作者: IKARI (碇 fly.to/ikari) 標題: [轉錄]Silent Hill 的英文攻略 日期: Sun Feb 7 01:05:38 1999
Start Game Harry Mason wakes up in his crashed jeep to find that his daughter, Cheryl has disappeared. He leaves his jeep to find himself in the town of Silent Hill. It is foggy and snowing. At this point you gain control of Harry. Keep moving forward until you see a shadow in the distance. You can try and go into the convenience store but the CPU will take control of Harry and run him in the correct direction. You will see Cheryl, but she runs off. You follow her. You go down an alleyway. It's a basic direction with no choice but to continue. It gets darker (eek!). Harry lights a match and keeps running (! You know with amazing skills like that, he'll go far...). You will see a crucified dead person at the end, where suddenly two (then three if you survive long enough) child zombies appear and stab you till you run out of energy and collapse. You wake in a cafe to see Cybil Bennett, a police officer from Brahms, the next town over. She asks you if you're okay and explains something bizarre is happening in Silent Hill. All the people have vanished. She refrains from telling you the whole story. You are about to leave to try and find your daughter when she hands you a gun. _______________________________________________________________________ Scene 1: Cafe The first thing to do is gather up the items by pressing X. Health x2 Knife Residential Map Flashlight Small Radio Save Game (notepad) You can't get the small radio until you leave the cafe. Upon picking up the Residential Map, you will realise that you will have to equip your gun before you leave (equip your gun using R2, Press X to fire). After trying to leave the cafe, the radio will emit static. *Special Item : Radio The Radio emits static whenever a monster is near. It will emit a louder and different crackle when you are very close to a monster. The windows will smash and you will meet the first monster, from now on refferred to as Winged Beastie (WB). Press X till the bastard is dead. Take the Radio. Go out of the cafe. _______________________________________________________________________ Scene 2: Outside the cafe Handgun Bullets x2 The Handgun Bullets is on the bench outside. You have to check the alleyway. Look at the map by pressing T. Follow the red arrow on the map that points to Cheryl. *Monsters: Winged Beastie (WB), Dog (D) and Child Zombie (CZ) You don't have to fight these monsters to proceed. You can run past them and save Handgun Bullets. However, if you do decide to wipe them out, then remember you must not only shoot them down, but you must also stomp them or shoot them again until more blood appears and the radio stops crackling. Otherwise they will ressurect. *Weapons: Any handweapon can be used in two ways. Single button strike, or two button combo. Position and distance are the key to using each type effectively. Did you appreciate that waffle? It IS helpful, but so is cough syrup... If you shoot a WB from the porch of a house and it lands on the stairs, it will slide down to the floor. Cool, eh? We also shot a WB and it landed in one of the chasms. It should have resurrected, but we didn't hang around to find out. After shooting a monster, you can stomp it without wasting a bullet or changing weapon by letting go of R2 and just pressing X. L1 + L2 quick switch around: Good for shooting WB's flying past _______________________________________________________________________ Scene 3: Alleyway off Finney St. Handgun Bullets x2 Pipe Cheryl's Sketchbook There is an Alleyway that is blocked off but you can find the items. Pick up the sketchbook that will give you the idea to go to the School. _______________________________________________________________________ Scene 4: On the way to School Do not bother trying to go the obvious and direct route to School using the map. All routes are blocked off. Go to the alleyway behind the cafe on Bachman Road. You will find a fence-gate that says "off limits". You will find it is directly behind the cafe. Enter to find the Basketball court. -Small Basketball Court Health Key of Woodman -Small alleyway: To the right of Ponston Market on Bachman Street (simply keep going down the alleyway behind the cafe). Handgun Bullets x2 Proceed to the broken bridge (if you look on the map it is near the letter N of the compass). There you will the broken down police car. -Police Car Handgun Bullets Key of Lion There are 2 WBs that you may have to kill in order to pick up the items without hassle. Proceed to the bottom of Elroy Street. There is a house that is all boarded up. Near the chasm you will find a plank that you can walk across to get the items. -Boarded-up House Health Key of Scarecrow Once you have all the keys, proceed to Matheson Street. You will come across more of Cheryl's notes on the left hand end of Matheson Street which gives you the clue to go to the Dog House on Levin St. You cannot go to the dog house without reading the notes. MISC : You don't have to get these items, but then again you could just dig a hole in the floor and bury yourself, ne? ^_^ -Matheson Street: If you look on the map, by the letter E of Matheson St there is an alleyway. First Aid Kit -Levin Street: Look on the map. Near the letter L of Old Silent Hill, there is a house. Health -Bachman Road: Go to the top to find Harry's jeep. Then visit the convenience store. Health x4 First Aid _______________________________________________________________________ Scene 5: Dog House and House House Key First Aid Kit Handgun Bullets x2 Health Save Game Go into the house and find the backdoor near the kitchen. Use the keys to unlock it. Backyard: Health x2 Go out through the door. It gets pitch black (oooh mommy!) so Harry turns on his flashlight. You can turn off your flashlight by pressing O. Go through the gate to get back on the street. _______________________________________________________________________ Scene 6: Hit the Road, Jack er... Harry -Broken down Highway: Top of Midwich Street Health Handgun Bullets -Small alleyway: On the map near the letter O of Old Silent Hill Health Handgun Bullets -Alleyway off Bradbury Street: You will see a garage with Blood over the door. There is a plaque that says "K. Gordon". Go down this alleyway to get into someone's back yard - to find absolutley nothing at all. Well whoo-oo-oo-pee! That was worth it. :/ -School Bus: At the bottom of the map next to the school. Health x2 Save Point _______________________________________________________________________ Scene 7: Midwich Elementary School Run past the Ds and open the door. You will find yourself in the lobby. * Fighting CZ A good tactic is to get next to a desk or something similar and smack them with the pipe (over the desk). However, if there is more than one, the other will go around. If they hit you, they will try to rape your leg, so shake them off by wiggling the pad left and right. Also there is a bug in the program where if you hold the X button down on the fatal blow, the CZ will keep dying and you keep hitting it ^_^ -Lobby School Map -Infirmary First Aid Kit Health Save Point -Reception Teachers Log book clues x3 You must read the clues to continue. 10.00 "Alchemy Laborotory" Gold in an old man's palm The future hidden in his fist Exchange for sage's water 12.00 "A place with songs and sound" A silver guide post is untapped in lost tongues. Awakening at the ordained order. 5.00 "Darkness that brings the choking heat" Flames render the silence awakening the hungry beast. Open time's door to beckon prey. -Room behind Reception Handgun Bullets =Solving the riddles= -10.00 Riddle Run through the courtyard, avoiding the CZs (or maiming them with the pipe if you feel annoyed for some reason). In the courtyard is a clock Tower. The face reads 10.00 Go up to the second floor. Go into the Lab Equip Room. -Lab Equip Room Chemical - Hydrochloric Acid Glucose Distilled Water Get the Chemical and go into the Chemistry Lab. -Chemistry Lab Handgun Bullets Statue of Hand Pour the chemical onto the Statue of Hand to receive the Gold Medallion. You cannot get the Silver Medallion until you put the Medallion into its slot in the Clock Tower in the courtyard. Go back to the courtyard and place the Medallion into the slot for the Golden Sun. You can get the CZs to follow you in a line between the bench and the wall where they can queue up for a close examination in the law of "Pipe" plus "Thwack!" equals "Dead Zombie"... Once you have put the medallion in place, the clock face turns to 12.00... -12.00 Riddle Go to the Music Room on the 2nd Floor. Read the clue: "A Tale of Bird's Without a Voice" First flew the greedy Pelican, Eager for the reward, White wings flailing. Then came a silent Dove, Flying beyond the Pelican, As far as he could. A Raven flies in, Flying higher than the Dove, Just to show that he can. A Swan 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. Go to the piano and check it. The piano keys are numbered from left to right. All keys included. 2 4 7 9 11 1 3 5 6 8 10 12 2, 3, 8, 10, 11 do not work! If you wanna figure it outself, stop scrolling now. Clue: The birds in the poem represent the keys on the piano. Also the title of the poem is the key to narrowing down which piano keys are used. Only 5 keys need to be pressed, once each. The code: 3, 10, 11, 8, 2. You receive the silver medallion. Go back to the courtyard and put it in the slot for the silver room. =Once you have put the medallion in place, the clock face turns to 5.00...= Now is the best time to get all your items from the School Rooms. -1st FLOOR Boys Toilets: CZ Girls Toilets: Nothing Teacher's Room: Locked Bottom Right Classroom: Nothing Top Right Classroom: BBG, Handgun Bullets Storage Room: Jammed Hall: Jammed Room between Storage and Hall: BBG, Handgun Bullets -2nd FLOOR Top left Classroom: CZ x2, Health Bottom Left Classroom: Nothing Boys Toilets: Sounds of Small Kid Crying Girls Toilets: CZ x2, Handgun Bullets Locker Room: Cat in a locker (which then gets er...) (Also, when you leave the locker room, you get CZ) Bottom Right Classroom: CZ x2, Handgun Bullets Library: BBGx4, First Aid Kit Library Reserve: CZ =Don't bother with the 3rd Floor yet.= * Blue-Black Baby Ghost (BBG) You may bump into this little black transparent thing, that will probably scare the shit out of you so much you'll automatically pump it full of lead. However, once it disappears after falling over a few times you'll have calmed down and realised it is of no threat and should simply be ignored. -5.00 Riddle Go to the Boiler Room in the basement. Switch on the Boiler. (Good idea to save now) Go back to the Clock Tower. Go through the doors in the Clock Tower. Follow path downwards. There are empty medicine bottles at the bottom. Go out and an animated sequence takes over. Harry finds himself in the courtyard again, however there is a strange symbol in the middle. There is only one way into the school. Kill the CZ x2. Go to the storage room. -Storage Room : Rubber Ball If you haven't noticed, you're in the school but it is er... different. * Big Cockroaches (BC) Well, they're not giant are they? Then I would have put GC! -Room Between Storage and Hall: Hangun Bullets, First Aid Kit -Top Right Classroom: Yellow Picture Card -Hall way near the Bottom Right Classroom: Health -Infirmary: First Aid Kit, Health, Save Game -Wheelchair in Lobby: Ampoule (Pain reliever) -Room behind Reception: Handgun Bullets Go to the Room behind the Reception and put the Yellow Card into the door slot. You'll appear in the girls Toilets on the first floor. When you exit you'll appear outside the girls Toilet's on the second floor (funky, eh?). -2nd Floor Boys Toilets : Handgun Bullets x2, Shotgun Bullets Go back into the Girl's Toilets and you'll find yourself in the girl's toilets on the 1st floor (Insert quote from Alice in Wonderland here). -1st Floor Boys Toilets: Open door and see girl in flowery dress (well she might have been one at some point). Pick up shotgun. Pump your fist in the air and go "Whoop Whoop! There's gonna be a party y'all!" Go to the Teacher's Room on the Top left corner of the 1st floor, pick up the Handgun Bullets. Leave the Room and the phone will ring. It's someone you know. Go up to the 2nd Floor. -Top Left Classroom: CZ x3, Handgun Bullets -Bottom Left Classroom: Shotgun Shells -Lab Equip Room/ Chemist Room/ Library/ : Jammed -Hallway Outside the Left side Classrooms: Health Go to the locker room. Hmm sounds like that cat got stuck inside again. Ho hum. Oh? NOW COMES THE SCARY BIT. After you leave the locker room, you will have found the Key to the Library Reserve. Trust me (^_^') -Library Reserve Room: First Aid Kit -Library: Handgun Bullets Go to the Library and Read the open book. Hearing this, the hunter armed with bow and arrow said "I will kill the lizard" but upon meeting his opponent, he held back, taunting, "Whose afraid of a reptile?" At this, the furious lizard hissed "I'll swallow you up in a single bite!" The huge creature attacked, jaws open wide. This was what the man wanted. Calmly drawing his bow, he shot into the lizards gaping mouth. Effortlessly, the arrow flew, piercing the defenceless maw, and the lizard fell down dead. Okay, no prizes for guessing what kind of boss is coming up, eh? Go to the roof. There are two drain holes in the top right corner. Put the rubber ball in one of the holes. Turn on the valve. The water should push the key down the drainpipe. Go to the courtyard. Pick up key in gutter. Go to 2nd Floor. Open the classroom on the top right corner. 3 CZs will cheerily greet you. In the next room and pick up the health. *SAVE GAME- boss is coming* Go to Basement. Turn the right valve left x2. Turn the left valve right once. -Storage Room: Shotgun Shells and Ampoule. Kill the boss as he opens his mouth, duh. Use the shotgun. Cue FMV sequence. You're back in the real time boiler room. You can hear Church Bells ringing. Pick up the K. Gordon key (!) Well done, you've completed Level 1! In the end sequence, you will see the girl who you avoided in the crash again. You can save game if you wish in the Infirmary. _______________________________________________________________________ Level 2 _______________________________________________________________________ Scene 1: Visiting K. Gordon -K. Gordon's House Save Game Handgun Bullets x2 Leave the school and go to K. Gordon's House, heh heh heh (So it wasn't a waste of time finding that house earlier!!!). Just go along the bottom of the map until you reach the chasm. Hit left and go up the alleway. Go up to the house with blood on the Garage and a dog guarding the entrance. You can get in through the back door using the K. Gordon key. Collect the items and leave through the front. Before reaching the church, you can collect the following items. -Levin Street Chasm: End House on right: Health -Bradbury St: Just before the backyard alleyway on a bench: Health -Alleyway to the left of Cut-Rite Chainsaws (Heh Heh): Handgun Bullets Resist the temptation to inspect the Chainsaw, you need some Gasoline. -Gas Station: Handgun Bullets Engine Save Point -(Behind the Gas Station) "VOW" truck: Handgun Bullets Shotgun Shells _______________________________________________________________________ Scene 2: The Church Flauros Drawbridge Key Health Save Point Upon entering the Church you are greeted with FMV of an suspiciously nutty old woman wittering on about how she knew you were coming. She scuttles off into a locked room when you ask too many questions. Upon leaving the church, go to the Bridge Control Room on Bloch Street. Right hand side of River, steps going down: First Aid Kit, Shotgun Shells. -Bridge Control Room: Rock Drill (You need Gasoline) Shopping District Map Health Go upstairs. Insert Drawbridge Key into Control Panel. Go across the drawbridge. New Monster: 8 Man. Nasty piece of work. When it gets near it will jump and molest you!!! -Right hand side of the drawbridge, steps going down: Handgun Bullets. Go towards the hostpital. Once you are inside, you cannot leave. _______________________________________________________________________ Scene 3: Hospital Go left, past the phones, 1st door on your left. You will meet Dr. Michael Kaufmann, who took a nap and then woke up to find everyone gone, snow in the wrong time of year and monsters flapping about. We learn that Harry wife died 4 years ago. Go and face the grey blue cabinet, take the right door. Continue through the next door. Pick up Map of Hospital and First Aid Kit. Go to the Doctor's Office and pick up Map of Basement. Go into Conference Room and pick up Basement Key. Go into Kitchen and pick up Empty Plastic Bottle and Health. Go into Director's Office and look at the blood on the floor. Go to the basement door and go through. Go downstairs and meet some BCs. Go to the Generator Room and activate Generator. Pick up the pick axe. Go to the lift and go to the 2nd floor. Go out, push the doors even though they are jammed, then come back into the lift and go to 3rd and do the same. Then *poof* the 4th floor button will appear. You will see the girl who you avoided in the crash again. Run to the double doors on the bottom right hand side. Go through and go downstairs. Go out into the corridor to meet a nurse monster. She seems to have the hump. She'll stumble towards you and then when she's about two paces away she will make a running grab at you. Give her one good shotgun blast with an EXTREME Close up to finish her off. She'll writhe on the floor until you put her out of her misery. You now have to collect 4 pieces to open the Nurse Center. You'll also meet the doctor monsters with the same attitude problem, but they have scalpels *sweatdrop appears down side of author's head*. Oh yeah, don't forget to watch the hump squirm... gross... -Gents toilets: Blue Square Plate of Turtle -Room 302: Video Tape Machine (no use yet) -Room 304: Steel Plate and Health (don't touch yet) -Room 306: Yellow Square Plate of Cat -Storage Room: Blood Pack, Handgun Bullets, First Aid Kit Go to Level 1 via the lift. -Vending Machine: Health x3 -Director's Office: Red Square Plate of Queen, Save Game -Kitchen: Health -Office: Handgun Bullets Go to Level 3 via lift, then go to Level 2 via the stairs. -Room 201: Lighter -Room 204: Green Square of Mad Hatter Empty slate The snakes are interested in blood. Walk up to them and Use Blood Pack. They will move aside and allow you to pick up the Plate. Go to the Nurse Center and read the clue on the wall. Clouds flowing over a hill. Sky on a sunny day. Tangerines that are bitter. Lucky four leaf clover. Violets in the garden. Dandelions along a path. Unavoidable sleeping time. Liquid flowing from a slashed wrist. Go to locked door and place Blue on Top Right Green on Bottom Right Yellow on Bottom Left Red square on Top Left. The Door opens... There are lots of NMs so arm up the shotgun! -Operating room: Basement Storeroom key. -Intensive Care room: Disinfecting Alcohol. -Room 206: First Aid Kit -Morgue: Ampoule, Health -Basement Storeroom: Shotgun Shells Push the cabinet to find a new door. Go through and use the alcohol and lighter on the vines on the grill in the floor. Go down (ooooerr) and go on! Go on! Be brave! It's gonna be a scream, baby! *gets thwacked with telephone directory book* Take the door on the right. The door to your right contains a video tape. Go to the furthest door on the left. Pick up Examination Room key. Alessa is the name of the girl that you almost ran over (and got you into this mess). Evidence points to the idea that either she or a close friend of hers is a mental patient at the hostpital... Go back to Room 302 and use the video tape. Shotgun shells appear on the bed behind you (!). Go to Examination Room. You will meet Lisa Garland. She was knocked out and has the same story as Dr Kaufmann. Suddenly you get a pain in your head and lose it. You wake to see the old woman, who tells you her name is Dahlia Gillespie. Apparently the mark of "Samael" is all over town and you must head towards the "other church". She leaves the Antique Shop Key on the desk and runs off again. _______________________________________________________________________ Scene 4: What the ...? -Police Station Handgun Bullets x3 Shotguns Shells x2 Memo Save Game Read the blackboard. A strange drug? You can now leave. At the top of Simmons Street is the Antique Shop. Antique Shop Push the brown cabinet. Say hello to Cybil. Cheryl's been walking on air and heading towards the Lake up Bachman Road. Harry does his macho man impression and makes Cybil wait for him while he goes searching through the hole in the wall. Follow the path to see the other church. Pick up the Axe. Go for the switch next to the door. The altar will burn and Cheryl will come looking for you to find that you have disappeared into thin air... Harry wakes up with Lisa (Get those dirty thoughts out of your mind RIGHT NOW). Lisa says he fell asleep, having bad dreams. He's back in the hostpital. The story unfolds as Lisa describes the town's history in occultism... when you ask her to come with you, she wants to stay. When you leave, you end up back in the Antique Shop. Go upstairs to find yourself in Alternate Silent Hill. You are at the top-right of the map, but the scenery is drastically different- not unlike when the school changed... The plot thickens... _______________________________________________________________________ Scene 5: Silent Hill Town Centre Head down on the map till you get to the Silent Hill Town Centre. There are 3 L2 Ds and 2 8Ms but you can avoid them if you are fast. Go through the hole in the mesh fence in the SH Town Centre. It's a shopping mall. Go up the escalator, watch the TV sequence, go up the escalator again. At this point your radio will buzz. Do not be afraid... be very afraid *gets put in a scorpion deathlock- ARGH SUBMIT SUBMIT!!!* Anyway, WALK on the left side and go into the door on the left hand side of the walkway- do not try to go further till you have picked up the Rifle Bullets x2, 1st Aid Kit and Saved your game. Come back out of the door and RUN towards the dead body. You must do it quickly as soon as you have left the room :p Boss p1: Dune Larvae Clean your bottom quickly, because there is a midly annoying larvae that is a rip off of all the sandworms you've ever seen in the movies. Stand still with the camera angle looking at your back. Nearly everytime, the larvae will appear behind you with a roar, squirt some noxious gas and dive to the side to go back into the sand. There is a simple timing for the arrival of the larvae. Time it so you can run (or walk) forward a little to avoid the gas and then turn around and blast the larvae. When it dives, stop shooting when you can only see 3 or so segments of its body. You can pick up the hunting rifle at any time. It's on the side of the room. The shotgun will finish the little blighter in about 5 shots while the handgun takes ages. When you've hit it enough, it will curl up into a ball. Stand back, because you can't hit it any more. It makes a hole in the back of the SH Town Centre for you to exit from. _______________________________________________________________________ Scene 6: Go back to the hospital and kick ass Head down the map towards Sagan St. All other exits are blocked so you need to go down to Chrichton Street. You can go to the Police Station on the way to save and collect Rifle Bullets x2 and a 1st Aid Kit. The entrance is on Sagan St, not Chrichton St. Head towards the hospital, go inside the hostpital and talk to Lisa. Lisa will tell you that to get to the Lake you can try and go through the tunnels at the waterworks near the Midwich Elemantary School. Leaving the hostpital you will find all exits are blocked so you must go up the stairs directly in front (next to the Post Office) and ... BOSS p2: Mothra! The Dune Larvae has matured into a giant moth with a sting. It will follow you around and sting you (doh), and emit clouds of gas. It's fairly easy. Just keep moving. When you kill the Moth, you return to Normal Silent Hill. But it's still snowing... _______________________________________________________________________ Level 3 _______________________________________________________________________ Scene 1: A quick respite Go down the stairs. You can save game in the hospital. Koontz St, near the L of Hospital on the map, there is an alleyway with Handgun Bullets and Health. On the corner of Koontz and Simmons there is a cafe table with Health. Head up Crichton St and take a left onto the bridge. If you look on the map, there is a pink square on the right hand side. This is the bridge booth. There is Health outside. Cross the bridge. Harry will get to the waterworks. Use the pipe and smash the lock (hit 5 times) after inspecting it. Press X to go down to the tunnels. _______________________________________________________________________ Scene 2: TMNT 4 "Return of the beast" Arm your pipe. Well, you can use your gun if you want. Your radio does not work underground. You'll just have to listen out for the squeaks of the Big Cockroaches and the clicking noises of the Mutant Turtles. Walk into the tunnel. 2 BCs will attack from behind the side of the third tunnel entrance. The junction has 2 MTs waiting for you. Rapid Pipe swings can dispose of these easily. Go left at the junction. The next left that you take will have a MT waiting. Slap him from around the corner. Continue on to get Rifle Shells. Double back and go to the other side to get health, Shotgun Shells and Handgun Bullets. Turn around and head straight and bear left. Go through the door marked "Keep Out". Continue on to find the room with Sewer Key, Sewer Map and Save Game. The Key is slightly hidden. Go through the next Keep Out Door and the next. There is a MT here. Stand still to see it coming. >From there, go left on the map and follow the path round so you can go down on the map. Go straight down and unlock the door with the Sewer Key. The Bottom right of this path contains a First Aid Kit. The Bottom left of this path leads to the ladder. Take the ladder up. Look at the map. You basically have to go in a circular motion to pick up all the items. The top right corner of the map has Handgun Bullets and Health. The Bottom left corner has the Sewer Exit Key (check the blood). Double back to the Bottom Right corner to find the save game and ladder out. _______________________________________________________________________ Level 4: Sanford Resort Area _______________________________________________________________________ This level is quite fun. Well, the first half anyway. Scene 1: From the sewers arose a smelly man It is obvious where to collect the First Aid Kit, Rifle Bullets and Handgun Bullets. The Resort Map is just in front. -Annie's Bar Kaufmann's receipt and key Health x2 Save Game. You will meet Dr. Kaufman. Read Kaufman's Receipt. The combination is 0473 to get into Indian Runner. -Indian Runner Convenience Store Safe Key Safe Rifle Shells Health Drugs? (You don't pick them up) Inspect the Cabinet behind the desk. Read the notes. Read the note on the wall. Remember the back door combination to Norman Young's Motel. Check out the safe. Run to Haerby Inn. Go to the backdoor and use the combination 0886 to get into the reception. -Norman's Motel (Hearby Inn Reception) Shotgun Shells Health Magnet Save Game Pick up the stuff and unlock the front door. Go out and go to Apartment 3 and use Kaufmans's Key. -Kaufman's Room Health Motorcycle Key (Under Cabinet) Push the Cabinet to see the key. Use Magnet. Get the key and return to Norman's Motel. Go into the back room and use the key on the motorcycle. You will find a vial - but Kaufmann appears and takes it. You figure he's a shady character... You can now save game. Go to the F in Sanford St on the map- there are some steps where you can get some Rifle Shells and Health. When you cross the S in Sanford St on the map, you will see SH become ASH. Harry comes to the conclusion that he wasn't dreaming. There are two Silent Hills. But the Alternate SH is becoming the real Silent Hill. Something Evil is going on... _______________________________________________________________________ Scene 2: ASH 1977 Run straight towards the lighthouse. When you are on the path leading down towards the lighthouse, you will see a dead end- go left down the stairs and run into the boat. Go into the door and cue FMV. -Boat: Health Handgun Bullets Rifle Shells Save Game Cybil is here. Yada yada she don't get it. Dahlia turns up to croon about how you have to stop the Demon... Leave the boat and head for the lighthouse. _______________________________________________________________________ Scene 3: Lighthouse Go up the Lighthouse. "Talk" to Alessa. Go back downstairs and run forwards. You will end up back in the boat. Cybil isn't back. Head for the Amusement Park (East). _______________________________________________________________________ Scene 4: Prelude to disaster Between West Sanford and Sanford St (the actual printed names on the map) is an alley heading north. At the top are some health and shotgun shells. Go east on West Sanford and you will find you have to go down the Sewers- the entrance is north where the route east is blocked. >From here on things simply get VERY Hairy. Things just went very quickly and I got too excited to make real notes. (sorry!) Run through the Sewer and find the ladder up into the Amusement Park. Run and follow the dents in the floor till you find an ice cream vendor. At the back is a save point. There are maybe two CZs hanging around. Go to the Horse Ride to find Cheryl (!!!!) who will kill you with one shot. Run around the ride and press L1+L2 then L1 to aim and fire then move before she aims and fires. Repeat till she drops her weapon and repeat until she dies. Alessa turns up. To put it bluntly, she kicks your ass. Then Flauros will activate by itself and knock her out. Dhalia appers to seriously TWIST the story. It gets worse. Much worse. Heheheheh!!! You wake with Lisa, who has something to tell you. I really like Lisa. Oh well. _______________________________________________________________________ Final Level: Necronomicon References Revisited This is the same layout as the hospital 1st Door on left : Key of Ophiel (in Faucet - use Pliers) 1st Door on right : Key in Birdcage - Use 2nd Door on right : Phaleg Door in front : Antique Room Revisited Save Game, First Aid Kit, Shotgun Shells. 1st Double Doors : locked Directors Door : Door of Ophiel Elevator : Door of Hagith Basement Door : leads to Classroom Read the desk scribbles and leave through the second door. This leads to screwdriver and pliers. -Room of Ophiel 1st door on left : Constellation Puzzle Libra = 2 Pisces = 0 Cancer = 10 Aries = 4 What doesn't Pisces have? Arms or Legs. Saggitarius = 6 Taurus = 4 Gemini = 8 Collect the plate Grim Reapers List Puzzle 35 Lydia Findly 60 Trevor F White 18 Albert Lords 45 Roberta T Morgan 38 Edward C Briggs Youngest to Oldest, the path will open. Are you ALERT enough to figure it out? Go to the Morgue and collect the Amulet of Solomon. When you leave, you will see Lisa once more. Put the plate in the Antique Room clock to get the key of Hagith. Take the elevator to 2nd floor. 1st/2nd door on left : closed 3rd door on left : Jewellry shop revisited Rifle Shells Crest of Mercury Ring of Contract 1st door on right : Nurses Center revisited Camera 4th door on left : Steel Plate room. Use Screwdriver to reveal Key of Aratron. Go to 3rd floor : Other Church Revisited Light at the altar puzzle Take the camera and pretend to be a tourist at an art gallery. Left Door : Birdcage Key Right Door : Health Room of Phaleg 1st door on right : Door of Bethor Do not touch the cupboard with the dagger sticking out until you use the ring of contract to fix the missing link (!) - unless you want a quick and fatal laugh. Use the ring and take the Dagger of Melchior 2nd door on left : collect the Ankh 2nd door on right : Pick up Health and open Jelly Beans to reveal the key of Bethor. Check the other room to really watch the video tape. Go through door of Bethor to switch off Generator. Go and collect key of Aratron. 3rd door on right : Door of Aratron. Go through to get Disk of Ouroboros. 3rd door on left : Child's Room Save Game Level Exit Place all the mystical items into the door to open it. Go through the door and go down the stairs. Watch the intro and then heal yourself if you haven't already. _______________________________________________________________________ Final Boss: Errr, Alessa looks like a goat! Hmmm. Disappointing Boss this. She hovers and then throws lightning bolts. The bolts hit about 4/5 times. If you get hit by more than two lightning bolts, press SELECT and heal yourself. Then walk up to the demon and full it full of lead. I died on first try. Black Cat took over and used the healing trick to kill her while running around. I loaded it up again to have another go (press START to skip the pre-boss dialogue), walked up to the bitch, shot her about 3 times with the rifle, got hit by lightning, healed myself, shot her about 8 times at point blank range, got hit again, healed again, ran out of rifle ammo, loaded the shotgun, shot her 3 times and she died. Took about 15 secs. Hah! Sit back and get puzzled at the ending, then raise eyebrows at the CG FMV - did you miss something??? What the???? Yes there is more after the credits. Our rating: Game : Normal Game Clear : 1 Ending : Good Continues : 3 Saves : 44 Total Time : 6h 35 mins 49s Items : 199/204 (Hmm how do I get petrol????) Ranking : 7/10 So what the heck happened to Cheryl!??!?!?! Sorry this author doesn't believe in spoilers. If you wanna discuss it, feel free to email us. Unprofitable work by Black Cat and Gunsmith. Copyright 1999 Gunsmith Copyright 1999 Black Cat email: wu-tech@i.am