. Jewellery Shop - Jewellery
16. Sewer 1 - Sewer
17. Sewer 1 exit - Sewer
18. Annie's Bar - Pool Hall
19. Motel reception - Motel
20. Small Boat - Boat
21. Lighthouse - Lighthouse
22. Amusement Park - Theme Park
23. Hospital After Defeating Cybil - Nowhere
24. Antique Shop Room in Nowhere - Nowhere
25. Child's Bedroom - Child's

Some of the notepads can be found in both the normal and alternate 
worlds, some however can only be found in one world or the other.

================  
18. CHEAT CODES
================

I don't use cheat cartridges so I cannot answer questions about them, 
sorry. There are 5 sections of cheat codes. They are in this order:

1 - Gameshark codes for NA Version
2 - Xplorer codes for NA Version
3 - Action Replay codes for UK Version
4 - Xplorer codes for UK Version
5 - Gameshark codes for Japanese version

*********************************************************************
 
1 - Gameshark Codes for NA Version.

Reverse Joker Command 
D00BC76C ???? 

Have Max Slots 
300BCADF 0028 

Inventory Modifiers Codes 
Slot 01-Max 255 800BCA34 FF?? 
Slot 02-Max 255 800BCA38 FF?? 
Slot 03-Max 255 800BCA3C FF?? 
Slot 04-Max 255 800BCA40 FF?? 
Slot 05-Max 255 800BCA44 FF?? 
Slot 06-Max 255 800BCA48 FF?? 
Slot 07-Max 255 800BCA4C FF?? 
Slot 08-Max 255 800BCA50 FF?? 
Slot 09-Max 255 800BCA54 FF?? 
Slot 10-Max 255 800BCA58 FF?? 
Slot 11-Max 255 800BCA5C FF?? 
Slot 12-Max 255 800BCA60 FF?? 
Slot 13-Max 255 800BCA64 FF?? 
Slot 14-Max 255 800BCA68 FF?? 
Slot 15-Max 255 800BCA6C FF?? 
Slot 16-Max 255 800BCA70 FF?? 
Slot 17-Max 255 800BCA74 FF?? 
Slot 18-Max 255 800BCA78 FF?? 
Slot 19-Max 255 800BCA7C FF?? 
Slot 20-Max 255 800BCA80 FF?? 
Slot 21-Max 255 800BCA84 FF?? 
Slot 22-Max 255 800BCA88 FF?? 
Slot 23-Max 255 800BCA8C FF?? 
Slot 24-Max 255 800BCA90 FF?? 
Slot 25-Max 255 800BCA94 FF?? 
Slot 26-Max 255 800BCA98 FF?? 
Slot 27-Max 255 800BCA9C FF?? 
Slot 28-Max 255 800BCAA0 FF?? 
Slot 29-Max 255 800BCAA4 FF?? 
Slot 30-Max 255 800BCAA8 FF?? 
Slot 31-Max 255 800BCAAC FF?? 
Slot 32-Max 255 800BCAB0 FF?? 
Slot 33-Max 255 800BCAB4 FF?? 
Slot 34-Max 255 800BCAB8 FF?? 
Slot 35-Max 255 800BCABC FF?? 
Slot 36-Max 255 800BCAC0 FF?? 
Slot 37-Max 255 800BCAC4 FF?? 
Slot 38-Max 255 800BCAC8 FF?? 
Slot 39-Max 255 800BCACC FF?? 
Slot 40-Max 255 800BCAD0 FF?? 

Quantity Digits to Accompany Item Inventory Modifier Codes 
20 - Health Drink
21 - First Aid Kit
22 - Ampoule
40 - Lobby Key
41 - House Key
42 - Key of Lion
43 - Key of Woodman
44 - Key of Scarecrow
45 - Library Reserve Key
46 - Classroom Key
47 - K.Gordon Key
48 - Drawbridge Key
49 - Basement Key
4A - Basement Storeroom Key
4B - Examination Room Key
4C - Antique Shop Key
4D - Sewer Key
4E - Key of Ophiel
4F - Key of Hagith
50 - Key of Phaleg
51 - Key of Bethor
52 - Key of Aratron
53 - Note: To School
54 - Note:Doghouse
55 - Picture Card
57 - Sewer Exit Key
58 - Channeling Stone
60 - Chemical
61 - Gold Medallion
62 - Silver Medallion
63 - Rubber Ball
64 - Flauros
65 - Plastic Bottle
66 - Unknown Liquid
67 - Plate of Turtle
68 - Plate of Hatter
69 - Plate of Cat
6A - Plate of Queen
6B - Blood Pack
6C - Disinfecting Alcohol
6D - Lighter
6E - Video Tape
70 - Kaufmann Key
71 - Receipt
72 - Safe Key
73 - Magnet
74 - Motorcycle Key
75 - Bird Cage Key
76 - Pliers
77 - Screwdriver
78 - Camera
79 - Ring of Contact
7A - Stone of Time
7B - Amulet of Solomon
7C - Crest of Mercury
7D - Ankh
7E - Dagger of Melchior
7F - Disk of Ouroboros
80 - Kitchen knife
81 - Steel Pipe
82 - Rock Drill
84 - Hammer
85 - Chain Saw
86 - Katana
87 - Axe
A0 - Handgun
A1 - Hunting Rifle
A2 - Shotgun
A3 - Hyper Blaster
C0 - Handgun Bullets
C1 - Rifle Shells
C2 - Shotgun Shells
E0 - Flashlight
E1 - Pocket Radio
E2 - Gasoline Tank 

Infinite Health 
300BA0BD 0040
800BA0BE 0006 

Infinite Ammo All Weapons/No Reload 
800BA008 0001 

Have Map 
800BCB98 0002 

Weapon-In-Hand Modifier 
300BCADE 00?? 

Quantity digits to accompany Weapon-in-hand code
80 - Kitchen Knife
81 - Steel Pipe	
82 - Rock Drill
84 - Hammer
85 - Chain Saw
86 - Katana
87 - Axe
A0 - Handgun
A1 - Hunting Rifle
A2 - Shotgun
A3 - Hyper Blaster


Walk Thru Walls 
8006A5B8 A997
8006A5BA 0801
8006A694 A9AE
8006A696 0801 

With this code, be careful, as inside a wall the camera angle 
changes; you need to know where you are to get back onto the screen. 


Always First Save 
800BCADA 0000 

Quick Load 
D00BC76C 0110
800BCCBC 0008 

With this code, go to save game screen and press Up & L2. (DO NOT USE 
ANYWHERE BUT SAVE MENU!) 


Maxium Brightness In Options 
300BC74B 001F 

Roller Skate Mode 
800BA132 3800 

Infinite All Items
50002804 0000
300BCA35 00FF 
or
8005346E 2400 


Game Time 0:0:0 
800BCC84 0000
800BCC86 0000 

Radio Always On 
800BCAE0 0001 

Completed Map 
800BCC08 FFFF
800BCC0A FFFF
800BCC0C FFFF
800BCC0E FFFF
800BCC10 FFFF 

Flashlight Always On 
800BC35C 0100 

Control Demo Mode 
D00BC76C 0100
800BCCB2 00E0
D00BC76C 0100
800BC258 0004 

With this code, press and release L2 at the Silent Hill title screen. 
If done properly, the screen may appear to move down. Don't push any 
buttons and wait for the demo to begin. 


All Weapons
50000404 0001
300BCA34 00A0
50000304 0001
300BCA44 0080
50000404 0001
300BCA50 0084
300BCA60 00E2 

WARNING: This will overwrite other items unless you start a new game.

Have A Ten Star Ranking At End Of Game 
300C48B5 0064 

How Many Games Cleared Modifier 
300BCC7E 00?? 

Power & Colour Of Hyper Blaster Beam Modifier 
300BCC90 00?? 

Quantity Digits to Accompany Power & Colour of Hyper Blaster Beam 
Modifier Code 
31 - Red Beam (Least Powerful)
71 - Yellow Beam (2nd Most Powerful)
B1 - Green Beam (Most Powerful)
F1 - Flashing Beam (Same Power As Red Beam) 

Restore Health (press select):
D00BC76C 0001
300BA0BD 0040
D00BC76C 0001
800BA0BE 0006 

Timer Off:
800BCC84 0000
800BCC86 0000

Thanks to:
http://www.cmgsccc.com/
Game Software Code Creators Club
For most of these codes.

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

2 - Xplorer codes for NA Version

Infinite Ammo
865FEE305964

Save always 0
865F19FE595A

Complete map
865F1A30504F
865F1A2E504F
865F1A34504F
865F1A38504F

Health Restore (press select)
D00BC76C0001
300BA0BD0040
D00BC76C0001
800BA0BE0006

Save always first save
800BCADA0000

All Weapons
500004040001
300BCA3400A0
500003040001
300BCA440080
500004040001
300BCA500084
300BCA6000E2


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

3 - Action Replay codes for UK Version

Reversed Joker Command 
D00B BD5C ???? 

Infinite Health
800B96AE0063

Infinite ammo & no reload
800B95F80063

Have All Weapons
800BC0980180
800BC09C0181
800BC0A40184
800BC0A80185
800BC0B00187
800BC0B4FFA0
800BC0B8FFA1
800BC0C0FFA3
800BC0BCFFA2

Using this Code will delete other items unless you start a new game.  


Always finish with 1 save
800BC0CA0000

Always finish with game time 00:00:00
800BC2740000
800BC2760000

Slide & Glide mode
800B97223800

Never Reload 
800B 95F8 0001 

Weapon-In-Hand Modifier 
800A D77C 04?? 

Quantity digits to accompany Weapon-in-hand code
80 - Kitchen Knife
81 - Steel Pipe	
82 - Rock Drill
84 - Hammer
85 - Chain Saw
86 - Katana
87 - Axe
A0 - Handgun
A1 - Hunting Rifle
A2 - Shotgun
A3 - Hyper Blaster


Brightness Modifier (01-1F) 
D00B BD3A 0103
800B BD3A 01?? 

Blood Colour Modifier 
D01E 76A0 0000
801E 76A0 000? 

Don't know the quantity digits for this code. Can you tell me if you 
know. Thanks.


Save Equals 1 
800B C0CA 0000 

Quick Load
D00B BD5C 0110
800B C2AC 0008 

Use only at Save Game Screen. Press L2 & Up, then X to load a save 
game.  


Have Map 
800B C188 0002 

Map Completed 
800B C1F8 FFFF
800B C1FA FFFF
800B C1FC FFFF
800B C1FE FFFF
800B C200 FFFF 

Flashlight Always On 
800B B94C 0100 

Act In Demo Mode 
D00B BD5C 0100
800B C2A2 00E0
D00B BD5C 0100
800B B848 0004 

Press and release L2 at the Silent Hill title screen. Don't do 
anything until the demo starts.  

Have 40 Slots 
300B C0CF 0028 

Inventory Modifiers   
Slot 01-Max 255 800B C024 FF?? 
Slot 02-Max 255 800B C028 FF?? 
Slot 03-Max 255 800B C02C FF?? 
Slot 04-Max 255 800B C030 FF?? 
Slot 05-Max 255 800B C034 FF?? 
Slot 06-Max 255 800B C038 FF?? 
Slot 07-Max 255 800B C03C FF?? 
Slot 08-Max 255 800B C040 FF?? 
Slot 09-Max 255 800B C044 FF?? 
Slot 10-Max 255 800B C048 FF?? 
Slot 11-Max 255 800B C04C FF?? 
Slot 12-Max 255 800B C050 FF?? 
Slot 13-Max 255 800B C054 FF?? 
Slot 14-Max 255 800B C058 FF?? 
Slot 15-Max 255 800B C05C FF?? 
Slot 16-Max 255 800B C060 FF?? 
Slot 17-Max 255 800B C064 FF?? 
Slot 18-Max 255 800B C068 FF?? 
Slot 19-Max 255 800B C06C FF?? 
Slot 20-Max 255 800B C070 FF?? 
Slot 21-Max 255 800B C074 FF?? 
Slot 22-Max 255 800B C078 FF?? 
Slot 23-Max 255 800B C07C FF?? 
Slot 24-Max 255 800B C080 FF?? 
Slot 25-Max 255 800B C084 FF?? 
Slot 26-Max 255 800B C088 FF?? 
Slot 27-Max 255 800B C08C FF?? 
Slot 28-Max 255 800B C090 FF?? 
Slot 29-Max 255 800B C094 FF?? 
Slot 30-Max 255 800B C098 FF?? 
Slot 31-Max 255 800B C09C FF?? 
Slot 32-Max 255 800B C0A0 FF?? 
Slot 33-Max 255 800B C0A4 FF?? 
Slot 34-Max 255 800B C0A8 FF?? 
Slot 35-Max 255 800B C0AC FF?? 
Slot 36-Max 255 800B C0B0 FF?? 
Slot 37-Max 255 800B C0B4 FF?? 
Slot 38-Max 255 800B C0B8 FF?? 
Slot 39-Max 255 800B C0BC FF?? 
Slot 40-Max 255 800B C0C0 FF?? 

Quantity Digits to Accompany Item Inventory Modifier Codes (I think 
these are right but I only copied them from the explorer section) 
20 - Health Drink
21 - First Aid Kit
22 - Ampoule
40 - Lobby Key
41 - House Key
42 - Key of Lion
43 - Key of Woodman
44 - Key of Scarecrow
45 - Library Reserve Key
46 - Classroom Key
47 - K.Gordon Key
48 - Drawbridge Key
49 - Basement Key
4A - Basement Storeroom Key
4B - Examination Room Key
4C - Antique Shop Key
4D - Sewer Key
4E - Key of Ophiel
4F - Key of Hagith
50 - Key of Phaleg
51 - Key of Bethor
52 - Key of Aratron
53 - Note: To School
54 - Note:Doghouse
55 - Picture Card
57 - Sewer Exit Key
58 - Channeling Stone
60 - Chemical
61 - Gold Medallion
62 - Silver Medallion
63 - Rubber Ball
64 - Flauros
65 - Plastic Bottle
66 - Unknown Liquid
67 - Plate of Turtle
68 - Plate of Hatter
69 - Plate of Cat
6A - Plate of Queen
6B - Blood Pack
6C - Disinfecting Alcohol
6D - Lighter
6E - Video Tape
70 - Kaufmann Key
71 - Receipt
72 - Safe Key
73 - Magnet
74 - Motorcycle Key
75 - Bird Cage Key
76 - Pliers
77 - Screwdriver
78 - Camera
79 - Ring of Contact
7A - Stone of Time
7B - Amulet of Solomon
7C - Crest of Mercury
7D - Ankh
7E - Dagger of Melchior
7F - Disk of Ouroboros
80 - Kitchen knife
81 - Steel Pipe
82 - Rock Drill
84 - Hammer
85 - Chain Saw
86 - Katana
87 - Axe
A0 - Handgun
A1 - Hunting Rifle
A2 - Shotgun
A3 - Hyper Blaster
C0 - Handgun Bullets
C1 - Rifle Shells
C2 - Shotgun Shells
E0 - Flashlight
E1 - Pocket Radio
E2 - Gasoline Tank 


Infinite All Items
GB 2.2 or higher only
5000 2804 0000
300B C025 00FF 

PAL2NTSC 
D002 252C 0000
8002 252C 0001 

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

4 - Xplorer codes for UK Version

Joker, Codes by UL1@blaze.de
Codes 5 & 6 by Nachbrenner & UL1@blaze.de
made on XPClassic V2.0081


Reverse Joker Command
700BBD52 ????

ScreenX
800C6478 ????

ScreenY
800C647A ????

PAL2NTSC
$85ABEFE3CECD

Y-Fix
$85AA4DCFCECD

Walk through Walls
(Press L1 & L2 & R1 & R2 Pad 2)
$75B47B4DBECC
$55AF5F6F2ED1
$DC6EDC661C55

Switch off Walk through Walls
(Press L1 & L2 & R1 & R2 & Select Pad 2)
$75B47B4DBECB
$85AF5F6FCED9
$75B47B4DBECB
$85AF5F71DE0D

Infinite Health
$35B4547CCE0D
$35B4547DCED3

Infinite Ammo For Weapon-in-Hand 
$35B453C7CECE
Press Buttons at Inventory Screen. Not all weapons can be used at 
every time.

When using weapon codes place them in the last 
spaces of the inventory to avoid the game getting locked.

Have Kitchen Knife
(Press Square & L1 Pad 2)
$75B47B4D49CC
$85B3954BD14D
$35B47E9ECEF5

Have Steel Pipe
(Press Square & L2 Pad 2)
$75B47B4D4CCC
$85B3954BD14E
$35B47E9ECEF5

Have Rock Drill
(Press Square & R1 Pad 2)
$75B47B4D45CC
$85B3954BD14F
$35B47E9ECEF5

Pick
(Press Square & R2 Pad 2)
$75B47B4D4BCC
$85B3954BD151
$35B47E9ECEF5

Have Chain Saw
(Press Circle & L1 Pad 2)
$75B47B4DA9CC
$85B3954BD152
$35B47E9ECEF5

Have Katana
(Press Circle & L2 Pad 2)
$75B47B4DACCC
$85B3954BD153
$35B47E9ECEF5

Have Axe
(Press Circle & R1 Pad 2)
$75B47B4DA5CC
$85B3954BD154
$35B47E9ECEF5

Have Handgun
(Press Circle & R2 Pad 2)
$75B47B4DABCC
$85B3954BD26D
$35B47E9ECEF5

Have Hunting Rifle
(Press Triangle & L1 Pad 2)
$75B47B4DB9CC
$85B3954BD26E
$35B47E9ECEF5

Have ShotGun
(Press Triangle & L2 Pad 2)
$75B47B4DBCCC
$85B3954BD26F
$35B47E9ECEF5

Have Hyper Blaster (red beam)
(Press Triangle & R1 Pad 2)
$75B47B4DB5CC
$85B3954BD270
$35B47E9ECEF5

Brightness Modifiers:

Very dark
$75B47B09CFD0
$35B47B09CECE

Normal
$75B47B09CFD0
$35B47B09CED0

Bright
$75B47B09CFD0
$35B47B09CEDC

Very bright
$75B47B09CFD0
$35B47B09CEEC

Red Blood
$75C7346FCECD
$35C7346FCECD

Green Blood
$75C7346FCECD
$35C7346FCECE

Purple Blood
$75C7346FCECD
$35C7346FCECF

Black Blood
$75C7346FCECD
$35C7346FCED0

Saved once
$35B47E99CECD

Time 0:0:0
$85B48043CECD
$85B48045CECD

Quick Load
$75B47B2BCFDD
$35B4807BCED5
Use only at Save Game Screen. Press L2 & Up, 
then X to load a save game.

Slide'n'Glide-Mode
$85B455F106CD

Have Map
$35B47F57CECF

Map complete
$B5ADBED1CECD
$15B47FC7CDCC

Flashlight Always On
$35B4771CCECE

Act In Demo Mode
$75B47B2BCFCD
$35B48071CEAD
$75B47B2BCFCD
$35B47617CED1
Press and release L2 at the Silent Hill title 
screen. Don't do anything until the demo starts.

Have 40 Slots
$35B47E9ECEF5

Infinite all Items
Slot 01 $35B47EF4CED6
Slot 02 $35B47EF8CED6
Slot 03 $35B47EFCCED6
Slot 04 $35B47E00CED6
Slot 05 $35B47E04CED6
Slot 06 $35B47E08CED6
Slot 07 $35B47E0CCED6
Slot 08 $35B47E10CED6
Slot 09 $35B47E14CED6
Slot 10 $35B47E18CED6
Slot 11 $35B47E1CCED6
Slot 12 $35B47E20CED6
Slot 13 $35B47E24CED6
Slot 14 $35B47E28CED6
Slot 15 $35B47E2CCED6
Slot 16 $35B47E30CED6
Slot 17 $35B47E34CED6
Slot 18 $35B47E38CED6
Slot 19 $35B47E3CCED6
Slot 20 $35B47E40CED6
Slot 21 $35B47E44CED6
Slot 22 $35B47E48CED6
Slot 23 $35B47E4CCED6
Slot 24 $35B47E50CED6
Slot 25 $35B47E54CED6
Slot 26 $35B47E58CED6
Slot 27 $35B47E5CCED6
Slot 28 $35B47E60CED6
Slot 29 $35B47E64CED6
Slot 30 $35B47E68CED6
Slot 31 $35B47E6CCED6
Slot 32 $35B47E70CED6
Slot 33 $35B47E74CED6
Slot 34 $35B47E78CED6
Slot 35 $35B47E7CCED6
Slot 36 $35B47E80CED6
Slot 37 $35B47E84CED6
Slot 38 $35B47E88CED6
Slot 39 $35B47E8CCED6
Slot 40 $35B47E90CED6


Inventory Modifier
Slot 01 300BC024 00??
Slot 02 300BC028 00??
Slot 03 300BC02C 00??
Slot 04 300BC030 00??
Slot 05 300BC034 00??
Slot 06 300BC038 00??
Slot 07 300BC03C 00??
Slot 08 300BC040 00??
Slot 09 300BC044 00??
Slot 10 300BC048 00??
Slot 11 300BC04C 00??
Slot 12 300BC050 00??
Slot 13 300BC054 00??
Slot 14 300BC058 00??
Slot 15 300BC05C 00??
Slot 16 300BC060 00??
Slot 17 300BC064 00??
Slot 18 300BC068 00??
Slot 19 300BC06C 00??
Slot 20 300BC070 00??
Slot 21 300BC074 00??
Slot 22 300BC078 00??
Slot 23 300BC07C 00??
Slot 24 300BC080 00??
Slot 25 300BC084 00??
Slot 26 300BC088 00??
Slot 27 300BC08C 00??
Slot 28 300BC090 00??
Slot 29 300BC094 00??
Slot 30 300BC098 00??
Slot 31 300BC09C 00??
Slot 32 300BC0A0 00??
Slot 33 300BC0A4 00??
Slot 34 300BC0A8 00??
Slot 35 300BC0AC 00??
Slot 36 300BC0B0 00??
Slot 37 300BC0B4 00??
Slot 38 300BC0B8 00??
Slot 39 300BC0BC 00??
Slot 40 300BC0C0 00??

Quantity Digits To Accompany Inventory Modifier Codes
20 - Health Drink
21 - First Aid Kit
22 - Ampoule
40 - Lobby Key
41 - House Key
42 - Key of Lion
43 - Key of Woodman
44 - Key of Scarecrow
45 - Library Reserve Key
46 - Classroom Key
47 - K.Gordon Key
48 - Drawbridge Key
49 - Basement Key
4A - Basement Storeroom Key
4B - Examination Room Key
4C - Antique Shop Key
4D - Sewer Key
4E - Key of Ophiel
4F - Key of Hagith
50 - Key of Phaleg
51 - Key of Bethor
52 - Key of Aratron
53 - Note: To School
54 - Note doghouse
55 - Picture Card
57 - Sewer Exit Key
58 - Channeling Stone
60 - Chemical
61 - Gold Medallion
62 - Silver Medallion
63 - Rubber Ball
64 - Flauros
65 - Plastic Bottle
66 - Unknown Liquid
67 - Plate of Turtle
68 - Plate of Hatter
69 - Plate of Cat
6A - Plate of Queen
6B - Blood Pack
6C - Disinfecting Alcohol
6D - Lighter
6E - Video Tape
70 - Kaufmann Key
71 - Receipt
72 - Safe Key
73 - Magnet
74 - Motorcycle Key
75 - Bird Cage Key
76 - Pliers
77 - Screwdriver
78 - Camera
79 - Ring of Contact
7A - Stone of Time
7B - Amulet of Solomon
7C - Crest of Mercury
7D - Ankh
7E - Dagger of Melchior
7F - Disk of Ouroboros
C0 - Handgun Bullets
C1 - Rifle Shells
C2 - Shotgun Shells
E0 - Flashlight
E1 - Pocket Radio
E2 - Gasoline Tank
80 - Kitchen Knife
81 - Steel Pipe	
82 - Rock Drill
84 - Hammer
85 - Chain Saw
86 - Katana
87 - Axe
A0 - Handgun
A1 - Hunting Rifle
A2 - Shotgun
A3 - Hyper Blaster

Thanks to
www.Xploder.net
for the codes.


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

5 - Gameshark codes for Japanese version.


Codes Made & Tested on 2.3 Version Cheat Device

Game save always 0:
800BF00A 0000 

Game Time set to 00:00:00:
800BF1B4 0000
800BF1B6 0000 

Infinite Health: 
800BC5EE 0006 

Super Save (L2 & Square): 
D00BEC9C 8100
800BF1EC 0010 

Infinite Ammo: 
800BC538 000F 

Have Map: 
300BF00D 0001 

Item Slot Modifier 1: 
800BEF64 FF?? 

Item Slot Modifier 2: 
800BEF68 FF?? 

Quantity Items to Accompany Inventory Modifier Codes 
20 - Health Drink 
21 - First Aid Kit 
22 - Ampoule 
40 - Lobby Key 
41 - House Key 
42 - Key of Lion 
43 - Key of Woodman 
44 - Key of Scarecrow 
45 - Library Reserve Key 
46 - Classroom Key 
47 - K.Gordon Key 
48 - Drawbridge Key 
49 - Basement Key 
4A - Basement Storeroom Key 
4B - Examination Room Key 
4C - Antique Shop Key 
4D - Sewer Key 
4E - Key of Ophiel 
4F - Key of Hagith 
50 - Key of Phaleg 
51 - Key of Bethor 
52 - Key of Aratron 
53 - Note: To School 
54 - Note:Doghouse 
55 - Picture Card 
57 - Sewer Exit Key 
58 - Channeling Stone 
60 - Chemical 
61 - Gold Medallion 
62 - Silver Medallion 
63 - Rubber Ball 
64 - Flauros 
65 - Plastic Bottle 
66 - Unknown Liquid 
67 - Plate of Turtle
68 - Plate of Hatter 
69 - Plate of Cat 
6A - Plate of Queen 
6B - Blood Pack 
6C - Disinfecting Alcohol 
6D - Lighter 
6E - Video Tape 
70 - Kaufmann Key 
71 - Receipt 
72 - Safe Key 
73 - Magnet 
74 - Motorcycle Key 
75 - Bird Cage Key 
76 - Pliers 
77 - Screwdriver 
78 - Camera 
79 - Ring of Contact 
7A - Stone of Time 
7B - Amulet of Solomon 
7C - Crest of Mercury 
7D - Ankh 
7E - Dagger of Melchior 
7F - Disk of Ouroboros 
80 - Kitchen knife 
81 - Steel Pipe 
82 - Rock Drill 
84 - Hammer 
85 - Chain Saw 
86 - Katana 
87 - Axe 
A0 - Handgun 
A1 - Hunting Rifle 
A2 - Shotgun 
A3 - Hyper Blaster 
C0 - Handgun Bullets 
C1 - Rifle Shells 
C2 - Shotgun Shells 
E0 - Flashlight 
E1 - Pocket Radio 
E2 - Gasoline Tank

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

================================
19. ESSENTIAL ITEMS/SPEED GUIDE
================================

Follows is a list of all the essential items needed to finish the 
game. It can be used as a speed guide or as a general guide for 
people who only want to know where to find the main stuff.

Cafe - map, flashlight, 2X health drink, knife, radio, handgun

Ellroy St. Chasm - Key of scarecrow

Alley behind cafe - Key of woodman

Finney St. far right - Key of Lion

---------------------------------------------------------------------
UFO ending only

Convenience Store - Channelling stone
---------------------------------------------------------------------

Matheson St. left chasm - 'Dog House, Levin St.' note

Dog Kennel on Levin St. - House Key

Lab Equipment room - Chemical

Chemistry Lab - Gold Medallion

Music room - Silver Medallion

Alternate school storage room - Rubber ball

Classroom 1F top right - Picture card

Locker Room - Library Reserve key

Roof/Courtyard - Classroom key

Boiler room - K.Gordon key

Church - Drawbridge key, Flauros

Conference room - Basement key

---------------------------------------------------------------------
+ ending only

Kitchen - Plastic bottle

Directors Office - Unknown Liquid
---------------------------------------------------------------------

Men's Toilet 3F - Plate of Turtle

Storage room - Blood pack

Room 306 - Plate of Cat

Directors Office - Plate of Queen

Room 201 - Lighter

Room 204 - Plate of Hatter

Operating room - Basement storeroom key

ICU - Disinfecting alcohol

B2 Third left - Examination room key

Examination room - Antique shop key

Sewer Office - Sewer Key

Sewer bottom left - Sewer exit key

---------------------------------------------------------------------
Good/Good + ending only

Annie's bar - Receipt, Kauffmann key

Norman's motel - Magnet

Motel room 3 - Motorcycle key
---------------------------------------------------------------------

**UFO ending here. Everything below for 4 standard endings only.**

Operating prep room - Pliers, Screwdriver

Faucet room - Key of Ophiel

Limb puzzle room - Stone of time

Morgue - Amulet of Solomon

Antique shop - Key of Hagith

Jewellery store - Ring of contract, Crest of Mercury

3F left room - Birdcage key

Birdcage room - Key of Phaleg

Kitchen - Dagger of Melchoir

Graffiti room - Ankh

Storeroom - Key of Bethor

Electrified key room - Key of Aratron

Alessa's basement room - Disc of Ouroboros

TOTALS

UFO ending = 34 (+1, Channelling stone) + 1 map
BAD ending = 49 + 1 map
BAD+ ending = 51 + 1 map
GOOD ending = 53 + 1 map
GOOD+ ending = 55 + 1 map


=============
20. VERSIONS
=============

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

Japan-USA Game Differences

1 The police car on Finney street has blood smeared across the bonnet 
that you can clearly see as you approach the chasm. You need to play 
around with the camera to catch a glimpse of this in the USA version.

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

USA-EURO Game Differences

1 PAL version has black borders on the FMV, cut-scenes and map 
screen. The in game borders are virtually absent and konami deserve 
respect for that.

2 The main menu screen is now practically blank. Why? It looks crap 
compared to the NA version.

3 There is an extra option in the options menu: Language. Choose from 
English, German, French, Spanish and Italian. Tough choice.

4 As is already said before, the Clawfinger enemy replaces the 
mumblers.

5 For some reason the text you get when searching the mess on the 
floor behind the 'beware of dog' gate has changed from:

What the..?
What is it?

To:

Jesus!
What is that?

God only knows why they bothered doing this. (No pun intended :-))

6 The inventory screen has changed from:

Name: ------          Stock: ---

To:

-----------            X ---

Doesn't look as good in my opinion and there seemed no reason to 
change it. No big deal though.

7. Harry now says he prays Cheryl is safe when you check his jeep 
instead of hoping that she is safe.

8. Some camera angles are slightly different.

Think that's about everything.

====================
21. SOUNDTRACK INFO
====================

--------------
Track Listing
--------------

01. Silent Hill (2:51) 
02. All (2:07) 
03. The Wait (0:09) 
04. Until Death (0:51) 
05. Over (2:04) 
06. Devil's Lyric (1:26) 
07. Rising Sun (0:57) 
08. For All (2:39) 
09. Follow the Leader (0:52) 
10. Claw Finger (1:32) 
11. Hear Nothing (1:33) 
12. Children/Flesh Kill (0:19) 
13. Killed by Death (1:25) 
14. Don't Cry (1:29) 
15. The Bitter Season (1:26) 
16. Moonchild (2:48) 
17. Never Again (0:45) 
18. Fear of the Dark (1:13) 
19. Half Day (0:39) 
20. Heaven Give Me Say (1:47) 
21. Far (1:14) 
22. I'll Kill You (2:52) 
23. My Justice For You (1:21) 
24. Devil's Lyric 2 (0:25) 
25. Dead End (0:17) 
26. Ain't Gonna Rain (1:12) 
27. Nothing Else (0:51) 
28. Alive (0:33) 
29. Never Again (1:01) 
30. Die (0:56) 
31. Never End. Never End. Never End (0:46) 
32. Down Time (1:38) 
33. Kill Angels (1:16) 
34. Only You (1:16) 
35. Not Tomorrow 1 (0:48) 
36. Not Tomorrow 2 (1:38) 
37. My Heaven (3:17) 
38. Tears of... (3:16) 
39. Killing Time (2:54) 
40. She (2:36) 
41. Esperandote (6:26) 
42. Silent Hill (Otherside) (6:23) 

Note - Track 12 has 2 different names depending on the version. 
Children Kill in Japan and Flesh Kill in the US.

--------------
Versions Info
--------------

Japanese version:
Front cover - Lisa Garland
Back cover - Cybil Bennett 

US version:
Front cover - Cheryl Mason
Back cover - Alessa Gillespie

-------------
General Info
-------------

Composer - Akira Yamaoka
Published By - King Records

================
22. LEGAL STUFF
================

If you want to use this guide for anything other than your own 
personal use then you will need permission from me. Contact me if you 
want to use this guide on your website. I will probably agree to let 
you use it. If you want to use this guide to make a profit, whatever 
the language it is in, then contact me and I will decide if I will 
let you use this. 

I spent a lot of time writing this guide so I don't want anyone 
ripping me off. Don't try and change some of it and call it yours 
either cause I will recognize my own writing style a mile away.

The only sites allowed to use my guide or any part of it are:

Gamefaqs.com           http://www.gamefaqs.com      
Neoseeker.com          http://www.neoseeker.com
Psxcodez.com           http://www.psxcodez.com
Central Silent Hill    http://www.new-midnight.com/csh/main.shtml
Cheathappens           http://www.cheathappens.com
Planet Evil            http://groups.yahoo.com/group/planetevil/


My thanks go to:

KCET for developing this great game.
Konami for publishing this great game.
The hosts of every site that has published my guide.
Ninfraek for his help with the secrets section.
01201072 for his help with the secrets section.
Shade for his help with the plot.
David Newton for his cool nowhere map.
President Evil for writing his cool plot summary
Everyone who reads this for reading this.


To E-mail me my address is:

HarryMas0n@Yahoo.com

Written exclusively by 'Harry Mason'

"This document is Copyright 2001,2002 Harry Mason"