Silent Hill – Complete Walkthrough (Step by Step Guide)

Silent Hill – Complete Walkthrough (Step by Step Guide)

January 30, 2024 Off By Markus Norat

By: Kleber Dubal – PSWorld Magazine

Published with permission from PSWorld Magazine

Imagine that you are on vacation with your 7-year-old daughter and you receive a newsletter from a travel agency suggesting that you visit a quiet country town called Silent Hill. Not bad, right? Yes, it is, because from that moment on you will know the true branch of Hell. Harry, the protagonist, has a hard time in this scary game. His problems begin when he loses his little daughter. Get ready to start sleeping with the lights on after playing this classic, because the sick minds at Konami have managed to make a truly disturbing game that will mess with your mind. You will hardly be able to play this game alone, with the lights off and the volume turned up. Even so, if you don’t lack courage, playing Silent Hill with all these features will undoubtedly be much more interesting and engaging.

OLD SILENT HILL

The game starts in a completely deserted city. Go straight ahead behind Harry’s daughter until you reach an alley. At the end, turn left and use x to open the gate. Go to the end of the alley past all the gates until a scene plays. Three monsters will appear, and there is no way to escape.

COFFEE

When Harry wakes up, he will be at the Café with Cybil. After the conversation, Cybil will give you her weapon and leave the place. Look on the counter to get the Health Drink, Flashlight and city map. In the right corner of the counter, pick up the knife and another Health Drink. In the left corner, use the notepad to save your progress. After that, go to the door and try to leave. A monster will come through the window. Use the gun to finish him off and take the radio. It’s essential that you pick it up because every time an enemy is approaching, it will start to chirp to alert you. Before leaving the Café, save your game once again.

ALLEYWAY

Go back to the alley where the monsters attacked you. When you reach the entrance, be careful with the two dogs that will attack you. Save the bullets in your gun, run to the place where the gate where you entered the first time is, move forward and, after passing through the second gate, get the ammunition for your gun in the right corner of the wall. On the left side, in the middle of the path, pick up the two leaves on the ground and the pipe. It is more useful than the knife for defeating enemies as it has a greater range. Exit the alley and look at the map. You have to go to Matheson Street. When you get there, looking at the map, you should go to the left side, at the end, where the street is interrupted. There are some more papers with Cheryl’s notes. They will give you directions to your next destination: the dog house on Levin Street. Look at the map and head there. To find it, on the left side of the street, take the house key inside and enter the place where the dog house is. On the right side, on the counter, there is a medical kit. Follow the hallway and look on the table in the center of the room and on the counter on the right to find ammo. In the kitchen, next to the stove, there is a Health Drink. Go to the left side of the kitchen where there is a door. Next to it, see a map with an area marked. This is the place you should go. Note that the door has three locks. To open them, you have to go to the three locations that will be marked on the map as Harry finds the keys.

LION KEY

Leave the house and go to Finney Street.

On the way, pass Bach Street on the left. Next to the cafe, pick up two more ammo boxes. Head to the convenience store marked in purple on the map. Inside, there are two more Health Drinks and a medical kit. Take them and finally go to Finney Street. Look for a broken down police car and find the Lion key in the trunk of the car.

WOODMAN KEY

To find this key, go to the alley behind the cafe and look for a gray fence with a small gate. When you enter, look at the blood mark on the floor. That’s where the Woodman key is. Look for another Health Drink on site.

SCARECROW KEY

Finally it was time to find the third key. Go to the corner of Matheson and Ellroy streets. Go South, on the right side, to the .nal. Note that, on the ground, there is a small log with which you can cross to the other side. Look in the mailbox to get the last key. Check the stairs and get another Health Drink.

Go back to the house you entered and go to the kitchen door, which was locked. Use the three keys to open the locks and exit the house on the other side of town.

SCHOOL

Everything went dark again. Look at the map and head towards the school. But, before leaving the garden, look on the table for two more Health Drinks. Be careful with the monsters on the way. When you see a school bus, get on it, grab two more Health Drinks, and at the bottom, save your game.

When entering the school, look on the right side, on the counter, to get the location map. Go to the double doors in front of you and turn left. On the left side is the school reception. Look at the bloodstained papers. After reading what is written, look at the map and go to the garden (Coutyard). Turn right and look at the clock. You don’t have access to it yet, as you need two items that you don’t have yet. Cross the garden and enter the door in front of you. Look at the map and head to the hallway where the bathrooms are. When you enter it, turn right and take the stairs. After climbing the first flight, go forward and enter the first door on the right. Take the Health Drink, leave the room and enter the men’s room on the second floor.

You will hear a child crying, but you cannot do anything. Exit and enter the women’s bathroom. Kill the two demons and get the ammo. Exit the bathroom and return to the hallway to the end, where there is a double door. Go through it and go through the first door on the left and get a purple bottle. Leave the room and go through the next door, on the same side of the corridor. Look on the table and use the bottle you just grabbed from the statue’s hand to collect the Gold Medalion.

Leave the room and go to the location marked on the map called the Music Room. Go back to the garden where the clock is and use the Gold Medalion where the golden plate is. Now, go back to the room where the piano is. Follow the sequence of notes in the drawing to release the remaining piece from the watch. Go back to where he is and put the piece in place. Return to the school and look at the map. Look for the Boiler Room, activate the switch on the panel with the red light and exit the room. Go back to the clock and enter the small door in front of it. Go down the stairs, cross the hallway, go through the door on the other side, go up the stairs and go through the door in front of you.

ALTERNATE SCHOOL

After the cutscene, head to the double doors in front of you. Now you are in a totally different dimension. The school remains the same; So, look at the map and head to the Storage Room. At the end of the room, pick up the Pink Ball. Now, go to the area marked on the map with the name Hall, exit it through the next door on the right and unlock the double door, also on the right side. Before entering the place, turn around and enter the door behind you. Look on the table and pick up the yellow card. Go to the school entrance. At reception, go through the door and use the card you just got from the door on the right. When you enter the location, look at the map and enter the men’s bathroom to get ammo for your gun. Exit and enter the women’s bathroom.

When leaving, you will strangely end up on the first floor. Enter the men’s bathroom again. At the bottom of it, open the door and pick up your gift on the floor: a brand new shotgun for you to have fun with. Before leaving, look at the message written in blood on the wall on the right side and only then leave. Enter the next door on the left and look for another one in this room on the left. As you pass by it, look above the chair and pick up ammo. Check the top of the table, where there is a blue telephone. After Harry serves you, leave the room and look at the map. Your destination is now the Roof.

Once you reach the roof, go to the right corner at the end, on the other side of the door. Look in the drain and put the pink ball you found in the hole there. Follow the water path to the other drain, further ahead, and see that there is a key inside. Go to the red valve and turn it to make the switch go down. No, you didn’t mess up: the key wasn’t lost forever. Go to the garden in the center of the school and look for somewhere where there is a pipe; the key is in this part. Now, look at the map and go to the Locker Room. The key fits in one of the cabinets. Just look for the one who is different from the others (the only one whose door is knocking). Look inside it and, on the way to the exit, take the key. You’ll know where she is, don’t worry. Leave the room and go to the Library. Look on the map if you don’t know where it is. When you enter, look at the shelves until you find a large book open. Read what is written. Then go to the other part of the library and read the other book on the table. Now, leave the room. Your destination is the basement, but first it is recommended to stop by the school infirmary to save the game. Exit the infirmary and go to the basement. When you arrive, go to the room called Storage. Inside, collect all the items on the table. Then, enter the other room, where you turned on the power at the beginning of the level. Inside it, there are two valves. You have to turn them to the right twice, starting with the one on the right. Equip yourself with a weapon and get ready to face the first boss.

BOSS: LIZZARD

To defeat Lizzard, it is extremely easy. Equip yourself with the shotgun and keep a certain distance from the enemy. When he opens his mouth to catch you, throw as much as you can. With about three shots in the mouth, he will fall.

BALKAN CHURCH

Take the key next to the generator and exit the K. Gordon room. As you leave the area, you will hear the sound of bells. Go to the school reception and look at the list of teachers on the counter to find out who K. Gordon is. Now, leave the school and go to the location marked on the map (Balkan Church). Before continuing, get on the bus and save your game. To get there, you have to go through Gordon’s house. The location is marked on the map. The entrance is in the alley on the right. Go through the yard and use the key to enter the house. Look in the kitchen, next to the stove and get the ammo. Also look on the table in the dining room to save the game. Leave the house and go to your destination. Upon entering the church, an old woman will talk to Harry. After the cutscene, head to the counter and pick up the two items on the altar. At the entrance to the church, save your game.

DRAWBRIDGE

Leave the church and go along Bloch Street to the place marked on the map in purple, Gas Station. When you enter, look for ammunition on the ground next to the car, exit the garage and head towards the location on the map marked Bridge (it’s a movable bridge that will open the way for you to go to another part of the city). Use the key you got from the altar on

panel to lower the bridge. Pick up the map of the new part of town on the chair. Save the game, exit the control room and cross the bridge.

CENTRAL SILENT HILL

Go to the location marked on the map, Alchmila Hospital. When passing through the hallway, enter the first door on the left. After the scene, enter through the other door, cross the room and exit inside the balcony. Take the map on the wall, check it and go to the room called the Medicine Room. Look on the table and pick up the newspaper. Exit through the door behind you and look at the map to find the Doctors Room. Inside the room, get the Basement map, go to the Conference Room and get the key on the table. Now, go to the Kitchen. Pick up the plastic bottles on the table and go to the Director’s Room. Collect the items on the other side of the table and use the bottle you got from the kitchen to collect some of the liquid that is lying on the floor. Leave the room and go to the stairs. Go down to the basement via the stairs, as the elevator is broken. Look on the map and enter the Generator Room. Go to the back of the room and activate the power on the transformer. Go back, get in the elevator and take a look at the second and third floors. When you enter the elevator again, notice that the button for the fourth floor has appeared.

ALTERNATE ALCHEMILLA

HOSPITAL

Upon exiting on the fourth floor, a small cutscene will play. Go through the door on the left and go to the end of the corridor. Turn right and go through the doors. Continue forward and go down the stairs to the third floor. Go through the doors on the right and kill the zombie. Enter the first door on the right and take the Plate of the Turtle from the window. Leave the bathroom and go look for room 301 to find the cage. Enter the next room and look on top of the stretcher to save your progress. In the back of the room, there is a TV and video that still work, but there is none to use. Go to room 304, kill the zombie and get the Health Drink. Look on the wall and find the metal plate. Leave the room, look at the map and enter the Linen Room to exit on the other side of the hospital. Enter the Storage Room and collect all the items in the area. Exit and go to room 306. Look on the wall and get the Plate of Cat. Now, go to the second floor and enter room 201. Get the lighter on the stretcher and leave the room. Enter the last room on the left. On the wall are the Plate of Harter and some weird monster with tentacles. Use the blood pack to move the tentacles away from you and get the item. Leave the room, turn left and look at the plaque on the wall. Go back and, at the end of the corridor, on the other side, look at another sign next to the door. Look at the map and enter the Nurse Center. Look at the sheet of paper written in blood on the wall. Then go to the door on the right. To solve the puzzle, go back and go to the first floor. At the bottom of the stairs, go through the door on your right, look at the map and go to the room labeled Director’s Office. Pick up the Plate of Queen on the table. Save the game on

block that is on the counter and go back to the place where you have to solve the puzzle. In the upper right corner, place the blue piece. Underneath it, put the green one. In the bottom left corner, place the yellow one and, lastly, the red one. Open the door, go to the Operating Room and get the Basement Storage Key. Go to the basement and enter the Store Room. Look at the shelf on the left, at the back of the room. Stand next to her against the wall and press x to push her. Go through the door behind it and look for a grate on the floor. Pour alcohol on it and use the lighter to set it on fire and open a new passage. Go down the stairs and go through the door. When three nurses appear, enter the door on the left. In the hallway, go to the end and enter through the last door on the left. Get the key at the back of the room and go back to the hallway. Go through the first door on the right and take the tape on the stretcher. Go to room 302, where the TV and video were, and use the tape. Go to the first floor and enter the Examination Room. Pick up the Antique Shop Key on the table. Save the game when leaving the hospital and return to the city.

CENTRAL SILENT HILL

When leaving the hospital, go to the Antique Shop at the end of Simmons Street. The store is on the right north side. Go downstairs and use the key to open the door. When you enter, save your game on the block on top of the dresser and look in the left corner of the room. Push the closet and, after the cutscene, move forward down the hallway to reach the hidden church. Take the ax from the wall on the right side and exit through the same place you entered.

Exit the Antique Shop and enter Silent Hill Town Center. Go up the stairs and turn left. Enter the first door on the left and get ammo for the rifle. Leave the store and continue forward until the floor gives way and you fall underground. When the monster appears from the ground, use the rifle and shotgun to shoot it. After a few shots, he will stop. When you get close, he will get up and climb out the window, opening a path for Harry. Look at the map and return to the hospital. Enter the room behind reception.

After the cutscene, exit the hospital. When passing through the gate, go straight. On the other side of the street, go up the stairs and get ready to face another boss.

GIANT MOTH BOSS

To defeat the boss, use the ri.e or the shotgun. Go up another floor and walk around the water tank. After a few shots, he will fall. After killing the monster, go down the stairs and go to Chrichton Street. Enter the Police Station. Search the place to get ammo and save the game. Now, go to the place where you lowered the moving bridge. Head to the gate in the closed area and use the ax you got from the church to break the padlock. Look around and go down the stairs.

THE SEWER

When you reach the basement, follow the corridor and turn left. Continue until you reach a corner and turn left again. As soon as you see a passage, turn right, go straight and turn right again. Follow this path until you reach a gate. Go through the gate, look around and go up the stairs. Follow the only path until you reach a table with the sewer map and a notepad to save the game. Take the sewer key from the board next to the table and return to where you came from when you reach the end of the tunnel. This time, turn right and use the key to open the gate. Look at the map and go to the location marked in front of you with the name Ladder. Walk up the stairs. When you reach the top, turn left, grab the med kit and head to the other side. Look at the map and go through the narrowest tunnel. At the end, turn right. Now there is only one path to follow. Go through it to the end, pick up the key on the floor, near the blood, and go back to the beginning of the tunnel you are in. Use the key to open the locked gate, go up the stairs and return to the surface.

RESORT AREA

Go forward when you exit the tunnel and get the map of the area from the sign on the sidewalk. Then go to Anne’s Bar. After the cutscene, grab the key and notes from around the pool tables and take a look at the counter to get two Health Drinks and save the game. Leave the bar and go to the Indian Runner. Use the notes you picked up to make the right combination and open the door. The number varies. When you enter, go to the back of the counter and open the small cabinet behind it. Take the key inside and use it to open the safe. Look on the wall on the right and write down the code that appears at the end, 0886. This number varies from game to game. Exit and go to the Motel on Sandford Street. Enter through the street door, not through the parking lot. Use the code you wrote down and on the door to open it. Take the magnet on top of the sofa and look at all the doors until you find the motorcycle. Once that’s done, leave and go to Kaufman’s room, number 03. Push the closet with the drawers and use the magnet to get the motorcycle key. Go back to where the bike is. After the cutscene, go outside and look at the map. Your destination is the Lighthouse. Go along Sandford Street. After the dimension change scene, continue towards the lighthouse. Halfway there is a gate that blocks the passage. Go down the stairs and enter the boat. After the cutscene, continue along the only path, being careful with the monsters until you reach the lighthouse. When you enter, save the game. Go up the stairs, watch the scene and return to the boat.

SEWER & AMUSEMENT PARK

Look at the map and go to the location marked with a red arrow. When you arrive, go down the stairs and pick up the map on the left side of the wall. Your destination is the ladder on the other side. Go to it using the map. When you arrive, go up to exit at Amusement Park. At the top of the stairs, turn right and continue until you find Cybil at the carousel.

CYBIL BOSS

When you arrive at the carousel, Cybil will be in a wheelchair. When she gets up, she will start taking it off on Harry. Use the shotgun to detonate it. After about five shots, it will fall. A very long animation will be shown, and you will appear in the hospital.

NOWHERE

Leave the room and enter the elevator. When exiting the next hallway, enter through the last door on the right, cross the room and go through the other door. Take the screwdriver and pliers from the stretcher and leave the room. Go back to the elevator and go through the door on the right. Use the pliers and screwdriver to get the key that is stuck in the faucet. Go back to the hallway and use the key on the door that says Ophiel. When you pass it, turn right and type ALERT on the panel next to the door. Go through the rooms and get the amulet on the wall in the last room. Return to the location where you entered the code. In this hallway, look for the room with the esoteric symbols. Enter the number 6 in the left panel, the number 4 in the center and the number 8 in the right. Take the Stone of Time and return to the place where the elevator is. Enter the door across from the elevator on the other side of the hall and use the stone you just got on the clock next to the door to get the Hagith Key. Leave the room and use the key on the double doors in that same hallway. Take the elevator and go to the second floor. When you leave, follow the hallway and enter the third door on the left. Take the key from the display and the ring. Leave the room and look for a door you can enter through (there is only one). When you enter the room, go to the wall and use the screwdriver to remove the plate. Behind her, there is a key held by electrified wires. It’s not possible to catch it yet, but mark the location. Go back to the hallway and go through the door on the right. It’s a small office. Grab the ammo and camera on the table, go back to the elevator and go to the third floor. You will come out at a small church. Take the camera and take photos of the two images on the wall behind the altar. They will help you solve the puzzle to open the doors on the sides of the room. Repeat the images on the doors to open them. In the door on the left is the key that opens the bird cage. On the right side, read the book on top of the bookshelf and return to the first floor. Go to the room next to the other elevator, where the cage is, and use the key to open it and get the other one inside. Then go to the door with the yellow drawings. In this hallway, use the key you got to open it. Enter the first door on the right and get the dagger from the freezer, but before leaving, put the ring you got from the jewelry store between the chains to keep the door closed. When you leave, enter through the other door, which has no design, and go through the double doors to reach the room with the VCR. Use the .ta on the video and leave the room. Go back to the hallway and go through the door on the left side of the hallway. Grab the Ankh Key next to the stretcher and return to the hallway. Enter the door in front of you again and grab the bag of candy from the shelf. Choose the YES option and pick up the key that fell on the floor. Go back to the hallway and enter the last door without a drawing. Look on the desk and save the game. Go back to the hall,enter the door labeled Palegh and unlock the first door on the left. Disable the generator and go back to the room you marked, remember? The one with the key held by the electrics… Take the key from the wall and go back to the corridor called Palegh. Enter the last room on the left. This is Araton’s room. After the cutscene, you will be in the room where Alessa was left between life and death. Take the Ourboros disc and return to the girl’s room. Place all the items you picked up on the door, no matter the order. Before entering the door, save the game and only then continue. Go downstairs, watch the scene and prepare yourself.

FINAL BOSS: SAMAELThe easiest way to defeat this boss is using the rifle or shotgun. You have to be quick and shoot him before he starts shooting lightning, as they have enormous power and take away almost all of your energy. Have plenty of Health Drinks and medical kits on hand. Each time he deals damage, use the items quickly. Stay behind the demon and shoot as much as possible until he falls. After so much suffering, you can relax and enjoy the end.

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