S I L E N T H I L L W A L K T H R O U G H
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About this Walkthrough
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This is a simple Walkthrough that will let you
complete the game. It's not designed to get you every single item, or
take you through every little detail of the game. (However, that stuff
might come in the future.) Right now, we're down to the basics. All the
places instructed to go can be found on the map. If there's no map,
then there'll be more details on directions. Everything in all capital
letters is key items.
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>> Old Silent Hill
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From your starting point at the car, simply follow Cheryl through the
streets, through the alley, past a gate, and arrive to where it turns
dark. Follow the path, past all the disturbing contents of the alley,
and arrive at a mutilated body on the wall. It’s part of the story that
you will be killed, so sit tight as demons chop you up! After speaking
with Cybil, prepare your new handgun, and collect all the items lying
around. This includes a KNIFE, FLASHLIGHT, THE OLD SILENT HILL MAP, and
a few health drinks. Leave the RADIO for now, and head out. Fight the
winged demon, and pick up the RADIO.
As you step out, displayed to you (on the map) will be the path of the
alley at the beginning of the game. Head to it, and follow the exact
route you did before. At the end, pick up the NOTE, and the STEEL PIPE.
Use the map to direct yourself to the East End of Finney Str. There,
you’ll find a police car that contains the KEY OF LION in the trunk.
Now head to the alley off Finney Str., which is parallel to Bachman and
Ellroy Streets. About half way down on the West Side, you’ll see a long
fence. Enter through it to find the KEY OF WOODSMAN. Finally, at the
very South end of Ellroy, you’ll find the KEY OF SCARECROW. On the West
Side of the road, you’ll see a fallen tree, which makes a bridge to
cross the chasm. They key is in a mailbox on the other side.
Go to the West End of Matheson St. You’ll see some papers lying on the
ground; be sure to pick up the DOGHOUSE NOTE. On the West Side of Levin
St., about half way up, you’ll see a doghouse on the front lawn of a
house. Find the HOUSE KEY inside the doghouse and use it to enter the
house. Pass through the house to the back yard using the 3 keys to open
the door, picking up any items along the way. You also might want to
save your game if you haven’t done so in a while. Now comes the scary
part. The town is now dark, and you have to make a run for the school.
(labeled “Midwich Elementary School” on your map) Go South through the
alley onto Matherson St. Go East onto Midwich St. and South until you
reach the school. It should be on the East Side of the road.
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>> The "Normal" School
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Pick up the SCHOOL MAP in the lobby, and head out into the halls. (FTW,
notice the Infirmary on your map. It’s the only place in the whole
school where you can save, and it also contains health items.) Onto the
courtyard, you’ll notice the Clock Tower in the Southeast corner. Head
through the doors opposite of the ones you came out of, and into the
northern hall. Exit via the Western double doors and into the West
Hall. Climb the stairs to the 2nd Floor. Make your way to the Science
Equipment Room, where you’ll find the CHEMICAL. Right next door, use
the CHEMICAL on the hand on the table. Grab what is left: the GOLD
MEDALLIAN. Take this GOLD MEDALLIAN back to the Clock Tower and insert
it in the appropriate hole. Now go back to the 2nd floor, using the
same route. However, this time you’re heading towards the Music Room.
Next comes what is perhaps the hardest puzzle in the game. Luckily,
you have this walkthrough.
What you see on the keypad is 7 white keys from left to right, and 5
black keys from left to right. So press:
2nd White Key
6th White Key
5th Black Key
5th White Key
2nd Black Key
Completing this will earn you the SILVER MEDALLIAN. Take it back to the
Clock Tower and insert it in the remaining hole. Now you have to make
your way to the Boiler Room in the basement. However, you must go the
long way: up the Northwest Stairs, through the 2nd Floor, and down the
Southeast Stairs. In the Boiler Room, press the big red button, and
head back to the Clock Tower. The doors should be open, so that you
may now cross over into the “Alternate School”.
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>> The "Alternative" School
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Enter through the courtyard doors opposite the tower. In the Storage
Room, you'll find a RUBBER BALL near the dolls. Head back out and into
Hall, then exit through the Hall's second door into the East hallway. In
the first classroom, you'll find a PICTURE CARD on the table. Pass
through the southern classroom into the buttom of the hall. Enter into
the South Hall, into the Infirmary to save if needed, and then into the
Reception. You'll notice the painting that was once on the wall, is now
a real life door. Use the PICTURE CARD to open it. In the West Hall,
you'll find the SHOTGUN in the Boy's Bathroom. Pass through the first
classroom, and pass the phones in the second. Go to the second floor.
Go into the first classroom on the Western Hall, and pass through the
other classroom to the southern half of the hall. Into the Southern Hall,
and into the Locker Room, you'll hear a locker rattling. Open it, then
exit... Now pick up the LIBRARY RESERVE KEY next to the body. Backtrack
to the stairs, and head to the Roof. Keep to the right and follow the
trail of blood to the first hole. Examine it, and you'll notice a key
just out of reach. Follow the drain to the next hole, and insert the
RUBBER BALL to plug it. Now follow the further to the water tower,
and turn the wheel to let the water wash the key down the drain. Head
to the courtyard to claim your prize, the CLASSROOM KEY.
Head back to the second floor, this time going to the Northern Hall and
into the Library Reserve. In the Library, you'll find a book on the
table, which is actually a hint to beat the boss of the school. Head
out into the Eastern Hall, and into the first classroom, using the key.
Make your way through the other classroom to the Southeast staircase.
On the first floor, you can now unlock the stair's gate from this side,
and go to the Infirmary to save, which I highlu recommend. Now head to
the basement.
You'll find some useful supplies in the Basement Storage Room. Now head
to the Boiler Room. Turn the Right Wheel to the left twice, and the
Left Wheel to the right once. Confused?
---> x1 <--- x2
( LW ) ( RW )
The path should open, revealing an elevator which leads to the boss.
BOSS STRATEGY: Fire upon the monster, keeping the flaming body
between you and him. Once he starts drooling, arm your shotgun and
fire into his mouth when he opens it. Just stand in front of him,
backing up as you fire. Easy mode only takes one Shotgun blast to get
him, Hard mode takes alot more.
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>> Old to Cental Silent Hill
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Pick up the K. GORDON KEY off the floor of the boiler room, and head
outiside of the school. The School Bus contains some health items, and
a save point. Head East on Bradbury St. until you come to the alley
parallel to to Midwich. Up it, you'll find a garage with blood on it,
this is K. Gordon's house. Cross through it, picking up any items you
see along the way, and saving if needed. Head South on Levin St., East
on Bradbury again, and then up the alley between and parallel to Levin
and Bachman. Once on Bloch St., head East until you get to the Balkan
Church, marked on your map. Pick up the FLAUROS and the DRAWBRIDGE KEY
off the altar, and be on your way.
There are some items in the Gas Station, if you feel like taking a side
trip. Otherwise, head to the bridge and into the control tower on the
right side. You'll find the CENTRAL SH MAP on the chair, then head to
the buttom of the screen to the control pannel. Insert the key, and
press the button to lower the bridge. Once in Central SH, you can visit
the Police Station to find some extra items. Then go south to Alchemilla
Hospital. Through the gate you'll find some mean dogs. Simply rush to
the double doors on the right.
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>> The "Normal" Hospital
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You have the option to save in the Waiting Room, then head down the
hall, and into the only unlocked door, the Examination Room. When
Kaufmann leaves, head to the door to the right, through the Office, and
into the Reception area where you'll find the HOSPITAL MAP and a health
item. Backtrack to the Examination Room, and exit through the Eastern
door, through the Medicine Room, and into the Main Hallway. In the
Doctor's Office, you'll find the BASEMENT MAP, and in the Conference
Room you'll find the BASEMENT KEY. In the Kitchen, you'll find a
PLASTIC BOTTLE on the counter, which you can use to scoop up the
strange liquid on the floor of the Director's Office.
Head down the basement, and switch on the Generator in the Generator
Room. Now you may use the elevator. Go the second floor, try the door.
Then to the 3rd floor, try that door. Then you'll notice that something
mysterious has happened to the elevator, being that you can now head to
the fourth floor. Just pass through the halls, until you come down the
third floor once again.
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>> The "Alternative" Hospital
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In Room 302, you'll find a VCR, but there's no use for it just yet. The
Mens rest room contains the PLATE OF TURTLE. In the Eastern Hall, go into
the Storage Room to find the BLOOD PACK, among other items. Head to Room
306 to get the PLATE OF CAT, then go the elevator and go to the basement.
In the Generator Room, you'll find the HAMMER which is the best weapon
for use in the hospital. Now head back up to the 3rd floor via the
Elevator, and down to the 1st Floor by way of the stairs. Get the PLATE
OF QUEEN from the Director's Office, and go back to the second floor.
In Room 204, you'll find a strange looking creature with tentacles. Use
the BLOOD PACK to distract it so you can get the PLATE OF HATTER. In
Room 202, you can find a LIGHTER on the bed. Now go the the Nurse Station
and use all four of your PLATES on the door. The order is:
[ Red ] [ Blue ]
[ Yellow ] [ Green ]
This will give you access to the Eastern Hall. Go through the Op-Prep
Room into the Operating Room to find the BASEMENT STOREROOM KEY. Also
get the ALCOHOL from the Intensive Care Unit. Now head to the Elevator,
and to the Basement once more. In the Basement Storeroom, you can push
the odd-looking shelf aside to reveal a hidden door. Through it, you'll
see a hatch that is covered in vines. Use the ALCOHOL and then the
LIGHTER to clear the vines away, and enter through the passage.
Head straight into the next hall, and then look for a slighty hidden
door on the left side, to enter into a hall with six doors. The First
one on the right contains a bed with a picture of Alessa. Next to the
picture you'll fin the EXAMINATION ROOM KEY. The second room on the left
of the hall, contains a VIDEOTAPE. You can now head back to room 302 to
watch the tape, but it's not neccesary. Go to the Examination Room on
the first floor, and the hospital is now complete.
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>> Central Silent Hill
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After talking to Lisa and Dahlia, pick up the ANTIQUE SHOP KEY off the
desk, and head out of the Hospital. Make your way to the building in the
Northeast section of Central SH, entitled "Antique Green Lion." Push
the bookcase over to reveal a hidden passage. When you get to the other
side, take the AX from off the wall and examine the altar. Then try to
leave... When control resumes, head outside and to the Silent Hill Town
Center where you'll see a circular hole in the fencing that you can
enter through.
Head up the escalators, and to the left, keeping to the right. You'll
pass a door to a room which contains some items. Further along the walk
you'll see a strange creature. Walk towards it and you'll fall through
the grating. You now have to fight the Worm Boss. But before you do, be
sure to pick up the HUNTING RIFLE from the display case on the wall.
BOSS STRATEGY: Whenever you hear the creature emerge from the ground,
quickly walk to the side to avoid getting hit, then turn around and
blast it before it goes back underground. If you get into a position to
make it crawl over the grating, you'll have more time to shoot at it.
Once you defeat the creature, it will open a hole which you can exit
through. Your destination is now the hospital, however your routes are
limited. You must go West on Sagan, all the way to Crichton St. (Wilson
and Simmons St. are blocked off.) From there you can make your way to
the hospital and see Lisa. After talking to her, exit the hospital and
save on your way out. You'll notice that both sides of the streets are
blocked off, so head straight ahead from the hospital gates to the
flight of stairs leading to the roof of the post office. Here you'll
fight the Moth Boss.
BOSS STRATEGY: Run a wide circle around the creature, until you hear it
fire it's venom at you. Stand back and fire 1 or 2 shots with your new
Hunting Rifle, and then get moving again. Don't stand right in front of
the creature for too long or it will attack you with it's stinger. This
fight may take a little while, but it's the best way to keep from
getting hit. You'll return to "normal" SH when you beat it. Proceed down
the stairs and across the bridge to Old SH. You'll be taken right to the
waterworks gate, which you can open by hitting the lock with your hammer
(or any other weapon.)
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>> Sewers
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[ALERT: Your Radio does not work in the sewers, so keep on the lookout
for monsters.]
Head down the path from the ladder until you come to the junction. Make
a left, and keep to the left side, and then make another left. Cross the
bridge to the other side, and make a right (to the left are a stash of
items.) Continue along until you cross another bridge and are on the right
side of the tunnel. Across another bridge and right through the door
labeled "Keep Out." Make your way past the geneators and over the small
flight of stairs, until you come a small office-like area. Here you can
find the SEWER MAP on the desk and the SEWER KEY from the key-cuboard.
There's also a save point which I suggest you use. Leave through the
Keep Out door to the right of the desk, and through the series of other
Keep Out doors, until you come to the junction near the stash of items
(you HAVE backtracked.) So backtrack further to the first junction,
and this time make a right. Use the SEWER KEY to open the Keep Out gate
and proceed up the ladder.
The next level of the sewers is less complicated. Start South, and go
East at the first junction. At the next junction, you'll see a couple
of items ahead, but then head South. Is this junction you'll see a Keep
Out gate, remember it's location for it is the exit. Head West from
here, through a series of unlocked Keep Out gates, until you come a to
a pool of blood. This contains the SEWER EXIT KEY. But as you take it,
three monsters will dive down to attack. Quickly run through the gap
between two of them and rush back East to the locked Keep Out gate,
which you can now open. Through there is the exit ladder and save point.
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>> Resort Area
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[ALERT: The next two paragraphs are optional. Doing as they say will
give you a Good or a Good+ ending. Not doing so will give you one of the
ad endings.]
Head to the road and find the RESORT AREA MAP on the bilboard. Head to
the building entitled "Annie's Bar" (front door off of Bachman Road.)
After saving Kaufmann, be sure to pick up the pack of items he dropped
(KAUFMANN KEY, INDIAN RUNNER RECEPT) among the other health items in the
bar. Now head to Indian Runner and use the code found on the Recept to
open the combination lock. The code is: 0473. Behind the register you'll
see a table with a drawer that contains a SAFE KEY. You can use it to
open the Safe but you can't take its contents. Notice grocery list on
the wall which gives you the security code to Norman's Motel. Now head
to the building entitled "Hearby Inn" on the map which is actually
Norman's Motel. Use the backdoor off Weaver St. to enter.
The code is: 0886.
In the living room area, you can find a MAGNET on the couch. The door
right next to the one you entered through leads to the garage, remember
that. To the left of the TV is the reception desk, and furthermore the
exit to outside, where the motel rooms are. Head to #3, and use the
KAUFMANN KEY to gain access. You can push the dresser aside to reveal a
hole containing a key just out of reach. Use your MAGNET to obtain it.
Head back to the garage and use your newfound MOTORCYCLE KEY on...you
guessed it, the motorcycle. After the sequence with Kaufmann, exit the
motel and be on your way.
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>> The Lighthouse
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Head to Sandford St. and West across the bridge. When you cross over
into darl SH, make your way to the road on the left just past West
Garage. Head down it, and down the stairs on the left side. You'll come
to a Boat, enter it. After talking with Dahlia and Cybil, collect all
the items from the Boat's bridge and exit the way Dahlia did. Off the
plank, make a left and up the stairs. Go straight and then down the
stairs on the right side. Cross the green plank to the island like
platforms, and then cross another plank back to the mainland and turn
right. Keep to the right side and advance until you come to a flight
of stairs going on the opposite direction. Up them, and then turn left,
keeping to the right, and go down the stairs on that side. Continue
until the next flight of stairs going up, then it's a clear path to the
lighthouse.
When you finally reach the Lighthouse, head up the spiral stairs to meet
Alessa. Then go back to the Boat. Harry will now decide to follow Cybil
to the Amusement Park. So go back to W. Sandford St. and you'll notive
that the road to the Park has been blocked off. However, you'll find a
small manhole behind the fence on the right side of the road. This is
the path that Cybil went, and so shall you.
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>> Sewers & Amusement Park
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Navigating through the sewers is pretty straight foward. Simply grab
the map off the wall when you first go down there and use it to get you
to the exit ladder. Make your way South from the entrance, then West,
then North, and finally West again. You'll know you're near the exit
when the floor becomes torn up and you see plastic horses laying around
from the Amusement Park above.
In the park, keep to the right and run past the red, spinning ride.
Follow the beam on the floor left to an Ice Cream Stand where you can
save. Walk STRAIGHT from the save point until you come to a dead end,
then make a 90 degree turn to the right and follow until you come to
the carasel. It's usually a majoy pain in the arse to find the carasel,
so you might have some problems. Once you find it, get on it and face
Cybil. OPTION: Now have the choice of whether or not to fight Cybil.
If you save her by using the STRANGE LIQUID that you found way back in
the Hospital, you'll get one of the + endings. If you kill her, there
will be no +. BOSS STRATEGY: When she aims to shoot her gun at you,
run around her in circles so she'll miss. All I can say is KEEP MOVING.
Eventually she'll run out of ammo and the fight will get a little easier.
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>> Nowhere
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Exit the Examination Room and go down the elevator. Head to the last door
on the right, and through the classroom, to the room where you'll find
the PLIERS and the SCREWDRIVER. Back track to the corridor and enter
the first door on the left. Use the PLIERS to get the KEY OF OPHIEL
from from the faucet sticking out of the floor. Now go through the
fifth door on the right marked "Ophiel." Let's call this new hall the
"Ophiel Hall." The second door on the left contains the constallation
puzzle. The answer is 6-4-8 from left to right. Completing so will
earn you the STONE OF TIME. In the Ophiel Hall, you'll notice the door
with the keypad next to it. The code is "ALERT." Pass through the next
room, into the morgue where you'll find the AMULET OF SOLOMON on the
wall. Go back to the main corridor, on your way you'll talk to Lisa.
This time enter the third door on the right, into the Antique Shop.
Insert the STONE OF TIME into the clock to recieve the KEY OF HAGITH.
Use this key to open the double doors marked "Hagith" which lead to
the elevator room. Go the second floor. In the first hall, go through
the third door on the left which leads to the Jewelry Shop. In here
you can pick up the CREST OF MERCURY and the RING OF CONTRACT. In the
second hall, you'll notice a double doors that you should unlock, but
not go through. This is the "magical" door that leads to the first
floor. You'll use it later on. The door on the right side
(Nurses station) contains a CAMERA. Now backtrack to the elevator and
go to the third floor.
Use the CAMERA on the pictures next to the altar to get the passcodes
for the doors. The right door contains botony book to read, while the
right door contains the BIRDCAGE KEY.
Right Side: o o o
o o
o o
o o
o o o o o
o o o o
Left Side: o o o
o o
o
o o o
o o o
o o o o o o
Now take your new key down to the main corridor, and use it in the first
door on the right, which contained the bird cage. You'll get the KEY OF
PHALEG that you can use on the appropriate door in the main hall. In the
Phaleg Hall, the first door on the right contains a giant refridgerator.
MAKE SURE YOU INSERT THE RING OF CONTRACT BEFORE TAKING THE DAGGER OF
MELCHIOR! There is a monster in the fridge, he must be contained! Then
make off with the dagger. The second room on the right is the Storeroom
where you can find a pack of Jelly Beans. Open them to get the KEY OF
BETHOR. The other door in that room leads to Room 302 where you can now
watch the Videotape without static.
You can now enter the Bethor door (1st on the left) and turn off the
geneator. And finally, the second door on the left is the Graffiti Room
where you'll find the Ankh. Now go back to the second floor using the
"magic door" from the main hall. In the last room on the left, you'll
find a Metal Plate screwed into the wall. Use your screwdriver to reveal
and take the KEY OF ARATRON. Now go back to the Phaleg Hall, and through
the door of Aratron which is the last on the right. Grab the DISK OF
OROBOROS of the table. Head across the hall into the Child's Room.
Now you should have all five items needed to open the door. Insert them
all and save your game. Now head through the door and down the stairs to
meet the final boss. BOSS STRATEGY: Run around until the boss fires
his/her lightening, then fire a fews shots. Repeat until dead. Use the
hunting rifle to attack, and Med Packs or Ampoles to heal.
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Legal
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Silent Hill and all related material are copyright Konami, 1999.
No infraction of such copyight was intended with this walkthrough.
the good ending + in the game Silent hill.
BAD ENDING +
1. You must collect the Water bottle in the kitchen of Alchemmila
Hospital, while it is still normal.
2. Go to the director's office on the first floor
3. Examine the shattered vial on the floor behind the desk.
4. Use the water bottle on the shattered vial.
5. Make your way through the rest of the game up to the resort
area of silent hill.
6. When you get here you must not follow up on anything that you
find from kaufmann in Annie's Bar.
7. Continue on with the game.
8. Fight Cybil in the amusent park normally until she drops her
gun.When she does let her get close to you and grab you,then go
to your inventory and use the bottle on her.
9. You will save her and change the ending.
GOOD ENDING
1. Follow the game up to the resort of silent hill.
2. Go to Annie’s Bar.
3. After you encounter with kaufmann check between the pool
tables. You should find a small notebook.
4. The receipt has the lock combination for the Indian Runner
store on it.
5. Head over to the Indian Runner store and enter 0,4,7,3 as the
combination on the lock at the back of the store.
6. Examine the store and be sure to check the note on the wall
that gives the shopping list and code for the motel.
7. Head over to the motel and enter the code 0,8,8,6 on to the
keypad. This will unlock the door.
8. Grab the magnet off the desk and head to the front office.
9. Unlock the door and head out to the main hotel area.
10. Use the Motel key on room number three.
11. Check the bathroom for a free health and then push over the
dresser. Use the magnet on the hole to get the motorcycle key.
12. Head back into the motel office.
13. Head into the garage.
14. Use the motorcycle key on the motorcycle.
15. Collect the health drink and shotgun shells.
16. Kill Cybil in the amusement park.
17. Finish the game.
GOOD ENDING +
1. While in the hospital collect the bottle of water from the
kitchen.
2. Go to the director’s office and use the water bottle on the
shattered vial on the floor behind the desk.
3. Collect the sample and continue until you get to the resort
area.
4. At the resort area head to Annie’s bar and save kaufmann.
5. Collect the things that kaufmann dropped between the pool
tables and head to the Indian runner.
6. Use the combination on the receipt (0473) to open the lock on
the back door of the store.
7. Check the notes on the back wall behind the counter to find
the access code to the motel.
8. Head over to the motel and type the code from the Indian
runner (0886) into the keypad.
9. Go into the back room and collect the magnet.
10. Go into the front office and unlock the main door.
11. Head to kaufmann’s room (no.3) and push the dresser over to
reveal a hole in the floor.
12. Use the magnet on the hole to get the motorcycle key.
13. Go back into the back room of the motel, go to the garage,
use the key on the motorcycle and meet with kaufmann.
14. Continue on with the game until you get to the amusement park
battle.
15. Shoot Cybil until she drops her gun. Let her get close enough
to grab you.
16. When she grabs you use the water bottle.
17. Finish the game.