Andere Lösungen

Silent Hill (e)

Cover
Silent Hill

Walktru by: Djoaniel Hernandez

I have no other things to say about this silent hill game but if any 
one of you got an item list and where to get all the two hundred 4 
please e mail it to me because I really need it very badly this time.

Residential Area:
When the opening sequence plays, Harry Mason wakes up in his crashed 
jeep, without his daughter Cheryl beside him. Harry exits his Jeep and 
walks into town in search of Cheryl. As you take control of the game, 
Harry walks forward until the demo takes aver. Watch as Harry sees a 
glimpse of a little girl from a distance. When the control of the game 
switches back to you, follow the little girl to the alley. Walk down 
the alley through two gates. After the second gate, it begins to get 
dark. With the help of a lighter, continue down the alley to find 
Cheryl. The alley ends with a few dead bodies hanging from the chain 
link fence. A couple of knives wielding demon babies attack Harry. When 
he comes to, he's inside a cafe'; being tended to by a Policewoman 
named Cybil Bennett. Cybil gives Harry her for his protection then goes 
out to look for help. Gather all the collectibles in the cafe" and make 
your way through the door. As you prepare to leave, the radio begins 
the make some kind of noise. Watch the video as the flying monster 
crashes through the glass window. Kill the winged creature with either 
your gun or your knife and grab the radio. The radio will later warn 
you of upcoming trouble by emitting a strange noise whenever a monster 
is around. After exiting the cafe" and deciding to go back to the alley 
where you were attacked, grab the bullets from the bench on the left. 
Check out your map to find your location in town. As you walk down the 
alley leading to the area where you were attacked, keep you gun in hand 
and prepare to shoot some rabid dogs and flying monsters. Enter the 
gate at the end and follow the familiar alley. Through the second gate, 
you will find a clue as to the whereabouts of Cheryl. Along the way, 
collect all the weapons and health revitalizers you may find. Now that 
you know that Cheryl in at the school, look at your map to find the 
easiest way to get there. It may not be as easy as it seems, for all 
the roads that lead to the school are blocked. Go towards the West End 
of Matheson St. to find the first clue. A piece of paper that says 
"Doghouse Levin St." is your clue. Run back and make a left on Levin 
St. on the left side of the street is a doghouse, which holds the next 
item to collect. Grab the key from inside the doghouse and enter the 
house behind it. Copy the map on the far wall and make a save. The door 
at the other end leads to the blocked-off portion of town. With the 
help of the new information on your map, locate the three keys to open 
the locks on the door. The Key of Lion, is in the trunk of a police car 
at the end of Finney St. The Key of Scarecrow is in mailbox at the 
south end of ElIroy St. you will need to cross the wooden plank on the 
right-hand-side of the road to get to the mailbox. The Key of Woodsman 
is located inside the fenced area in the alley, between ElIroy St. and 
Bach man Rd. With all three keys collected, head back to the house on 
Levin St. to un-lock the door. Through the door, you now enter the dark 
half of Silent Hill.

The School:
The school is at the South End of Midwich St. Enter the school and pick 
up the school map on the left-hand side. As you enter the hallowed 
halls of this haunted school, you can save your progress in the 
infirmary on the left. To the right are more clues on the reception 
desk. Now, both doors at the end of the hallway are locked, so, head to 
the Courtyard and look for the clues on the Clock Tower. At the other 
end of the Courtyard enter the unlocked door to the other side of the 
school. The door on the left side takes you to the west hall. All the 
doors are locked except for the bathrooms, which contain nothing 
interesting. Make your way up to the second floor to solve the puzzles 
of the clock tower. On the second floor, take the first door on the 
right. Enter the Lab equipment room and pick up the chemical. Next, go 
into the Chemistry Lab. Pour the Chemical on the hand on the table to 
get the gold medallion. Take the medallion to the Clock Tower and place 
it on the left side. Go back up to the second floor, into the Music 
Room. Read the clue on the board and look at the piano. Play the keys 
in this order, D, A, A#, G, C#. After playing these notes, the silver 
medallion will fall from the clock. Pick up the musical reward and 
place it on the right side of the Clock Tower. Go to the basement and 
flip the switch. Run back to the Clock Tower and enter the door.

School 2:
After noticing the symbol on the center of the Courtyard, go forward to 
the doors at the North End. Inside, make a right and enter the first 
door on your left. This is the Hall1 exit this room through the door on 
the right to enter the West End of the School. As you exit the Hall, 
enter the classroom, and grab the picture card on the table. Take the 
Picture Card and use it to open the Conference Room behind the 
Reception Desk. Enter the Men's Room, find a dead body1 pick up a 
shotgun and read the message on the wall. Exit the bathroom, and enter 
the door to the Teacher's Room. Go through the door at the other end to 
the next Teacher's Room. Open the door on the other end and receive a 
phone call from Cheryl. Go to the Locker Room and grab the Library 
Reserve Key from the dead body. Unlock the Library Reserve door and 
read the book entitled "The Monster Lurks". Enter the main Library and 
read the Book on the table. Head back down to the first floor, to the 
Storage Room to find a rubber ball. Take the rubber ball to the Roof. 
Check out the drainage, and look for a key. After noticing that the key 
is beyond your reach, plug the hole with the rubber ball. Turn the 
water valve, and flush the key down the drainpipe. Run down to the 
Courtyard and grab the Classroom key on the ground. Use the key on the 
North East End classroom on the second floor. Run through the 
classrooms to the south end, down the stairs and to the basement. 
Create a path by turning the valves. The trick here is to know how many 
times the gates rotate when you turn each valve in each direction. Walk 
on the path and take an elevator ride down. At the bottom of your ride, 
a giant four-legged slug will greet you. Use the clue from the book 
that you read in the library. With the shotgun, shoot the beast a 
couple of times on the head. When it opens its mouth fire off another 
few rounds into its throat. Watch the sequence that follows. After 
taking control of the game, pick up the Gordon key in the boiler room 
and leave the school.

Residential Area 2:
Upon exiting the school, you'll notice that the night has passed. Walk 
along Bradbury St. and make a right at the alley. The camera will 
switch angled towards the middle of the alley to let you know that 
there is an open back yard door. Use the Gordon key to enter the house. 
Make a save then go straight to the church. Listen to the conversation 
between Harry and Dahlia Gillespie. After the conversation, grab the 
"Flauros" and the Drawbridge key on top of the altar. Head to the 
drawbridge control room at the East End of Bloch St. Use the key to let 
down the bridge, pick up the Shopping area map on the chair, and save 
your progress. Walk across the bridge and go to the Police Station. 
Read the note in the office, and head to the hospital.

The Hospital:
At the hospital lobby, go forward and make a left. Enter the first door 
on the left and meet Kauffman. After the sequence, enter the door next 
to the lobby door. In this small room there is another door that leads 
to the front desk. At the front desk, grab the hospital map from the 
bulletin board and go back to the room where you met Kauffman. Go 
through the door at the other end and through another door. In this 
hallway, enter the Doctor's Office and pick up the hospital basement 
map. Grab the basement key from the conference room. Go inside the 
kitchen and get the plastic bottle. Take the bottle to the Hospital 
Director's office and fill it up with the strange liquid. Run down to 
the basement and turn "on" the hospital generator. Take the elevator to 
the second floor. The hallway door is locked, so, go back in the 
elevator and press "3". On the third floor, you'll notice that just 
like the second floor the hallway door is locked. So, where do you go? 
Get back on the elevator, and check out the buttons. Yes there is a 
fourth floor. You probably didn't notice it the first couple of rides. 
Press the "4" button and exit to the fourth floor. Watch the sequence 
that follows then move on. Enter the double doors into this "L" shaped 
hallway. All the doors in this area are locked so, move on to the 
double doors at the other end. Run down the steps to the third floor 
and start treasure hunting. Get the turtle plate in the men's bathroom, 
the cat plate in room 306, and the transfusion pack in the storage. 
Take the transfusion pack to room 204 to get the Hatter Plate. Go down 
to the first floor to the director's office to find the Queen Plate. 
Take all the plates back up to the second floor nurse center. Read the 
clue on the wall. Place the plates on the locked door in this order; 
Clockwise from the top-right, Turtle (blue), Hatter (green), Cat 
(yellow), Queen (red). Run to the operating room and collect the 
storage key. Grab the alcohol in the ICU, the lighter in room 201.Take 
the elevator down to the basement, move the shelves in the basement 
storage room. Look at the grating on the floor, and then pour the 
alcohol on the iron links. Use the lighter to ignite the links. Grab 
the videotape in the basement. Take it to room 302 and place it on the 
VCR. Watch the contents of the tape and go back to the basement 
hospital room. Grab the examination room key, look at the picture of 
Alessa, and go to the examination room on the first floor. Watch the 
sequence with Usa Garland and Dahlia. When the sequence ends1 grab the 
Antique shop key on the desk and head out.

Residential Area 3:
After leaving the hospital, go straight to the antique shop at the end 
of Simmons St. Use the key to unlock the door and enter the shop. Push 
the cabinet at the far end and watch the conversation between Harry and 
Cybil. Enter the secret passage. In this room you'll find the "second 
church". Grab the axe on the wall, and exit through the hole in the 
wall. As Harry exits the shrine room, the altar begins to go up in 
flames. Watch the demo between Harry and Lisa. When Harry wakes up, 
leave the antique shop and make a right. Enter the Silent Hill Town 
Center through the opening in the gate. Walk up the escalator and watch 
Cheryl on the big screen. Continue up the escalator and make a left. 
Turn right at the end and keep walking forward you see a door on the 
left. Pick up the rifle shells in the jewelry store. Leave the store 
and make a left. Walk forward until the floor falls from underneath 
you. You now find yourself inside a sand-filled room. Get the Hunting 
Rifle sitting on the floor. With the rifle in hand, wait for the giant 
maggot to come up from behind you. As you hear the worm coming up, run 
forward two steps, make a quick 180, and shoot the gruesome fella. A 
couple of rifle shots to the head and this guy is dead. As you look 
around for an exit, a second giant worm comes up and breaks through the 
glass door. Leave the sandy area and go back to the hospital. Talk to 
Lisa in the room behind the front desk. Find Out about the sewers and 
how to get there. Leave the hospital and kill the giant moth on top of 
the building across the street.

The Sewer:
When the moth finally dies, go towards the reservoir gate. Break the 
lock and walk in. Go down the ladder into the sewers. To get the map, 
follow these directions. Run down the tunnel and make a left. Follow 
the path until it turns left. Take the first right and make another 
right at the end. Follow the path and make a right at the last 
junction, then an immediate left. Take the first left turn then the 
first right-turn. Go through the gate and follow the path that will 
lead you to the map and sewer key. After obtaining the map and key, 
find your way back to the end of the tunnel you came out of. Make a 
left in front of the tunnel opening and then a right. Unlock the gate 
using the key, and find your way to the ladder. On the second floor, 
again use the map to locate the exit. The exit gate is locked, so go to 
the lower left corner of the map to grab the sewer exit key from the 
water. Run back to the exit gate, unlock the door and climb the ladder.

Resort Area:
At the top of your climb, you exit to the dark area of Silent Hill's 
Resort. Straight-ahead is the Resort Area Map on a billboard. Take the 
map and proceed towards the pool hall inside Anne's Bar. Enter the pool 
hall and watch as Harry helps out Kauffman. After Kauffman exits the 
room, walk around and pick up his wallet. Go to the Indian Runner and 
use the combination on the receipt to unlock the door. Inside the 
hardware store, open the drawer and grab the key inside. Use the key to 
unlock the safe. After discovering the stash of drugs, read the memo on 
the wall to get the code for the motel's back entrance. In the motel 
office, grab the magnet from the couch. Go into Kauffman's room, push 
the drawer, and use the magnet to get the motorcycle key. Go back into 
the office and enter the room behind the couch. Try to start the 
motorcycle and find the vial. Kauffman will appear and will take away 
the vial away from you. Leave the motel and try to search for more 
clues in the West Side of the resort area. As you approach West 
Sandford St. Harry's reality turns back into a nightmare. Head towards 
the west garage to the boat at the end of the dock. Enter the boat and 
watch the demo with Cybil and Dahlia. After the demo, go to the 
lighthouse. Climb to the top and watch the demo with Alessa. Leave the 
lighthouse area and you will automatically be transported to the Boat. 
Exit the boat through the door beside the save point. Climb the stairs 
and make a left. Co to the sewer entrance that connects to the 
amusement park. Take the sewer map at the bottom of the ladder. Use the 
map to guide you to the amusement park.

Amusement Park:
As you enter the park, go to the right and follow the path to the 
Merry-go-round. Watch as Cybil gets up off the wheel chair and starts 
to walk towards Harry. She points the gun and shoots Harry. Avoid 
Cybil's shots. When she runs out of ammunition, she throws away her 
gun. When Cybil tries to choke Harry, use the strange fluid you found 
in the hospital. After the demo and conversation with Cybil, Alessa and 
Dahlia will appear. When Harry regains consciousness Lisa will be with 
him in the examination room.

Nowhere:
Go down the elevator, to what looks like the hospital hallway. Walk 
down the steps to the basement. You'll enter a classroom with a door at 
the other end. Enter the door and grab the pliers and the screwdriver. 
Co back up the steps and into the room to the right of the elevator. 
Use the pliers to loosen up the faucet. Get the key that falls and use 
it on the locked door that says "Ophiel". Make a right on this "L" 
shaped hall, push "A, L, E, R, T" on the code box and enter. Go into 
the next door and pick up the "Amulet of Solomon" form the back wall. 
Leave the room and watch as Lisa starts to bleed. Now enter the door to 
the Astrology puzzle. Each picture on the sidewall sits atop a number. 
The number represents the number of extremities on each astrological 
sign. On the center there are three pictures. The left is a picture of 
Sagittarius. The center is Taurus, and the right picture is of Gemini. 
The code to get the stone of time is ~4-8. Take the Time stone and 
break the clock in the Antique shop. Grab the key of "Hagith" from the 
clock. Exit the room and make a right. Enter the "Hagith" room and ride 
the elevator to the second floor. Go through the double doors and enter 
the third door way on your left. Take the 'rest of Mercury" and the 
"Ring of Contract" in this room. As you leave, enter the double doors 
at the end and open the furthest door on the left wall. Examine the 
pink plate screwed on to the wall. Use the screwdriver to remove the 
plate. Notice the key behind the plate and leave it there as you leave 
the room. Make a right at the hallway and enter the door along the left 
wall. This is a small office with a camera on the desk. Pocket the 
camera and go through the double doors across the hall. The door 
somehow magically transported you to the first floor main hall. Go to 
the elevator and take a ride to the third floor. The next room you find 
yourself in is like a makeshift church. There is an altar at the end 
and a door on each wall. Each door has three boxes and nine buttons. 
Look at the art works behind the altar. These are your clues for the 
next puzzle. Take out the camera and snap a picture to reveal the lines 
in the paintings. Copy the lines over to the buttons on the door to 
unlock the moms. Grab the birdcage key from the left room. In the right 
room, is a book that is marked, read the book and head back to the 
first floor? Enter the birdcage room and open the birdcage. Collect the 
key of "Phaleg". Open the door marked "Phaleg". This new room looks a 
lot like the Alchemia Hospital Basement. Enter the first door on the 
left. Place the "Ring of Contract" on the chain and take the "Dagger of 
Meichior". As you prepare to leave the room, a noise comes out of the 
refrigerator. Good thing you locked the fridge. Back on Phaleg hall, go 
directly to the middle door on the left wall. Get the "Ankh" from the 
wall and leave the room. Another unlocked door awaits across the 
hallway. Through it is a small storage room, take the bag of jellybeans 
and open it. Take the "Key of Bethor" that fell out of the package and 
open the double doors to the left. Take out the videotape from your 
inventory and pop it in the VCR. After watching the video, return to 
Phaleg hall and go into the last room. This is Alessa's room. You can 
save your game here then read the inscription on the door at the rear 
of the room. Enter the Phaleg door then unlock the Bethor door to the 
left. Turn off the generator and head back to the room with the key 
connecting the two live wires. This is the Key of "Araton". Take it and 
backtrack to Phaleg Hall. The room on the far right is the room of 
Araton. Listen to the four figures talking. Two of them you know as 
Dahlia Gillespie and Dr. Kauffman. After the conversation, you find 
yourself in the room where Alessa was kept on life support. Pick up the 
disc or Ourboros and leave the room. Now take the five items in your 
inventory (Disc of Ourboros, Dagger of Melchior, Amulet of Solomon, 
Crest of Mercury, and the Ankh) back to Alessa's room. In no particular 
order, place the items on the door at the far end of her room to unlock 
the door. Save your game now and enter the door. Walk down the steps 
and watch the demo that plays. After the demo, the battle begins 
against Samael. Get all your ammunition ready as well as your firs aid 
kits and health drinks. After the fight watch the ending sequence that 
plays. Hopefully, if you've followed the directions you would have 
gotten the good ending.

Guide created by: Djoaniel Hernandez
So how long did it took you to finish the game? Or even get the power 
saw? Maybe got the samurai. Or even manage to complete all items? 
Please mail me of the items you got from the game.
If you got questions about the game that is not listed in this walktru 
just e mail me at my address below and I'll answer your mail 
personally!
HAPIHART@QUEZON.NET