Walkthrough

Guide Author: 

This walkthrough was written by Georgi Samaras, also known as "sophialeigh" on GameFAQS.

This walkthrough was written while playing on Hard mode. The only notable difference between Hard and Normal is that enemies are tougher, deal more damage, and firearms carry less ammo. Puzzle solutions and strategy remain unchanged. All directions given (north, south, etc.) are given in relation to the map, but left and right are used in relation to Alex's position.

01. Nightmare - Alchemilla Mental Hospital

After the awesome opening scene, get ready to mash A to get out of your restraints. Check your inventory: all you've got is a flashlight and a radio. Good luck, soldier. Check the memo to the left of the double doors and head through. Follow the blood through the next set of doors, and check the memo to your right. Approach the barred gate to see Josh and initiate a creepy looping sound clip. Note the keypad next to the door.

The only open door is right next to the keypad. Open it and check out the X-ray to your right. This is the first half to the code we need. A memo on the desk across the room explains what you need to do to get the rest, and the HOSPITAL MAP is to your left. Exit using the nearby door.

The only open door in this hall is 203. Just listen for the crying baby, and examine the middle incubator to get it to stop. There's a HEALTH DRINK and another memo on the desk behind you. Hop over the broken window to room 204. In here is the X-RAY FILE for the code we need. On the center table is a pamphlet laying out melee combat.

Head back to the Nurse Center and stick your X-ray up on the board for the code 624872. Exit out the other side of this room and push that into the keypad. Like a good little sibling, Josh will run off. Pick up the CHILD'S DRAWING and follow him.

Feel free to take a peek in the bathroom stalls, but make note of the glowing red save point in the next room. This game uses a continue point feature, so saving is not a top priority anymore, but it wouldn't hurt. The next room is another restroom and a dead end. Grab the COMBAT KNIFE sticking out of the mirror and enjoy the show. A nurse will then attack you. Use this time to get the hang of dodging. Wait until she makes a move or else you might walk right into her attack. Learn to love the knife as it is the most highly recommended melee weapon because of its speed.

Slip through the crack in the stall the nurse popped out of. Grab the FIRST AID KIT by the door and exit. Enter the door to your immediate left, the stairwell. Watch out for falling debris but take a look at the memo on the opposite wall before giving chase. This one is the hint that the flashlight should be off and you should walk, not run, if you want to avoid confrontation.

You should hear static upstairs. Use your knife to break open the window and dispatch the nurses inside. Only one will be visible in front of the TV. Attack her and another will appear. With the knife, you should be able to continuously slash the first nurse without dodging and be okay. The second one will not attack you right away, and you can take her out any way you want when she's all alone. You can also retreat over the window frame and use it to get them to funnel towards you. It is recommended that you kill both because you need to cut open the fleshy film on the west wall to progress, and you are not immune to damage during this.

Room 303 has a save point and a note on the bed. Head to your right down this hall to face your first batch of Swarm enemies. Just hit A to step on them or slash them. If one latches onto you, press B until Alex tears it away. If you hit the correct button prompt after this, he will crush and kill it for you. Grab the HEALTH DRINK in the linen room and enter the hall.

Go right, towards the restrooms on your map, and grab the PHOTO on the stretcher. Now double back and enter the operating theatre. There's a patient chart on a shelf to your right as you walk around. When you drop down, three nurses will attack. Just hold the left trigger and perform your knife combos, focusing on the one closest to you. I promise that as long as you keep slashing with your knife, you will stay one step ahead of the nurses' attacks and can come out unscathed. Check out the half body on the table and cut open the way to the stairwell.

Check the wall opposite for a CHILD'S DRAWING and climb. Up here is the other half of that body, and he's holding the OPERATING THEATRE KEY. Use it downstairs. There's a memo in the operating room but not much else. Exit to your right to the hall where we first saw Josh. In fact, he's still here. Talk to him however you want; either way, we're going to have to find his stuffed Robbie the Rabbit. Enter the Nurse Center for a HEALTH DRINK, a save point, and another memo. Exit to the 200-block of rooms.

Enter room 203 again. There's a CHILD'S DRAWING on the wall to your right, but more importantly, we've found Robbie. Be a man and stick your hand in to save your brother's precious toy. Just be prepared to mash a face button to get your arm and the ROBBIE TOY back. A Swarm will attack afterwards.

Backtrack to Josh and give him back Robbie. Once you can get through, pick up the CHILD'S DRAWING and give chase once again. All the doors in this hall are locked, but make note of room 206. There is a CHILD'S DRAWING on the door and interesting sounds emanating from it. Open the elevator doors using the panel on the wall, head down, and...

02. Shepherd's Glen - The Shepherd Family Home

Welcome home. There are absolutely no items to be picked up in the streets of Shepherd's Glen, so just work on getting to your house on the north side of town. Also, note that if you try to go west down Main Street, you will get lost in the fog. Look to your right on Main street for a brick building with arches; this is Dr. Fitch's office, and there's a poster advertising the town's 150th anniversary on one of the pillars. You'll run into Judge Holloway outside Town Hall. She tells you to go home, but you can check out the Town Hall and chat if you want. Why not? We're already there.

Through the large double doors is nothing much. There's a PHOTO as well as a book on the town towards the back of the room. You can also examine all the paintings around here to get info on the town founders. Exit south according to your map. Through the door here, look to your left for some tables. On one of these is a medical case with SERUM inside. There's also a newspaper article framed on the wall about a bus accident involving an 8-year old Alex Shepherd.

Now head to the east hall for two doors. Judge Holloway's in the room on the right. Talk to her and check the room next door. In here is a HEALTH DRINK and a save point. There's nothing else to do here now. You might have noticed a boarded up door in the north hall of the building; we'll get back to that. Head home.

If you want insight into the Shepherd family, take the time to examine everything. Alex will talk about his relationship with his family, as well as note that he is absent from every family picture. Head upstairs and enter the double doors. This looks to be his parents' room. There's a letter from his mum to her husband and some pictures of her and Josh around. Check out the bathroom for a CASSETTE TAPE.

Back out in the hall, the attic door will close and lock before you. Check the nearby door to enter Alex and Joshua's room. There's a FLASHLIGHT on the bed; pick it up for a flashback. (FYI, if this is a replay game, you can find a LASER PISTOL with infinite ammo on the toy chest by the bed.) Take note of the bug collection by the broken-looking bookshelf and then examine the shelf. It is hiding a secret switch. Move all the junk to the left twice to uncover it. You get a MAP OF OUR HOUSE for your trouble. Head back downstairs to see your mother.

She just came out of the basement and is trailing water. Follow the trail downstairs. A Lurker is waiting for you beneath the water. For these guys, enter combat stance ASAP so Alex locks on to their position. Wait until it comes close to you, dodge its initial attack, and then counter repeatedly with a heavy attack (X) with the knife. Alex will jab forward, right into the Lurker's head. Continue until it falls. Check the generator towards the back of the basement for the GARAGE REMOTE and a gasoline fetch quest to get the generator running. Head towards the stairs but look to your left for a multicolored, thin sheet blocking a side room. Cut it open and examine the only door here for a scene. Go back upstairs and outside.

Use the remote to open the garage. A Lurker will attack. Repeat the jabbing strategy from earlier. It's easier to fight them when they are not in water since you can see when they swing their claws. There's a STEEL PIPE in the garage as well as another pamphlet on melee fighting. Use your new pipe to pry open the cabinet to get the EMPTY GAS CAN. (FYI, if this is a replay game, you can find the CIRCULAR SAW on the tool bench.) Another Lurker will come out of the hole in the brick wall by the garage. Kill it and crawl through. You'll want to kill it because we'll be coming back here shortly.

In the park area, look to your right for a CHILD'S DRAWING. Look by the slide for a PHOTO. There's also a newspaper on one of the benches. On the southern wall should be a wire fence door. Pry it open with your pipe and examine the semi to your left, but not before killing the Lurker underneath it. Use your empty gas can here and you can get the FULL GAS CAN with what's left in the truck's tank. Head back home to the basement and use your full gas can to run the generator. Now you can unlock the door to your immediate right.

Enter the back door to the house and use your cassette tape in the answering machine. Open the fridge for a HEALTH DRINK. Through the only open door is a living room of sorts. Nothing in here except a note next to the phone. Go out back to the yard again. Look to your left behind the tree for a CHILD'S DRAWING. There's a HEALTH DRINK hiding in the dead plants to the north. On the west fence is a door with Josh's backpack and a PHOTO. Go through.

03. Missing Persons - Rose Heights Cemetery and the Junkyard

So the Shepherd house has easy access to the cemetery. Nothing weird there. Follow the path, grabbing the ROSE HEIGHTS CEMETERY MAP on your way. Alex can comment on any and all tombs here if you want to read them; he will also note the extreme number of deaths for such a small town. There's a guy digging up graves in the Bartlett plot, but we can't reach him. Drop down into the East Garden, prepared for a Feral attack. All you need for these guys is the knife. Do a combo. Wait and dodge. Enter another combo. Rinse. Repeat. Check the fountain in the center of the garden for an OLD STONE PLATE. Then climb up to your right.

There's a HEALTH DRINK by the gazebo, and the Bartlett Family Mausoleum is locked. Enter the family crypts to the west. In the north block, the second crypt on your right (second gate) has a save point. The third crypt on your left (second gate) has a hole in the wall you can squeeze through to get to the middle block. Here, the first crypt on your left (second gate) has a HEALTH DRINK in it. Right across from you in the crypt opposite, there is another hole to squeeze through to your left. Still in the middle block, make your way as far east as you can and look in the last crypt on the right (second gate) to find a hole to crawl through to Founders Row.

A Feral will jump you as you head south. Take care of it or run past it as far south as you can. Look to your left for a gate to run through and a hole to jump into. Follow the spiders until you are on the outer ring of the Founders Garden. There is a Feral chowing down in the center of this area, but you can completely avoid it by walking around the outside to the northeast corner of the garden. However, Ferals are good at sensing Alex's presence, so it may see you regardless when you try to leave. Check to the left of the exit in the north for a HEALTH DRINK; the exit is on the ground floor, but the drink is up the stairs to the left.

The path splits up to the West Garden, but both stairs lead to the same place. On the landing of either staircase is a plaque with a hint that something needs to be made whole. Perhaps it has to do with our stone plate? Check the fountain in this garden for a STRANGE STONE PLATE, just what we need. Use both plates at the gate on the north side of the West Garden to unlock it.

You'll emerge into what used to pass for civilization. Head west towards the police station. Go to the front of the S.G.P.D. and head to your right for a FIRST AID KIT. Continue west to run into Elle posting missing persons flyers. She'll give you a WALKIE TALKIE. Check behind her billboard for a CHILD'S DRAWING. Head down to the southwest corner of your map. Look to your right for a covered bridge. Follow the path to a door. Once inside, head right and look for a hole to crawl through. There are no items in the junk yard, so head around the heaps of scrap to the back of the house to squeeze through a hole in the shed. You should be able to get into the house on this side.

Try talking to Curtis. Alex will trade the broken revolver he got from his mother for information, but we'll also get the MK 23 HANDGUN. You can talk to Curtis again if you want. Beware: he's a dick. But he also gives us a hot tip about the clocks in town. 206 is an important, recurring number. Remember it. Check behind Curtis for a brochure on ranged combat and PISTOL AMMUNITION. Raid his back room for a JUNKYARD MAP, more PISTOL AMMUNITION, a HEALTH DRINK by the fridges, a save point, and the exit. Leave the junkyard the way you came in, but beware of a Feral attack. You can kill it or run past it to get to the streets.

Alex will get a call on the radio and then come under a coughing spell. Meet the Smog, a nasty looking creature but easily dispatched. Run away from it and break out the pistol. Let it get close to you and wait for it to growl and reveal its glowing lungs. Shoot the lungs once and wait for it to expose them again. Two or three pistol shots should be enough. If you want to fight up close, it's a little harder since they can lunge, but just dodge your way around to its blind spot and combo. Or you can just run right past the thing. It's too slow to give chase.

Make your way all the way back to the cemetery. Go east down main street and enter by way of the parking lot which will be on your left. You can run past any Smogs you might see, but kill any Ferals after you, just in case. In the cemetery, you need to backtrack all the way to the Bartlett Mausoleum, which means going through the West Garden, Founders Garden, Founders Row, and the family crypts. Smogs will appear along the way, but as long as you run and follow the arrows on your map from your previous run, you can avoid fighting. Military training has done Alex well: he never tires while running.

Mayor Bartlett is gone, but his family tomb is open. Examine the middle casket for a lock puzzle.

Unlocking the Bartlett Family Tomb

Alex will pull out a watch which gives him a headache.

04. Hotel - Silent Hill's Grand Hotel

We've finally landed in Silent Hill. At the end of the street ahead of you is a broken down fire truck and a Smog in an alley. Go down that alley, climb down and under the truck, and snatch the FIRE AXE. This doesn't hold a candle to the knife for regular combat, but it's perfect for hacking down boarded up doors. Go across the street to the Grand Hotel and do just that to get inside.

Go down the first hallway to your right for a HEALTH DRINK. Go into the foyer after Joshua now. He'll escape through some rubble and up the stairs. Check the reception desk for a letter, the GRAND HOTEL MAP, and a memo. Jump across the elevator shaft and look to your right for a MAINTENANCE KEY. We need to rewire the hotel to get the elevator to run, so head back outside.

There will likely be a Smog or two on the way outside. I recommend killing the one outside since we need breathing room to rewire this place. Use your key to open the gate to your right outside. There's a HEALTH DRINK back here and a panel with wires.

Rewiring the Hotel

Go back in, call the elevator, and hop in. Get the AMMUNITION inside and hit the only working floor button. A new type of monster will attack on the way up. These are Needlers, and they are going to tear the sides off the elevator and reach in to attack with their claws. Equip a weapon and attack through the holes. The knife is great for this not only because it is fast, but because of its heavy attack. It's a forward jab, so Alex can stab neatly through the hole and right into the Needler's face. Try not to stand too close to the elevator's sides or you may just end up stabbing the elevator and missing the Needler. All you need to do to dodge an attack is duck. Climb up out of the elevator when it stops.

Check out the painting of the woman to cut it open and reveal a locked door. Examine the door for a PHOTO, but go left and duck under the wall to see a save point. Head towards the hall and Alex will automatically start talking with the woman in 301. We have to find three of her memories before she will help us. There's a message on the wall in 303 and a letter in 304. Go through the hole in the wall in the middle of this hall to emerge in 307. Room 308 holds another letter detailing the subplot of this area, as well as another message written on the wall. Go to the east end of the hall and look towards room 309 to see some boards for you to hack away. Climb up the rubble here to the fourth floor.

Enter 406 by way of the hole in the wall. A letter is in here and Swarms will attack once you try to enter the hall. There's a memo on the little table on the left side of the center of the hall out here. You should be hearing white noise as well; there's a nurse in 402 waiting for you. Look through the hole in the wall in front of room 403 for the last cryptic, bloody message. Enter 402 to find a bookshelf that needs pushing. Duck in to room 404 and enter the bathroom to find the first of the three memories we promised to help find, the ALCHEMILLA POSTCARD.

We've reached a bit of a dead end, so let's backtrack. Out in the hall, notice the spiders moving towards the east. Also take note of the strange red glow... Approach the hall for a scene. We are introduced to Pyramid Head, heretofore known as the Bogeyman. ("Pyramid Head" was the name James Sunderland gave him in Silent Hill 2. James is not here, so I will stick with the Homecoming name.) He clearly sees us but does not seem to give a damn. Swarms will break open room 405 and attack. Get them out of the way and head through.

Go in and through 407 using the hole in the wall. Follow the Bogeyman by hacking away the boards blocking the way to the stairwell. On the fifth floor, the Needlers make their official appearance. With Needlers, it is vital that you wait for them to make the first move. They will chirp and raise one of their front claws. Dodge to one side and attack their blind spot. You can get in one or two combos before they turn around. Head-on attacks will only be blocked by their front legs, so don't bother. They still do damage, but not as much. The steel pipe is a good weapon against Needlers: do a light attack followed by a heavy one and Alex will do an upward swipe, hitting the Needler in the stomach and knocking it to the floor, ready for you to heavy attack it to death. The axe is not so good, as it is slow.

Jump across to the southern end of this hall to get a HEALTH DRINK. This is also a good spot to retreat to if you want to attempt a head shot on a Needler. I always thought it was too hard, but you might want to try it. Swarms are in 508 along with a letter. Hack away the boards in front of 505 and push the shelf away to gain access to 507. On the bed is the second memory, the LAKESIDE AMUSEMENT PARK POSTCARD. There's also a letter on the shelf here and a HEALTH DRINK in the bathroom. Look in 504 for a shelf you can push to reveal a CHILD'S DRAWING and PISTOL AMMUNITION on the bed.

Backtrack to the hall. Once you reach the center, a Needler will appear but it may not see you right away if your flashlight is off and you are quiet. Use this time to try shooting it if you want. You can't completely sneak past it since we need to go down to that end of the hall. Hack away the boards at 504 to get PISTOL AMMUNITION on the bed. Duck into 503 before more Needlers attack and climb down into 403. In the tub is the last memory, the TOLUCA LAKE POSTCARD. It's ultra mega backtrack time.

Needlers will attack, but you can run past them. Head to the east and go down the stairs. A nurse will attack you down here. Take her out and look for boards blocking the wall of the bathroom outside 408. Hack them away and look inside for the SERUM. Now jump down the hole in 406. Wind your way through the third floor rooms (mindful of Smogs) to get back to 301. The woman will give us the STRANGE KEY, which will open the mysterious room 306 behind the painting. Jump across the hole to be reunited with Josh.

Or not. In this new room, check one of the northwest tables for PISTOL AMMUNITION and a HEALTH DRINK. There's a save point to the southeast. Head towards the atrium (the big round room) to find it locked. Head back to see a peculiar sight. Inside the now-open atrium, we find Mayor Bartlett and our first boss fight.

Sepulcher

Alex's victory will be in vain, as he falls down a hole...

05. Sheriff's Station - Escape the S.G.P.D.

...and into a jail cell. Check your inventory; everything is gone. There is nothing you can do in this cell so just hang tight for now. There's a poem on the back wall if you want some reading material. Deputy Wheeler will come by after a bit and interrogate you. Tell him the truth to learn that he can see the monsters around town too. He'll let you out. Just follow him around for now; all the doors are locked anyway. When he tells you to run for the chief's office, run down the hall but stop when a Schism bursts open a door. There's a PHOTO in this room. Don't worry about Wheeler: he's got your back with that shotgun and he can't be killed here. Enter the door to your left at the end of the hall and then the second door on your left in this new hall will be the
chief's office.

Wheeler will give us a 12 GAUGE SHOTGUN. Save your shots; this is important. The STATION MAP is to the left of the door. Head for the green-lit exit and hack away the boards. Schisms are going to break in and attack. Their attacks involve them swinging their bladed head and slicing you. Schisms are pushed back easily with even the knife, so you should combo, back up, wait for them to attack, and then go in swinging. You can also use the doorway to get them to funnel in towards you and take them out with a firearm. Shotgun blasts make quick work of Schisms, but you should save them and you will see why in a bit. The doorway is a good way to make knifing them one at a time easy. The first two can be taken on one at a time; after them, two attack at once. Carefully lure them to you through the green-lit doorway and take them on in that small space. Sounds crazy, but you can get them up against a wall easily, making it hard for them to turn around and attack. The second will not attack while you are fighting the first one. You can also just run past them since we will not be coming back through this area, and Schisms are kind of slow.

Enter the men's restroom for a HEALTH DRINK. Jump over the broken window pane for another HEALTH DRINK. Another Schism will likely attack you in the lobby. Down the east lobby hall, you will be forced to crawl into a room with two Schisms. This is one time where you might consider taking one out with a shotgun blast (Hard mode players might need to use two or all three of their shells) and finishing the other normally. There is more SHOTGUN AMMUNITION on a filing cabinet in this room, which is good because you need it. Hack away the boards and enter the garage.

There's a Schism hiding back by the police car here. Take it out with your weapon of choice. Read the memo on the trunk of the car and enter the little office. There's a keypad-locked safe here. The memo said "Only time will tell who has the will to live." Well, what time is it? It is and forever will be 2:06. Enter 206 to unlock the safe for SHOTGUN AMMUNITION, PISTOL AMMUNITION, and a HEALTH DRINK. Pull the lever on the other wall to open the garage doors. Equip the shotgun before heading out.

Now do you see why I wanted you to save those shells? This beast is called Siam and the only safe way to take it out is with a ranged weapon. When you gain control, run away from Siam. Once you feel you've got enough room, open fire. Unfortunately, shotgun blasts do not slow it down, so if Siam catches up to you, you need to drop what you're doing and run. When you run out of shells, switch to the pistol. Close range combat is possible but not advised when it comes to Siam. Nothing you have will stop it from swinging those massive arms to knock you on your back. Almost every punch it throws will knock you to the floor. If this happens, it will continue to pummel you while you're down. Keep your distance.

06. Sewers - Shepherd's Glen's Underground

Time for a sewer level! Head forward and Elle will point out a valve by gate 3. Turn it and let her under, and she'll return the favor. The path here is pretty linear. When you drop down into the water, watch for Lurkers. They will target Elle as well as Alex, but I'm fairly sure Elle cannot die here. She sure as hell won't help you fight though. Out of the water, you'll find PISTOL AMMUNITION x2 on the blue tank.

After dropping down, look to your left for a raised area with a wire fence. Pry it open with your steel pipe and turn the valve back here to drain some water up ahead. Ignore the area with the ladder you just drained and go past it for a save point and a small room with the SEWER MAP and SHOTGUN AMMUNITION. Drop down into the small pool you drained and climb up the other side. Continue along the linear path. Look for a raised area to your left when heading south; there's a HEALTH DRINK up there. Turn the valve at the end of this path to let Elle under the gate. She can't do the same this time, so you have to backtrack all the way to where you first dropped into the sewers. Needlers are going to attack you on the way, too. Either fight or run; it doesn't matter. Just know that Needlers can climb ledges after you. Stand by gate number 4 and Elle will raise it for you.

A Needler will attack first thing through. Use Elle as bait if you want. It's a good way to get behind the monster to attack its weak side. Along this path, look for an alcove to your right with SHOTGUN AMMUNITION. You will need it. Another Needler will attack from an alcove. Kill it and drop down the ladder it was guarding. In the spillway, two Lurkers are lurking. Elle will cower in fear until they are gone, meaning you must kill them to progress. Climb up on the other side once they're gone. Kill the Needler here and go to the far end of the hall for SHOTGUN AMMUNITION and PISTOL AMMUNITION. Pull the lever by the light to open the gate to your left. Make the long drop and look to the right for a room with a save point.

Head right for the main drain chamber. There is a gate here that you must let Elle through. After this, you are stranded and three Needlers will attack. It is highly recommended that you run back to where the save point is. That way, you can take them on almost one at a time since they will be slow in following you. I don't know what it is about Needlers in the sewers, but they have a habit of attacking you and then inexplicably running away, only to turn right around and come back. Save your ammo though. You'll see why.

When all three are dead, you should hear some interesting sounds coming from Elle's location. Head back to the main drain chamber with your shotgun out. Turn around as soon as you hit the gate because a Siam is barreling up right behind you. The gate opens once it's dead. Be sure to check the alcove to your left in this hall for a PHOTO. Oh, and there's copious amounts of blood on the ground ahead. Follow it out into the fresh air.

You'll emerge outside your house, but the front door is inaccessible. Head down the street to get a call on the radio. Two Ferals are up ahead on either side of the street. Go to one side and then the other to confront them one at a time. You destination is the doctor's office, circled on your map. Just look for a trail of blood outside and follow it in.

Check behind reception for a HEALTH DRINK. The only open door here is the last one on your right. There's a PHOTO on the counter, lots of creepy dolls, and a small locked box on the dresser. When you go back out into the hall, a horde of nurses will attack. And I mean a horde. Don't be afraid to pull out the shotgun here. They all came out of the room next door. There's SERUM on the counter and a SMALL KEY and a note on the medical table. Use that key to unlock the box in the previous room. Alex will faint yet again.

07. Hells Descent - Dr. Fitch's Office

SCARLET'S DOLL in hand, take a look around to learn you don't have much of a choice in where to go. This area is the only one in the game without a map, so please bear with me as I try to lead us through in a coherent manner.

Go straight until you see Josh, but don't follow him as it's a dead end. Go left instead. Follow this path and look for a stairway to your right that leads down. Jump across and button mash A to climb up safely. Go left now and look to your right for a place where you can jump across. Jump over the fan and look to your right. There is a doll at the end of this short hallway. Examine it for a cheap scare or bypass it and jump down the fan shaft.

Kill the Swarms down here and grab the PISTOL AMMUNITION. Keep going, going, going until you hit a dead end marked by an "Exit" sign. Back up and look to the side to see a place where you can drop down. Head up those stairs and get the HEALTH DRINK there. Turn around and go down those stairs. Keep on ever downward until you see Josh. Get out the pistol and look to your left because there's a Smog for you and a CHILD'S DRAWING to your right.

Up ahead, jump across and go left. Drop down, turn left, climb down, keep going left, and the next time you drop down, keep going forward. After you climb down a ladder, go over to where the two cages are and look right for a spot where you can squeeze through. Behind the fan awaits a CROWBAR. Backtrack. When you see a red "Biohazard" sign, you know you're back to where you need to be.

Hit the switch on the wall to stop the fan ahead. When you drop down and see Josh run away, look in front of the nearby fan for a CHILD'S DRAWING. In the room with three fans, duck under the one not working, cut open the fleshy wall, kill the Swarms, pull the switch, duck under the nearby fan, and then drop through the hole in the floor.

The next big room has six fans you can manipulate. Before you do anything, duck under fan numbers 3 and 2 to get the SERUM. Go back out. Time for a switch puzzle.

Manipulating the Fans

Continue on and you should see a save point at the base of the ladder if you need it. We're almost home free. After dropping down another ladder, you should see Josh. Follow him to a brick wall, where a new hallway will appear. At the end is Dr. Fitch. Talk to him and give him Scarlet's doll.

Scarlet

Afterwards, you'll awake in Dr. Fitch's office, no better for your ordeal. Except now we have the FOUNDERS KEY. Alex will clue you in as to where to use this. To the Town Hall!

08. The Attic: the Pain of the Shepherds

Now that we have an axe, go to the north hall (through the door to your left when you first enter) and hack away the boards there. P.S. - there are Smogs in the building now. Push the bookshelf on the left wall to reveal a CHILD'S DRAWING. There's a painting here of Alex's ancestor, one of the founders of Shepherd's Glen. However, it's been taken off the wall. Enter the central room and look for a pedestal at the eastern end of the room. There is a keyhole here, prefect for our newest key.

Go down the gaping hole in the floor and look on the ground ahead for a FIRST AID KIT. Go left or right, doesn't matter, until you hear white noise and see a narrow doorway in the wall. There are three nurses in here, but if you turn off your flashlight and walk, you can avoid fighting them. If you want to clear them out, get their attention and use the doorway to get them to funnel in towards you single-file. You can use this to try and take out all three with a well-placed shotgun blast, too. There are four books to be read in this room. Check the right wall to see a cross by the little lamp. You will get the CEREMONIAL DAGGER, a combination melee weapon/key that will replace your combat knife for the rest of the game. The wall opposite of the way you came in, between the two books, is the first opportunity to use your new key. It doesn't look like a door, but stand in front of it for the Unlock prompt, equip the dagger, and Alex will use it.

This next series of hallways only gives you one way to go, but there's lots of dead ends. Go right, right, left, right, right, left, and climb up and out. We're back in the Founders Garden in Rose Heights Cemetery and our destination is the Shepherd home. Let's take a quick detour first though. Exit the cemetery north. In front of the S.G.P.D., there should be PISTOL AMMUNITION where the first aid kit was before. Check near the billboard where Elle was hanging flyers. There's PISTOL AMMUNITION and a PHOTO here. Dodge the Smogs all the way back to Curtis' place to find SHOTGUN AMMUNITION x2, a HEALTH DRINK, and the realization that Curtis finally skipped town. (Thanks to Hari and Mr. Trenchy for pointing out this side trip!) Go back to the cemetery now.

To get home, we need to go all the way through Founders Row, the family crypts, the East Garden, and the old crypts to Barker street. There are lots of Smogs about, but it's not worth it to kill them since this is our last trip through this cemetery.

Look to your left for a CHILD'S DRAWING. Use your dagger to unlock the Fitch and Holloway mausoleums. There is SERUM in the Holloway tomb. After Founders Garden, run past or kill the two Smogs when you drop down into the next area because they are guarding a FIRST AID KIT and SHOTGUN AMMUNITION. When you reach the north block of family crypts, hack away the boards covering the second gate of the third from the left. There's a "CHROME HAMMER" PISTOL in here. Two Ferals will attack in the East Garden, one in front and one from above. Stand your ground after jumping down and slash away in front of you. As long as you have your back to the wall, you're okay. Continue on and enter the gate with the "Beware of DOG" sign.

Go in the back door; we've got boards to hack. Clear the only blocked door in the kitchen and enter the dining room for a FIRST AID KIT. Go back outside and head downstairs via the cellar door. Unlock the secret side room with your dagger. There's a "BLUESTEEL" SHOTGUN in the cabinet and the ATTIC KEY on the table. Use it upstairs.

This is dad's room. Through the door here is the attic. Look to one side of the room for a PHOTO on some boxes. Not a very flattering picture of Alex. Go back a bit and look for a bookcase. Push it to reveal a door. After the flashback, look to your right to read something on Alex's dad's desk. Adam was a pretty decorated soldier. Now, look to the other desk for an annoying sliding puzzle.

The Shepherd's Glen Seal

Go downstairs to share this with mum.

09. Dark Times: the Streets of Silent Hill

Climb up the wooden dock and through the hole in the wall to emerge on the city streets. See the storm drain up ahead? Lurkers are going to spawn intermittently from those things, so listen for the tell-tale signs. After the call on the radio, look right for a narrow entrance into Dargento Cemetery. This is a completely optional side trip, but you must make it if you want all the 360 achievements and the rifle.

Follow the path and look to your left for a SAPPHIRE on the bench. In the area ahead is a statue of the mythological figure Janus, guarded by a Smog. Examine the statue to find that it's a puzzle.

Dargento's Hidden Treasure

Go back out to the street and head all the way south to the bait shop. Go around to the back for a save point, a CHILD'S DRAWING, and PISTOL AMMUNITION. There's another entrance to the cemetery across the hole in the street. This one puts you in the Sun Garden. As soon as you exit the wide area, look to your right to see a section of the wall that can be torn down with the axe. You'll find the GARNET to your right, on a bench. This is the January birthstone needed for our puzzle. You can use the gate behind you to access the Janus statue to put the garnet in the "1 The New" hole. Go back the way you came. The gate to the Moon Garden is locked, so we're done here for now.

Alex will call Wheeler outside the prison gate. Keep going west down the road and through a door to a new section of town. Go to the circled area on your map, and Alex will call again. Our new destination is the Water and Power Plant, but you must go through the boiler room to the south to get there. Kill or run past any Lurkers hiding in the water here, and be sure to grab the HEALTH DRINK on the machinery before leaving.

Outside, head right to the barricade in front of the boiler room. There's some RIFLE AMMUNITION on the window sill. Go over to Alchemilla Hospital's easternmost side to find a BLOODSTONE, which we actually won't be needing because we've already solved that puzzle, and red herrings mean nothing to us. Now head to the front gate in the middle of the front of the building. There's SERUM on the bench to your left. Toluca Lake and Power is sealed shut, so you need to enter from the Toluca Lake Offices next door. The entrance is across from the church.

There's a newspaper on the desk on your left and PISTOL AMMUNITION to your right. Go through the lower landing and head west to the office. Nab the HEALTH DRINK and the TURQUOISE in the sink. This is the December birthstone we need for the Janus statue. Jump across the gaping hole to a room with a save point. Hack your way into the kitchen area. The TOLUCA LAKE AND POWER KEY is on a desk. Backtrack to the lower landing area and use your key in the door to the east.

Ignore the noise and look right for a whiteboard with some writing on it. There are three valves in this area marked A, B, and C which need to be turned in a certain order. Hold off on that for now. There are Order members patrolling the wide area. Pipe wielders are especially annoying because of their dodging ability, but they aren't as bad as the guys with rifles. Rifle guys deal lots of damage with a simple melee attack, so use your pistol on them. Your radio will not go off when they are near, but they will yell out at you, which is just as good. There's two for now, one up top and another on your level.

Look in the southeast corner of your map for some PISTOL AMMUNITION. Up on the second level, look to the northwest for a FIRST AID KIT on the wall. Outside the foreman's office is RIFLE AMMUNITION x2. To the left of the office door is a notice.

Cut the Power

Two Order members will attack after this; they're downstairs. Stay on the second level and let them come to you. The pipe guy will climb up and you can take him on up here. The rifle guy will attempt to snipe you, but he is a bad shot. Pull out your pistol and snipe him back.

Backtrack all the way to the prison gates. Toluca Lake and Power apparently powered the sun in Silent Hill because it's dark out now, too. Run past any monsters on the street to and through the boiler room. Pull out your shotgun as you approach the prison because a Siam is going to greet you. DO NOT ENTER THE PRISON YET! It's time for us to get our rifle. If you don't want it, then skip the next paragraph.

Go past the prison to the previous map of Silent Hill, the one with the two cemetery entrances. Go back to the Janus statue and put the turquoise in the "12 The Old" slot and you can grab the MOON GARDEN KEY. Based on its name, you should know where to use this. Kill the Smog in the Moon Garden, as he is guarding the M14 ASSAULT RIFLE. Lock 'n load. Take the time to read some of the cryptic-looking graves here. Head back to the prison now.

There's a HEALTH DRINK on the dumpster by the front door and a PULASKI AXE in the back of the broken-down truck in the yard. Look for a corridor/alley to the left of the entrance to get in using a side door.

10. Prison: Saving Wheeler and Elle

Save if you need to. When you come to a locked gate, look in the office next to it for a lever to open it. Hack open the first doorway you see for a FIRST AID KIT. Go around and use your dagger to break open the glass to access the other side of this room. A prisoner's note is here. Go through the door here and then through the double doors to your right for some PISTOL AMMUNITION. The PRISON MAP is on the wall of the large area. Behind you is a note on a table from a disgruntled electrician. Open the door near where you found the map for a HEALTH DRINK, then climb up the stairs.

Jump across to the office on this level. Examine the TV monitors, check out the gate panel controls, and pull the lever to open cell block B. Two Order members are ahead. B5 has a newspaper. Pull the lever to open the stairwell. B2 has a prisoner's letter. Across from there is some RIFLE AMMUNITION. Through the double doors into the next cell block, two Order members attack. Pull the lever on the wall to free Wheeler and prepare for a Siam attack. Lin has e-mailed in to confirm that Wheeler can actually die here, so you many want to give him a helping hand. Follow him, and when you pass a hole in the wall of the upper guard room, enter and get the CHILD'S DRAWING. Wheeler will lead you back to the office with the gate panel, which he will miraculously get to work.

Jump over to cell block A. Check cell A6's sink for a HEALTH DRINK. Go through the double doors here only to find the electric gate won't work. Go back and Wheeler will unlock the gate to the stairs. A Needler is going to come out of A1. Kill it and the door across from the cell will open. Head into the shower area. Two Needlers will attack. Unfortunately, you must kill them because the way out of here demands you break down a wall with your axe. Your crowbar will make short work of them using the light, heavy attack combo.

Head through the power room and up the stairs to a save point. Go through the only open doors and follow the hall to a jammed door. Wheeler will come back. Go back to the stairs and he will open the gate at the base of them. In A block, go ahead and go straight through the double doors opposite to find a broken keypad. Crawl into cell A11 and check the vehicle in A10 for a LOOSE WIRE. Go upstairs, grab the HEALTH DRINK, and jump across to the upper guard room to see why the keypad won't work. We need two more wires. Luckily, they're in close proximity. A RADIO WIRE is for the taking in cell A20. Go through the double doors and check the station here for a SCRAP OF WIRE left by that cranky electrician. Go back to the guard room and stick all your wires in the box on the wall.

Rewiring the Prison Keypad

Pull the lever to your left. This opens A15. Jump across and get the SERUM. Now drop down and flip the two switches here. The leftmost one opens A12. Read the note here for a number which will help with the gateway to our freedom: 110391. It's our keypad code. The other switch opens A14, but there is nothing in there. Go out and punch in our number in the keypad.

Welcome to solitary confinement. Someone is here for you, and you have a choice to make. It will directly affect which ending you receive. Make your choice, watch the consequences, and backtrack. In the room where we went on the wire hunt, a contraption will rise from the floor and something will retract into it. Trying to reach your hand in now will result in you steadily losing health until you pull it out again.

Three Little Riddles

Save if you need to. Look for a hole in the wall you can squeeze through on the other side of this area. The path here is linear. Take care of the Needlers that attack further down. Right before you hit the circular room on your map, look left for a room with a save point, a FIRST AID KIT, and a HEALTH DRINK. Now open the sealed door.

Asphyxia

Follow Josh out the window to come upon the church.

11. Church: the Face of the Cult

Look to the left of this area before you reach Josh and you should find PISTOL AMMUNITION x2. Run past the Smog ahead and turn the wheel to open the gate and go through. Then go to your immediate right for a HEALTH DRINK. Avoid the Smog up ahead and look to the right of the stairs for RIFLE AMMUNITION. Go inside.

The CHURCH MAP is on a pew ahead to your right. Some hymn lines are further up on the right as well. There's some SHOTGUN AMMUNITION in front of the pews, still to your right. Examine the organ-looking device ahead and use your dagger. Note the Halo of the Sun as well; that design will be used for a puzzle later, but it's solvable without studying the symbol. Head back to the entrance and watch for a Schism.

Go to the east wing. Look in the basin on the desk to get the last PHOTO. Ignore the white noise and turn the valve behind the baptismal font to grab the CHALICE PLATE. Swarms will attack. Turn around and look for some stairs to your left. An excerpt from a psalm is on the table here and a save point is ahead. Check out the confessional to learn that someone is inside. You have another choice to make here, one that will affect your ending. No matter what you decide to do, you can get the KNEELING MAN PLATE from the other confessional afterwards.

Go past the save point for a HEALTH DRINK and, to your left, an UNLIT CANDLE. Go back to the main hall, but watch for two Schisms to attack. If you have the ammo for it, duck back behind the boards and shoot them safely from there. Be warned that they take a lot of shots to kill. At least shoot one and tackle the other normally if you can. Head across to the west wing. Examine the statue in this first room and place the unlit candle there to get the CANDLE PLATE. There's PISTOL AMMUNITION to the left of the statue.

Up the stairs to the other part of the wing, you'll see a triptych. Get the HEALTH DRINK from the table and examine the paintings. You can cut through each of them but you really only need to slice the one of the man to find the TREE PLATE. As soon as you do, a Schism will come through the gate to your left. Before you go through that gate, look to your left behind the pews for SHOTGUN AMMUNITION.

There's RIFLE AMMUNITION to your right and a FIRST AID KIT further down on a desk in front of the stained glass window. Equip your rifle and reload all your firearms before examining the middle pane. You'll get the SWORD PLATE, but a Siam will force you back to the main hall the hard way. Even worse, a second one will come up behind you. Run to the far end of the main hall. It's blocked by barbed wire so you can't escape, but you just need to make room between you and the Siams. Open fire when possible and when they close the gap, drop everything and run to the other end of the hall. Repeat as needed, switching firearms if you have to. We have all the plates for the five slots on the organ; time to open up a way out.

The Five Tenets

After the scene, you get the SHEPHERD FAMILY RING. Walk ... through your father and look to the left behind the wooden structure for a CHILD'S DRAWING. Get the HEALTH DRINK here and chase after the Bogeyman.

Pressurized steam will shoot out of the pipes to your right at the base of the stairs, making it impossible to pass, as it will steadily drain your health. Go left to find some special mining clothing to put on to progress. Call the elevator and watch the scenes.

12. Underground: Revealing the Truth

After the scene, be prepared to mash A and then X to free yourself. Look around for two FIRST AID KITS, the LAIR MAP, a HEALTH DRINK, and your CEREMONIAL DAGGER. That's going to be one of your only weapons for a while.

Head towards the area in sector 2 with rooms 211 and 212. There's an Order member in 212 and another one in the adjoining room, but he won't attack until you break the glass in-between. Relieve the corpse in 212 of his STEEL PIPE. There's SHOTGUN AMMUNITION in the little shelves, a book on the table, the SECTOR 3 KEY on the key rack and your MK 23 HANDGUN by the monitors. Exit out the door of this room (noting the list of names on the wall) and check to your left by the machinery up ahead for the last CHILD'S DRAWING.

Two Order members of the pipe variety will jump you as you backtrack. Focus on one at a time and you will be fine. Head towards sector 3. After using your key, you should see another Order member patrolling this area. Hang outside the hall opposite 302 to hear some guys talking. Pry the door open to fight them. It's possible to get them one at a time. Inch forward with your light off until you see the outline of one of them. Quickly flash him with your light and he'll attack you while his buddy stays back. Follow this hallway and listen for a scream. Head to room 320 to initiate a scene.

When it's over, climb over the gate to your left, push the shelf out of the way, and pry open the door. Curtis will attack you. Equip the knife, get him in your sights, and slash away. That saw is so slow that Curtis can't even lift it up before you do a whole knife combo on him. He wasn't even worthy of having to press X to finish him, but that doesn't mean he doesn't get a gory finishing move.

Go back into 320 to get a FIRST AID KIT, a HEALTH DRINK, and a book on the cult. There's a ROOM 301 KEY on the wall in the area where you fought Curtis. Rejoin Elle and do the gate trick to get out. Watch out when you reenter sector 3: two Order members will attack, one of which has a rifle. Focus on the one with the pipe. Rifle guy is a really bad shot; he will even shoot his buddy instead of you, he's so bad. Empty your pistol on him and finish up with the knife or pipe.

Unlock 301 for lots of goodies. To your immediate left is a memo about Shepherd's Glen. Keep right, and look for PISTOL AMMUNITION in the shelves here. Through the stretchers and dividers is all your stuff in a bag and more PISTOL AMMUNITION to your left. The last SERUM lies back behind all the shelves, as well as a HEALTH DRINK.

Go back to the glass separating the two rooms. Look left for a flyer (Coffee and donuts?! Those monsters!) and right for a letter. Break the glass and raid this room for a FIRST AID KIT and a list of names of people who've been brought to this hellhole.

Our destination is sector 1. Head to sector 2 and go north through the door here. Do the gate trick one last time after getting rid of the Order member. 113 is the only open door. Look left upon entering for the POLICE MARKSMAN RIFLE. (Svairt has hypothesized that health drinks missed during the game can be found along the same wall as the rifle, back in the corner of the room, so if you feel you have missed some, check here to restock.) Check the shelves for SHOTGUN AMMUNITION, and by the glass for a FIRST AID KIT and a book to read. Break the glass to see Wheeler. He's not dead yet, and whether or not you save him is the last decision you'll make that affects your endings (though Wheeler does not actually affect two of them).

Exit out the only open door. In sector 1 proper, note the sound effects. We've heard this once before... There's a memo on the left wall as you head east. There's only one way to go here. In the circular room is our last big puzzle.

The Founding Families

Examine all the tombs here until you get to the Shepherd family's.

Amnion