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.

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