Tetsuo & Rura Penthe's- XXXXX XX XX X X X X X X X X XX X X X XXX X XXXXXXX XX X X XXXXX X XXX X X X X XX XX XX X X XX X X XXXXXXX X X X XXX XX X X X X X X XXXXXX X X XXXXX X X X X X X X X X X X X X X X X X X X X XXXXXXXXX X X X X X X X X X X X X X X X X X X X X X X ===================================== W A L K T H R O U G H ===================================== Version 0.1a 1/31/99 Table of Contents o 1.01 What's New o 1.02 General information about this walkthrough o 1.03 Contact Information o 2.01 Introduction to Silent Hill o 2.02 Characters o 2.03 Controls o 2.04 Items o 2.05 Weapons o 2.06 Maps o 3.xx Walkthrough o 4.01 Secrets o 4.02 GameShark Codes o 4.03 Misc o 5.01 About the Authors o 5.02 Credits/Thanks o 5.03 Legal Crap ============================================================= o 1.01 What's New ============================================================= 0.1b, 2/2/99 - First version of the walkthrough. Basically, in this version of the walkthrough, we want to just have a guide to get you through the game. Once that's completeted, later on (Like when we actully have a manual for the game), we'll go back and list all the weapons, items, monsters, etc. ============================================================= o 1.02 General information about this walkthrough ============================================================= *The latest version of this FAQ will always be at GameFAQS* *http://www.gamefaqs.com* This is a walkthrough for the Sony PlayStation game, Silent Hill, by Konami. We've laid this document out with numbered sections, so that you can easy get to any section by just typing the number in your browser or text editor's search function. Throughout the walkthrough, you'll see things like this: -------------------------------- [!] And text would go here... -------------------------------- Pay attention to these! They tell you things that you need to know. ============================================================= o 1.03 Contact Information ============================================================= If you have corrections/questions/comments/flames/declarations of love/death threats/candy/money/or anything else, you can email Tetsuo and Rura at: silenthill@onelist.com If you are sending us corrections, they will be included in the next version of the walkthrough. Please don't be surprised if you receive two responses, one from each of us, as we have a redirecter to send the mail to our own accounts. ============================================================= o 2.01 Introduction to Silent Hill ============================================================= Welcome to the world of survival hor-er...i mean, Silent Hill. Where its really dark all the time and nothing makes any damn sense. As the opening FMV tells, You're Harry Mason, driving with his daughter Cheryl to Silent Hill to take a vacation. As your driving, you get your first glance at Cybil, but she drives off. You keep going when all the sudden someone's in the road! You swerve to miss, but you hit the side of the canyon. You wake up in the car, but where is Cheryl? ============================================================= o 2.02 Characters (incomplete) ============================================================= 1. Harry Mason Main character, you play as him. A 32 year old writer, he was driving through Silent Hill when he got into a wreck and lost his daughter, Cheryl. 2. Cheryl Mason Harry's 7 year old daughter. She isn't in the car when Harry wakes up from the accident. She's wandering around leaving him notes, and something doesn't seem quite right about her. 3. Cybil Bennett A 28 year old motorcycle cop from a nearby community, who came to investigate why there has been no activity in Silent Hill. She grabs Harry when he gets in the wreck and takes him to the Cafe. And oh yeah, she goes scritch-scrich-scritch when she walks :) ============================================================= o 2.03 Controls ============================================================= X - Action. Shoot (w/ R2 held down), Open doors, Look. Triangle - Look at map (When avalible) Square - Hold while moving to run. Circle - Turn flashlight on/off L2 - Look around R2 - Aim weapon Select - Go to Inventory screen Start - Pause ============================================================= o 2.04 Items (incomplete) ============================================================= [Ammo] Handgun bullets -Ammo for the handgun. Shotgun shells -Ammo for the shotgun. [Health] Health drink -Supplies nutrition to recover a small amount of stamina. First aid kit -Heals injury to provide moderate stamina recovery. Ampoule -Relieve pain to recover stamina to high. Effect lasts for a while. [Keys] Key of "Woodman" -The key to the garden of the house. Found in the basketball court. Key of "Scarecrow" -The key to the garden of the house. Found in mailbox blocked by a fallen tree. Key of "Lion" -The key to the garden of the house. Found in patrol car's trunk. House key -Go back and get it later Picture card -A rectangular card with a picture of a key. Found on a desk in a classroom. Library reserve key -The key to the school's 2nd floor library reserves. Picked up in the locker room. Classroom key -The tagged classroom key. Found hanging in a drainpipe on the roof. [Other] Gold medallion -A picture of a clock tower is engraved on the surface. Found in the chemistry lab. Silver medallion -A picture of a clock tower is engraved on the surface. Found in the music room. Flashlight -One touch on/off switch. In the chest pocket. Pocket radio -Portable radio that emits static when monsters are near. Rubber ball -Florescent pink rubber ball used by children. ============================================================= o 2.05 Weapons (incomplete) ============================================================= [Wielding] Kitchen Knife -Hard to use, but better than nothing Steel pipe -3' long steel pipe. Long range but of limited use. [Guns] Handgun -Ammo: Handgun bullets -Holds: 15 rounds -Handgun recieved from Cybil. Holds up to 15 rounds. Shotgun -Ammo: Shotgun shells -Holds: 6 rounds -Fires in a wide radius. Holds up to 6 rounds. ============================================================= o 2.06 Maps ============================================================= Slated for the next version, just wait. The walkthrough can guide you pretty well already. ============================================================= o 3.00 Walkthrough ============================================================= Quick Intro: Ok people, this is what you've been waiting for. the walkthrough for the whole game. We've split it up into scenes. each scene gets a number, 3.xx (For example, The Cafe is 3.02). Here goes nothing... ============================================================= o 3.01 Walkthrough - First Scene ============================================================= Next version... ============================================================= o 3.02 Walkthrough - The Cafe ============================================================= Items in this area: Red radio 2 health drinks Kitchen knife Flashlight _____________________________________________________________ You wake up after being killed by the baby zombie monsters and there's a scene with Cybil and you. She gives you a gun and then you're free to roam around the cafe. Over in the upper corner near the bar there are several items and a save point. Get the items, then go to the other end of the bar and pick up the kitchen knife. Then get the flashlight off the table near the door. After you get all the items and save get out your gun and go to the door. A short scene involving the radio will commence and afterwards you will have to kill a flying monster. Go get the red radio then (it will crackle whenever monsters are nearby) continue out the door. ============================================================= o 3.03 Walkthrough - The Alley (Looking for Cheryl Part I) ============================================================= Items in this area: 2 boxes of bullets Steel pipe Note left by Cheryl _____________________________________________________________ After you exit the cafe a map will come up and show you where to go next. It points towards the alley where you first were looking for Cheryl at the introduction to the game. Be sure to refer to the map often in the game so you don't get lost. Go up to the alley and go straight back to the gate you went through last time. ------------------------------- When the screen loads you will [!] I didn't kill the monsters see something dead on the ground attacked me before I went There's nothing to do on this through the gate because I screen so run straight towards wanted to conserve bullets. the camera and continue down the ------------------------------- alley until you reach some bullets. Take these and look at the papers on the ground. After doing this go back the way you came until you're back on the main street. ============================================================= o 3.04 Walkthrough - On the Way to the School Part 1 ============================================================= Items in this area: Note from Cheryl House key _____________________________________________________________ Run west down Finney Street until you reach the intersection to Levin Street. Then go south down Levin Street until you get to Matheson and go west there. You'll reach a deep chasm in the ground where the street should be, and some papers lying near the hole. Look at the one with obvious text on it and you will read it and pick it up. Go up Levin Street on the left side until you ------------------------------- reach the fifth house with a porch. [!] Be sure that when you kill Search the doghouse and take the the dogs around the doghouse house key inside. Then go up to you remember to kick them (X) the door of the house next to the or else they won't die. doghouse and unlock it and go ------------------------------- inside. ============================================================= o 3.05 Walkthrough - Inside the House ============================================================= Items in this area: First aid kit 2 boxes of bullets Health drink _____________________________________________________________ When you enter the house go get the first aid kit on the table near the door, then go down the hallway. The door on the right hand side is locked, so keep going. There's a save point on the table to the left of the room you come into, as well as a pack of bullets. On the dinner table there is another pack of bullets. Continue on into the kitchen area itself, and pick up the health drink that is on the stove. Go left and then up to get to the back door, but before exiting examine the map on the wall to your left. You will copy the information on the map on the wall to your own map, but if you attempt to exit through the back door, you will find that there are three locks. Thats all there is to do in this area, so go back through the front door to Levin Street. ============================================================= o 3.06 Walkthrough - The Second Alley/Basketball Court ============================================================= Items in this area: Health drink Key of 'Woodsman' _____________________________________________________________ Run north up Levin Street, then east on Finney until you reach the new downward red slash on the map (its across from the convenience store label on the map). Go down until you see chain link fence and a fence door on your right. Go through the door and you'll be in what looks like a basketball court. On the trash can near the hoop, there is a health drink. Get it, then look at the white spot on the ground that is near the basket, and what looks like a bloody ripped up corpse. The white spot is the Key of 'Woodsman'. Take it, then go back up the alley to Finney Street because there's nothing else to do in this area. ============================================================= o 3.07 Walkthrough - On the Streets of Silent Hill ============================================================= Items in this area: Key of 'Scarecrow' Health drink Box of bullets Key of 'Lion' _____________________________________________________________ Go west on Finney Street until you get to the intersection with Ellroy Street, then go south on Ellroy until you reach another hole in the ground. Go to the right until you reach a building. The camera angle will change and you'll see a plank to walk across as well as a mailbox with a white spot in it, surrounded by blood. Examine the white spot to get the "Key of 'Scarecrow'". Then go up the steps and get the health drink next to the door of the house. Go back up to Finney Street after this and attempt to go across the bridge. You will run into a section where the bridge is gone and there's a police car thats trashed near it. Next to the police car there is a box of bullets. Get those, then look in the car's trunk to find the "Key of 'Lion'". You now have all three keys to open the back door of the house! Go back west on Finney Street and then go south on Levin Street until you reach the house (now marked by a red dot on the map). ============================================================= o 3.08 Walkthrough - Back in the House ============================================================= Items in this area: 2 Health Drinks _____________________________________________________________ Go through the house directly to the back door and use the keys to get into the backyard (there's nothing new in the house). As soon as you go outside, there will be a short little scene and then you will automatically turn your flashlight on. Walk over to the table and chairs and get the two health drinks sitting on the table. Then go out the door in the back of the fence and you'll be in an alley. ============================================================= o 3.09 Walkthrough - On the Way to the School Part 2 ============================================================= Items in this area: none _____________________________________________________________ Run south down the alley you come out in until you hit Matheson Street. Then go west until you run into Midwich Street. ------------------------------- From there, go south until you [!] The game has now gotten reach the school. Turn into very dark, so I suggest that the schoolyard, and either you remember to check your map kill or dodge the zombie dogs often, or else you will get who try to block you, then lost. open the door and you're in ------------------------------- the school. ============================================================= o 3.10 Walkthrough - In the School/Reception Area ============================================================= Items in this area: Map of school Box of bullets _____________________________________________________________ As soon as you enter, walk toward the righthand side of the camera until the view changes and you can see some white benches and something on top of them. Look at the map (the item on the benches), then take it. Go through the doors into the main part of the school, then go west until you get to the reception area. Go into the reception area, and look on the counter for a note written in blood. The note reads: '10:00 "Alchemy laboratory" Gold in an old man's palm. The future hidden in his fist. Exchange for sage's water.' On the opposite side of the room there is another book with a note written in blood on it. It reads: '12:00 "A place with songs and sound" A silver guidepost is untapped in lost tongues. Awakening at the ordained order.' The last note, on the other side of the room, and also written in blood, reads: '5:00 "Darkness that brings the choking heat" Flames render the silence, awakening the hungry beast. Open time's door to beckon prey.' These are clues to what to do in the school. If you wish to figure this out for yourself, skip the school part of this walkthrough. Otherwise, read on... If you go to the other side of the counter (outside the reception area, but looking into it) there is a list of teachers in a book. Go into the door that is in the reception area and look on the coffee table to get a box of bullets. You can also look at the picture on the wall, and see some information on it. After you have done all this go back into the hallway. ============================================================= o 3.11 Walkthrough - Infirmary/Courtyard/Second Hallway ============================================================= Items in this area: Health drink First aid kit Box of bullets _____________________________________________________________ Go east across the front hallway until you get to the infirmary door, then open it. Inside there is a first aid kit on one of the beds, and a health drink in the cabinet marked with a big red cross. There's also a save point on the desk near the cabinet. Exit the infirmary and go into the courtyard through the doors that are opposite the original entrance to the school. There's nothing in the courtyard except a short monster with a knife, so either dodge or kill him, then go through the doors. In the second hallway there are two monsters. Either kill (suggested) or dodge those, and go through the set of doors opposite the ones you just entered through. On the bench on the lefthand side of the camera there is a box of bullets. You'll also see a translucent monster that doesn't seem to hurt you walk around for a bit. Exit this room, then go west to the side door that puts you in another hallway. ============================================================= o 3.12 Walkthrough - Third Hallway/2nd Floor ============================================================= Items in this area: Health drink 3 boxes of bullets Chemical Gold medallion first aid kit _____________________________________________________________ In this hallway all the doors are jammed, so go up the stairs immediately and you will be on the 2nd floor of the school. The door right next to the stairwell is open, and if you go in you can run to the other side of the room (on the desk near the window and next to the chalkboard) and get a health drink. There isn't anything in the next classroom, so go down to the girl's bathroom. In there, after killing two monsters, you can get a box of bullets. Leave then, and go back up near the stairwell, and go through the east door into a side hallway. Go into the lab equipment room, and walk towards the righthand side of the screen. On the shelf closest to the camera on the righthand side there is a bottle, if you search near there you can pick it up. Go back to the hall, and then enter the chemistry lab. On one of the tables there is what appears to be a man's hand holding a chunk of gold. Use your 'chemical' which is now shown to be concentrated hydrochloric acid, and it will burn away the hand and leave you with just the gold medallion. Get the medallion, then go into the little area to the left of where you melted the hand. There is a box of bullets here. Pick them up, and then leave the chemistry lab. Go west through the double doors to the next hallway, then into the library. Pick up the first aid kit sitting on the table in there, then leave. If you go down to the farthest south classroom there is a box of bullets on the table near the front left of the room. Pick them up, then go back down to floor one via the stairs. (Note: You can search the locker room for a scene with a cat, but it does nothing). Make your way to the courtyard again, and then place the medallion in the spot to the left of the door. You'll hear a rumbling sound and then the clock hands will point to 12:00 (you can see what the clock hands point to by trying to go in the clock tower doors). ============================================================= o 3.13 Walkthrough - Music Room ============================================================= Items in this area: Silver medallion (Once you solve the puzzle) _____________________________________________________________ Now that you've put the gold medallion in it's place on the clock tower, the piano keys are now accessible (If you tried before placing the gold medallion you couldn't get to the keys), and you can now obtain the silver medallion. Go back up to the second floor and make your way to the music room. Then go to the piano... The poem on the wall says: "A Tale of Birds Without a Voice" First flew the greedy Pelican, Eager for the reward White wings flailing. Then came the silent Dove Flying beyond the Pelican, As far as he could. A raven flies in, Flying higer than the Dove, Just to show he can. A sawn glides in, To find a peaceful spot, Next to another bird. Finally out comes a crow Coming quickly to a stop Yawning and then napping. Who will show the way, Who will be the key, Who will lead to The silver reward. That gives you hints on which keys to press. Heres the order: ____________________________________ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |5| | | | | | | | |3| | | |_| |_| | |_| |_| |_| | | | | | | | | | | | 1 | | | 4 | 2 | | |____|____|____|____|____|____|____| [They're all dead notes that produce clicks] A silver medallion will fall from above the piano. Pick it up and head back down to the clock tower. ============================================================= o 3.14 Walkthrough - The Boiler Room ============================================================= Items in this area: none _____________________________________________________________ Place the silver medallion in its side of the clock tower, and the clock changes to 5:00. The poem for 5:00 is listed at (3.10) if you wish to read it and figure out for yourself what to do at this point. Go back through the doors opposite the clocktower. Climb the stairs to the 2nd floor. Look at your map. There should be two sets of stairs, one in the top left, one in the bottom right. Make your way down the ones at the bottom right. Doesn't matter which way you go, just get there. Go down those stairs, you're at the first floor. Go down them again, you're at the Boiler Room. Don't bother trying to open the Storage Room, it's locked. Go into the Boiler Room, and turn on the boiler (It's the red switch). Theres nothing else you can do here, so leave and make your way up the stairs and back out to the courtyard. The doors to the Clocktower are now unlocked and you can go inside. ============================================================= o 3.15 Walkthrough - Alternate School?! ============================================================= Items in this area: First aid kit Health drink Rubber ball Ampoule 2 boxes of bullets Picture card Shotgun _____________________________________________________________ Go through the clocktower and down and up the ladders until you're back in the courtyard. There will be a short scene and then you can move again. Go to the door opposite the clocktower and into the door directly opposite the one you just came from. There is a first aid kit and a health drink on the lefthand side of the room, and a big fan in the back. Exit this room and enter the storage room. Here you can get a rubber ball off the counter. Leave the room then use the door into the 'hall' room on the west side. Take the other door in the room to get into a new hall. Go into the first classroom and search the table in the center of the room to get the picture card. Go through the rest of the classroom then, and go south through the first one, through a door linking the two together, and into the second. Go out the door in the lower left corner of the room and go through the door opposite it to be in the a new hall. Go into the infirmary to save, then go to the lobby and search the wheelchair to get an ampoule. Go the reception area and enter the door. There is a box of bullets on the couch in the room, and the picture of a grotesque door is now a real door! Use the picture card on this door, then open it, and you're in the final hallway ----------------------------- of the first floor. Go into the boy's [!] The girl's restroom restroom and open the stall near the acts as an elevator. Go back to see a hanging mutilated body. in it and then exit to Go into the stall with it, and look go to the 2nd floor, and on the floor towards the left of the repeat to go back to the 1st. camera. On the floor there is a ----------------------------- bright thing. Examine it and you will get the shotgun. Go back out into the hall and go into the teacher's room that is the closest to the stairs up. In there you will find a box of bullets sitting on a chair, and a table that has several phones on it. When you try to exit the room the phone will ring and a short scene will follow. Then exit the room and go up the stairs to get to the second floor. ============================================================= o 3.16 Walkthrough - Alternate School?! Floor 2 ============================================================= Items in this area: Health drink Shotgun shells Library reserve key _____________________________________________________________ Once you get on this floor, go into the classroom directly below the stairs and go across the room to a box of bullets sitting on a chair. Get those, then exit the room and go down the hall until you see a health drink on a bench. Get that, then reenter the first classroom and go through the door that links the two classrooms on that side of the building together. On a chair near the bottom of the room there's a purple box. Examine it and take the box (shotgun shells). Exit the room and go through the double doors at the bottom of the hallway to get into a new hallway. The music room door is jammed, so continue on to the locker room. Once you're there, go over and open the locker that's shaking, then try to leave. You'll see a short scene (all I can say is DAMN THAT SCARED ME!!!), and then you can see a gold key lying on the ground. Pick up the library reserve key, then go back into the hall. Go back to the stairs and head up to the roof from here. ============================================================= o 3.17 Walkthrough - Roof ============================================================= Items in this area: none (Roof) Classroom key (Courtyard) _____________________________________________________________ Ah the roof. Creepy isn't it? Theres no bad guys here, so don't worry. Walk over to the water tank, and look at the valve. Then follow the gutter over to the blood, look down the hole near the blood, and you'll see a key just out of reach. Follow the gutter down until you reach the first hole. Plug the hole up with your rubber ball, then go back over to the water valve, and it will let you turn the water on. This will make the key fall down the drain. Leave the roof, and go back down the stairs to the first floor. Then go back out into the Courtyard. As you're facing out to the Courtyard, the key is to your left behind the corner of the building, in the gutter. ============================================================= o 3.18 Walkthrough - Floor 2 Part 2/Basement ============================================================= Items in this area: Box of bullets First aid kit Health drink 2 boxes of shotgun shells _____________________________________________________________ Now that you've gotten the key go up to the Library Reserve room and use the key. Once in there you can get a first aid kit off the shelf on one side of the room. Now go through the door into the library. In the library there is a box of bullets on the table and a book open that tells a strange fairy tale that goes: "Hearing this, the hunter armed with bow and arrow said, "I will kill the lizard." But upon meeting his opponent, he held back, taunting, "Who's afraid of a reptile?" At this, the furious lizard hissed, "I'll swallow you up in a single bite!" Then the huge creature attacked, jaws open wide. This was what the man wanted. Calmly drawing his bow, he shot into the lizard's gaping mouth. Effortlessly, the arrow flew, piercing the defenseless maw, and the lizard fell down dead." Thats all there is in this room now (unless you like hanging mutilated bodies), so continue into the hallway you haven't been in yet on this floor. Use the classroom key on the door to the first classroom and go through the adjoining door to the next classroom. On a chair in this room there is a health drink. Then exit the room and get the health drink off the bench in the hall. After that go down the stairs that are on the lower righthand side of the map. You're now back down in the basement. Go in the storage room to get an ampoule and two boxes of shotgun shells, then go into the boiler room. In here blah blah blah ============================================================= o 3.19 Walkthrough - Disgusting Boss Thing/Normal School ============================================================= Items in this area: K. Gordon Key _____________________________________________________________ You enter this area, and this body begins to burn, but behind it there is the first real boss of the game! Remember the story from the book? (Full text in 3.18) This gives you the hint on how to beat the monster! Equip your shotgun, and wait until the monster opens up its mouth (it WILL be obvious) then blast it as much as you can. It will die, and you will see a short FMV scene and then you'll be in the boiler room you expect. On the floor next to the boiler with the red switch there is a silver key, pick it up and you'll have the K. Gordon Key. Leave the room and you'll notice you're back in the 'normal' school. Go up the stairs and there'll be a short scene, and then you'll be off to the Balkan Church. MORE TO COME! JUST WAIT UNTIL VERSION .2B! ============================================================= o 4.01 Secrets ============================================================= Eh, wait for it, it'll come... ============================================================= o 4.02 Gameshark Codes ============================================================= Have Max Slots - 300BC6AF 0028 Inventory Modifiers Slot 1, Max 255 - 800BC604 FF?? Slot 2, Max 255 - 800BC608 FF?? Slot 3, Max 255 - 800BC60C FF?? Slot 4, Max 255 - 800BC610 FF?? Slot 5, Max 255 - 800BC614 FF?? Slot 6, Max 255 - 800BC618 FF?? Slot 7, Max 255 - 800BC61C FF?? Slot 8, Max 255 - 800BC620 FF?? Slot 9, Max 255 - 800BC624 FF?? Slot 10, Max 255 - 800BC628 FF?? Slot 11, Max 255 - 800BC62C FF?? Slot 12, Max 255 - 800BC630 FF?? Slot 13, Max 255 - 800BC634 FF?? Slot 14, Max 255 - 800BC638 FF?? Slot 15, Max 255 - 800BC63C FF?? Slot 16, Max 255 - 800BC640 FF?? Slot 17, Max 255 - 800BC644 FF?? Slot 18, Max 255 - 800BC648 FF?? Slot 19, Max 255 - 800BC64C FF?? Slot 20, Max 255 - 800BC650 FF?? Slot 21, Max 255 - 800BC654 FF?? Slot 22, Max 255 - 800BC658 FF?? Slot 23, Max 255 - 800BC65C FF?? Slot 24, Max 255 - 800BC660 FF?? Slot 25, Max 255 - 800BC664 FF?? Slot 26, Max 255 - 800BC668 FF?? Slot 27, Max 255 - 800BC66C FF?? Slot 28, Max 255 - 800BC670 FF?? Slot 29, Max 255 - 800BC674 FF?? Slot 30, Max 255 - 800BC678 FF?? Slot 31, Max 255 - 800BC67C FF?? Slot 32, Max 255 - 800BC680 FF?? Slot 33, Max 255 - 800BC684 FF?? Slot 34, Max 255 - 800BC688 FF?? Slot 35, Max 255 - 800BC68C FF?? Slot 36, Max 255 - 800BC690 FF?? Slot 37, Max 255 - 800BC694 FF?? Slot 38, Max 255 - 800BC698 FF?? Slot 39, Max 255 - 800BC69C FF?? Slot 40, Max 255 - 800BC6A0 FF?? Quantity Items to Accompany Inventory Modifier Codes 20 - Health Drink 21 - First Aid Kit 22 - Ampoule 40 - Lobby Key 41 - House Key 42 - Key of Lion 43 - Key of Woodman 44 - Key of Scarecrow 45 - Library Reserve Key 46 - Classroom Key 47 - K.Gordon Key 48 - Drawbridge Key 49 - Basement Key 4A - Basement Storeroom Key 4B - Examination Room Key 4C - Antique Shop Key 4D - Sewer Key 4E - Key of Ophiel 4F - Key of Hagith 50 - Key of Phaleg 51 - Key of Bethor 52 - Key of Aratron 53 - Note:to School 54 - Note:Doghouse 55 - Picture Card 57 - Sewer Exit Key 58 - Channeling Stone 60 - Chemical 61 - Gold Medallion 62 - Silver Medallion 63 - Rubber Ball 64 - Flauros 65 - Plastic Bottle 66 - Unknown Liquid 67 - Plate of Turtle 68 - Plate of Hatter 69 - Plate of Cat 6A - Plate of Queen 6B - Blood Pack 6C - Disinfecting Alcohol 6D - Lighter 6E - Video Tape 70 - Kaufmann Key 71 - Receipt 72 - Safe Key 73 - Magnet 74 - Motorcycle Key 75 - Bird Cage Key 76 - Pliers 77 - Screwdriver 78 - Camera 79 - Ring of Contact 7A - Stone of Time 7B - Amulet of Solomon 7C - Crest of Mercury 7D - Ankh 7E - Dagger of Melchior 7F - Disk of Ouroboros 80 - Kitchen knife 81 - Steel Pipe 82 - Rock Drill 84 - Hammer 85 - Chain Saw 86 - Katana 87 - Axe A0 - Handgun A1 - Hunting Rifle A2 - Shotgun A3 - Hyper Blaster C0 - Handgun Bullets C1 - Rifle Shells C2 - Shotgun Shells E0 - Flashlight E1 - Pocket Radio E2 - Gasoline Tank Infinite Health - 300B9C8D 0040 800B9C8E 0006 Infinite Ammo All Weapons/No Reload - 800B9BD8 0001 Have Map - 800BC768 0002 Weapon-In-Hand Modifier - 300BC6AE 00?? Walk Thru Walls - 8006A1F8 A88B 8006A1FA 0801 8006A264 A8A2 8006A266 0801 Always First Save - 800BC6AA 0000 Maxium Brightness In Options - 300BC31B 001F Roller Skate Mode - 800B9D02 3800 Infinite All Items 1 - 50002804 0000 300BC605 00FF Game Time 0:0:0 - 800BC854 0000 800BC856 0000 Infinite All Items 2 - 80053136 2400 Radio Always On - 800BC6B0 0001 Completed Map - 800BC7D8 FFFF 800BC7DA FFFF 800BC7DC FFFF 800BC7DE FFFF 800BC7E0 FFFF Flashlight Always On - 800BBF2C 0100 ============================================================= o 4.03 Misc. ============================================================= Nothing here quite yet... ============================================================= o 5.01 About the Authors ============================================================= -Rura Penthe- Well, I'm Rura Penthe and I wrote most of the walkthrough. Uhh, I would say more, but I really have no clue what to put here. Ah well, screw it. Shouldn't you be playing Silent Hill right now? Oh wait, its not out yet, very few people besides Tetsuo and me have it... Ha! -Tetsuo- Whoa, hey...about me. Well letsee. First and foremost, I am a badass. I gotta fight off all the ladies with a stick. I just can't help it. And with this FAQ, i'm gonna have to get like a steel reinforced stick or something, cause it'll just bring more lovely ladies. And if you thought I was actually going to put something of importance in this section, then man you a sucka. ============================================================= o 5.02 Credits/Thanks ============================================================= o The whole 8-bits crew, too numerous to name here. o Konami, for making such a kickass game o Capcom, for making a kickass game for Konami to rip off (JUST KIDDING!) o Whoever made ASCIIPaint for Mac, cause thats how we made the ascii logo at the top. o haywire, for...well, you know whatcha did. and whoever it was that "helped" haywire. o PSM, from which we got the names/ages/other info for some characters did i miss anyone? ============================================================= o 5.03 Legal Crap ============================================================= This guide can not be copied without premission of the author. It can not be used as a means of profit. In no way is this faq to be cut up into sections or altered in any way. It is to remain in it's original state and in one piece if used on websites. It may not be put in a magazine or publication of any kind without both the authors' express permission. This document is copyright 1999, Rura Penthe and Tetsuo, all rights reserved.