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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 (firstname.lastname@example.org). 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 email@example.com for any comments or questions.