Walkthrough Silent Hill PSX PS1
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IntroductionColor legend |
00. Silent Hill Arrival"Cheryl? Is that Cheryl!?" Starting the game for the first time, a cutscene will play of Harry stepping out of his Jeep – bad parking job, by the way. Afterwards, Harry thinks to himself about the town. When you can play, follow the road forward for a bit and Harry will comment, "Footsteps?" Cheryl is seen in a cutscene and she crosses the wide road. In the depths of the fog, follow her down the street, and Harry will notice her in an alley. Continue your pursuit down the long alley, and you'll hear the sound of a gate near the end, which Cheryl goes through. Do the same and move through the left gate at the end of the alley. Upon the terrifying sight, hope that mess isn't Cheryl, and follow the pathway, hearing a siren. Adapt to the twisting camera angle and move around the corner to Harry's right. Follow the strangely disturbing pathway to a gate and go through it. The area is very dark for some reason – move forward a bit and Harry will light a flare. Follow the darkened hallway with your light source around some corners and past a broken wheelchair. Near the end of the path is a bloody stretcher – what the...? Take the right path and follow it over several streaks of blood and around a corner. Feeling apprehensive, embrace yourself and walk the rest of the pathway for a cutscene. Demon Children will appear in the area and Harry has no weapon to fight with. It is inevitable to live through this part since the demons won't allow you to escape – they'd rather you sliced and diced. |
01. Old Silent Hill"What's that? Huh? Radio? What's going on with that radio?" Harry soon awakes in a cutscene inside a Café. This is where you will start in a Next Fear game. Harry is accompanied by a Police Officer, Cybil Bennett from Brahms, the next town over. Cybil hands you her Handgun in the cutscene, and later leaves to call in reinforcements. After the civil conversation, Harry will comment that he should look for something useful before leaving, if you try to exit. Move towards the right section of the Café counter to find a Health Drink, a Flashlight, and a Residential Area Map. After the view change, move to Harry's right to find a notepad, which is a Save Point. At the other end of the counter is a Health Drink and a Kitchen Knife for a weapon. On the nearby table is a radio but Harry is convinced that it's broken. Now you should be ready to leave. Try to head out the front door for a cutscene. After Harry's humorous quote about the radio, an Air Screamer blasts through the glass, knocking Harry to the ground. Enter your inventory and equip the Handgun. Shoot away at the flying demon – it should take only six shots on Normal. Harry now feels that the radio could be useful (and so should you), so examine it to get the Pocket Radio. Now you're finally done here, so exit the Café. Once outside, Harry suggests that he should check the alley from before again, and marks it on his map. For a start, head north on this road, which is called Bachman Road. Just past the Cafe on the east side of the road are two packs of Handgun Bullets on a bench. Checking your map, you'll notice a Convenience Store at the northeast corner of Bachman and Finney. See if the store is of any convenience. Near the entrance of the store, with your Radio emitting static, is an Air Screamer on some bins. Ignore it and enter the store through the open door. Once inside, move towards the camera to find a Health Drink at the end of the top shelf. Move down the middle aisle for 2 Health Drinks on the right and left shelves respectively. On the right counter away from the camera is a Save Point, and a First Aid Kit is on a shelf further back. Exit the store when you're done. If the Air Screamer is out here again, quickly run away from it and head towards the Finney Street alley, moving west. Once in the alley, you may encounter another annoying Air Screamer, and further down the alley, three Groaner Dogs. Run past them and go through the left end gate. Follow the pathway to another Groaner – kill this one as it may cause some trouble in this small area. Continue past it and go through the gate at the end of the path. In this area, grab the 2 packs of Handgun Bullets on the ground in front of Harry. Moving over to Harry's left, you'll find a note from Cheryl's sketchbook, "To school". So she must be at the school... Harry marks Midwich Elementary School on his map. Beside the note lies the Steel Pipe, however, it will only be here on Easy and Normal. Exit this entire alley to Finney Street. If the Groaners follow you to the street, use the Handgun to get rid of them. You want to get to Midwich, but if you go west, past an Air Screamer, you'll find that the road is destroyed. So head south down Levin Street, seeking another way to Midwich. If you stay on the right (west) sidewalk, you'll come up to two Groaners by a Doghouse. Deal with the doggies and then examine the Doghouse – Harry doesn't find anything interesting. Also, note the locked door at the house where the Doghouse is. Continue south on Levin Street, and head west on Matheson Street when you reach it. Well, this road is destroyed too. However, there are notes on the ground. "Doghouse", "Levin st." – apparently Harry didn't look well enough at the Doghouse on Levin Street. All the roads that lead to Midwich seem to be destroyed, so return to the Doghouse. Upon more examination of the Doghouse, a House Key is found hidden inside – take it. Now use the House Key to enter the house right here, through the single brown door up the steps. Once inside, a First Aid Kit is on the stand to Harry's right. Move into the dining room area, past a door that won't open, to find a Save Point, two packs of Handgun Bullets – one on the right table and the other on the left stand. In the kitchen you'll find a Health Drink by the stove. The far door in the area, leading to the backyard, has three locks on it, and it has a map beside it. The map has "Keys for Eclipse" written on it, and has three different symbols for what seem to be the locations of the three keys for eclipse, of course. No, you're not looking for a Mitsubishi Eclipse – you need three keys to open this door. Exit this house through the front door and start your scout. Since Harry copied the locations onto his map, look at them, and then for the arrow on Finney Street. Move north on Levin, and head east all the way to the end of the road on Finney, ignoring any enemies on the way. At the east end of Finney Street is an Air Screamer by a Police Car almost falling off the destroyed road. Kill the Air Screamer and grab the Handgun Bullets on the ground by the Police Car, then examine the open trunk of the car for the Key of "Lion". Okay, now head to the line in the narrow alley connected to Finney Street. Moving south in the alley, find the wide gate on the west side with "Off Limits" marked on it and go through it. Move to Harry's left to find the Key of "Woodman" beside a blood dog head. It looks like some sick person was playing Basketball with this dog's head... Also grab the Health Drink on the garbage bin to the left. Exit this area back to the alley and head towards the circle on Ellroy Street. Head south down the alley and continue south to enter a small alley past Matheson Street. Move past the Air Screamer and grab the Handgun Bullets x2 at the end of the alley on the right ground. Exit the alley and head east on Matheson Street, then head south to the end of Ellroy Street. Stay the furthest to the west as you can go to find a fallen tree allowing you to access the grassy area ahead. Examine the bloody mailbox to get the Key of "Scarecrow". What is this, the Wizard of Oz? Also grab the Health Drink at the top of the steps of the house just here. Now that you have the three Keys for Eclipse, return to the house on Levin Street with the Doghouse – use Matheson Street for a quick passage. Inside the house, examine the Eclipse door and Harry will use the Key of "Lion", Key of "Woodman", and the Key of "Scarecrow" to unlock the door. Now go through the door. A cutscene plays and the area is suddenly getting darker again. Hmm... So that was the "Eclipse"... Harry turns on his Flashlight for a light source in this darkness. After the cutscene, grab the 2 Health Drinks on the white lawn table. Find the backyard wooden exit gate to the west and go through it. If you follow this alley to the north and go to the northwest end of Midwich Street, you can find Handgun Bullets and a Health Drink among some rubble. From the alley by the backyard, head south down the alley, across Bloch Street, and continue south in the alley there. Staying on the east side, you can find a Health Drink by the second set of garbage bins (not including the one garbage bin near the beginning of the alley). Further south, you can find Handgun Bullets on the west side by some garbage bins. An Air Screamer may fly towards you around now, and two Groaner Dogs are at the south end of the alley. Midwich isn't very far away now and you can get there by moving west on Bloch Street and then south on Midwich Street. You may find two Groaners and an Air Screamer near the Bloch/Midwich intersection – run past them and stay on the west sidewalk. Very soon you should come up to the school, hearing radio static by the entrance, but there are some helpful items further south that you should get. Just south of Midwich Elementary, two Groaners appear to be patrolling a school bus. Kill them if you wish, and enter the school bus through the open door on the right side. Inside, near the entrance are 2 Health Drinks on a seat. Further back you can find a Save Point on one of the second furthest back seats. Exit the school bus and return to the relative school area just north of here. Find the entrance pathway by the "Midwich Elementary School" engraving and move down it to find two Groaners guarding the entrance doors. You can easily run past them and enter Midwich Elementary through one of the two entrance doors. |
02. Midwich Elementary SchoolNote: The map for this area has north facing to the right. So when I say north, I mean right on the map. When I say east, I mean down on the map. Once inside this already freakish school, move forward to find the School Map on the left display cases. Afterwards, move through the red double doors to enter the Reception hall. Find the Reception to the left (south) and enter it through the doorway to find three books with blood written on them...
Looks like a puzzle of some sort. At the beginning of each memo is a time. This refers to the time on the Clock Tower in the courtyard of the school. If you go through the east courtyard doors, you'll find two frightening Demon Children, and most importantly the Clock Tower in the northwest. You may notice the two slots at the left and right of the tower respectively. You must have to get two items to put in there. If you examine the front of the tower up the steps, Harry will notice that the clock hands are stopped at 10:00. The "Alchemy laboratory" bloody memo has 10:00 written at the top of it. So what you need to do is find the "Alchemy laboratory" for the gold, which must be the "Golden Sun". But before you do so, head back through the east double doors (at the bottom of this area), and enter the Infirmary. Inside, on the blue table is a First Aid Kit. Also check the shelf beside it for a Health Drink. Lastly, on the desk in the room is a Save Point. This is the only save point in the school, so remember to come here when you want to save. Exit the room when you're done. Checking your map, you'll notice that there's a Chemistry Lab on 2F – that's where you want to go. If you check both the connecting hall double doors in this corridor, you'll find that they're locked. So enter the courtyard again and use the west double doors to get to the west corridor (which is the top corridor on your map, not the left; always refer to the compass at the left of the map). In the west corridor, you'll be ambushed by three Demon Children! You'll probably lose some health here, but try not to worry too much about it. Try to sneak between two of them and lure them to a corner, killing them with the Handgun subsequently. Once you've cleared the corridor, enter the room between the Storage and the Hall on your map. Inside, you'll find an apparition, which is named "Larval Stalker". By no means will it attack you, and you can see its trouble of staying on its feet. Soon it will disappear. Anyway, there is a pack of Handgun Bullets on the turquoise bench in the northeast. Exit the room back through the red double doors when you're done, since the other doors won't open. Back in this corridor, there will be another Demon Child, even if you killed them all before. You'll be able to hear loud radio static in this area as well – there is a Demon Child by the right stairs, and another two to the left. The only open rooms in this corridor are the Boys' and Girls' washrooms, however, nothing is in the Girls', and all you'll find in the Boys' is a Demon Child. Head up the stairs in the southwest (top left of your map) to 2F. If you move up the stairs here again, you'll only find a locked door to the rooftop. Anyway, a lone Demon Child vacates this hallway, which is not much of a threat. Entering the upper Classroom on your map, you'll encounter two eerie Demon Children. A Health Drink lies on the desk to the left of the chalkboard. Continuing on to the next classroom through the east door, all you'll find is an empty classroom, so exit to the hallway. You can find Handgun Bullets in the Girls' washroom, accompanied by two Demon Children. Kill them and move past their corpses for something startling. The Boy's washroom is unlocked but nothing interesting is inside. You can access the Music Room corridor, however, you'll go there later anyway. Enter the west corridor through the double doors at the top of this corridor on your map. Just ahead of you by the right heater will be a Demon Child, and another two should come from further back. First, enter the Lab Equipment Room to look for the "sage's water" from the memo on 1F. You can find a purple Chemical bottle on one of the sidewall shelves in this room – that must be it. Exit the room and enter the Chemistry Lab before the newly appearing Demon Child gets to you. Find the old man's hand statue on the middle lab counter and use the Chemical to vaporize it, revealing the Gold Medallion. Take it and exit back to the hallway. Move north down the corridor to find the locked Library Reserve. Move through the double doors there to the north corridor. Enter the Library for a First Aid Kit on the desk near the door. In the back of the room between the bookshelves, the Larval Stalker is back, accompanied by two friends. You can enter the Library Reserve through the other door in the room, only to find a Demon Child – exit to the hall, unlocking the Library Reserve door if you exit from there. The upper classroom (in the north) on your map has nothing inside, however, the lower one contains Handgun Bullets on a table near the window. You'll have to fight or avoid the two Demon Children in the room to get it. Exiting that classroom, you may encounter two more Demon Children, along with the possibility of a Larval Stalker apparition afterwards. If you choose to enter the east corridor (bottom on your map), you'll find two Demon Children roaming around. Enter the Locker Room and find where the noise is coming from. Examine the locker for a surprise. After the kitty leaves, you'll hear a rather gruesome noise... Exit the room to find another Demon Child. If you enter the Music Room, you'll find a closed-up piano and a memo on the chalkboard, which is irrelevant at the moment. Head back down to 1F, but take the northeast staircase (bottom right of your map), past the Demon Child if it's there. On 1F, there will be a Child Demon near the staircase, and another one further down the hall. Enter the upper Classroom on your map for Handgun Bullets on the back table, as well as noticing another clumsy Larval Stalker in the room. Exit the room and head east back down the hall. Use the double doors near the stairs to get back to the Reception hallway, unlocking them first. From this corridor, exit to the courtyard and go up to the Clock Tower. Insert the Gold Medallion into the Golden Sun slot on the left, and you'll hear the clock hands move. Examine the front of the tower up the steps for Harry to notice the clock hands at 12:00. 12:00 is at the beginning of one of the other memos in the Reception – "A place with songs and sound" – now where would that be? Obviously the Music Room – head up the northeast stairs (bottom right of your map) through the north double doors, if you unlocked them; if not, use the other stairs. Enter the Music Room corridor and enter the Music Room itself. The piano cover is now open – who could've done it? There are some bloody keys, which involve a puzzle that relates to the memo on the chalkboard in the room. Piano PuzzleChecking the chalkboard in the room, there's a riddle which explains this puzzle and reads as follows:
Examining the piano and pressing the different keys, you'll find that some of them make sound as usual, and others are broken and make a wooden sound. The idea of this puzzle is to coordinate between the riddle on the chalkboard and the keys on the piano. There are five birds mentioned in the riddle, and your first idea would probably be to press the keys that work in a certain order, but that won't work and there are too many working keys. Checking the keys more carefully, both black and white ones, you'll find that five of them don't work – there are five birds – that's it. You must determine the order in which to press the five broken keys on the piano relating to the riddle. Let's start things at the beginning. "First flew the greedy Pelican, Eager for the reward, White wings flailing." Okay, so a greedy Pelican flies in, eager for the reward, with its white wings flailing. From this stanza alone, it's impossible to decipher the position of the Pelican, but the next stanza explains, "Then came a silent Dove, Flying beyond the Pelican, As far as he could." This is not fully clear but it seems to point out that the Dove is as far away as possible from the Pelican, meaning one's at the beginning, one's at the end. Beginning to end is normally left to right – how a book is read, for example – so the idea here is that the Dove is at the right end, flying as far as he could, and the Pelican is at the left end. However, if you check the keys you'll find that both the first and last keys that are broken are black keys, and both these birds are white – "white wings flailing" is mentioned of the Pelican, and Doves are naturally white. So instead of these birds being on the close and far end black keys they belong on the first and last white keys, respectively, that are broken. Moving on, read the next line, "A Raven flies in, Flying higher than the Dove, Just to show that he can." So the Raven flies higher than the Dove, which is at the farthest right white key. First of all, the earlier part of the puzzle was mentioned moreso left to right, instead of high and low, but this is quite obvious. Since we're dealing with music here, "higher" would higher pitched, meaning more to the right on the piano. There's only one broken key past the Dove, which is the black key just right of it, and it hasn't been taken. Furthermore, already looking at the fact that the Raven flew higher than the Dove, Raven's are naturally black – the last broken key on the right is black. Makes perfect sense. The next stanza reads, "A Swan glides in, To find a peaceful spot, Next to another bird." A Swan comes in the picture, which is a white bird, and finds a peaceful spot next to another bird. With only two keys left now, one is black and one is white – and we've already determined that Swans are white – but the explanation will continue. Since Swans are white, the Swan can't sit next to the Pelican, which is at the far left, since it has a black key beside it and no broken white keys near it. However, on the other side, there is a broken key just to the left of the Dove, and this key is the second last broken key on the right. This is where the Swan sets down, since the key is also white. "Finally out comes a Crow, Coming quickly to a stop, Yawning and then napping." First of all, there's only one key left, but this stanza is ridiculously easy to understand all by itself. Crows are naturally black, and there's only one black key left, which is at the left end. Furthermore, the stanza mentions that the Crow quickly comes to a stop, yawns and naps, which is clear that he doesn't go far at all and instead stops at the first place available. So the Crow rests at the first black key on the left. Now the puzzle has been solved. Now that the solution to the puzzle has been found, work it with the keys on the piano. The above descriptions already tell you the order, but the image below is a lot easier to follow: So in other words, press the second white key from the left, press the second white key from the right, press the first black key from the right, press the third white key from the right, and press the first black key on the left. After pressing the five broken keys in the correct order, a medallion will fall down to the floor from the wall in the room. Grab the Silver Medallion after it falls and exit all the way back to the Reception hallway on 1F. Unfortunately, there will be two eager Demon Children in this corridor. Kill them and head to the Clock Tower in the courtyard. Insert the Silver Medallion into the Silver Moon slot on the right, and you'll hear the clock hands move once again. Examine the tower up the steps and Harry will notice that the time has changed to 5:00. The last blood-written memo has 5:00 at the top of it – "Darkness that brings the choking heat" – where would that be? Heat, eh? Must be the Boiler Room in the basement. Reenter the east corridor through the double doors to discover another Child Demon. Ignore it and head through the double doors to the north, subsequently going down the stairs there to BF. Enter the Boiler Room through the right door. Find the illuminated red light on the right boiler, then examine it and press the switch to turn it on. Enjoy the creepy sound and return to the Reception hallway on 1F. Another Child Demon here – will it never end!? Ignore it and find the Clock Tower once again in the courtyard. Examine the small door up the steps and Harry will enter the Clock Tower. Once, inside, move down the ladder just ahead of Harry. A familiar siren is heard... Follow the pathway and go up the ladder down the steps ahead. Once up the ladder, go through the small door in front of you. |
04. Old Silent Hill Part 2Once outside in the foggy town, stroll down the path to the road. You may remember a school bus at the side of the road to the south from before, which had 2 Health Drinks inside, but if you go inside it you'll find 2 Health Drinks this time as well, and there's also the same save point as earlier. Moving on now, you want find where the bell sound was coming from when you were inside the school, and Harry has the Balkan Church on Bloch Street marked on his map, but if you remember from earlier, you couldn't get there from the north, so try the south. If you take Bradbury Street and head all the way east you'll find that the road is demolished. However, there is an alleyway before that point, so head north up that. North up the alley, hearing radio static, there will be a Groaner waiting for you near the end. Kill it, and take a look where it was standing. There's a wooden gate door down a short path there, leading to someone's backyard. Go through the gate into the yard, and try to go through the door to inside the house – Harry will use the K. Gordon Key – go inside. Just inside on the counter is a pack of Handgun Bullets. In the kitchen to the right is another pack of Handgun Bullets, and there's a Save Point on the table in the dining room. Move down the hallway, past the door that won't open, and head through the front door to outside. Now you see you're outside once again, but the whole point of that was to get to the other side of the demolished road on Bradbury Street. Anyway, if you're curious and check out the north of this road, you'll find that it's destroyed, however, there is a Health Drink up the steps at the last house on the east side of the road. Now running south to Bradbury, continue east when you get to it. You may hear some radio static but there won't be anything to worry about if you stick to the north side of the road. On a bench farther east lies a Health Drink, and just past that is an alleyway that you'll have to take, since the road ahead to the east is destroyed. North in the alleyway at opposite ends you'll find two Air Screamers (one on each side), and some Handgun Bullets on the ground around halfway through the alley. On the north side, past a Groaner to the west, is a Chainsaw store, and there's a Chainsaw in the smashed window. First of all, you can't pick it up just yet since you have no gas to power it, but remember it for now. Continue east en route to the church, and when you reach it on your map, move up the steps and go through the doors. Inside, you'll meet a crazy old woman in a cutscene. She presents you with a pyramid and suddenly leaves. Move up to the altar and pick up the "Flauros" and the Drawbridge Key on it. There's also a Health Drink on a stand near the altar, and a Save Point at the back of the room. The door the woman went through won't open, so exit the church through the main doors back to outside. The woman inside the church told you to make haste to the hospital, which isn't on your map – there is a bridge crossing east, and you do have a key for a drawbridge, so that's your destination. However, just past the church is a gas station that you should check out. Avoid the Groaner outside and head through the open door by the single "SUPER TUESDAY" sign on the wall to the west of the pumps. Inside you'll find a Gasoline Tank on the shelf, Handgun Bullets on the ground, and yet another Save Point on a table – but seriously, you just met a save point one minute ago, so it's really not necessary. Anyway, the gas tank is not a key item, but if you remember the Chainsaw from before, you can now go pick that up. However, there is another gas- powered weapon shortly ahead that may make you think twice about which to choose – since you can only power one of these two weapons with the gas tank (in a replay game you can get them both). Before moving on to the bridge, you may want to head around to the back of the gas station, where you'll find Handgun Bullets and Shotgun Shells by the truck there. Anyway, continue east to the drawbridge. Once you reach the bridge, down the chipped off steps on the south side of the bridge is a First Aid Kit and Shotgun Shells (the Shotgun Shells are a bit hard to notice), but there are two annoying Air Screamers in the area. Kill them if you can, and run down the bridge on the south side to the small control booth and enter the bottom of it through the door by the barrels. Inside this dark room (make sure your Flashlight is on) you'll find the Rock Drill on the small yellow boxes, which is the other gas- powered weapon. All in all, both the Chainsaw and Rock Drill are great, but I'd personally give my vote to the Rock Drill. Make your own decision with these two weapons and take one. Leave the bottom room of the control tower, and if you move around it to the east you'll see that the bridge is up. No worries, though, since you have a key for that. Move up the steps on the control tower and enter the top room. Inside, you'll find the Shopping District Map on the chair and another Save point on the desk. Deeper into the room is a Health Drink on a small box and a keyhole in the control panel. Use the Drawbridge Key and lower the bridge. Exit the tower and cross the now lowered bridge to Central Silent Hill. |
05. Central Silent HillAcross to the other side of the bridge by the booth on the northside (the pink box on your map) is a Health Drink, and on the southside steps is a pack of Handgun Bullets. Continue east to what turns into Sagan Street to be welcomed by two Air Screamers, trying to smack you in the face – not a very pleasant welcoming I might add. Checking your map, there is a Police Station just ahead on this street, so be sure to check that out. On the way you'll encounter two new enemies, called Apemen, that will jump on you and drain your health – once again, not a pleasant welcoming to this side of the town. Inside the Police Station, you'll find Shotgun Shells on a bench and two packs of Handgun Bullets on the very tall reception counter. Inside the room to the west are more Handgun Bullets and a Save Point on a desk, and more Shotgun Shells on another desk. There is also an interesting memo on the desk with the shells, and on the chalkboard as well. Once done here, leave the room and exit back to outside. Returning outside to the wilderness of the Apemen, check your map for a hospital, remembering what the old woman from the church said – Alchemilla Hospital in the south, on Koontz Street. That's your current destination. Head back west on Sagan and take the south route on Crichton Street. Ignore any enemies on the way and enter the small courtyard of Alchemilla through the two large gates on the south side of Koontz Street. Inside the yard are two Groaners waiting for you – ignore them and quickly enter the hospital through the double doors to Harry's right. |
06. Alchemilla HospitalInside this already frightening hospital you'll find a Save Point on the Reception desk. Take note of the map on the wall inside the Reception area as well (you can't get to it right now). Head around the Reception to the hallway to hear a gunshot... Follow the hallway and go through the first door on the left for a cutscene. Harry meets Dr. Michael Kaufmann who at first doesn't welcome Harry too nicely. The man doesn't talk for long and leaves the room after a while. Once you're left alone in the room, the door behind you leads back to the hallway, so go through the door to the right (Harry's left). Pass through the other door in this empty room to get the First Aid Kit on a box and the Hospital Map within the Reception. Now with a map, head back to the Examination Room and go through the east door, to the Medicine Room. All in here is a newspaper with something clipped out, so exit to the east hallway through the other door in the room. Enter the Doctor's Office to find the Hospital Basement Map on the table by the wall, and through the other door in here to the Conference Room is the Basement Key on the conference table. Leave both rooms and enter the Kitchen from the hallway. Inside, move straight ahead for the camera angle to change, seemingly focussing on some bottle in the foreground. Examine the bottles to take a Plastic Bottle from the bunch. Also in the room is a Health Drink, on the island. Exit back to the hallway when done in here. Continuing along, enter the Director's Office to come across a very messy room, with books strewn all over the floor and cupboard doors carelessly opened. Head around the desk at the back of the room to find red liquid splashed all over the floor from a shattered glass vial. Examine it for a closer view. Hmm... You just picked up a bottle in the Kitchen, so use the Plastic Bottle to pick up the liquid, to get the Unknown Bottle in your inventory. Just to let you know, you don't have to do this – you don't even need to get the bottle in the first place, however, doing this will give you an advantage late in the game and will also help you get one of the better endings in the game. Leave the room. The elevator won't work up here so you're only left to go down to the basement. Use the Basement Key to access the stairway, and go through the door down the stairs to the basement of the hospital. Don't worry about the radio static down in this dark basement, there are only Roaches down here – three of them. Once they're done with, enter the only unlocked room down here, which is the Generator Room. Inside you'll find the generator of the hospital, which isn't making any noise, not to mention the elevators not working. Examine the panel on the generator to find a note stating what the generator powers, elevators being one of the few things, and turn it on. Leave the room after doing so. Now with the generator on you can access the elevator. You can head back up to 1F and enter the elevator from there, but that's really not necessary since you can enter the elevator from here. Once inside, examine the panel and move up to 2F. Trying to open the double doors to access the main hallway up here, they won't open. Reenter the elevator to try the same up on 3F. Up on the third floor, these doors won't open either... Thinking what to do, reenter the elevator. Examine the panel for an absolutely shocking sight – a fourth floor! Take a moment to take this in, and then press the "4" when you're ready. |
08. Central Silent Hill Part 2"Darkness devouring the town? Must be on drugs." Once back on the streets, your next destination is an Antique Shop, which you don't know the location for. If you use the Look option for the key in your inventory, you'll see the tag says "Green Lion" on it. Taking a look at your map, you'll notice a shop in the northeast named "Antique Green Lion", so that's your current destination. Start off by heading east down Koontz Street until you reach Simmons Street. If you check to the south at that three-way intersection, you'll find Handgun Bullets and a Health Drink in an alleyway, however, two Air Screamers may follow you in there. At the northwest side of the intersection is a Health Drink on one of the tables, guarded by two Rompers nearby. Take a left a Simmons, heading north all the way to the Antique Shop at the north end of the road. By the way, if you're wondering just what the hell that sound is that your hearing everywhere, somewhat like a siren, that's just the music, so don't worry about it. Try to ignore any enemies on the way to your shop, especially the three Air Screamers near the Antique Shop in the north. Once you reach the shop in the north you can see that it looks exactly like the Antique Shop from Harry's vision in the hospital earlier, except the town around it isn't bloody as hell – this is definitely the right place. The front door is wide open, so walk through the doorway and down the steps to meet the actual door of the shop. Use the Antique Shop Key to get inside. Once you set inside the shop, there will be a Save Point right in the foreground that you can use. Turn on your Flashlight to brighten up the room and look around deeper in the room. There is a cabinet with trace marks on the ground by it, so push it aside to reveal a hole in the wall. Before Harry can check it out, someone enters the room behind him – it's Cybil! After informing each other, Harry decides to check out what's through the whole, leaving Cybil to cover him from the main room. After the cutscene, head down the narrow path and go through the hole at the other end. Through the hole, Harry finds a strange room with an altar – is this the "other church"? Looking around the room, grab the Axe sticking out of the framing on the wall. There's nothing else to do here, so try to go back through the hole and Harry will have another headache. |
10. Sewers (Connecting to Resort Area)Once down in the Sewers, things aren't feeling so safe. Move right around the corner and follow the path all the way to the near end to hear clicking sounds. New enemies will come in your wake, called Hanged Scratchers – one will come from each side ahead while two Roaches sneak up behind you, essentially forming a three-pronged attack on you. Try to get out of the mess first and then pick them off individually. Equip the Shotgun from now on to deal with future Scratchers. Take a left around the corner and follow the path, killing any Scratchers on the way. What you're probably noticing now is that the Scratchers take quite a while to fall down and they do so quite silently. All it takes is two to three Shotgun shots (on Normal) to kill them, but they won't fall for a few seconds. Once you reach another path intersection down here, take the left route to find some worthy items. At the end, the path diverts into two narrow routes. The right route contains a Health Drink, Handgun Bullets, and Shotgun Shells at the end, and the left route has Rifle Shells. After getting all the items, head back all the way east and continue past the intersection there to move on. There will be some objects blocking portions of the path in some areas this way, but there's always a way to get through. Once you reach the end of this path and meet a fence, go through the fence door on the left side path, since the one on the right is locked. Follow the path around the water, and on the far side past the generator, and over the steps ahead. Continue along the path aroung the corner to finally reach some important items. On the desk you'll find the Sewer Map (Connecting to Resort Area) and a Save Point, and if you check the open key box on the wall you'll get the Sewer Key. Now that you have the exit key, head through the gate door to the right, and through the next one, after unlocking it. Head all the way back west to the intersection, running past any Scratchers – some may drop down from the roof – and then head south all the way to the end, passing the west opening (where you initially entered the Sewers). By the fence in the south, use the Sewer Key to go through the door and continue ahead over the narrow blue grating. Just up ahead, you should see three Roaches that may take separate paths towards you. Kill these pests before moving on. After the Roaches, the path diverts once again into two. The left path has a First Aid Kit at the end and is blocked off, but the right path leads to a ladder – go up it. Now on a blue grating ledge, pick up the First Aid Kit to Harry's left, and follow the grating on the actual floor ahead. If you hold L2 you should notice several Hanged Scratchers hanging on the roof just up ahead, which is not great news. Get the drop on them now by using the Shotgun. This may trigger the others to come towards you, but they won't move so quickly. After dealing with the three Scratchers, continue following the Sewer path to find another Scratcher on the roof just ahead. Both west and south paths here are blocked off, so take the east route. You'll encounter several Roaches on the way, which shouldn't be a big problem, and at the east end wall you'll find a Health Drink and Handgun Bullets. Follow the path to the south past a Scratcher to the south pathway on your map. The gate door to the east is locked, so you'll need to find a key for that. Start heading west down the pathway, moving through the first gate door along the fence when you reach it. Continue east, navigating over the blue grating paths, eliminating any Roaches on the way, and go through the next gate door. Farther west, take the left route when the path diverts into two and head through the gate. Head to the west end of the pathway to find a section of bloody water with an item of interest, although the wide camera angle and music doesn't seem to be good news. In the water is the Sewer Exit Key – grab it, and once you do that, three Scratchers will appear in the area from the roof and from the water to corner Harry. However, they do not truly block Harry at all side, and you can slip away through the back right hole between them. Turn around and go through that missing link, and whatever you do, do not take the left path (Harry's left), which is a dead end, or the result will very likely be your death, since the three Scratcher will truly trap you in there. So take the path to Harry's right, which contains another Scratcher – have the Shotgun ready and quickly blast it and run past before the others get to you. Go through the gate just behind the creature. On the other side of the gate, you may notice the Scratchers trying to get through the fence, but they won't be able to. Head back to the east, now that you have the key. Don't waste time with Roaches and just keep running – the sudden bang sound shouldn't convince you to stop and fight, anyway. Once through the gates and now back in the east, you'll encounter three more annoying Scratcher's by the exit gate. You don't necessarily have to fight them, though, and you can run in between the first two and quickly use the Sewer Exit Key to get through the gate right beside the third Scratcher – run at the door while pushing the creature and constantly pressing X to use the key and go through the door. Now on the safe side, use the Save Point on the barrel ahead if necessary, and climb up the ladder beside it. |
11. Silent Hill Resort AreaAh, freedom... fresh air. But are we there yet? Check the area around you to see if you can find any items or a map. Run forward and investigate the destroyed building around the corner, to find Rifle Shells and Handgun Bullets inside to the left, and a First Aid Kit inside to the right. Exit the wreckage and head forward to the road. The road is demolished one way, so head the other way and check the Information sign for the Resort Area Map. Checking your new map, you're currently on Bachman Road. An Air Screamer may come to greet you soon or may have already. Head south, deeper into this resort side of town. First of all, there are quite a few places you can go in this resort area, but you can immediately run to the Lighthouse area on your map if you really feel like doing so. However, you will miss a lot of information if you do this and you will receive one of the two bad endings in the game, so it's recommended that you check the town thoroughly. Looking for places of interest on your map, Annie's Bar stands out pretty nicely, so go check that out. The entrance is at the south of the building on your map, and you'll find two Rompers out there. Unless you plan to pick them off one by one, don't bother with them and quickly enter Annie's Bar through the front door. Inside the bar, Harry will encounter Kaufmann struggling with a monster ontop of him and will save him. They'll chat for a bit, but the typical Kaufmann doesn't talk too much and leaves rather quickly. Searching the room for items, you'll find two Health Drink on the bar by the entrance, which blend in quite well. There's also a Save Point on the bar. Deeper into the room by the pool tables, you'll find the Kaufmann Key and the Receipt where Kaufmann was struggling earlier, which evidently he dropped. The key looks to be a motel key, and there is a motel in the general area, and the receipt has a code written on it. If you use the Look command to take a closer look at the receipt, you'll see that it says "Indian Runner" at the top of it, which is a name of a store to the east. Exit the bar and head over to Indian Runner. You may encounter some Groaner Dogs on the way, but they're easy to take care of. Near the entrance to Indian Runner you'll notice two Rompers. You can either kill them individually to be safe, or you can run right up to the double doors and enter the place, after using the code. Both ways work out quite well actually, and it's not very difficult to avoid the Rompers if you just run like hell to the doors. When you reach the doors, examine them to find a padlock with a 4-digit code. On the receipt that matches this store, it says "0473", and that is the code to unlock the door. Enter the building after entering the code. Inside the quiet general store, you can find Rifle Shells and a Health Drink on the front counter. There's also an interesting diary on the counter and a picture on the wall behind it with a man, presumably Norman Young, in front of a motel. The shopping list on the wall to the left of the picture contains a code, 0886, to the back entrance of what seems to be the motel. The motel is your next destination, since you already have a key for it as well, but you're not done at Indian Runner just yet. Near the cash register on the far counterside is a safe door, which is locked. There is a cabinet back the other way, which you can open the drawer if you examine it. The Safe Key is found inside the drawer – I wonder what that's for. Move up to the safe door and use the Safe Key to open it. Drugs are found inside... Interesting – you don't ever need to open up this safe and it doesn't help you game-wise if you do, but it helps you understand a bit of what was going on in Silent Hill – Cybil mentioned drug trafficking earlier. You now have a code for the motel and motel key, so leave the store and head south to the motel. You may encounter an Air Screamer and a Romper near the back entrance of the hotel, which you should probably kill to make this easier for you – especially the Romper. On the west side of the road you'll meet the back entrance of the motel, where you'll find a door locked by an electronic keypad. Examine the keypad, and remembering the code from the shopping list at Indian Runner, enter 0886 and press Enter to unlock the door. Then enter the motel through the unlocked door. Just inside the door you can find a Magnet on the couch (this item may be on the desk in the room instead, sometimes). Also on the coffee table is an interesting newspaper article explaining more on the narcotics issue in Silent Hill, partially on top of an even more interesting magazine. Unfortunately, you won't be able to "read the articles" of the magazine. Through the door by the couch you'll find a motorcycle in a garage area, as well as Shotgun Shells on the ledge by the wall and a Health Drink on the stair stool near beside it. Return to the living room of the motel. Further in the room on the desk you can find another diary involving the mystery man. Through the open doorway to the left you'll find a Save Point. There's nothing else in here so leave the motel office through the door around the counter in this Reception room to outside. Now in the hotel compound, remember that you still have a key, which is for Room 3 if you look at the key in your inventory. Head forward to cross to the other side of the lot and find Room 3 to the right, entering it using the Kaufmann Key. Right near the door is a suspicious cabinet – every cabinet in this game is suspicious so why would you not think this one was? Push the cabinet from the right side and check the ground to spot what looks like a key, glinting in the narrow hole. Harry can't get the key like this because the opening is too small. You just got a magnet earlier, which, if you check from your inventory, has a string attached to it – that should be plenty. Use the Magnet from your inventory to click onto the metal object in the hole, and you'll get the Motorcycle Key. Motorcycle, huh? There's a motorcycle in the hotel office, but what exactly could this key be for? Leave the motel room and reenter the hotel office across the lot. Move into the main room through the open doorway and go through the door by the couch to enter the garage again. If you check the motorcycle, Harry will just comment that it's an old motorcycle, but then he'll notice dust wiped away only around the gas tank – use the Motorcycle Key to open the gas tank. Harry finds a small glass vial inside the tank, very similar to the smashed vial in the hospital. Just then a very pissed Kaufmann enters the room and really gives you a threat. With that attitude, maybe you shouldn't have saved him, the bastard. Whatever is in that vial must be very important, because Kaufmann almost swallowed up himself giving you that speech. Anyway, Kaufmann snatches the vial from Harry's hands while he's lecturing him and leaves, rendering pretty much all you did pointless. However, you have clinched one of the better endings of the game, so don't feel upset about that. You're all done here, so leave the garage exit to outside. Now that that ordeal is all done, your next destination is across the bridge, since there's nothing else to do on this side of the bridge. Before the bridge you may encounter a Romper and a Groaner, but it's quite easy not to go near them and just run past. Head over the Sandford Street bridge, hearing static in the distant darkness. |
12. Nightmare Silent Hill Resort AreaOnce again, the world around Harry turns into a nightmare world, although he thinks it feels different this time. Nonetheless, you should already be familiar with this nightmare state by now, and this grating replacing the roads is nothing new. Remembering last time the streets were like this, prepare for another onslaught of enemies. On the other side of the bridge, stay at the north side of the road to find Shotgun Shells and a Health Drink around the barrels when you reach them. There is also a Night Flutter (nightmare version of Air Screamer) and a Romper in the general area, which you should probably take care of while they're on their own. Continue west past both east and west garages, almost always hearing static in the distance. Take a left after the west garage and head south down the pier, past the first Night Flutter on the way. Past that the pier narrows to the right side only, and you'll meet two angry Wormhead Dogs near a stairway on the left. Don't bother to fight them and quickly run down the steps. Move over the set wooden bridge, stepping onto the boat, and enter it through the double doors at the stern. Inside, move ahead and go through the door up the steps to the cabin. Inside the boat you'll meet Cybil, and Harry will have a conversation with her in a cutscene. Dahlia interrupts the conversation with her typical crazy talk. She tells you to go to the Lighthouse on the lake, and the center of the Amusement Park. Cybil will check out the Amusement Park for you, and Harry will have to head to the Lighthouse. Dahlia also mentions you must use the Flauros, and then she leaves. Afterwards, you can find Handgun Bullets, Rifle Shells, a Health Drink, and a Save Point around the cabin. Leave the boat through the double doors to a different side. Now at the west side of the boat, go over the small wooden bridge to the pier and move up the steps ahead. There's a Romper up here and a Night Flutter patrolling the sky. Continuing south, head down the next set of stairs on the right side and cross over the longer wooden bridge. Follow the path through these red railings on this dock and head over the next wooden bridge to the pier again, and continue past the fence to the right to meet two Rompers. Just past that along the water at the right, follow the pier to the next stairs, and if you continue past that you can find a First Aid Kit guarded by two Night Flutters at the south end of that area. Head back from the dead-end and go up the stairs to the higher ground. Take the first left and head down the stairs, now going east directly towards the lighthouse. Follow the path to and up the next set of stairs to encounter three Wormheads. Finally, continue east and enter the Lighthouse through the door up the steps. Once inside, note the Save Point and head up the winding stairs with the wicked camera angle to the Lighthouse roof. Once up here, Harry realizes he's too late. You're free to fool around up here, though, and you can lose your character in the darkness in the area. Anyway, head back down the stairs in the lighthouse and exit back to outside. Starting your path through the labyrinth again, just step a few meters ahead and Harry will then be inside the boat, to save you a lot of time. Cybil is not back yet, so you better get to the Amusement Park. Go through the single door in the cabin and exit through the double doors at the stern. Move over the small wooden bridge back onto the pier and move up the stairs. Make minced meat out of the two Wormheads up the stairs, and head north to Sandford Street. Check your may and head for the red arrow at the west of your map, which you'll find is another Sewer opening. Once you reach the fenced off area, go through the partially opened gate and go down the ladder in the open manhole to the Sewers (connecting to the Amusment Park). |
13. Sewers (Connecting to Amusement Park)After entering the Sewers, a cutscene will play of Cybil, who doesn't have good fortunes. Back to Harry, grab the Sewer Map (Connecting to Amusement Park) on the wall and head off to the east. Shortly, you may notice three Hanged Scratchers on the roof, which you should take advantage of and shoot from a distance. Continue past them after disposal to reach a tunnel to the right. If you continue straight, however, you'll meet a dead-end with two more Scratchers on the roof, so that's obviously not necessary. Follow the tunnel to the west to encounter a Mumbler – that's one hell of a creepy sight, isn't it? It is quite strong and requires quite a lot of ammo kill. Moving on, you can find a Health Drink at the west end path, where the tunnel intersects with another route. To the south you can find a Health Drink and Handgun Bullets. Follow the north route to encounter two more Scratchers and Mumblers, unless you feel you can run past them – you might not feel too comfortable with all those enemies chasing you, though, so killing them isn't a bad idea. When you meet the west tunnel, take it to encounter another Mumbler not too far down. Past that, you'll hear a bang, followed by the clicking sounds of Scratchers walking behind you – don't stop, as if that sound wasn't enough to scare the hell of out you, and continue running for your life, navigating around the holes on the ground. You'll eventually reach a junction where the ground is completely gone, however, you can slip past by moving around the extremely narrow grating on either side – don't get get caught up here or those Scratchers are very likely to catch you. Continue past the missing ground area into an amusement park type area, and follow it to a ladder at the end and quickly go up it. If you get caught up at either side of the ladder and can't climb up it from your angle, the Scratchers are very likely to corner you and eat you up – so it is vital to approach this ladder at the right angle so you can safely climb up it right away. |












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