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FAQ/Walkthrough by Rob Matter

Version: 1.1 | Updated: 09/30/05




                   - SILENT HILL QUICK WALKTHROUGH – 

                 By Rob Matter of “Silent Hill Genesis”

                      Last Updated: 30 September 2005



=======================================================================
INTRODUCTION
=======================================================================

INDEX
             Introduction
      (Walkthrough)
             1. Old Silent Hill
             2. Midwich Elementary School
             3. Midwich Elementary School, v2
             4. To the Hospital
             5. Alchemilla Hospital, v2
             6. Central Silent Hill
             7. The Sewers
             8. Resort Area
             9. Amusement Park
            10. Nowhere
	(Appendix)
             A. Endings
             B. Secrets/Extra Items
             C. Legal Information

ABOUT THE WALKTHROUGH
This walkthrough concerns the original Silent Hill game for the Sony 
Playstation. It was written in August of 2004.

Each section contains a list of critical steps for completing the game, 
followed by a labeled map. The directions will NOT tell you how to 
obtain every last secondary item, but only the ones necessary to 
progress. Use the map and its key to get every pack of ammo and health 
drink -- it's all there. 

Directions are conveyed based upon cardinal points (North, South, East, 
West), so a common knowledge of them is required. Directions are also 
given based on features of the map. Most of the time the top of the map 
is North, but sometimes it is not, so pay attention.

A more complete version of this walkthrough, one that includes detailed 
maps with every item location, can be found at the author's website, 
Silent Hill Genesis, along with loads of other information about Silent 
Hill. The address is...

              http://genesis.silenthillfever.com 

This walkthrough was written by Rob Matter (robmatter@hotmail.com). 
Feel free to email me with any questions or comments about the 
walkthrough, the site, or anything Silent Hill.

=======================================================================
1. OLD SILENT HILL
=======================================================================

FROM THE CAR
Simply follow the figure of Cheryl through the streets and into the 
alleyway. Open the gate and proceed past the scenery until you come to 
a distinct feature. There is nothing more you can do.

5 TO 2 CAFÉ
Grab all the items, including the Old Silent Hill map, the flashlight, 
the knife, and take note of the first save point (the notepad). Attempt 
to exit, and after dealing with it, grab the Radio from the table.

THE ALLEY
Continue all the way back. On the ground you’ll find the Steel Pipe, 
along with a few notes.

CONVENIENCE STORE
At the North end of Bachman Rd there is a store with a decent amount of 
items.

FINNEY ST.
At the East end, you’ll find a squad car that contains the Key of Lion.

BASKETBALL COURT
In the alley East of the café, there is a fenced in basketball court 
where you can find the Key of Woodsman.

ELLROY ST.
At the sound end on the West side, you’ll see a fallen tree that acts 
as a plank to cross, on the other side of which you’ll find a mailbox 
containing the Key of Scarecrow.

MATHESON ST.
At the West end before the chasm, you’ll find some notes.

LEVIN ST.
About half way up on the West side, there is a doghouse on the lawn. 
Examine it to find the House Key, which gives access to the adjacent 
home.

DOG HOUSE
Gather all the items inside, and use the three keys on the back door.

MIDWHICH ST.
Exit the backyard through the alley. Make your way South to the school 
and enter.


=======================================================================
2. MIDWHICH ELEMENTARY SCHOOL
=======================================================================

Take note that the cardinal direction WEST is at the top of the map.

LOBBY
Grab the map from the bench. Take note of the save point in the 
infirmary.

1F
Go through the courtyard to the West hallway, then into the South 
hallway and up the stairs to the next floor.

2F
Proceed to the lab equipment room and get the Chemical from the shelf. 
Use this on the “hand” in the chemistry lab to obtain the Gold 
Medallion.

COURTYARD
Head back downstairs and place the gold medallion in the appropriate 
slot in the clock tower.

MUSIC ROOM
Go to the second floor again, this time to the music room on the East 
side. Solve the piano puzzle to obtain the Silver Medallion.

COURTYARD
Make sure to take the NORTHEAST stairs to get down to the courtyard, 
where you can place the silver medallion in the clock tower.

BOILER ROOM
Take the Northeast stairs down to the basement. In the boiler room, 
turn on the machinery.

CLOCK TOWER
You may now proceed through the clock tower. Go down the latter, 
through the passage, and up the other side. (It’s supposed to look 
identical.)


=======================================================================
3. MIDWICH ELEMENTARY SCHOOL, V2
=======================================================================

WEST HALL
Proceed out of the courtyard to the West. Get the Rubber Ball from the 
storage room, then head North through the Hall to the North hallway.

NORTH HALL
The upper classroom contains the Picture Card. Grab it, then pass 
through the bottom classroom, and out to the East hallway.

EAST HALL
Save in the infirmary if you must. Go to the room in back of the 
Reception and use the Picture card to open the door to the South 
hallway.

SOUTH HALL
The boys’ bathroom contains the Shotgun, along with an interesting note 
on the right wall of the stall. Pass through the classrooms to get to 
the Southwest stairs and head up.

2F
Pass through the classrooms on the South side, then into the East 
corridor en route to the locker room.

LOCKER ROOM
Open the locker, then pick up the Library Reserve Key.

ROOF
Backtrack to the Southwest staircase and head to the roof. Examine the 
key in the drain. Use the rubber ball to plug the drain in the middle 
of the track, then turn the valve. The water will flush they key out to 
the courtyard.

COURTYARD
Backtrack downstairs out to the courtyard. The Classroom Key is lying 
in the gutter to the right of the double door that you’ll come out of.

LIBRARY
Make your way back up through the staircase, this time going North on 
the second floor to the Library Reserve. Cross over into the Library. 
On the table is a note that regards the boss strategy.

NORTH HALLWAY, 2F
Use the classroom key to gain access to the upper classroom. Pass 
through the other classroom to the Northeast stairwell.

BASEMENT
Before heading to the basement, it would be wise to return to the first 
floor (the gate can be unlocked from the NE stairs) and save your game. 
Head down and into the boiler room. Turn the valves correctly and 
proceed forward.

The Lizard
Fire at the lizard until it begins to drool. It will then attempt to 
engulf you repeatedly, which is your chance to fire into its mouth with 
the shotgun. The hits to kill it depend on the difficulty in which 
you’re playing.


=======================================================================
4. TO THE HOSPITAL
=======================================================================

IN THE SCHOOL
Pick up the K. Gordon key from the floor of the boiler room and head 
upstairs. Save your game before exiting the school.

BRADBURY ST.
Head East and up the alley. You can now access K. Gordon’s home, which 
has the blood all over the garage.

LEVIN & BLOCH STS.
Grab the items from the home and continue outside. Go Southeast and up 
into the next alley. Go East on Bloch to the Balkan Church.

BALKAN CHURCH
Pick up the Flauros and the Drawbridge Key from the altar. There are 
other items lying around, including a save point.

THE BRIDGE
Continue East to the bridge, stopping at the Gas Station if you choose. 
On the side side is the control tower. In the top room, you can use the 
key and operate the machinery to lower the bridge. Also, don’t forget 
to grab the Shopping District Map.

POLICE STATION
After crossing the bridge, first go to the police station first if you 
want – there are plenty of items inside, including the chalkboard with 
critical information.

REACHING THE HOSPITAL
Go South on Crichton St and then East on Koontz. The gates of the 
hospital are on the right side of the road. Enter the double doors.

EXAMINATION ROOM
Use the savepoint if you wish, then go past the reception desk and into 
the first door on the left.

RECEPTION
To the right of the door you came into the Examination Room from, there 
is another leading to an office, which leads to the back of the 
reception desk. There you can find the Hospital Map.

DOCTOR’S OFFICE
Now with the map to guide you, venture into the East hallway and into 
the Doctor’s Office. There is the Hospital Basement Map on the desk. In 
the adjoining Conference Room, you’ll also find the Basement Key.

DIRECTOR’S OFFICE & KITCHEN
There is a smashed bottle on the floor. It contained a Strange Liquid 
that you must pick up using a Plastic Bottle from the kitchen.

BASEMENT
Use the stairs next to the elevator to reach the basement. In the 
Generator Room, turn on the power generator so that you can use the 
elevator.

GOING UP
Go to the second floor and try to access the hallway. Do the same on 
the third floor. Then go to the newly revealed area. Continue straight 
through the corridors until you reach the stairs going down.


=======================================================================
5. ALCHEMILLA HOSPITAL, V2
=======================================================================

BASEMENT (OPTIONAL)
It would be beneficial to go straight to the basement because the 
Generator Room contains the Emergency Hammer, a much stronger melee 
weapon than the Steel Pipe.

THIRD FLOOR
Grab the Plate of Turtle from the windowsill in the Men’s Bathroom. In 
the Storage Room, you’ll find a Blood Pack on the shelf. Finally, in 
Room 306, take the Plate of Cat from the wall.

FIRST FLOOR
Bypass the second floor for the moment. In the Director’s office, you 
can find the Plate of Queen along with a save point. There is also a 
substantial amount of Health Drinks in the vending machines.

SECOND FLOOR
Room 201 contains the Lighter. In 204, use the Blood Pack to distract 
“it” so you can walk and grab the Plate of Hatter.

NURSE CENTER
The riddle will imply how to place the plates in the door. From top-
right going clockwise, it goes Turtle (blue), Hatter (green), Cat 
(yellow), Queen (red).

2F EAST SIDE
Pass through the Prep Room into the Operating Room where you can find 
the Basement Storeroom Key on the table. In the ICU, you can also find 
Disinfecting Alcohol. Now take the elevator to the basement.

BASEMENT STOREROOM
Push the shelf in the corner aside to reveal a door. Go through the 
pour the Disinfecting Alcohol on the vines, then use the Lighter to 
burn them off.

B2 BASEMENT
Down into the hallway, there is a door slightly hidden on the left side 
(you’ve gone too far if you come to the barred door). Through it there 
is a hall with six doors. The first room on the right contains a Video 
Tape. The last door on the left contains the Examination Room Key.

EXAMINATION ROOM
Backtrack to the first floor and go there through the Medicine Room.


=======================================================================
6. CENTRAL SILENT HILL
=======================================================================

DISCHARGE FROM THE HOSPITAL
Make sure to grab the Antique Shop Key that was left on the desk. Check 
the phones in the Lobby for the location of the Antique Shop, save your 
game, and head out.

ANTIQUE SHOP
At the North end of Simmons St, you’ll find the Green Lion Antique 
Shop. Inside, push the bookshelf aside to reveal a passage. Go inside, 
examine the alter, pick up the Axe off the wall, and leave.

TOWN CENTER
Go outside and head South to the Town Center, into which you can enter 
through the hole in the shutter. Go up the escalators, then left and up 
along the balcony. There are some items in the Jewelry Shop that you 
can get before approaching the disturbance.

SAND PIT
Before engaging, be sure to grab the Hunting Rifle from the display 
case. Keep an eye on where the creature emerges from the ground, and 
stay out of its way to avoid damage. Just fire at all as much as you 
can before it re-submerges.

RETURN TO THE HOSPITAL
When you exit out the back, you’ll be behind the Town Center. Go South 
to Sagan, then West all the way to the Police Station (the other roads 
are blocked) and South on Crichton to get to the Hospital.

HOSPITAL
Head back to the Examination Room, then be sure to save your game on 
your way out again.

POST OFFICE ROOF
Head straight across the street to a staircase leading to the roof of 
the Post Office. Run circles around the creature until after it spits 
poison at you, then blast it with the Rifle. Don’t get too close, 
though, as it also stings.


=======================================================================
7. THE SEWERS
=======================================================================

WATERWORKS
It would be wise to save in the hospital before heading back to Old 
Silent Hill. After crossing the bridge, Harry will find himself in 
front of the waterworks. Use the Hammer to knock open the lock and 
enter the manhole.

FINDING YOUR WAY
Notice that the radio does not work, so stay alert for monsters hanging 
from above. Go down the long corridor until you come to a junction at 
some machinery. Make a left and keep to the left, around a corner to 
the left then go immediately right across the bridge to the other side. 
Make a right and keep to the left. Follow the path to a door that says 
“Keep Out” on the left side. Stay to the left and head around the 
machinery.

OFFICE AREA
Grab the key from the Sewer Key from the wall and the map from the 
desk. To the right of the desk is another “Keep Out” door. Follow it 
and continue back through more doors to the first junction in the 
sewers (the map makes it easier). 

TO THE SECOND LEVEL
Now, go the other way to the blue bar on the map. Go through the door 
than you can now unlock, and climb the latter to the second level.

FINDING THE EXIT KEY
You now have to get to the bottom left corner of the map, but the 
direct route is blocked, so you must take the long way around. Through 
a series of doors in the bottom stretch, you’ll eventually come to a 
diluted with blood. Here you can fish out the Sewer Exit Key, but be on 
guard as you do. You’ll notice a gap in the circle of demons to the 
bottom right through which you can run away, and go back through the 
door.

EXITING
Use the Exit Key to gain access to the ladder on the bottom right of 
the map. Head up to the Resort Area.


=======================================================================
8. RESORT AREA
=======================================================================

GET THE MAP
Head out the damaged building to the road. The Resort Area map is 
sitting on the billboard, the large map-sign.

THE FOLLOWING SECTION IS OPTIONAL
---------------------------------
      ANNIE’S BAR
      Head to Annie’s Bar, the entrance to which is off of 
      Bachman Rd. Get the pouch that Kaufmann dropped around the 
      pool tables, as it contains a receipt and the Kaufmann Key.

      INDIAN RUNNER
      Off of Weaver St. is the Indian Runner convenience store, 
      the door to which can be unlocked with the code written on 
      the receipt (0473). Behind the counter, open the drawer to 
      find the Safe Key, and use it to open the nearby safe. 
      Check the grocery list on the wall to get the rear entrance 
      code for Norman’s Motel (0886). Also take a look at the 
      photo on the wall and the diary on the counter.

      HAERBEY INN
      Now you can gain access to Norman Haerbey’s motel through 
      the back door on Weaver St. Enter in the code and press 
      enter. In the living room area, there is a magnet on the 
      sofa, along with a newspaper on the coffee table and 
      Norman’s diary on the desk. To the left of the television, 
      go through the lobby to the parking lot, saving your game 
      if necessary.

      ROOM 3
      Use the Kaufmann Key to gain access to Room #3. Push the 
      dresser aside and use the magnet to get the Motorcycle Key.

      GARAGE
      Now go back to the living quarters and to the garage, the 
      door to which is just left of the sofa. Use the key to open 
      up the old motorcycle.

TO THE LAKE
Go outside and head West on Stanford St. Go past the West/East Garage 
and to the docks en route to the Light House. Down the stairs on the 
left you’ll come to a boat that Harry can enter from the back.

THE BOAT
Go to the bridge and save if necessary. Exit through the double doors 
to the right of the wheel.

TO THE LIGHT HOUSE
Off the plank, make a left and up the stairs. Go straight and then down 
the stairs on the right side. Cross the green plank to the island like 
platforms, and then cross another plank, back to the mainland and turn 
right. Keep to the right side and advance until you come to a flight of 
stairs going on the opposite direction. Go up them, and then turn left, 
keeping to the right, and go down the stairs on that side. Continue 
until the next flight of stairs going up, then it's a clear path to the 
lighthouse.

THE LIGHT HOUSE
Head up the spiral stairs to the roof. After the encounter, head back 
down and back to the boat.

TO THE SEWERS
Save your game and head back to Stanford St. Travel West to find a 
fenced off location on the North side that contains another access 
point to the sewers.


=======================================================================
9. LAKESIDE AMUSEMENT PARK
=======================================================================

THE SEWERS, AGAIN
The map is on the wall when you first enter. The path is 
straightforward – simply reach the ladder at the opposite end. You know 
you’re getting close when you see carousel horses lying around. (Try 
not to backtrack, as monsters reappear.)

TO THE ICE CREAM STAND
There is no map, so pay attention. In the park, keep to the right and 
run past the red, spinning ride. Follow the beam on the floor left to 
an Ice Cream Stand where you can save.

TO THE CAROUSEL
Walk STRAIGHT from the save point until you come to a dead end, then 
make a 90 degree turn to the right and follow until you come to the 
carousel.

SHOWDOWN WITH THE POSSESSED
There are two options to neutralize this problem. You can kill her by 
running around, letting her waste her ammo and then firing back your 
own. Eventually she’ll run out of bullets, in which case you simply 
need to fire from a distance to avoid getting smacked.
OR
Walk straight up to her and use the Unknown Liquid.


=======================================================================
10. NOWHERE
=======================================================================

There are no in-game maps. The maps on SH Genesis will thus help a lot.

EXAMINATION ROOM
Go out as if exiting the hospital, but cross the narrow path and go 
down the elevator.

BASEMENT
You’re now in the main hallways. Around the corner, the last door on 
the right leads downstairs. Pass through the classroom, in which Harry 
can examine the solitary desk for some messages, to the Operating Room 
that contains a Screwdriver and Pliers.

FAUCET ROOM
Go back upstairs and through the door to the right of the elevator 
where Harry came in. Use the pliers to remove the Key of Ophiel from 
the faucet.

OPHIEL HALLWAY
Read the two “Grim Reaper’s List” messages on the wall plates to 
decipher the code for the door. The first letter of each name, in 
order, forms the code “ALERT” that you can punch into the red keypad. 
Go through the storage room to the morque to find the Amulet of 
Solomon. You can revisit the storage room later to find a diary.

ASTROLOGY ROOM
The third door down on the other side of the Ophiel Hallway contains a 
puzzle related to astrology. Look for the number of appendages of each 
figure to decipher the code. Therefore, from left to right, it’s (6-4-
8). Enter this to unlock the Stone of Time.

ANTIQUE SHOP
Back in the main hallway, the single door directly across from the 
elevator through which you first arrived, two doors down from the 
Ophiel door, leads to the Antique Shop. Put the Stone of Time in the 
grandfather clock to receive the Key of Hagith.

GOING UP
The double doors at the end of the main hallway can be opened with the 
Key of Hagith. Use the elevator to go to the second floor.

SECOND FLOOR
The third door on the left leads to the Jewelry Shop, through which you 
can find the Ring of Contract and the Crest of Mercury. Go back out and 
through the double doors at the end of the corridor to the other half 
of the floor. Unlock the double doors directly across from where you 
entered, but don’t go through them. Finally, the only door on the right 
side contains a room with the Camera.

THIRD FLOOR
Head back to the elevator and to the third floor. Use the Camera on the 
two photos to reveal the figures that serve as the pass codes for the 
two corresponding doors.

Left Side:    0
              0 0
              0 0 0

            0       0   0
            0       0 0 
        0 0 0       0 0 0

Right Side:   0 0 0
0   0
0   0

          0         0
        0 0 0       0 0
          0         0 0 0

The right side door contains a botanical book. The left contains the 
Bird Cage Key. Once done, head back down to the first floor, main 
corridor.

BIRDCAGE ROOM
The door to the immediately left of the elevator through which you 
arrived leads to a room with a birdcage. Use the key to get the Key of 
Phaleg.

PHALEG HALLWAY
The door to the immediate left of the birdcage room leads to the 
subbasement, or the Phaleg Hallway.

KITCHEN
The first door on the right leads to the kitchen. It is imperative that 
you fix the chain with the Ring of Contract BEFORE taking the Dagger of 
Melchior from the refrigerator.

STORE ROOM
The second door on the right in the Phaleg hallway is the storage room. 
Tear open the bag of jelly beans on the shelf to receive the Key of 
Bethor. The other door in this room leads to the room with the VCR, 
where you can now watch the videotape unabridged.

GRAFFITI ROOM
Straight across the hall from the store room is an attic filled with 
graffiti. You can find the Ankh on the wall.

GENERATOR ROOM
The first door on the left of the hallway can now be opened with the 
Key of Bethor. Turn off the generators and head back to the main 
hallway.

THE MAGIC DOOR TO THE SECOND FLOOR
Use the only unused portal in the main hallway, the double doors 
towards the center, that lead to the second floor (this is the door you 
unlocked from the other side). Once on the second floor, go to the last 
door on the left at the end of the hallway. Unscrew the plate in the 
wall and take the Key of Aratron.

SICKROOM
Return to the hall of Phaleg and enter the last door on the right. Grab 
the Disk of Ouroboros from the table, and go across the hall to the 
Child’s Room, the only room left.

CHILD’S ROOM
Use all five of the mystical items—the Ankh, the Dagger, the Crest, the 
Amulet, and the Disk—to open the final “Five Rites” door. Be sure to 
save your game before continuing. When you’re ready, head through and 
down the stairs.

FINALE
It doesn’t matter which of the two creatures you have to fight – the 
strategy is the same. Run around until it fires the lightening, then 
strike back with the Rifle. Expend all supplies if necessary, this is 
the last call!


=======================================================================
A. ENDINGS
=======================================================================

There are five different endings to Silent Hill. How do you get them?

GOOD ENDING
Complete the optional section of the walkthrough in the Resort Area. 
Rescue Kaufmann in Annie’s Bar, and follow the trail of clues to 
uncover the vial from the motorcycle in the motel. Do NOT rescue Cybil.

GOOD(+) ENDING
Fulfill the above requirement, and also save Cybil. In the Hospital, 
use a Plastic Bottle from the Kitchen to soak up the Strange Red Liquid 
in the Director’s Office. Use it on Cybil during the fight with her.

BAD ENDING
Do NOT save Cybil, nor uncover the vial from the motorcycle.

BAD(+) ENDING
Save Cybil as mentioned above, but do NOT uncover the vial from the 
motorcycle.

Bottom line, uncovering the vial from the motorcycle will yield a 
“Good” ending, while saving Cybil earns the “+” plus.

SECRET ENDING
This is available only in subsequent rounds through the game. After 
earning the Good(+) ending, the Channeling Stone will appear in the “8” 
Convenience Store near the beginning of the game. Use it in the 
following five locations to achieve the secret ending:

     1. The Roof of the School (in v2)
     2. Hospital Courtyard right before fighting the Moth
     3. Norman’s Motel parking lot
     4. Bridge of the Boat (where the wheel is)
     5. Roof of the Lighthouse


=======================================================================
B. SECRETS/EXTRA ITEMS
=======================================================================

NEXT FEAR MODE
Complete the game and wait through the credits. Eventually the game 
will ask you to save your game. Do so, and you can load that file as a 
“Next Fear” game, which is basically a subsequent round. You can repeat 
the process to pile on as many rounds as you please. Many hidden items 
and an ending are available only in Next Fear.

EXTRA OPTIONS
While in the standard options menu, click any of the shoulder buttons 
(R1, R2, L1, or L2) to access the hidden menu. This will allow you to 
adjust a slew of new things, from bullet count to blood color.

BULLET ADJUST
Each time one completes the game, the Bullet Adjust option in the 
hidden menu is able to go up a notch further. It’s possible to get it 
up to x9 in the North American version, or x6 in the European version, 
meaning each box of bullets will contain the normal amount multiplied 
by that fact.

CHAINSAW
Complete the game once with any ending to unlock the chainsaw for Next 
Fear mode. It is located in the broken window of the shop, Cut-Rite 
Chainsaws, just down the street from the Church. It requires the 
gasoline to operate.

ROCK DRILL
Complete the games once with any ending to unlock the rock drill for 
Next Fear mode. It is located in the control tower of the bridge in the 
bottom room. It requires gasoline to operate. 

GASOLINE CAN
This is located inside the (tah-dah!) gas station in Old Silent Hill. 
Each can of gas may only be used on one of the weapons, either the 
chainsaw or rock drill. Complete the game once and the next round will 
have one can available; complete the game twice and there will be two 
cans available, one for each weapon. 

KATANA
How exactly one achieves the katana has always been a mystery, but the 
general consensus is that you have to complete the game once with a 
Good (or Good+) ending, and once with a Bad (or Bad+) ending. Others 
say you must complete the game three times, regardless of the ending. 
It will then be located in the locked room of the house on Levin St., 
the door to which will be automatically open. 

CHANNELING STONE
This will be located on the counter in the convenience store after one 
completes the game with the Good+ ending. Check the "Endings" section 
of this site for details on how to use it. 

HYPER BLASTER
This will be in Harry's inventory from the start after completing the 
game with the secret ending. It is a laser-sight gun modeled after 
Konami’s real-life light gun. There are three settings: red, which is 
weaker than the handgun; yellow, which is unlocked by getting a rank of 
8 stars at the end of the game; and green, the most powerful, unlocked 
after completing the game with a full 10 stars.


=======================================================================
C. LEGAL INFORMATION
=======================================================================

SILENT HILL and all related materials are property of Konami 
Entertainment. This walkthrough intends not to infringe on any such 
copyright.

By choosing to download this walkthrough and view it, you accept the 
information "as is" and are prepared to accept whatever potential 
consequences may arise from your having done so. There is no guarantee 
to the validity of any information in this document, and the author 
will not be responsible for any damage that may occur as a result of 
its use, in any case whatsoever.

If you would like to host this walkthrough on your website, feel free 
to email the author for permission (which will depend on how I like 
your site). Without written, expressed permission, this walkthrough may 
not be moved, nor may it ever be sold, reproduced, or altered in any 
way. Or they'll be Hell to pay.


=======================================================================
FIN
=======================================================================
                       
That’s all, folks.
Contact robmatter@hotmail.com for any comments or questions.

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