Freeola Internet Get Dotted Domains Blog Guides Chat
All .uk domains 99p
Register any UK domain (.uk,, or for just 99p for 1 year! Offer ends 30th June 2017

Silent Hill: Homecoming Walkthroughs
(Xbox 360)

This game is also available on PS3.
Submit your own walkthrough and you could win a free computer game!
Submitted By: Black8704
Welcome to an indepth walkthrough of the latest edition of the Silent Hill Series, it's been a long time coming but this installment is seriously good. I hope this guide helps you through the game, good luck and have fun!

Enemy Strategies

Remember: Lock onto an enemy to damage them, but break the lock when you're running away from them.

Fighting the nurses one by one is the ideal situation, but if you're surrounded by them, turn off the flashlight to avoid unwanted attention. They can't "see" you when the flashlight is off.

Keep your flashlight off so the nurse cannot spot your location.

Take advantage of their sight weakness by dodging them, going behind them, or waiting for them to stand still (an ideal time to attack). The knife is best weapon to use on them, since it's quick and deals a fair amount of damage, especially if you can string together a light-light-light-strong combo.

These giant flying cockroaches aren�t much of a threat unless they get a hold on you, and even if they do, you can rapidly press the dodge button to shake them off. Otherwise, continue to press the attack button -- it takes only one hit from any melee weapon to kill them.

These giant bugs can be stepped on.

These bloody hell hounds are dangerous in packs, but manageable in one on one situations with a pipe or a knife. If you're surrounded by them, use a gun or runaway.

Attack the feral with any melee weapon.

Feral announce their attacks with a brief hop before lunging at you. When this happens, sidestep by pressing the dodge button and a direction on your controller, then immediately counterattack with either a light or heavy strike. Knocking them on the ground will allow you to make short work of them.

Because of its quick speed, the combat knife is the best weapon against the schism. As long as you're attacking, the schism won't have a chance to attack you. Alternatively, you can use the shotgun, since two shots can kill a single schism. However, we recommended saving your ammo for a siam or a smog.

Make sure you use the dodge button to avoid most of the schism attacks.

Your opportunity of attack is after dodging a charge attack. Prepare the dodge when you see them rear back, and then press the dodge button the moment you see them step forward. If you land three light attacks, finish this combo with a heavy attack. Look out for its swinging blade face, and remember that one swing is usually quickly followed by another. If the schism blocks any of your light attacks, it will counterattack, so be ready to dodge.

The pipe is the best weapon to use on a lurker. As long as you keep up a combo, the lurker won't be able to attack you. You can recognize their attacks when you see it rear back and prepare a lunge at you. Sidestep their attacks the same way you have with most of the other enemies -- press dodge along with a direction on the analog stick. Once you've successfully dodged the lurker, hit it with a light-light-strong combo, knock it to the ground, and don't let it get up.

Lurkers tend to stay in shallow pools of water throught the game.

Smog is very slow, so you can run past them without wasting any ammo. Although gun shots are the best way to kill them, you can run away if you have no ammo. If you're attacked by their black smoke, rapidly press the dodge button to avoid any ill effects.

Wait until you see the lungs before you fire at the smog.

The ideal time to attack is when they're opening up their black lungs, exposing their yellow innards � this occurs right before they blow the black smoke at you. Shoot the yellow spot to deal a considerable amount of damage. A couple shots from your pistol, or one close range shotgun blast should do the trick.

These spider-like enemies are neither pleasant nor sanitary. Those blade arms must be avoided. But the axe is the bane of their existence. The best strategy is to dodge, swing, and then pummel the body with fearsome axe swings. Get them on the ground and abandon any thoughts of mercy.

Needlers do not like strong attacks from the axe.

Have your shotgun ready when you're faced against a siam, because three solid shotgun blasts will kill it. If you don�t have any shotgun ammo, roll behind them, and attack their weak spot -- the female side -- with either an axe or a pipe. Avoid their charge attack by rolling out of the way. And you don't want to get caught in a corner with a siam: they'll pound you to death.

Have your shotgun out when you fight the siam.

Order Soldier
Wielding a pipe, the order soldiers are a tricky fight because of their persistence to dodge or block most of your attacks. They are, however, very susceptible to bullets in the head. If you don't have any bullets, you should use your knife or pipe. Always dodge their first swing and then let them have it with a sustained combo. When you encounter a soldier with a rifle, make yourself a difficult target by rolling around, and get in close with your weapon to dismember him.

Dodge and attack the order soldiers.

Boss Strategies

There's two attacks you must dodge. The first is when you see both of its arms come straight up in the air (about to pound the ground). When it does this, press a direction on your analog stick, and then the dodge button to roll out of the way. The second attack is its punches, signaled when you see one of its hands rear back. Dodge these in the same fashion by rolling out of the way.

Destroy these muscle sacks to weaken sepulcher.

When you see sepulcher pull back its arm like this, it's about to punch you. Start rolling out of the way.

You can inflict damage upon sepulcher with a melee weapon such as an axe or a pipe, but only after you've destroyed the red slimy cocoons surrounding it. Hit each of these a couple of times to remove them, after which sepulcher will fall to the ground.

When the arms are raised, get ready to roll to avoid taking damage.

When sepulcher is stunned, hack it up with your axe.

Move in close, and then roll out of sepulcher's way when it strikes. Once you're close hit sepulcher in the arm with your axe. This will cause sepulcher to fall to the ground. After a few hacks sepulcher will get back up. Repeat with the process of hitting him in the arm, and then hacing away at its head. You will go through this about three times. Sit back and enjoy the cut-scene.

In Scarlet's first form (tall and lumber), her main attack is a swipe followed by a slap. You must dodge these attacks by rolling into the direction of the swipe, and then backwards to avoid the slap. Another attack is a pound to the ground that sends out a damaging shockwave. When you see Scarlet raise her right hand in the air, roll backwards away from her to lessen the damage from the shockwave.

Continue to hit these legs to expose the red muscle.

To damage Scarlet in her first form, you must attack her limbs. Equip your pipe, get up close, and swing at each of the legs, but be ready to dodge her swipe attack after landing a couple of hits. Continue the assault until the ceramic is shattered on both legs, exposing red muscle tissue. Keep this up until she falls to her knees, and then attack her ceramic arms in the same fashion. Bring her to her knees one last time, then follow the context-sensitive event to remove the plate from her back, transforming her into her second form.

Once she is on her knees, hit her arms.

In her second form, Scarlet is nimble, avoids gunfire, and is generally a pain. Before she executes a lunging attack, Scarlet will hop and cross her arms before coming at you. When you see the arms cross, press the dodge button to avoid the attack. You want to hit her couple of times in the head � use light attacks, not heavy -- or dodge her attacks until she jumps onto the ceiling.

Get in close to remove a piece of her back. Doing this will transform her.

When she is on the ceiling, remain locked on her, and wait until you hear her scream. After the scream, quickly press the dodge button, and she'll come crashing down to the ground, stunned. Now, before she shakes out of the stun, shove your pipe into her by pressing the attack button. This will cause her to spring to her feet, and repeat her attack patterns outlined above.

When you see her do this, press the dodge button.

You'll have an easier time on the third time she comes crashing to the ground. Run over to her stunned state, and complete the context-sensitive event to win the fight. Phew.

You must avoid the three punch combo attack from Asphyxia: right hook, left hook, upper cut. That means: dodge left, dodge right, roll backwards. Also, avoid her black smoke attack by rolling away from the black stream, and sidestep the charge attack.

When the arms go up, asphyxia is about to charge -- press dodge when you see this.

The charge attack is spotted when all four of its arms rise up in the air. Sidestep this attack, and hit its exposed "tail" with an axe, stunning Asphxia. Get in another couple hits with your axe before waiting for another charge attack. Repeat the strategy until the attack button begins to flash in the upper corner of the screen � press it to defeat Asphyxia.

After making a successful dodge, attack asphyxia's tail.


Ammo: You should have close to full ammo on your guns (we revealed their locations in this last level). It's time to use them.

Amnion has only two attacks. It will either spew black gunk into the air (easily avoided if you just roll away from it), or charge with its two front knife-legs. You can spot the knife-leg attack when all of its front spider legs go into the air. When this happens, roll away.

Aim for the body, and fire away.

When the knife-leg attack misses, its legs will momentarily be stuck in the ground, allowing you to shoot it with your shotgun. Or use the rifle or the pistol from a safe distance to inflict a great deal of damage. Amnion is the last boss of the game, so don't leave any ammo left in your pocket.

When it's arms are stuck in the ground, move in close, and swing away at the body.

If you're out of ammo, wait for the knife-leg attack, dodge it, and then hit the body portion while the knife-legs are stuck in the ground. Continue the attack pattern until you've defeated Amnion -- and beat the game.

Chapter 1: Nightmare
Open the Gate
Rapidly press the action button to get up from the table. Proceed through the double door. Follow the blood trail on the ground to the next door, and walk up to the gate to meet Josh. After the short cut-scene, enter the nurse center to your right, and pick up the hospital map on the wall. Walk out the door to the hallway, enter room 203, and pick up the health drink on the shelf.

Pick up the map of the hospital so you don't get lost.

Hop over the open broken window, and read the Basic Weapons Combat pamphlet on the coffee table to learn about combat techniques. Walk to the lighted panel, and investigate it to obtain the X-ray film. Return to the nurse center, walk up to the lighted panel, and equip the X-ray film from room 203. This will reveal the security code: 624872.

Assemble the film to reveal the security code: 624872

Leave the nurse center and return to the gate where you met Josh earlier. To the right of this gate is a panel. Enter the code 624872 to unlock the gate. Open the gate and walk towards Josh on the ground, triggering a short cut-scene. Pick up the (1) Child's Drawing on the ground.

Follow Joshua
Open and walk through the door to the men's bathroom (consult your map). Continue through the bathroom into the storage room. Walk up to the marked save point location, and save your game. Open and walk through the door to the women's bathroom. Take the knife out of the broken window to trigger a short cut-scene featuring a nurse. Attack by following the onscreen attack commands, and kill the nurse.

After you take the knife out of the wall, a nurse will appear.
Walk to the open bathroom stall, squeeze through the opening by pressing the action button, reenter the men's restroom, and pick up the first aid kit on the wall. Leave the restroom and return to the main hallway. Walk south to the door, open it, and go up the staircase to the third floor.

Break the window, and hop through it into the next room.
Break the window, hop through it into the next room, and fight a pair of nurses. Walk over to the slimy part of the wall, and interact with it to tear it open, revealing a passageway to the next room. Open and walk through the door and back to the main hallway.

Reapers will appear after a short cut-scene. Defeat them by pressing the attack button to step on them. Continue down the hall, enter the linen room, and pick up the health drink on the shelf. Open and walk through the northeastern door, to the right you will find the (1) Robby the Rabbit photograph, then continue into the Operation Theatre. Drop down from the walkway to the floor below and fight three Nurses.

Drop down to the area below.
Cut through the slimy wall, squeeze through, and pick up the (2) Child's Drawing on the wall. Walk up to the marked save point location, and save your game. Continue up the staircase, and pick up the Operating Theater Key from the body on the gurney.

How did he get cut in half? You have to get to the end of the game to find out.
Go back down the stairs to the Operation Theatre. Use the key on the padlocked doors, unlock them, and proceed into the next room. Walk through the double doors for a short cut-scene to play.

Find Joshua's Toy
Enter the Nurse Center door located left of where you just spoke to Joshua, save your game, and pick up the health drink on the shelf. Now, walk through the unlocked door, and proceed south to the hallway. Continue down the hallway, and enter room 203. After the short cut-scene, interact with the hole in the wall, obtain the Robbie toy, and fight the Swarm.

And why exactly, would anyone want to put their arm in this hole?
Pick up the (3) Child's Drawing on the wall. Return to where you last spoke to Joshua, at the locked gate. Give him the Robbie toy, he'll run away, and the gate will open. Pick up the (4) Child's Drawing on the ground.

Walk down the hallway to the elevator to finish this chapter.
Continue down the hallway and pick up the (5) Child's Drawing on the front of the doorway on the north side of the hall. Continue down the hall, press the elevator button, and a long cut-scene will end the chapter.

Chapter 2: Missing Persons

Proceed to Alex's house by walking east on Main St. towards Town Hall, and upon your arrival, a short cut-scene will feature you and Judge Holloway. After the cut-scene, walk north along Craven Ave. towards Alex's house.

*Note: You can stop by the town hall after the cut scene for an extra health drink.

Home sweet home.
Get the Map
You can find a map of Alex's house in a secret room inside the bedroom on the second floor. Enter the secret room by shifting a group of books on the bookshelf to the left, revealing a button. Push the button, enter the secret room, and pick up the map on top of the crate. Don't forget to pick up the flashlight on the bed. If this is your second play through the game and you've received the UFO ending, the Laser Pistol can be found next to the bed. Go back downstairs, and Alex will talk to his mother in a short cut-scene.

Push the books to the left to reveal the yellow button.
Draining the Basement
Since Alex is home, he might as well perform some chores around the house -- starting with the flooded basement. You can't get through the basement to the backyard unless you drain the water by using the water pump. It is easy to find, though: go down the stairs to the basement, and you'll see that it's guarded by a lurker. Make sure to pick up the garage door remote on top of the pump (you need to pick up the empty fuel can inside the garage).

Pick up the garage door remote on top of the water pump.
Cut through the wax paper on the side of the wall, walk up to the door, and watch the cut-scene on Alex's backstory. Walk out of the basement to the front of your house, and use the garage door remote so the garage door opens up. Get your knife ready, and kill the lurker that pops out from the garage.

Use the pipe to pry open the panel, revealing an empty fuel can.
The empty fuel can is locked in a small cage inside the garage. Pick up the pipe on the counter, and use that to pry open the small cage so you can grab the empty fuel can. If you've beat the game once, you'll find the Circular Saw on the counter. Kill the lurker that pops out of a hole in the brick wall as you leave the garage. Duck through that hole, and then duck through another hole leading to the playground. Turn to your right when you enter, there will be a (6) Child's Drawing on the fence. You can also find the (2) Spider photograph next to the slide.

Photographs can be found in various spots throughout the game.
Fill the Fuel Can
Now that you have an empty fuel can, you'll need to find fuel. You can siphon fuel from the truck in the alley next to the playground. Use your pipe to pry open the fence gate that leads to the alley, and then kill the lurker. Equip the fuel can, and siphon the fuel from the parked truck.

Use your pipe to pry open this gate that leads to the alleyway.
Now that you have a can of fuel, back track to Alex's house, and return to the flooded basement. Reduce the water level by filling the water pump with fuel. Now you're allowed to open the door to Alex's backyard.

Alex's Backyard
Before you go running through the cemetery, there are a few items you want to collect in the yard. The first is inside the pouch hanging on the wooden door, containing the (3) Hunting room photograph.

Walk through this door towards the cemetery.
The other items are the (7) Child's drawing taped on the fence, and the health drink in the bushes. Now you can open the wooden door, walk towards the cemetery, and then pick up the Rose Heights Cemetery map on top of the stone coffin in front of the entrance to the cemetery.

You can find the map as soon as you enter the cemetery.
Stone Plates in the Cemetery
There are two stone plates required to exit from the cemetery. The first plate is found by dropping down to the East Garden in the cemetery. Fight the feral, and pick up the odd stone plate in front of the water fountain. Head to the opposite side of where you dropped down to "climb up" out of the crater. Pick up a health drink inside the gazebo. Continue down the narrow corridors through the cemetery, and save your game at the designated save point. To avoid confusion about this next area, we have attached a screenshot below of the correct route to take through the crypts.

The red arrows mark passageways.
When you enter Founder's Road, drop down into the second burial chamber. Duck under the opening, and then pull yourself back up to the walkway. Consult the map and proceed towards Founder's Garden. Kill the feral between the burial chambers, grab the health drink on the upper level left of the north exit, and then continue north towards the West Garden.

Find both of the stone plates to open up the West Garden gate.
You can find the strange stone plate in front of the water fountain at the southern point of West Garden. Now that you have the two stone plates, walk north to the West Garden gate's entrance, insert the two stone plate halves, continue through to the parking lot, and then onto Main St.

Back on Main Street
Proceed west on Main St. to meet Elle, and acquire the walkie talkie from her after the cut-scene. Look on the back of the missing persons billboard, and pick up the (8) Child's drawing. You can also find a first aid kit on the ground near the dumpsters in front of the police station. Continue west on Main St., and then south on River View Rd. You'll come across a small wooden bridge. Cross the bridge, and open the wooden door to enter the junkyard.

Cross the bridge into the junkyard.
Guns in the Junkyard
Once in the junkyard, duck under a hole to the right. Follow the path around the back of the building, until you come to a place where you can slide through an opening. Slide through the opening, and follow the path around to the front of the house. Enter the junkyard shack to meet Curtis, exhaust all conversation with him and he'll give you a handgun in return for the broken revolver. Pick up some additional ammo on the table behind Curtis. Walk into the back room to pick up a junkyard map on top of the washing machine, a health drink inside the broken refrigerator, and more ammo on the ground adjacent the save point. Now that you have all these luxurious accomodations, you should save your game at the designated location.

Enter the shack, and talk to Curtis.
Backtracking Through the Cemetery
Curtis mentioned Mayor Bartlett might have information on where Josh ran off to. You can find the Mayor digging up graves in the cemetery. Back track your way to the Rose Heights Cemetery, fighting a couple of ferals, and smogs along the way. Once you get back to the cemetery, enter the now-unlocked Bartlett Mausoleum.

You must move each of the pieces around, giving you enough room to pull down the lock.

Arrange the pieces like this.
Walk up to the crypt at the end of the hall, and solve the sliding puzzle. Look at our image above to see the correct placement of pieces to unlock the crypt. Sit back, watch the cut-scene, and you'll suddenly find yourself in Silent Hill.

Chapter 3: Hotel

Welcome to Silent Hill
Your first task after entering the infamous town is to find an axe � you need it to chop away the wooden planks blocking the hotel entrance. Continue down the road until you come across a fire truck, take a right into the alleyway, fight the smog, and then drop down to the ledge below. Walk under the fire truck to pick up the axe. Return to the doorway of the hotel, and hack away the wooden planks with your newfound weapon. Open the double doors.

The Grand Hotel

As soon as you enter the main part of the hotel, take a right and go around the corner. There is a health drink in a small glass cabinet here. Walk down the hallway towards Josh, and he will run off. Turn left and pick up the Grand Hotel map inside the cubby holes, and then walk over to the open elevator at the end of the hall. Jump across the elevator shaft, and pick up the maintenance key on top of the red tool box.

Once you have the maintenance key, you can gain access to the electricity panel described below.

Go back outside of the hotel (fighting a smog along the way), and use the maintenance key on the locked fence next to the hotel. Interact with the fuse box, and arrange the wires to the screenshot below, effectively turning on the electricity inside the hotel.

Line up the wires just like this to turn the power back on in the hotel.

Walk back inside the hotel, and press the control switch to the elevator. Once the elevator arrives, walk inside of it, and pick up the pistol ammo. After you press the elevator button to go up a few floors, a group of needlers will appear. Kill them, and the elevator will come crashing down to the floors below (it's supposed to happen). Lucky for you, it will stop before crashing to the floor below, giving you enough time to pull yourself out of there and onto the third floor.

Examine is another word for "take out your knife, and cut this painting in half."

The Lady in 301
As you step out of the elevator, you'll see a detailed painting of a woman on the wall to your right. Take out your knife, cut into it, and then squeeze through the opening. You'll see a locked door in front of you (ignore it for now), and a wooden railing. Duck under the wooden railing, and save your game at the save point. Walk into the hallway, and speak to the hole in room 301; a woman will ask for your help. Accept her quest to recover the three memories that are hidden in the hotel.


Collecting Memories
In the middle of the hall is a pile of rubble that you can't crawl over. To get around it, walk down the hall past room 304, and squeeze through the hole on your right. Follow this secret passage until you exit into room 307. Exit this room to the hallway, and destroy the wooden planks next door. Enter this small room, and then climb on top of the dressers up through the hole in the ceiling to the fourth floor.

You can get to a lot of rooms inside the hotel by hacking away at the wooden planks.

When you enter the hallway, fight a couple of nurses. Enter room 402, and push the wooden dresser out of the way to reveal a hole in the wall; walk through it to pick up the first memory inside the bathroom: the Alchemilla Postcard. Return to the hallway to watch the short cut-scene with pyramid head!

The first memory can be found in this bathroom.

Walk around the pile of rubble in the hallway by entering room 405 to your left, through the large hole in the wall, and then back out to the hallway. Destroy the wooden planks next to room 408, and pick up the (1) serum.

Serums are hidden through the game. The first of which is inside the room below the blue arrow.

Enter the stairwell at the end of the hall by hacking away the wooden planks, then hustle up to the fifth floor, and fight a needler. Destroy the wooden planks in front of room 503, push the large dresser out of the way to reveal (guess what!) a hole in the wall. Walk through this hole to pick up the second memory on the bed: the Lakeside Amusement Park postcard. When you reenter the hallway, you'll fight another needler.

This postcard is lying on the bed.

You can find pistol ammo on the bed in room 504; hack away the wooden planks to get into the room. Also in this room behind the large dresser (push it out of the way) is a (9) Child's drawing. Return to the bathroom in room 503, and drop down through the hole to the hotel room below. Pick up the third memory inside the bathtub: the Toluca Lake Postcard.

Another bathroom postcard. Hell of a place to keep your memories.

Now that you have all three of the memories, start back tracking to the woman in 301 -- you'll encounter a couple of nurses, and a smog along the way. After you speak to the woman in 301, she'll give you a key. Walk to the doorway for room 306, pick up the (4) Tree house photograph taped to the door, and then use the key to enter this room.

After completeing this quest for the creepy door, you'll get this key. Use this to open room 306.

After the short cut-scene, you'll be on the ground floor of the hotel. Save your game at the designated save point on the wall, and then walk south into the garden. Attempt to open the locked door at the end of the hall, and the room will change color unlocking the door in the process. Enter the large auditorium to see Mayor Bartlett standing in the middle of the room. Talk to him, and then be prepared to fight your first boss: sepulcher.

Boss Battle: Sepulcher
There's two attacks you must dodge. The first is when you see both of its arms come straight up in the air (about to pound the ground). When it does this, press a direction on your analog stick, and then the dodge button to roll out of the way. The second attack is its punches, signaled when you see one of its hands rear back. Dodge these in the same fashion by rolling out of the way.

Destroy these muscle sacks to weaken sepulcher.

When you see sepulcher pull back its arm like this, it's about to punch you. Start rolling out of the way.

You can inflict damage upon sepulcher with a melee weapon such as an axe or a pipe, but only after you've destroyed the red slimy cocoons surrounding it. Hit each 4 times to remove them, after which sepulcher will fall to the ground.

When the arms are raised, get ready to roll to avoid taking damage.

When sepulcher is stunned, hack it up with your axe.

Move in close, and then roll behind sepulcher. Once you're behind it, begin attacking with your axe or pipe before it turns to face you. If this happens, continue to roll out of the way, and get behind sepulcher again so you can continue your attacks. Keep this up until you're thrust into a context-sensitive event. Sit back and enjoy the cut-scene. Chapter complete.

Chapter 4: Sheriff's Station

Not only has your hometown gone to hell, but you're locked in a prison cell. Lucky for you, Deputy Wheeler will believe your story after he walks into the cell blockade. After setting you free, he'll escort you to a save point. Save your game. Continue walking down the hall with Wheeler until a group of schisms appear.

Stick with Wheeler at the beginning of this chapter to make it to the save point.

Run past them (you're unarmed), and enter the open room on the right to pick up the (5) Police boat photograph on the table. Enter the room across the hall to pick up your supplies on the desk. Sheriff Wheeler will give you a 12 gauge shotgun. Make sure you pick up the station map lying in the doorway. Reenter the hallway with Wheeler until the two of you are separated by a siam. It will chase Wheeler, leaving you to fend for yourself.

You'll be introduced to a new enemy: schisms.

Equip your axe, and hack away at the wooden planks blocking the doorway. Enter the room to fight one of two schisms (if you kill both, three more will show up). Run around this last schism; pick up a health drink inside the nearby bathroom, and another health drink inside the small office with the broken window. If you face the three schisms, run away from them down the hallway, and enter the small bloody hole in the wall.

Duck into this hole to make your way to the garage.
Now that you're in the briefing room, kill two more schisms (no reinforcements will appear). Pick up the shotgun ammunition on the desk, and hack away at the wooden planks with your axe. Continue down the hallway towards the garage.

Pull this lever to open the garage door.

Fight the schism, and then pull the switch inside the garage office to open the garage door. Nearby there is a locker that requires a three-digit combination. A good guess would be 206. Enter this number and get a health drink, shotgun ammo, and pistol ammo. Get out your shotgun, step outside, and defeat the siam to end this chapter.

Chapter 5: Sewers

Lurking in the Water
Drop down the short ledge, walk up to the sewer gate on your left, and turn the red wheel. Elle will duck under the gate, and will keep it open for you to do the same. Run down the tunnel on your left, climb the well-lit ledge, and then drop down into the shallow water. Fight a couple of lurkers, and wade through the water to the ledge up ahead. Climb the ledge into the hall, and pick up the pistol ammunition on the large tank.

Turn the red wheel to open the sewer gate, letting Elle through to the other side.

A large hole in the wall is next to this tank. Walk through this hole, drop down to the ground below, and continue through the tunnel until you come across another ledge. Climb the ledge and save your game at the save point.

You need to drain the bildge.

Bilging the Bilge
If you're worried about getting lost in the sewers, we recommend picking up the sewer map on the shelf in the room next to the save point. You can also pick up shotgun ammunition on this shelf. Take a look at your map, and proceed to the bilge control valve. The area will be locked, so use your pipe to pry open the metal gate. Turn the red valve to activate the bilge tank.

That is a drained bilge. Prepare to push your immune system to extremes.

Return to the bilge take, climb down the ladder, and then climb up the opposite side. Refer to your map, and continue towards gate 8. Along the way you will see a nook on the left side of the tunnel -- walk in here to pick up a health drink. Once you arrive at the large gate, turn the red wheel to let Elle through, and she'll tell you to go back the way you came into the sewers. No problem.

Lurkers tend to, well, lurk in the water.

Backtrack to gate 4, fight a couple of needlers, and lurkers along the way. Save your game when you pass the save point, again. Once you arrive at gate 4, Elle will open it for you. Continue towards the area marked "spillway" on your map. You'll come across a nook on the right side of the tunnel that houses some shotgun ammo � you'll need it.

Main Drain Chamber
Climb the short ledge at the end of the tunnel, and then climb down the ladder into the sluice drain. Step down into the shallow water of the spillway, fight a couple of lurkers, and continue to the other side of this area. Climb out of the water, and walk over to the area marked "the drop" on your map. Walk down the hallway, and pick up ammo on the ground for both of your guns. Pull the lever on the side of the wall to open the nearby door to "the drop." Walk through the open door, drop down to the area below, and save your game at the nearby save point.

Pull the lever to open up the passageway to the drop

Walk down the hallway and then into the main drain chamber. Turn the red wheel to let Elle through, and after that, you'll hear her scream, and then three needlers will appear. Kill them and a siam will appear; kill it. Now the gate that Elle crawled through will open for you. Walk through the tunnel, and pick up the (6) Nora Holloway photograph in the nook on the left side. Continue until you see a ladder. Climb it to head back to the surface.

Ready your shotgun after you kill the needlers -- a siam will appear.

Back on the Surface
Proceed south down Craven Ave. towards the house marked on your map as "Fitch." Fight a couple of ferals along the way to Fitch's house. As you get closer, you'll find a blood trail on the ground. Follow this trail of blood until the short cut-scene plays.

Let the nurses walk one at a time through the doorway, and smoke them.

Proceed inside the house, down the hallway, and enter the bedroom on the far right side of the hall. Pick up the (7) Scarlet Fitch photograph on the desk, turn off your flashlight, and ready your shotgun, because nurses are coming. Open the door to the bedroom, and then back up a little bit, forcing them to walk into the bedroom one at a time. As each one enters, kill them with a close range shot to the head.

Pick up the small key to open up the doll box in the bedroom.

Walk into the adjacent room to pick up the (2) serum and the small key on the desk. Go back into the bedroom, use the small key on the black box on the dresser, and a long cut-scene will play that ends this chapter.

Chapter 6: Hell Descent

Linear Catwalks
After touching Scarlet's weird doll at the end of the last chapter, you'll wake up, and notice the world around you has�changed. Pick up Scarlet's doll on the ground, and walk down the hallway until you see Josh run up the stairs to the right. Don't follow him. Instead, walk down the stairs to the left along the metal walkway.

You'll have to jump across a couple of gaps along the catwalks...

And thus begins the long walk along these metal catwalks. There is no map available for this level, and it isn't needed since this level is linear � you only have one direction to travel. So keep walking along the metal catwalks, dropping down, walking up stairs, down stairs, and dropping through broken fans when told to do so by the game.

...drop through a couple of openings...

As you continue along the catwalks, you'll see Josh running from right to left. Walk over to the area Josh ran from, and pick up the (10) Child's drawing on the ground. At one point, you can go either left or right after decending from a ladder, with a biohazard sign on the right path. Take the left path first (past some iron cages) and keep following the linear route. The Crowbar can be found when squeezing through some pipes and ducking through a fan at the end of the path. Now go back to the junction and choose the right path, and follow this untill you come across a large operating fan in the middle of the walkway. Pull the lever on the right hand side of the wall to turn off the large fan. Duck through the opening of the fan, and pick up the (11) Child's drawing on the ground. Carry on through the metal corridors.

..and pull a bunch of levers to turn off these large fans during your linear walk through "hell."

The Puzzling Fans
Eventually you'll come across a room with six large fans labeled with numbers above them. Fans one, two, and three are on one side, and fans four, five, and six on the other. Surrounding these fans is a series of levers that control each one. Before beginning this puzzle, make sure to duck under the two stopped fans on the left side (labelled 3 and 2) and grab another (3) serum. Step out and then pull lever "5 | 6" so that the number five lights up above the lever. Now, pull lever "4 | 5" so that the number four lights up. Lastly, walk over to lever "3 | 4," and pull it so the number three turns on. Now that fan four, five, and six are in the off position, duck through the opening in the fans to reach the walkway behind them. Continue down the corridor, climb down the ladder, and you'll come across a save point; save your game.

Pull each of the levers we listed above to turn off the appropriate fans.

Climb down the nearby ladder to the walkway below. Walk towards the doorway with the exit sign above it, and a hallway will appear. Continue down the hallway until you come across a metal door � open it to find Fitch sitting in the middle of a room. Talk to him until the choice to give him Scarlet's doll appears; give him the doll. A short cut-scene will play, and you will be thrust into battle with Scarlet.

Boss Battle: Scarlet
In Scarlet's first form (tall and lumber), her main attack is a swipe followed by a slap. You must dodge these attacks by rolling into the direction of the swipe, and then backwards to avoid the slap. Another attack is a pound to the ground that sends out a damaging shockwave. When you see Scarlet raise her right hand in the air, roll backwards away from her to lessen the damage from the shockwave.

Continue to hit these legs to expose the red muscle.

To damage Scarlet in her first form, you must attack her limbs. Equip your pipe, get up close, and swing at each of the legs, but be ready to dodge her swipe attack after landing a couple of hits. Continue the assault until the ceramic is shattered on both legs, exposing red muscle tissue. Keep this up until she falls to her knees, and then attack her ceramic arms in the same fashion. Bring her to her knees one last time, then follow the context-sensitive event to remove the plate from her back, transforming her into her second form.

Once she is on her knees, hit her arms.

In her second form, Scarlet is nimble, avoids gunfire, and is generally a pain. Before she executes a lunging attack, Scarlet will hop and cross her arms before coming at you. When you see the arms cross, press the dodge button to avoid the attack. You want to hit her couple of times in the head � use light attacks, not heavy -- or dodge her attacks until she jumps onto the ceiling.

Get in close to remove a piece of her back. Doing this will transform her.

When she is on the ceiling, remain locked on her, and wait until you hear her scream. After the scream, quickly press the dodge button, and she'll come crashing down to the ground, stunned. Now, before she shakes out of the stun, shove your pipe into her by pressing the attack button. This will cause her to spring to her feet, and repeat her attack patterns outlined above.

When you see her do this, press the dodge button.

You'll have an easier time on the third time she comes crashing to the ground. Run over to her stunned state, and complete the context-sensitive event to finish her. Take a moment to breath.

Chapter 7: Town Hall

After vanquishing a giant porcelain doll, you'll wake up in Fitch's house, and be given the founder's key with a strange symbol on it. Alex recognizes it: the symbol is similar to something he's seen inside town hall. Leave Fitch's house, proceed to town hall (consult your map) while battling ferals and schisims along the way.

Town Hall

Inside the western span of town hall is a boarded up doorway. There is also a smog in this hallway now. Use your axe to hack away the wooden planks, enter the room, and push the dresser out of the way to reveal a (12) Child's drawing. Also, if you didn't find it in Chapter 2, there is a (4) serum in the south east room. Walk over to the eastern room in town hall to save your game.

Use the key on this chest inside the town hall.

Stroll into the center room of town hall, and use the founder's key on large chest on the table, opening a secret passageway in the middle of the room. To the right of the table you open up with the key is a (8) Judge Holloway Picture. Proceed down the stairs the basement of town hall. Pick up the first aid kit at the bottom of the stairs.

Town Hall Basement
Make sure you keep your flashlight off as you walk down the ramp, because you'll soon enter a room full of nurses. Remember, light attracts the nurses. After you've killed the nurses, examine the strange cross in the room to obtain the ceremonial dagger. This dagger also works as a key on some doors, like the one pictured below, and on the mysterious door inside the basement of Alex's house.

After you pick up the ceremonial dagger, use it on this door.

Love in the Cemetery

Unlock this door, and follow the long corridor until you come across a study. Climb the ladder out of the study, and you'll be inside Founders Garden inside the Rose Heights Cemetery. Make sure you pick up the (13) Child's drawing taped to the wall inside the catacomb before using the ceremonial dagger to unlock the door out of the catacomb. Use the dagger to unlock the adjacent catacomb, and then pick up the (5) serum inside.

Go back to the place where Elle was hanging up missing person flyers. On the bench next to it is (9) Curtis Ackers Picture. Next to the entrance to Curtis shop is ammo and a health bottle. Now go back to the cemetery.

As you begin to backtrack through the cemetery, look at our screenshot below so you can pick up the Chrome Hammer Pistol inside the marked catacomb. You can get to this area by using your axe to hack away the wooden planks to reveal this room.

You can find the 'Chrome Hammer' pistol.

Continue to backtrack through the cemetery so that you'll be near Alex's backyard, while fighting a couple of smogs, and ferals along the way.

Inside Alex's House
Enter the back door to the house, and insert the cassette tape (that you found in chapter two) into the tape player on top of the kitchen counter. Now open the refrigerator and pick up the health drink inside. Turn your attention to the boarded-up door, and use your axe to cut apart the boards. Enter the room to pick up the first aid kit on the desk, and then proceed to the basement of Alex's house. Once here, use the ceremonial dagger on the locked door to your father's mysterious room. Enter the room to pick up the attic key on the bloody cutting board. The Bluesteel Shot Gun upgrade is also found in this room in the shelve. Go on upstairs inside the house, and use the attic key on the doorway to the attic.

Whenever you see doors with that little slit, use the ceremonial dagger to unlock these doors.

The Attic

Pick up the (10) Alex photograph on top of the rags in the northern part of the attic, and then reveal a door by pushing the large dresser out of the way on the eastern span of the attic. Open the door to watch a short cut-scene about Alex's father and Josh. Walk over to the desk, and interact with the puzzle box. The puzzle's objective is to slide and match the pieces in the family crest on the quilt above the desk.

You have to have the puzzle started in its default formation for it to work. If you've got it all messed it up, well, you're in trouble.

1) Move the top-right double piece one space left.

2) Move the second piece in the third row one space down.

3) Move the third piece in the third row one space to the left.

4) Move the double piece on the far-right in the center one space up.

5) Move the bottom-right double piece one space up.

6) Move the second piece in the fourth row two spaces to the right.

7) Move the first piece in the fourth row two spaces to the right.

8) Move the second piece in the third row one space down.

9) Move the second double piece in the third row to the left.

10) Move the center double piece on the left side one space down.

11) Move the first piece in the first row one space down.

12) Move the double piece on the top far-right one space down.

Match the puzzle on the desk to this family crest.

After solving the puzzle, you'll obtain a map to Silent Hill. Go back downstairs, and talk to your mother who's still sitting in the same chair. After the long cut-scene, your house receives a home-makeover. From hell.

Chapter 8: The Attic

Chapter 8's objective is to escape Alex's house by solving four separate puzzles locked away in the house. Solve each of these puzzles, and the door out of the house will open. To unlock a specific puzzle, you must pull the large lever in the main hallway, opening one of the four areas � indicated by a small green light above the lever -- where you can solve the mask, military jacket, clock, and meat cleaver puzzle.

This lever controls access to all rooms inside the house.

Mask Puzzle
The mask puzzle is opened by turning on the leftmost green light the hallway. The first required mask is the indifferent mask in the parent's bedroom upstairs. The frowning mask is in the kitchen on the first floor (along with a health drink on the counter), and the angry mask is next to the save point in the living room.

Collect the masks from all over the house.

Go into the dining room and examine the cross statue. There are two bodies stuck on each side, with text inscribed above their heads. Place the indifferent mask on the face below the quote, "To hide her pain this face she did wear�" Now place the frowning mask on the skull below the "Behind this mask her heart was laid bare." That's it! One puzzle down, three to go.

Place the appropriate mask on the skulls.

Military Jacket Puzzle
In order to gain access to the attic, you must activate the green light second from the left on the control switch in the hallway. Proceed to the second floor of the house. A dresser is in the room below the entrance to the attic. Push it to reveal the heart of darkness medal on the ground; pick it up. Now go up the stairs into the attic, fight a couple of schisims, and pick up the vile acts medal on the mannequin bust.

Move this out of the way to reveal a medal on the ground.

Enter the father's secret room in the attic, and pick up the fallen star medal from inside the medal case on the table. Examine the military shirt in the corner of this room, and place the medals in the order from left to right to complete the puzzle: fallen star, heart of darkness, and vile acts.

Here is the correct order to lining up the medals.

Clock Puzzle
Activate the green light second from the right by pulling the lever in the hallway. Go upstairs into the bathroom, and pick up the stuffed bunny in the bathtub. Walk into Josh and Alex's room, and examine the clock on the wall. Set the time to 2:06 (this clue is deciphered from the note on the nearby table, mentioning room 206), so that the window shades open in the room. Place the stuffed bunny in the brightest window (pictured) to complete this puzzle. Before you leave this room, use your knife to cut open the slimy wall to reveal a small room. Pick up the butcher knife and the (14) Child's drawing on the table.

Insert the bunny into this window frame.

Meat Cleaver Puzzle
Pull the lever in the hallway until the rightmost green light is lit. Go upstairs and pick up the old meat cleaver on top of the small dresser in the hallway. Now go downstairs into your father's secret room in the basement. Pull out the bogeyman knife stuck in the carcass of a schism.

Insert the knifes into the appropriate areas.

Examine the cutting board, and place each of the knives into the appropriate areas on the wall. Lastly, place the bogeyman knife into the head of the schism on the cutting board. Completing this last puzzle will unlock the door to the house. Leave the house to conclude the chapter.

Chapter 9: Dark Times

It's time to save Elle and Wheeler from the clutches of the order soldiers. Refer to your map of Silent Hill and proceed south towards the bait shop (you can save your game there). Next to this save point is also a (15) Children's Drawing. A short cut-scene will play, where you communicate with Wheeler in a cell inside the Overlook Penitentiary. And he got a walkie talkie to get in touch with you.

Save your game at the bait shop.

Continue walking along the road to the penitentiary, take a left onto Simmons St., and Wheeler will communicate with you again. He'll tell you that you must disable the electronically sealed door to the prison by turning off the power at the nearby Toluca Lake Water and Power plant.

Walk south to the boiler room, enter, and walk through it to exit onto Koontz St. Proceed over to the Alchemilla Hospital and pick up the (6) serum on the green bench outside. Continue up Wilson St. to the Toluca Lake Office while fighting ferals, and lurkers along the way.

Toluca Lake Office
Navigate through the offices (look at the map), and make your way over to the break room, and save your game there. Use your axe to hack away the wooden planks to the adjacent room � next to the save point -- where you will find the key to the Toluca Lake Water and Power plant on the desk. Backtrack towards the entrance to the office, and use the key on locked door to enter the power plant.

Get the key so you can enter the water and power plant.

Toluca Lake Water and Power
Once you're inside the station, defeat the order soldier, and turn your attention to rotating a series of red valves to turn off all of the power: station A controls the water, station B (on the upper catwalk) controls the boiler, and station C (also on the upper catwalk) controls the steam feed.

Once you turn the levers in the correct order, you can pull this switch to turn out the lights.

Here is the correct order to turn off the power: valve B, valve A, and then valve C. This will cause a green light to turn on next to a main control lever. Pull this lever to turn off all of the power, plunging Silent Hill into darkness.

Be prepared to take out a couple of order soldiers when the lights go out.

A couple of order soldiers will come after you by climbing the nearby ladder. Take out your pistol, aim, and shoot them as they step off the ladder (they're invulnerable while climbing the ladder). Collect the rifle ammo next to valve B, and some pistol ammo on the shelf under the upper catwalk. Backtrack out of the power plant to the Toluca Lake office, and then back outside.

Run to Overlook Penitentiary
When you're back on the street, continue towards the Overlook Penitentiary, and along the way, enemies will be wandering your way -- ferals, smogs, schisms, and lurkers. It would be wise for you to run to the penitentiary instead of fighting the enemies; they�ll continue to spawn out of the sewer gates. Even if you die while running for the penitentiary, your respawn point will be the moment the power turns off inside the Toluca Lake water and power plant. (It's not a lot of ground to make up.) This will also conserve your health and ammo for the fight against the siam outside the prison gates.

Be sure to pick up the Pulaski Axe in the bed of the truck in the parking lot.

Once you arrive at the penitentiary, look for the abandoned pickup truck in the parking lot, because the Pulaski Axe is on the bed of the truck. This axe swings fast, and inflicts a lot of damage. Continue through the side alley and enter the prison's backdoor.

The Rifle puzzle

The secret to obtaining the rifle is the Silent Hill cemetary. In the Janus garden of the cemetary is a statue with two holes in it. One hole says "I, the other XII (1 and 12)," which stand for the months January and December. There are four stones that can fit in the holes (Garnet, Turquoise, Bloodstone, Sapphire), but only two are required (Garnet & Turquoise).

Here are the location of all the stones, even the worthless Sapphire and Bloodstone for good measure.

The Sapphire is on a bench in the Janus garden of the SH cemetary.

The Bloodstone is on a bench in the little park south of Wilson Street (Street next to the Toluca Lake Water and Power)

The Garnet is in between the Sun and Janus garden of SH cemetary. Approach the SH cemetary from the south entrance and at the North side of the Sun garden you will find a wall you can break with your axe. Go through the wall and you'll find the Garnet on a bench.

The Turquoise can be found in the Toluka Lake office building. Go to the save point in the Toluka Lake office building, then jump across the hole in the floor. In the room where your in now you should find the Turquoise in the sink.

Put the Garnet (hole I) and Turquoise (hole XII) stones in the statue, and you will receive the moon garden key. Go to the fence that leads there and use the key. Inside the moon garden is the Rifle.

Chapter 10: Prison

If They Freed Me from This Prison
Walk to the lower guard room and pull the lever to open the prison gate. Continue into the hallway, and use your axe to destroy the wooden planks blocking the doorway to the visitor booths. Pick up the first aid kit inside this room. Proceed down the hallway, break the glass to the visitor room, enter it, and continue through the open door. The prison map is taped to the wall below the staircase.

Break the glass into this room to continue through the prison.

Climb the staircase up to A Block East Wing (consult your map), and then jump across the gap in the catwalk over to B Block West Wing. Walk inside the nearby office, and pull the lever to open the entrance to B Block. Stroll through the open door and fight the two order soldiers.

Leap across these gaps like some axe-toting gazelle.

Pull the lever next to the sign that reads B Block North Wing. Descend the stairs, and pick up the rifle ammo across from cell B2. Continue through the western door so you're outside. Walk to the next cell block area to find Wheeler, and pull the lever next to his cell to free him.

Reunited and It Feels So Good
After the cut-scene with Wheeler, a siam will appear. Kill it, follow Wheeler up the stairs, and pick up the (16) children's drawing in the prison cell to your left. Continue to follow Wheeler across the gap in the catwalk, and then duck into the small hole in the wall to appear in another prison control room. Pull the switch to open the door, and continue with Wheeler through the prison � he'll lead Alex to the camera control room.

Follow Wheeler, he knows the way!

The Voice of Wheeler
Leave the control room and walk over to the A Block East Wing. Pick up the health drink in the A6 cell block. Walk down the hall, and wait for Wheeler to remotely open the door across from cell A7. Walk down the stairs and enter Cell Wing A. Continue through the shower area, and then enter the boiler room. You can save your game at the save point at the top of the stairs.

Look for holes in the walls to continue through the prison. Your tax dollars at work.

Wait for Wheeler to open the door below the save point location. Walk through it and you'll be in the A block cell. You must collect three pieces of wire in this area in order to open the cell block doors out of this area. Drop to the floor below, and investigate the radio to pick up the piece of radio wire in cell A20. Walk over to investigate the orange cart's headlight in cell A10 to pick up the loose wire. You then can find a scrap of wire inside the guard control shack outside of cell A18.

Walk into the upper guard room, and insert all three of the wires you have collected into the wire box. See our image below on how to line up the wires.

Here's how you line up the wires.

Go downstairs, enter cell A12, and read the note mentioning prisoner #110391. After opening all the cell doors, be sure to head back upstairs, and jump across the opened prison cell, to find the Serum (7). Leave this cell area and enter "110391" at the padlock code in front of the solitary confinement area. This will unlock the door, allowing you to continue through the prison.


Note: Choosing one of these dialog choices affects the ending of the game. Refer to the endings SuperGuide page to choose the preferred ending.

Walk down the hall, where your mother is strapped to the cross. Make your choice from the dialog box. Backtrack out of the confinement area after deciding the fate of Alex's mother, and save your game at the save point outside the cell door. Continue through the green double doors.

You have a choice to make...

Puzzle Shapes
A large slimy cylinder will rise out of the ground that has three symbol dials attached to it. You must match each of the three symbols to correlate with the riddles along the walls. Here are the solutions:

"I stand beside the holy man,
The monarchs fear my wrath,
None may move the way I can,
Ever the crooked path."

Pick the Knight Chess (resembles a horse) piece symbol on side of the column.

"The man who devised it,
Does not want it.
The man who bought it,
Does not use it.
The man who used it,
Does not realize it."

Pick the coffin symbol on the side of the column.

"What man loves more than life,
Fears more than death or mortal strife.
What poor men have, the rich acquire,
And all contended men desire
What miser spend and the wastrels save
And each man carries to his grave?"

Pick the empty space on the side of the column.

When you're done turning dials, have Alex stick his hand in this...thing.

Now you can have Alex reach inside the hole on the column, and it will rise into the ceiling. Drop through the large hole in the floor, save your game at the save point, and then squeeze through the gap in the wall. Continue down the corridor, defeat the two needlers, and then open the door at the end of the hall. After the cut-scene, you'll square off with asphyxia.


You must avoid the three punch combo attack from Asphyxia: right hook, left hook, upper cut. That means: dodge left, dodge right, roll backwards. Also, avoid her black smoke attack by rolling away from the black stream, and sidestep the charge attack.

When the arms go up, asphyxia is about to charge -- press dodge when you see this.

The charge attack is spotted when all four of its arms rise up in the air. Sidestep this attack, and hit its curvacious "tail" with an axe, which stuns Asphxia. Get in another couple hits with your axe before waiting for another charge attack. Repeat the strategy until the attack button begins to flash in the upper corner of the screen � press it to defeat Asphyxia.

After making a successful dodge, attack asphyxia's tail.

Chapter 11: Church

After walking out of the prison you'll find yourself in front of a hellish looking church. Walk towards the church, up the stairs, and walk through its large double doors. Walk up to the very front of the church, and insert the ceremonial dagger into the slit on the wall below the organ. This will unlock the plate puzzle: you will have to insert five plate pieces hidden in the church into this device.

Plate Collecting
Walk into the western span of the church, and turn the red valve on the side of the wall to raise body to the surface inside of the well. Investigate this body to pick up the chalice plate. Look inside the water bowl on the dresser to pick up the (11) Joshua's photograph. Walk upstairs in the room above this to save your game at the save point. Pick up the unlit candle and health drink in the adjacent room.

You must collect a bunch of plates like this hidden throughout the church.

Walk over to the confession booth and sit down.

Note: This is the area where Alex will have to make a choice. See our Endings section to decide what you want to do.

After you talk with Alex's father, he will leave the booth. Look inside this booth to pick up the kneeling man plate.

Grab the candle on the table.

Go downstairs and enter the room on the eastern side of the church. Place the unlit candle on the plate in front of the statue, and you'll receive the candle plate. Go up the stairs above this room, and pick up the health drink on the table. Walk over to the three paintings, and then cut into the painting on the far right with your knife to reveal the tree plate; pick it up.

Cut into the panting to pick up the hidden plate.

Walk over to the small room to the left of the paintings, pick up the rifle ammo on the ground, and continue down the hallway until you're in front of the glass painting. Investigate the middle of the painting to collect the sword plate. Two siams will break through the glass window, sending Alex falling to the ground level of the church.

As long as you have your shotgun handy, these siams will pose little threat.

After you kill the two siams, walk over to the plate puzzle below the church organ, and place each of the plates in the order based off of the screenshot below.

Here is the correct placement of the plates.

After the cut-scene is over, pick up a (17) Child's drawing next to your dad's corpse, then walk down the long staircase, and take a left at the bottom of the stairs. Walk over to the table and pick up the order soldier costume. Walk along the large pipe towards the elevator to start a long cut-scene, ending this chapter.

Chapter 12: Underground

Let's Finish This
After rapidly pressing your action button to defeat Judge Holloway, it's time to save Elle and Wheeler�again. Pick up the lair map, first aid kit, health drink, and ceremonial dagger on the counter behind the operating chair.

Ladies and gentlemen: Judge Holloway. Don't let her bore you.

Walk down the hall into room 212, defeat the order soldier, and pick up the steel pipe inside this room. Use the pipe to break the window to room 211, hop through the broken window, and fight an order soldier. Pick up the Mk23 Handgun next to the television monitor, and the Sector 3 Key on the key rack. Go through the door on the left and pick up the (18) Child's drawing behind the laundry basket.

That looks expensive.

Continue back into the hallway, defeat the two order soldiers, and continue down the corridor to unlock the door into sector 3. Defeat more order soldiers, and use your pipe to pry open the door that leads to the southern corridor. Fight more order soldiers, keep going down the corridor, duck under the open gate, and walk towards the locked door. You'll see Elle being tortured by Curtis.

Saving Elle
Walk over to the metal gate left of the locked door, and climb over it. Push the dresser out of the way, revealing another door. Use your steel pipe to pry open this door, and walk through it to fight Curtis: equip your pistol and shoot him a couple of times in the head to kill him.

Chainsaw vs. Gun. What sportsmanship.

Grab the first aid kit and health drink on the bloody counter top. Pick up the Room 301 key on the wall next to the large green storage tank, and continue towards room 301 with Elle. Once you're in the room, pick up the large bag on the table to get all of your weapons back. Additionally, pick up some pistol ammunition, and a health drink in the cupboard, along with the (8) serum on the table in the darkest area of the room. Break the window into room 302, and hop through it to pick up the first aid kit on the shelf.

Make sure you pick up the key to room 301, pictured on the wall here.

Saving Wheeler
Proceed north to sector 1, and then enter room 113 to pick up the Police Marksman Rifle, and the shotgun ammunition. Break the window into room 112, and hop through it to interact with Wheeler.

Note: Deciding whether or not to use one of your first aid kits on Wheeler will affect the ending of the game. Refer to our Endings section for the possible outcomes.

After making your choice, enter room 111, and then reenter the hallway. Continue through the door at the end of the hall, and save your game at the save point. Proceed through the door into the large circular room

Circular Puzzles
There are two large circular puzzles in this room. Look at our screenshots below see how to line up the symbols for both the large circular puzzle on the floor, and the one on the door. After unlocking access to the large room, investigate the Shepard tomb to have the end-game boss show up.

Here is how you line up the symbols on the ground.

Line up the symbols like this on the door.


Ammo: You should have close to full ammo on your guns (we revealed their locations in this last level). It's time to use them.

Amnion has only two attacks. It will either spew black gunk into the air (easily avoided if you just roll away from it), or charge with its two front knife-legs. You can spot the knife-leg attack when all of its front spider legs go into the air. When this happens, roll away.

Aim for the body, and fire away. It solves unwanted pregnancies.

When the knife-leg attack misses, its legs will momentarily be stuck in the ground, allowing you to shoot it with your shotgun. Or use the rifle or the pistol from a safe distance to inflict a great deal of damage. Amnion is the last boss of the game, so don't leave any ammo left in your pocket.

When it's arms are stuck in the ground, move in close, and swing away at the body.

If you're out of ammo, wait for the knife-leg attack, dodge it, and then hit the body portion while the knife-legs are stuck in the ground. Continue the attack pattern until you've defeated Amnion -- and beat the game.

That's it! Can't wait for the next installment!

Submitted By: Spyke_25

Introduction ...................................................... [idn]
Controls .......................................................... [cnl]
Survival .......................................................... [srv]
Combat ............................................................ [cbt]
Weapons ........................................................... [wpn]
Monsters .......................................................... [mns]
Nightmare: Alchemilla Mental Hospital ........................... [ntm]
Shepherd's Glen: the Shepherd Family Home ....................... [sg1]
Missing Persons: Rose Heights Cemetery and the Junkyard ......... [msp]
Hotel: Silent Hill's Grand Hotel ................................ [hte]
Sheriff's Station: Escape the S.G.P.D. .......................... [shs]
Sewers: Shepherd's Glen's Underground ........................... [swr]
Hell Descent: Dr. Fitch's Office ................................ [hld]
Shepherd's Glen: Town Hall, Rose Heights, and Home .............. [sg2]
The Attic: the Pain of the Shepherds ............................ [aic]
Dark Times: the Streets of Silent Hill .......................... [dkt]
Prison: Saving Wheeler and Elle ................................. [prs]
Church: the Face of the Cult .................................... [chc]
Underground: Revealing the Truth ................................ [ugd]
Extras ............................................................ [xta]
Memos and Documents ............................................... [mmo]
Achievements ...................................................... [acv]
Trivia ............................................................ [tvi]
Miscellaneous ..................................................... [msc]

To make getting around the guide easier, I've implemented a keyword search
feature. Just copy and paste the three-letter keyword (complete with the
brackets) of the section you want into your browser's Find feature (Ctrl+F)
and it should take you where you want to go.

Introduction [idn]

Recently discharged from military service after a stint in a hospital, Alex
Shepherd heads home to the little New England town of Shepherd's Glen.
Recently, he has been plagued by nightmares concerning his brother, Josh, and he heads back home for fear of his brother's safety. What awaits him is a catatonic mother, no sign of his father or brother, and a small town wrapped in fog accented with "Missing Persons" posters. With thoughts only of Josh's well-being, Alex heads out to find the truth behind the happenings at Shepherd's Glen.

Silent Hill: Homecoming is the second game to be made after the franchise passed hands from Team Silent. Though much more combat oriented than the other games, this installment does not skimp on the impressive locales, psychology-laden plot elements, or absolutely amazing sound design thanks to the one and only Akira Yamaoka. As always, this guide is here to get you through the game in one piece and get you every achievement, as well as throw some extra stuff your way because we all know that Silent Hill games are not just games. This
was written using the Xbox 360 version, so I cannot vouch for PS3 or PC
players, though the gameplay is very similar from what I hear.

As I have played this game several times before writing this guide, I can no longer tell the difference between an outright spoiler and a nudge to get you to think in the right direction. I tried to leave theory and plot spoilers out of this document, but sometimes it just can't be helped. The walkthrough itself is fairly safe, but beware of the Extras, Memos, Achievements, and Trivia sections as they will spill a lot of the beans.

Controls [cnl]

left analog stick:
controls movement in a 3D scheme, meaning tilting the left stick right
results in a right strafe, not in Alex facing right
tilt slightly to walk
navigate menu
move/select pieces for certain puzzles

right analog stick:
move camera
select pieces for certain puzzles
push in the right stick (R3) for a first person view, to examine objects in
your inventory, or to zoom in on the map
rotate objects in inventory
change targets (in combat stance)

d-pad up:
toggle flashlight

d-pad left/right:
toggle weapons

left bumper:
open inventory wheel

right bumper:
open weapon wheel

left trigger:
combat stance

right trigger:
shoot firearm (in combat stance)

use health drink in item inventory
finishing move
used randomly in grapples and conversation
heavy attack (in combat stance)
reload firearm (in combat stance)
view objectives (in map screen)
toggle flashlight (in weapons screen)

rolling dodge (+ left analog stick)
used randomly in grapples
quick recover when knocked down
ducking dodge (+ left analog stick in combat stance)

bring up map
use first aid kit in item inventory
used randomly in conversation
toggle radio (in weapons screen)

fast attack
used randomly in grapples and conversation
double tap in front of a door to burst through

Survival [srv]

Along with the old Silent Hill elements, Silent Hill: Homecoming presents us with some new survival techniques, revamped inventory screens, and more chances to use the environment to our advantage. Here, I'll try and hit on the most important stuff to know to get around safely.

Inventory Screens
There are two inventory screens. The left bumper brings up your items and the right bumper is for your weapons. Alex's health meter is visible on both: it is the red mark on the left. Your items screen is where you go to access any key items (such as keys or puzzle elements) or healing items you will need. Health drinks and first aid kits are automatically placed on hot buttons. Press X to use a health drink and Y for a first aid kit.

The weapons ring is the storehouse for your melee and ranged arsenal. Note that for firearms, the only ammunition Alex can carry is what the gun clip will hold. For example, your first pistol can't hold more than 18 shots in Normal mode, so don't feel the need to completely hoard your ammo. Also note that newer, stronger weapons will replace the old ones. For example, the crowbar will take over the steel pipe's duties when you find it. The two hot buttons for this screen, X and Y, toggle the flashlight and radio, respectively.

Healing Items
Alex's health meter is the red mark on the left side of either inventory screen and will also appear if he takes damage. If it is depleted, your game is over. Once dead, you have the option to start over from a continue point instead of being forced to reload a saved game. This is still a pain, so you should always use healing items to stay in the red. There are three kinds of restoratives for Alex: health drinks, first aid kits, and serum. Health drinks restore about 50% of your health; first aid kits restore about 75%; and serum will fully heal Alex as well as increase the size of his health gauge.

Never, ever squander healing supplies, especially if you are not doing well when fighting. Topping off your gauge with a health drink when you've only lost maybe a fourth of it or using a serum when you are already at full health is a good way to screw yourself over later in the game. Jack has written in saying with certainty that there are 35 health drinks in the game and around 15 first aid kits. Use 'em wisely.

Flashlight and Radio
A staple in the Silent Hill series, the flashlight and radio are almost always on hand. The radio emits white noise when monsters are nearby. They cannot hear the radio and use it to detect where you are, so there is never a need to turn it off. Alex is the first Silent Hill protagonist to have a fully functional radio, so he will use it to keep in contact with others, but you, the player, will only use it as a monster detector.

The flashlight is a double-edged sword. You can see much better with it, but so can the monsters. Leaving your flashlight on will attract any creatures in the area, so turn it off when the radio goes off. You can't play at the stealth game if you broadcast your position. However, there are some times when you absolutely need the light, regardless of enemies: some areas of this game are pitch dark.

Alex's journal is accessed by pressing the start button, where you can go to change your game options and exit to the title screen and all that. Whatever Alex finds that seems even remotely important will be stored here, like puzzle clues, photos, and drawings. This is basically the memo feature from past games, except that Alex will not keep every single little scrap of info he finds.

A journal icon will appear in the upper left hand corner of the screen when something is added to the journal, a new objective is acquired, or a current objective is completed.

Environment and Interaction
Something new for Homecoming is environmental interaction on a much wider scale. Depending on what weapon Alex is holding, you can cut open thin sheets blocking paths, knock down walls, or pry open doors. You can also jump across holes (instead of falling down them for a change) and climb up small ledges. If you reach a dead end, look around: there may be a hole in the wall or ledge you can use. If you are being chased by something and don't want to fight, flee through a crawlspace or jump over a hole to get breathing room. Enemies cannot follow you except through open doors, but they will wait for you outside a hole or crawlspace.

Interaction that is important is usually prompted by a button command using A, but some interaction is not. Pushing A while in front of an object (any ole object) will usually get Alex to examine it and comment on it. Things like puzzle clues are usually hidden on something along the lines of a plaque on a wall or memo near the puzzle in question, so if you ever get stuck, just look around. What Alex says can be extremely insightful, and he is on par with Heather from Silent Hill 3 on the amount that he has to say (that is, he says A LOT).

Watch Alex's head when looking for things to examine. He will turn to look at anything that interests him. This may be seemingly useless stuff, but he also looks at key items and pick-ups. Humor him and examine everything he looks at because it just might be important. If you can't tell what he's looking at, press in the right analog stick to enter first person view. The camera will automatically center itself on whatever he is staring at.

Along with the environment, you can interact with others you meet. When talking to someone, you may get to choose what Alex says. There are only three instances when what you say or do will have serious consequences, and these are towards the end of the game and are extremely obvious. Every other conversation is just there for you to get information. Choosing one prompt over another will change what Alex talks about, but nothing serious is lost or gained from small talk.

Another Silent Hill staple, the map is your best friend; the walkthrough portion of this guide is going to be referencing the map whenever possible. There is one for almost every area in the game, and they will make the exploration process a lot easier. Alex will automatically mark things like save points, locked/jammed doors, puzzles, and destinations in red. Your current position and facing direction are indicated with a blue arrow. Alex will also note his current objectives on the map screen (viewable by pressing X).

Save and Continue Points
Save points are marked with a glowing red symbol consisting of a large red circle encompassing three smaller circles. You can't miss them: the game's dark environments make their red glow unmistakable. As always, it is a good idea to save often.

Homecoming uses a continue point feature, meaning that if you die, you will not be forced to start over using your last saved game. Instead, you will restart at a certain point before you died, usually before a major event or right after a cutscene.

Combat [cbt]

To veteran Silent Hillers and newcomers alike, one thing is clear: compared to the previous games, this one is unforgiving at first when it comes to fighting if you are not prepared. Alex is a soldier, so he can fight just fine; however, so can the monsters. Make sure you take the time to get the hang of fighting because you can't always master the art of running away.

Combat Stance and Attacks
To get ready to fight, hold in the left trigger to enter combat stance. If there is an enemy nearby, Alex will focus on it and keep it in his sights. While in readiness, you can perform a fast attack with A, a heavy attack to stun enemies with X, or perform a dodge with B. If holding a firearm, use the right analog stick to aim (Alex will not auto-aim with a gun) and the right trigger to shoot. You can also perform a close range melee attack with the butt of your gun.

Light attacks with A are simple slashes or swings with a weapon and will not really stun enemies, but successive rapid light attacks will disrupt them. Heavy attacks are what cause foes to skip a beat, and they can be charged by holding down X. Combos are performed by chaining light attacks and can end with a heavy attack. By the time your foe recovers from the last strike, you can feel free to go in with another chain of light attacks. Heavier and tougher foes will withstand your combos, so you need to perform dodges as needed in-between. One of the best combo patterns is two light attacks and a heavy attack (A, A, X). Most of the time, this will knock your foe to the floor and you can whale on them mercilessly, most likely stunning them.

A stunned enemy will stand in place and looked literally dazed. This is
when you must drop everything, run up to them, and hit X for a finishing
move. These are absolutely brutal and are different for each weapon and
enemy. (Makes you wonder where Alex learned to fight; what do they teach
those boys in the military?) Bosses can only be killed with finishing moves, so watch for the prompt.

Dodging, Blocking, and Countering
Master this or pay the price. You can perform several different types of dodges. The first kind is when you are not in combat stance or are far away from an enemy. Pressing B while pushing the left stick in any direction will make Alex perform a diving roll. This is great in that it covers a greater distance than the other dodges and helps out against wide range attacks.

The other kinds of dodges are performed in combat stance. These are simple ducking motions and sidesteps. Use these when in close range combat. Enemies attack in many different directions, so hang back a bit, watch their attack patterns, and learn in which direction is the best to dodge. Do not dodge until you see your enemy launch an attack! If you dodge too early, they will follow your motions and attack you while you are in the process of dodging, totally defeating the purpose. Monsters are not shy about telling you when they're going to attack; be smart and wait for the signals. A stare down is safer than rushing in and pushing your luck.

It is possible to block an enemy attack. It requires good timing but can also be done by accident or pure luck (which is how I usually pull it off). If you press B at the same time an enemy is about to hit Alex, he will hold up his weapon and block it. It causes both you and the enemy to skip a beat or get thrown off a little, but it's better than the alternative.

If you successfully dodge an attack, Alex will counterattack if you hit A or X. All this is is a special move with your weapon that knocks enemies back,but it also puts you in position to go in with a combo or charge a heavy attack.

If you don't do well at dodging and find yourself knocked to the ground,
press B right as Alex hits the ground, and he will quickly get back up. If you don't get up quickly, you are susceptible to more enemy attacks while on the ground.

Enemies can grab Alex and cause him major damage or instantly kill him if he does not break free. To grapple with an enemy who's got you in their clutches, wait until a button prompt appears in the upper right hand corner of the screen and then mash it for dear life. If successful, Alex will retaliate and knock the enemy away. Avoiding grapple attacks in the first place is actually pretty easy since enemies make a big scene before a grapple move. If you dodge, they are left extremely open and are just asking to be counterattacked.

When you are required to mash a button, you may find it easier if you use your index finger instead of your thumb. Place your controller in your lap or on a smooth surface as well. For some people, their index finger just seems to move quicker than their thumb.

Choosing the Right Weapon
You might want to think twice before you ditch the combat knife for that
fire axe. In this game, the weight of a weapon drastically changes how Alex will fight. Sure, this was true for past games as well, but with your foes being as fast, agile, and tough as they are, you have to gauge which weapon is best for which monster now more than ever.

Some enemies are exponentially tougher when you do not use the right weapon. For example, trying to fight a Feral head-on with a fire axe may not end well for you. Some enemies also have weak points you can exploit with the right weapon. Lurkers are susceptible to tons of damage or even a one-hit KO if you charge the axe, since their heads are their major weak point and the axe's heavy attack is a downward swing.

Weapons [wpn]

There are a limited number of weapons to find throughout the game. It has been suggested that I take the time before the walkthrough to give you a quick reference guide to what they are and where to find them, and do this I shall. There are two bonus weapons, but these are discussed in the extras section.

Combat Knife/Ceremonial Dagger
There are two knives in Homecoming. Knives are amazingly fast and are
highly recommended for basic combat, especially if you are still getting
used to it. The combat knife is the first weapon you get, so you will find it in the Nightmare hospital. The ceremonial dagger, found in the secret room in Town Hall, replaces the combat knife for the entire game and is a combination key and weapon. Along with fighting, knives are used to cut open sheets and film blocking areas.

Steel Pipe/Crowbar
The steel pipe, a Silent Hill favorite, is first found in the Shepherd garage and then rediscovered in the underground later in the game. The crowbar is tucked away in a detour in the Hell Descent area. It is possible to miss the crowbar completely, but you should always have the steel pipe. These weapons are used to pry open doors. They are nice and blunt but a little slow.

Fire Axe/Pulaski Axe
Even though I much rather prefer the rusty variety, the axes in Homecoming are awesome weapons. The fire axe is first found outside the Grand Hotel in Silent Hill, and the Pulaski axe is in a truck bed outside the prison. It is possible to bypass the Pulaski axe, but you must at least get the fire axe. Axes have a lot of power and require time to swing, so you should use them after successfully dodging an attack. They are used to hack away boards blocking passages as well.

Mk 23 Handgun/"Chrome Hammer" Pistol
Your basic handguns, which don't have a lot of power behind them unless used wisely. The Mk 23 is given to you by Curtis, and the Chrome Hammer is found in Rose Heights Cemetery during a return trip. Because of how Homecoming has you use firearms (e.g. - no auto-aim), you may find it difficult to hit a fast moving target unless you are good at manipulating the right analog stick quickly. These are best used on Smogs, but will work on anything if you can get a clean headshot.

12 Gauge Shotgun/"BlueSteel" Shotgun
The first shotgun is given to you by Wheeler in the police station, and the second is hidden in Adam's secret basement room. Shotguns are most
effective at close range and will pretty much one-hit kill anything that
isn't a Siam or a boss monster, if aimed wisely. Save your shells for when you are boxed in or in serious danger, as they are scarce.

M14 Assault Rifle/Police Marksman Rifle
Rifles are the most powerful firearm outside of the laser pistol, but they have a long reload time, making them a serious liability. The M14 is easy to miss, as it is hidden in Dargento Cemetery in Silent Hill and requires a fetch quest/puzzle to obtain. The second rifle is found in the underground area towards the end of the game. Because of their power and scarce ammo, it is wise to save the rifles for monsters like Siams and especially Amnion.

Monsters [mns]

You can't have a Silent Hill experience without twisted interpretations of your or others' psyches trying to hunt you down and kill you. As explained in the sections above, these baddies have gotten much more aggressive since the past games, so it's important to know who's what and how to take them out. This section lists all the small fry. Boss monsters are covered in the walkthrough.

Monsters are attracted to both light and sound, so the best way to avoid a fight is to walk with your flashlight off. Monsters have a tendency to attack wildly when they spot you, so if they are close to one another, they will actually end up hurting each other. They may not do as much damage as you and your weapons cache, but every little bit helps.

Everyone in the Silent Hill universe is afraid of nurses. You can't spend time in a hospital without coming to hate their faces. Alex's stay in the military ward makes him no different. Nurses carry knives they use to quickly slash you to pieces. They can chain combos because of their speed, so it is vital to wait until you see one raise its knife to attack, perform your dodge, and then counter. Or you should at least strike before they do. Nurses can appear in small groups; when fighting more than one nurse, the ones Alex is not focused on don't seem to attack him unless he is wide open.Nurses only appear in health care facilities, so look for them in Alchemilla Hospital and Dr. Fitch's office.

Swarms are the lightweights when it comes to foes. They are basically
over-sized roaches that emerge through holes in the walls and floor. To dispatch them, enter combat stance and hit A to step on them if they are on the floor or slash them if they are in the air. Their only attack is to latch onto you and deplete your health. Drop what you're doing and start mashing B to get Alex to tear it away. Follow this up by hitting the correct button and Alex will crush the Swarm for you.

Lurkers love the water, so they appear wherever there is enough to wade in or a drainage vent or some other tight space to crawl out of. They get around by dragging themselves along by their front legs with claws that look vaguely like fishing hooks. As far as attacks go, they will swipe with their claws and will ram into Alex in an attempt to knock him down. Lurkers are best taken care of with an axe: one heavy attack is enough to cut their heads clean off, but they can still attack without a head, so beware.

Ferals are the ever-present dog image in Silent Hill. Alex is a dog person, but he can't stand these skinless beasts. Ferals can be seen chowing down on random fleshy piles left all over town, but they can sense Alex easily and will rush at him if he's in their range. They are very fast and will catch up to you if you try to outrun them; if they catch you and knock you to the ground, they will try to rip your throat out. The absolute best way to take down Ferals is with the knife. Its speed is a perfect match for them, and two or more combos will kill them easily. Like Nurses, they can appear in groups but will only attack if Alex is either not already fighting or is off guard.

A chain-smoking patient demon, Smogs are armless monstrosities that spew
acrid smoke from their fluorescent lungs. If Alex is caught in a Smog's
spew, he will begin to choke and you must mash B to clear the air. They're easy to see in the dark and are best taken out with a ranged weapon since they can lunge at close range as well. Equip a pistol and aim for the Smog's lungs. Wait until it opens its chest to spew its smoke and then fire. You can take a Smog down in just two shots this way. For those low on ammo, Kajisirri has sent in a way to deal with Smogs with a melee weapon: bait them into exposing their lungs, then run/dodge/roll up to them and hit them with a heavy attack while their lungs are exposed. If you time it right, this should knock them down, leaving them open for more. Smogs don't normally appear in groups of more than two and, unless you encounter them in a narrow space or an area where you want breathing room, you can just run right past them since they are not fast at all.

Needlers look and sound like a fleshy insect of some kind and have four
knives for feet, enabling them to climb on walls and slash you. They are cautious creatures and will not attack right away. Wait for them to raise an arm and then roll to safety. Their grapple has them raise both front legs in the air and lets them grab Alex to try to dig a knife through his head. They can also retreat to the ceiling; be prepared to dodge when they gain the higher ground. They use their two front legs to block head-on attacks, so you must get to their side to cause any damage. A clean head shot with a pistol is supposedly possible to kill Needlers, but their defensive move makes it hard. Attacking their blind spot is a much safer bet. Believe it or not, the pipe is awesome against Needlers. A light attack followed by a heavy one results in an upward swipe, instantly knocking them to the ground. Shadow Grave noted that when a Needler stabs forward, this is an excellent time to dodge forward and attack with an upward swing with the axe to kill it in one shot, just like the Lurkers.

Schisms are pale creatures with a split head that comes together to form a blade. These weak-looking creatures walk doubled over because they are so top heavy, but they use that weight to swing their heads in wide arcs. Schisms don't usually give a warning when they are going to attack: when they move, it is to swing their blade, so take every motion as an excuse to dodge. It's hard to get close to them, except when they go to perform their grapple. They will rear up and open their mouth before lunging. Dodging this is a great way to get in and start a combo. Schisms are light and will be pushed away by the force of your blows; either use a longer weapon or wait for them to come to you. Shotgun blasts are also very useful against these annoying enemies, especially when they appear in groups.

An apelike creature that sports both male and female features, Siam is truly a beast. It is surprisingly quick for its size and can swing its giant arms with great force and range, making dodging it a real task. Its backside (or female side, if you prefer), is its weak point, but it can be difficult to get completely behind Siam without it catching on to you. Blows from normal weapons will not phase Siam in the least. The shotgun or rifle is the best way to take this one out; just make sure that you put distance between you and it before firing because not even a shot from a rifle will stop Siam in its tracks. The good news is that Siam does not appear too often.

Order Members
Order members are those who follow the religious cult of Silent Hill. They are the only instance in a Silent Hill game where we are forced to fight a human that isn't possessed, already dead and/or a ghost, a horrible monster in disguise, or a delusion. They come in two varieties: pipe wielders and rifle toters, and they fight exactly like Alex when he uses these weapons. Pipe guys will dodge your attacks easily and rifle guys will shoot you from afar and hit you with the butt of their gun up close. Any weapon you are comfortable with will work on them as long as you can dodge their attacks to buy time to swing. Like all humans, they will fall after a few rounds of gunfire. You will only encounter them in Silent Hill around the Order's base of operation, like the prison.


This walkthrough was written while playing on Hard mode. The only notable difference between Hard and Normal is that enemies are tougher, deal more damage, and firearms carry less ammo. Puzzle solutions and strategy remain unchanged. All directions given (north, south, east, west) are given in relation to the map, but directions like "left" and "right" are used in relation to Alex's position.

Nightmare [ntm]
After the awesome opening scene, get ready to mash A to get out of your
restraints. Check your inventory: all you've got is a flashlight and a radio. Good luck, soldier. Check the memo to the left of the double doors and head through. Follow the blood through the next set of doors, and check the memo to your right. Approach the barred gate to see Josh and initiate a creepy looping sound clip. Note the keypad next to the door.

The only open door is right next to the keypad. Open it and check out the X-ray to your right. This is the first half of the code we need. A memo on the desk across the room explains what you need to do to get the rest, and the HOSPITAL MAP is to your left. Exit using the nearby door.

The only open door in this hall is 203. Just listen for the crying baby, and examine the middle incubator to get it to stop. There's a HEALTH DRINK and another memo on the desk behind you. Hop over the broken window to room 204. In here is the X-RAY FILE for the code we need. On the center table is a pamphlet laying out melee combat.

Head back to the Nurse Center and stick your X-ray up on the board for the code 624872. Exit out the other side of this room and push that into the keypad. Like a good little sibling, Josh will run off. Pick up the CHILD'S DRAWING and follow him.

Feel free to take a peek in the bathroom stalls, but make note of the glowing red save point in the next room. This game uses a continue point feature, so saving is not a top priority anymore, but it wouldn't hurt. The next room is another restroom and a dead end. Grab the COMBAT KNIFE sticking out of the mirror and enjoy the show. A nurse will then attack you. Use this time to get the hang of dodging. Wait until she makes a move or else you might walk right into her attack. Learn to love the knife as it is the most highly recommended melee weapon because of its speed.

Slip through the crack in the stall the nurse popped out of. Grab the FIRST AID KIT by the door and exit. Enter the door to your immediate left, the stairwell. Watch out for falling debris but take a look at the memo on the opposite wall before giving chase. This one is the hint that the flashlight should be off and you should walk, not run, if you want to avoid confrontation. (To walk, lightly tilt the left analog stick.)

You should hear static upstairs. Use your knife to break open the window and dispatch the nurses inside. Only one will be visible in front of the TV. Attack her and another will appear. With the knife, you should be able to continuously slash the first nurse without dodging and be okay. The second one will not attack you right away, and you can take her out any way you want when she's all alone. You can also retreat over the window frame and use it to get them to funnel towards you. It is recommended that you kill both because you need to cut open the fleshy film on the west wall to progress, and you are not
immune to damage during this.

Room 303 has a save point and a note on the bed. Head to your right down this hall to face your first batch of Swarm enemies. Just hit A to step on them or slash them. If one latches onto you, press B until Alex tears it away. If you hit the correct button prompt after this, he will crush and kill it for you. Grab the HEALTH DRINK in the linen room and enter the hall.

Go right, towards the restrooms on your map, and grab the PHOTO on the
stretcher. Now double back and enter the operating theatre. There's a patient chart on a shelf to your right as you walk around. When you drop down, three nurses will attack. Just hold the left trigger and perform your knife combos, focusing on the one closest to you. I promise that as long as you keep slashing with your knife, you will stay one step ahead of the nurses' attacks and can come out unscathed. You can also completely sneak past all three by walking around the outside of this area. Check out the half body on the table (if the nurses are gone) and cut open the way to the stairwell.

Check the wall opposite for a CHILD'S DRAWING and climb. Up here is the other half of that body, and he's holding the OPERATING THEATRE KEY. Use it downstairs. There's a memo in the operating room but not much else. Exit to your right to the hall where we first saw Josh. In fact, he's still here. Talk to him however you want; either way, we're going to have to find his stuffed Robbie the Rabbit. Enter the Nurse Center for a HEALTH DRINK, a save point, and another memo. Exit to the 200-block of rooms.

Enter room 203 again. There's a CHILD'S DRAWING on the wall to your right, but more importantly, we've found Robbie. Be a man and stick your hand in to save your brother's precious toy. Just be prepared to mash a face button to get your arm and the ROBBIE TOY back. A Swarm will attack afterwards.

Backtrack to Josh and give him back Robbie. Once you can get through, pick up the CHILD'S DRAWING and give chase once again. All the doors in this hall are locked, but make note of room 206. There is a CHILD'S DRAWING on the door and interesting sounds emanating from it. Open the elevator doors using the panel on the wall, head down, and...

Shepherd's Glen [sg1]
Welcome home. There are absolutely no items to be picked up in the streets of Shepherd's Glen, so just work on getting to your house on the north side of town. Also, note that if you try to go west down Main Street, you will get lost in the fog. Look to your right on Main street for a brick building with arches; this is Dr. Fitch's office, and there's a poster advertising the town's 150th anniversary on one of the pillars. You'll run into Judge Holloway outside Town Hall. She tells you to go home, but you can check out the Town Hall and chat if you want. Why not? We're already there.

Through the large double doors inside is nothing much. There's a PHOTO as well as a book on the town towards the back of the room. You can also examine all the paintings around here to get info on the town founders. Exit south according to your map. Through the door here, look to your left for some tables. On one of these is a medical case with SERUM inside. There's also a newspaper article framed on the wall about a bus accident involving an 8-year old Alex Shepherd.

Now head to the east hall for two doors. Judge Holloway's in the room on the right. Talk to her and check the room next door. In here is a HEALTH DRINK and a save point. There's nothing else to do here now. You might have noticed a boarded up door in the north hall of the building; we'll get back to that. Head home.

If you want insight into the Shepherd family, take the time to examine
everything lying around the house. Alex will talk about his relationship with his family, as well as note that he is absent from every family picture. Head upstairs and enter the double doors. This looks to be his parents' room. There's a letter from his mum to her husband and some pictures of her and Josh around. Check out the bathroom for a CASSETTE TAPE.

Back out in the hall, the attic door will close and lock before you, and you should hear footsteps downstairs. Check the nearby door to enter Alex and Joshua's room. There's a FLASHLIGHT on the bed; pick it up for a flashback. (If this is a replay game and you've gotten the UFO ending before, you can find a LASER PISTOL with infinite ammo on the toy chest by the bed.) Take note of the bug collection by the broken-looking bookshelf and then examine the shelf. It is hiding a secret switch. Move all the junk to the left twice to uncover it. You get a MAP OF OUR HOUSE for your trouble. Head back downstairs to see your mother.

She just came out of the basement and is trailing water. Follow the trail downstairs. A Lurker is waiting for you beneath the water. For these guys, enter combat stance ASAP so Alex locks on to their position. Wait until it comes close to you, dodge its initial attack, and then counter repeatedly with a heavy attack (X) with the knife. Alex will jab forward, right into the Lurker's head. Continue until it falls. Check the generator towards the back of the basement for the GARAGE REMOTE and a gasoline fetch quest to get the generator running. Head towards the stairs but look to your left for a multicolored thin sheet blocking a side room. Turn off your flashlight and look through the sheet to see what looks like Alex's father with his back turned to you. Cut through and examine the locked door if you like; there's nothing to do here, and we'll be back later. Go back upstairs and outside.

Use the remote to open the garage. A Lurker will attack. Repeat the jabbing strategy from earlier. It's easier to fight them when they are not in water since you can see when they swing their claws. There's a STEEL PIPE in the garage as well as another pamphlet on melee fighting. Use your new pipe to pry open the cabinet to get the EMPTY GAS CAN. (If this is a replay game, you can find the CIRCULAR SAW on the tool bench.) Another Lurker will come out of the hole in the brick wall by the garage. Kill it and crawl through. You'll want to kill it because we'll be coming back here shortly.

In the park area, look to your right for a CHILD'S DRAWING. Look by the slide for a PHOTO. There's also a newspaper on one of the benches. On the southern wall should be a wire fence door. Pry it open with your pipe and examine the semi to your left, but not before killing the Lurker underneath it. Use your empty gas can here and you can get the FULL GAS CAN with what's left in the truck's tank. Head back home to the basement and use your full gas can to run the generator. Now you can unlock the door to your immediate right.

Enter the back door to the house and use your cassette tape in the answering machine. Open the fridge for a HEALTH DRINK. Through the only open door is a living room of sorts. Nothing in here except a note next to the phone. Go out back to the yard again. Look to your left behind the tree for a CHILD'S DRAWING. There's a HEALTH DRINK hiding in the dead plants to the north. On the west fence is a door with Josh's backpack and a PHOTO. Go through.

Missing Persons [msp]
So the Shepherd house has easy access to the cemetery. Nothing weird there. Follow the path, grabbing the ROSE HEIGHTS CEMETERY MAP on your way. Alex can comment on any and all tombs here if you want to read them; he will also note the extreme number of deaths for such a small town. There's a guy digging up graves in the Bartlett plot, but we can't reach him. Drop down into the East Garden, prepared for a Feral attack. All you need for these guys is the knife. Do a combo. Wait and dodge. Enter another combo. Rinse. Repeat. Check the fountain in the center of the garden for an OLD STONE PLATE. Then climb up to your right.

There's a HEALTH DRINK by the gazebo, and the Bartlett Family Mausoleum is locked. Enter the family crypts to the west. In the north block, the second crypt on your right (second gate) has a save point. The third crypt on your left (second gate) has a hole in the wall you can squeeze through to get to the middle block. Here, the first crypt on your left (second gate) has a HEALTH DRINK in it. Right across from you in the crypt opposite, there is another hole to squeeze through to your left. Still in the middle block, make your way as far east as you can and look in the last crypt on the right (second gate) to find a hole to crawl through to Founders Row.

A Feral will jump you as you head south. Take care of it or run past it as far south as you can. Look to your left for a gate to run through and a hole to jump into. Follow the spiders until you are on the outer ring of the Founders Garden. There is a Feral chowing down in the center of this area, but you can completely avoid it by walking around the outside to the northeast corner of the garden. However, Ferals are good at sensing Alex's presence, so it may see you regardless when you try to leave. Check to the left of the exit in the
north for a HEALTH DRINK; the exit is on the ground floor, but the drink is up the stairs to the left.

The path splits up to the West Garden, but both stairs lead to the same place. On the landing of either staircase is a plaque with a hint that something needs to be made whole. Perhaps it has to do with our half of a stone plate? Check the fountain in this garden for a STRANGE STONE PLATE, just what we need. Use both plates at the gate on the north side of the West Garden to unlock it.

You'll emerge into what used to pass for civilization. Head west towards the police station. Go to the front of the S.G.P.D. and head to your left for a FIRST AID KIT. Continue west to run into Elle posting missing persons flyers. She'll give you a WALKIE TALKIE. Check behind her billboard for a CHILD'S DRAWING. Head down to the southwest corner of your map. Look to your right for a covered bridge. Follow the path to a door. Once inside, head right and look for a hole to crawl through. There are no items in the junk yard, so head around the heaps of scrap to the back of the house to squeeze through a hole in the shed. You should be able to get into the house on this side.

Try talking to Curtis. Alex will trade the broken revolver he got from his mother for information, but we'll also get the MK 23 HANDGUN. You can talk to Curtis again if you want. Beware: he's a dick. But he also gives us a hot tip about the clocks in town. 206 is an important, recurring number. Remember it. Check behind Curtis for a brochure on ranged combat and PISTOL AMMUNITION. Raid his back room for a JUNKYARD MAP, more PISTOL AMMUNITION, a HEALTH DRINK by the fridges, a save point, and the exit. Leave the junkyard the way you came in, but beware of a Feral attack. You can kill it or run past it to get
to the streets.

Alex will get a call on the radio and then come under a coughing spell. Meet the Smog, a nasty looking creature but easily dispatched. Run away from it and break out the pistol. Let it get close to you and wait for it to growl and reveal its glowing lungs. Shoot the lungs once and wait for it to expose them again. Two or three pistol shots should be enough. If you want to fight up close, it's a little harder since they can lunge, but just dodge your way around to its blind spot and combo. Or you can just run right past the thing. It's too slow to give chase.

Make your way all the way back to the cemetery. Go east down main street and enter by way of the parking lot which will be on your left. You can run past any Smogs you might see, but kill any Ferals after you, just in case. In the cemetery, you need to backtrack all the way to the Bartlett Mausoleum, which means going through the West Garden, Founders Garden, Founders Row, and the family crypts. Smogs will appear along the way, but as long as you run and follow the arrows on your map from your previous run, you can avoid fighting (except with the one blocking the small passages in the family crypts). Military training has done Alex well: he never tires while running.

Mayor Bartlett is gone, but his family tomb is open. Examine the middle casket for a lock puzzle.

Unlocking the Bartlett Family Tomb
The purpose here is to pull out the locking piece in the upper left. Use the right analog stick to select pieces to move and use the left analog stick to actually move them. It's basically a sliding puzzle, so just move the pieces around until the spaces underneath the locking piece are free. There are plenty of open spaces to move the pieces, so this should be fairly easy.

If you haven't touched the puzzle yet and want a straightforward answer, here it is. To make this easy, I'm going to refer to the pieces as if they were on a table. For example, the uppermost square piece would be at row 1, column 3. You need to make sure column 2 is empty. To do this, move these pieces in these directions:

row 1, col 3: move left twice
row 3/4, col 4: move up twice
row 3/4, col 3: move up twice
row 3, col 1/2: move right twice, then down once
row 2, col 1/2: move down once, then right twice

That should do it. Select the locking piece and pull it down.

Alex will pull out a broken watch which gives him a headache.

Hotel [hte]
We've finally landed in Silent Hill. At the end of the street ahead of you is a broken-down fire truck and a Smog in an alley. Go down that alley, climb down and under the truck, and snatch the FIRE AXE. This is perfect for hacking down boarded up doors. Go across the street to the Grand Hotel and do just that to get inside, since that's where Josh ran off to.

Go down the first hallway to your right for a HEALTH DRINK. Go into the foyer after Joshua now. He'll escape through some rubble and up the stairs. Check the reception desk for a letter, the GRAND HOTEL MAP, and a memo. Jump across the elevator shaft and look to your right for a MAINTENANCE KEY. We need to rewire the hotel to get the elevator to run, so head back outside.

There will likely be a Smog or two on the way outside. I recommend killing the one outside since we need breathing room to rewire this place. Use your key to open the gate to your right on the street. There's a HEALTH DRINK back here and a panel with wires.

Rewiring the Hotel
Check the clipboard behind you on the dumpster to see a note about a game and the number XXI. Now check out the power box. Use the left analog stick to pick a wire, A to put it in place, and X to test the power. The XXI in the note is actually the pattern in which the wires should be connected.

Pretend the wires (connected at the top) are numbered 1-5 from left to
right, and so are the connectors at the bottom. Match them up in this

Wire 1 (yellow) to Connector 2
Wire 2 (white) to Connector 1
Wire 3 (red) to Connector 4
Wire 4 (blue) to Connector 3
Wire 5 (green) to Connector 5

Press X when you've got it to bring the power back. (Thanks to syn6661,
Bob, and an anonymous e-mailer for pointing out the memo on the dumpster.)

Go back in, call the elevator, and hop in. Get the PISTOL AMMUNITION inside and hit the only working floor button. A new type of monster will attack on the way up. These are Needlers, and they are going to tear the sides off the elevator and reach in to attack with their claws. Equip a weapon and attack through the holes. The knife and axe are great for this because of their heavy attacks. The knife's is a forward jab, so Alex can stab neatly through the hole and right into the Needler's face, and the axe's is a powerful downward swing, capable of knocking off a Needler in one hit. Try not to stand too close to the elevator's sides or you may just end up hitting the elevator and missing the Needler. All you need to do to dodge an attack is duck. Climb up out of the elevator when it stops.

Check out the painting of the woman to cut it open and reveal a locked door. Examine the door for a PHOTO, but go left and duck under the wall to see a save point. Head towards the hall and Alex will automatically start talking with the woman in 301. We have to find three of her memories before she will help us. There's a message on the wall in 303 and a letter in 304. Go through the hole in the wall in the middle of this hall to emerge in 307. Room 308 holds another letter detailing the subplot of this area, as well as another message written on the wall. Go to the east end of the hall and look towards room 309 to see some boards for you to hack away. Climb up the rubble here to the fourth floor.

Enter 406 by way of the hole in the wall. A letter is in here and Swarms will attack once you try to enter the hall. There's a memo on he little table on the left side of the center of the hall out here. You should be hearing white noise as well; there's a nurse in 402 waiting for you. Look through the hole in the wall in front of room 403 for the last cryptic, bloody message. Enter 402 to find a bookshelf that needs pushing. Duck in to room 404 and enter the
bathroom to find the first of the three memories we promised to help find, the ALCHEMILLA POSTCARD.

We've reached a bit of a dead end, so let's backtrack. Out in the hall, notice the spiders moving towards the east. Also take note of the strange red glow... Approach the hall for a scene. We are introduced to Pyramid Head, heretofore known as the Bogeyman. ("Pyramid Head" was the name James Sunderland gave him in Silent Hill 2. James is not here, so I will stick with the Homecoming name.) He clearly senses us but does not seem to give a damn. Swarms will break open room 405 and attack after the scene. Get them out of the way and
head through.

Go in and through 407 using the hole in the wall. Now look for boards blocking the wall of the bathroom outside 408. Hack them away and look inside for the SERUM. Follow the Bogeyman by hacking away the boards blocking the way to the stairwell. On the fifth floor, the Needlers make their official appearance. With Needlers, it is vital that you wait for them to make the first move: they will chirp and raise one of their front claws. Dodge to one side and attack their blind spot. You can get in one or two combos before they turn around. Head-on attacks will only be blocked by their front legs, so don't bother. They still do damage, but not as much. The steel pipe is a good weapon against
Needlers: do a light attack followed by a heavy one and Alex will do an upward swipe, hitting the Needler in the stomach and knocking it to the floor, ready for you to heavy attack it to death.

Jump across to the southern end of this hall to get a HEALTH DRINK. This is also a good spot to retreat to if you want to attempt a head shot on a Needler. I always thought it was too hard, but you might want to try it. Swarms are in 508 along with a letter. Hack away the boards in front of 505 and push the shelf away to gain access to 507. On the bed is the second memory, the LAKESIDE AMUSEMENT PARK POSTCARD. There's also a letter on the shelf here and a HEALTH DRINK in the bathroom.

Backtrack to the hall. Once you reach the center, a Needler will appear but it may not see you right away if your flashlight is off and you are quiet. Use this time to try shooting it if you want. You can't completely sneak past it since we need to go down to that end of the hall. Hack into 504 for a shelf you can push to reveal a CHILD'S DRAWING and PISTOL AMMUNITION on the bed. Duck into 503 before more Needlers attack and climb down into 403. In the tub is the last memory, the TOLUCA LAKE POSTCARD. It's ultra mega backtrack time.

Needlers will attack, but you can run past them. Head to the east and go down the stairs. A nurse will attack you down here. Now jump down the hole in 406. Wind your way through the third floor rooms (mindful of Smogs) to get back to 301. The woman will give us the STRANGE KEY, which will open the mysterious room 306 behind the painting. Jump across the hole to be reunited with Josh.

Or not. In this new room, check one of the northwest tables for PISTOL
AMMUNITION and a HEALTH DRINK. There's a save point to the southeast. Head towards the atrium (the big round room) to find it locked. Head back to see a peculiar sight. Inside the now-open atrium, we find Mayor Bartlett and our first boss fight.

Don't bother rushing up to Sepulcher to fight him. The trick to damaging him in this stage is to destroy the hanging flesh sacks surrounding him. Sepulcher will lash out with his long arms and slam them down to rain glass on you. Dodge in any direction to avoid the glass, but hide behind one of the bookshelves around Sepulcher to make him lash out at you and hurt himself instead. While he is reeling, run out and start slashing away at a flesh sack. Do this for each one until all are gone. If you are adventurous, you can hide behind the flesh sack instead of the bookshelf. This will cause Sepulcher to hit himself, but it's risky. He will also catch on to your game and have the flesh sacks raise up slightly to avoid getting hit. You can use any weapon for this stage since you can take cover when needed. Keith has e-mailed in to say that each flesh sack will explode after three pistol shots. If you haven't squandered any bullets, you can just stick with the pistol and keep your distance.

Once all are gone, Sepulcher will drop to the floor. His only attacks now are lashing out with his long arms and grabbing you. Be prepared for a button prompt when this happens. Fighting back is easy as pie. Wait for Sepulcher to make a downward swipe; he will get his hand caught in the dirt floor. Slash his hand/arm and he will collapse. Slash his head until he gets back up. Rinse. Repeat. Don't attack until Sepulcher is stuck. Just be patient and dodge to the side when he raises his hand. When he's had enough, you will see the X button appear in the upper right. Alex will deliver the finishing blow. Even though the finisher is with the axe, you can use any weapon to kill this monster.

Alex's victory will be in vain, as he falls down a hole...

Sheriff's Station [shs]
...and into a jail cell. Check your inventory; everything is gone. There is nothing you can do in this cell so just hang tight for now. There's a poem on the back wall if you want some reading material. Deputy Wheeler will come by after a bit and interrogate you. Tell him the truth to learn that he can see the monsters around town too. He'll let you out. Just follow him around for now; all the doors are locked anyway. When he tells you to run for the chief's office, run down the hall but stop when a Schism bursts open a door. There's a PHOTO in this room. Don't worry about Wheeler: he's got your back with that shotgun and I'm fairly sure he can't be killed here. Enter the door to your left at the end of the hall, and the second door on your left in this new hall will be the chief's office.

Wheeler will give us a 12 GAUGE SHOTGUN. Save your shots; this is important. The STATION MAP is to the left of the door. Head for the green-lit exit and hack away the boards. Schisms are going to break in and attack. Their attacks involve them swinging their bladed head and slicing you. Schisms are pushed back easily with even the knife, so you should combo, back up, wait for them to attack, and then go in swinging. You can also use the doorway to get them to funnel in towards you and take them out with a firearm. Shotgun blasts make quick work of Schisms, but you should save those shells and you will see why in a bit. The doorway is a good way to make knifing them one at a time easy. The first two can be taken on one at a time; after them, two attack at once. Carefully lure them to you through the green-lit doorway and take them on in that small space. Sounds crazy, but you can get them up against a wall easily, making it hard for them to turn around and attack. The second will not attack while you are fighting the first one. You can also just run past them since we
will not be coming back through this area, and Schisms are kind of slow.

Enter the men's restroom for a HEALTH DRINK. Jump over the broken window pane for another HEALTH DRINK. Another Schism will likely attack you in the lobby. Down the east lobby hall, you will be forced to crawl into a room with two Schisms. This is one time where you might consider taking one out with a shotgun blast (Hard mode players might need to use two or all three of their shells) and finishing the other normally. There is more SHOTGUN AMMUNITION on a filing cabinet in this room, which is good because you need it. Hack away the boards and enter the garage.

There's a Schism hiding back by the police car here. Take it out with your weapon of choice. Read the memo on the trunk of the car and enter the little office. There's a keypad-locked safe here. The memo said "Only time will tell who has the will to live." Well, what time is it? It is and forever will be 2:06. Enter 206 to unlock the safe for SHOTGUN AMMUNITION, PISTOL AMMUNITION, and a HEALTH DRINK. Pull the lever on the other wall to open the garage doors. Equip the shotgun before heading out.

Now do you see why I wanted you to save those shells? This beast is called Siam, and the only safe way to take it out is with a ranged weapon. When you gain control, run away from Siam. Once you feel you've got enough room, open fire. Unfortunately, shotgun blasts do not slow it down, so if Siam catches up to you, you need to drop what you're doing and run. When you run out of shells, switch to the pistol. Close range combat is possible but not advised. Nothing you have will stop it from swinging those massive arms to knock you on
your back. Almost every punch it throws will knock you to the floor. If this happens, it will continue to pummel you while you're down. Keep your distance.

Sewers [swr]
Time for a sewer level! Head forward and Elle will point out a valve by gate 3. Turn it and let her under, and she'll return the favor. The path here is pretty linear. When you drop down into the water, watch for Lurkers. They will target Elle as well as Alex. It probably goes without saying that she can die here and will net you a Game Over if she does. However, I've never seen this happen, and you'd have to stand around idle for a while before she took enough hits to kick the bucket. She will not fight or run when an enemy appears; she cowers in place instead. Out of the water, you'll find PISTOL AMMUNITION x2 on the blue tank.

After dropping down, look to your left for a raised area with a wire fence. Pry it open with your steel pipe and turn the valve back here to drain some water up ahead. Ignore the area with the ladder you just drained and go past it for a save point and a small room with the SEWER MAP and SHOTGUN AMMUNITION. Drop down into the small pool you drained and climb up the other side. Continue along the linear path. Look for a raised area to your left when heading south; there's a HEALTH DRINK up there. Turn the valve at the end of this path to let Elle under the gate. She can't do the same this time, so you have to backtrack all the way to where you first dropped into the sewers. Needlers are going to attack you on the way, too. Either fight or run; it doesn't matter. Just know that Needlers can climb ledges after you. Stand by
gate number 4 and Elle will raise it for you.

A Needler will attack first thing through. Use Elle as bait if you want. It's a good way to get behind the monster to attack its weak side. Along this path, look for an alcove to your right with SHOTGUN AMMUNITION. You will need it. Another Needler will attack from an alcove. Kill it and drop down the ladder it was guarding. In the spillway, two Lurkers are lurking. Elle will cower in fear until they are gone, meaning you must kill them to proceed. Climb up on the other side once they're gone. Kill the Needler here and go to the far end of the hall for SHOTGUN AMMUNITION and PISTOL AMMUNITION. Pull the lever by the light to open the gate to your left. Make the long drop and look around for a room with a save point.

Head right for the main drain chamber. There is a gate here that you must let Elle through. After this, you are stranded and three Needlers will attack. It is highly recommended that you run back to where the save point is. That way, you can take them on almost one at a time since they will be slow in following you. I don't know what it is about Needlers in the sewers, but they have a habit of attacking you and then inexplicably running away, only to turn right around and come back. Save your ammo though. You'll see why.

When all three are dead, you should hear some interesting sounds coming from Elle's location. Head back to the main drain chamber with your shotgun out. Turn around as soon as you hit the gate because a Siam is barreling up right behind you. The gate opens once it's dead. Be sure to check the alcove to your left in this new hall for a PHOTO. Oh, and there's copious amounts of blood on the ground ahead. Follow it out into the fresh air.
You'll emerge outside your house, but the front door is inaccessible. Head down the street to get a call on the radio. Two Ferals are up ahead on either side of the street. Go to one side and then the other to confront them one at a time. You destination is the doctor's office, circled on your map. Just look for a trail of blood outside and follow it in.

Check behind reception for a HEALTH DRINK. The only open door here is the last one on your right. There's a PHOTO on the counter, lots of creepy dolls, and a small locked box on the dresser. Examine that box, and when you go back out to the hall, a horde of nurses will attack. And I mean a horde. Don't be afraid to pull out the shotgun here. They all came out of the room next door. There's SERUM on the counter and a SMALL KEY and a note on the medical table. Use that key to unlock the box in the previous room. Alex will faint yet again.

Hell Descent [hld]
SCARLET'S DOLL in hand, take a look around to learn you don't have much of a choice in where to go. This area is the only one in the game without a map, so please bear with me as I try to lead us through in a coherent manner.

Go straight until you see Josh, but don't follow him, as it's a dead end. Go left instead. Follow this path and look for a stairway to your right that leads down. Jump across and button mash A to climb up safely. Go left now and look to your right for a place where you can jump across. Jump over the fan and look to your right. There is a doll at the end of this short hallway. Examine it for a cheap scare or bypass it and jump down the fan shaft.

Kill the Swarms down here and grab the PISTOL AMMUNITION. Keep going, going, going until you hit a dead end marked by an "Exit" sign. Back up and look to one side to see a place where you can drop down. Head up those stairs and get the HEALTH DRINK there. Turn around and go down those stairs. Keep on ever downward until you see Josh. Get out the pistol and look to your left because there's a Smog for you along with a CHILD'S DRAWING to your right.

Up ahead, jump across and go left. Drop down, turn left, climb down, keep going left, and the next time you drop down, keep going forward. After you climb down a ladder, go over to where the two cages are and look right for a spot where you can squeeze through. Behind the fan awaits a CROWBAR. Backtrack. When you see a red "Biohazard" sign, you know you're back to where you need to be.

Hit the switch on the wall to stop the fan ahead. When you drop down and see Josh run away, look in front of the nearby fan for a CHILD'S DRAWING. In the room with three fans, duck under the one not working, cut open the fleshy wall, kill the Swarms, pull the switch, duck under the nearby fan, and then drop through the hole in the floor.

The next big room has six fans you can manipulate. Before you do anything, duck under the fans numbered 3 and 2 to get the SERUM. Go back out.

Manipulating the Fans
There are five switches here to control the fans, located on the walls
between the fans they affect. One switch is connected to two fans, and
they work by turning one off and the other on. They will not work if both fans they are connected to are either on or off. For instance, the switch between fans 3 and 4 will not operate right now since they are both off. We want to go through fans 4, 5, and 6 to get out.

Flip the 4/5 switch to turn on number 4. Then flip the 3/4 switch to turn on number 3. Now flip the 2/3 switch to turn on number 2. Go back and flip the 5/6 switch, then the 4/5 switch, and finally the 3/4 switch. You should now be able to safely duck under fans 4, 5, and 6.

Continue on and you should see a save point at the base of the ladder if you need it. We're almost home free. After dropping down another ladder, you should see Josh. Follow him to a brick wall, where a new hallway will appear. At the end is Dr. Fitch. Talk to him and give him Scarlet's doll.

Three cheers for awesome, creepy-as-hell boss music! Scarlet looks
intimidating, but don't be fooled. Her only attacks are swiping with her arms and slamming them down for a shockwave-like attack. Scarlet makes really wide motions with her arms before she swings, so there is no reason why you shouldn't be able to dodge in time. The only thing that might trip you up is when she swipes twice: first in one direction and then the other. Do a rolling dodge when she raises an arm high and slams it down. To damage Scarlet, you need to hack away at her porcelain body. The fire axe is perfect for this. Dodge a swipe then hack away until she starts collapsing. After a while, you should get a button prompt for a finishing move. Don't worry if this takes a while; that's normal.

Scarlet's second form is faster, and she's going to hop around the area for a bit. Stay in combat stance and get ready to hit B when she comes your way. The only way to really damage her is to wait for her to crawl on the ceiling. Get ready to hit B when it appears on the screen to dodge her attack. If you were successful, she will crash to the floor, inviting Alex to finish her. Try it and she will push him away and continue the assault. You can try to attack her normally; a fast weapon like the knife is good for a combo when she's in your face. A safer way is just to wait for her to knock herself silly from falling down. The only buttons you need for this stage are the left trigger, B, and X.

Afterwards, you'll awake in Dr. Fitch's office, no better for your ordeal.Except now we have the FOUNDERS KEY. Alex will clue you in as to where to use this. To the Town Hall!

Shepherd's Glen [sg2]
Now that we have an axe, go to the north hall (through the door to your left when you first enter) and hack away the boards there. P.S. - There are Smogs in the building now. Push the bookshelf on the left wall to reveal a CHILD'S DRAWING. There's a painting here of Alex's ancestor, one of the founders of Shepherd's Glen. However, it's been taken off the wall and this office is laid bare. Enter the central room and look for a pedestal at the eastern end of the room. There is a keyhole here, prefect for our newest key.

Go down the gaping hole in the floor and look on the ground ahead for a FIRST AID KIT. Go left or right, doesn't matter, until you hear white noise and see a narrow doorway in the wall. There are three nurses in here, but if you turn off your flashlight and walk, you can avoid fighting them. If you want to clear them out, get their attention and use the doorway to get them to funnel in towards you single-file. You can use this to try and take them out with a well-placed shotgun blast, too. There are four books to be read in this room. Check the right wall to see a cross by the little lamp. You will get the CEREMONIAL DAGGER, a combination melee weapon/key that will replace your combat knife for the rest of the game. The wall opposite of the way you came in, between the two books, is the first opportunity to use your new key. It doesn't look like a door, but stand in front of it for the Unlock prompt, equip the dagger, and Alex will use it.

This next series of hallways only gives you one way to go, but there's lots of dead ends. Go right, right, left, right, right, left, and climb up and out.

We're back in the Founders Garden in Rose Heights Cemetery and our destination is the Shepherd home. Let's take a quick detour first though. Before you leave the mausoleum, look to your left for a CHILD'S DRAWING. Unlock the door, go across the way, and unlock the other mausoleum here to get the SERUM inside. Look in the upper level of Founders Garden to the right of the northern exit for some PISTOL AMMUNITION, which will come in handy. (Thanks to Ack for finding this.) Now exit the cemetery north.

In front of the S.G.P.D., there should be PISTOL AMMUNITION where the first aid kit was before. Check near the billboard where Elle was hanging flyers. There's PISTOL AMMUNITION and a PHOTO here. Dodge the Smogs all the way back to Curtis' place to find SHOTGUN AMMUNITION x2, a HEALTH DRINK, and the realization that Curtis finally skipped town. (Thanks to Hari and Mr. Trenchy for pointing out this side trip! Kory has also pointed out that if you didn't get the child's drawing behind Elle's billboard when you first saw her, you can get it now.) Go back to the cemetery now.

To get home, we need to go all the way through Founders Row, the family crypts, the East Garden, and the old crypts to Barker street. There are lots of Smogs about, but it's not worth it to kill them since this is our last trip through this cemetery.

After Founders Garden, run past or kill the two Smogs when you drop down into the next area because they are guarding a FIRST AID KIT and SHOTGUN AMMUNITION. When you reach the north block of family crypts, hack away the boards covering the first door you see. There's a "CHROME HAMMER" PISTOL in here. Two Ferals will attack in the East Garden, one in front and one from above. Stand your ground after jumping down and slash away in front of you. As long as you have
your back to the wall, you're okay. Continue on and enter the gate with the "Beware of DOG" sign.

Go in the back door; we've got boards to hack. Clear the only blocked door in the kitchen and enter the dining room for a FIRST AID KIT. Go back outside and head downstairs via the cellar door. Unlock the secret side room with your dagger. There's a "BLUESTEEL" SHOTGUN in the cabinet and the ATTIC KEY on the table. Use it upstairs.

This is dad's room. Through the door here is the attic. Look to the left side of the room for a PHOTO on some boxes. Not a very flattering picture of Alex. Go back a bit and look for a bookcase. Push it to reveal a door. After the flashback, look to your right to read something on Alex's dad's desk. Adam was a pretty decorated soldier. Now, look to the other desk for an annoying sliding puzzle.

The Shepherd's Glen Seal
The idea here is to slide the pieces to recreate the town seal. If you need
to know what that looks like, back out of the puzzle and take a look at the
flag above the desk. The sliding pieces are not all square, so this puzzle
is harder than it looks. Use the right analog stick to select pieces and
the left stick to move them. I have gotten confirmation from Dynamic Sheep
that puzzles can be reset, so if you want to start over, exit the Shepherd
house entirely (that is, leave out the backyard gate so you get a loading
screen with tips for fighting, not just a blank one) and then come back.

If you haven't touched the pieces or have reset, here is a list of steps to
finish the puzzle. To make this easy, I'm going to reference the pieces as
if they were on a table. For example, the upper left piece is in row 1,
column 1. Ready? Here we go:

row 1, col 3/4: move left
row 2/3, col 4: move up
row 3, col 2: move down
row 3, col 3: move left
row 4, col 3/4: move up
row 4, col 2: move right twice
row 4, col 1: move right twice
row 3, col 2: move down
row 3, col 3/4: move left
row 2/3, col 1: move down
row 1/2, col 4: move down
row 1, col 1: move down


Go downstairs to share this with mum.

The Attic [aic]
Read the writing on the wall to your right and check out the switch on the
left. There're four lights, one for each member of the family. I have to tell
you now that if you want to really analyze what's going on with the Shepherds,
you need look no further than this hellish house. Really analyzing puzzle
solutions for this section of the game is hard without spoiling some plot.

Leave the switch alone, we'll tackle the first light first. Look in the living
room (where your mother was until recently) for a save point and an ANGRY MASK.
Now enter the only open door downstairs to get into the kitchen. Swarms are in
here, setting off your radio. Get the HEALTH DRINK and FROWNING MASK off the
counter. Pay attention to what Alex says when he picks it up. Through the
only open door in the kitchen are two corpses on a cross of some kind. This is
the purpose of the masks, but we don't have all of them yet, so head upstairs.

Look right and get the CLEAVER from under the window. Go through the nearby
double doors and jump across to what used to be mum's bathroom. Get the
INDIFFERENT MASK. Turn around and look in the tub for a STUFFED RABBIT. Go
back down and through the kitchen to the two bodies.

The Two Masks
Read both sides of the cross. The first side says, "To hide her pain, this
face she did wear." The back side says, "Behind this mask her heart was
laid bare." This is obviously talking about Alex's mother, if not for the
comments Alex has made about the masks, then for the reference to the person
as a "she". Mother Shepherd is the only female Shepherd we know.

Alex said the angry mask sort of reminded him of his mother, meaning she got
angry sometimes (who doesn't?) but not enough to make that look perpetual.
When you picked up the frowning mask, Alex said he never remembered his
mother being so sad. When you picked up the indifferent mask, Alex said,
"Just like mom."

The corpse in front, the one hiding her pain, should wear the indifferent
mask because it's the face she always wore. The corpse in back should be
wearing the frowning mask because something is definitely troubling Alex's
mother, but she never let it show. It's not something that would make her
angry but incredibly sad and depressed, enough to make her practically dead
to the world around her.

Place these two masks and a corner of the front door will light up.

We're done here, so go back to the main hall, but watch for a Schism attack.
Flip the switch to open what used to be the attic door upstairs. Go up and
look to your right for a generator-like machine on a track. Push it to reveal
a HEART OF DARKNESS MEDAL. In the attic, there's a Schism to your right. You
can try to avoid it by turning your light off and staying away. He's just
kinda tucked in the corner. Across from him, behind you, is an area in the
pipes you can squeeze through for PISTOL AMMUNITION and SHOTGUN AMMUNITION.

Look to the left of the entrance (right, if you're facing it) for a pipe you
can duck under. There's a mannequin here wearing the VILE ACTS MEDAL. A
Schism will attack, but you can just duck back under the pipe. Now go left and
squeeze past the big pipe here. That's a Schism on the floor. Traverse the
pipes to your right until you reach the attic room. Another medal, the FALLEN
STAR MEDAL, lies here. Check out the military jacket for another puzzle.

Medals of Dishonor
Did you notice the box for the medals when you picked up the last one? (If
you missed it, enter first person view to take a good look.) The Fallen
Star medal was in the leftmost slot. The middle slot, if you look closely,
is fitted for the Heart of Darkness medal, and the rightmost slot is
pointed, perfect for the Vile Acts medal.

Mirror this set-up on the jacket, and another corner of the front door will
light up afterwards.

Go downstairs. Pull the lever and go back upstairs to where Alex and Josh's
room was. Another puzzle, but this one is easy. Inside, to the right of the
door is a memo about patient 206. Go ahead and cut open the way to the side
room to get the BUTCHER KNIFE and CHILD'S DRAWING. Now about that puzzle...

Light and Time
Look at the lit spot on the wall for a poem. If you are having trouble
reading it because of the text, open up the journal and read it from there,
or just read it here:

"Nobody saw when you were crying on your bed.
I wanted to help you, but I hid myself instead.

"The ticking of a clock, then suddenly not.
Fate left me here, in shadow I will rot.

"Under my covers the darkness kept me in.
Only the daylight can save me from my sin."

Note the line referring to "the ticking of a clock, then suddenly not".
We've been told the clocks in town have all stopped at 2:06. Every
reference to time up to this point has pointed to 2:06. Also, the memo by
the door was placed there almost as if to remind you of this very important
recurring number.

Look behind you for a clock-like dial on the wall. Move the left analog
stick left and right to select a hand of the clock, then move it up and down
to set the time. Set it to 2:06 and the panels on the wall will open. One
window is lit; remember the line in the poem about how "only the daylight
can save me from my sin". Investigate it and place Robbie there since he is
the only thing in our inventory that looks appropriate (you'll get a more
concrete reason later). Another corner of the door is lit.

Pull the lever one last time to open the way to the basement. The path down
here is linear, but there are Lurkers. Make your way to dad's secret room.
Pull the BOGEYMAN KNIFE from the Schism's body and take a look at the work
bench. Don't break a sweat over this "puzzle". You should have three knives
now; just place them in their appropriate spots on the rack: the butcher knife
up top, the cleaver to the right, and the big knife in the Schism's head.

Go upstairs and open the front door.

Dark Times [dkt]
Climb up the wooden dock and through the hole in the wall to emerge on the city
streets. See the storm drain up ahead? Lurkers are going to spawn
intermittently from those things, so listen for the tell-tale signs. After the
call on the radio, look right for a narrow entrance into Dargento Cemetery.
This is a completely optional side trip, but you must make it if you want all
the 360 achievements and the rifle.

Follow the path and look to your left for a SAPPHIRE on the bench. In the area
ahead is a statue of the mythological figure Janus, guarded by a Smog. Examine
the statue to find that it's a puzzle.

Dargento's Hidden Treasure
There are two holes in the side of Janus' marker, one marked "1 The New" and
another marked "12 The Old". What does this mean? That sapphire we picked
up must have something to do with it. Examine it in your inventory to see
that Alex notes that the sapphire is the birthstone for September. Why
would he note that unless it were important?

From this hint alone, we can discern that the holes in the Janus statue
require the birthstones for the first and last months of the year: January
and December, "new" being a reference to the new year and "old" to a year
about to end. We've solved the puzzle already and we don't even have the
pieces yet. Remember this place; we'll be back shortly.

Go back out to the street and head all the way south to the bait shop. Go
around to the back for a save point, a CHILD'S DRAWING, and PISTOL AMMUNITION.
There's another entrance to the cemetery across the hole in the street. This
one puts you in the Sun Garden. As soon as you exit the wide area, look to
your right to see a section of the wall that can be torn down with the axe.
You'll find the GARNET to your right, on a bench. This is the January
birthstone needed for our puzzle. You can use the gate behind you to access
the Janus statue to put the garnet in the "1 The New" hole. Go back the way
you came. The gate to the Moon Garden is locked, so we're done here for now.

Alex will call Wheeler outside the prison gate. Keep going west down the road
and through a door to a new section of town. Go to the circled area on your
map, and Alex will call again. Our new destination is the Water and Power
Plant, but you must go through the boiler room to the south to get there. Kill
or run past any Lurkers hiding in the water here, and be sure to grab the
HEALTH DRINK on the machinery before leaving.

Outside, head right to the barricade in front of the boiler room. There's some
RIFLE AMMUNITION on the window sill. Go over to Alchemilla Hospital's
easternmost side to find a BLOODSTONE, which we actually won't be needing
because we've already solved that puzzle, and red herrings mean nothing to us.
Now head to the front gate in the middle of the front of the building. There's
SERUM on the bench to your left. Toluca Lake and Power is sealed shut, so you
need to enter from the Toluca Lake Offices next door. The entrance is across
from the church.

There's a newspaper on the desk on your left and PISTOL AMMUNITION to your
right. Go through the lower landing and head west to the office. Nab the
HEALTH DRINK and the TURQUOISE in the sink. This is the December birthstone we
need for the Janus statue. Jump across the gaping hole to a room with a save
point. Hack your way into the kitchen area. The TOLUCA LAKE AND POWER KEY is
on a desk. Backtrack to the lower landing area and use your key in the door to
the east.

Ignore the noise and look right for a whiteboard with some writing on it.
There are three valves in this area marked A, B, and C which need to be turned
in a certain order. Hold off on that for now. There are Order members
patrolling the wide area. Pipe wielders are especially annoying because of
their dodging ability, but they aren't as bad as the guys with rifles. Rifle
guys deal lots of damage with a simple melee attack, so use your pistol on
them. Your radio will not go off when they are near, but they will yell out at
you, which is just as good. There's two for now, one up top and another on
your level.

Look in the southeast corner of your map for some PISTOL AMMUNITION. Up on the
second level, look to the northwest for a FIRST AID KIT on the wall. Outside
the foreman's office is RIFLE AMMUNITION x2. To the left of the office door is
a notice.

Cut the Power
Read the foreman's notice to learn that the boiler must be shut down first.
The whiteboard downstairs said the boiler was valve B, so turn it first.
It's right next to you. Now, the other two valves control the water (A) and
the steam (C). Let's think for a minute. If we turn off the steam valve
first, then that would mean the steam generated by the already-boiled water
would have no way to escape and could spell major problems. Therefore, if
you try to turn valve C before A, the fail-safe system will kick in. Turn
off the water after the boiler, and then turn off the steam.

In other words, turn the valves in this order: B, A, C. Then pull the lever
behind you, overlooking the area. The power will go out.

Two Order members will attack after this; they're downstairs. Stay on the
second level and let them come to you. The pipe guy will climb up and you can
take him on up here. The rifle guy will attempt to snipe you, but he is a bad
shot. Pull out your pistol and snipe him back.

Backtrack all the way to the prison gates. Toluca Lake and Power apparently
powered the sun in Silent Hill because it's dark out now, too. Run past any
monsters on the street to and through the boiler room. Pull out your shotgun
as you approach the prison because a Siam is going to greet you. DO NOT ENTER
THE PRISON YET! It's time for us to get our rifle. If you don't want it, then
skip the next paragraph.

Go past the prison to the previous map of Silent Hill, the one with the two
cemetery entrances. Go back to the Janus statue and put the turquoise in the
"12 The Old" slot and you can grab the MOON GARDEN KEY. Based on its name, you
should know where to use this. Kill the Smog in the Moon Garden, as he is
guarding the M14 ASSAULT RIFLE. Lock 'n load. Take the time to read some of
the cryptic-looking graves here. Head back to the prison now.

There's a HEALTH DRINK on the dumpster by the front door and a PULASKI AXE in
the back of the broken-down truck in the yard. Look for a corridor/alley to
the left of the entrance to get in using a side door.

Prison [prs]
Save if you need to. When you come to a locked gate, look in the office next
to it for a lever to open it. Hack open the first doorway you see for a FIRST
AID KIT. Go around and use your dagger to break open the glass to access the
other side of this room. A prisoner's note is here. Go through the door here
and then through the double doors to your right for some PISTOL AMMUNITION.
The PRISON MAP is on the wall of the large area. Behind you is a note on a
table from a disgruntled electrician. Open the door near where you found the
map for a HEALTH DRINK, then climb up the stairs.

Jump across to the office on this level. Examine the TV monitors, check out
the gate panel controls, and pull the lever to open cell block B. Two Order
members are ahead. B5 has a newspaper. Pull the lever to open the stairwell.
B2 has a prisoner's letter. Across from there is some RIFLE AMMUNITION.
Through the double doors into the next cell block, two Order members attack.
Pull the lever on the wall to free Wheeler and prepare for a Siam attack. Lin
has e-mailed in to confirm that Wheeler can actually die here, so you many want
to give him a helping hand. Follow him, and when you pass a hole in the wall
of the upper guard room, enter and get the CHILD'S DRAWING. Wheeler will lead
you back to the office with the gate panel, which he will miraculously get to

Jump over to cell block A. Check cell A6's sink for a HEALTH DRINK. Go
through the double doors here only to find the electric gate won't work. Go
back and Wheeler will unlock the gate to the stairs. A Needler is going to
come out of A1. Kill it and the door across from the cell will open. Head
into the shower area. Two Needlers will attack. Unfortunately, you must kill
them because the way out of here demands you break down a wall with your axe.
Your crowbar will make short work of them using the light, heavy attack combo.

Head through the power room and up the stairs to a save point. Go through the
only open doors and follow the hall to a jammed door. Wheeler will come back.
Go back to the stairs and he will open the gate at the base of them. In A
block, go ahead and go straight through the double doors opposite to find a
broken keypad. Crawl into cell A11 and check the vehicle in A10 for a LOOSE
WIRE. Go upstairs, grab the HEALTH DRINK, and jump across to the upper guard
room to see why the keypad won't work. We need two more wires. Luckily,
they're in close proximity. A RADIO WIRE is for the taking in cell A20. Go
through the double doors and check the station here for a SCRAP OF WIRE left by
that cranky electrician. Go back to the guard room and stick all your wires
in the box on the wall.

Rewiring the Prison Keypad
This rewiring puzzle is exactly like the one at the hotel, only somehow more
frustrating. Trial and error seems to be the name of the game for this one.
Try numbering the wires and connectors and trying different number patterns.
If you get tired of guessing, here's the answer:

Pretend the wires (connected at the top) are numbered 1-5 from left to
right, and so are the connectors at the bottom. Match them up in this

Wire 1 (white) to Connector 2
Wire 2 (green) to Connector 3
Wire 3 (yellow) to Connector 5
Wire 4 (blue) to Connector 4
Wire 5 (red) to Connector 1

Press X to turn on power not only to the keypad but also three switches.

Pull the lever to your left. This opens A15. Jump across and get the SERUM.
Now drop down and flip the two switches here. The leftmost one opens A12.
Read the note here for a number which will help with the gateway to our
freedom: 110391. It's our keypad code. The other switch opens A14, but there
is nothing in there. Go out and punch in our number in the keypad.

Welcome to solitary confinement. Someone is here for you, and you have a
choice to make. It will directly affect which ending you receive. Make your
choice, watch the consequences, and backtrack. In the room where we went on
the wire hunt, a contraption will rise from the floor and something will
retract into it. Trying to reach your hand in now will result in you steadily
losing health until you pull it out again.

Three Little Riddles
How are you at riddles? Check the wall to your left (the south) for this

I stand beside the holy man
The monarchs fear my wrath
None may move the way I can
Ever the crooked path

Look behind you for a dial on the monster contraption. These are all the
possible answers to the riddle, and they're all chess pieces. Two chess
pieces can be considered "holy men": the bishop and the king. The back row
set-up on a chess board is rook, knight, bishop, king/queen. However, only
one of these moves in a "crooked" path when no other piece can, not even the
queen. It's the knight, which moves in an L shape. Turn the dial so the
horse head points up.

Check the west wall for this riddle:

The man who devised it
Does not want it
The man who bought it
Does not use it
The man who used it
Does not realize it

Check the dial behind you for some guesses. There are only three that I can
actually make out: a skull and crossbones, a coffin, and a sword. (The box-
like one might be a cage now that I think about it.) The skull represents
death and does not fit. The sword does not fit the riddle either; I would
think one would know if they were using a sword. The only answer that fits
is a coffin since no one really wants to use one, you don't really buy one
for yourself, and you don't realize when you do use it.

The last riddle is one that may trip you up:

What man loves more than life
Fears more than death or mortal strife
What poor men have, the rich acquire
And all contented men desire
What misers spend and the wastrels save
And each man carries to his grave?

If you want to split hairs, any one of these (except omega and money) may be
a possible answer. However, notice that one of the sides of the dial is
blank. Nothing is a guess, and it fits. Poor men have nothing. Misers
spend nothing. Contented men desire nothing. Turn the dial so the blank
slot is up. Now go to the other side of the contraption and reach in. Drop
down the hole.

Save if you need to. Look for a hole in the wall you can squeeze through on
the other side of this area. The path here is linear. Take care of the
Needlers that attack further down. Right before you hit the circular room on
your map, look left for a room with a save point, a FIRST AID KIT, and a HEALTH
DRINK. Now open the sealed door.

You'll find that Asphyxia fights an awful lot like Scarlet. Watch for her
to swipe with her main pair of arms. She likes to do three swipes at once:
two side-to-side and then she'll thrust upwards to knock you down. For this
last one, try backing away instead of going to the side or she may still
clip you. When her tail shakes, roll away because she's going to swing it
in a circle around her. She will shake and screech before she attempts a
grapple. Be ready to mash a button to get away. One last attack of hers is
to spit up a black substance not unlike what a Smog does. It doesn't choke
Alex but will still damage him and possibly knock him down.

Equip a fast weapon (you can never go wrong with the knife) and slash her
a couple times after you've avoided one of her combos. Her tail is her
weak point, and the best way to get in position to attack it is by avoiding
her grapple move. Once you get the pattern of her attacks down, dodging is
easy. After enough swipes to her backside, you will get a prompt for the
finisher. All it takes is one finishing move to end this fight.

Follow Josh out the window to come upon the church.

Church [chc]
Look to the left of this area before you reach Josh and you should find PISTOL
AMMUNITION x2. Run past the Smog ahead and turn the wheel to open the gate and
go through. Then go to your immediate right for a HEALTH DRINK. Avoid the
Smog up ahead and look to the right of the stairs for RIFLE AMMUNITION. Go

The CHURCH MAP is on a pew ahead to your right. Some hymn lines are further up
on the right as well. There's some SHOTGUN AMMUNITION in front of the pews,
still to your right. Examine the organ-looking device ahead and use your
dagger. Note the Halo of the Sun as well; that design will be used for a
puzzle later, but it's solvable without studying the symbol. Head back to the
entrance and watch for a Schism.

Go to the east wing. Look in the basin on the desk to get the last PHOTO.
Ignore the white noise and turn the valve behind the baptismal font to grab the
CHALICE PLATE. Swarms will attack. Turn around and look for some stairs to
your left. An excerpt from a psalm is on the table here and a save point is
ahead. Check out the confessional to learn that someone is inside. You have
another choice to make here, one that will affect your ending. No matter what
you decide to do, you can get the KNEELING MAN PLATE from the other
confessional afterwards.

Go past the save point for a HEALTH DRINK and, to your left, an UNLIT CANDLE.
Go back to the main hall, but watch for two Schisms to attack. If you have the
ammo for it, duck back behind the boards and shoot them safely from there.
Be warned that they take a lot of shots to kill. At least shoot one and tackle
the other normally if you can. Head across to the west wing. Examine the
statue in this first room and place the unlit candle there to get the CANDLE
PLATE. There's PISTOL AMMUNITION to the left of the statue.

Up the stairs to the other part of the wing, you'll see a triptych. Get the
HEALTH DRINK from the table and examine the paintings. You can cut through
each of them but you really only need to slice the one of the man to find the
TREE PLATE. As soon as you do, a Schism will come through the gate to your
left. Before you go through that gate, look to your left behind the pews for

There's RIFLE AMMUNITION to your right and a FIRST AID KIT further down on a
desk in front of the stained glass window. Equip your rifle and reload all
your firearms before examining the middle pane. You'll get the SWORD PLATE,
but a Siam will force you back to the main hall the hard way. Even worse, a
second one will come up behind you. Run to the far end of the main hall. It's
blocked by barbed wire so you can't escape, but you just need to make room
between you and the Siams. Open fire when possible and when they close the
gap, drop everything and run to the other end of the hall. Repeat as needed,
switching firearms if you have to. We have all the plates for the five slots
on the organ; time to open up a way out.

The Five Tenets
Let's tackle this in a clockwise motion, starting from the top. The first
slot is labeled Vengeance. Think back to the circumstances under which we
collected our plates. Which one would most call for an act of vengeance?
How about the knight getting executed? When looking at it, Alex asked what
the knight did to deserve such a death; such thoughts inspire vengeance.
Stick the sword plate at the top.

The next one is Desire. This one was best represented by the man chasing
after the woman in the painting. Put the tree plate in this slot.

Sorrow is next. Think back to the statue where we placed the unlit candle.
After she uncovered her face, Alex noted that she bore a look of sadness.
Put the candle plate in the third slot.

Next is Sacrifice. The body in the baptismal font instantly comes to mind,
especially since it's the only one that fits out of the remaining two. The
sword plate might have been a candidate here, but the knight wasn't exactly
being sacrificed, just executed. Put the chalice plate in the fourth slot.

Penitence is the last one, a perfect fit for our friend in the confessional.
Put the kneeling man plate in the last slot.

The organ should open up, revealing something interesting.

After the scene, you get the SHEPHERD FAMILY RING. Walk ... through your
father and look to the left behind the wooden structure for a CHILD'S DRAWING.
Get the HEALTH DRINK here and chase after the Bogeyman.

Pressurized steam will shoot out of the pipes to your right at the base of the
stairs, making it impossible to pass, as it will steadily drain your health.
Go left to find some special mining clothing to put on to progress. Call the
elevator and watch the scenes.

Underground [ugd]
After the scene, be prepared to mash A and then X to free yourself. Look
around for two FIRST AID KITS, the LAIR MAP, a HEALTH DRINK, and your
CEREMONIAL DAGGER. That's going to be one of your only weapons for a while.

Head towards the area in sector 2 with rooms 211 and 212. There's an Order
member in 212 and another one in the adjoining room, but he won't attack until
you break the glass in-between. Relieve the corpse in 212 of his STEEL PIPE.
There's SHOTGUN AMMUNITION in the little shelves, a book on the table, the
SECTOR 3 KEY on the key rack and your MK 23 HANDGUN by the monitors. Exit out
the door of this room (noting the list of names on the wall) and check to your
left by the machinery up ahead for the last CHILD'S DRAWING.

Two Order members of the pipe variety will jump you as you backtrack. Focus on
one at a time and you will be fine. Head towards sector 3. After using your
key, you should see another Order member patrolling this area. Hang outside
the hall opposite 302 to hear some guys talking. Pry the door open to fight
them. It's possible to get them one at a time. Inch forward with your light
off until you see the outline of one of them. Quickly flash him with your
light and he'll attack you while his buddy stays back. Follow this hallway and
listen for a scream. Head to room 320 to initiate a scene.

When it's over, climb over the gate to your left, push the shelf out of the
way, and pry open the door. Curtis will attack you. Equip the knife, get him
in your sights, and slash away. That saw is so slow that Curtis can't even
lift it up before you do a whole knife combo on him. He wasn't even worthy of
having to press X to finish him, but that doesn't mean he doesn't get a gory
finishing move.

Go back into 320 to get a FIRST AID KIT, a HEALTH DRINK, and a book on the
cult. There's a ROOM 301 KEY on the wall in the area where you fought Curtis.
Rejoin Elle and do the gate trick to get out. Watch out when you reenter
sector 3: two Order members will attack, one of which has a rifle. Focus on
the one with the pipe. Rifle guy is a really bad shot; he will even shoot his
buddy instead of you, he's so bad. Empty your pistol on him and finish up with
the knife or pipe.

Unlock 301 for lots of goodies. To your immediate left is a memo about
Shepherd's Glen. Keep right, and look for PISTOL AMMUNITION in the shelves
here. Through the stretchers and dividers is all your stuff in a bag and more
PISTOL AMMUNITION to your left. The last SERUM lies back behind all the
shelves, as well as a HEALTH DRINK.

Go back to the glass separating the two rooms. Look left for a flyer (Coffee
and donuts?! Those monsters!) and right for a letter. Break the glass and
raid this room for a FIRST AID KIT and a list of names of people who've been
brought to this hellhole.

Our destination is sector 1. Head to sector 2 and go north through the door
here. Do the gate trick one last time after getting rid of the Order member.
113 is the only open door. Look left upon entering for the POLICE MARKSMAN
RIFLE. (Svairt has hypothesized that health drinks missed during the game can
be found along the same wall as the rifle, back in the corner of the room, so
if you feel you have missed some, check here to restock.) Check the shelves
for SHOTGUN AMMUNITION, and by the glass for a FIRST AID KIT and a book to
read. Break the glass to see Wheeler. He's not dead yet, and whether or not
you save him is the last decision you'll make that affects your ending (though
Wheeler does not actually affect two of them).

Exit out the only open door. In sector 1 proper, note the sound effects.
We've heard this once before... There's a memo on the left wall as you head
east. There's only one way to go here. In the circular room is our last big

The Founding Families
Look at the pillars around this area and use your dagger to "unlock" four of
them, making the text on the red windows legible. Make special note of the
symbols on both the pillars and the top of the windows, two for each family.
Now check the set-up on the floor: three inner circles and an outer ring,
very much like the Halo of the Sun we saw earlier. The prescription pad on
the floor is the only clue we have as to how the symbols should be set:
that's Dr. Fitch's place.

The symbols on the pillar represent the inner ring and the stained glass
windows, the outer. Dr. Fitch's inner ring symbol is a stick figure.
However, there are two stick figures on the inner ring. Make note of the
Bartlett and Holloway inner pillar symbols, the mountains and the air, and
check the machine in this room that controls the floor rings. There's only
one way to get the stick figure in Dr. Fitch's spot while getting the
mountains and air in the other two rings. Turn the inner dial twice using

Now for the outer dial. Check the Fitch's stained glass to see that their
other symbol is an eye. Holloway's is a scale and Bartlett's is I'm not
sure what. Looks like a triangle with some squiggly lines. Again, even
though there are multiple symbols on the ring, there's only one way to
position them so they match their respective families. Turn the outer ring
8 times to match the family symbols in the inner and outer circles.

How come there was no Shepherd family emblem in that puzzle? Well, because
we need that to open this new door. Use the left analog stick up and down
to rotate a ring, and push it left or right to switch between rings. The
Shepherd family inner ring picture is a drop of water. The outer ring image
looks like a trident of sorts. The door should open when the two are

Examine all the tombs here until you get to the Shepherd family's.

Amnion's legs give him great reach, so break out all of your ranged weapons
and shoot until your ammo is gone. Like with Siam, you need to get distance
between you two before you can safely fire because Amnion will knock you to
the floor and continue to pummel you if you don't get back up quickly.
Along with swiping with his legs, Amnion can spew putrid sea water to knock
you down, too. Unless you went crazy and used up all your ammo before this
fight, you should have enough to knock Amnion into his second form. If not,
you need to play the dodging game to get close. I would recommend the knife
for this because Amnion is fast and will not give you much time to take a
swing with anything else. The best time to go in for a melee attack is when
he is spitting water because he rears up, occupying his legs, and it takes
him a bit to recover his stance.

The second stage is more dangerous because Amnion's front legs are now
completely free to grab you and throw you around like a rag doll, which
means no going near his main body. This stage is easier though because
Amnion will get his front legs caught in the floor when he goes to grab you
and misses, leaving you with the perfect opportunity to get close. Don't go
in to attack him until he's got his legs stuck. This form will still spew
sea water and swipe like crazy, so just hang back until you see the tell-
tale rear and lunge. If you're having problems getting him to make himself
vulnerable, try getting close to him. He won't try to attack if you're not
in his range; rather, he'll just follow you around and try to spit water on
you. It shouldn't be too long before you see him collapse on his back legs,
belly perfectly exposed for a finishing move.

Enjoy or lament your ending afterwards. If you happened to get all of Josh's
photos, you get an extra scene after the credits, regardless of what ending you

Extras [xta]

When you finish the game once, you get the chance to save, but you don't reload
a finished game to access extras; select New Game to reap all the benefits.
There isn't too much bonus content, but it's enough to add to the replay

There are a total of five different endings. Which ending you get is
directly affected by three tough decisions Alex must make in the latter part
of the game:

1. Kill his mother out of mercy or no?
2. Forgive his father for years of mistreatment?
3. Save Wheeler or not?

Different combinations of yes and no will yield a different ending each

Ending 1 (The Good Ending):
Forgive your father and kill your mother; what you do to Wheeler does not
matter. This is your typical survival horror ending.

Ending 2 (The Drowning Ending):
Don't forgive your father but do kill your mother; what you do to Wheeler
does not matter. This ending supposedly shows what would have happened if
the fiasco on the lake never occurred.

Ending 3 (The Bogeyman Ending):
Don't forgive your father, don't kill your mother, and don't save Wheeler.
Alex's unforgivable acts will catch up to him, turning him into a literal

Ending 4 (The Hospital Ending):
Forgive your father and don't kill your mother. Probably the most
realistic ending based on the story and all those memos scattered

Ending 5 (The UFO Ending):
Don't forgive your father, don't kill your mother, but do save Wheeler.
Homecoming's ode to Silent Hill's sense of humor.

If you would rather not play through the game five different times to get
all the endings, make a separate save file in the prison before you meet
your mother and again before you get the chance to forgive your father, get
one ending, save your final progress in another slot, then reload one of
your two saved games in the prison and church and play for another. As long
as you save in a new slot after beating the final boss, you will keep your
unlocked goodies for finishing. You get achievements regardless of whether
or not you saved. (Thanks to Aspect_P for pointing this out.)

There is also an extra scene to be had after the credits but is not
technically an ending, as it will play no matter what ending you receive.
You can see it only after having found all of Josh's photos. The children's
drawings have nothing to do with it.

Bonus costumes are unlocked by getting different endings and by knowing a
little Konami history. Here's a list of what is awarded and when.

Classic Alex: this is the default costume
Young Alex: input the Konami Code at the start screen using the d-pad and
face buttons; the code is up, up, down, down, left, right, left,
right, B; a sound will play and you'll have got it
Big Rig Alex: get Ending 1 (Good Ending)
Order Soldier Alex: get Ending 2 (Drowning Ending)
Bogeyman Alex: get Ending 3 (Bogeyman Ending)
Orderly Alex: get Ending 4 (Hospital Ending)
Deputy Alex: get Ending 5 (UFO ending)

Two new weapons are unlocked during a New Game + after you've finished
at least once or have gotten the UFO ending.

Circular Saw: found in the Shepherd's garage on the tool bench
Laser Pistol: found in Alex and Josh's room on the toy chest

The saw is brutal but slow; you can get by without using it. The laser
pistol comes with unlimited ammo. You can only access it after having
gotten the UFO ending, and it's worth it, as it is incredibly strong and can
take down the final boss in four shots. (Thanks to SilentEdge for pointing
out the laser pistol's requirements.)

Memos and Documents [mmo]

Thanks to a generous contribution from Valtiel's Silent Hill site
( this guide now has a memo section.
Most of the following memos were transcribed by the webmaster, so she deserves
credit for the work (and transcribing is *a lot* of work). I tried to fill in
the gaps where I could.

Random signage like you find in the Hell Descent area is not included; neither
are the tombstone inscriptions in any of the cemeteries. If, for whatever
reason, you need a list of all the names in Rose Heights cemetery, I can
oblige (I just have names, not dates or inscriptions).

Author: nur_ein_tier
E-mail: [email protected]

Lobotomy Memo
The patient in room 206 is scheduled to undergo a trans-orbital lobotomy
I’ve mandated that the following medications be doubled on the day of the

Missing Patient Bulletin
Room 205, patient went missing, last seen in the day room after a
confrontation with another...

"The rest of the message is blurred and illegible."

Security Memo
Attention Staff:

Our security has been somewhat compromised - a patient used an X-Ray Film to
write down the code for the security gate. We have recovered the first
half, but the second half is still missing. Should you find the missing X-
Ray piece be sure to notify the head of security immediately.

Incident Report
...the patient proceeded to leap through the window and then ravaged the
adjacent room.
The patient was not responsive to verbal commands. Three staff members
eventually subdued the patient.
The patient entered a catatonic state and stopped responding to outside
stimuli. Restraints were unnecessary during the following week's
electroshock therapy sessions.

Combat Training Manual: Melee
Basic Weapons Combat

Today's soldier needs to be prepared for the rigors of training and beyond.
These are techniques that are going to keep you alive out in the field.

Equipping a weapon:

To equip a weapon, hold down or tap RB [right bumper] and use L [left analog
stick] to select your weapon of choice.

How to use combat stance and targeting:

To get into your combat ready stance, pull and hold LT [left trigger] when a
melee weapon is equipped.
When you enter combat stance and enemies are present, you will automatically
target the closest enemy in your field of view.
If multiple enemies are surrounding you, the target will be the closest
The targeted enemy will be highlighted by the flashlight.
To change targets, tap R [right analog stick] in the direction of that
target, typically left or right.
To break targeting at any time, exit combat stance by releasing LT.

Fast Attacks, Strong Attacks, Charge Attacks, and Combos:

When in combat stance, press A for Fast attacks and X for Strong Attacks.
Strong attacks can be charged up for added damage by holding down X.
Successive Fast attacks followed by a Strong attack can make for
uninterrupted strikes, known as Combos.

Patient Memo
The doctors say that I'm unable to discern fantasy from reality ... but I
think I know what's going on around here. I saw those demons murder the
other patients. I want to escape from this cursed place but I don't dare
venture into the light.
It seems that they're attracted to light. That's why people who need light
to see are their natural prey.
They also react strongly to sound.
If you want to go on living, you'd be better off just sitting in the dark
and staying quiet. But even that probably won't save you.

Patient's Letter
she's not here she's not here
she's not here she's not here
she's not here she's not here
she's not here she's not here

Patient's Chart
TYPE Electroshock DOCTOR Copen
Doctor’s Signature is required after each entry.
MONDAY 9:00 a.m. (signed) Dr. Copen
TUESDAY 9:00 a.m. (signed) Dr. Copen
WEDNESDAY 9:00 a.m. (signed) Dr. Copen
5:00 p.m. (signed) Dr. Copen
THURSDAY 9:15 a.m. (signed) Dr. Copen
FRIDAY 9:00 a.m. (signed) Dr. Copen
5:00 p.m. (signed) Dr. Copen
11:00 p.m. (signed) Dr. Copen

Comments: Treatment has yet to achieve desired results. Patient is non-
responsive. Please administer pureed foods only.

Electroshock Memo
...setting the electroshock machine beyond the seizure threshold has yielded
impressive results in the patients.
The most violent and depressed patients are rendered completely docile...
The only side effects have been minor: memory loss, some dislocated bones,
one fractured leg, and a patient bit off his tongue.
This accident was quite a nice side effect as this particular patient was
also one of our noisiest.
I’ve instructed the doctors to continue with this intensity level for all

Anniversary Banner
Saturday and Sunday, September 20th and 21st
Events kick off Saturday with a Parade down Main St. 10 am.
Period Costume Contest - Prizes will be awarded!
Live Music and Entertainment by Eye of the Storm
Admission is free. Bring the Kids!

History of Shepherd’s Glen
The history of Shepherd’s Glen is one of opportunity and enterprise. First
settled nearly a century and a half ago, its founders came here as pilgrims,
searching for a new home to practice their faith and ensure the prosperity
of their four families.
It soon flourished into a thriving small town. Shops and businesses sprang
up on what is now Main Street. The turn of the century brought tourists,
eager to explore the region’s lakes and rivers. And with tourists, came
more business.

In the 1950s, many of the original municipal buildings, such as the town
hall and the library, were restored. The 1990s encouraged further
investment, modernizing Shepherd’s Glen as it headed into the new
But throughout its success, Shepherd's Glen has always managed to remain a
close-knit community, maintaining the same ideals on which it was founded.
One can only hope that the founding families would be proud, if they saw the
town as it is today.

Newspaper Article in Town Hall
What should have been a normal school run home turned into tragedy last week
when a freak thunderstorm washed a school bus into the raging torrent of the
Toluca River. The normally placid river, swollen by nearly a week of
record-breaking rainfall, was running almost 15ft higher than normal.

Mark Ward, the conscientious school bus driver for Toluca County, was
unprepared for what he found when entering River View Road that runs
parallel with the river. The fast moving water eroded the soil underneath
the asphalt, leaving it unsupported.
The road suddenly collapsed as the bus pitched into the roaring river below.
Carried along a white water ride for a 1/4 of a mile, amongst the screams of
the petrified children, the bus became lodged under the aptly named Hope

Doctor Martin Fitch MD had just finished a house call and was on his way
back to the office, following directly behind the school bus when the road
gave way. Managing to stop in time Doctor Fitch got out of his car, braving
the downpour, and ran alongside the river for 1/4 of a mile when the bus
finally became jammed under the bridge.

Without a thought for his own personal safety, Doctor Fitch jumped into the
river and swam towards the bus. After breaking the rear window, he climbed
inside to assess the situation.

Inside he found a terrible scene. The driver, trapped by his safety-belt,
had been killed when the front of the bus flooded.
All of the 2nd and 3rd Grade Students survived without major injury, but
appeared severely frightened by the events.

The children were evacuated to the nearby Alchemilla Hospital in Silent Hill
to recuperate after their ordeal. During the evacuation, the situation took
another terrifying turn. His leg trapped by the partially crumpled front of
the vehicle, brave 8-year-old Alex Shepherd was unable to move.

Doctor Fitch knew that if Alex didn't drown, the cold waters of the Toluca
River would put him into cold shock as his core temperature plummeted and he
succumbed to hypothermia.
Time was critical. The Doctor quickly stripped off his shirt: taking a hold
of the boy, he wrapped his arms as tightly as he could around him, and then
waited for the rescue crews to reach them.

The heat and warmth of the doctor's body may well have been the only thing
that saved Alex's life that day. It took the fire crews nearly 4 hours to
finally free Alex from the wreckage of the school bus. During the entire
time he was trapped in the bus, Doctor Fitch never left his side.

For his feat of bravery the City council gave their highest award to Doctor
Fitch, along with the Key to the City.
Though tragedy struck for Martin Ward; the potential loss of all those
children was averted by the selfless act of one man, Dr. Martin Fitch MD.

Letter from Mom to Dad
Adam, I know that you will soon return to me, but I miss you dearly and
writing to you always calms my nerves.
Everything here is the same, but with you gone, the house is so empty...

Newspaper in the Park
Paul Russell Douglas was executed for the