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Silent Hill: Downpour: FAQ/Walkthrough by Bkstunt_31 Version: 2.

07 | Last Updated: 2012-11-21 | View/Download Original File Hosted by GameFAQs Return to Silent Hill: Downpour (X360) FAQs & Guides Liked this FAQ? Click here to recommend this item to other users.

^ _____________________________________________________ ^ ^/ \^ .' // \\ | Please click the link above to recommend this FAQ | // \\ / | | \ | to other users. This is the best way you can show | / | | \ | | | | | your appreciation for my FAQs. Thank you very much! | | | | | | | | | '._______________________________________________________.' | | | | |_||_| _______________________________________________________________________________ Cheatmasters.com -and- Blitz Knight Stunt Present: _____ _______ ,-' ___ | _ _ `-. ,-' / ,-' \|| |.-. | \ ,'|________ |`. |`._____.-. | | / / | || | _______ | \ | |_ __,' | | | |`. ,'| | | | | | | || | `. __ || \ | | | | | |___| | | | | | | | \ `-.___ | || | | | `|| |\ \| | | | | ___ | | | | | | | `-.___ `-.| || | | |__ | | \ | | | | | | | | | | | | | `-. | || |___| __| | | \ | | | | | | | | | | |___| | | |_|| | | | | \_| | | | | | | | | | | | / / '-----| |__,||,' |_| | | | |,'_`.'-----| |______,| |\___,-' / ,'_____| `.| `.| ,'_________| |_____,-' __ __ | `. __ |\ | __ __ | | | `. | | ,' `.\ / | \ | | `. ,' `. | | |__,' |__,' | | \ /\ / | \| |__.' | | '._,' | `. '.__,' \/ \/ | '.__,'

You promised you'd take me there again someday...

_______________________________________________________________________________ Platform: PlayStation 3 Version: 2.07 Last Updated: 11/21/2012 Email: Web Site: Facebook Page: FAQs @ bkstunt .com http://bkstunt.com/ http://www.facebook.com/Bkstunt

This document is best viewed using a FIXED-WIDTH font, such as Courier New. If the ASCII above/below and the charts used throughout the guide look strange, please change your settings to display text in a FIXED-WIDTH font. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ___ _ _ ___ / __| | | | | \

\__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< Table of Contents >==O ``-.______________________________________________________________.- Note: Press Ctrl+F and enter in the code to skip to that section. THINGS TO KNOW BEFORE YOU PLAY - Introduction.......................................................[SH-INT] - Controls...........................................................[SH-CON] - Tips and Tricks....................................................[SH-TIP] MAIN WALKTHROUGH Escape & The Devil Pit Diner.........................................[SH01] Getting to the Tram..................................................[SH02] Surviving Devil's Pit................................................[SH03] Exploring Hillside...................................................[SH04] Hillside Apartments..................................................[SH05] Exploring Pearl Creek Part 1.........................................[SH06] Exploring Pearl Creek Part 2.........................................[SH07] The Centennial Building..............................................[SH08] The Centennial Building Otherworld...................................[SH09] Exploring Chastain Heights...........................................[SH10] St. Maria's Monastery................................................[SH11] St. Maria's Otherworld...............................................[SH12] Exploring Pleasant River.............................................[SH13] Side Quest Wrap-up...................................................[SH14] Exploring Port District..............................................[SH15] Overlook Penitentiary Part 1.........................................[SH16] Overlook Penitentiary Part 2.........................................[SH17] Overlook Penitentiary Otherworld.....................................[SH18]

- Possible Endings...................................................[SH-END] APPENDICES Side Quest Information.............................................[SH-SQI] Devil's Pit Tour Guide.............................................[SH-DTG] Centennial Library Books...........................................[SH-CLB] Murphy's Journal Mysteries.........................................[SH-MYS] Loading Screen Messages............................................[SH-LDG] Collectibles.......................................................[SH-COL] Trophy Information.................................................[SH-TPH]

CONCLUSION - Version History....................................................[SH-HIS] - Credits............................................................[SH-CRE] ___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________

O==<

..- Introduction >==O ``-.___________________________________________________[SH-INT]___.-

Hello everyone, Bkstunt here with a walkthrough for Silent Hill: Downpour. I've always been a huge fan of the Silent Hill series (my favorites are Silent Hill 2 and Silent Hill 4) and since I've become a guide author I haven't had a chance to write for any new Silent Hill games. But then Downpour comes out and gives me a chance to change that, which I just had to take. Since I'm such a huge fan I will do my best to ensure that this game gets the attention it deserves and with this guide you should be able to get every last ounce of gaming goodness out of Silent Hill Downpour. So come along with me and let's delve into another trip into the unknown to face our demons. I hope you enjoy the guide! ~ Bkstunt ____________ FOLLOW ME! ____________ Want to talk about some games!? Maybe throw out some ideas for what YOU want to see me write about next? I made a facebook account for just that reason! You can 'Like' me at: ______________________ Facebook.com/Bkstunt ______________________ I also have a website you can visit to see what other guides I've written, as well as see upcoming projects. I've also written a TON of reviews that will go up there (You want to play GOOD games, right?!). _____________ Bkstunt.com _____________ So between those two sites, come on over and say 'Hi!' sometime. ___________ Donations ___________ First of all, let me say that my primary motivation for writing guides is, and always will be, for the gamer. However, as I've learned by writing just a few guides on new games, it can hit your pocket book! I wish they'd give me

these games so I could crank out great guides, but they don't! Ah, maybe one day! Until then, if you've found this guide helpful please consider donating to help me offset my costs. You can donate to my paypal account below: ________ PAYPAL ________ Paypal ID: Gregorio31 @ Gmail . Com Hey, it's WAY better than paying $20 for a guide, right? Even the smallest amount will be appreciated. ________ AMAZON ________ ALTERNATELY, if you shop at Amazon.com (who doesn't?!) you can ALSO help me out by shopping through me! It doesn't cost you a SINGLE CENT either, which is kick-ass. All you do is visit my webpage's donation page below: ____________________________ Bkstunt.com/donations.html ____________________________ Once you are there, you can click on the AMAZON link at the top and shop as normal. 4% of what you buy will then be sent to me. Please be sure to send me an email so I can thank you personally as well! Or just send me an email to say "Thanks!" Every one of those I read makes my day! ~ Bk

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< Controls >==O ``-.___________________________________________________[SH-CON]___.- Here are the controls for playing Silent Hill: Downpour. _,.--.,_ _,.--.,_ | _____ | | _____ | |-' `'.__________________________,'` `-| ,' __ `. ,' .,. `.

/ | | \ SONY / (/_\) \ ! __ \/ __ | ! ,-. `-' ,-. | | |__ > < __| !__SELECT START__| ([ ]) ( O ) ! ! /\ ___`-. ,-' `-' ,-. `-' | |\ |__| ,' `. \ / ,' `. ( X ) /| | `. / \ | | / \ `-' ,' | | `-.____,-. \ / |____| \ / ,-.____,-' | | ,'\ `.___,' / \ `.___,' /`. | | / `-.___,-' `-.___,-' \ | \ / \ / \ / \ / `.__,-' `-.__,'

.' | | | Directional Buttons: | | | | Up: Select items/Display item menu. | | | | RIGHT: Quick Heal. | | | | Left: Holster Gun. | | | | Down: Use Lighter. | | | | Left Stick: Select items/Move/Shake off enemy. | | | | Left Stick + R1: Run. | | | | L3: Turn the flashlight ON/OFF. | | | | Right Stick: Rotate camera. | | | | R3: Zoom camera. | | | | X Button: Select/Interact with items. | | | | Circle: Cancel/Discard items/Put away flashlight. | | | | Square: Attack (hold for Strong attack). | | | | Triangle: Block. | | | | L1: Look back (see what's behind Murphy). | | | | L2: Lock on/Aim/Aim weapon. | | | | R2: Throw item/Toggle display/Fire gun. | | | | Start Button: Pause menu. | | | | Select Button: Open Journal. | | | '.______________________________________________________________________.' ___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________

O==<

..- Tips and Tricks >==O ``-.___________________________________________________[SH-TIP]___.-

Here you can find a variety of tips and tricks which will undoubtedly help you as you progress through the game. Have a good tip? Send it to me and it may well end up here. o Always keep where melee weapons are in the back of your mind. You never know when your current weapon is going to break. o At certain points during the game you will lose your weapons and items. You can read ahead to see where, but the overall point is that there is little point in HOARDING everything you come across. o Fleeing enemies is, of course, preferable to fighting them. In fact, what ending you get is dependent on this. From a practical standpoint though, whenever you run into groups of enemies it is ALWAYS a good idea to run. o Speaking of enemies and endings, you can often beat an enemy into being INCAPACITATED, which is where they are still alive but prone on the ground. You can then choose to carry on or get above them and EXECUTE them. o Obviously fleeing/leaving enemies alive is the "Good" thing to do. Killing and executing them is the "Bad" thing to do. o Murphy will regenerate his health up to 40%. Keep this in mind before healing to make your heals more effective. o It's in the tutorials, but alot of people forget that you can LOCK ON to an enemy with the L2 button. o You can manually reload your firearms from your inventory by hovering over your ammo and hitting reload. You can also either shoot an incapacitated enemy to kill them or, to save ammo, hit them with the butt of your weapon. o Only use weapons when you have to. Hitting a wall, for example, will only damage your weapon. Also, think of what weapon to use. An axe is a much better choice than a bottle! o As a general rule, exploring is often more profitable than not exploring, in terms of how many items you can find compared to enemies. Of course, the guide goes into much greater detail. o On HARD puzzle mode, you will get NO on-screen interaction prompts for picking things up or using them. Some prompts remain, such as circle the analog stick to turn a valve or shake it to get a Screamer off your back, but that's it! You can naturally see how that would make the game MUCH harder, ESPECIALLY for a first-time player!

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< Escape & The Devil Pit Diner >==O ``-._____________________________________________________[SH01]___.-

____________________________ .''. Watch as Murphy gets in | = Item Checklist = | and heads down. You'll be greeted by a | | guard when you get out, so follow him | [_] Walkie-Talkie | (tutorial hints will pop up a lot during | [_] Flashlight | the beginning of the game if you enabled | [_] Tuluca Lake Map | them in the options menu). He'll lead | [_] Game Tokens | you down to the prison showers where | [_] Early Residents | he'll tell you to have fun and that he | [_] Money | left a "present" for you on the bench. | [_] Devil's Pitstop Map | | [_] First Aid Kit | Head through the double doors and take | [_] First Aid Kit | a look around. See all of the shower | | faucets? Go up to each one of them '.______________________________.' (there are eight) and turn them on. The guard will also insinu should be turning the faucets on as well, to fog up the cameras. Well now, this ought to be fun. After turning them all on, head to the bench in the northwest corner where you'll find a lead pipe and a knife... Pick up your weapon of choice and head to the north doors and a scene will take over. After the scene you and your former neighbor (I'm sure you can guess WHY a prisoner would be sequestered...) will be alone. You know what to do here... even if it goes against your nature, you must attack the man. Use square to attack with your weapon until a short scene takes over and then go pick up the other weapon and renew your attack. After the other weapon breaks, just resort to using your fists. More scenes will occur. Actually, a LOT more scenes. You have time to sit back and enjoy them to, so watch the events unfold. Once you regain control again and Murphy is free it is time to explore. The game will take this time to tell you about your journal, and getting to know your journal will help you a TON in the game. Try as you may, you will be unable to find any sign of life here. No one in the bus and no one around. You also can't go back up the hill that the bus slid down, as a tree will block your path. First, lets grab an item. From the tree holding up the bus head left (or right) going away from the bus. There's a gap in the trees that leads out to Toluca Lake, but you can't go swimming! Instead, search near a tree by the gap for a [WALKIE-TALKIE]. Now head down the path the bus is facing. Murphy will automatically duck under the tree. Throughout the game Murphy will automatically do a lot of stuff like that (ducking under trees, squeezing through tight spaces, etc.) which is nice. Head down the path a ways and some crows will fly out of a crevice on your left. You can squeeze through that crevice to see what happened to a fellow prisoner. Ugh! Take the [FLASHLIGHT] near his body though, then go back the way you came and continue. There's a split in the road ahead but both paths meet eachother down the road. Explore this little area if you wish (there is nothing of interest) and continue on until you are forced to cross a fallen tree over the ravine... This tree acts just like a balance beam and you'll have to make sure Murphy doesn't fall. It's rather simple and seen in many games, but the gist of it is to press forward and watch Murphy's body actions. If he leans to the right, counteract that by tilting the left analog stick to the left, and vice-versa. Once you're over the tree it will come crashing down. Move Murphy over to the rocks and he'll begin to climb them. A scene will now take over...

Well shit... so much for escape, right? Well, fortune is on our side as the path the cop is crossing is far too treacherous for her. During the scene, Murphy will face a choice: X: Help Her O: Leave Her Choose what you will and watch the scenes that occur afterward. Once they are done, go back to climbing the rocks. You'll end up on the road again. From here you can head right to check out the broken-up road but when you're done head left. You'll get a new objective as you do so: OBJECTIVE: Find a way out of the area. Carry on down the road and you'll see a gas station. Head over there and on the bench right outside you'll find the [TULUCA LAKE MAP] (I just made that name up, btw). A radio nearby is squaking and you can turn if off if you wish but it makes no difference (you can often choose to turn off radios and TV's in the game). There's also a toolbox near the gas pump that has a wrench by it that you should grab. Now, the road further ahead is out as well so we need to be creative to get by. With your new wrench, find the chainlink door and bust the lock off of it. It'll take three good smacks, but you can continue once it is gone. Past the door the game will tell you how to throw things, which is good to know. In this small area you want to find the ladder up to the roof and climb it, then once you're on the roof and get done asking yourself why a wheelchair is up here, drop down the side of the wall straight in front of you. You can turn the handle of the garage door to make a shortcut if you wish but it doesn't matter. Continue under the crates until you reach the Tram Station. OBJECTIVE COMPLETE: Find a way out of the area. Here, go up the stairs and enter the tram station. Note the dragging marks as you do so. Once inside the station check the counter to your left for some [GAME TOKENS]. There's a poster ahead about a "Free Tram Ticket" if you win at a gaming machine, but the gaming machine is not here. Look at the floor and you'll quickly see that it's been dragged off! You can also try to head up to the turnstile, but you NEED a ticket (leading to a new objective): OBJECTIVE: Obtain a ticket to get to Devil's Pit. Before following the marks, head into the left room to see the tram. At the back of the room is a power switch. Go flip it. This will power up the tram, but we still need that ticket. Head back and follow the marks now. The roads to your left and right are no good. You should see an old pickup truck near the road though. Head over to it to see a cutscene and to meet a somebody new. After the scene you'll have another objective: OBJECTIVE: Change into new clothes. Well, new clothes ARE a good idea. The scratch marks we were following head through a gate that we can't get through, so we'll have to find a way around. Follow the buildings to the east, past the truck until you can see some sheet metal to the north curled up. Approach it and Murphy will duck under it. There is a door here that is locked that we must get through. Continue under the plywood and barrels to find a wrench to the northwest. You'll hear a deep voice talking to Murphy as you grab the wrench. Great, now we are hearing voices... THAT can't be good. Use the wrench to get inside the diner.

Once inside head into the main diner room. Time to grab some stuff. On the table to the right is the [EARLY RESIDENTS] flyer you can add to the MYSTERIES part of your journal (I'll be helping you fill this out throughout the guide as well). To the left is the cash register. Interact with it to grab some [MONEY] out of it. Nice! To the far left on another table is the [DEVIL'S PITSTOP MAP]. (-NOTE-) You can use the money on the jukebox here to play a song. BleuDragen from the gamefaqs forum advises this is the theme to Silent Hill 1! Now, head into the room past the jukebox and you should find a [FIRST AID KIT] in a cabinet here. You can check out the two bathrooms here if you wish but there's nothing there. Now, head into the kitchen. On the right wall is another cabinet with another [FIRST AID KIT], so grab it. Both doors in this room are locked. Murphy will comment on the smell of gas and sure enough to the left is a gas leak. Turn the handle off and a fire will erupt! Good job! The fire will block our path, so find the fire alarm on the eastern wall. Now, watch the scene that occurs. Welcome to the Otherworld! The water level will rise and Murphy will point out a broken breaker box. Head over to it and turn the valve. This will open up the northern door, so use it to climb up the staircase and continue. Head down the hallway and into the open room where a painting will beg to be inspected. Go over and rotate it to make a counterweight fall down and open the door ahead (RUN through the door: its timed). In this next room you'll see a mysterious void appear that will suck up anything thats by it. This thing will DAMAGE you if it gets near and can very well be considered your first enemy. We don't want to stick around, so quickly run down the left hallway. The hallway will get longer as you run but will teach you how to use L1 to look behind you. Take a left when you can and press CROSS (X) near the boxes in the hallway to throw them down in the monsters path. Head down the stairs and throw down another box. This room you are now in has three opening, but two of them will close when you get near them. Which one remains open is RANDOM, so I can't really tell you where to head towards, but its a good idea to stick to the LEFT HAND WALL and run to each of them in a clockwise fashion. However, REMEMBER that there are multiple turns that you face depending on which door you go through and with this enemy chasing you, you do NOT want to trap yourself in a dead end! Use the map below to make SURE that you are safe. _________________ | | | HOLE! | | | | | _______________| | | | | | | | |_________________________________________ |_________ _____________ ______________ | | | | | | | | | | | | | | |_____________| |_____________| |

| | | | | |

| | | | | | | | | | | | | | | |_______________________________|

| | | |

| | | |

Once you get past the hole you are safe... for now. This next part will hurl you downwards on a giant slide ride! You can 'steer' Murphy here, and you'll need to in order to stay safe. Ramming into an object is INSTANT DEATH! Head down the slide and keep to the left to avoid some spikes, then to the right to avoid some more spikes. Stay to the far right to avoid the broken bus! Now just stay in the middle to land safely at the end. You'll now be in a wide-open area where a record player will play 'Born Free' which is of course quite ironic. Go up the only stairs that lead anywhere and turn the lever you find. Head down a flight of stairs and enter the room you summoned and turn the painting. Head back down to the ground floor and take the other stairs down and around to another painting. Rotate it to make the bars disappear to your right and stairs appear past the record player. Take the new path to continue. Out on the walkway the VOID will appear again in front of you. Quickly run up the stairs to the left and forward. A door will shut in front of you, so make a right and keep going. Look for a lever on your RIGHT and stop and turn it. Yes, we must do this, it opens the door that shut earlier. Now, circle around again to the now-open door and run through it. Run up the stairs until the VOID creature is no longer chasing you. (-NOTE-) Yes, you can keep running up the stairs, but it goes on indefinitely! Once the creature has stopped chasing you, go DOWN the stairs and through the door. You'll be BACK in the KITCHEN! Yes, Murphy is losing his mind. And that is all for the first section.

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< Getting to the Tram >==O ``-._____________________________________________________[SH02]___.- (-NOTE-) You should get the 'Now You're Cooking...' bronze trophy now. ____________________________ .''. Now that we're back in | = Item Checklist = | you can immediately turn around and | | re-enter the door you came in through | [_] First Aid Kit | to see a bathroom, but nothing is in | [_] Key | there. Instead, go forward and through | [_] Power Cord | the door on your right, which is now

| [_] First Aid Kit | unlocked. | [_] Colt | | [_] First Aid Kit | You can explore the office to the left | [_] Spy Log | but nothing of interest is in there. | [_] Piece of Wire | Also, up the stairs to your right is a | [_] First Aid Kit | LOCKED DOOR that asks for something | [_] Police Badge | from your inventory, so keep that in | [_] Rusty Key | mind for later. Head down the hallway | [_] Free Ticket | but be sure to open the door on the | | LEFT to find a [FIRST AID KIT] in the '.______________________________.' cabinet here. Continue down the hallway and enter the room. On a t kitchen here is a [KEY]. Grab it and go back up the stairs that had the LOCKED DOOR earlier. Use this key on the door to unlock them! Head into the room to your right. More voices will give you advice. In this room head to the bedroom and open the drawers on the right for a [POWER CORD]. Now leave and enter the upper left room. It's a mess! Open the drawer on the left wall in here for another [FIRST AID KIT}. You should have a shit-ton of these by now. Now, go to the coffee pot on the far end and use the power cord you just got on it. It will fog up the window and reveal the numbers "26381". As you can imagine, those numbers are important. From here head to the southwest room. A dead dog will be on the bed (likely the gas station guy's dog, as it was missing!). Head to the room to its left and you'll see a safe on the wall. Ah, those numbers make sense! Interact with the safe and follow these instructions: (-EASY & NORMAL MODE-) 1. 2. 3. 4. 5. 6. Move Move Move Move Move Move dial dial dial dial dial dial ONE to "2". FIVE to "1". TWO to "7". THREE to "4". FOUR to "7". TWO to "6" (TURN RIGHT).

(-HARD MODE-) 1. 2. 3. 4. 5. 6. 7. Move Move Move Move Move Move Move dial dial dial dial dial dial dial TWO to "7". THREE to "4". TWO to "6" (should make TWO a 6 and THREE a 3, Turn LEFT). FIVE to a "2". ONE to a "3". FOUR to a "1". FIVE to a "1" (should make ONE a 2 and FOUR a 9, Turn RIGHT).

Complete these steps to open the safe and claim the [COLT]. The game will now tell you how to fire a gun, so try it out if you wish. Head back down to the kitchen and take the other door there down to the basement. There is a [FIRST AID KIT] in front of you by the fire extinguisher. To the northwest is a lift, but it is non-functional right now, so head for the northeast room where a bolted door will stop your progress. Pick up the nearby wrench and smack your way through. Follow the path and you'll find a TV on in a room. Pick up the [SPY LOG] from the table here (an interesting read) and head past the TV room to the back room. Grab the [PIECE OF WIRE] here. Good, now make your way back toward the lift. On the way back you'll bet to see a COOL scene. After the scene, your

first REAL WORLD enemy will be in front of you: the SCREAMER. The Screamer is appropriately named. It can scream at you and make you dizzy, making you need to shake the left analog stick to become un-dizzy. Overall though they are pretty weak opponents. Go ahead and find a melee weapon (or use the one you have) and test her out. Note that when fighting, you can either KILL or INCAPACITATE enemies. Well, or RUN from them, which isn't a bad option at all. (-NOTE-) There are different TROPHIES for killing certain amounts of enemies and other trophies for FLEEING and NOT KILLING ANY enemies. Just an FYI; you should consider these trophies at this point. (-NOTE-) For the sake of this guide I am going to be killing things. This is mainly so I can use verbage like "kill this enemy" or "kill that enemy" without confusing you. It also lets me give you combat tips and primers. However, from a survival standpoint, avoiding fights whenever possible is the way to go! COMBAT PRIMER: The Screamer The Screamer, while being one of the weakest enemies you come across, WILL try and block or dodge your attacks. She will often block when you try to mash the attack button, so be wary of that. She will dodge at random times but will often follow up a dodge with a charge at you and flailing arms. The Screamer has a combo of her own that you can block, which varies with a combination of one-handed hits a two handed smack. Attack her inbetween hits while blocking. Also keep in mind The Screamers signature ability: a scream that she'll use when you are at range. You will have to wiggle the left analog stick to break free, so do it fast! (-NOTE-) You can encounter Screamer enemies in the real world now! That means no more introductory cutscenes. After killing the Screamer head to the lift and use your piece of wire to power the lift. Out here there are several rooms we can explore. The room to the left has a cleaver in the drawers and a [FIRST AID KIT] in the cabinet back by the bathroom. Head over to the room across from that one to find some CLOTHES lying on the bed (read the note below before picking them up though!). Pick them up and you'll have completed an objective! OBJECTIVE COMPLETE: Change into new clothes. Also, Murphy will find the [POLICE BADGE] and [RUSTY KEY] items with the clothes he found. You can check the adjacent room from here too but there is nothing of interest. Head back outside and follow the drag marks on the ground to a house. Inside is the game machine! However, it is not powered. It has power cables running to it though, so follow those outside. Get ready for a fight, as once you pass the chainlink fence a Screamer will jump on you! (-NOTE-) Reader Charles Johnson added this very interesting tidbit about that Screamer jumping on you once you go for the generator: I was going for the 'kill no monsters' trophy when something occurred to me. I turned left to the lone building for a meat cleaver in the drawer and then went right for the ticket machine. I bypassed the clothes with the badge and key for the moment. I inspected the ticket

machine and then went right for the generator/circuit breaker. I activated it and went back to the tocket machine and got the ticket for mthe mini-game. The Screamer never showed up. After I got the ticket, I went to the double-building for loot and got the clothes. I went out through the locked gate and still the Screamer didn't show up. I think it only shows up if you're carrying the Mourning Badge, like a guilt symbol. This was even on Hard difficulty, so I think it works. Very interesting Charles, thank you! ~ Bkstunt Shake it off and then either kill it or incapacitate it. The power cables here lead to a generator with a crank we need to turn, so turn it to give the shack power. Head back inside and use your game tokens on the game to play it! The idea is to hit 'Activate' to make the water level rise. You then guide the ball to one of the '(!)' holes (that are glowing) at the top. You will obviously want to avoid the non-glowing holes. Also, aim the left ball to the left hole and the middle ball to the middle hole (etc..). Below is a diagram I made for this puzzle with hints afterward. _________________________ | | | (!) | (!) | | | (!) \| | -. X | | X -| | | _. | | | `' . -|- | | | ' | | | `' . | | .-- X| `| | | | | | |_______.--__.--__.--_____| | |o || o || o | | - EASY mode: Wow, this is easy. The first ball can head left and skim past the right side of the only hole in its way. The middle ball is laughably easy, just head right and up. The third and last ball should stick to the right hand side and stay to the right of the only hole in its way. _________________________ | | | (!) | (!) | | | (!) \| | -. X | | X -| | | _. | | | `' . -|- | | |X ' X | | |X `' . | | .-- X| `| |

| X X | | | |_______.--__.--__.--_____| | |o || o || o | | - NORMAL mode: Aim the first ball right up the middle, and to the left hole. The second ball can go straight up and hit the wood, then skirt around the right side of the non-glowing hole before going northwest to its middle hole, and the last ball can follow the same path but goes up further, on the right side of a second non-glowing hole before finding its home. ________________________ | | | (!) | (!) | | | (!) \| | -. X | | X X -| | | _. | | | `' . -|- | | X |X ' X | | |X `' . | | .-- X| `|X | | X X | | | |______.--__.--__.--_____| | |o || o || o | | - HARD mode: Aim the first ball right up the left side, hugging the sides of the three holes on the way up. The second ball can go straight up the middle, but get to the left of the first hole in front of you and to the right of the hole by the middle goal. The third ball should hug the left of the hole above it, but then quickly go right to hug the right side of the two remaining holes on the way up to the third goal. Once you have the game beat, the [FREE TICKET] is yours. Now its time for us to head back to the Tram Station. Go outside and follow the drag marks to the gate. Use your rusty key on the gate to get it to open. Once you open it, THREE Screamers will be outside in this open area to greet you. I strongly advise running to the Tram Station at this point! Once you enter the Tram Station your journal will update with a complete objective: OBJECTIVE COMPLETE: Obtain a ticket to get to Devil's Pit. Use your free ticket on the ticket machine and go through the turnstyle. You will be on your way to Devil's Pit now and a cutscene will take over that shows off the pit and surrounding area. And we are done with this section.

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< Surviving Devil's Pit >==O

``-._____________________________________________________[SH03]___.- (-NOTE-) You should get the 'Out of the Frying Pan' bronze trophy now.

____________________________ .''. Step out of the Tram an | = Item Checklist = | you'll get a new objective: | | | [_] First Aid Kit | OBJECTIVE: Find a way into town. | [_] Lighter | | [_] Key | Looks like Murphy is TRYING to go to | [_] Devil's Pit Map | Silent Hill. Crazy! Oh well, he | [_] Pistol Bullets | probably just doesn't know better. The | [_] First Aid Kit | exit is to your left, but it's locked, | [_] Train Accident | so head right and head down the stairs. | [_] First Aid Kit | The right door down here is locked, so | [_] First Aid Kit | take the one in front of you. There's | [_] Poem | nothing of interest in this room, so | [_] Flashlight | take the other door and a [FIRST AID | [_] Silent Hill Map | KIT] will stare right at you. Grab it | | then head through the other door, '.______________________________.' ignoring the blood on the floor. In the next room, grab the [LIGHT left workbench. You can use it by pressing the down button. Head further into the room. You can turn on the radio here to listen to an actual radio station! The DJ's name is DJ Ricks. Now pick up the axe nearby and approach the boarded-up door. The game will teach you that you can break the boards with METAL weapons so go ahead and free up this door and go through it. Ah, familiar territory. There's a door to your left you should free up too. Inside this room is an electrical hazard and a [KEY]. Grab the key and head back up to the tram exit and use it on the exit door to get out. Head through the office and once you get to the giant map on the billboard check to the left for the [DEVIL'S PIT MAP]. With that in hand head out onto the overlook to see a scene. After the scene, you'll get a new objective based on what JP told you: OBJECTIVE: Follow the path down to the train. Ok, now before moving on you can do a few things up here. First, you can bug JP to death (keep talking to him until 'Talk' goes away. Secondly, you can use your money on the viewfinders, which is neat. You can even zoom in them. There are TWO things of note worth seeing with the viewfinders. The first is seen by looking at the Cable Car up in the sky (with either one). The second is seen by looking down into the left-hand side of the pit (best done with the left viewfinder). Now that we've had our fun, head for the elevator to the southeast and ride it down. There's another map of the area down here. Head forwards and in the distance you'll see a pair of legs get pulled to the right. As you can guess, a Screamer is over there, but don't rush in blindly! There's another Screamer in a room to the left by the legs that will jump out and grab you! Instead, stick to the left wall and draw over the one Screamer and fight it alone, then proceed to fight the second one. Run past the door on the left to make sure you don't get jumped on! Now is a fine time to use your COLT if you haven't already... Continue down the path and soon you'll come to a rickety bridge. Cross it

just like you did the tree in the beginning of the game, but once you get halfway across the bridge WILL fall out on you. Watch the scene but be ready to hit R2 when they ask you to. After that, you'll have to alternate between HOLDING L2 and R2, so don't mess up now! (-NOTE-) You just LOST your gun, by the way. The path ahead is impassable, so check near the left iron door to find a crank you can turn to open the door. Go inside and check the mining cart to find a PICKAXE! Hell yes. Use it to break open the wooded door and continue. You'll have to squeeze through a rock layer after that. A dead inmate will be off to the right, but continue and go through the door. You'll be in an open area now. In front of you is an elevator, to the left of you is a narrow rock passage that leads to some flooded tunnels, and to the left of the elevator is a staircase. The elevator and tunnels are both out of order right now, so go up the staircase to see the water flow controls. Basically (and like the billboards here say), these levers and troughs control the underground river and when water is redirected to the waterwheels certain things will work. By the levers is a sign that shows what waterwheels control what. Before doing anything, head back to where the billboard explaining the water chutes is and locate an upright box. You should be able to move it. Now look above you. See the wooden wall? It comes down later. Move the box so that it stops the wooden wall from coming all the way down (put it directly underneath the wooden wall). Good! Now onto moving the water wheels. First, let's get the water to power the pumps. Go to the far left wheel and turn it to the left THREE times. Now turn the middle wheel TWO times. Now go turn the right wheel ONCE. This should make the pump kick in. (-NOTE-) ON HARD PUZZLE mode, you need to turn the middle wheel twice to get it down, then the left wheel three times to get the water pouring to it. THEN you can turn the right wheel once to get the water to the pump and twice to get water to the elevator. Go back down the stairs and head through the narrow rock area. Down here you'll see a Screamer lying face-down in the water. Yes, ladies and gents, it is very much alive. You can get several free hits in by smacking at it, so do so for an easy kill. You could also ignore it and let it spook-scare you on your way back. In this less-flooded section head left and you'll find [PISTOL BULLETS] and yet another [FIRST AID KIT] (I have EIGHT of these now). Head back up to the water control center and move the right wheel to the left ONCE to power up the elevator. Now head back to the elevator and head down. A scene will take place here, so watch it and pick yourself back up afterwards. Once you regain control, head forwards and a Screamer will corner you. It's pretty crowded in here, so draw her back to the starting area to fight/leave. Continue on and push a mine cart forwards to get past it. Head forward and you'll hear kids laughing. Gah, I hate that in horror games, but damn if it isn't effective at creeping me out. On the door you come to is the [TRAIN ACCIDENT] mystery, so pick it up and read it. Murphy will recognize the man in the article to be the same one we met. Enter the door here and look to the right for some creepy mannequins (I'm SURE they won't move, right!?). Also, be sure to grab the [FIRST AID KIT] in this room before leaving. Ok, we're about to encounter a new enemy: the WEEPING BAT. Let's go over its

combat prowess, shall we? COMBAT PRIMER: The Weeping Bat The Weeping Bat is a strange foe. For one, it's main method of travel is by clinging to the ceilings and traveling around up there, so in the Pit it can be VERY important to know your surroundings. The Bat is a big creature as well, and while on the ground will walk over and hold both of its hands together as it swings at you. It can follow that up with quick jabs, making blocking tricky. However, its most dangerous move is to drop down at you from the ceiling, which you cannot block. The bat also will move back and forth from ground to ceiling and players without a ranged option will have to get it to come down by running underneath it and luring it down. Honestly, fighting these things is a pain, especially without ranged attacks. However, there is a brand new pickaxe here to the right if you need it. After this Weeping Bat is done you can assume more will be on the way. To the right is police tap and evidence placards. Continue on and break down the wood that is blocking the ladder. Climb it and continue on to an elevator. No incidents this time. Exit the elevator to see a scene between JP and Murphey. During the scene you'll have another choice to make: X: Console Him O: Taunt Him Choose what you will (for this guide's first draft I choose 'Console Him') and watch the scene. Continue on now and you'll see the direct route is out again. Use the lever to open a nearby door and head inside. Continue on until you come to a wide open area. A Weeping Bat is in this area but is alone if you wish to kill it. To the left is a building while to the right and down is a deadend with giant rocks in the way (there is a fresh pickaxe down here though). Head up to the building and enter the left door. Straight ahead is a door with wood covering it, but a Weeping Bat guard it. There is a small area of ceiling by the door it can jump up and down from. You can actually use this to KNOW where he will jump down at and have strong attacks ready for him. Once he's tied up/dead, break the door down and activate the plunger here to blow up the rocks down below. There's a radio in the room with all the glass display cases you can turn on to hear a message, and don't forget to search the cases themselves as a [FIRST AID KIT] is in one of them. Head back outside and another Weeping Bat will be guarding the area you need to go to. This one is best ran by as the area you're going to leads to an elevator that will take you further down. More words of wisdom will be spoken to you here as you get off and face a Screamer. Once you've taken care of it, inspect the body to the left for the [POEM]. We'll need this soon. Continue down the path and you'll find the train that JP talked about. This completes an objective: OBJECTIVE COMPLETE: Follow the path down to the train. At the end is a control panel that will have some buttons that you need to push to activate the train. The secret is to look at the poem you just got to figure it out. Answers are below.

- Easy: The man had a Red jacket, And asked me "How are you?" He drove the train Through water that's blue Then ice cream ruined My orange shoes. (Red, Blue, Orange; E, A, C) - Normal: Jutting underneath cerulean sky Are rocky cliffs where my heart lies. Eyes twinkling with emeralds fair, My darling left me weeping there. But her shadow can't take away These bronze cliffs at end of day. (Blue, Green, Grey, Orange; A, B, D, C) - Hard: Beneath the slate burns wicked ash. And the children cry for blood. Outside, fir trees blow In a wind that knows not what happened here. Or that Toluca's subterranean claws Seek blood. Always blood. (Grey, Red, Green, Blue; D, E, B, A) After solving the puzzle, enter the mine cart. You'll be treated to quite a few scenes in a row (damn mannequins...) so enjoy. There is one part where you must jam on the left analog stick, so be ready for it. At the end of the ride will be even more scenes, so continue watching. Once you regain control, you can talk to the cop like you did with JP until she refuses to talk back, but after that you must carry on. Continue on past a door and avoid the puddle with live wires in it (this is very sound advice for ANY time in your life, by the way). Go inspect the switch in the box on the left to open the chain door up ahead and go through it. Continue on despite the creepy sounds and soon a radio (DJ Ricks) will dedicate a song to YOU. What the hell!? Be sure to examine the left portion of the room with the radio to find a [FLASHLIGHT], then check out the right part of the room to crawl through a hole in the wall. Straight ahead on a desk is the [SILENT HILL MAP] which you should DEFINITELY grab. Head out the nearby door and you'll finish another objective as well as

gaining a new one. OBJECTIVE COMPLETE: Find a way into town. OBJECTIVE: Escape from Silent Hill. Welcome back to Silent Hill!

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< Exploring Hillside >==O ``-._____________________________________________________[SH04]___.- (-NOTE-) You should get the 'Going off the Rails' bronze trophy now.

____________________________ .''. Well, we're on the outs | = Item Checklist = | Silent Hill now. You have to take a | | left and head back aways to get down to | [_] Nailgun | a parking lot where you'll find a door | [_] First Aid Kit | boarded up (there's a hatchet to the | [_] Nailgun Ammo | left if you need it). Break the boards | [_] Colt | and head inside where you'll find a | [_] Missing Child | green locker. The locker will want a | [_] Police Report | password, so enter in '171678' to open | [_] First Aid Kit | it. Inside you'll find a double-sided | [_] Crime Report | axe and a [NAILGUN]. | [_] Despair Painting | | [_] Birdcage 1/5 | (-NOTE-) These items were advertised as | [_] Evidence 2 | being pre-order bonuses for at LEAST | [_] Sunrise Painting | Gamestop, but as far as I've heard the | [_] Nailgun Ammo | locker can be accessed by everyone with | [_] Evidence 1 | that same code! So much for pre-order | | bonuses! Ha! '.______________________________.' Head through the hole to streets of Silent Hill. The Map for this area is HUGE, but there's only one area we can go to right now as the road ahead has a tree and power lines blocking the way. Explore the left edge of the street to see a house with an alley on its left. Head down that way but before taking the stairs further down take a right to the back of the house. Now go forward to the back of the next house and check the back porch here for a [FIRST AID KIT]. Head back now and go down the stairs. The map opens up at this point and there are several things you can do, but for the sake of the guide I'll lead you around so we can FULLY experience this game. (-NOTE-) The only thing you HAVE to do here is head to the APARTMENT ENTRY HOUSE (my terminology) located northeast of the Police Station on Lansdale Ave. You have to head to the back of the house and use a fireplace poker nearby to climb the ladder. Below we will do several optional activities, so skip them or follow along as you wish. (-NOTE-) Enemies can appear randomly out here in the open. Enemies are more likely to appear when it is raining and lightning out, so keep

listening to your radio. (-NOTE-) There is a First Aid kit that reader Albert Wesker found that when I replayed I couldn't find. He writes: (Edited) "I think you missed one First Aid Kit. It's in the section Exploring Hillside. F.A. Kit is on Mc Cammon St, left side, on the back yard of the building. I remember that McCammon St. is blocked on the west side. From there there's an alley, you must go around the house and find F.A. Kit there." OK, I won't be holding your hand as you explore but I will point out everything of interest and all items. The first thing of interest that you can explore is what I call the CRYING HOUSE. It is the house below the Police Station on Campbell Street. You can ENTER the house by finding a lit-window near the ground. The words 'Enter' will appear on screen. In the house you'll hear a woman crying (thus its name). Down in the basement is a green locker. It's the same type of green locker you encountered earlier, and if you opened the first locker this one will already be open and will have some[NAILGUN AMMO] in it. If you didn't open the locker earlier, the code for it is '171678'. You will also find a locked door down here. To open it you must go upstairs and turn on the TV. This will power down the building but will open the door below. Before exploring it, let me just tell you that you can find a [COLT] pistol lying on a chair in there but you'll also encounter a new enemy called the DOLL. This enemy is brutal, especially this early, but below is a primer on what you can expect from it. COMBAT PRIMER: The Doll The Doll is the most supernatural foe yet. The actual ENEMY here is a mannequin that is dressed up (it has a wig and a young woman's body), but the doll itself does NOTHING. The real threat here is the SHADOWS that the doll controls. These shadows are hard to see (your flashlight helps, but only if you're looking RIGHT at them; the shadows look like the doll looks) and attack relentlessly. The shadows favor hit-and-run attacks and are very mobile. You can kill the shadows by smacking them a few times. However, the Doll will just summon another shadow. Killing the shadows hurts the Doll though, and after three shadows the doll will take a break, giving you time to knock it down and finish it. Later on you will be able to use a special UV light to see the shadows much more clearly. Based on the primer and whether or not you think the pistol is worth it, choose to take on the Doll. Exit the house after that but check the ground in front of you (near the sandbox) for the [MISSING CHILD] excerpt. Ok, let me tell you another important thing about the streets of Silent Hill (which, depending on your luck, you may or may not know). The streets here are being patrolled by POLICE CARS. As you would imagine, these police cars are NOT on your side. In fact, when one sees you, THREE enemies will spawn after the screen reloads. You will also get two objectives when a police car sees you: OBJECTIVE: Stop the patrol cars. OBJECTIVE: Find the police patrol dispatcher.

To STOP these patrol cars (which is highly recommended if you are the exploring type), we need to head to the Police Station. There's a dispatch system there that we can use to stop them. Note that YOU MUST BE CAUGHT BY A PATROL CARE to be able to STOP them though, which I found out on a second play-through of the game. However, with these patrol cars comes another new enemy: the Prisoner Minion. Here's what you can expect out of him: COMBAT PRIMER: The Prisoner Minion The Prisoner Minion is a fairly basic enemy in a human shape with metal around his head. My wife thinks he looks like Uncle Rico from Napolean Dynamite. Anyway, he will try to punch you with combos and can also kick at you. He is also able to hit your head with both fists from the side and stun you (you'll have to shake the left analog stick to recover). The minion is also able of blocking your attacks and will likely do so when you try to string together multiple attacks. He is best taken care of with a heavy duty weapon and attacks as he approaches or tries to go around an obstacle to reach you. Fighting them in groups is a challenge and not recommended. Later on some minions will be ARMED with a shank, so be extra careful of them! Time to make our way to the Police Station! Most of the station itself is blocked off, so to get in you must enter from the north through a gap in the wall. Once you enter, look to the left for the [POLICE REPORT] paper on the ground, then cross the gap to get to the other side. Once you get to the other side Murphy will add another objective to the list: OBJECTIVE: Identify each patrol car's call number. Ok, look to the left and you'll see a board of patrol car call numbers. A few of the letters in each number will be smudged. Also, in a cabinet nearby is a [FIRST AID KIT]. Grab it and then check out the radio nearby. With this radio you can input the call numbers. The idea here is to run through all the numbers to find the numbers missing from the board. Below is the solution. ALL DIFFICULTIES: D375 C466 B557 A648 Once you put in all four codes, three of your objectives will be done! OBJECTIVE COMPLETE: Stop the patrol cars. OBJECTIVE COMPLETE: Find the police patrol dispatcher. OBJECTIVE COMPLETE: Identify each patrol car's call number. From here, pick up the axe nearby and break down the wooden door opposite of the radio. Grab the [CRIME REPORT] paper from the floor, then turn on the radio to hear a mysterious message. Past the radio, grab the [DESPAIR PAINTING]. Now we need to leave the Police Station the same way we entered. Beware, if you had enemies chasing you they are likely nearby.

However, there are two items nearby that we can grab now. The first is just to the north of the police station, in front of a house, where you will find a [BIRDCAGE 1/5]! Go ahead and open it to free the poor bird and see a short scene. As you can see by the journal, there are four more of these to open, so you will get a new objective here: OBJECTIVE: Set all of the birds free. The next thing we can do near the Police Station is to explore the lot to the right of the Police Station. Outside in the open by a tree (past the open double-door chain fence) you can find the [EVIDENCE 2] photo. Now, from here we can go slightly to the east to find a SUBWAY (represented by a blue line on the map). You can head down here to find a second copy of the Silent Hill map (or a first copy, if you missed the first one). Past that in the terminal is the [SUNRISE PAINTING]. Now, if you look to the right you'll see a hole in the wall. You can explore down here if you wish, but all you will find (for NOW) is 2 locked doors and little else. Ok, now time to continue the REQUIRED actions. The house we want to go to now is the APARTMENT ENTRY HOUSE, which is located northeast of the Police Station on Lansdale Ave. Once you get there, grab the [NAILGUN AMMO] from the front porch then head to the back. There's a ladder down here that you can't reach, so grab the fireplace poker from nearby and use it to pull the ladder down so you can climb it. Once up, head to the right to find the [EVIDENCE 1] photo. Now follow the ramp and enter the apartments. (-NOTE-) I got this tip from Ray, about entering the apartments and using the game's loading screen against itself to duplicate the first aid kit you can find in the drawer (look below at the start of section five to see what I mean). I haven't done it myself, but I imagine it's very possible, so here's what Ray says: Thought youd might like to know of a glitch I encountered when entering hillside apt for the first time. As soon as you enter the room, its possible to dash towards the drawer in the room and pick up the medkit while the screen fades to black. When the scene loads back up, the medkit will still be there. Free medkit!

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< Hillside Apartments >==O ``-._____________________________________________________[SH05]___.- ____________________________ .''. Ok, time for a shorter | = Item Checklist = | once! Head into the house a bit to | | have the game stop and load on you | [_] First Aid Kit | (its loading this new area). Inspect | [_] Dear Shithead | the drawers in front of you for a | [_] Money Box | [FIRST AID KIT] then open the door. | [_] Locket | DJ Ricks will dedicate another song to | [_] War Medal | you here. Open up the next door and | [_] Gold Watch | you'll see you're in a hallway. As | [_] Nailgun Ammo | tempting as it is, take a right and go | [_] Nailgun Ammo | up the stairs. Up here there are two

| [_] Pistol Bullets | more apartment doors you can access. | [_] Wonder Painting | Find the door with the note on it and | | grab it for the [DEAR SHITHEAD] note. '.______________________________.' Now, head inside that door the note was on. Head to the left a see what happened to the thief. Near the body is a bed you can pull out, so do so to find a box with four items in it: a [MONEY BOX], [LOCKET], [WAR MEDAL], and [GOLD WATCH]. We'll get a new objective here as well: OBJECTIVE: Return the stolen items to their rightful owners. You should also find [NAILGUN AMMO] on a box nearby (or a Nailgun if you don't have one already. Head back out to the hallway now and enter the other door. Note the crying. I believe that is the owners of the lost objects crying. In this new room, head to the living room and on the table is a box that you can interact with. Put the LOCKET here and the crying will stop. Now head into the bedroom and find the desk opposite the bed. There is a hand here you can interact with. Put the GOLD WATCH on it. To the left is some more [NAILGUN AMMO]. Exit the room now and head downstairs. Go into the room we skipped earlier and hang a left. In the bedroom is some drawers with [PISTOL BULLETS] in it. Now, head into the other room here where the kid is crying to find a bedroom. You can drop off the MONEY BOX here on a table to make him happy. Go back out to the hallway and down another flight of stairs. To the right is another door you can enter. In here a creepy rocking chair is going, facing a picture that you can pick up. Grab it for the [WONDER PAINTING]. Now head into the bedroom and search the tables here for a medal case. Put the WAR MEDAL in it to return the last item. (-NOTE-) You should get the 'Neighborhood Watch' Bronze trophy here. (-NOTE-) You can go back to the thief's apartment to find that the body is GONE, but the clothes remain. You can also change into these clothes if you wish... Now head back out to the staircase and take the door by the mail slots to see a scene with the Mailman. During the scene he will point out where the radio station is, giving you a new objective: OBJECTIVE: Find a way to the Radio Station. This new area we are in is called Pearl Creek, and we have a LOT to do out here. So much so that the next TWO sections are dedicated to exploring this massive area (that and I'll show you every little thing there is to see out there). For those who just plain don't care about exploration (I know you're out there), our GOAL is to reach the big '?' on the map (the Centennial building). To get there you will need to go up Laymond Ave. and enter Logan Park. From Logan Park you can stick to the left and find your way to the Centennial building. You'll be missing out on a lot though! Anyways, onto exploring Pearl Creek!

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< Exploring Pearl Creek Part 1 >==O ``-._____________________________________________________[SH06]___.-

____________________________ .''. Ok, Pearl Creek is a bi | = Item Checklist = | cover and there is a lot to do, so I | | split exploring it into two sections. | [_] First Aid Kit | This first section will cover all of | [_] First Aid Kit | the east side of Pearl Creek (think | [_] Candy Bar | Lansdale Ave. and the Bank). Let's | [_] Healing Trinket | do this! | [_] Colt | | [_] First Aid Kit | After the cutscene with the mailman | [_] Riot News | you can explore the area you're in but | [_] Birdcage 2/5 | there is nothing of interest here | [_] Flashlight | EXCEPT a small playground to the | [_] First Aid Kit | northeast where you can find a barrel | [_] Pistol Bullets x2 | that wants something from your | [_] Colt | inventory (which we don't have yet). | [_] First Aid Kit x4 | | [_] First Aid Kit | Go down the west path where the | | Mailman went (on HARD mode there will '.______________________________.' be a VENDING MACHINE here, put some money in it and grab the c comes out so you can ignore my candy comment latter) and past a playground with LOTS ot items head north out to the street. Now, I KNOW I said we're going to cover the east side but let's go grab a toll to do so first. Take a left and follow the fence west and south to find a [FIRST AID KIT] in this dead end, then go north and west into an alley. This alley leads to a confrontation with a Weeping Bat enemy (normally, you will only see Minions and Screamers out here in the open), so take it out. There is a radio here and further to the west is another [FIRST AID KIT]. There is also a door here that leads to the ART GALLERY BUILDING, but that section will be covered in the next section. The only REAL reason we are over here is to grab a FIRE POKER, which you should be able to find near the radio. We need it to pull down a ladder soon. Ok, head back to where you exited the playground and head east. On the south side of the street you can find a VENDING MACHINE! Crazy! We need it though, so put some money in the machine and you'll get a [CANDY BAR]. No you can't eat it! Now, check the southwest corner of Cook and Lansdale and in a box you will find the [HEALING TRINKET]. This trinket actually goes INTO the barrel from earlier. It is for a sidequest called "Shadow Play" but we can't even do it yet. You CAN go put it in there now if you wish, but read my notes below. (-NOTE-) When I picked up the 'Healing' trinket, enemies would NOT come near me. In fact, I could run up to them and they wouldn't even attack! LOT'S of other gamer's have emailed me about this subject. Some of them ran into the very same thing I did but BEFORE grabbing the trinket. Console's didn't matter (PS3/Xbox 360). Whereas I had the effect wear off when I picked up the 'Enlightenment' trinket, others had it wear off BEFORE then or even after then. I can't for the life of me figure out what SPECIFICALLY triggers this event, but if you witness it you should take it as a blessing and keep playing. I would personally recommend doing the BANK side quest if you can while having this effect active! (-NOTE-) We will be able to do this quest (Shadow Play) during section 14 of this guide, where I will round up a couple of sidequests including Shadow Play. Ok, now walk up the east side of Lansdale Ave, by the sidewalk. On the way

is a fire escape ladder. With the poker I had you grab a bit ago you can easily pull it down. Climb up the ladder to enter a window leading to a room. And not just any room, this room is a copy of the ROOM 302 used in Silent Hill 4! How cool is this! You can find a [COLT] and [FIRST AID KIT] here, so grab them both, look around, and head back outside. One other thing of note here is at the northwestern corner of Cook and Lansdale Ave you can find a MISSING GIRL poster (it's a bit north of the corner, on the housing). You can go find this now and check it out, and by checking it out you will get an objective: OBJECTIVE: Find the missing girl. This is actually the start of the 'Ribbons' side quest, but once again we are unable to do this now. See the note below: (-NOTE-) As stated above, this is the start of the 'Ribbons' side quest. You can do PART of it but you won't be able to complete it. I have chosen, for the sake of completion and order, to put off this entire side quest until section 14 of this guide. To make thing clearer, you are entirely unable to complete this quest until you go through the Centennial Building and its otherworld. Head north now, sticking to the east and at the southeast corner of Brite and Lansdale you can find the [RIOT NEWS] note on the ground. Cross the street now (the east side is out) and you can find another [BIRDCAGE 2/5] here. Let the bird free and you'll see a LONGER scene. We are by the BANK now, and we can enter it and do a sidequest, so let's do so. Note that this sidequest involves fighting groups of enemies, so enter with 3-4 med packs and a good sturdy weapon. The Bank -------Upon entering the bank you can find a [FLASHLIGHT] on the right if you need it (you shouldn't). You'll notice this area is quite wide, with lots of weapons strewn about. Let's explore this area. Further in the room on the right has a radio for you to listen to DJ Ricks again and a crowbar. The room on the left curves around to give you a [FIRST AID KIT] at the end. Upstairs is the Director's Room with an axe, a good weapon. Downstairs is the VAULT. You'll hear a message from someone here (DJ Ricks I believe). The vault has FIVE security boxes down here. Now, when you try to open one an alarm will go off and will initiate a series of attacks on you. This gives you an objective as well. Down below is the objective and what enemies you will face. After every round a security box will open, so your prizes will be listed down below as well. (-NOTE-) Before we continue this section, let me add this note that reader Barbara Gibson sent me: If you go to the managers office and stop the alarm under his desk the waves stop and the vault closes. Then you miss the achievement and have to back up. (Thanks for letting me know that Barbara!) OBJECTIVE: Bank mystery. Enemies Faced:

Wave 1: Screamer Wave 2: Screamer x2 Wave 3: Screamer, Minion Wave 4: Minion x2 Wave 5: Screamer, Minion, Armed Minion Fight in the open area and save your good weapons for the later waves. Use the narrow area by the radio to funnel enemies if you wish. If you've been saving ammo (like the Nail Gun), this is an EXCELLENT time to use it, especially on the final wave. After fending off all five waves, you'll be awarded the contents of the security boxes below, leaving you with some [PISTOL BULLETS] x2, a [COLT], and FOUR [FIRST AID KITS]. (-NOTE-) You will also get the 'Silent Alarm' trophy after surviving all five waves of enemies at the bank. Once you're done with the bank and have gotten all of those damn First Aid Kit's, head back outside. The only other thing to do over here is to head north of the bank (follow the sidewalk) and on the ground by the road obstacle is another [FIRST AID KIT] (as if you didn't have enough by now!). The northwest corner of Lansdale has a section that you can squeeze through and explore, but I'll cover it in the next section. It leads over to Laymond Avenue. Congrats on getting that trophy. Head to the next section for more exploration!

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< Exploring Pearl Creek Part 2 >==O ``-._____________________________________________________[SH07]___.- ____________________________ .''. Ok, now we are going to | = Item Checklist = | efforts on the west side of the Pearl | | Creek area. This mainly takes us up the | [_] Dear Mr. Barker | Laymond Avenue road, but some alleyways, | [_] Dear Mr. Rice | subways, and Logan's Park will be | [_] Art Notes | covered as well. | [_] Nailgun Ammo | | [_] Nailgun Ammo | First head back to the alleyway where | [_] Enlightenment Trinket | I mentioned the ART GALLERY BUILDING is | [_] Aaron Ashfield | located. The one where you found the | [_] Certainy Painting | poker and fought the Weeping Bat. Let's | [_] Child's Kite | head inside that building and explore | | it. '.______________________________.' First of all there are no here, so its ok to let your guard down a bit. Head past the first door on the

left and go explore the big room straight in front of you. You'll see DOZENS of paintings here, although it's clear the art is not on exhibit. There's a letter on the counter here, so grab it for the [DEAR MR. BARKER] letter. Outside of this room to the right is an office, which also has another nasty letter, the [DEAR MR. RICE] letter. On the desk are some [ART NOTES] as well. Sounds like the curator here has some sort of plan! Head downstairs now and into the big room you'll find. By looking at the table it is clear the man was trying to assemble a collection of paintings together, which leads to an objective for you: OBJECTIVE: Find the missing paintings. There are six of them in total. We have three up to this point, and you can go ahead and place your paintings here, on the display, if you wish. By looking at the display you can see that there are drawings on the paintings, and you can even move them around. As you can guess, this will lead to more fun later on. That's all we can do in this building, so feel free to leave now. The next location we are going to go to is a subway. One that will actually do us some good, compared to the last one anyways. Head up Laymond Ave towards the subway. You can take the alleyway that you are in north to Brite Streen or go east and north up Laymond; it really doesn't matter since the two paths meet up anyways. On your way there, take the west side of Laymond past the Laymond/Brite intersection as you can find some [NAILGUN AMMO] on the east side of the Centennial Building, in a box on a porch. Then head east and go into the right subway (the left one is a dead-end, so you may as well consider it useless unless you want a weapon). This subway is the Pearl Creek 2 subway, and down here you can find another stand for another trinket (which we don't have yet, but is nearby) and HOLY CRAP ANOTHER HUMAN! This guy is the HOMELESS MAN, and knows a thing or two about surviving. He is willing to share some knowledge with you, but not for free. For starters, he first wants you to find him some food: OBJECTIVE: Find food for the beggar. Thankfully, I had you nab a CANDY BAR a while back, so give it to him (if you don't have the Candy Bar, go back to the playground by Cook and Laymond, search the south sidewalk of Cook Street, and buy one!). (-NOTE-) On HARD puzzle mode, the vending machine is in the alley that the mailman walked through after you left the apartments (the alley north of the apartments). (-NOTE-) On EASY puzzle mode, the vending machine is found near the southeast corner of the Brite St. and Laymond Ave. intersection. Very close by! OBJECTIVE COMPLETE: Find food for the beggar. In return, the man will give you a map of the subway system (and you can see why I'm naming these chunks of the city like I am). You can now use the subway system to travel unmolested underground! The only areas that are open right now are Hillside and Pearl Creek though. (-NOTE-) You can also use the subway system to get out of storms and high monster encounter rates. The homeless man isn't satisfied though, and will ask you for a jacket before

giving away more of his secrets. This leads to another objective: OBJECTIVE: Find a warm coat for the beggar. Unfortunately, we can't do that one yet, but keep it in mind. Now, before continuing our exploration outside, go past the bum and find the [NAILGUN AMMO] in the locker (another one of those tall green lockers). Try out the subway system if you wish, the exit the Pearl Creek subway. To the right of the subway you should be able to find a column tipped over which leads to a shortcut to Lansdale Ave. In the shortcut though, be sure to check the boxes for the [ENLIGHTENMENT TRINKET] in a box. This trinket is the one that fits in the barrel down in Pearl Creek subway. You can put it in there if you wish to de-clutter your inventory, but there's more to that particular sidequest (Shadow Play) that we just can't do now. (-NOTE-) We will be able to do this quest during section 14 of this guide, where I will round up a couple of sidequests including Shadow Play. Head north of the subway and scan the ground for the [AARON ASHFIELD] postcard. Notice that the postcard has the numbers '827' circled on it. Off to the northwest of the subway (south of where you found the card) is a small alley you can duck into to find a hole in a garage door. This hole leads to a steel gate that asks for a password. Yep, '827' will get you in! Search the storage area past the door to find the [CERTAINTY PAINTING]. Exit back outside and now go search the northwest corner of Laymond Ave. for a [FIRST AID KIT]. I really like how they put a pickaxe in the road here! Heh. Now let us go west and explore Logan's Park. Upon entering the park you can go either left or right. It really doesn't matter as the paths meet, but take the right path to find a [CHILD'S KITE] on a bench. This kite is a COLLECTABLE and can be viewed in the EXTRA'S menu from the game's main menu. Move onto the middle of the park. From here you have another left or right choice. The right path is a dead end but has a radio you can turn on and hear something new on if you wish. Take the left path when you are ready to proceed to find your way to the Centennial Building and complete an objective: OBJECTIVE COMPLETE: Find a way to the Radio Station. Head inside and a scene will take over. A rather lengthy scene, which sheds more light on the story, such as what Murphy says he did to get in jail. Fun. That's it for this section, so move onto the next one to continue.

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< The Centennial Building >==O ``-._____________________________________________________[SH08]___.- _______________________________________________________ .' | = Item Checklist = | | | | [_] Parole Status [_] Centennial Building Map | | [_] Internal Investigation [_] Forensic Flashlight | | [_] Security Card [_] First Aid Kit | | [_] First Aid Kit [_] Patrick Napier |

| [_] Pistol Bullets [_] First Aid Kit | | [_] ID Card [_] Numbers Note | | [_] Rett Cairn [_] First Aid Kit | | [_] Pistol Bullets [_] Psycological Report | | [_] Slides [_] First Aid Kit | | [_] ID Card [_] Employee Review | | [_] Studio Map | | | '._________________________________________________________.' After the scene, head towards the door and you'll get the [PAROLE STATUS] letter. Kind-of weird that you didn't just get it after the scene. Model prisoner. Past the door you can pick up the [CENTENNIAL BUILDING MAP] as well. This building has a ton of floors (look at the diagram) and your map only covers the garage and four floors. Head into the main garage section where you will see a security room to your left that needs an I.D. card. Head to the south to see a locked door. Examine it and Murphy will comment on the freight elevator, giving you a new objective: OBJECTIVE: Enter the building via the service elevator. Out here in the open parking lot we can do some exploring. First of all, the green van nearby has a back end you can open, but be warned! This leads to a Screamer jumping on your back. You get no rewards either, so best to skip this van. Next head over to the police car. Go open the passenger seat to find the [INTERNAL INVESTIGATION] note. Interesting stuff. Now go open the trunk to find the [FORENSIC FLASHLIGHT]. It's like a regular flashlight, but you can turn it to UV light as well with L3. You can use it to see drag marks from the driver's seat of the police car to the service elevator from before. There is a guard dog in the backseat of the car as well (you can't let him out). Now go examine the brick door to the northwest for a cool scene. Only one scene though, but you can assume what happened! Find a metal weapon like a wrench or sledgehammer and then break the lock on the maintenance door nearby. You can't go down there as the passage is filled with water. We can fix that though. Go pick up the firehose nearby and Murphy will throw it into the water. Now go turn the firetruck pump on. This will suck up all (most) of the water and will let you go down the stairs. Down here you will find a dead guard. With your UV light you can see the words "Can't keep my head above water." on the wall too. Check the wheelchair for a [SECURITY CARD], which we definitely needed. Grab it and run back up the stairs FAST as the water is rising! Back out in the garage area you will now have to face two Weeping Bat enemies. They can still travel on the ceiling, but the ceiling is so low that they can hit you while clung to it, so be careful! Either kill or ignore them and then run to the security office and use the card on the door. Also, its worthy of noting that the dog is now dead. Once you get in the security room you can turn on the radio to hear DJ Rick's tell you a secret and then you can open the door to the elevator (watch the monitor to the left as you open the door, that shit is FREAKY!). Before leaving, go explore the room on the left to find a [FIRST AID KIT] in the cabinet there. The door there leads out near the firetruck. Now make your way to the service elevator to complete an objective:

OBJECTIVE COMPLETE: Enter the building via the service elevator. Press the elevator button to open it and then get in and press the button again to close it. You'll be on the 1st floor now, in the storage room. Near the elevator will be an axe you should grab (trust me). Continue down the path while the game tries to scare you and you'll come to a boarded-up passage. Break it down with the axe and continue to slide through some boxes. After you get through a Screamer will attack, so take it out. To the left is a door, but to the right of the door is a box you can push back to find a small cubby with a [FIRST AID KIT] in it. Go back and go through the door now. You'll be in a big library now. You can grab a redundant map from a holder to your left. Also, be sure to check the right room for a giant photo showing a "Welcome to Shepherd's Glenn" sign. This is of course in homage to Silent Hill: Homecoming. As you attempt to walk forward into the room the upper bridge will fall. Head left now (you have to) and the game will tell you to use your UV light to find clues. We will have to find BOOKS in the library using the UV light (just leave it on 24/7). From where the game told you to use the light is a book nearby. There are a lot of books throughout this section, but you don't HAVE to read any of them. They are interesting though, so I'll point them out. Make your way on the left side to a desk. Now, fair warning, there is a Weeping Bat ahead of you, past the desk and hanging out in the lower aisles there. Draw him out and finish him on your own terms. The path back there has some dead body parts as well as the [PATRICK NAPIER] file. A row to the east of where the path to the file was is another book to read. It is to the left of the immovable ladder here. These books are interesting and all have a theme. Now turn around and go out and examine the DOLL here. It is lifeless but looks EXACTLY like the doll enemy you may or may not have seen before in Hillside. North of the doll is another book After looking at it, interact with reach the 2nd floor. Head north to the books to its right for another to read, on the right-hand bookshelf. the ladder to the south and climb it to a door, but before going through, look at book to read.

Head through the door here and you'll see a vault up ahead. We have no idea what the combo is for now though, so we'll have to come back here in a bit. Go through the north door now. There's a picture of a girl to the left. You've probably seen this picture before. "When you lose someone you love." The lift here doesn't work (go figure) and the door ahead leads to a door with a key lock on it so head down. (-NOTE-) Reader Thomas Prevatt points out that the dolls in the lower area coming up MAY OR MAY NOT come out to fight. It seems to be very random, how they behave, from one game to the next... You'll notice at the bottom of the stairs that there are DOLL enemies in the display cases. One will come out and fight you here. This gives you a chance to use your UV light to see the FULL OUTLINE of the shadows. You can fight the dolls much easier with that light equipped so give it a try and take the north door afterwards (the only path you can take). Find the [PISTOL BULLETS] in here and continue to 101 and north. Go into the northeast room now to find a [FIRST AID KIT] and hear the older voice talk to Murphy again. Head back out to the big room now. You can find a book on the east bookcase out here. I like the tree limbs going through the window. There's some photos

you can examine here too, 'Devil's Pitstop' in 103 and 'Demon Samael' in the big room. The real treasure here is in room 104, enter it and claim the [ID CARD] from the body. The UV light also reveals the message "Sequestered does not equal safe" here. Head back out and the room to the northwest can be opened with the ID card you just got. It has a radio in it and a stack of envelopes on the desk. These envelopes need to be arranged so they spell out a number. The key to doing this is to note that one of the envelopes (on the left) cannot be moved, making it a starting point for the number '8', which turns into '85'. From there just line up numbers and note that the envelopes will either cover each other up or wont. Use that knowledge with the envelope outlines to find the answer here: "851136". Lining the numbers up together will give you the [NUMBERS NOTE]. From here you can head through room 106 and back out to the big room with the dolls, and another doll will indeed attack you here. Take it out or flee up the stairs and head for the keypad room north of the elevator. Use the code "851136" here to unlock the door. Another book will be in this room, so read it if you want. Room 208 also has the 'Shepherd House' photo in it, which is yet another Homecoming reference. Head out into the hallway and enter room 204 to find a makeshift ladder to the third floor. Be sure to check out the desk here to find the [RETT CAIRN] card before heading up! Once you climb up you will find another map. Make your way around the room to a desk with a [FIRST AID KIT] and then you'll have to balance on some burnt beams while Doll's play around below. Just focus on your balance here! Once you get done with the balancing act a DOLL will attack! Gah! The mannequin is hiding to the left of the door frame, but focus on protecting yourself from the shadows! Once its dead be sure to explore the room to the right for some [PISTOL BULLETS]. Follow the path east and south, ignoring the ladder for now. (-NOTE-) On EASY difficutly/HARD puzzle I encountered TWO additional Doll enemies in this area. Very weird, I think. I also encountered THREE additional Doll enemies in the big elevator room coming up that just plain weren't there on my NORMAL/NORMAL run. Maybe there's some enemy randomization going on here? Be aware! To the south is a room with another book on the west wall if you care, but be sure to take the southwest doors to the big room. This big room sure is massive and lonely... it's a bit foreboding, but at the far west end you will find a wheelchair clogging up the elevator! Remove it and now you have a perfectly functioning elevator! The elevator can go to floors 1, 2, 3 and 18, but requires a special card to go to 18. Head back to room 301 and take the ladder down to the 2nd floor now. Down here go north to the hallway and then enter the Mayor's Office. There is a book to the right you can read if you wish. Also, check the drawers across from the door to find the [PSYCHOLOGICAL REPORT], which sheds some light on the story. Head left to the mayor's desk where you can pick up some much-needed (for later) [SLIDES]. With the slides in hand, we need to head back to the area that has the vault. Head to the 3rd floor elevator and take it down a level, then head west to get there easily. You want to enter the west door to room 207 now, the 'Video Archive'. As you head inside a box will come crashing down (this scared the SHIT out of me!). There is a projector in here that will just display the 'Mayor' screen over and over, which was supposed to be a hint to us if we came here earlier (I'm streamlining the process for you all). This room is FULL of old film reels, some that say "Vatra Wood" on them (Vatra being this game's

developer of course). Before playing with the projector, head upstairs and explore it thoroughly to find a [FIRST AID KIT] to the southeast and a book to read to the southwest. Head back down and use your slides on the projector to make it go through a series of clocks. These clocks are supposed to be the code for the vault outside. As you can see, the slides go through three slides which say 'IX (9)', 'VI (6)', and 'I (1)'. And that is the answer: 961. (-NOTE-) On HARD puzzle mode, the slides show 1:45, 2:30, and 3:05. The vault door outside goes from I-X (1-10), so the answer on hard mode is IX (for :45), VI (for :30) and I (for :05). Or in english: 961, which is the SAME answer as NORMAL mode... they just made it slightly harder to figure out... Head out to the vault and put that number in from left to right: 9 6 1, and the door will open. Head inside and you'll see a body to the left. Yikes! Search it for the [ID CARD], which is what we need to get to the 18th floor. Head further into the room and watch a kick-ass scene. Afterwards, grab the [EMPLOYEE REVIEW] from the desk. (-NOTE-) On HARD puzzle difficulty the "employee review" item is in a bookcase nearby, inside a book that you can spot with the UV light in the upper left corner. Now, head back to the elevator and use the ID Card on the button display, then pick the 18th floor and head up! Grab the [STUDIO MAP] from the right wall once you get out. Go forward and you'll see DJ Ricks behind the glass on the left! Cool! Note that you can go check out the break room on the right to hear the older voice, then head to the eastern door. With the UV light on the words "Point of no return" will be on the ground. *gulp* Enter the door and you'll get a rather long scene involving DJ Ricks and the cop from the early part of the game. Oh, and some uninvited guests! AND, that will be the end of this section.

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< The Centennial Building Otherworld >==O ``-._____________________________________________________[SH09]___.- (-NOTE-) You should get the 'Found a Friend!' bronze trophy now.

____________________________ .''. Well, this just sucks, | = Item Checklist = | real hope just gone. Well, continue on | | and you'll see a fire exit door and a | [_] First Aid Kit | pile of trash nearby! Ah, 1 + 1... | [_] Diluent | | [_] First Aid Kit | Go into the left room for a [FIRST AID | [_] First Aid Kit | KIT] in a cabinet, then search the | [_] Shotgun Shells | other room here for some [DILUENT], | [_] Pistol Bullets | which is what we need to pour on the | | trash pile. (NOTE: The "Diluent" item '.______________________________.' can be found in the kitchen/break room outside the front of the s

HARD puzzle difficulty). Go back and pour it on the trash pile then use your lighter on the pile to make the flames go up (think Murphy used enough diluent!?). As the sprinklers go off go stand by the fire door, because soon the VOID will show up and this place will turn into an alternate reality (the OTHERWORLD!). Run right away and knock over the container, then when the path splits to the left or straight go STRAIGHT. From there, take the first left and run straight down to a hole. As soon as you land, take a right and run into the room with the mirror (there is an 'emergency exit' sign nearby). You will lose the void here. In this room, turn the invisible handle under the sign and go into the new room. Here, the VOID will return again! Gah! The gate in front of you slams shut, so quickly take the door here and turn the handle. Run away and knock shit over to slow the Void down and then steer left into a parking area. Here, stuff will fall from the ceiling, mostly cars, so keep an eye above and worm your way around them (right past the first car, left past a road block, right past a second car...). Soon you'll pass a giant fan on the left. Quickly look to your right and locate a flip lever on the wall, then flip it to turn on the fan and open a nearby door. The fan will suck the Void in (don't ask me to explain this) and you'll be safe for now. As you continue, the world will flip upside-down. Hit the switch in front of you (the one hanging upwards) to open the door and move forwards until you are forced into a cage. Here you will go for a ride. Not much you can do, so sit back and enjoy the sites. Once the ride stops, the VOID will appear again. Bah! Run to the right and you'll see cages dropping. Just zig-zag through them and, at one point, one will drop that you can run through. Just keep running (this section is pretty short) and at one point you'll be running TOWARDS a big guy. The floor will give way thankfully (don't want to run into THAT guy) and the Void will stop chasing you. Down here there will be a [FIRST AID KIT] to your left. The path here splits into a right and left path. Take either one, it doesn't matter. You'll meet a new enemy on the walls here: the Wall Monster. COMBAT PRIMER: The Wall Monster The Wall Monster is more of an obstacle than a true monster. After all, it is stuck to the wall. It can attack by using its stomach to spit acid (or blood?) at you. It can do either one squirt or two in a row. You will obviously want to wait until it gets done attacking to run past it, like a timing puzzle. Make your way to the other end and throw the switch to open the doors. In this next area, cages from above will fall down and make holes in the floor. Let them fall and don't rush, but be sure to check out the left hand rooms for a [FIRST AID KIT]. Keep going forward and soon cages here will fall down and release a Screamer enemy. Run past it and grab the fire extinguisher on the wall if you need it, but a bit further ahead another cage will drop and let another Screamer out, so fight one at a time. After killing them, turn the picture to get by a blade trap further on. Walk out to the catwalk and press the button to make the clock hand stop. You need to make the hand stop BY you, which takes practice and several tries. Press the button way before the hand gets to you (around the IV) and you'll get it

with practice. Climb out to the hand and this initiates a balancing sequence. LOOK AT MURPHY and not your surroundings and you'll be ok. Head forward and you'll soon find yourself at a blade trap. The first two blade wheels are easy and run at a smooth speed. Simply run past them after a blade, any blade, passes. The third one is WAY faster but stops after every five blade swings. Watch it for awhile and see the pattern. Now simply count on that pattern and run when it stops After the blade trap, pick up the [SHOTGUN SHELLS] and the [PISTOL BULLETS]. Move to the next blade trap and stop on the Silent Hill emblem to slow the blades down considerably. As you can imagine stepping off the emblem speeds the blades up. This isn't hard though, just run past the first blade as soon as it passes and you'll make it past both of them. Move forward to see a scene, which will send you flying down another chute. Stick to the right, then quickly go to the left after the first obstacle. Now quickly go to the middle to avoid some blade traps, then to the right and once more to the left. Now just stay in the middle to watch even more kick-ass scenes. You'll wake up back in the real world. Watch the scene with the mailman (creepy!) and you'll get a new objective: OBJECTIVE: Inquire at the Monastery Move onto the next section to continue the game.

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< Exploring Chastain Heights >==O ``-._____________________________________________________[SH10]___.- (-NOTE-) You should get the 'Whatever Doesn't Kill You...' bronze trophy now.

_______________________________________________________ .' | = Item Checklist = | | | | [_] First Aid Kit [_] First Aid Kit | | [_] Local Boy Abducted [_] First Aid Kit | | [_] Old Coat [_] Crank | | [_] First Aid Kit [_] Vinyl Record | | [_] Replacement Bulb [_] Shotgun | | [_] Storage Room Key [_] Hope Painting | | [_] Money [_] Film Reel | | [_] Film Reel 2 [_] First Aid Kit | | [_] Film Splicer [_] Film Reel 3 | | [_] Spliced Reel [_] Wooden Crank | | [_] Key [_] Golden Gun | | [_] Pistol Bullets x2 [_] Court Ruling | | | '._________________________________________________________.' Ok, we got a letter but we're no allowed to see it. Wonderful. Oh, before going anywhere take not that the west exit from Logan's Park is open now,

meaning we can get back to the parts of Silent Hill we've already been to if we want (we'll use this later). Head north and pick up the [FIRST AID KIT] to the north and cross over to the west side of the street. To the northwest is a door you can enter, but I'll save you the time and tell you that all that's in there is a locked door. Head south now and you'll see the MOVIE THEATER. We COULD go in there now, but we wouldn't be able to complete it so let's save it for a BIT later. Trust me! Head south and you'll see an alley to the right. Go past it and search near the road obstacle for another [FIRST AID KIT]. Now head through the alley. To the right is an enclosed park area. Head into it and search to the north for the [LOCAL BOY ABDUCTED] note. How very sad, no? Head back out and look to the south of they alley you exited to see a FIRE ESCAPE ladder. Keep that in mind. Check to the south to see another road obstacle. Near the southwest of it is another [FIRST AID KIT]. You should be absolutely rolling in these things. Up north is the Chastain Heights subway, but its locked for now. We need to get that coat for the bum, remember!? Thankfully, the CLOTHING STORE is just to the northwest of the subway. It has a sign out front, you can't miss it! Find the door and enter the store. To the back of the store you will find the [OLD COAT], which is what the homeless guy needs (NOTE: In HARD PUZZLE MODE, the "Old Coat is in the storage room of the shop, past the door on the left and in the corner to the left. In EASY PUZZLE MODE it is in the front of the store, hanging on the wall to the left.). Now we're going to do some running. Exit the store and head east to where we started this section at. Run through Logan's Park, but as you do so stop near the middle fountain area and find the POKER item (we will need it for that fire escape). Now head south and return to the subway where the bum is. Give him the coat and he will UNLOCK the Chastain Heights subway route. SWEET! We will also get a new objective. OBJECTIVE COMPLETE: Find a warm coat for the beggar. OBJECTIVE: Find a fishing rod for the beggar. Ok, now return to Chastain Heights either through the subway or by running and make your way to that FIRE ESCAPE by the alley. Pull the ladder down and enter the room here. You will see a GRAMOPHONE here. This house is creepy, no? You can check out the lower level, but there's nothing to find so head upstairs and pay special attention to the portraits, as we'll interact with one soon. Upstairs to the left is the children's room. By the bloody doll in there is the [CRANK] item, so snatch it up. Head right into the bathroom for a [FIRST AID KIT]. Now head to the last room upstairs, the parent's bedroom, to find a [VINYL RECORD]. Head back to the gramophone now and put the record on it, then put the crank in and turn it. You'll uncover a dead body and the bloody message "Turn Back Time". Head over to the gramophone again and interact with it to have Murphy play the record backwards and watch the EXCELLENT scene play out before you. After you are done turning you will have a new objective: OBJECTIVE: Put the victims' spirits to rest. However, you are no longer alone! The dad is now in here with you and he has an axe! He's also in spirit form and even worse is out to kill YOU! Figuring out what to do here isn't too hard, and the wife will even whisper to you "Put

his spirit to rest". What you need to do is to run over to the painting of the dad and use your lighter on his portrait. After doing so you will get the 'Turn Back Time' bronze trophy. There's nothing else to do here so head back outside. Now, we need to investigate a nearby store. Head west up the curved road/towards St. Maria's but check out the shops on the left-hand side. One of these doors can be entered, so do so. This shop has to be some sort of store, but I'm not 100% sure what kind of store it is. There's no monsters here though, so relax! Go behind the counter here to find a [REPLACEMENT BULB], which we needed for the MOVIE THEATER area and grab the AWESOME [SHOTGUN]. I bet you're grinning ear to ear right about now, huh? Interact with the cash register here to find the [STORAGE ROOM KEY] and use the key to enter the only other door here. In this back room you can find a moveable box that is hiding the [HOPE PAINTING]. Someone was hiding this! That's all we can do here, so head back outside. (-NOTE-) On EASY PUZZLE MODE, the "Replacement Bulb" is in the movie theater. It is located in a back room. From the stage, go up the left aisle and into a back room, then into the right room from there. It is on the floor. Ok, we can now go to the MOVIE THEATER and complete everything there, so lets go do that. Upon entering the place, check the concessions counter on the left to find some [MONEY], even though you don't really need it. We'll now be out to find film reels, but their locations depend on what puzzle difficulty you are in. Below and written into the walkthrough are the NORMAL LOCATIONS. The box after splicing all the films below highlights the HARD locations, so be sure to use whatever puzzle difficulty guide you need. To the right on a different counter is a [FILM REEL]. This one is called "The House on the Lake" which seems to be a reference to 'The Last House on the Left'. Now head to the back and enter the left bathroom. In here search the stalls for another film reel, [FILM REEL 2]. This one is "The Silent Children". Maybe 'Children of the Corn'? Go through the hole in the wall to enter the theater. Head to the screen and face the chairs. There is a path to the left and the right. The left path has nothing at all for you, so don't bother. Head up the right path and look to the left for a [FIRST AID KIT] by the chairs. Head up to the room above the theater (the projection room) and upon seeing the projector Murphy will deduce that the thing needs fixed: OBJECTIVE: Fix the projector. Thankfully, with our foresight, we HAVE the replacement bulb (see the note above if you are playing on EASY puzzle difficulty to get the bulb, as it is nearby): OBJECTIVE COMPLETE: Fix the projector. (-NOTE-) If you DON'T have the bulb, look THREE paragraphs up in the guide to find the shop that has it. Go there and get it, then hurry back! On the wall next to the projector is the [FILM SPLICER] note, so grab it. Up

here you will also find the [FILM REEL 3] in the room. This one is called "The Secret of the Attic". Likely a 'Psycho' reference. There is also a door up here that has a keypad on it. We need to get the numbers for it. To do so, we are going to play each of the films and then RUN to the screen down below. Why you may ask!? Well, this is Silent Hill, and the films are REAL and we can EXPLORE them by entering them through the movie screen (creepy, no!?).

__________________________________________________________________ .' | HARD PUZZLE Mode Film Locations: | | | | o The House on the Lake: Run past the cash registers where you find | | the money (behind the counter); it's on a vending machine in the | | small room. | | | | o The Silent Children: In a gap in the chairs near the top of the | | left staircase of the theater. | | | | o The Secret of the Attic: In the closet in the projector room, | | past where you get the film splicer note. | | | | (Locations provided by DogByte!) | '.____________________________________________________________________.' Play "The House on the Lake": Enter houses to see it up, to see it. Go the film and head down the street (make a right). Head down two and enter the second house here. The upstairs is blocked. Head in a door on the left. There is a wooden crank in here, but don't pick just make a mental note of it. Exit and enter the door further in the number "9". Now head back to where you entered the film to exit back to the projector and put in the next film (see below).

Play "The Silent Children": Enter the film and immediately head south. You'll see a number on the wall down here that says "24". The only other thing of interest in this film is to the right, where you will find a box that needs an item. We can't do anything with this right now so exit the film and enter the next one (see below). Play "The Secret of the Attic": Enter the film and head to the right. Now head north to the very inner part of the attic. In here Murphy will notice the trunk. It is of course locked, but gives us an objective: OBJECTIVE: Open the attic trunk. Now note the bloody "1" on the window. That's the last number we needed, so exit the film now. Now that we are done exploring all three films head back to the projector and collect the film from it. We need all three. Now, for the codepad nearby and enter the numbers "9241". Past the door is the movie splicer. Interact

with it to see a scene and you'll obtain the [SPLICED REEL]. This new film is called "The Secret of the Child at the Lake". Quite a long title, no? Put it in the projector and get ready to enter the film: Play "The Secret of the Child at the Lake": You'll now have access to all three areas. Go grab the [WOOD CRANK] from the room on the left, the walk through the north door and the one after that to get to the next film area. Use the crank on the box on the right (which is a jack-in-the-box) and crank it to get the jack to come out (a bit creepy, no!?). Grab the [KEY] from the doll and go south to where the numbers are. There is a ladder here that you can climb to get to the third film. Head to the trunk and use the key to open it. OBJECTIVE COMPLETE: Open the attic trunk. As soon as you do, a Screamer will appear, so put off looting and deal with it. In the trunk you can find a [GOLDEN GUN] and [PISTOL BULLETS] x2! The Golden Gun is just like any other pistol in my experience and is definitely a reference to the James Bond movie 'The Man with the Golden Gun'. You have a ways to go before leaving this movie, and more monsters to face. A Weeping Bat will meet you in the schoolkid place, and a Minion enemy will face you outside the house area. Exit the film to complete this sidequest. (-NOTE-) You will get the 'Cutting Room Floor' bronze trophy after completing the events in the Movie Theater. Wow, that was a trial, no? Ok, exit the theater and now it's time to wrap this section up. Head to St. Maria's. Go up the winding road and to the east will be an opening that leads up there. There is also a path to the south and north of St. Maria's. The south path leads to the CEMETERY, but there is nothing for us there... yet. To the north is a fountain. Search the ground to the east of the fountain for the [COURT RULING] paper. The pathway heading north from here is a dead end, so you may as well turn back and head to St. Maria's. (-NOTE-) As it's possible to get to the rest of the map before the Monastery, I wanted to add this email/input from Zachar Laskewicz regarding the PAINTINGS side quest: I don't think you can complete it until after the monastery. You didn't mention this as far as I've read. I noticed this after completing the pictures before attempting the monastery at normal levels. The figures appeared, but not the map nor the quest nor the option to interact with the map. Thanks Zachar! In other words, don't bother with the paintings side quest this early. I cover it later in the guide though, so focus on it AFTER the Monastery. (-NOTE-) If you want a slightly easier time at the beginning of St. Maria's, bring an axe in with you. OBJECTIVE COMPLETE: Inquire at the Monastery.

Watch the scene that takes place between Murphy and the nun. When it's done you will be free to explore, but that is for the next section. See you there!

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< St. Maria's Monastery >==O ``-._____________________________________________________[SH11]___.- _______________________________________________________ .' | = Item Checklist = | | | | [_] St. Maria's Map [_] First Aid Kit | | [_] Pistol Bullets [_] First Aid Kit | | [_] Nailgun Ammo [_] First Aid Kit | | [_] Poem Fragment 1 [_] Pistol Bullets | | [_] First Aid Kit [_] Canvas Sack | | [_] Happy Fathers Day [_] First Aid Kit | | [_] Letter Home [_] Colt | | [_] Hansel & Gretel [_] Lever | | [_] Vinyl Record [_] Blackboard Eraser | | [_] Poem Fragment 2 [_] Preliminary Evaluation | | [_] First Aid Kit [_] Psych. Evaluation | | [_] Tragic Letter [_] Toy Van | | [_] First Aid Kit [_] Psych. Evaluation 2 | | [_] Internal Memo [_] Key | | [_] Poem Fragment 3 | | | '._________________________________________________________.' So, we're left without a tour guide as the nun just upped and vanished. Wonderful, this can't possibly go bad. Well, first grab the [ST. MARIA'S MAP] from the wall on the left. There's a boarded up door here. Chances are that you don't have an axe, so go to the southern room, grab the [FIRST AID KIT] here, and squeeze through the crack. (-NOTE-) If you DO have an axe, you can just grab the bullets here and then head back and go through that boarded up door. Only follow the next two paragraphs if you NEED an axe or want to kill a lot of Doll enemies (there's a trophy for killing 10 of them and you can get five of them right here!). (-NOTE-) On my second and third playthroughs, my axe weapons broke and MADE me go get an axe, which is funny since on my first playthrough I got through that door just fine. Check the drawer here to find some [PISTOL BULLETS], then examine the bookcase on the west wall. The UV light also shows a ton of footprints here. Murphy will discover that there's something behind the bookcase and you'll be able to move it. Head forward through this messed-up area and watch the murder play out in front of you. Now, this room leads into a HUGE fight, so before checking the body, learn where all the weapons are here. When you are ready, go pull the axe out of the body. You'll now be in a HUGE fight with SEVERAL DOLL enemies (FIVE of them). This

is a GREAT place to kill them if you still need the 'Shadow Boxer' trophy, but may be a waste of health and time if you don't. PLUS, keep in mind, you NEED that axe for the door near the entrance. With that in mind choose to fight or flee. If you do fight, try to hit the dolls WITH the shadows, use the UV light to see the shadows better, and be prepared to switch weapons! With your axe in hand, destroy the wood on the west door and enter. (Note: on HARD ENEMY mode, a Screamer shows up behind you here. Reader Saikyo Mog points out that he has seen the Screamer show up on Easy/Easy, but it didn't attack him, so be careful no matter what difficulty you are on! Also, reader Deacon let me know that you can find another AXE in the room where you moved the bookshelf, which I suspect is placed there only after you see the room with all of the dolls...). Head forward and watch the awesome scene. Pretty damn cool. You'll be left with a new objective here: OBJECTIVE: Learn the Bogeyman Rhyme. With nowhere to go, take the north door and grab the [FIRST AID KIT] on the left. Take the north door again and you'll be outside. Good views out here! The door to the west is locked, so take the door to the chapel. Head in until you get to the stairs. To the left of the stairs is a doll holding a knife. How crazy is that! Maybe a Chucky reference? Grab the [NAILGUN AMMO] on the bench nearby. The door on the ground floor here leads to nothing, so take the stairs up and catch the girl spying on you. Now, if you chase her up the stairs you will come to a locked door, but you can see some cool writing on the way up with the UV light (it says "I keep dreaming about birds") and you can find the BELL. Ringing the bell makes two Doll enemies spawn a flight below, so it is ILL advised to do. Instead, once you see the girl simply take the door to the right. This leads out to the chapel and a balance area. As luck would have it, a quake starts as you are on the beam, so stay focused and get through it. Go down the stairs once you're done and nab the [FIRST AID KIT] from the left and then enter the chapel again. Go inspect the grating and Murphy will notice the book, which he identifies as a book of rhymes. How convenient. Walk away and another quake will knock the far chandelier down. That is meant to be a hint for you, as I'm sure the lightbulb just went off. Anyway, what we need to do here is find a rope on the left side of the room and use your lighter to drop the second chandelier down. Now walk up to the chandelier and pull it (jam the X button) and then push it into the grate. Do this twice and the grate will open. Go through it and examine the book for the [POEM FRAGMENT 1]. Bah, we need two more poem fragments! The door on the right now opens on its own (how creepy is that!), so go through it to land outside. Our here move forward and check out the kids playground. See the tire swing? Watch it for awhile, turn away, and look back. It should change to a hanging body. (-NOTE-) There's an item out here I missed, caught by reader Daniele Garavaglia: You forgot to mention that, when you get in the yard the first time (where the hanging tire changes to an hanged man) there are some gun bullets just down the stairs, to the left side. To be more specific, when you first enter the area, instead of going up the stairs to go to the playground, walk forward and an the immediate right there are the bullets.

I (Bkstunt) haven't verified this but I'm sure they are there, so be sure to look for some more bullets! After that, walk north and head back into the building. In the hallway, go right (the map's west) and into the northern room for some more [PISTOL BULLETS]. Head back to the hallway. You can enter the kitchen and kill a Screamer if you wish, but there's nothing in there of note. You can use the kitchen to get into the dining hall if you wish as well. Regardless, take the northeast door here to find a bathroom. There's a [FIRST AID KIT] in here as well as a cool little scene. After that, head up the stairs and talk to the girl to the east. She'll run away, of course. Now head into the classroom where you can find a [CANVAS SACK] on one of the desks (another collectable). Also, note the chalkboard here has a "lock" on it of sorts. Ha! We will have to come back to this, but keep it in mind. We are going to fight more Doll enemies soon, so steal yourself and be sure to have a good melee weapon. Head to the room northeast of the classroom. The one on the east side of the map. Enter it. It's dark as hell in here, and there are THREE Doll enemies in here: one to the northeast, one to the northwest, and one to the southwest. You can fight them one at a time and now since you know their location you can bum-rush them and hit the doll AND the shadow at once to kill them easier. Once they are all dead claim your reward: a [HAPPY FATHERS DAY] card in the southeast corner and a [FIRST AID KIT] by the door. Head back downstairs and go east, past the iron bars. You'll see a Screamer to the north (and a cool little scene), so take her out. Enter the classroom on the right and search the desk for the [LETTER HOME]. (-NOTE-) The person who signed the letter, Roberta Bloch, is an illusion to prolific horror writer Robert Bloch, who is best known as the man who wrote "Psycho". After grabbing the letter, head north to find a FIREPLACE POKER. We'll need this soon, so grab it. The room to the north here has a [COLT] in it if you need it. Now go back to the hallway and north to an auditorium. Take the poker to a fire escape ladder to your left and use it to pull the ladder down. Go ahead and climb up now. Up here you will find a TON of props and stage control equipment. Search this area for the [HANSEL & GRETEL] note (which we need) and then head into the adjacent room to find a [LEVER] on a shelf and a [VINYL RECORD] in the drawer. We will now need to put on a play using this stuff! First, place the record on the gramophone and then put the lever on the right rope wheel by the banister. (-NOTE-) The "Lever" is down in the auditorium on HARD PUZZLE difficulty. Its along the south wall on top of a box. (-NOTE-) Daniele Garavaglia points out that if you do all the play steps WITHOUT taking the Hansel & Gretel note, it will disappear afterwards. OK, before we do this next step, take a moment to familiarize yourself with

what equipment we have up here. Obviously a record player and a floodlight. Facing the stage you also have a rain machine to your lower left and by that is a piece of metal with a hammer you can bang on. There are two levers that control the backdrops on the stage to the left and the right of the floodlight and to the far right of the floodlight on the wall is a light switch. Now, to PUT ON THE PLAY we must do things in a certain order. The order you need to do these following steps in is revealed by the Hansel & Gretel note, but here it is: Lights Dim Melody Plays Light on Center Stage Dark Forest Backdrop Strange House Backdrop It Rains The Storm Worsens (Flip the right electrical box) (Play/Rotate the record player) (Move the floodlight to focus on the center stage) (Use the LEFT lever) (Use the RIGHT lever) (Use the rain machine in the corner) (Use the mallet by the rain machine)

If you miss a step, you will have to redo the entire thing. As you proceed through these steps things will of course happen down below, but as you finish these steps things will get WEIRD!!! Nothing much to do except go with it, right? Head down the ladder and grab the double-sided axe then go through the hole in the wall to your left since you can't get by the tree. You need to decide right now if you want to fight or flee the upcoming enemies, but let me give away their locations. You'll run into a Weeping Bat enemy by the hole (a good place to kill it if you choose to fight) and then further in the forest will spread out a bit. However, if you stick to the right and keep going in you will make your way to the cabin. To stop you will be three Screamers spread out, two in the forest and one by the cabin. You can lure each one away if you wish or you can just run from everything and enter the cabin! Inside the cabin is a familiar tune and a box in the back that you need to interact with. This leads to a picture puzzle where you can rotate each square to the left or right. The goal here is to assemble a picture of Gretel. To help you, let me tell you how the picture will look once it is done. The picture will be of Gretel, sitting in the center, holding a doll. There is a spade to the left and a ball to the right, with a ship in the upper right corner and a sandcastle in the upper left corner. There are also flowers to her right. Remember: every piece of the puzzle looks different from every other piece! (-NOTE-) On HARD puzzle difficulty, this puzzle has more blocks but is the exact same picture. You just have to work a little harder. (-NOTE-) On EASY puzzle difficulty, this puzzle has less blocks and is the exact same picture with one notable difference: the doll's head has ben CUT off. Yeah... Once you have the puzzle done, the box will automatically open. You will gain a [BLACKBAORD ERASER] and the [POEM FRAGMENT 2] for your troubles. Once the puzzle is done though, there will be TWO Doll enemies in the cabin with you! You can choose to run out the door or fight. If you fight try to get behind the dolls so you can hit the shadows and dolls at the same time! Also try to incapacitate both dolls so you don't get interrupted killing them. Once you leave the cabin you'll be back out in the real world again. No

forest, no nothing. As you know, we must make our way back to the classroom on the 2nd floor. Head back out to the stairs and head up and you'll see a Weeping Bat blocking the way. Take him out and go into the classroom and use the eraser on the board. You'll be in a scene once you do. Chase Charlie until the scene ends and then the door behind you will open up on its own. Head through it and grab the [PRELIMINARY EVALUATION] on the table. Now head into the east room. Here a ball dropping will attempt to scare you (did it work?) but there's nothing in here so go north. In the northeast room here grab a [FIRST AID KIT] out of the cabinet door and then check the drawer for the [PSYCHOLOGICAL EVALUATION] on the kid. There's also a radio in here, but the person on it makes little sense. Head out into the main room now (the big room to the east) and if you don't have an axe weapon, check the post to the north for a fire-axe. Once you start to head south a whirlwind will start up and pull stuff up through the ceiling! Screamers will come out to play as well (up to three of them). Here you have to go around the room clockwise and chop the wood off the door to the east. There's also s second map by the door (not like you need it). Of course, the screamers aren't going to just LET you do this, but they are spread out at least... Past the door, head into the southern room (man those curtains are creepy!). Pick up the [TRAGIC LETTER] on the table to the right and find the [TOY VAN] by the TV to the left (it's another collectable). You can reach the nearby kitchen from this room if you wished, but there's nothing in there. Make your way to the room north of the kitchen to have the path to the north be opened up by a quake. Deal with the Screamer that follows then continue on until you come to a staircase. Let's explore the rooms up here first! The north room (the small one) has a drawer in it that has a [FIRST AID KIT] and the [PSYCHOLOGICAL EVALUATION 2] in it. Head to the next big room up here. You'll see three Screamers on some carts. Don't freak out! They can't hurt you! First, check near the door to find the [INTERNAL MEMO] (which is hilarious), then go explore this room. As you probably guessed by your exploration, we need to use the X-RAY MACHINE in this room to scan the Screamers. We're of course looking for a key. Now, go stand behind the Screamers and face the x-ray machine. For me, the Screamer with the key in her gut was the one on the LEFT. (-NOTE-) The placement of the KEY is RANDOMIZED. You'lre going to have to find it on your own, I'm afraid... (-NOTE-) If you search a screamer before an x-ray, it'll swipe at you. Search it twice and you'll have to fight it! Once you find the Screamer with the key, search it. Here you'll have to use the left analog stick and find the spot where the controller vibrates the most. Once you do, press 'X' to grab the key. This will net you a [KEY], naturally, but Murphy will also find the [POEM FRAGMENT 3] here, so SCORE! This of course updates our objectives: OBJECTIVE COMPLETE: Learn the Bogeyman Rhyme. OBJECTIVE: Return to the boy.

(-NOTE-) You should get the 'Ashes, Ashes' bronze trophy now. With that haul, head back out and go down stairs. To the northwest is a giant bathroom, but there's nothing for you in there so ignore it and take the other door. This winds around to the locked door from earlier, so use your newly acquired key and open it up. Out in the open a Weeping Bat enemy will attack you, so fight or flee and make your way back to the little boy. OBJECTIVE COMPLETE: Return to the boy. As you get to the boy a scene will take over. A bad-ass scene, so enjoy it. The girl from earlier will soon come see you and the boy and this will lead to her running away from you (can't really blame her), but she'll be running towards the boogeyman! The world will also shift! Well, that's it for this section, so head to the next to continue!

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< St. Maria's Otherworld >==O ``-._____________________________________________________[SH12]___.- ____________________________ .''. We have to catch that g | = Item Checklist = | the same thing happen to her like it | | did to the boy! Chase after her (note | [_] First Aid Kit | the cool as hell ceilings) and once you | [_] First Aid Kit | get to the gate look to the left and | [_] First Aid Kit | squeeze through the crack. Keep running | [_] Blue Candles | and squeeze through another crack | [_] Boat Key | (eventually) and then head down the | | stairs. You'll be in some water now, '.______________________________.' but continue on and enjoy the spook to the right until you can upstairs again and see the girl. Chase after her and the bridge will fall! Down here let the dust settle and then head left (it doesn't really matter if you go left or right, but go left). As you try to go left, the VOID will once again make its appearance! Gah! Run right and you'll not only find the Void behind you but wallmonsters in the hallway! I find that if I pay attention to their patterns, quickly letting go of R1 helps me time their spits. However, the MOST IMPORTANT THING you can do here is to keep your eyes open on the left (the right if you went right earlier) to find a path leading UP. The reason for this is because the path down here circles and you won't get anywhere unless you take that path up! Run up it and knock shit over as you go. Head through a door, then a garden, then another door and knock another crate over. Keep running. You'll run into an open area soon with a door on the left and the right. Quickly try to run through one and if the entry slams shut on you quickly run through the other opening (the right one opened for me, but I believe both paths meet). Run to the crack in the wall and you'l see that you'll have to shimmy past some spikes. The spikes here have patterns and you don't want to be impales. Take your time here as the Void isn't after you anymore. There are five sets

of spikes here. The first two jut out twice in a row before pausing for an appreciable amount of time for you to shimmy past them. The third one doesn't go at all so that's a plus. The fourth one goes, but not very far, another plus. The fifth one though, that one goes FIVE times in a row, so recognize the pattern and get past it. Once you're past the spikes grab the [FIRST AID KIT] from the left and go through the door for a scene. After the short scene the Boogeyman will remain in the distance and send shockwaves our way. They hurt if you don't get out of the way! Of course, dodging them alone is too easy, so a cage will fall down and make you fight a Screamer. Try to take her out while staying away from the shockwaves (or let the shockwaves take her out for you). The best weapon in here, besides the piles of bricks, is a pipe to the southwest. Soon a second Screamer will join the fun. After a certain amount of time has passed (not long), the Boogeyman will break open the wall on the right with his swinging and then will walk away... Go through the hole in the wall and continue on. Pick up the [FIRST AID KIT] by the door and go through the hallway. Once you do, turn around and look at the picture. Now, go down the stairs and ignore the door you find (take note that it's the same picture). Head past the wall monster and at the next door the picture should show a GIRL in the hallway! Go through THAT door. Continue on to another staircase but this time go up until you find another picture that has the girl in it. Head through that hallway again and the one after it until you see a scene with Murphy jumping down into a big room... This room is pretty big and has tons of weak weapons in it, but there's only two exits here. First, head to the southeast room and up the stairs. Note the creepy pictures. Up here is a radio and some levers. Pull the 'Curtain Control' lever to open up a new path, then pull the 'Chandelier Control' lever to lower the chandelier. A Minion enemy will come down with the chandelier! Heh... Now, grab the [FIRST AID KIT] from the cabinet and head down to meet him! He's got a weapon, so be careful! After dealing with him you can inspect the chandelier to see that it wants an item. Head to the west room now to see doll parts... eck! This room also has a spare lighter if you need it (you shouldn't). Now inspect the painting in here to find a room behind it. With a UV light on you can see the words "So Innocent" and "Deep Inside" on the walls. Grab the [BLUE CANDLES] here and then get ready to fight! Out in the previous room is a Doll enemy! And once you deal with her there is ANOTHER Doll enemy near the door you entered this room from. She's up on some boxes, so she can be hard to hit (I just used my gun here). With the Dolls taken care of go put the candles on the chandelier, then use the lighter on the candles. With blue flames now lit, head back up the stairs nearby and raise the chandelier back up. You'll see some symbols above the theater stage: EYE, EYE, SYMBOL, FLAME, EYE Head down to the theater and head through the area that you opened earlier. This is a very cartoony-ish "prison", but it doesn't last long and then you'll find bells on the other side and a huge locked door beyond. Each of these bells has a symbol on them (an EYE, SYMBOL, or FLAME) and you need to ring them in a certain order to open the door. Look at the order above and use that order to open the door.

Head through the door and follow the linear path to see a scene... After the scene you'll find yourself outside. Head down the hill and follow the sound of Charlie's voice to the lake. Down here is an axe on the righthand side, in a tree, and I suggest you grab it. Why? Because soon the Boogeyman will rise out of the lake nearby... Here you will have to fight him! ~'\.BOSS: The Boogeyman: This battle isn't too hard, actually. It COULD be a lot harder. The ideal weapon for this fight is the axe that I told you to grab earlier, and our fighting tactic is going to be VERY hit and run. The Boogeyman has two ways to attack you. The first way he can get you is with his shock wave, as you've experienced before. He typically only uses this when you're an appreciable distance from him though. His second attack is a fairly plain melee attack, and you are NOT going to block it so this is not a normal fight. What you really need to do here (and what I've found effective) is to bait him into swinging at you. He's slow, so you can run right by him and he'll start his wind-up. Run around him now and he'll try to turn to face you but won't hit you on the move. Use this time to smack him ONCE with the axe and then do this all over again. I state once so you will be safe. You can go for more hits, but the Boogeyman will likely smack you if you try. Doing this hit-and-run tactic is a safe way to defeat him. Alternately you could shoot him up while slowly walking backwards and keep in mind there is a rock in the center of this area if you need the separation. Having the shotgun here (if you've lugged it and saved it this entire time) will make him go down in three hits! Once you damage him enough the Boogeyman will drop and take a knee, but will also send out a damaging pulse wave. What you need to do now is to run up to him and TAKE his weapon from him. This starts a chain of scenes and the fight will be over. Sit back and enjoy! (-NOTE-) You should get the 'Broken Cycle' bronze trophy now. After the scenes you will obtain the [BOAT KEY]. Cool, no? We need to get out of here now, so head to the crack in the wall on the left. This path leads to some sewers. Follow the path through the sewers and through the dark cloud (which like the subway just symbolize that you traveled a long distance) and you'll find yourself back out in Silent Hill. This is the end of this section, so continue on to the next one now.

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< Exploring Pleasant River >==O ``-._____________________________________________________[SH13]___.- _______________________________________________________ .' | = Item Checklist = | | | | [_] First Aid Kit [_] Pistol Bullets |

| [_] Shotgun Shells [_] First Aid Kit | | [_] Soul-Eye Trinket [_] Birdcage 3/5 | | [_] Four Trinket [_] First Aid Kit | | [_] Freedom Painting [_] Shotgun | | [_] First Aid Kit [_] Fishing Rod | | [_] First Aid Kit [_] Shotgun Shells | | [_] Colt [_] Human Heart | | [_] First Aid Kit [_] Birdcage 4/5 | | [_] Ryall State Prison [_] Pistol Bullets x2 | | [_] Harmony, 1st Part [_] Harmony, 2nd Part | | | '._________________________________________________________.' Well, here we are back out in Silent Hill. Go ahead and check the map to orient yourself and you'll see you're north of anywhere you've been before (unless you're NOT following this guide, of course). We're actually in Pleasant River right now, but before just running off let's go explore a bit while I show you HOW to get back to Chastain Heights from here (which we'll need to know in a bit!). Take a right from the sewer exit and head up the road. Take the right road when you come to the intersection (that right road is Brite Street). There's a park on the right here (well, an enclosed space really) that you should REALLY explore as it has weapons, a [FIRST AID KIT] in a corner, and [PISTOL BULLETS] and [SHOTGUN SHELLS] underneath a tree. Head back out to the road and continue to the right where you'll find an alley. THIS alley is the one leading back to Chastain Heights, so memorize it. Head down it and the path on the left just leads to Brite St. Going straight ahead leads to a barrel with a trinket stand on it (remember this!) and in the grassy area beyond is a [FIRST AID KIT]. There is also a spare forensic flashlight nearby (in case you need it). So now that you know how to get back to Chastain Heights, return to Brite Street. Go check out the southern obstacle on Brite street and note the fire poker stuck in it (which is good to note) and then head up the right side of the street. There's a door here you can enter, so go ahead. This is the SHADOW PLAY house. There's no monsters here, so head up the stairs and on the desk you'll find a spare lighter if you need it. Once you enter the room a ways you'll get an objective: OBJECTIVE: Locate the shadow sigils on the map. So, we finally have the Shadow Play side-quest. You've done a bit of this quest already if you've followed the guide. It's just "official" now. Note the trinket stand by the stairs and then go and look at the map on the table. On a chair nearby is the [SOUL-EYE TRINKET]. Pick it up and put it in the stand. You can use the UV light to see the shadow nearby (there is a spare forensic flashlight here in the bathroom). Now, this side quest is a bit involved, so I've moved it to the next section, section 14, along with the 'Ribbons' side quest. You can't actually complete 'Shadow Play' yet, as you haven't found all the shadow trinkets and stands, but you are in a position to finish it now. It involves going back and forth across the map, so feel free to finish following this section and doing the quest itself in section 14. After you're done in the house, head back outside. Head north and at the very north end of the street is another [BIRDCAGE 3/5]. Open it to see a

scene and advance the birdcage sidequest. To the left of the birdcage be sure to check the boxes here for the [FOUR TRINKET]. You can take this trinket to the trinket stand in the alley and put it in, and you may as well since it is so close. Once again, this side quest is covered in the next section. Now for a little geography note. Brite Street turns into a bridge as you continue, which leads to a dead end. You must continue on to Rice Street from here, but you can reach Rice Street by either a set of stairs leading down to the street and end up past the bridge, or you can take the ramp to the left (near where you started). Take the ramp to the left so we can travel under the bridge. This is so we can grab a [FIRST AID KIT] out of a cabinet on the ground on the left-hand side. Past the bridge is a van that says "P. Napier" on it! Ha! So, it's HIS van, huh!? Well, you should definitely check it out. Go around and open the back of it to find the [FREEDOM PAINTING] and a [SHOTGUN]. Now that we have that painting (and assuming you've been following the guide) we should be able to fully complete the 'Art Collector' side quest. First, we need to head back to the ART GALLERY building, but we should FIRST grab an important item. Head to the other side of the street and walk east. In a gated area about four houses down there'll be a small area you can enter that has a [FIRST AID KIT] in a cabinet to the right and a ladder to the left. Relax, this is the Pleasant River Subway entrance! Head down the ladder and to the exit of the sewer in front of you. You should find (on NORMAL at least, more difficulties to come afterward) a [FISHING ROD] item, which as you know the Homeless Guy wanted. (-NOTE-) On HARD PUZZLE difficulty, the "Fishing Rod" is out by the docks. From under the bridge on Rice St., go right down the road sticking to the left-hand side. Go past the house with the couples urn in it and north up the alley past that. Now head right THROUGH the hole in the chain-link fence and search this little dock portion for the fishing rod. (-NOTE-) On EASY PUZZLE difficulty, the "Fishing Rod" is out by the docks, but once you take the alley to head to the docks it is RIGHT IN FRONT OF YOU, resting by a barrel. At this point you should go return it to the Homeless Guy. This means using that alleyway we talked about earlier to return to Chastain Heights and then using that subway to go to Pearl Creek and giving it back to the man. Once you do, he will unlock the subway exits to Pleasant River and the Docks for you. We can go back to exploring Pleasant River now OR you can go do the 'Art Collector' side quest now, since you have all the paintings and its close by. (-NOTE-) You should get the 'Will Work For Food' bronze trophy now. (-NOTE) The Homeless Guy, Homer, will be lying down when you come to visit him next (it MAY be after loading into a new area and coming back, I'm unsure). Is he dead? Trying to sleep? Who knows!? He won't talk to you regardless. (-NOTE-) This next section is dedicated to 'The Art Collector' side quest. You don't have to do this, of course, but it's a longer game, a trophy, and more fun if you do! If you don't want to do this side

quest just use CTRL + F to search for the words "finished the 'Art Collector' side quest." Ok, head back to the ART GALLERY now (it's southeast of the Pearl Creek subway, remember? The door in the alley?) and back downstairs to where the pictures are. Oddly enough, your objective of collecting all the paintings should update NOW. OBJECTIVE COMPLETE: Find the missing paintings. Now you will have to interact with the paintings here to make a picture. Now normally I'd bust my ass to help you figure out what the picture should be, but you actually have a picture of what this should be in your journal: the Silent Hill MAP. The lines here are streets, so simply line them up like the map in your journal to complete the picture. To really help you out, find the picture with the big white building and put it in the LOWER LEFT corner, put the picture with the 'X' above it, and put the picture with the circle on it above that. Once you have the map complete you may think you're done, but you are NOT. Take note of the picture and note the fact that there are RED PAINTINGS on them (they can be a LITTLE hard to see, but not bad). You need to memorize these for the trip we're about to take. Or you could just look below and say "Screw you, memorization!": Moon/Cross Feather Two Tepees Little Man in semi-circle. Ok, from here we need to travel to the mark on the map, which is the Cemetery next to St. Maria's. Head there and enter the cemetery. One of these tombs (one on the right) is open now when it wasn't before. Enter it and you'll go down a ladder. Down here are a set of nine puzzle tiles on the left which block the way forward. There is also a Weeping Bat enemy behind the gate, but he can't get to us now. We must solve this puzzle first, which is an objective in itself: OBJECTIVE: Unlock the crypt's secret. Now, each tile has a picture on it. The secret to unlocking this gate and solving this puzzle is the red symbols on the map that we looked at earlier! Good thing you memorized them and I wrote them down above! Enter them in and the gate will open for you. This of course means you complete the objective, but the Weeping Bat will come at you now, so retreat a bit and either get past him or take him down. OBJECTIVE COMPLETE: Unlock the crypt's secret. (-NOTE-) You should get the 'Art Appreciation' bronze trophy now. Now onto your reward. Head further down into the tomb and you'll come to a set of graves. On the floor down here be sure to search thoroughly to find a [FIRST AID KIT] and some [SHOTGUN SHELLS]. Now, open the tomb in the middle to find your real reward: a TOMAHAWK. Yes, this one-handed weapon is your

reward and yes it does have good durability and power. A great melee weapon, to be sure. You've just finished the 'Art Collector' side quest. Congrats! OK, back to the business of exploring Pleasant River. You can now use the subway to get back up there, which is super nice. Head out to the street and to the east a small ways you'll find an alleyway that leads to the back of a house that you can enter. This is the TELLTALE HEART house, and is another sidequest, but this one we can enter and complete right here and now. (-NOTE-) This next section is dedicated to 'The Telltale Heart' side quest. You don't have to do this, of course, but it's a longer game, a trophy, and more fun if you do! If you don't want to do this side quest just use CTRL + F to search for the words "finished the 'The Telltale Heart' side quest." Enter the room on the left to see a poker table. Who the hell is playing poker in Silent Hill!?! Regardless, someone is unlucky as Murphy will mention they drew the Dead Man's Hand. (-NOTE-) Wonder where that phrase is from? It's the hand that Wild Bill Hickok had when he was murdered in a saloon, and it got it's name from that point forward. Enter the next room and you'll see a corpse. Murphy will notice that its a prisoner and he's missing his heart entirely! This leads to an admittedly weird objective: OBJECTIVE: Find the missing heart. Yeah... I have no idea why we'd ever want to do this, but oh well. From here you have to head down to the basement, which is full of boarded-up pathways. No monsters here, but no good items either so take the left doorway and head down the hole you find to end up in the sewers. Now, this area is DANGEROUS AS HELL, but is relatively SAFE for right now. It gets dangerous later, and you'll know when it does. With that in mind, you're going to want to memorize what paths you take. You can use the diagram below to REALLY help yourself out if you get lost. ___________.-.________ | _________ ______ | | | |_| _| | | | _ | | | _________| | _ | | |_ | |___ _____| | |___| |______| | _________| | |_____ ________| | ___| | | |H | ___ | | | | _ | | | | |_______| | | | | |___| | | |__| |_____ ] |______| | | _ | | | | | |________| | | |

| || | _____________ | | | | | C | | | | | | | | | S | | |_______________| | | | | | | | S = Starting Point C = [COLT] H = [HUMAN HEART]

|_|

Head forward until you see a hole on the left that leads to a left and right path choice. The left path leads to a deadend, but has a [COLT] over there if you want it. If you do want it, you need to go get it NOW, then head right. You'll come to another split: forward or left. The left path has nothing for you though, so head straight to yet ANOTHER left/right path split. The left path is once again a dead end, but has a Screamer you can kill here while the right path is the one we want to take. The right path has a few small divergences, such as a hole in the wall leading to a room with light but its a pretty straight-forward path. You will start to REALLY hear the heart beat as you go... how creepy is that!? At the end of it is a door that once you go to open you will be interrupted by a Weeping Bat. Agh, as much as that might dissuade you, enter again and to the right is the [HUMAN HEART]. Ok, once you pick that thing up you are going to want to run. You will hear A TON of enemies in the distance and see enemies across the pit where you are, and as you go to leave this area a TON (a ton being 3-5, I didn't stop to count) of Screamers will show up behind you. THIS is where the map up above will REALLY help you out: quickly run back to the starting point. If you run into a dead end, you will have a REALLY hard time fighting your way out, and you'll lose health in the process. Once you make your way back to the ladder and climb up you can return to the body by the work table. You can now put the heart back into the body, and after you do it will disappear, leaving behind a [FIRST AID KIT] for you. Yep, all that for a health pack. Well, a health back, completed objective, and a trophy: OBJECTIVE COMPLETE: Find the missing heart. (-NOTE-) You should get the 'Telltale Heart' bronze trophy now. You've just finished the 'The Telltale Heart' side quest. Congrats! Ok, with those side quests out of the way lets head back to Rice Street. To the far east is a barrier that cuts Rice Street in half. Can't have you exploring too much, right? Search near the right-side of the barrier for a [BIRDCAGE 4/5] and you'll see another scene. On the northern side of Rice Street (which I haven't explored up to now) you can find a [RYALL STATE PRISON] news clipping on the northwestern house porch (the one east of the van). There's also a house nearby that you can enter. This is the 'Ashes to Ashes' side quest house, which I'm pushing off to the next chapter. It's a fairly easy sidequest to do, but we REALLY need to wrap this section up.

There is also a small road up to some docks section past the house entrance, but we'll explore that section plenty in the guide's next section (TWO side quests go here). To continue on, you want to head north up King Ave, where you will find a drawbridge has been raised. Search by the raised-up bridge to find [PISTOL BULLETS] x2 (pretty sweet) and go into the door on the left. You'll notice a path down to some docks on the left and a ladder on the right. Down on the docks you can find a trinket stand by the two doors and by going through the right door twice and looking into the box on the left you can find the [HARMONY, 1ST PART TRINKET]. You can put it in the stand if you want, but its for the sidequest 'Shadow Play', which is covered in the next section. Go back to the bridge hut and climb up the ladder. Up here on the box is the [HARMONY, 2ND PART TRINKET]. There's also a lever here that lowers the drawbridge, which you MUST do in order to proceed. Ok, that is the end of this section. The next section will cover THREE side quests: 'Ashes to Ashes', 'Ribbons', and 'Shadow Play'. If you don't care about those side quests at all, simply skip that section (and go north up the bridge). If you do care, the next section is for you and will lead you to completing all three of those quests.

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< Side Quest Wrap-Up >==O ``-._____________________________________________________[SH14]___.- _______________________________________________________ .' | = Item Checklist = | | | | [_] Favorite Place Photo [_] Urn | | [_] Funeral Announcement [_] First Aid Kit | | [_] Colt [_] Hugs and Kisses | | [_] Key [_] God Forgive Me | | [_] First Ait Kit x2 [_] Harmony Token | | [_] Four Token [_] Enlightenment Token | | [_] Healing Token [_] Soul Eye Token | | | '._________________________________________________________.' OK, this section 'Ashes to Ashes', 'Shadow Play' and only be completed is dedicated entirely to wrapping up THREE side-quests: 'Shadow Play', and the 'Ribbons' side quest. Two of these, 'Ribbons' can be started WAY earlier in the game, but can once you get to Pleasant River.

First up, let's handle 'Ashes to Ashes'. This side quest is rather easy. One of the easiest in the game, actually. It is started by entering the house north of the Pleasant River subway exit. Once you are inside the house go check out the kitchen and living room. There is nothing in the kitchen, but the living room has the [FAVORITE PLACE PHOTO], which will help us out in a bit. Head upstairs now and enter the first bedroom and search to your right to find an [URN]. Finding this urn will trigger an objective. How or why Murphy thought of this is beyond me:

OBJECTIVE: Scatter their ashes at their special place. Be sure to check out the bed for the [FUNERAL ANNOUNCEMENT] flier. There is another bedroom up here with a SAFE on the wall, but we have no idea what the combo is... yet. Now, exit the house and head east down the road a bit. There's a small road leading north that leads out to a dock area. The northeast corner of this area is part of the 'Ribbons' side quest (which explains all the ribbons on the ground), but there is a [FIRST AID KIT] in a cabinet over here, so grab it and head west out to the BIG docks. Out here go north to the end of the docks and search all the benches. One of them will want an item, so open your inventory and select the urn. Murphy will dump the urn out here where we assume the couple spent their time together, and during the scene you will see a combo: 16814. (-NOTE-) You should get the 'Dust to Dust' bronze trophy now. Ok, now return to the house and go to the safe. This safe is similar to the other safe like this we've handle, but IS a bit different in a certain regard. See the note below: (-NOTE-) Dial 2 turns dial 3 to the right and dial 4 to the left. Dials 3 and 4 skip numbers when you turn them EXCEPT they will go to the next number after turning Dial 2. This means that you don't have to "align numbers" up before like we did on the last safe. This safe is actually much easier. (-NORMAL MODE-) 1. 2. 3. 4. 5. Move Move Move Move Move dial dial dial dial dial ONE to "1". FIVE to "4". TWO to "6". THREE to an EVEN number, then to "8". FOUR to an ODD number, then to "1".

(-HARD MODE-) 1. Move dial TWO to "7". 2. Move dial THREE to "1" (This may take some tinkering to get dial three to an odd set of numbers with dial TWO). 3. Move dial TWO to "6" (should make TWO a 6 and THREE a 8, Turn RIGHT). 4. Move dial FIVE to a "5". 5. Move dial ONE to a "2". 6. Move dial FOUR to a "2". 7. Move dial FIVE to a "4" (should make ONE a 1 and FOUR a 1, Turn RIGHT). Once you have the safe open you can grab the [COLT] inside. This is your reward for helping the old couple out. There's nothing left you can do for this side quest.

Now, let's handle the 'Ribbons' side quest. (-NOTE-) If you want to skip the whole "Following her path home" thing, you can skip RIGHT to where the key is, but you MUST at LEAST go look at the lunchbox first - otherwise the key just won't be there... This side quest initiates once you investigate the "Missing Girl" poster on the northwestern side of the intersection of Cook St. and Lansdale Ave. There is a good chance you've already done this, but if not go do it now. You'll get this new objective: OBJECTIVE: Find the missing girl. OK, so we need to find a missing autistic girl. This isn't going to end well, is it? Probably not. From the poster, head north and stay on the left-hand side past the intersection to find a pole here with a lunchbox underneath it. You can inspect it for the [HUGS AND KISSES] note. Read this note to see the "system" the mother and child have schemed up. Basically, a yellow ribbon means turn left while a red ribbon means turn right. We'll get a new objective here as well: OBJECTIVE: Follow the girl's trail home. Go north from here and use the shortcut found in the northwestern corner to get over to Laymond Ave. Once you do you'll see a red ribbon. Turn right and head north. You'll have to go into the park now (there's a yellow ribbon on a post near the road obstruction). Once you're in the park head towards the Centennial Building (the UV light shows footprints) and there's a red ribbon tied to a pole here, however the path is out (Murphy will make a comment here). THIS is why you can't complete this quest until AFTER the Centennial Building. Head through the park and go past the movie theater/through the south alley to find a red ribbon. Take a right and head north up Brite Street until you find a yellow ribbon on a right post, then go through the alleyway to the left to get around the road obstacle. After exiting the alleyway you can find a yellow ribbon to the right (a bit off path) but head left and stay on the left side to see a red ribbon by the stairs. Head down the stairs and another red ribbon will have you take a right on Rice Street. Stay on the left-hand side and past some houses you'll have to go left into the dock area. From here head to the northeast corner and down to the docks (there are quite a few ribbons lying around here to give you direction, but they are hardly needed NOW). A little scene will show you a [KEY] on the ground, so go ahead and pick it up. Also, take note of the dress here... I'm sure you can put two and two together about what happened to the girl... OBJECTIVE COMPLETE: Find the missing girl. OBJECTIVE COMPLETE: Follow the girl's trail home. OBJECTIVE: Find the girl's home. We will now need to find the girl's home, which is on Lamon Street. The house itself is just north of the movie theater (you may have explored it earlier). Go ahead and enter it, then head upstairs and unlock the door with the key you got.

OBJECTIVE COMPLETE: Find the girl's home. Once inside the home, note the locked door on the right and then enter the bedroom on the left. On the bed is the [GOD FORGIVE ME] note, which tells you the whole story (which you likely saw coming...). (-NOTE-) You should get the 'Long Walk, Short Pier' bronze trophy now. After reading the note and getting the trophy, the door off the living room that was locked before will open up. Head in it to find your reward (and a bunch of creepy dolls): some [FIRST AID KIT] x2. That's all you can do in this side quest, so good job! Quite the sad story, no?

Lastly, let's go through the 'Shadow Play' side quest. This side quest involves all of the trinket items we've been finding ever since we left the Hillside Apartments. It also involves the "Shadow Play" house that is just north of the northern obstruction on Brite Street. If you have followed the guide, you've already been in the house but if you haven't, go visit it now and get this objective: OBJECTIVE: Locate the shadow sigils on the map. Now, in that house you can also light the candles on the table with the map and they will show you WHERE the trinkets can be found in Silent Hill. Down below I'll list all the trinkets and trinket stands that you can find, but first, the most important thing: The ENTIRE GOAL of this sidequest is to put the trinkets in the stands and, after that, use your FLASHLIGHT and UV LIGHT to "draw" pictures on the wall near the trinket stand. These pictures and already started, so in essence you are just finishing them. The idea behind this is to use the UV light to see what the picture is supposed to look like, then use your flashlight to cast a shadow (using the trinket) to finish the shadow. This will physically make the lines appear on the picture. Didn't do it right? Move the flashlight over it again. Try to line up the shadows! Also, note that I often call this the "light trick" down below. Continue reading below to see where the shadows are. Do them in whatever order you wish: it really doesn't matter. (-NOTE-) After finishing and collecting one token, you'll get this objective: OBJECTIVE: Find all of the hidden shadow sigils. HARMONY TOKEN: This trinket base is found under the drawbridge on King Ave. It is a fairly unique trinket as it requires TWO trinkets to complete. You can find the 'Harmony, 1st Part' trinket by standing in front of the stand and then taking the right door twice and finding it in the box to the left. The 'Harmony, 2nd Part' trinket is up the ladder in the drawbridge control room. Take them both to the base and put in the first part. Make the 'V' part face you and use the light trick, the put in the second part and make the slant face to the left then do the light trick, then to the right and do the light trick.

The picture should look like a star in the end. Once you complete the picture the trinket will turn into the [HARMONY TOKEN]. FOUR TOKEN: This trinket base is found in the alley to the east of Brite Street. The one that leads from Chastain Heights to Pleasant River. The 'Four Trinket' is north of the alley, in a box (west of the birdcage, you can't miss it!). Once you have the trinket in the base stand behind it and find the picture on the wall. Make the spokes face left and do the light trick then make the spokes face right and do the light trick once more. The picture should be in the shape of a box once you're done. The trinket will turn into the [FOUR TOKEN]. ENLIGHTENMENT TOKEN: This trinket base is found in the Pearl Creek subway. It is by the homeless guy, Homer, remember? It's easy to find. The trinket itself can be found in a box in the shortcut between Lansdale and Laymond Ave. Once you have the trinket in the base make the holes in the thing face you (this one is easy). Now use the light trick to draw the picture on the wall. The picture should be in the shape of a bunch of interlocking diamonds when you're done. The trinket will turn into the [ENLIGHTENMENT TOKEN] when you are done. HEALING TOKEN: This trinket base is likely the first one you found. It's east of the Hillside Apartments, in a small grassy area. The 'Healing Trinket' can be found up north, on the southeast corner of Cook and Lansdale. Once the trinket is in the stand, make the spiral face left and then do the light trick to get half the picture down, then make the spiral face the right and paint that part of the picture. The picture should be the classic hospital symbol when you're done, the 'healing caduceus' symbol. The trinket will then turn into the [HEALING TOKEN] after the picture is complete. SOUL EYE TOKEN: I left this one for last since it is honestly the best one to do last. This trinket base is in the "Shadow Play" apartment itself, as is the 'Soul Eye' trinket. Make the eyelid face the wall and use the light trick to complete the picture. The picture itself will be an eye of course, and will give you the [SOUL EYE TOKEN] when you are done. OBJECTIVE COMPLETE: Find all of the hidden shadow sigils.

After you've gathered all five of the tokens, make your way to the "Shadow Play" house (which hopefully you left for last, in which case you are already there. Now, go put all five tokens on the map. Once you have, you need to move them to line up to where you found them on the map (really easy, given the fact that you JUST visited all of those locations). Once you do so, a DEVIL STATUE will appear in the middle of the map. FREAKY! This statue is a melee weapon that you can pick up and use if you so choose. (-NOTE-) You should get the 'What's Your Sign?' bronze trophy now. This is the end of the "Shadow Play" side quest. Congrats! This is also the end of this section and should wrap up all the side quests that you can do BEFORE crossing the drawbridge on King Ave. Continue on to the next section to continue the game.

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< Exploring Port District >==O ``-._____________________________________________________[SH15]___.- ____________________________ .''. Head down the drawbridg | = Item Checklist = | see a truck straight ahead. The road | | to the right (Ketchum St.) has some | [_] Silent Hill Psychiatric | weapons strewn about, but is blocked | [_] First Aid Kit x2 | off so we are forced to turn left here. | [_] Pistol Bullets x2 | | [_] Birdcage 5/5 | (-NOTE-) The truck here (a semi, | | really) is the same one Travis Grady '.______________________________.' drove in Silent Hill Origins (I had to re-watch the intro of that sure). Another easter egg! (-NOTE-) It seems that I'm still not perfect, as I missed some more first aid kits that reader Albert Wesker let me know about (Thanks again, Albert!). He writes: "There was another 2 f.a.kits you missed, but I guess this doesnt matter anyway, cause there're on the port district. One is on the far right corner of the Ketchum Str (blocked) on the ground in the box, and the second is a bit north of the subway entrance (right hand of the street)." Reader Brader Aizat also found that first aid kit to the right of the drawbridge as well, so be sure to search for these and use them if you need to. From here head west and stay on the south side of the street. There will be a lit door on the left that you can enter. Go ahead and so so. This is the "Mirror, Mirror" house. There's an upstairs here with nothing and the first door on the left has a spare LIGHTER if you need it, but the real draw here is the other door. Head in that door and you'll notice a MESSED UP MIRROR on the wall. Go stare at it for a second and Murphy will get a new objective: OBJECTIVE: Make the reflection tell the truth. For THIS side quest we need to look in the mirror and spot whatever is different than the real world. Once we see the difference, we need to make the real world match the mirror. Follow the steps below to solve this if

you don't feel like taking it on yourself. Also, read the note below, as this is a timed puzzle: (-NOTE-) If you take too long on this puzzle, you will be attacked by an invisible enemy. You can kill it though, don't worry. In fact, you can even SEE the enemy in the mirror! It attack just like a Screamer, so take it out if its bothering you (or just do the puzzle faster!). Step Step Step Step Step 1: 2: 3: 4: 5: Turn on the lamp. Open the drawer. Turn on the TV. Rotate the picture. Light the candle.

Once you have completed the puzzle the objective will be complete: OBJECTIVE COMPLETE: Make the reflection tell the truth. (-NOTE-) You should get the 'Spot the Difference' bronze trophy now. The mirror will also break. Be sure to pick up the [SILENT HILL PSYCHIATRIC] note from the middle of the room and then go check out the small room behind the mirror for your reward: [FIRST AID KIT] x2 and [PISTOL BULLETS] x2. And also be sure to check out the shadow of the woman who hung herself (which, awesomely enough, only shows up if you do the above steps fast enough and don't have the invisible enemy attack you!). Head back outside and take the road northward. To the right is the Port District subway, which should already be unlocked if you've completed the Homeless side quest. Head onwards and you'll see a staircase to the left, leading out to the docks. Ignore it for now and continue straight ahead to find the very last [BIRDCAGE 5/5]. Set it free to see the scene. OBJECTIVE COMPLETE: Set all of the birds free. (-NOTE-) You should get the 'Birdman' bronze trophy now. (-NOTE-) If you've been following this guide and doing all the side quests with me, you should get the 'Silent Hill Tour Guide' gold trophy now. With that done, go down to the pier now and go find the boat. Before using your boat key on the boat, read the note below! (-NOTE-) This boat is the POINT OF NO RETURN. Do everything you want to in the town of Silent Hill before getting on this boat! Fair warning! With that note/warning out of the way, use the key on the boat and you'll see a scene. Unfortunately your best chance of escape can't be THAT easy, can it!? ___ / __| _ _ | | | ___ | \

\__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< Overlook Penitentiary Part 1 >==O ``-._____________________________________________________[SH16]___.- (-NOTE-) You should get the 'No Turning Back' bronze trophy now.

_______________________________________________________ .' | = Item Checklist = | | | | [_] Be Ready [_] First Aid Kit | | [_] Overlook Pen. Map [_] Psychological Report | | [_] Flashlight [_] Access Card | | [_] Small Key [_] Quarter Dollar | | [_] Shotgun [_] Walkie-Talkie | | [_] Shotgun Shells [_] Four More Months | | [_] Crazy Plans [_] Colt | | [_] Forgiveness? [_] First Aid Kit x2 | | [_] Shotgun Shells x2 [_] Pistol Bullets | | [_] For Immediate Release [_] Prison Of No Return | | [_] First Aid Kit [_] Block B Map | | | '._________________________________________________________.' Well, back in prison. Perhaps where we belong... You'll of course notice your change of clothing. An orange jumpsuit. Also, check out your inventory and you'll notice you have NO items. NOTHING. All that hoarding that you may have done (I know *I* am a hoarder...) down the drain. We have a new objective here as well: OBJECTIVE: Escape from the prison. Head down the path past the cells and past the second cell search the ground for the [BE READY] note. You have a choice here: to either go right to the stairs or left. Right leads to a dead end eventually, and we'll have to go do it all again anyways so head left. As you reach the end a bar will start to fall down. Go over to it and push it down! This makes a balance beam for you to cross. Go ahead and cross and as you do so you'll see a vision all around you. Stay focused on Murphy so you don't fall to your death and you'll be ok. You'll be in the watchtower now, so enter the center building and go down the ladder. Pick up the [FIRST AID KIT] and check the bulletin board here for the [OVERLOOK PENITENTIARY MAP]. There's also a radio here you can turn on, as well as a locked door. Be sure to grab the axe! Head downstairs and you'll see a shotgun locked up in a wall gun lock. To the left of that knock down the boards to see a bunch of prisoner mug-shots, Murphy included. Note that his prisoner number is rubbed out... Grab the [PSYCHOLOGICAL REPORT] on the desk and note the safe on the wall. Head downstairs and you'll see a body! Search it to get the [FLASHLIGHT] and the [ACCESS CARD]. Head back up now and let's work on that safe. What, with no code! Oh, silly gamer, we have the code! Take a look at the back of Murphy's jumpsuit. See the numbers? "11752". Yep, that's the code. I suppose the mug-shots were supposed to be our hint, but to be honest with you guys my wife just straight up saw the safe and said "I bet the combo is the numbers on his clothes". Yeah...

(-NORMAL MODE-) 1. 2. 3. 4. 5. 6. Move Move Move Move Move Move dial dial dial dial dial dial ONE to "1". FIVE to "2". TWO to "6". THREE to "8". FOUR to "4". TWO to "7" (TURN RIGHT).

(-HARD MODE-) 1. 2. 3. 4. 5. 6. Move Move Move Move Move Move dial 6. Move dial dial dial dial dial dial FOUR dial TWO to "2". THREE to "8". TWO to "1" (should make TWO a 1 and THREE a 7, Turn RIGHT). FIVE to a "3". ONE to a "2". FIVE to a "2" (should make ONE a 1 and FIVE a 2, should make an even number, Turn RIGHT). FOUR to an odd number, then move it to "5".

Inside the safe you will find a [SMALL KEY] and a [QUARTER DOLLAR]. The small key can unlock the [SHOTGUN] from the rack nearby, so hell yea! Head upstairs now and use the access key to unlock the door. Head over the bridge and step into the cloak room. In here you will find some lockers that you can open for the [WALKIE-TALKIE] and some [SHOTGUN SHELLS]. Don't be like me and remember to TURN ON the radio if you expect it to work! Head forwards and you'll see a split in the path. We can hit the stairs or go look at some more cells. Go check out each of the cells (with a little spook there and find the [FOUR MORE MONTHS] letter at the last one. Head back to the stairs now and go down a flight. Watch a cool little scene with the elevator and down here you'll have to fight a minion. Once you take care of him go forward and on the cell to the right pull the locker away from the wall to find a poster. Examine that/tear it down to find the [CRAZY PLANS] letter. Hmm, wonder what he's got in mind. The radio is going crazy due to an armed minion in the next cell, by the way. And the cell to the north (the big one) has a [COLT] in it for you. Head back to the stairs and head down the east path of cells on this same level. As you start to head north a ball will roll out of a cell room. Spooky. Head over there and it gets a lot spookier. The walls will trap you in this room with living barbwire while the room turns into a watery hallway. Water... Water is never good. Walk forward until you see a scene. At the end, head to the table and pick up the [FORGIVENESS?] letter. Start to head back and the hallway will disappear. Head north now and you'll see the game save. Get ready for a fight! Head to the staircase and you'll see a small scene with a Prisoner Juggernaut, who will open the door for us and then come right at us! We haven't seen any new enemies in awhile, so here's a primer! COMBAT PRIMER: The Prisoner Juggernaut The Juggernaut is a beast of a foe. He looks like a much bigger version

of the Minion foe but has his own set of abilities, so they are very much different enemies. For starters, the Juggernaut will never have a weapon and will never hit you on the head to stun you. He attacks by trying to combo you with his punching like the minions but has two special attacks as well. His first one is where he'll get down and swing both his fists outwards, which will make even a blocking character stagger, and his other special move, which he likes to use if there's any distance between the two of you, is a shoulder charge. He can also double up his fists and swing them at you (like the minions). Be sure to block his attacks as they are devastating. He'll walk right into your charge attacks though, and can be dumb when it comes to blocking so keep your guard up and do your best not to fight him amongst multiple foes. Having a shotgun around also does a lot to even the odds. Take care of the Juggernaut how you will (I killed him with good ol' axey) and go through the door he opened. This staircase, if you took it to the top, leads to where you started out. Go up a level and you'll see a locked door on the left. The 'Checkout Zone' is past the locked door. There should be a pipe nearby you can whack the lock off the door with if you wished, so do so and pick a weapon then continue on. You'll have to squeeze between some junk and a jail cell, but a Juggernaut will grab you as you do so. Jam on the left analog to get free and the Juggernaut will come out to play. You have two choices here: Kill him or flee. If you flee note the wire up ahead that makes contact with the metal cell. If you touch it, it will shock the hell out of, taking out 50% of your health in one go (yeah, I touched it). However, if you can time your escape past this wire, it will shock the Juggernaut behind you and kill him off. This does NOT count towards the trophy for killing 10 Prisoner Juggernauts though, so you may want to kill him manually. Past the wire you'll want to duck under the debris and go turn off the wire's electricity with the electrical panel nearby. The door here needs a keycard, but it'll take the access card we found earlier. You'll be in a control room now. There are SEVERAL goodies we should grab here. Be sure to check the cabinets here for [FIRST AID KIT] x2, and then check the gun racks for the [SHOTGUN SHELLS] x2 (you'll have to open one of the gun racks with your small key to get both of these, BUT if you weren't following this guide and never got the shotgun or the key, you'll get a shotgun here). Also, check the drawer in the back for some [PISTOL BULLETS] and the [FOR IMMEDIATE RELEASE] note! After grabbing all of those goodies, go watch the monitors for awhile. In a bit, they will focus on the 'Checkout Zone' and the cover for the button will open. Freaky. Press the button to open the doors, then watch the small scene that occurs (which made ME jump!). Now, back track and head through the famous 'Checkout Zone'. In here, use your access card on the left door and it will short out, but you'll be able to slide through. Check all of the lockers here for the [PRISON OF NO RETURN] report and another [FIRST AID KIT]. To the left is a drawer that will give you [BLOCK B MAP]. Nice! Head into the control room now and, this is IMPORTANT, be sure to UNEQUIP yourself on the left counter. This is so we can go through the metal detector! I've read about people leaving all their stuff behind here, but not you! Now press the button to open up the door further ahead and then circle around and pick up all of your stuff past the metal detector (which may take awhile). Since this prison is just so dang big, I'm splitting up the guide for it and

calling this section of it done right here. We'll get back to exploring more of the prison in the next section, so scroll down to it now.

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< Overlook Penitentiary Part 2 >==O ``-._____________________________________________________[SH17]___.- _______________________________________________________ .' | = Item Checklist = | | | | [_] I'm Coming Baby [_] First Aid Kit | | [_] First Aid Kit [_] Nailgun | | [_] Work Release [_] First Aid Kit | | [_] Almost Done [_] Forensic Flashlight | | [_] Shotgun Shells [_] Shotgun Shells | | [_] Innocent Man [_] Questionable Behavior | | [_] First Aid Kit [_] Shotgun Shells | | [_] Prison Shank [_] Mourning Badge | | [_] Crime Evidence | | | '._________________________________________________________.' After collecting all of your belongings walk through the security door and it will shut behind you. Walk forward a bit more and a scene will start. A Juggernaut will come out with two Minion pets and set the free on you! This is a THREE vs. ONE fight and is, frankly, hard as hell. Well, normally I'd say avoid such a fight (and you will if you're doing a no kill playthrough or something) but if you're ok will killing then I recommend taking them out. The shotgun helps, and I'd use it (I've killed them all with melee, but it'll wear your health down for sure...). I'm pretty sure the majority of people who see this scene think to themselves "Time for the shotgun...". The only room of note in here is the first one to the south, past the hallway, which has the [I'M COMING BABY] note in it, while there is another axe in the big room to the north (and you want in axe in a bit). Whatever you end up doing about the foes, you'll want to head south. There is an UV light on the left that you can see (if you can spare time) and a coded door with a keypad on the right, but at the end of the hallway on the far right is a boarded up room (which you needed that axe for). You can break down the boards here to find a [FIRST AID KIT] in a cabinet. Now we need to head into the room on the left, but let's look around VERY carefully here... This first room you will want to note the three machines. Each of them here has a red button, signifying that they are off. There's also a [FIRST AID KIT] in a cabinet here. The next room, to the north, also has three machines. It has a vent on the left that you should move out of the way right now (move it to the right or something, doesn't matter), a [NAILGUN] on the center desk, a [WORK RELEASE] note on another desk, and another [FIRST AID KIT] in a cabinet. Head up to the next room and grab the [ALMOST DONE] note as well as the [FORENSIC FLASHLIGHT]. Now, the whole goal of this area is to use the UV light to find NUMBERS, numbers that lead to the code for the room we just passed! For example, up

above you in the UV room is the number "2" on the ceiling (Note: On EASY puzzle mode, there is no "2" on the ceiling). There are five numbers we need and you just found one (four on easy puzzle mode). However, its a tad more complex than that. See the footprints? If we follow them and stop when whoever made them walks around in circles, you KNOW there is a number nearby. What makes this complex is that at times, the machines will turn themselves on and make noise just out of the blue (yeah, I know, freaky). This noise can attract minions to the area, and we don't want that, so we'll want to turn off the machines if they do this. (-NOTE-) Yes, you could go skip how to see the numbers and go put in the code if you wished... Head out the room and follow the footsteps as they lead right and to the corner. Look at the licence plates on the wall to see another "2". Now, head west to where you moved the vent and you'll see the number "3". After that go to the south room and the footprints will stop in front of a machine. Against my advice up above, turn on the machine, because there is a plate on it that we need to see rotate around that says "4". Finally, follow the footsteps to the corner and look east to see an elongated "5". (-NOTE-) On EASY PUZZLE MODE, the answer is simply "2345". Head to the door in the hallway now and enter those five numbers. "22345". The door will now open up. Enter the room and the door will slam shut. To your right is a spare Quarter Dollar if you need it (you do) and there are some [SHOTGUN SHELLS] on a shelf here. Before you get a chance to pick them both up, a beast will start pounding on the door and the room will start filling with water! Gah! What you need to do here is find the box that you can move, and push it under the nearby vent to the left. Then, use the quarter in your inventory to loosen up the screws so Murphy can get in the vent! (-NOTE-) I tried staying in the room, planning on greeting whatever came in with some shotgun to the face, and it is a bad idea. You'll just end up drowning if you do so! After jumping in the vents you'll have to mash the 'X' button to crawl forward, so mash away! You'll end up falling down as you go, but it's not lethal. In fact you'll get a scene after you fall! After the scene you'll find yourself in the dayroom (the huge room to the southwest part of the map) but you're not alone. One Juggernaut and TWO minion enemies will be in here with you. This is a good place to use your shotgun if you want to harm them. After taking care of them you'll notice the path to the east is blocked off, so head west and check out the columns over here to find a control panel. Use your access card and the doors will open. Head on up to the catwalk and make your way to a new room on the left. Check by the door here to find some [SHOTGUN SHELLS], and then go grab the [INNOCENT MAN] note from the nearby table. (-NOTE-) If you've been following this walkthrough and picked up that last

note, you'll have the 'Silent Hill Historic Society' silver trophy now. After that, go grab the [QUESTIONABLE BEHAVIOR] note over by the lockers. There is also some [FIRST AID KIT] in the nearby cabinet. Now, go through the left door, the one by the radio, and head downstairs. This leads to a deadend but theres a double-headed axe down here along with some [SHOTGUN SHELLS] in the locker. Head back up and take the other stairs down to get out of this room. To the north is a Juggernaut, so take him out and continue on to the showers... In here stay on the left and look at crime scene 1. Pretty bloody. To the right is crime scene 2, so examine it for the [PRISON SHANK]. Up ahead and to the right is crime scene 3 which you can examine for a [MOURNING BADGE]. In the locker behind that is crime scene 4 which you can check out to find some [CRIME EVIDENCE]. After finding all of that stuff a voice will be heard. Stuff will also start turning on all around you. Head for the showers exit and enjoy the scene at the door, then exit through it and approach the body you find to see another scene. And as the world falls apart around you and you start to enter the otherworld (complete with a visit from the Void), that will mark the end of this section. Don't worry, I'll be ready to run at the start of the next section, and you better be ready too!

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< Overlook Penitentiary Otherworld >==O ``-._____________________________________________________[SH18]___.- _______________________________________________________ .' | = Item Checklist = | | | | [_] Shotgun Shells [_] First Aid Kit | | [_] Shotgun Shells [_] First Aid Kit | | [_] First Aid Kit [_] First Aid Kit | | [_] Shotgun [_] First Aid Kit | | [_] Shotgun Shells x2 [_] Shotgun Shells x2 | | [_] First Aid Kit [_] First Aid Kit | | [_] First Aid Kit | | | '._________________________________________________________.' Well, here we are back in the otherworld with the void at our backs... let's try and keep it that way! Run ahead and soon you'll be in a room with a three way split. Two out of these three doors will close, and its random, but I can guarantee you that you'll either end up going left or right. Now, the doors further on will have guillotine-like gates that you'll need to time to get by without getting whacked (and getting whacked is WAY worse then waiting for a split second to run as the gate is lifting up since it hurts you AND the Void catches up!). As far as where you want to run to goes, the answer is "outwards", which is admittedly a bit vague. In other words, if you took the left path, look for

paths which go left. If you took the right path, look out for paths which go right. This first area is a blue-walled one and the next area you are aiming for has red lighting, so keep that in mind as well. Heading outwards while looking for a long hallway at a 90 degree turn will help a ton. Also, keep in mind that the blue walls will sometimes have white arrows which you can follow to help yourself. Once you reach the red area you'll have to deal with the wall spitting foes. You've dealt with them before though, just time your running past their spits. In this section, I took ALL left hand turns and wound up getting out pretty darn easily, so do that as well. The exit from this area is a grey hallway, so keep on the lookout for that as well! Once you run a ways toward the grey hallway, the Void will stop chasing you and you can slow down once again. Further in the grey hallway will be a number of spike traps. The 1st one here goes twice, so scoot past it once it goes. The 2nd one here only goes once. The 3rd one goes twice, so wait a bit, and the 4th one here goes FIVE times in a row! The 5th one is just for show and doesn't do anything. Once you get past the 5th one you'll be on some grating. Hit the button to the left and you'll call down an elevator. Once you're on the elevator, go grab the [SHOTGUN SHELLS] off of the body. As you may have guessed, the elevator is going to take us for a ride! There will be several stops (three) with enemies waiting for us, but as a happy side note, you should use your SHOTGUN to your heart's content here. At the first stop you will have to face TWO Screamers. The second one lags behind the first one a bit, so you could get away with melee here if you wished quite easily. The second stop will have you facing TWO Screamers and ONE Minion. I recommend the shotgun here! Also, after you deal with the foes, go up the right path to find a control room. It has a [FIRST AID KIT] in it, some more [SHOTGUN SHELLS], and a button you must press to continue the ride. The third stop will pit you against THREE Screamers and ONE Minion. Pretty damn brutal, so use the shotgun to make life easier on yourself! Once you've taken care of the enemies, the elevator will continue but will break down and tilt to the side. Once it does, jump off to the nearby catwalk and head down to the end of it. Jump to the ledge on the left here and grab a [FIRST AID KIT] from the ground, then continue to follow the path. You'll follow it quite a ways past ladders and stairs until you come to a section of flooring made entirely out of sheets of iron. Here, head forward and a steel cage will fall down. Go around it on the left. Another will fall down past that, so go around it on the right. Past the second cage the entire bridge will collapse. QUICKLY press R2 to save yourself! From there you'll need to alternate between holding L2 and R2 like you did before to slowly climb up the bridge and remain alive... After you get up to safe ground you'll notice that, like before, you have just now lost whatever weapons you were carrying and your flashlight. Damn! Head forward into the weird room and check out the ground. See how the reflections aren't even the same? Off to the right is an exit door and to the left is another room. Find the wheel lever here and rotate it to put yourself in the other room! Once you do, head into the next room and check out the floor again. You'll see that two Juggernauts are walking around here. The goal here is to trap each of those Juggernaugts into a cage below. Up to the left are two buttons on each side of the room that can drop down a cage and a middle button that

turns on a floodlight. The floodlight drives the enemies to the cages, but turns off after a short while. The secret here is to turn it on, wait by it, then turn it on again and after the second time run to a prison cage button and use it to trap a Juggernaut. Do that twice and you'll have them both trapped and a center control console will come down. Go flip the room and hit the console button, then go flip the room again. Head back through the blood room to the next room, which will be filled with spinning blades. Yep, instant death. The game's saved at least. What you need to do here is stand on the symbol nearby and wait until the blades on the right stop, then run to the right (hug the right wall). Over here, stand on the symbol and wait for the blades in the distance to stop, then run up the middle (left diagonally) to the next symbol. Now, stand on this symbol and wait for the blades on the left to stop, then run to the left (hug the left wall). Pick up the [FIRST AID KIT] from the cabinet then head into the next room. In here you can check the floor to see an exit to the upper right. Go find the wheel and flip the rooms, but go grab another [FIRST AID KIT] from where you got the first one from before heading to the exit and going down the hallway. Jump in the hole once you find it and head outside where you'll be in the prison yards. You'll see a short scene showing the Minion is put off by the light. Head over to the floodlight now and use it. The idea here is to pin up all of the Minions in the cage on the left. You can do this by "herding" them with the light. Use the edges of the light to make them go where you want. Once you have all three of the Minions in the cage, leave the light by the gate (so they don't get out) and head to the watch house. Once you're in there, pull the lever to trap them in. Now head past the house and down to where the Minions were and find the sledgehammer. Use it to break the lock off the gate nearby and head up the ladder. Use the light to pen up three more minions, but this time it will be a bit more challenging as the light is on the fritz. Keep at it and get one in at a time (I find they tend to stay in once they're in), then head to the watch house and pull the lever to trap them in again. Head down to where they were and rotate the crank on the door so you can open the gate enough to squeeze through it. You'll be in a jail area now. Head forwards and make your way through a crack in the wall and then head for the stairs beyond (the doorway to the left will slam shut). As you start to go up the stairs the Void will appear once again! Quickly run up the stairs but take some time to read my tips! First of all, throughout this entire section you will want to STICK to the inner edge! Don't run along the wall or the cells as many cells contain Juggernauts that will just grab you! Run up the stairs and stick to the inner edge. This whole area is actually very linear compared to all of our other chase section, minus one part where you can either go right or straight ahead (go straight ahead). You'll be heading up and around in this whole section. On the way you'll run into wall spitters and more guillotine doors that you should always pause in front of to time your running (some of the guillotine doors don't go down all the way, but you'll be able to tell if they do or not as you run). As you head further and further up look to the left for a small cubby, which is the end of this chase sequence.

Head down the elevator in the cubby and at the end, grab the [SHOTGUN] from the shelf and the [FIRST AID KIT] from the cabinet. Now, there will be some scales to the left. Here you want to drop the Shank, Badge, and Crime Evidence into the scale (Choose one side or the other, I don't really think it matters which. If anyone knows otherwise let me know). This will make the door open and will lead to the final boss fight: ~'\.BOSS: The Wheelman: Well, to be perfectly honest with you, this final boss encounter is more of a puzzle than a true boss fight. The mysterious wheelman is now GIGANTIC and will inhabit the middle of this area. You can't damage him directly either, which is why this fight is more of a puzzle. The idea behind this fight is to take the Wheelman off of his life support. In each corner of this area is a life support system that you can interact with, but if you try to do so you will just get smacked! What you need to do is find the breathing pump nearby, which is so big it acts as an elevator, and ride it up to a tower, where you will find a floodlight. You can use this floodlight to blind the Wheelman and make him cover his eyes, which THEN lets you go back down and mess with his life support. You will then have to JAM on the 'X' button to unplug the tube and stop the blood flow. Let's call this light/life support action the "light trick". SO, now that you know that you know that you'll have to do this light trick FOUR times to defeat the boss. However, he's not just going to sit there and let you do it! First of all, if you try to mess with the life support system without blinding him you'll automatically get smacked (like I mentioned), but he also can raise his hand in the air and summon debris to it, then thorw the debris at you! His other attacks include smashing his fist at you (usually only when you're on the catwalk near him) and a move where he wigs out and summons electricity. The electricity can short out the floodlights (which he'll do if you take to long between blinding him and getting to his life support) but you can tell where the electricity will hit by looking at the ground. Ok, so now that we know the vitals on this guy let's take him out. You'll have access to the southeast corner first. Ride the pump up and check the broken wall here to find [SHOTGUN SHELLS] x2. Use the floodlight, blind the monster, and then go back down and pull out the tube. Head up to the northeast corner now and ride the tube up. Up here you can find [SHOTGUN SHELLS] x2 and a [FIRST AID KIT], as well as a fire axe if you want/need it (you can get by solely on the shotgun from here on out). Do the light trick and ride down and unplug the tube. The next two tubes we will have to travel to. Head to the east side and travel to the outer catwalk and make your way counter-clockwise. As you do do you'll have to face Minions and Screamers. Liberal use of the shotgun is encouraged here, but you could just run. There are also Wall Spitters here that are ATTACHED to wheels of barbwire! They roll out of the cells and try to spit at you! Ha, they're mobile now! Be careful of opening cells and the enemies that may come out! The Wall Spitters will come out multiple times in a row at times. There's one point where a cell will open and nothing will come out, so be sure to check the cells as one holds a [FIRST AID KIT] in it. Continue on and you'll come around to another bridge. A cage will drop down

as you try to cross, but just pass by it on the left. To the left is the northwest corner. Head up the air pump and grab a [FIRST AID KIT] from the top and then do the light trick so you can pull out the tube from the life support system below. Head to the last corner now, the southwestern corner, and head up. No items are up here, but blind the Wheelman with the final light and go pull the last tube to take him out for good. A scene will take over here, so sit back and watch. After the scene ends, you will be in control of "Murphy". This begins the very end section of the game, and I'll be covering it in the next 'Endings' section.

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< Possible Endings >==O ``-.___________________________________________________[SH-END]___.- (-NOTE-) This section is obviously FULL of spoilers.I will be doing a quick recap of every ending for story-telling purposes here as well, so do yourself a favor and DO NOT SPOIL the endings for yourself if you don't want to. Well, so we are the Boogeyman now. Well, Anne's Boogeyman at the very least. The idea here is to track Anne down and to land a SINGLE HIT on her, as that is all it takes to down her. We're obviously more than a tad slow here, and she is fast, however she will often stop near the walls and interact with blue switches to release Juggernaut enemies which help her out. You can also do the Boogeyman's shockwave attack by pressing the TRIANGLE button. This can take Anne out as well, but it'll take more than one hit. (-NOTE-) With all these Juggernauts and your ability to one-hit kill them all, you should be able to get the 'The Bigger They Are...' silver trophy fairly easy here. This is best done while getting the "Role Reversal" ending so you can focus on killing foes vice chasing Anne. We can kill the Juggernaut enemies with a single hit as well, but the entire time Anne will be shooting at us (and honestly hitting us more often than not) and Juggernauts will be after us. It is fairly easy to hit Anne when she is busy interacting with the blue switches, especially if you ignore the enemies she releases, but this is also a enclosed hallway (albeit a very long hallway) so you can eventually corner her as well if you don't let her slip around you, which is like herding her in a way. Once you DO hit her, you will be given a choice: X: Spare Her O: Kill Her Your ending depends on this choice, but also depends on how you have been playing the game. As far as I understand (this is pretty much what I believe with all the hours I've spent in this game): There is an invisible "Score" that you accumulate as you play. Your score can either be positive or negative depending on your choices:

POSITIVE CHOICES: o NOT executing enemies. o Trying to SAVE Anne at the beginning of the game. o Trying to CONSOLE JP in the Devil's Pit. NEGATIVE CHOICES: o Executing enemies. o Choosing to LEAVE Anne at the beginning of the game. o Choosing to TAUNT JP in the Devil's Pit. The game had SIX different endings, FIVE of which give you trophies: "Role Reversal" Requirements: Die during the final fight with Anne. Simply take enough damage until you die. Recap: Anne wakes up in a cell. She is woken up by a guard similarly to how Murphy was woken up in the beginning of the game after the Shower scene. Anne is wearing prisoner's clothing and is unable to see the guard due to the sun. The sun's glare is taken away to reveal that the police officer waking her up is none other than Murphy. (-NOTE-) This ending gives you no trophy. Sorry! "Forgiveness" Requirements: Choose to SPARE Anne while having an overall POSITIVE score. Recap: Murphy arrives at the showers and finds Frank alone. Realizing what Sewell wanted him to do, he refuses. Sewell arrives and knocks Frank to the floor as well as Murphy, then berates Murphy revealing that he had to kill Napier for Murphy as well. He then stabs Frank in the face with the shank and calls for backup while framing Murphy for the attack since his prints are on the shank. Murphy kneels by Frank's body and keeps apologizing. Anne comes over and tells him it wasn't his fault. Murphy accepts the blame, but Anne forgives him. They hug and are transported to the bus accident, both freed from Silent Hill's influence. Anne lets Murphy walk away while police backup arrives while thanking him for showing her the truth.

(-NOTE-) This ending gives you the 'Ending A' silver trophy. "Truth & Justice" Requirements: Choose to SPARE Anne while having an overall NEGATIVE score. Recap: Murphy arrives at the showers and finds Frank alone. Realizing what Sewell wanted him to do, he refuses. Sewell arrives and knocks Frank to the floor as well as Murphy, then berates Murphy revealing that he had to kill Napier for Murphy as well. He then stabs Frank in the face with the shank and calls for backup while framing Murphy for the attack since his prints are on the shank. Murphy kneels by Frank's body and keeps apologizing. Anne comes over and tells him it wasn't his fault. Murphy accepts the blame, but Anne forgives him. They hug and are transported to the bus accident, both freed from Silent Hill's influence. Anne lets Murphy walk away while police backup arrives while thanking him for showing her the truth. Anne later pays Sewell a visit, holding a gun behind her back while telling him that they need to "talk". (-NOTE-) This ending gives you the 'Ending B' silver trophy. "Full Circle" Requirements: Choose to KILL Anne while having an overall POSITIVE score. Recap: Murphy is shown in the showers with a beat-up Frank Coleridge. Murphy apologizes to him as he finishes him off with a shank while Sewell looks on. The scene changes and shows both Frand AND Anne dead on the floor. Murphy mutters 'no' over and over and, seeing a gun on the ground, picks it up and shoots himself in the head. Murphy is later shown still inside Overlook Penitentiary, with Frank in his wheelchair form looking in on him while he is behind bars. Frank remembers what other people (JP Sater, DJ Ricks, the Mailman) have told him throughout the game and after Frank rides off, the cell opens again... just like it did the first time you were here... "Execution" Requirements: Choose to KILL Anne while having an overall NEGATIVE score. Recap: Murphy is shown at an execution chamber. A reporter nearby reveals that Murphy himself is suspected to have drowned his child Charlie and was convicted of killing a prison guard (Frank) and as a result has been sentenced to death amidst public outcry.

Sewell arrives to administer the injection and asks if Murphy has any last words. Murphy replies "See you in Hell, Cupcake." and is then injected, ending his life. (-NOTE-) This ending gives you the 'Ending D' silver trophy. "Surprise!" Requirements: Complete the game while doing the "Useless Trinkets" side quest (only do-able on a second play-through). Recap: Murphy is shown digging a tunnel to escape out of prison. He digs directly underneath the prison cafeteria and the floor caves in. He comes out of the hole to have everyone (DJ Ricks, Sewell, Coleman, Heather (SH 3), James (SH 3), Nurse enemies, etc...) yell "Surprise!" at him. There is a birthday cake on the table, which Pyramid Head comes over and cuts. Everyone laughs and enjoys the party. (-NOTE-) This ending gives you the 'Ending E' silver trophy.

(-NOTE-) Reader David Rosello emailed me and advised that when he finished the game, he had a negative score, but after re-loading and playing the ending section over and over again and choosing to spare Anne, he ended up seeing the negative endings and then the positive endings! How that works I have no idea, but at least one person saw it happen. I haven't personally tested this, but it's worth noting. Now, to help flesh-out the email David sent me, I got another from a reader known as Seta, which I'll post here. It may explain how David saw what he saw: I have a minor correction, though. Actually it's possible to get 5 of 6 endings in one single playthrough. (And therefore less than 3 playthroughs are requied to get all endings.) You have to either very precise or lucky (like me) for that, though. I gave always positive answers but killed most enemies, resulting in a total score close to neutral before the fight with Anne. So by either killing only few Juggernauts or killing a lot, I could change my score to either positive or negative within the final fight. This way I got the following endings by just repeating the final fight slightly differently. My kill count was 68 before the Anne fight. Defeating 6 or less Juggernauts gave me the positive score endings, while defeating about 8 gave me the negative score endings. (This was however hard, as after 8 Juggernauts it's tricky to still kill Anne before dying.) So maybe 75 is the border here!? (assuming you attempt to help both Anne and Sater) However, the following factors might influence it too and I can't look up their exact numbers: - spared enemies: about 10 times - ran away from enemies: a LOT (for example whenever it was raining) Oh, and as additional information, this was on normal mode. I don't think it makes a difference though.

Seta

GAME STATS: Here I will put down my statistics for my first playthrough, the playthrough that I used to write down almost ALL of this walkthrough with. It pretty much shows you how much time it took me to write all of this and how many enemies I killed to get that NEGATIVE score that I had at the end to see endings B and D. (-NOTE-) For my second playthrough I didn't kill ANY enemies and got the POSITIVE endings easily. Just an FYI. STATISTICS: Health 100% Progress 100% Side quests 13 Total time spent in game Real world Otherworld Journal Inventory Books Total distance covered Walking Running Falling Sliding Puzzles solved 18 Items collected 393 Mysteries 54 Objects 71 Gadgets 14 Maps 15 First aid kits 72 Weapons 140 Ammo 27 Items used 107 Time spent using gadgets Lighter Flashlight UV light Weapons Enemies Enemies Enemies 10:39:01 00:00:58 01:42:51 08:55:10 19 123 31 92

27:28:47 16:09:35 02:12:26 07:52:41 00:54:59 00:19:03 60.9km 32.7km 27.4km 61.3m 675.8m

destroyed killed killed by firearms killed by melee attacks

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_____|___/_____________|_|_|_________|___/____________________ ..- O==< Side Quest Information >==O ``-.___________________________________________________[SH-SQI]___.- This section is here just to add some much-needed information for the game's many side quests. Below I'll go over EACH side quest and how to accomplish them exactly (much of the "how to" info is in the guide already, but this section will provide a centralized location). Let's do this!

Side Quest: "Digging up the Past" How to do: To do this quest, you'll need to be on your second playthrough as it is impossible to do on your first. It primarily consists of finding SEVEN hidden treasures and digging them up. The treasures are buried by those BARRELS with CANDLES by them (which, if this is your second playthrough, I'm sure you've noticed!). Below is a list of the seven locations the buried treasures are at. Note that you need a shovel to dig up EACH of these buried treasures. With a little searching, you should be able to find a shovel nearby easily, but it never hurts to bring one along when doing this quest. It SHOULD be NOTED here that DOING THIS QUEST will get you the JOKE ENDING. - Radio: Found in the back of a house in the first part of Silent Hill, north of east Straub street. - Alien Toy: In the back yard of a house before you enter the Hillside Apartments. - Hyper Blaster: After leaving the Hillside Apartments, head north through the alley. It's in a small playground here. - UFO: Found inside of Logan's Park. Past the fountain, take the right path. - Circle Emblem: Located north of the Gramophone House, north of the alley that gets you back on Brite Street from the movie theater, in a fenced-in park. - Robbie: Instead of going into the Monastery, go right down some stairs, past a fountain and down some more stairs. Head to the left to find the barrel. - Aglaophotis: Found in a fenced-in yard to the right of the Mirror, Mirror house in the port district. Side Quest: "All Points Bulletin"

How to do: This is the side quest where you take care of the patrol cars roaming the streets of Silent Hill. It is covered in the "Exploring Hillside" section of the guide. It's really easy to do! All you need to do is be CAUGHT by the patrol cars (go run in the streets and find them), which will unfortunately make three enemies spawn, then run to the police station (enter from the north). Here you will find the dispatch radio. Use these codes on the dispatcher to stop the cards and complete the sidequest: ALL DIFFICULTIES: D375 C466 B557 A648 Side Quest: "Stolen Goods" How to do: This is the side quest where you return the stolen goods that the thief took in the Hillside Apartments. It is covered VERY thoroughly in the "Hillside Apartments" section of the guide, so as much as I like repeating information, go check out that section of the guide to finish this side quest easily. Side Quest: "The Art Collector" How to do: This quest will take you some time. It involves collecting SIX paintings over the course of the game, as the very first step. So, since possession of the paintings is so important, let's go over WHERE they are. Note that they are all named. I also found each of the paintings in the same place on both NORMAL and HARD, so I believe they'll always be in these places: DESPAIR Painting: Located inside the Police Station. Break down the door by the dispatcher and find it in the small room beyond. SUNRISE Painting: Located inside a booth in the HILLSIDE SUBWAY entrance. Pretty darn easy to find. WONDER Painting: Located inside the bottom apartment in the Hillside Apartment complex. On the wall near a rocking chair. CERTAINTY Painting: Located in a LOCKUP. Head north of the Pearl Creek subway and the road will end. To the right is a note with the passcode '827' circled on it. Nearby is a storage area behind a metal door with a hole in it (by an alleyway on the right-hand side of the road). Input the code and search the lockup for the painting. HOPE Painting: Located in the HARDWARE STORE in Chastain Heights, the same store you can get the replacement bulb for the movie theater in (it's the store south of the Monastery). Go in and grab the storage room key from the cash register and enter the storage room with it. Move the box inside out of the way and grab the painting out of the vent.

FREEDOM Painting: Located inside Napier's van. Open the back doors of his van to find the painting. His van is in Pleasant Creek, east of the bridge. Now once you have all SIX of the paintings, you can complete the side quest. It is covered extensively during the "Exploring Pleasant River" section of this guide, so head there to finish up the quest. Side Quest: "The Bank" How to do: This side quest is pretty easy to do, but as far as I know you MUST kill enemies to complete it (making it a non-ideal quest to do for a non-kill playthrough). This quest is covered in-depth during the "Exploring Pearl Creek Part 1" section of this guide, so hop to it! Side Quest: "Homeless" How to do: This side quest is one of the most rewarding, as it opens up the subway tunnels underneath the city and allows you to travel without threat of harm. You must first find the homeless guy, Homer, in the Pearl Creek subway. He'll ask you to fetch him a total of three things, which I have listed below. Return all three items and you'll complete this side quest. - Candy Bar: Once you leave the Hillside Apartment and see the scene with the mailman, follow him through an alley and to a small playground. Exit to the street and stay on the south side of the road and head right. The vending machine will be on the south side of that rode. (-NOTE-) On EASY puzzle mode, the vending machine is found near the southeast corner of the Brite St. and Laymond Ave. intersection. Very close by! (-NOTE-) On HARD puzzle mode, the vending machine is in the alley that the mailman walked through after you left the apartments (the alley north of the apartments). - Old Coat: You'll have to complete the Centennial Building to gain access to Chastian Heights. Once you're there, locate the subway. Now, the CLOTHING STORE is just to the northwest of the subway. It has a sign out front, you can't miss it! Find the door and enter the store. To the back of the store you will find the OLD COAT, which is what the homeless guy needs (NOTE: In HARD PUZZLE MODE, the "Old Coat is in the storage room of the shop, past the door on the left and in the corner to the left. In EASY PUZZLE MODE it is in the front of the store, hanging on the wall to the left.) - Fishing Pole: You can find the fishing pole near the exit of the Pleasant River subway (on the south side of Rice street, down in the drainage tunnel). (-NOTE-) On HARD PUZZLE difficulty, the "Fishing Rod" is out by the docks.

From under the bridge on Rice St., go right down the road sticking to the left-hand side. Go past the house with the couples urn in it and north up the alley past that. Now head right THROUGH the hole in the chain-link fence and search this little dock portion for the fishing rod. (-NOTE-) On EASY PUZZLE difficulty, the "Fishing Rod" is out by the docks, but once you take the alley to head to the docks it is RIGHT IN FRONT OF YOU, resting by a barrel. Side Quest: "Cinema Verite" How to do: This side quest is pretty fun! In involves completing the side quest in the Movie Theater. This side quest is covered in-depth in the "Exploring Chastain Heights" section, including where to find the replacement bulb, passcodes, and film reels you'll need. Go check that section out! Side Quest: "The Gramophone" How to do: Ok, THIS is my favorite side quest in the whole game. This side quest involves exploring a random house in Chastain Heights. It is, as you may guess, covered from beginning to end (its pretty short) in the "Exploring Chastain Heights" section, so head there to complete it if you need help. Side Quest: "Shadow Play" How to do: This is another side quest that is going to take all game to complete. Thankfully, I cover it in-depth during section 14 of this guide: "Side Quest Wrap-Up". It covers where each trinket is and what to do with them. Go check it out. Side Quest: "Dead Man's Hand" How to do: This is a fairly short side quest. I cover it completely in the "Exploring Pleasant River" section of this guide, complete with an ASCII map drawing to save you a LOT of time (and I HATE doing ASCII so... yeah). This side quest is freaky as hell too, so you horror fans should LOVE IT. Side Quest: "Ribbons" How to do: This is another side quest that is going to take all game to complete. Thankfully, I cover it in-depth during section 14 of this guide: "Side Quest Wrap-Up". It covers what you need to do, including a way to speed-up the quest considerably. Side Quest: "Ashes To Ashes" How to do: This side quest is fairly short, but is pretty sweet nonetheless. Since it's so short, I put in in the "Side Quest Wrap-Up" section with some other quests. Head there to read about it and complete it with ease.

Side Quest: "Mirror, Mirror" How to do: This side quest is also short. You'll have it done within five minutes, easy. The reward is also spectacular, so you should definitely do this one. It is found and covered in the beginning section of "Exploring Port District". Side Quest: "Bird Cage" How to do: This side quest is another one that will take you awhile. It's not hard, but does require finding FIVE different bird cages scattered around down. To help you out, check out where they are below: - Birdcage 1/5: Just to the north of the police station in Hillside, in front of a house. - Birdcage 2/5: Northeast side of Brite and Lansdale (south of The Bank). - Birdcage 3/5: Far northern part of Brite St (North of the Shadow Play house). - Birdcage 4/5: Near the barrier on the very eastern end of Rice St. - Birdcage 5/5: In the port district, at the very northern part of the map, past where DJ Ricks boat is tied up at.

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< Devil's Pit Tour Guide >==O ``-.___________________________________________________[SH-DTG]___.- Ok, I'm weird. No doubt about it. For shits and grins I typed up all the information boards that you can find in the Devil's Pit area. I have no idea who out there would want to read them, but here they are. Have at it! (-NOTE-) Information boards are listed in the order you find them. ~ Devil's Pit ~ Devil's Pit Historical Park Founded 1945 Elevation Above Sea Level: Here: 3,350 Feet Terrace Below: 3,300 Feet Pit Floor Beneath: 1,507 Feet

~ Birth of a Landmark ~ Some of the Earth's oldest rocks lie at the bottom of Devil's Pit. Thousands of feet thick, the rocks are made out of sediments. About 200 million years after they formed, colossal geologic forces lifted them up into a range of mountains that may have been up to five miles high. Eventually, the mountains eroded into a plain by millions of years of rain, wind, and frost. About one billion years go, that plain rose into a second mountain range. Then, these new mountains were worn away again. Later, the entire region sank beneath an inland sea where fossils of primitive shellfish on the seabed eventually hardened to form shale. Afterwards, the region was elevated again into a high plateau and the earlier seabed now became the surface with the ancient rocks at the bottom. ~ Bat's Lament Falls ~ The waterfall before you, the tallest in Devil's Pit, is called Bat's Lament Falls. It was named by natives of the area after a rare species of bat indigenous to the area, known as the Weeping Bat. Weeping Bats spend the entirety of their lives in Diyu's Tusk Cave located toward the bottom of the Pit. The Weeping Bats were named by the natives, secrete a special fluid from their eyes that infesting their ocular cavities. The natives saddened by being imprisoned in such a deep, who observed that the bats deters unwanted parasites from believed the bats were weeping, dark chamber.

The Weeping Bats have been known to be unpredictably aggressive and very protective of their offspring, often attacking larger creatures that also reside in Devil's Pit. However, no attack against a human has ever been reported. ~ Elevator Machinery ~ When the Gillespie Coal & Iron company established the Devil's Pit Mine in 1816, electric power was not invented yet. As the mining operation expanded and dug deeper into the earth, hauling ore, equipment, and men to the surface via man and animal power became impractical. A new system was needed. The miners began to use the power of the underground river and Devil's Falls to power simple machinery like waterwheels for hoisting ore to the surface on pulley systems. As the operation grew more complex and ambitous, so too did the machinery. By the mid 19th century, Devil's Pit utilized one of the most sophisticated and earliest applications of hydroelectric power. The elevator was one of the first of its kind, using an ingenious system of gears and waterwheels to take men and equipment to the upper caverns. ~ Water Chute ~

This collection of waterwheels, cogs, gears, and troughs was used to transfer the natural power of the underground river to various mechanical systems. This was the engineer's control hub, which allowed him to redirect the water's flow via a series of wooden troughs, which in turn powered various mechanical devices such as the main elevator, a flood control pump, and even an early electrical generator. This device was restored to its original working conditions by the Silent Hill Preservation Society. ~ Train Tour of the Mines ~ In the early years of Devil's Pit, mine carts were used as a transportation tool for moving materials in and out of the Pit during the mining process. The mine carts rode on steel tracks and were initially pushed and pulled by either animals or humans, later replaced by engines. Due to the precipitous angles, inclines, and declines of the Devil's Pit tunnels, it was unavoidable that the tracks would have sharp, hazardous, and often even deadly turns. Humans working in the mines were warned to avoid riding aboard the cars whenever possible, as the death rate for such a journey was estimated at 40%. Quite simply, this meant 4 out of every 10 miners who hitched a ride aboard a mine cart met an unfortunate end! ~ Devil's Falls ~ The breathtaking waterfall before you is the Devil's Falls. As the second highest continually flowing single-drop waterfall in North America, it plunges 1,419 feet to the subterranean river below. During the spring runoff, the Devil's Falls flow at a rate of 300 cubic feet per second. That's 2,400 gallons every second! The Devil's Falls feed an underground river system that flows through over 20 miles of limestone cavern until they empty into nearby Toluca Lake. The Gilepsie Coal & Iron Company put the power of Devil's Falls and the underground river to good use, using the flowing water to power various mining systems. ~ Entry to Cave of Tears ~ The dark cavern before you was originally called Diyu's Tusk Cavern. The cave contains the largest stalagmite in all of North Eastern America and was first discovered by Chinese immigrant miners in 1863. The Chinese miners believed the giant stalagmite to be a large tusk protruding from Diyu, which literally translates to "earth prison" in English and is considered the realm of the dead in Chinese mythology - hence the name Diyu's Tusk. The cave is also the lifelong home to the Weeping Bat, a rare species of bat

indigenous to the area. As a result, the cavern is also often referred to by locals as the Cave of Tears. ~ The Devil's Train ~ Jokingly called the Devil's Train by the miners that once worked in Devil's Pit, this mine train has since been converted into a ride for visitors. Equipped with a fascinating audio commentary, the Devil's Train provides the passengers with an in-depth educational tour of Devil's Pit, including an interactive re-enactment of much of the Pit's rich history. Please be advised that the tour includes the use of strobe lighting, so passengers sensitive to such effects should take extra care. Also, please keep your hands inside the cart at all times, as the Devil's Train passes through areas of the Pit with very low ceiling and narrow passageways. Finally, we ask that you please refrain from using any flash photography that might disturb the native fauna. Thank you for listening. Enjoy your ride on... The Devil's Train!

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< Centennial Library Books >==O ``-.___________________________________________________[SH-CLB]___.- I don't suppose you remember playing through the Centennial building and seeing the books that were obviously examined? Well, these books turned out to have NO impact to the level whatsoever, but were pretty damn interesting, so for the sake of nostalgia I have written them all up below. I find that many of them perhaps reflect into the psychological undertones of the game... Enjoy. (-NOTE-) These books are in the order I found them in. 'Classical Civilizations' ... ceremony known as "taking the auspices." Central to this practice was the Augur, a priest who would examine the movement and behavior of birds, then extrapolate from it the will of the gods. For a time, war, politics, and commerce were driven by these specialized priests. Another type of specialized priest of divination in ancient Rome was the haruspex. Unlike the Augur, who believed they could tell the future through the observation of elements of the living, natural world, Haruspices made their predictions by sacrificing animals, especially birds and sheep. These animals were typically purified with blessed waters prior to slaughter, then the livers and entrails were carefully removed and examined for signs of future events. It was just such a haruspex, Titus Vestricius Spurinna, that

warned Julius Caesar about the danger on... ---------------------------------------------------------------------------'Literary Masters - Eastern Europe' ...more interesting reading of Franz Kafka's The Metamorphosis have emerged in contemporary criticism. For example, scholar Paul Scheible writes, "While it's possible Gregor's transformation was a matter of bad luck, more likely is that his insect malady was self-inflicted as a way to escape from society." Scheible's argument focuses most acutely on the latter half of the work, during the time when Gregor adopts the fears and behaviors of an insect. "One need only look at Gregor's room, a fortress built of discarded objects, to see a prison of his own making. But don't mistake it as storage for unwanted objects. Gregor in fact wanted to be unwanted, so he created a world barricaded behind unwanted things. The work chronicles his desiredriven descent, from human being to exoskeletal prisoner, that let slowly, but inevitably, toward death." (Scheible, Paul. "The Metamorphosis: Man's Final Act of Free Will") Another important work from Kafka that still remains pertinent today, especially whenever the merits of capital punishment are discussed, is his 1919 short story "In der Strafkolonie" (In the Penal Colony). This deeply disturbing story tells of the last use of a horrific execution device that slowly kills the victim over a period of twelve hours, during which his crimes are literally carved into his flesh. The prison in to retire the abnormal love ecstasy which which this ingeniously gruesome device is utilized has decided machine, but the executioner that operates it seems to have an for the elegant violence it inflicts, describing the spiritual grips some victims during the last hours of their lives.

In a truly Kafkaesque twist, the executioner decides to swap places with the condemned prisoner during the machine's final use, hoping to achieve the same transcedence-through-violence that he has inflicted on so many before. But because the machine has fallen into... ---------------------------------------------------------------------------'Sociology v.5 - Evolution of the Penal System' The concept of using prison as a punishment for convicted criminals is a relatively new one. Prior to 19th Century Britain, prisons were used primarily to detain suspects awaiting their trial, or prisoners marked for death until the sentence could be carried out. Those not sentenced to death were commonly sent into workhouses, slavery, or penal colonies. The modern day theory behind using prisons as punishment is one of "rehabilitation", though the validity of this approach is questionable. In America especially, high re-arrest rates imply there is no rehabilitation or "good behavior"; that once convicted, a criminal's life is forever linked to wrongdoing. Though philosophies have evolved, many practices have not. In Britain during the Regency and Victorian periods, prison ships, sometimes called prison hulks, were used extensively as a means for transporting prisoners to penal colonies, typically bound for places like Australia and Tasmania. However, the British penal system quickly recognized the effectiveness of water as a means of imprisonment and began using prison hulks solely as a means of incarceration, rather than transport. These stationary vessels would be

packed to capacity with prisoners and anchored just within sight of the tantalizing coast, but just far enough away that the endless deep on which they floated promised to swallow any man foolish enough to attempt a swim to shore. The conditions within... ---------------------------------------------------------------------------'Entomology VOL. 3' Apis Mellifera (Honey Bee) The bee is an interesting insect, and one that has quite a bit in common with us humans. Bees build and live in societies, hold down jobs, and communicate in a symbolic language. These commonalities extend even further; bees build prisons. These tiny penitentiaries are offset from the rest of the hive, and are used primarily to detain hive beetles; pests that threaten the safety of the bees' home. Before long, the sentence is delivered and the death penalty rendered via lethal injection. It seems in hive law, beetles are guilty unless proven innocent. Solitary honey bees are typically docile and rarely attack unless provoked to the extreme. When the bee does choose to attack, this single act of retribution is almost always fatal for the bee itself. The barbed stinger of the honey bee pulls the lancet deep into the skin of the victim, injecting 1 mg of apitoxin. When the bee attempts to flee the scene of the crime, it finds that a large part of its abdomen, guts, nerve and muscle tissue are torn from its body and left behind. Eviscerted, the bee dies shortly after, paying the ultimate price for revenge. ---------------------------------------------------------------------------'Secret History of the Colonies' Settlers came to the Americas seeking religious freedom, a promise which certainly appealed to Gnostic practitioners of varying faiths; ranging from Pagan to Judeo-Christian, and even ancient Babylonian traditions. After hearing tales of 'the place of silent spirits,' many made pilgrimages to what is now called Toluca Lake. One such pilgrim was Professor Horace Holloway, who wrote in his diary: "Stepping foot on that ground, even a fool could sense its sacred nature. Surely this place is the one for which we have sought." These groups studied and gradually integrated the religious practices of the Native tribes, often interpreting deities and rites in terms of their personal traditions. In this way, figures such as Metatron, Samael, and Molech were brought to the New World, as well as varying divination practices (Ornithomancy, Scrying, Gyromance, et al.). While it may at first seem peculiar that pious and God-fearing colonists would so readily adopt "heathen" or "pagan" rites into their burgeoning society, the incorporation of pagan traditions into Judeo-Christian orthodoxy is nothing new. During Christianity's spread across Europe, several pagan traditions were repurposed and absorbed by the church when recent converts were not so willing to abandon long-practiced rites and festivals based on seasonal

and lunar cycles. Sadly, these same colonists that happily celebrated the Norse pagan holiday of Yule (in the guise of Christmas) or the Celtic Samhain (All Hallows Eve) were the same colonists that were quick to root out "witchcraft" and "devil worship" within their community, as evidenced by the brutal witch trials that... ---------------------------------------------------------------------------'Psychology VOL. VII - Common Mental Disorders' ...now associated with PTSD. Symptoms include anxiety, depression, loss of emotional drive, nightmares, inability to sleep, and social withdrawal. Such symptoms have been noted to follow natural disasters, combat, and even largescale job layoffs. Though there is no single treatment for the condition, chemical options have proven helpful, and therapy can slow the condition or even prevent it, if begun soon after the catalyst event. Conduct Disorder is a common category of psychological disorder categorized by a compulsive impulse to violate the rights of others, cause destruction and mayhem to property, inflict physical harm or threats against others, and a general rebellion against social norms and established authority figures. In the most extreme forms, conduct disorder can include physical or verbal aggression and intimidation towards people and animals. ---------------------------------------------------------------------------'Art Theory, Chapter 12' Negative Space is an invaluable drawing technique that allows the brain to disconnect from the common shapes and patterns it's been trained to see, instead focusing on the space around a subject. By focusing on recreating this negative space, rather than the subject, the artist is able to create a much more accurate image. This phenomenon proves that the objects, people, and things we take for granted don't actually exist as wee see them. In fact, they are merely shadows flickering through the empty canvas of the human subconscious. Another example of negative space is found in the famous Rubin-Vase, an optical illusion created by Danish psychologist Edgar Runbin. This simple black and white diagram of a white vase on a black field can be viewed as a vase, or as two human faces meeting nose to nose. Considered the best illustrative example of figure-ground organization, the diagram challenges the viewer's perception, transforming the image from the vase (inanimate) to the faces (animate) and back again before the viewer's eyes. As in the world around us, sometimes the most interesting things are hiding in the shadows. ---------------------------------------------------------------------------'Psychology VOL. V - Common Mental Disorders' Conduct disorder is also related to psychopathy and sociopathy, marked by a near total lack of empathy for other living things and a warped morality defined by their own needs and desires. [Book has a copy of "Nice Mr. Neighbor" in it, blocking the other page. The

"Mr. Neighbor" appears to be a comic book, and shows an older man inviting a young boy to come into his van...] ----------------------------------------------------------------------------

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< Murphy's Journal Mysteries >==O ``-.___________________________________________________[SH-MYS]___.- This section has all of the games "Mysteries", which is just the name the developers gave to all the scraps of paper and notes you can find as you play. Sometimes they are even photos, and many of these items provide insight into the story itself. I won't say WHERE you can find all these items, as that is what the guide is for. I am going to write down all the notes here verbatim in the order that they are in in the journal, so if you haven't beaten the game you should AVOID this section as IT CONTAINS SPOILERS for the story. Why write down all this info? Well, I always remembered looking at early Silent Hill guides and reading info like these mysteries and using them to remember/re-live the game. This section is for people like me. (-NOTE-) Some mysteries are clues for puzzles, and are not included here. I also don't include photos. Let me know if anything is out of place or should be added! 'Early Residents' Early Residents of Devil's Pit Did you know Native Americans used to call Silent Hill home? Anthropologists know this because of the various artifacts found here, specifically in the cave systems surrounding Devil's Pit! A number of these relics indicate ceremonies being held for the deity Kwekwasawe, suggesting his importance to the people here. In fact, one of the names given to this area was "Kwekwasawe Kanesda" - "Nest of the Raven." ---------------------------------------------------------------------------'Spy Log' Room 5B - Returned to room at 7:51 PM. Showered. - 8:10 PM (shampooed hair 2X). In bed. - 8:42 PM w/pink nighty and no panties! Lights off at 9:23 PM after reading (fashion magazine) and drinking a glass of wine (cheap zinfandel). Room 102 - Ordered room service at 5:32 PM (house special fried chicken dinner w/milk). Ate half while watching news program, then put tray outside door

@ 7:10 PM. Clipped toenails until 7:32 PM (left clippings on floor). Watched TV rest of night until bedtime (10:35 PM). Wore oversized men's button up (sheer!) Room 6A - Shaved legs(!!) at 8:20 PM in bathtub. In bed by 9:30 PM (sleeps nude). Snores loudly. Room 103 Long phone call to a boyfriend(?) ended at 5:22 PM (argued the entire time). Cried herself to sleep. ---------------------------------------------------------------------------'Train Accident' Train accident at Devil's Pit causes death of 8 children. By Wally Thompson, Staff Writer In what Silent Hill law enforcement officials are calling an unprecedented tragedy, 8 children were killed last night when the tour train in which they were riding derailed in the Devil's Pit mines. Witnesses claimed that JP Sater, the train's operator, was visibly intoxicated at the time of the accident, and that negligence on his part may have led to the derailment. "The train guy was drunk," said Phillip Mention, a tourist from Chicago. "He was belligerent to everyone, even the kids. There was no way he should have been operating anything." "We've just begun investigating this terrible accident and it's far too soon to speculate on anything," Detective Edward Rogers told reporters this morning. "Rest assured, we will utilize all available police resources and personnel to uncover the cause." The Silent Hill Tourism Authority has shut down all Devil's Pit operations indefinitely, and has released the following statement: "We are saddened by the horrific accident involving the tourist train at our facilities, and we pledge to fully cooperate with law enforcement officials in all aspects of their investigation." ---------------------------------------------------------------------------'Missing Child' Missing Child Charlie Pendleton. Local missing child last seen at Robbins Elementary School. If you have any information about Charlie Pendleton, please contact the Boston Police Department immediately; (617) 555-4775

Please Help ---------------------------------------------------------------------------'Police Report' Police Department Boston Police Department Report Case Number: MA 0/814/1/969 Incident: Vehicle Theft Reporting Officer: Sergeant Matthew Baker Date of Report: Feb. 26[CROSSED OUT] At about 2240 hours on 2/25 suspect [CROSSED OUT] was observed by a number of witnesses (see Appendix A) at 4050 Bromfield Road forcibly entering a parked police cruiser (Appendix B). Suspect was then able to start the vehicle and depart the scene in a reckless manner, approaching surface street speeds far in excess of the posted limits. At approximately 2245 hours, patrol officers in the area, as well as Air Assets from the Sheriff's Department, answered the stolen vehicle call from dispatch and began pursuit of the suspect. At 2310 hours, Suspect exited onto Interstate 94 (southbound) on the Route 5 off-ramp. The suspect continued southbound on Interstate 94 at excessive speeds, and pursuing officers maintained a safe distance to reduce collateral risk to nearby civilians. At approximately 0820 hour on 2/26 the suspect crossed the state line into Ashfield and exited onto surface streets. At that time, local officers cordoned off the area to civilian traffic and dispatched road spikes. The spikes disabled the stolen vehicle, bringing it to a complete stop at approximately 0835 hours. Prepared by: M Baker ---------------------------------------------------------------------------'Crime Report' Police Department Silent Hill From the Desk of Chief Ronald Doyle Annual Felony Crime Survey Property Crime Incident Burglary Larceny/Theft Auto Theft Arson Violent Crime Incident # Incidents Previous Year # Incidents 74 386 28 3 Previous Year 54 239 30 2

Homicide Forcible Rape Aggravated Assault Robbery

6 4 53 6

2 3 30 ?

---------------------------------------------------------------------------'Dear Shithead' Dear Shithead I'm on to you, you junkie asshole. Next time something goes missing from my apartment, you can expect the cops to come knocking on your door. And if it's not them, it'll be me, and my knock is 12 gauges if you catch my drift. So if you don't want an ass full of buckshot, I suggest you stay the fuck away from my apartment. Last warning. ---------------------------------------------------------------------------'Riot News' Today in the news Riot at Ryall State Prison results in four fatalities A full-scale riot at Ryall State Prison was finally brought under control late last night after prison guards stormed the facility utilizing large quantities of tear gas, riot batons, and shotguns. As of this writing, four fatalities have been reported, all prisoners, whose names are being withheld. "After a tense stand-off and a rather brutal physical confrontation, we were able to reestablish full control of the prison," said Warden Glen Milton. "Rest assured, we will get to the bottom of this and find out just what and, most importantly, who was the cause of this unfortunate disruption to normal prison operations." A number of guards were reported injured in the incident as well, one seriously. Their names are also being withheld pending the investigation. ---------------------------------------------------------------------------'Dear Mr. Barker,' Fenders Fine Art & Appraisals September 14th Dear Mr. Barker, Thank you for returning my inquiry regarding the Lilians Shelley painting. It's wonderful to find another like-minded collector, especially one that's so familiar with the early work of this local artist. I was, however, extremely disappointed to hear that you have chosen to reject my offer to acquire this piece for my gallery. You have to understand that we are assembling what The Art Review has called "the most important and extensive collection" of Shelley's early oils ever displayed, and refusing to sell or

lend the painting to the gallery is not only a disservice to Silent Hill, but an insult to the greater are community. Your refusal to support this celebration of Shelley's work will only lead to misfortune. I beg you to carefully reconsider my offer. Sincerely, Melissa Matlan ---------------------------------------------------------------------------'Dear Mr. Rice,' Fenders Fine Art & Appraisals October 3rd Dear Mr. Rice, The Delalls painting in your collection needs to be in a public gallery, not the private home of an eccentric recluse who selfishly hordes such treasures for his sole enjoyment. I have tried repeatedly to get you to accept my generous offers to purchase the painting, but once again you rebuff me, leaving me no choice but to take drastic measures. It would be extremely unfortunate if certain details regarding your son's suicide were made public. Give me the painting, and I'll assure you that these allegations will never see the light of day. Refuse me, and face the consequences. Sincerely, Melissa Matlan ---------------------------------------------------------------------------'Art Notes' Fenders Fine Art & Appraisals How large is the map? 3x3 grid? Maybe I don't need the entire map to find the treasure... Who has the missing paintings? (Cross-check with Art Collector Quarterly. Who's buying New England 19th century oils?) Mr. Rice (won't return calls) [CROSSED OUT] [CROSSED OUT] Mr. Barker (refuses to sell) [CROSSED OUT] What do the symbols mean??? Native American. Maybe Algonquian? Call Pat at SH History Soc., maybe he knows? Ravens - Death - burial site? ----------------------------------------------------------------------------

'Parole Status' Memorandum Ryall State Prison From: Parole Committee To: Glen Milton Subject: Prisoner Pendleton, Murphy (273A); Parole Status This letter is to inform you that parole has been approved for Prisoner Murphy Pendleton (273A), effective June 26. Mr. Pendleton has met all qualifications for early release and by all accounts is a model prisoner. We feel he is prepared to make the successful transition from a prisoner to citizen. Further, due to the non-violent nature of his conviction, it is our opinion he posses no physical threat/danger to the general public. Please feel free to contact our office should you have any questions and/or concerns. Respectfully, Judith Zaragoza Parole Committee Chairperson ---------------------------------------------------------------------------'Internal Investigation' Internal Memorandum Ryall State Prison From: Captain Bryan Handley To: Warden Glen Milton Subject Update - Internal Investigation Per our recent conversation, my department has initiated an aggressive internal investigation into the prison guard staff. In order to keep you apprised of significant developments, please note that we are paying particular attention to the activities, past and present, of Corrections Officer George Sewell. We have received an eyewitness testimony from Corrections Officer Frank Coleridge that suggests C.O. Sewell has been engaged in a number of illegal activities in the course of his duties. Other than C.O. Coleridge's testimony, however, our evidence regarding Sewell's alleged violations remains circumstantial at this point and our investigation continues. I will keep you promptly apprised of any new findings. Respectfully, Captain Bryan Handley Chief of Guards ---------------------------------------------------------------------------'Patrick Napier'

Internal Memorandum Ryall State Prison From: Warden Glen Milton To: Captain Bryan Handley Subject: Prisoner Patrick Napier (deceased) Concerning the recent unsolved murder of the subject-named prisoner in our facilities, a full and complete review of all isolation and segregation procedures will be undertaken by you and your staff, with findings turned into my office no later than close of business, 21st November. Included in your report will be full investigation results regarding Napier's murder, including those responsible for overseeing the victim's activities during the time of the incident - specifically how another prisoner was allowed access to the segregation area. Please note, your guard staff is not exempted from suspicion and should be treated thusly. This investigation should be considered your highest priority. I am determined that we will restore Ryall's reputation as a top-notch prison facility. Consider this your first and last warning. Warden Glen Milton ---------------------------------------------------------------------------'Rett Cairn' Rett Cairn, Psy.D. Liscensed Clinical Psychologist (617) 555-3323 Helping individuals and couples cope with the loss of a child. ---------------------------------------------------------------------------'Psychological Report' From: Dr. Wayne Sara To: Warden Glen Milton Subject name: [CROSSED OUT] Subject: Psychological Evaluation - Probationary Hearing Prelim [CROSSED OUT] is a male, 43 years old. He is serving a [CROSSED OUT]-year sentence for multiple felony accounts, including third-degree murder and sexual assault of a child below the age of 14. He appears to be in satisfactory physical health. The prisoner is currently being considered for probation. After multiple sessions with the prisoner, I have concluded he does not suffer from any psychotic or physical disorders. Rather, he has shown continually to have an inordinate interest in young children and manifests significant predatory traits. As a result, I feel he poses an imminent danger to the community should he be released from custody, and is therefore a poor candidate for probation.

Dr. Wayne Sara Chief Psychiatrist Ryall State Prison ---------------------------------------------------------------------------'Employee Review' Annual Employee Review Name George Sewell Position: Corrections Officer Years of Service: 20 Areas of Concern: There have been numerous reports from prisoners and fellow corrections officers that Officer Sewell maintains suspicious contact and/or relationships with certain prisoners under his care. There have also been allegations of abuse of power by Officer Sewell, including physical threats. Officer Sewell adamantly denies these claims. Conclusion: Until further investigation is conducted into the various charges against Officer Sewell, promotion and/or merit wage increase cannot be approved at this time. Positive Contributions to Team: Officer Sewell had perfect work attendance throughout the entire review period and consistently reports to his duties in a punctual fashion. ---------------------------------------------------------------------------'Local Boy Abducted' Local boy believed abducted while walking home from school. By Harold Ulysses Brahms - A 6-year-old boy is believed to have been abducted by an unknown kidnapper while walking home from his school yesterday afternoon. [CROSSED OUT], who attends Robbins Elementary School, was last seen departing the school's campus at approximately 2:30 PM. He was walking alone and no witnesses have been identified at this time. "Right now, we have very little to go on," said Detective Elliot Benson, who is heading up the investigation for the Brahms Police Department. "As with any suspected kidnapping, the first 48 hours are crucial, so we are asking anyone who may have information about the disappearance to please call our anonymous hotline." Police have been actively interviewing school employees, students, as well as residents who live and work near Robbins Elementary. As of the writing of the article, the parents of the missing child remained unavailable for comment.

"As you can imagine, the parents want nothing more than the safe return of their child, and all their energies are focused in that direction," Detective Benson told reporters. A statewide AMBER Alert has been activated for [CROSSED OUT]. If you have any information regarding his disappearance, please contact the Crime Breakers Tip Line. ---------------------------------------------------------------------------'Film Splicer' Picturedrome Projection Services LLC. Film Splicer WC40 Film Splicing Guidelines 1. Only authorized theater employees may access the film splicing equipment. 2. The Film Splicing Equipment can be used to join two or more segments of film to create a single edited piece, seamlessly joining Reel A to Reel B. 3. Many of the film reels stored within the Silent Hill film archive are decades old and irreplaceable. Always wear protective gloves before handling film. 4. Before loading the Film Splicer, ensure that the film you're using has been cleaned in a methyl chloroform solution. 5. The repair adhesive will not bind to wet film. Ensure that all film segments are thoroughly dry before attempting to splice two film segments together. 6. Ensure that you provide at least 24-27 inches of leader tape for the start of each new reel before splicing additional film segments to it. 7. The Film Splicing equipment is solely for the use of repairing damaged films or joining two shorter sequential reels into a single reel. Any other alterations or edits must first be cleared with the copyright holder. ---------------------------------------------------------------------------'Court Ruling' Jury finds Patrick Napier guilty of first-degree It took a jury only four hours of deliberation to return a guilty verdict against Patrick Napier at the Brahms Courthouse this afternoon. Napier, 42, a convicted child molester and registered sex offender, had been accused of abducting, sexually assaulting, and murdering Daniel Stephens, an 8-year-old local boy whose parents had reported him missing in January of last year.

"This is a hollow victory at best," District Attorney Teodore Adams told reporters outside the courthouse after the verdict had been handed down. "Yes, we got a sick and dangerous predator off the streets and behind bars for good. On the other hand, none of this can return a promising young boy to the arms of his grieving parents." Napier's guilty verdict comes with a mandatory life-without-parole sentence. He was immediately remanded to Ryall State Prison by sheriff's deputies following the verdict, where he will be placed in protective custody and begin serving his sentence in complete isolation from other prisoners. ---------------------------------------------------------------------------'Poem Fragment 1' Poem Fragment 1 Poor little Steven Skelter, Even the chaplain won't forgive you. "Forever lies!" your pleading cries, But Suzy knows you felt her. ---------------------------------------------------------------------------'Poem Fragment 2' Poem Fragment 2 Nowhere left for you to run, Every fault laid bare in the open Along with your skin, splayed out from within, Once the monster has his fun. ---------------------------------------------------------------------------'Poem Fragment 3' Poem Fragment 3 Take heed, it's not too late. Mistakes needn't haunt you forever. Though you have regret, you can't just forget You alone decide your fate. ---------------------------------------------------------------------------'Letter Home' Dear Mommy and daddy, Please can I come home? It is bad at this place and I don't like it. The pepul are meen to me. They hert me and the medasin makes me feel sick all the time. Please come get me. love [CROSSED OUT]

Notice to All Staff In the future, all correspondence for patient [CROSSED OUT] [CROSSED OUT], whether ingoing or outgoing, is to be filtered through my office for my personal review. No exceptions. Thank you. Roberta Bloch Director of Operations ---------------------------------------------------------------------------'Hansel & Gretel' "Hansel & Gretel" Act I. The stage is set. THE LIGHTS DIM and a haunting MELODY BEGINS TO PLAY. We are transported to the classic tale by the Brothers Grimm. LIGHTS ON CENTER STAGE, the curtain opens! HANSEL (O.S.) The way home has vanished! We see the children are in a DARK FOREST, with unknown dangers luring around every turn. The children enter. GRETEL Oh Hansel, the crows have eaten our bread. HANSEL Worry not, I will watch over you. They come to a STRANGE HOUSE. They mean to stay away, but it begins to RAIN. As thunder booms and THE STORM WORSENS, they creep closer to find the house is made out of goodies! ---------------------------------------------------------------------------'Preliminary Psychological Evaluation' St. Maria's Institute From: [CROSSED OUT] To: [CROSSED OUT] Patient's Name: [CROSSED OUT] Subject: Preliminary Psychological Evaluation A new patient arrived today, named [CROSSED OUT] [CROSSED OUT] and aged [CROSSED OUT]. [CROSSED OUT] comes to us with a number of interesting psychological characteristics. 1. He displays marked impairment in the use of a number of nonverbal behaviors, most notably eye contact, facial expression, and body posture. 2. [CROSSED OUT] [CROSSED OUT] shows no interest in participating in simple

social play, preferring instead solitary activities. 3. Though [CROSSED OUT] maintains adequate speech ability, he shows marked impairment in his ability to initiate and/or sustain a conversation with others. 4. Furthermore, [CROSSED OUT] engages in the repetitive use of idiosyncratic language, as well as repetitive mannerisms. 5. [CROSSED OUT] also has a persistent preoccupation with parts of objects. Further evaluation is required. Respectfully submitted, Dr. Chloe Zane Attending Psychiatrist ---------------------------------------------------------------------------'Psychological Evaluation' St. Maria's Institute From: [CROSSED OUT] To: [CROSSED OUT] Patient's Name: [CROSSED OUT] Subject: Psychological Evaluation Patient [CROSSED OUT] has shown no deviation from his extreme social degenerative traits, despite numerous applications of electro-shock therapy. Sessions in the isolation tank were also unsuccessful. I feel more aggressive methods should be pursued and I would like to set up a meeting in the near future to discuss them. Sincerely, Dr. Chloe Zane Attending Psychiatrist ---------------------------------------------------------------------------'Tragic Letter' St. Maria's Institute From: To: Patient's Name: Subject: Dear Mr. and Mrs. [CROSSED OUT] The purpose of this letter is to offer our sincerest condolences for the tragic loss of your son, on May 2, during his recent surgical procedure. Despite the best efforts by the attending surgical staff, extenuating medical

complications impeded all efforts to revive him. We would also kindly remind you that this surgical procedure was legally authorized in the agreement you signed when your son was first admitted into our facility. Regretfully, Dr. Chloe Zane Attending Psychiatrist ---------------------------------------------------------------------------'Psychological Evaluation 2' St. Maria's Institute From: [CROSSED OUT] To: [CROSSED OUT] Patient's Name: [CROSSED OUT] Subject: Psychological Evaluation After numerous attempts, utilizing the latest in experimental treatment conventions, I feel that patient [CROSSED OUT] has shown no recuperative progress. In fact, I find that [CROSSED OUT] has indeed regressed and that any further treatment of this nature, regardless of intensity and/or frequency, will be of no help in curing his strange social disorder. My recommendation is that a full frontal lobotomy be conducted at the soonest opportunity. Sincerely, Dr. Chloe Zane Attending Psychiatrist ---------------------------------------------------------------------------'Internal Memo' NOTICE TO ALL STAFF Please note that the western courtyard door is currently locked. That paper eating neurotic brat went one step too far and swallowed the key. How in the world does this sort of thing happen so often? Anyway, he's scheduled for a procedure later this week, and I plan to rectify the matter at that time. Until then, please bear with the inconvenience of walking all the God-damned way around just to visit our medical wing. Roberta Bloch Director of Operations ---------------------------------------------------------------------------'Funeral Announcement'

Kelemen & Fox Funeral Services Since 1910 FUNERAL ANNOUNCEMENT You are cordially invited to attend the funeral for: ALISON ELAINE WEARDEN (1923-1999) Memorial Services will be conducted at 11:00am Tuesday morning, November 9, 1999 at the Perkins Funeral Home, followed by Graveside Services at Monroe Cemetery at 1:00pm. ---------------------------------------------------------------------------'Ryall State Prison' Ryall State Prison To Be Investigated For Corruption Charges By William Thomas Officials at Ryall State Prison are reporting that they will be the subject of a voluntary investigation into charges from various prisoners that the guards who work at the prison are engaged in corrupt practices. "We are confident in the integrity of our guards," Warden Glen Milton told reporters at a recent press conference held at the prison. "We run a tight ship here and have nothing to hide. That's why we've taken the initiative to invite state investigators into our facilities - to clear these misunderstandings and, frankly, disprove the outright lies being told by some of the prisoners in our care." Charges against the Ryall guards include the distrubution and sale of illegal narcotics, theft, and physical abuse against both prisoners and fellow prison staff. One state official, who requested to remain unnamed, said the investigation is slated to begin in two weeks' time. "We take these accusations very seriously," the official said. "If it turns out there is any validity to the charges, then appropriate disciplinary actions against Ryall Prison as well as those individuals responsible will be taken immediately." ---------------------------------------------------------------------------'Hugs and Kisses' Sweetie, Mommy has made a new path for you to follow home. Remember the rules... Yellow Ribbon = Turn Left Red Ribbon = Turn Right

I know you sometimes get confused, so just be a big girl and look for mommy's ribbons and you'll be fine. Whatever you do, DON'T BREAK THE RULES! Mommy mill be waiting for you at home. Hugs and Kisses, Mommy ---------------------------------------------------------------------------'God Forgive Me' I've finally done it. I can't take it anymore. God knows I've tried to give her a happy, normal life, but I'm tired and worn out and I just can't do it another minute longer. People will judge me and call me a monster and wonder why, but until they've lived with a child like her, they can't know - CAN'T POSSIBLY KNOW - how hard it is, every single day, every moment. She will NEVER be normal. She will NEVER grow up and lead a happy life. I've been living a lie, and it's time to wake up from the nightmare. I've given all I can possibly give. It's time for me to start living my life for ME. Don't try to find me. You'll never see me again. My new life starts TODAY. God forgive me. Amy ---------------------------------------------------------------------------'Silent Hill Psychatric' Silent Hill Psychiatric Health Center Patient Name: Malone, D.A. Patient DOB: 03/04/76 The patient is a young caucasian woman, age 20, of good physical health with no abnormalities in her medical or mental health history. She initially came to my office after a recommendation from her family doctor, complaining of insomnia, exhaustion, and depression. Subject recently lost a sibling (older sister) but refuses to divulge further details. After further interviews, I have diagnosed the patient as suffering from accute Obsessive Compulsive Disorder. Patient describes recurring nightmares, anxiety, fits of anger, and panic attacks stemming fro the irrational belief that if she does not conduct mundane, repetitive rituals around her home, "the people in the mirror" will cause her physical harm. Sending recommendation to the patient's GP that she is suffering from OCD along with possible schizophrenia, advising further tests and possible antipsychotic medication. Dr. Ari Richmond Silent Hill Psychiatry & Family Counseling

---------------------------------------------------------------------------'Be Ready' 7pm - Showers. Be ready. -S ---------------------------------------------------------------------------'Psychological Report' From: Dr. Wayne Sara To: Warden Glen Milton Subject name: [CROSSED OUT] Subject: Initial Psychological Evaluation/Profile [CROSSED OUT] is a male, [CROSSED OUT] years old. He is serving a [CROSSED OUT]-year sentence for [CROSSED OUT], [CROSSED OUT], and [CROSSED OUT]. He appears to be in excellent physical health. We briefly discussed his past, as well as the events that led to his incarceration. [CROSSED OUT] maintains a soft-spoken and somewhat introverted demeanor, yet appears to be cognizant of his crimes and able to serve his sentence without causing any trouble or displaying resistance. For these reasons, I recommend he be approved for placement in general population. Respectfully submitted by, Dr. Wayne Sara Chief Psychiatrist Ryall State Prison ---------------------------------------------------------------------------'Four More Months' Babe, Well, another day, another letter from this hellhole. It's been 8 months now since I got locked up and seems like things only get worse. I knew some rough guys on the outside, but none of them come close to the freaks in here. I'm talking stone cold fuckin killers, rapists, even sick ass child molesters. And the worst of all are the guards. I swear, there aint a straight fuckin one in the bunch. Just assholes with badges who get their rocks off knocking around the inmates. I always thought getting ass raped by some dude was gonna be what I had to worry about in here. No one said nothing about having to watch my back for dumb ass, crooked bulls all the time. I can't wait to get out from here and back to you. Just 4 more months. Love forever, Ricky ----------------------------------------------------------------------------

'Crazy Plans' Babe, Bad fucking news. Someone round here's got it in their stupid head that I'm some kind of a rat snitch. Been taking heat all damn week from other inmates and the guards are coming down on me for every stinkin little thing. It ain't looking good, babe - I gotta get my sorry ass out of this place somehow. I need you to call my lawyer, let him know what's going on fast. Please. I'll see what I can do on this end - I got some ideas. Crazy ones, but better than nothing. Love forever, Rick ---------------------------------------------------------------------------'Forgiveness?' Murphy, Forgiveness? You have the balls to ask me for FORGIVENESS? How can I possibly forgive you when you've destroyed everything I had left in this world? Every time I look at you, all I can see is his face. I only ever asked one thing of you, and that was to be a good father to our son. You failed me, Murphy. You failed me, and you failed Charlie, and now there's no way we'll ever have him back. Don't call me. Don't write. I never want to see you again. - Carol ---------------------------------------------------------------------------'For Immediate Release' POLICE DEPARTMENT Boston Police Department FOR IMMEDIATE RELEASE August 17 BPD Seeking Public's assistance in locating individual suspected of child murder. The Boston Police Department has issued a "Be on the Look Out" (BOLO) alert for [CROSSED OUT] in connection with the murder on an 8-year-old male. In the BOLO alert, the BPD expresses interest in locating and questioning the suspect and asks all law enforcement personnel and civilians to notify the BPD immediately if he is located. Suspect should be considered armed and dangerous. ----------------------------------------------------------------------------

'Prison of No Return' Crime & Law Overlook Penitentiary - The Prison of No Return. By Paul Grim In operation for more than 50 years, Overlook Penitentiary has garnered a reputation as a place where prisoners are sent to never be seen or heard from again. But that's not all; Overlook has also been rumored for decades to be haunted. Strange, disembodied voices, ghostlike apparritions, gruesome deaths, and unexplained disappearances; the inventory of peculiar happenings that have been reported over the years by both prison staff and inmates is disturbingly prolific, some might say. Others, however, claim this is nothing more than legends borne out of an environment that is conducive to terrifying tales. "No question about it," Warden Steven Creviston told us, "This can be an extremely scary place. We've got society's worst of the worst locked up here, many of them clinically insane. It's just a matter of time until crazy stories flow out of our prison, regardless of how impossibly horrifying they may sound." Despite his doubts about the paranormal aspects of Overlook, Creviston does admit that some portions of the prison's notorious reputation are not wholly undeserved. Over the years, there have been numerous reports of strange deaths within Overlook's foreboding walls, and even more bizarre disappearances. And although a number of these incidents remain unsolved, Creviston maintains that the vast majority of the disappearances are easily explained. ---------------------------------------------------------------------------'I'm Coming Baby' By the time you read this, I will be gone. I wasn't sent here with a life sentence, but this is what it's come to. The days here are eternal... relentless. Each new sunrise brings endless boredom and monotony - each new sunset, pain and fear. I have done my time and I no longer with to be here. But I've found a way out. Soon I will be dead, but I am finally free. I'm coming baby. ---------------------------------------------------------------------------'Work Release' Work Release Program Application Ryall State Prison

Note: Participation in the Work Release Program requires compliance with Basic Eligibility Rules and the Rules for Participation at all times. For any violation of these rules, an offender otherwise eligible for work release may be denied entry into, or continued participation in, the program. [Generic form data] [Post-it note over generic form:] Murphy This might be good for you. What do you think? Frank ---------------------------------------------------------------------------'Almost Done' Babe, Don't got much time to write today. Just want you to know everything's worked out. By the time you read this, I'll be on my way. I'm finally gonna be free of this shit hole and all these bastards. It's almost done, babe, and then me and you can be together again lie we always wanted. Almost. Love forever, - R ---------------------------------------------------------------------------'Innocent Man' OVERLOOK PENITENTIARY EXECUTES INNOCENT MAN Internal investigation underway, federal intervention expected. ---------------------------------------------------------------------------'Questionable Behavior' Ryall State Prison From: Frank Coleridge To: Captain Handley Sir, as you know, I have been a Corrections Officer at Ryall State Prison for nearly 20 years. During my tenure, I have been witness to questionable behavior by my fellow guards, but never to the degree that I have observed over the last six months. Most notably, the gross misconduct that I have witnessed by Corrections Officer George Sewell deserves immediate attention. C.O. Sewell has been engaged in a number of reprehensible activities, including drug trafficking, blackmail, coercion, and violence against prisoners. As a long-time veteran

of the prison guard staff, I refuse to turn a blind-eye to his transgressions. Please accept this letter as an official request to open an internal investigation of C.O. Sewell and any other guards who may be aiding him in these illegal acts. I am willing to formally submit my testimony in writing and/or in person to the investigative committee. Respectfully, Frank Coleridge Senior Corrections Officer ----------------------------------------------------------------------------

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< Loading Screen Messages >==O ``-.___________________________________________________[SH-LDG]___.- Here are the messages you can see on the loading screen. These are often helpful messages that can only help you out as you play through the game. (-NOTE-) This section is incomplete, I'm sure. If you have other messages, go ahead and send them to me. - A fire-axe can hack through boarded-up doors. - A weaker weapon that's undamaged could be better than a stronger weapons that's about to break. - Creatures are much more deadly when they attack in groups. - Creatures on the ceiling can be hard to spot. - Find a way to access the subway tunnels so that you can get around the town much faster. - If a creature grabs Murphy, shake it off. - If you aren't sure what to do, listen to things Murphy is saying. - If you get stuck on a puzzle, try approaching it from a different angle. - If you run out of ammo, you can still use your gun as a melee weapon. - It knows when you're alone. - Large creatures always control smaller ones. - Murphy can go indoors to take shelter from the rain. - Murphy can't move on with his life until he overcomes the boogeyman.

- Murphy's journal is a valuable source of information. - Punching creatures can buy you time to escape, but it's not an effective killing method. - Screams don't just disorient Murphy, they may also knock his weapon away. Try to stay close to the creature so it can't scream. - She's lying to you. - Stay calm when crossing a balance area. - Stop doing that. - Some creatures hate the light. - Sometimes blocking is the only way to avoid taking damage. - Sometimes its better to run away than to fight. - The boogeyman may be vulnerable at several moments. - The creatures are drawn out by heavy storms, which also make them more aggressive - seek shelter immediately. - The lighter can be used for more than just illumination. - The lighter is not a very good source of light, but it is better than nothing. - The UV light can reveal hidden clues and objects. - You can discover side quests hidden throughout the town. - You can't ignore it forever. - We are all slowly dying. - With the use of the right weapon, Murphy can reach high ladders.

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< Collectibles >==O ``-.___________________________________________________[SH-COL]___.- Here I'll list the TEN collectibles you can find in the game. Note that SEVEN of these come from completing the "Useless Trinkets" side quest and seeing the joke ending of the game, and you can only access that side quest by beating the game once, so you're not going to see these until you put some serious time into the game These collectibles can be seen from the EXTRAS menu off of the game's main menu screen. Enjoy.

o Robbie The bloody rabbit from Silent Hill 3. Complete "Useless Trinkets" to get Robby. o UFO A toy UFO from the Silent Hill UFO ending. Complete "Useless Trinkets" to get the UFO. o Circle Emblem The occult symbol of The Order. Complete "Useless Trinkets" to get the Circle Emblem. o Alien Toy An alien doll from the Silent Hill UFO ending. Complete "Useless Trinkets" to get the Alien Toy. o Aglaophotis The magical substance in Heather's necklace, Silent Hill 3. Complete "Useless Trinkets" to get the Aglaophotis. o Hyper Blaster A sci-fi ray gun from the Silent Hill alien abduction endings. Complete "Useless Trinkets" to get the Hyper Blaster. o Radio The radio from Silent Hill. Complete "Useless Trinkets" to get the Radio. o Child's Kite A child's kite with the initials "C.P." written in marker. Found in Logan's Park, on a bench to the right after entering from the east. Search the guide if you need help finding this. o Canvas Sack A wet, moldy canvas sack, which smells like it was found at the bottom of

a lake. Search the guide if you need help finding this. Found in the Monastery, in the classroom on the second floor. o Toy Van A toy van that looks like Pat Napier's van. Found in the Monastery, in front of a TV in the second floor rest room. Search the guide if you need help finding this.

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< Trophy Information >==O ``-.___________________________________________________[SH-TPH]___.- In this section I'll list all the trophies in the game along with my best description on how to obtain them. I'm sure that you Xbox 360 players out there have the same exact "achievements", so this should help you out too. (-NOTE-) Trophies are here in the order they appear in the PS trophy list.

.. . __| Rain Maker |_______________________________________| Platinum |__ '.' Description | Collected all trophies. | How to Obtain | This will quite simply be the last trophy you get in the | game. Once you have all of the other trophies, this one will | unlock. The ultimate reward for the ultimate fan. (PS3 ONLY) ________________|______________________________________________________________

.. . __| Now You're Cooking... |______________________________| Bronze |__ '.' Description | Survived the Diner Otherworld. | How to Obtain | Just play through the game and you'll get this one. You can't | miss it! ________________|______________________________________________________________

.. . __| Out of the Frying Pan |______________________________| Bronze |__ '.' Description | Rode the Sky Tram to Devil's Pit. | How to Obtain | Just play through the game and you'll get this one. You can't | miss it! ________________|______________________________________________________________

.. . __| Going off the Rails |_________________________________| Bronze |__ '.' Description | Escaped from Devil's Pit. | How to Obtain | Just play through the game and you'll get this one. You can't | miss it! ________________|______________________________________________________________

.. . __| Found a Friend! |____________________________________| Bronze |__ '.' Description | Met DJ Ricks in the Radio Station. | How to Obtain | Just play through the game and you'll get this one. You can't | miss it! ________________|______________________________________________________________

.. __| Whatever Doesn't Kill You... |________________________| Bronze |__ '.' Description | Escaped the Radio Station Otherworld. | How to Obtain | Just play through the game and you'll get this one. You can't | miss it! ________________|______________________________________________________________

.. . __| Ashes, Ashes |_______________________________________| Bronze |__ '.' Description | Collected 3 pates of the rhyme book. | How to Obtain | Just play through the game and you'll get this one. You can't | miss it! ________________|______________________________________________________________

.. . __| Broken Cycle |_______________________________________| Bronze |__ '.' Description | Defeated The Bogeyman. | How to Obtain | Just play through the game and you'll get this one. You can't | miss it! ________________|______________________________________________________________

.. . __| No Turning Back |____________________________________| Bronze |__ '.'

Description | Reached Overlook Penitentiary. | How to Obtain | Just play through the game and you'll get this one. You can't | miss it! ________________|______________________________________________________________

.. . __| Ending A |________________________________________| Silver |__ '.' Description | Achieved "Forgiveness" ending. | How to Obtain | This is one of the game's ending trophies. There are five | ending trophies in the game to earn. See the guide's section | on possible endings for more info. ________________|______________________________________________________________

.. . __| Ending B |________________________________________| Silver |__ '.' Description | Achieved "Truth & Justice" ending. | How to Obtain | This is one of the game's ending trophies. There are five | ending trophies in the game to earn. See the guide's section | on possible endings for more info. ________________|______________________________________________________________

.. . __| Ending C |________________________________________| Silver |__ '.' Description | Achieved "Full Circle" ending. | How to Obtain | This is one of the game's ending trophies. There are five | ending trophies in the game to earn. See the guide's section | on possible endings for more info. ________________|______________________________________________________________

.. . __| Ending D |________________________________________| Silver |__ '.' Description | Achieved "Execution" ending. | How to Obtain | This is one of the game's ending trophies. There are five | ending trophies in the game to earn. See the guide's section | on possible endings for more info. ________________|______________________________________________________________

.. . __| Ending E |________________________________________| Silver |__ '.' Description | Achieved "Surprise!" ending.

| How to Obtain | This is one of the game's ending trophies. There are five | ending trophies in the game to earn. See the guide's section | on possible endings for more info. ________________|______________________________________________________________

.. . __| Silent Hill Tour Guide |_______________________________| Gold |__ '.' Description | Completed all side quests. | How to Obtain | You must complete every side quest in the game. The guide | covers them all, but its easy to miss one if you didn't | follow the guide. If you haven't gotten on the boat it's not | too late! View the side quest section for more info. ________________|______________________________________________________________

.. . __| Useless Trinkets |___________________________________| Bronze |__ '.' Description | Completed the "Digging up the Past" side quest. | How to Obtain | Complete the "Digging up the Past" side quest, which is only | complete-able after you beat the game once. It is also the | side quest that you need to do to see the "Surprise!" joke | ending. View the side quest section for more info. ________________|______________________________________________________________

.. . __| Calling All Cars |___________________________________| Bronze |__ '.' Description | Completed the "All Points Bulletin" side quest. | How to Obtain | Complete the "All Points Bulletin" side quest in the game. | Fairly easy. See the side quest section for more info. ________________|______________________________________________________________

.. . __| Neighborhood Watch |_________________________________| Bronze |__ '.' Description | Completed the "Stolen Goods" side quest. | How to Obtain | Complete the "Stolen Goods" side quest in the game. Very | easy. See the side quest section for more info. ________________|______________________________________________________________

.. . __| Art Appreciation |___________________________________| Bronze |__ '.' Description | Completed "The Art Collector" side quest.

| How to Obtain | Complete "The Art Collector" side quest. This one takes some | time and collecting, but isn't that hard. For more help, see | the side quest section of the guide. ________________|______________________________________________________________

.. . __| Silent Alarm |_______________________________________| Bronze |__ '.' Description | Completed "The Bank" side quest. | How to Obtain | Complete "The Bank" side quest. Pretty easy and the rewards | are worth it. See the side quest section for more info. ________________|______________________________________________________________

.. . __| Will Work For Food |_________________________________| Bronze |__ '.' Description | Completed the "Homeless" side quest. | How to Obtain | Complete the "Homeless" side quest. Y'know, help out Homer | with his three fetch tasks. Fairly easy as long as you | remember to do it. See the side quest section for more info. ________________|______________________________________________________________

.. . __| Cutting Room Floor |_________________________________| Bronze |__ '.' Description | Completed the "Cinema Verite" side quest. | How to Obtain | Complete the "Cinema Verite" side quest. Fairly easy to do | if you try. See the side quest section for more info. ________________|______________________________________________________________

.. . __| Turn Back Time |_____________________________________| Bronze |__ '.' Description | Completed "The Gramophone" side quest. | How to Obtain | Complete "The Gramophone" side quest. Easy to do AND will | spook the hell out of you. See the side quest section for | more info. ________________|______________________________________________________________

.. . __| What's Your Sign? |__________________________________| Bronze |__ '.' Description | Completed the "Shadow Play" side quest. | How to Obtain | Complete the "Shadow Play" side quest. This one is one of

| the longest side quests in the game, but still fairly easy. | See the side quest section for more info. ________________|______________________________________________________________

.. . __| Telltale Heart |_____________________________________| Bronze |__ '.' Description | Completed the "Dead Man's Hand" side quest. | How to Obtain | Complete the "Dead Man's Hand" side quest. This quest is | easy to do but is fairly spooky. See the side quest section | for more info. ________________|______________________________________________________________

.. . __| Dust to Dust |_______________________________________| Bronze |__ '.' Description | Completed the "Ashes to Ashes" side quest. | How to Obtain | Complete the "Ashes to Ashes" side quest. VERY easy to do, | so you have no excuse. See the side quest section for more | info. ________________|______________________________________________________________

.. . __| Long Walk, Short Pier |_______________________________| Bronze |__ '.' Description | Completed the "Ribbons" side quest. | How to Obtain | Complete the "Ribbons" side quest. You'll have to wait until | almost the end of the game to complete it, but not hard. | See the side quest section for more info. ________________|______________________________________________________________

.. . __| Spot the Difference |________________________________| Bronze |__ '.' Description | Completed the "Mirror, Mirror" side quest. | How to Obtain | Complete the "Mirror, Mirror" side quest. Pretty darn easy, | ESPECIALLY if you know what you're doing. See the side quest | section for more info. ________________|______________________________________________________________

.. . __| Birdman |____________________________________________| Bronze |__ '.' Description | Completed the "Bird Cage" side quest. | How to Obtain | Complete the "Bird Cage" side quest. Another quest that will

| make you wait until the end to complete it. Not hard as long | as you know where the birds are. See the side quest section | for more info. ________________|______________________________________________________________

.. . __| Silence is Golden |__________________________________| Silver |__ '.' Description | Killed or incapacitated 10 Screamers. | How to Obtain | You'll likely get this one easy on a killing-playthrough. | Simply kill every screamer you see and you'll get this | trophy fast. If you still need it, DO NOT get on the boat | and roam Silent Hill until you've killed 10 Screamers. ________________|______________________________________________________________

.. . __| Shadow Boxer |_______________________________________| Silver |__ '.' Description | Killed or incapacitated 10 Dolls. | How to Obtain | Kill Dolls wherever you find them. They are quite common in | the Centennial Building and there's FIVE of them in a single | room in the Monastery, so be sure to get them all! ________________|______________________________________________________________

.. . __| Pinata Party |_______________________________________| Silver |__ '.' Description | Killed or incapacitated 10 Weeping Bats. | How to Obtain | You can kill a good chunk of these enemies in the Devil's | Pit area, so start there and follow up in the Centennial | Building afterwards. They also show up in the Monastery and | even in Silent Hill at certain areas. Kill all that you find | and this trophy is yours. | | NOTE: Ray had this to say about this trophy, which I'm going | to share in case it helps anyone: | | I was struggling with the pinata party trophy near the end. | It seems that killing the weeping bats would only register | when you subdued them first so that they are twitching on | the floor, and then perform the killing blow move by | charging square. I was finally able to get enough of these | using reload when necessary. ________________|______________________________________________________________

.. . __| Lockdown |___________________________________________| Silver |__ '.' Description | Killed or incapacitated 10 Prisoner Minions.

| How to Obtain | These foes can easily be found while roaming the streets of | Silent Hill, so get out there and kill or incapacitate 10 of | them to make this trophy yours. ________________|______________________________________________________________

.. . __| The Bigger They Are... |______________________________| Silver |__ '.' Description | Killed or incapacitated 10 Prisoner Juggernauts. | How to Obtain | These guys are tough. They won't show up until the Overlook | Penitentiary, so be sure to kill them when you're there. | They also show up in the ending sequence in droves, so you | can easily finish this trophy there to get it. ________________|______________________________________________________________

.. . __| Fight or Flight? |___________________________________| Silver |__ '.' Description | Escaped from 20 monsters. | How to Obtain | NOT really hard to do... I mean, run away from monsters for | a chunk of the game and this trophy is yours. Kind-of a weak | trophy if you ask me. ________________|______________________________________________________________

.. __| Silent Hill Historic Society |_______________________| Silver |__ '.' Description | Completed Murphy's Journal with all Mysteries. | How to Obtain | Yikes, now this can be a hard trophy. Lucky for you, this | guide lists ALL mysteries and where you can find them. Just | follow the walkthrough. Heck, I even wrote the mysteries | down in their own section so you can see what you missed, if | anything. You should get this trophy in the Overlook Pen., | so if you missed something, it's likely going to take another | play-through to get it. ________________|______________________________________________________________

.. . __| Stay of Execution |__________________________________| Silver |__ '.' Description | Incapacitated 20 monsters without killing them. | How to Obtain | Another fairly easy one to get. Fight with a monster until | you knock it down, then run away instead of finishing it. ________________|______________________________________________________________

.. . __| Capital Punishment |___________________________________| Gold |__ '.' Description | Completed the game on the hard game difficulty setting, any | ending. | How to Obtain | Play and beat a HARD GAME to unlock this trophy. Monsters | will hit harder and you'll die quicker, but with my guide | pointing the way you can overcome it and beat the game. ________________|______________________________________________________________

.. . __| Puzzle Master |________________________________________| Gold |__ '.' Description | Completed the game on the hard puzzle difficulty setting, | any ending. | How to Obtain | Play and beat a HARD PUZZLE GAME to unlock this trophy. | Answers to the hard puzzle choices are also in the guide, | so you should be golden. ________________|______________________________________________________________

.. . __| Gun Control |________________________________________| Bronze |__ '.' Description | Killed 25 monsters with the Pistol or Shotgun. | How to Obtain | Finish off monsters with the Pistol. Some tips: only the | KILLING BLOW needs to be a firearm (you can beat up the | monsters, then pull out your gun to finish them. Also, the | NAILGUN counts towards this total. You can also look in your | game stats in the pause menu to see how many monsters you've | killed with firearms. ________________|______________________________________________________________

.. . __| Hypochondriac |______________________________________| Bronze |__ '.' Description | Used 20 First Aid Kits. | How to Obtain | Not very hard to do through the course of the game. If you | follow the guide, you'll have a TON of first aid kits. | Simply use 20 to get this reward. Use all of the ones in | your inventory before getting on the boat as well! ________________|______________________________________________________________

.. . __| Good Behavior |______________________________________| Silver |__ '.' Description | Completed the game on any difficulty without killing any | monsters. |

How to Obtain | I'll admit, THIS goes against my natural instincts. This | trophy is also best done on a second play-through. Simply | run from or just incapacitate any monster you meet. Remember | you can see how many monsters you've killed through the | stats in the pause menu. Reload if you kill one! ________________|______________________________________________________________

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< Version History >==O ``-.___________________________________________________[SH-HIS]___.- Version 0.10 March 13-14th, 2012 -------------------------------Just started the guide. Only about 40KB big or so, 3 sections done. The in-game stats say I'm 16% done. Spent WAY too much time trying to figure out the headers. Just got to Silent Hill proper, which is exciting. Re-named this version to 0.01 on March 16th. Version 0.50 March 14-16th, 2012 -------------------------------Ok, I've made up my mind that this is a downright GOOD game. A very worthy inclusion to the Silent Hill series; this game freaks me the fuck out, which really doesn't help when you're trying to write a guide as you can imagine! Anyway, the game says I'm at about 50% done and this guide has 10, almost 11 sections done! Around 125KB or so. Version 1.00 March 18th-21st, 2012 ---------------------------------Well, the main guide for NORMAL is complete. I'll go through and add Easy and Hard puzzles eventually. Can't say when. Also added an endings section as I only have half the endings (you have to beat the game three times to get them all) and a tips section. File size is around 209KB. This version will be released to Gamefaqs.com as well as Cheatmasters, as the guide is considered "Complete" now. Version 2.00 April 3rd-6th, 2012 -------------------------------After I break I am back. The guide has HARD and EASY puzzles added in, as well as a TON of supplementary info such as all the mystery sections written down, the Centennial Library Books, and trophy info. I've also added in a side quest section to help out those looking for specific answers to side quests and the rest of the endings. The only thing really missing is a fleshed-out "Loading Screen" messages section, but that's hardly vital. This is definitely the definitive guide to Silent Hill Downpour, folks! Version 2.01 April 11th, 2012

----------------------------Added in some first aid kit notes and changed one of the safe combo instructions, all thanks to emails sent in by readers. Not much of an update, but more info is always good. Version 2.02 April 23rd, 2012 ----------------------------Added in three reader emails with some extra tips and fixed a directional problem I had wrong. Many thanks to all the people who've emailed me thanking me for this guide. Version 2.03 May 4th, 2012 -------------------------Added in a tip about doing (or trying to do) the paintings quest to early as well as some more loading messages from a reader. It's been awhile since I've done anything with this guide, but it now has a STAR on gamefaqs.com, meaning it is one of the site's top guides. Many thanks guys, I appreciate it a ton! Version 2.04 May 8th, 2012 -------------------------Nothing major, just added in a tip from a reader (a very interesting tip about the screamer near the generator not jumping him without the Mourning Badge!). Version 2.05 May 24th, 2012 --------------------------Just adding in a couple of user emails. Nothing major, but every little bit helps. This guide finally has over 100,000 hits, which definitely isn't a lot but this is still one of the best guides I've ever done. Version 2.06 August 28th, 2012 -----------------------------Two to three more tips. Nothing major. Been getting a lot of compliments and even a bunch of $1 donations as thanks for this guide, so let me tell you all that I really appreciate it! Version 2.07 November 21st, 2012 -------------------------------Three more tips added in. Nothing major. Some pistol bullets, a note that may disappear and an enemy that may or may not show up. Fun.

___ _ _ ___ / __| | | | | \ \__ \ I L E N T | | I L L | | | O W N P O U R _____|___/_____________|_|_|_________|___/____________________ ..- O==< Credits >==O

``-.___________________________________________________[SH-CRE]___.- - WALKTHROUGH CREDITS o BleuDraegen for the jukebox easter egg. o Sabin99992000 for some spelling errors. o Zachar Laskewicz for some loading screen messages and the painting tip. o Gamefaqs.com forum members (too much info/help to list). o Mearhar1 for the help (sidequest info from xbox360achievements.org forums). o TheRatedR_Viper for help in the forums/collectible info. o Draken70 for the Monastery axe tip. o AlanDirtbag for a loading screen message. o David Rosello for the endings experience note. o Albert Wesker and Brader Aizat for first aid kit locations. o Deacon for the axe and bogey man fight tips. o FavianG for the directional help and shovel tip! o Charles Johnson for the surprise screamer tip. o Ray for the first aid kit glitch and pinata party advice. o Seta for the endings experience. o Jessica for the direction change to the healing trinket. o Thomas Prevatt for the dolls tip. o Zombieslayer84 for the well-spotted Robert Bloch reference. o Daniel Simmonds for pointing out the key in the screamers is randomized. o Adam H for correcting the first safe puzzle. o Barbara Gibson for the bank note. o Dogbyte for the police dispatch tip and the film locations on hard puzzle mode. DEFINITELY saved me some time man, thanks! o Natalie Morris (aka dustbunnyassassin! How great of a name is THAT!?) for the Hard 'Employee Review' tip. o Trinket Help: Desert Wolf, Freezard, Albert Wesker, DogByte, Turtleproof. o Youtube user IFreeMZ for helping me virtually "replay" sections to get directional info I had missed. He has a walkthrough on Youtube, but it is much more of a playthrough than a guide.

o Saikyo Mog for the Monastary Screamer tip. o Daniele Garavaglia for the bullet find and Hansel & Gretel note. o Khalid Al Nasser also sent in the bullet tip. Thanks! - PEOPLE CREDITS o Jeremy Wise from Cheatmasters.com for the support. o Johnathan Sawyer for the controller ASCII and formatting help. o Noz3ro for formatting help and helping me pick out the headers. o Vinheim for formatting ideas. o DomZ Ninja for the title ASCII art. Thanks yet again! _______________________________________________________________________________ I WAS WEAK. Document ? Bkstunt_31 2012 THAT'S WHY Silent Hill: Downpour ? 2011 Konami I NEEDED YOU. E N D O F D O C U M E N T Silent Hill: Downpour: FAQ/Walkthrough by Bkstunt_31 Version: 2.07 | Last Updated: 2012-11-21 | View/Download Original File Hosted by GameFAQs Return to Silent Hill: Downpour (X360) FAQs & Guides

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