Part 1: Prologue:
ENEMIES: None (well, mumblers, but there's really nothing
you can do about them when you see them)
First, watch the mega-spiffy opening cinema. After this, it
should take you to the load screen. Go ahead and start a new game (TIP: It's
usually a good idea to start with easy mode if you're new to Silent Hill). At
the beginning, Harry wakes up in his wrecked Jeep, and Cheryl has gone missing.
Walk forwards a little ways and an in-game cinema will begin. After it ends,
follow Cheryl into the alleyway. It begins to get dark. Hmmmm....mysterious.
Continue on until you see a body hanging on the fence. (When they say there're
violent and disturbing images in this game, they ain't kidding.)
After a very brief cutscene where Harry questions just what
the hell is going on, turn around and try to leave. There's now a fence
blocking your only exit, and demon children are closing in fast! Don't worry
about it, just let them kill you.
After this, you will wake up in a cafe. (It's interesting to
note that, in a Next Fear game, you will start in the cafe rather than in the
alley). You will meet a young police officer named Cybil Bennet. She will ask
Harry some questions about what's going on with the town, about which he is
equally clueless. Then she will give you your first weapon (a handgun) and
leave. Then you can go pick up the kitchen knife, the flashlight, the map, and
a couple of health drinks. There's a notepad to save your game if you want.
When you try to leave, a radio on a table in the corner will start emitting
static. Harry goes to investigate, and a winged demon crashes through the
window! Equip the handgun (if you haven't done so earlier) and fire until it
falls to the ground. Take the radio and leave the cafe.
Part 2: To School:
ENEMIES: Harpies, Demon Dogs
You can find handgun bullets on a bench to the left of the
cafe. Harry has decided to investigate the alley from earlier, so this should
now be marked on your map. However, there's a little item collection to be done
first.
If you go past the Queen Burger to Harry's left (which would
be your right), you can find a health drink. Now, turn on to Bachman Road. Go
into the convenience store on the right to find four health drinks and a
first-aid kit. Then, cross the street to find Harry's wrecked Jeep. Examine the
wreckage to get two more health drinks.
Now you're ready to go into the alley on Finney Street.
There are a couple of demon dogs awating you here. Either kill them or avoid
them. Behind the gate are a couple boxes of handgun bullets. Keep going until
you find a pile of papers. One of them says "To school." Now we have
our next destination. Don't forget to pick up the steel pipe before leaving.
Unfortunately, all of the more obvious routes to the
elementary school have been blocked off. Hmmm...looks like you're gonna have to
take the long way around. Where Matheson St. ends (just past the corner of
Matheson and Levin), you should find another clue. In a puddle of blood there
are 2 sheets of paper that read "Dog house, Levin St." Look for a
house with a doghouse in front of it, and search the doghouse. You should find
a house key. Go inside. (NOTE: In a replay game, you'll find the katana in a
room to the right in the main hallway.)Here you can find a health drink and a
couple boxes of ammo, as well as a save point. The back door is locked with 3
separate padlocks. Now you get to search the town for keys!! ^_^ Examine the
map on the wall next to the back door to make finding the keys a whole lot
easier.
Now, head for the alleyway behind the cafe on Bachman road.
You should eventually come across a fence with a sign that reads "Off
Limits" on it. Go past the gate into the basketball court to find the Key
of Woodman and a health drink. It also seems that someone tried to slam-dunk a
dog's head. Pleasant...Keep going down the alley to find a couple boxes of
handgun bullets. From here proceed to the bridge on the end of Bloch St. Search
the police car to find the Key of Lion and a box of handgun bullets. Two down,
one to go! Next, go to the end of Elroy St. Cross the plank over the abyss to
find the Key of Scarecrow and a health drink on the porch of the house. Woo
hoo!! Now you can go back to the dog house.
Use the three keys on the padlocks on the backdoor. When you
step oustide, it starts to get dark again. There are a couple of health drinks
on the picnic table in the back yard. Exit the yard into the alley. There's a
garage in the vicinity with the name "K. Gordon" written on it in
blood. Remember this.
Head down towards the school. Some winged demons and dogs
will probably attack you on the way down. Kill them or avoid them. Across from
the school and a little ways from the entrance there's a school bus. Check it
out to find a couple health drinks and a save point. Now, go back and enter the
school.
Part 3: School
ENEMIES: Mumblers
Look to the left of this room to find a map of the school.
This will come in quite handy. Go through the double doors in front of you and
head right. The last door before the double doors at the end of the hallway is
the infirmary. Go here to find a first aid kit, a health drink, and a save
point.
Exit the infimary and head to the reception area of the
school. Here, you can find clues to the puzzles you have to solve in this
level:
10:00
Alchemy Laborotory
Gold in an old man's palm
The future hidden in his fist
Exchange for sage's water
12:00
A place with songs and sound
A silver guide post is
untapped in lost tongues.
Awakening at the ordained order.
5:00
Darkness that brings the choking heat
Flames render the silence
awakening the hungry beast.
Open time's door to beckon prey.
Go through the door in the nook to the left to find the
teacher's lounge, where you can find handgun bullets and some interesting
artwork. Take note of this painting. After this, go through the double doors
that are opposite of the ones you came in through. There should be a Demon
Child in this area. Run past it or bash it with the steel pipe, it's your
decision. Take note of the clock tower next to teh door. Run across the
courtyard to another set of double doors and enter. Go up the stairs to the
second floor, and go through the double doors that are slightly ahead and to
Harry's left.
From here, go into the first door that you see, taking note
of the Demon Children in the area. On a shelf to Harry's right, there should be
a bottle of hydrochloric acid (it's bright purple, so it's kinda hard to miss).
Exit the room, and go into the next door. Sitting on the table is a statue of a
hand clutching a gold medal. Hmmm...inferring from the clues in the reception
area, maybe we should try pouring the HCl on the hand. Doing so will dissolve
the statue, allowing you to take the medallion. Now, go back down to the
courtyard to the clock tower and place the medallion in the slot labeled
"A Golden Sun." On to the next puzzle!!
Go back to the second floor, past the rooms where you found
the acid and the statue, and go through the double doors at the end of the
hall. There should be a couple Demon Children here. Go through the first door
on the left and investigate the banging locker. When Harry opens it, a cat
jumps out! Not a mutant cat or anything, just a regular cat. The feline runs
out the door, where it has a rather unpleasant fate. Poor kitty...Anyway, exit
this room and continue down the hall to the next. Yay! More puzzles!!
Investigate the little poem written in blood on the
blackboard:
"A Tale of Birds Without a Voice"
First flew the Pelican,
Eager for the reward
White wings flailing.
Then came a silent Dove,
Flying beyond the Pelican
As far as he could.
A Raven flies in,
Flying higher than the Dove,
Just to show he can.
A Swan glides in,
To find a peaceful spot
Next to another bird.
Finally out comes a Crow,
Coming quickly to a stop,
Yawning and then napping
Now, go and examine the piano. The color of the birds represent
the two key colors on a piano. The keys that make no noise when hit are 2, 3,
8, 10, and 11. The order they go in to solve this puzzle is 3, 10, 11, 8, and
2. This gets you the silver medallion. Go back to the clock tower and put it in
the indentation marked "A Silver Moon." Now there's only one thing
left to do.
Head to the basement and step inside the boiler room. Here,
turn on the boiler. Now go back to the clock tower and step inside. After
climbing a couple ladders and stepping through a couple doors, Harry will step
out again, but things seem...different. There is a strange marking on the
ground and sirens in the distance.
Part 4-Nightmare School
ENEMIES: Roaches, Mumblers, Ghost Children
Now, go to the doors on the opposite side of the courtyard.
The interior of the school looks different too, with steel grating replacing
the floors and blood all over. There are also some Demon Children in the
vicinity. Go through the double doors opposite of your current position to find
a first aid kit and handgun bullets. From here, go to the doors on the right
side of these doors to find a rubber ball. What use could this possibly be?
Leave this room and go through the door on the left. Here you should find a
roach and Demon Child. There is another door to the left of the door you just
came through. Go through it.
Going down this hallway reveals that it has been blocked
off. You're going to have to find a way around this. Go through the door on the
left side of the hallway. You'll find a table with cards scattered on it. One
of them seems to stand out a little more than the others. Pick it up, since
you'll need it to open up a door later. Go from this classroom into the next.
There should be a couple Demon Children in this area. There is nothing else in
this room, so exit back into the hallway.
There is a health drink on a bench to the right of your
current position, if you want to pick that up. Now, go through the nearby
double doors. There should be a Demon Child or two in this hallway, so be
careful. Go through the door that's slightly ahead and to the right. This is
the infirmary. Here you can find a save point, a health drink, and a first aid
kit. From here, go out into the double doors on the left. This leads into the
lobby area, and a couple demon children. The first thing you want to do here is
get out from between the two, since they're coming in from both sides. After
you take care of them, check the wheelchair on the right side of the room.
Now, go back to the reception area. You can't go behind the
desk because it's blocked off, but you can still go into the teacher's lounge.
Here you can find a box of handgun bullets and a very interesting door.
Hmmm...It looks like the door in the painting in the "normal" lounge.
Pushing on it reveals that it is locked and there is a horizontal slot in the
door. Shove the picture card into the slot, and the door shall open.
Go into the boy's bathroom (door to the right of the one
you're now facing) and check out the stall. Whoa...this guy's definitely seen
better days. Probably once had skin too. On the floor to the left of this
unfortunate soul is a shotgun (or as I like to call it, boomstick), and on the
wall to the right is a message written in blood: "Leonard Rhine-The
Monster Lurks." ("Phantoms," anyone?) What could this mean? Exit
this room and go to the girl's bathroom on Harry's right.
Exiting the girl's bathroom warps you to the girl's bathroom
on the second floor. Weird...Anyway, go into the boys bathroom to find a couple
boxes of handgun bullets and some shotgun shells. There's nothing more you can
do here, so go back to the girl's bathroom to get back to the first floor.
From here, enter the teacher's room on the right of the
boy's room. There should be a couple of Demon Children in this area. Go into
the next teacher's room. There is a box of handgun bullets on a chair, and a
blue telephone on the table. When you try to leave, the phone rings. It's
Cheryl, and she doesn't sound like she's having a very good time. There really
isn't anything else you can do on this floor, so head up to the roof.
If you examine a hole next to a bloddy ledge, you'll see a
key that's just out of your reach. Left of this hole is another hole with
nothing in it. Finally, a use for that rubber ball! Use the ball to plug up the
hall, then move to the valve and open it. The key should be washed to the
gutter next to the double doors opposite of the clock tower in the courtyard.
Go down and retrieve the classroom key.
Now, head back up to the second floor. This time, don't go
through the double doors to your left. Instead, go through the door next to the
fence blocking the hallway. There are a couple of demon children in this
classroom, as well as a box of handgun bullets on a chair. Going into the next
classroom yields shotgun shells, also on a chair. Exit back into the halway,
and go through the double doors. Now, go through the door at the end of this
hallway (not the double doors) to the locker room. Examine the shaking locker.
There's nothing in there this time, except for a lot of blood. When you turn to
leave, a body will fall out of the locker in front of you! (This scared the
bejeezus out of me the first time that happened. But I guess that's the whole
point.) Examine it to find the library reserve key.
Now, go back the way you came and go through the double
doors. This leads to the hallway where you fuond the gold medallion in the
"normal" school. Use the library reserve key on the last door in this
hallway (not the double doors). Here, you can find a first aid kit on the
shelf, as well as an open book, entitled "The Monster Lurks." So this
is what the message in the bathroom was talking about. It talks about
poltergeist activity related to adolescent girls. Intersting. Exit this room
into the library. Here you will find a box of handgun bullets and an open book.
Read the book, as it provides a very important clue about an upcoming boss
fight. Exit the library into the hallway.
Use the classroom key on the door across from the library.
You should find some Demon Children in here. Go through the next classroom and
exit into the hallway. Start heading down the stairs to the basement. You're
probably going to want to stop on the first floor at the infirmary and save
your game. Trust me on this. Once in the basement, enter the boiler room.
Wooden planks bar your path, and there are two valves on either side of them.
Turn the right valve right twice, and the left one left three times. The wooden
planks are now gone, and you can proceed.
BOSS: Lizard
The room slowly lights up, and a giant lizard can be seen.
Equip the shotgun. The best strategy is to shoot at it a few times and not stay
in one place too long, as the lizard will move in and hit Harry with its snout.
Eventually, it'll open its mouth. Taking a cue from the story you read in the
library, fire once or twice straight into its gaping maw. Don't hesitate too
long, or Harry will be swallowed whole!
After the fight, sirens sound, and the world returns to
"normal." Harry sees the girl he swerved to miss on the way to town.
After giving him a bit of a cryptic smile, she disappears. Odd. After she
leaves, pick up the K. Gordon key and exit the boiler room. Going up the stairs
to the first floor, church bells can be heard. I guess we know what our next
destination is. On the first floor, check the teacher's list in the reception
area. K. Gordon's house will now be marked on your map. Now, you can leave the
school.
Part 5-Getting to the Hospital
ENEMIES: Harpies, Demon Dogs
From the school, head to the first alley on Bradbury Street.
You should come to a gate on the right, leading to the house marked on your
map. Inside the house, you will find 2 boxes of handgun bullets and a save
point. After picking up the items, leave through the front door. From here, go
south on Levin Street, east on Bradbury (there are some handgun bullets on a
bench on this route), north through the next alley, then east on Bloch Street.
You should eventually come to a building with a cross on it. This is the
church.
Entering the church triggers a cut scene. Here, you meet a
crazy lady who babbles that Harry's arrival in Silent Hill was foretold, and
leaves some rather helpful items. After she leaves, grab the drawbridge key,
the Flauros, and the health drink. There's also a save point near the entrance
of the church if you need it. Now that you have your next destination, you can
leave the church.
From the church, continue east on Bloch. On the right side
of the bridge, go down the stairs to find shotgun shells and a first aid kit.
Go back up and continue east. You should eventually come to a large tower. Go
up its stairs and into the small room at the top. Here, you can find a map of
Central Silent Hill, a health drink, and a save point. Go and use the
drawbridge control key on the control panel at the front of the room. Now,
leave and continue east on the bridge. Cross the bridge and go down the stairs
to find handgun bullets.
From the bridge, go right on Crichton Street, then turn left
on Koontz Street. This will take you to the entrance of the hospital, where two
demon dogs await you. Put them out of their misery and enter.
Part 6-Hospital
ENEMIES: Roaches (basement)
There is a save point on the front desk if you wish to use
it. Go through the waiting room and turn into the hallway to the left. You will
hear a gunshot. Go into the first door to the left (examination room) and meet
Dr. Michael Kauffman, who has just killed a winged demon. Hmmm....he doesn't
seem like a terribly nice guy, does he? anyway, after he leaves, head through
the door to the right of the entrance. Go through this room to the area behind
the reception desk. Here, you will find a first aid kit and a map of the first
floor. Now, go back into the examination room and go thropugh the door across
the room.
This leads to the medicine room. There's nothing useful
here, so continue out into the halway. From here, head into the doctor's office
to find a map of the upper floors. Now, go through the door to the left of the
room to find the basement key. There's nothing else useful here, so exit back
into the hallway and go into the kitchen. Here, you can find a plastic bottle
(this is optional, but picking this as well as another item up affects the
ending of the game) and a health drink. In the director's office, you can find
a strange red liquid on the ground. If you picked up the bottle in the kitchen,
you can use it to scoop up the liquid. Since there's nothing else of interest
here, go down to the basement.
There are a couple of roaches down here, but no other
threats. Head into the generator room and turn on the generator. This will
supply power to the elevators. Woo hoo! Getting around just got a little bit
easier. Now, ride the elevator up to every floor. You can't go any further
because all the locks are jammed. After reboarding the elevator on the third
floor, a fourth floor will mysteriously appear. Hmmmm....anyway, ride up to the
fourth floor. You are rewarded with an in-game cinema of the strange girl in
blue entering an antique shop. Exiting on the fourth floor, things shoudl look
a little...different. Run through this hallway to the end (you can't go through
any of the doors, they lock as soon as you approach). Go down the stairs to the
first floor.
Part 7-Nightmare Hospital
ENEMIES: Doctor/Nurse Demons
There should be some doctor demons here. I would just avoid
them for the time being. If you examine the broken vending machine near the
elevator 3 times, you'll get three health drinks. Go down to the basement,
where there are a couple nurse demons. Enter the generator room to find the
emergency hammer. Now is the time to grin and laugh evilly, since the hammer
KICKS ASS. Head into the morgue to find more nurse demons, as well as an
ampuole and a health drink. Now, head back to the first floor. In the
director's office, you can find a save point and the plate of queen. Entering
the kitchen yields a doctor demon and a health drink. There is nothing else of
interest on this level, so go into the stairwell and head up to the second
floor.
This hallway contains some nurse demons, so caution is
advised. In room 201, you can find a lighter. Room 204 contains the plate of
hatter. Unfortunately, there are tentacles blocking your way. You're going to
have to find a way to distract them. Go into the nurse center to find this
interesting bit of poetry tacked to a wall:
Clouds flowing over a hill.
Sky on a sunny day.
Tangerines that are bitter.
Lucky four-leaf clover.
Violets in the garden.
Dandelions along a path.
Unavoidable sleeping time.
Liquid flowing from a slashed wrist.
For some reason, this makes me think of the little poems the
narrator from Fight Club was always writing. But I digress. On the right side
of the room is a door with four indentations. Since you don't have all the
plates yet, you can't unlock the door. There is nothing else of interest in
this area, so go back to the stairwell
and head up to the third floor.
There are more nurses in this corridor. Not, however, more
than you can beat with a stick. Or, in this case, hammer. Inside the storage
room is a blood pack and a first aid kit. Well, looks like you have your
diversion for the tentacles, but there are more items to get on this floor. In
room 306 is the plate of cat, in room 301 is...an empty bird cage. That was a
waste. Or was it? In room 302, there is a save point and a VCR/TV set you
should take note of. In the men's restroom there is the plate of turtle. 3
down, one to go. Now, go back to room 204 and use the blood pack. The tentacles
will be distracted, and you can now grab the plate of hatter. Yay! Now that you
have all four plates, head back to the nurses center and set them in the door
in this order (clockwise):
Plate of turtle
Plate of hatter
Plate of cat
Plate of queen
I'm sensing a slight literary theme. Anyway, you may now go
through this door. There are, however, more nurses in this area. In room 206,
there's a first aid kit. In the ICU, there's a nurse and a bottle of rubbing
alcohol. In the operating prep center, there's nothing but nurses. In the
operating room (which you can enter through the prep), there is another nurse
and the basement storeroom key. There's nothing left here, so go down to the basement
and unlock the storeroom.
Here you can pick up handgun bullets and shotgun shells.
Push the cabinet on the left side of the room to find a door. Go through it to
find a room with an overgrown grate on the floor. Remove the vines using the
alcohol and the lighter, then descend into the hole. You don't have a map for
this new area. Go down the stairs into a new hallway, where nurses lurk. Go
through the first door on the right, then the first door on the left. Here you
can find a video tape, which you can watch on the VCR in room 302 later
(however, the VCR doesn't quite work right, and you can't make out the picture
or sound on the tape). Go back into the hallway and go through the last door on
the left. There's a brief in-game cinema, and the mysterious girl finally gets
a name: Alessa. Pick up the examination room key and head back up to the first
floor. Go through the medicine room and
unlock the exam room.
Upon entering, you will meet a young, distraught nurse named
Lisa Garland, who seems to know as much about what happened as Harry does.
After a brief conversation, reality shifts again, and Harry's back in
"normal" Silent Hill. The crazy lady's back, and she also gets a
name: Dahlia Gillespie. She intructs you to find the "other" church,
explaining that the strange marking in the school courtyard is the "Mark
of Samael." She leaves the antique store key. After she leaves, grab the
key and exit the hospital.
Part 8-Finding the "Other Church"
ENEMIES: Ape Demons, Demon Dogs, Harpies
Upon leaving the hospital on the way to the antique store,
you will encounter a new enemy. Take care, since they can pin Harry and take a
chunk outta him.
From the hospital, head to the police station. Inside the
building, you will find a box of handgun bullets and another of shotgun shells.
Going through the door on the left yields information about a drug called White
Claudia, a memo about the apparent death of an officer due to heart disease
(despite not having exhibited prior symptoms), and some more ammunition. There
is also a save point here.
Leave the station and head for the Town Center to the
northwest. Go to the last building on the right side of the street and use the
antique store key on the door at the bottom of the stairs. Once inside the
antique store, move to the cabinet across from the save point. Push it aside to
reveal a hole in the wall. After this, there is a brief cut scene with Cybil. After
the cut scene is finished, Harry will automatically go through the hole. Go
down the hallway until you come across a small room with an interesting-looking
altar in the back. Check the right wall for an axe, and try to leave the same
way yuo came in. This will trigger yet another reality shift, and Harry will be
back in the hospital with Lisa. There is a brief cut scene in which Lisa sheds
a little light on a cult and on Dahlia. After this, you will end up back in the
antique store. Now, it's time to head back to the hospital to ask Lisa
something.
Part 9-Nightmare Silent Hill
ENEMIES: Demon Dogs, Harpies, Ape Demons
This place is crawling with enemies, so be extremely
careful. After leaving the antique store, search the areas to the right of the
business to find a hole in the fence.
After taking refuge in a nearby shopping mall, go up the stationary
escalator to trigger a cut scene. If Harry wasn't determined to find his
daughter before, he sure as hell is now. Head up the escalator and take a right
turn. The floor under Harry collapses, launching him into yet another boss
fight.
BOSS: Larva
Before this fight begins, make sure you have your shotgun
equipped. This monster spits acid at you, so try not to stay in one place for
too long. Fire at it when it surfaces, and stop attacking after it curls up.
You've already done enough damage to it; shooting at it more just wastes ammo.
The monster then leaves, making an exit for Harry. Before taking advantage of
this, though, make sure you pick up the hunting rifle. This comes in very handy
for the last boss fight.
After picking up the rifle, head out again and go to the
hospital. Upon entering the examination room, Lisa tells Harry about the best
way to get to the lake, which is through the sewers. After this scene is over,
make sure you have your shotgun equipped and take advantage of the save point
at the reception desk. Head out of the hospital and go up the stairs of the
building across the street, since all other routes are now blocked off. Now prepare
yourself. You get to make like Godzilla and battle Mothra.
BOSS: Moth
Well, the larva boss you fought earlier has grown up and
isn't too happy with you. This creature has two attacks: Spitting acid and
charging you with its large stinger. You don't want to get too close to this
thing, so stay on the move, firing a few shots in one area and then moving to
another area.
After defeating Mothra, The world shifts back to normal
(well, about as normal as things get around here, anyway). From here, move to
the bridge and start to cross it. You will automatically end up at the
waterworks Lisa was talking about.
Part 10-Sewers
ENEMIES: Mutant Turtles, Roaches
The waterworks is locked, but it seems that the lock is
rather rusty and fragile. Equip the hammer or axe and hit it. It will fall to
the ground, and you are free to go down into the sewers.
Unfortunately, your radio doesn't work in this area. Keep a
sharp ear out for the clicking noises of the turtles and the squeaking of the
roaches. From your current position, take a right through the arches. Go down
to the end, and take a right. At the end of this road, you will find rifle
shells. Crossing to the other side yields shotgun shells, handgun bullets, and
a health drink. Now, keep to this area until you can't go any farther and cross
to the next side. You should eventually come to a door with a keep out sign on
it. Ignore the sign and go through the door.
Follow this straightforward path to a room with a save
point. Examine the desk to find a map (WOO HOO!! This part just got a whole lot
easier!), and the key hooks on the wall to find the sewer key. Now head back to
the area where the tunnel you went through earlier ends, and head to an area to
the right of the tunnel entrance. Use the sewer key to unlock the door with the
keep out sign. At the end of the left side of this area there is a first aid
kit. At the end of the right side there's a ladder.
After goind up the ladder, go to the right to find a first
aid kit. To the left of the ladder is another tunnel. Straight ahead (at the
end of this tunnel), there are handgun bullets and a health drink. From this
position, take a right, then take another right. Go through the next few doors
straight ahead of you and check the water in front of the bloody patch of the
grate. This yields a sewer exit key. After taking the key, three mutant turtles
rise up to attack. Ignore and avoid them the best you can, and go back through
the series of doors. Go straight ahead, and use the sewer exit key on the door.
This leads to a save point and a ladder, which leads to the resort area of
Silent Hill.
Part 11- Resort Area
ENEMIES: Demon Dogs, Ape Demons, Harpies
Go to the information board straight ahead to grab a map.
The following portion of this guide is completely optional. If you don't want
to do all this, then start heading straight to the lighthouse. Be warned,
though: not doing this results in getting the bad/bad+ ending, depending on the
actions you take at another key point.
First, head to Annie's Bar. You will see Kaufmann in a bit
of a pickle. After Harry rescues the suspicious doctor from the claw finger,
there is a brief conversation, after which Kaufmann leaves. Take this
opportunity to check the bar for two health drinks and a save point. Now, check the general area to find a
receipt with a combination on it and the Kaufmann key. There's nothing left to
do here, so leave the bar and head for the Indian Runner convenience store. Use
the combination on the receipt to unlock the door. Once inside, check the front
desk for a health drink, rifle shells, and a diary. Next, check some nearby
drawers for a safe key. Upon opening the safe, you will find a rather
suspicious-looking white powder. Now check out a memo on the wall to find
another combination. Well, there's nothing else here, so head down to the motel
on Weaver Street.
Unlock the door with the combination you found in the
convenience store. In this new room, check the couch to find a magnet and the
desk for a diary. Now go through the open door
to find a save point, then head through this room to the outside. Use
the Kaufmann key to unlock room 3. Push the shelves to find a key in a hole,
which you can retrieve using the magnet. Now, go back through the office and go
through the door around the corner from the one you entered this area through.
Pick up the health drink and shotgun shells, then examine the motorcycle. Use
your new shiny key to unlock it. You will see another bottle of that strange
red liquid from the hospital. Kaufmann will then enter the room. After a tense
confrontation, he leaves. Now it's time to head for the lighthouse.
On Stanford, check the stairs to the left for rifle shells
and a health drink. After a while, reality shifts again, and will remain this
way for the rest of the game. Keep going until you come to the boat docked at
the pier. Once inside, there is a brief cut scene involving Cybil and Dahlia. A
little more light is shed on the situation. After the two leave, check the rrom
for handgun bullets, rifle shells, a health drink, and a save point. Continue
on to the lighthouse, and go to the top (there is a save point just inside the
lighthouse). There is a brief cut scene with Alessa appearing, then
disappearing. Head back to teh boat (you don't have to go all the way there;
just run a ways from the lighthouse and you will appear there automatically).
From here, head back to Stanford and head west until you come across a small,
fenced off area on the right side of the street. Enter this area and go down
the ladder.
Part 12-Sewers, part 2
ENEMIES: Claw Fingers, Mutant Turtles
Oh, man, not more sewers! Don't worry about this part too
much. While your radio still doesn't work down here, you get a map right off
the bat (it's on the wall to the right of the starting point). Also, this part
is considerably shorter than the earlier sewers.
Go straight ahead, then turn right at the first
intersection. From here, continue straight to find a health drink, then turn
right. Go left at the next turn, then go straight until you hit a ladder. This
leads directly to the amusement park.
Part 13-Amusement Park
ENEMIES: Mumblers, Ghost Children
There aren't very many enemies in this area (just a lot of
Ghost Children and a couple Mumblers), so you can relax for a while. This area
isn't very large, but can be a little confusing. From your starting position,
take a right turn, then turn left. You will come across a very colorful ride that's
currently running. Creepy. To the left of this ride is a concession stand with
a save point. I strongly urge that you make use of it. Somewhere in this area
is the carousel. I'm not really sure how to tell you to get to it, as I can't
remember myself. ^^;; Just keep searching and you should come across it
eventually. Hop on board to find Cybil. Umm...she seems kinda different. Is it
the red eyes, or the fact that she's currently trying to kill you?
BOSS: Cybil (NOTE: How you handle this fight affects your
ending)
Strategy 1: This is the strategy you use if you didn't pick
up the red liquid in the hospital. First off, you're going to want to have the
shotgun equipped. Getting shot will knock Harry down and cause his vitality to
become extremely low. If this happens, go into the menu and heal immediately
with a first aid kit or health drinks (NOTE: I believe being shot in hard mode
is instant death). Run in a zig-zag pattern to avoid being shot, but don't
start attacking just yet. The ride will start up periodically, and during these
moments Cybil will stop shooting at you. After about 10 shots, she will through
away her now empty gun and attempt to strangle you. This is when you want to
start shooting. Eventually, she will fall to the ground, convulsing and
bleeding.
Strategy 2: Pretty much the same as strategy 1, only you
have the means to save her. After she throws her gun away, get as close to her
as you possibly can and use the red liquid. A slug-like creature will crawl out
of her back, and Harry steps on it. Picking this option reveals an important
plot point.
Either way, Alessa appears and the Flauros activates. We
also learn something very important about the relationship between Dahlia and
Alessa, and that Dahlia wasn't exactly the benevolent (if insane) helper we
came to think of her as. After a cut scene, Harry awakes in the hospital exam
room with Lisa.
Part 14-Nowhere
ENEMIES: Invisible Mumblers, Demon Nurses
This area looks, for the most part, a lot like the nightmare
hospital. Some of the rooms, though, are areas that you've been to before, like
a classroom or the antique store. It seems like a difficult area to get
through, but is really quite straightforward.
After the cutscene, save your game if you wish and go
through the door straight ahead and board the elevator. This takes you to a
hallway with many doors, three marked "Phaleg," "Ophiel,"
and "Hagith." They're all locked, which means you get to go key
hunting.
The door on the left of your starting position contains a
key stuck in a faucet. You will need a tool to get that out. The door on the right
contains a key in a locked birdcage. The second door on the right is the Door
of Phaleg, and the door around the corner is the antique store, where you can
find a save point, first aid kit, and shotgun shells. Examine the clock to find
a key you can't get to just yet. Two doors down from this room is the Door of
Ophiel, and next to this is a door leading to the hospital basement. Go
downstairs to enter a classroom with only one desk, which contains an
intersting message. Go through the door at the other end of the room to get
pliers and a screwdriver. Now you can go back to the room with the key in the
faucet. Use the pliers to yank the Key of Ophiel out of the faucet, and head
for the corresponding door.
This door leads to an L-shaped hallway. In the long part of
the L, there is a slate with the following written on it:
Names engraved
On a lithograph.
The Grim Reaper's List.
Yes, the headcount is set
Young and old lined up
In order of age.
Then, the pathway opens
Awaiting the frenzied
Uproar, the feast of death!
Hmmm....now go to the short part of the L to find another
slate.
The Grim Reaper's List:
35 Lydia Findly
60 Trevor F. White
18 Albert Lords
45 Roberta T. Morgan
38 Edward C. Briggs
Move to the key pad next to the door. Taking a hint from the
puzzle, punch in the first letter of each person's first name in order of age
(youngest to oldest). This unlocks the door. Head straight through this room
into the next and take the Amulet of Solomon from the wall. Going back into the
next room triggers a cut scene. Poor Lisa...
After the cut scene, Harry ends up back in the hallway. Go
back to the long part of the L and go into the second door on the left. This
reaveals yet another puzzle. Check the pictures on the walls for the following
clues:
Aries: 4
Pices: 0
Libra: 2
Cancer: 10
Hmmm....they seem to be counting limbs. With this in mind,
move to each of the pictures with the key pads underneath and enter the
following:
Saggitaurius: 6
Taurus: 4
Gemini: 8
You then receive the stone of time. Go back to the antique
store and use the stone on the grandfather clock. The glass of the clock face
shatters, allowing you to retrieve the Key of Hagith. Move to the corresponding
door and board the elevator. Take it up to the second floor.
The third door on the left leads to the jewelry store. Here
you will find rifle shells. Check the display cases for the Crest of Mercury
and the Ring of Contract. Leave this room and go through the double doors at the
end of the hallway. Unlock the double doors straight ahead; this makes a
shortcut between this floor and the first. Through the first door on the right
you will find handgun bullets and a camera. In the fourth door on the left,
there is a steel plate. Use the screwdriver to unscrew it and reveal a key.
It's electrified, so you'll have to find a way to turn off the electricity.
Head back through the newly unlocked double doors, then back through the Door
of Hagith. Head up to the 3rd floor.
This leads to a room with an altar, two paintings, and a
whole new puzzle for you to solve. Move to the picture on the left and use the
camera. A pattern forms, which looks a little like this (please excuse the
crappy diagrams ^^;;):
|\
| \
|__\
| | /
| |/
____| |____
Using the camera on the painting to the right reveals this
pattern:
______
| |
| |
| |
| |\
--- | \
| |___\
Now, move to the left door and punch the pattern from the
left picture into the key pads, and do the same with the right pattern on the
right door. The room to the left contains the birdcage key, while the one on
the right contains a health drink and information about White Claudia (which
you can only read if you examined the chalkboard in the police station
earlier). Go back to the first floor into the birdcage room and unlock the cage
to get the Key of Phaleg. Go through the aforementioned door.
This leads to a hallway that looks like the one under the
hospital basement. The first door on the right is the hospital kitchen. In the
middle of the room is a cabinet with a broken chain and a dagger sticking out
from the top. First, use the Ring of Contract on the broken chain. Then take
the Dagger of Melchoir. As Harry leaves, the cabinet starts shaking. Good thing
you fixed that chain.
Go back to the hallway. The door across from the kitchen is
the Door of Bethor. Yay, more key hunting. Go through the second door of the
right for handgun bullets, and a health drink. Examining one of the shelves
yields a bag of *fanfare* jelly beans?! Examine the bag to uncover the Key of
Bethor. Go through the door to the next room to find a VCR, which you can use
to watch the tape you foundin the hospital earlier. Move to and unlock the Door
of Bethor. This leads to the generator room. Turn off the generator, then head
back to the room with the electrified key, which you can now pick up. This is
the Key of Aratron, and the last key that you'll have to find.
Go back through the Door of Phaleg, and go through the room
next to the Door of Bethor. This room is full of graffitti. After a very short
cut scene, pick up the Ankh hanging on the wall. Now move to the last door on
the right. After yet another cut scene, pick up the Disk of Ouroboros, then
move to the door across from this room. Go to the door at the back of the room
and use the Amulet, Crest, Ankh, Dagger, and Disk to unlock it. Now, equip the
hunting rifle and save yuor game, then go through the door.
After the cut scene is done, go down the stairs for another
cut scene. Then you will have to fight one of these two bosses, depending on
what game ending you've acheived.
BOSS (bad/bad+ ending): Alessa
There is a barrier that keeps you from getting too close, so
melee weapons are out of the question. This boss will occasionally fire
lightning bolts at you, so run in a straight line when you see sparks form
around her, and fire between lightning blasts. If you do get hit, check Harry's
vitality in the menu. If he's heading towards orange, heal with health drinks
or first aid kits.
BOSS (good/good+ ending): Samael
The god himself! Again, melee weapons are out of the
question, since this boss floats above you. Fire at him with the unting rifle
until you see him start to spark. When this happens, run in a circular pattern
to avoid lightning blasts. If you do get hit, heal with a first aid kit or
health drink immediately.
Congratulations! You've just survived what is quite possibly the most frightening and disturbing game in existence. Now just sit back and enjoy the ending.