Silent Hill

Silent Hill

15.10.2013 20:41:31
Survival and Secret
~B
Enter

>SILENT HILL SURVIVAL AND SECRET GUIDE, v. 1.0 >By Y2Mckay >Brianmckay@home.com >

> href="http://members.home.net/brianmckay">http://Members.home.net/brianmckay >

>1.1: What the FAQ? >1.2: Stayin’ alive – survival on the streets of Silent Hill >1.3: Knowing your enemy – the monsters of Silent Hill >1.4: The right tool for the right job – The best weapons, where to use
them, and how to get them
>1.5: This is the end, my friend . . . or is it? – Various endings and the
reward system.
>1.6: “Hmm, didn’t notice that before.” : Interesting discoveries made
around town.
>1.7: “Stop me before I play again!” : What makes this game so great. >

>1.1: WHAT THE FAQ? > >
>“Okay,” you’re thinking, “There are a dozen other FAQ/WALKTHROUGH guides for this game out on
the
net. Why the hell should I read yours?” Good question. This is basically dedicated to the
strategy of surviving
the game. It is not a comprehensive walkthrough or puzzle-solving guide, since there are plenty
of those out there
that would be better than mine. Nor are there any gameshark codes here. If you need walkthroughs
or codes, go to: >http://www.gamefaqs.com/console/psx/game/20324.html >

>This faq is designed to help people who are struggling with the actual
fighting portion of the game. Expert players shouldn’t need such advice, but if you’re a
beginner, or an
intermediate player (like myself), these tips might come in useful.
>

>Also, I’ve included a trivial section of “discoveries” that other
players and I have made – little things found in the game. Some are amusing, others creepy.
>

>And lastly, I’ve included an essay about why this game stands out from the
usual survival-horror fare (including the Resident Evil series). Not an exploration of the plot
itself, as in
President Evil’s FAQ (which is excellent, by the way:>
href="http://members.xoom.com/prezevil/silent">http://members.xoom.com/prezevil/silent
hill> ), but rather just an observation of the game’s use of lighting, atmosphere, sound, and
visuals to create
what is probably the most>
amazing horror experience ever. I also
decided to add a quick list of what I’d like to see in SH 2.
>

>Okay, enough of that. Let’s get down to business. >

>

>1.2: STAYING ALIVE ON THE STREETS OF SILENT HILL >

>These are some rules I’ve formulated after playing the game thorough a
half-dozen times or so that should greatly increase your chances of survival.
>

>Rule #1) Walk, don’t run. >

>Okay, I know Silent Hill is a big town for one guy to cover on foot.
Consequently, we tend to run through most of it (my average running stats at the end of each
game are something like
15 kilometers – no wonder Harry’s always out of breath.). Most of the advice I’ve seen for
surviving out in
the open is “Run like hell”. This is probably not bad advice, but that seems to take all the fun
out of the game
for me. I’m one of those guys who hates the “speed run-through” approach to gaming. I like to
take my time,
explore the environment, and most importantly, KILL EVERY MONSTER THAT DARES TO CROSS MY PATH!
>

>Running saves time getting across town, but often you end up running into a
pack of monsters in the process. When you hear that radio start to hum, slow down and ease
forward. Often you can
spot the monster or pack of monsters before they spot you, and then decide whether to go around
or fight through
them. This is least effective with air screamers (winged monsters) who tend to appear out of
nowhere, but sometimes
you can sneak up on them when they’re perched and take them out without too much trouble.
>

>Rule#2) Flashlight = Monster magnet – observe blackout conditions whenever
possible.
>

>One of the coolest things about this game is the flashlight, and the
lighting effects the game uses in darkened areas. Most players, including myself, run through
all the dark parts of
the game with the light always on the first few tries. While this helps you see better, it also
draws every monster
in the vicinity to you like bugs to the porch light. Knowing when and how to use the light makes
a BIG difference in
the game strategy, and can greatly increase your chances of survival.
>

>Turning off the light makes it more difficult to navigate outdoors in the
dark, but you should be able to see enough detail to make your way along. You can always stop
and turn it on long
enough to look at the map (so long as your radio’s quiet).>
Use your
radio to locate enemies in the dark, as the sound will change in pitch and volume the closer you
get. You can see
better in the dark than most of the monsters (if you can’t, adjust your screen brightness in the
options menu to a
level you’re comfortable with), and if you can see them first, you can get the drop on them. Get
close enough to
be sure your shot will hit, then turn on the light and open fire. Once they’re dropped, turn it
off and move away
from that spot before an air screamer can lock onto you.
>

>In buildings like the school or hospital, it’s best to turn the light off
every time, just before you open the door to a new room. This is most helpful in a room full of
demon kids. They
usually won’t spot you unless you’re close to them. Sometimes they’ll come very close to you,
even right
towards you, but don’t panic! Unless they make that little moaning noise first, they haven’t
spotted you yet.
They tend to move around the rooms in patterns, so wait until they’re spread out and then pounce
on the closest
one. The others might hear you and come looking for you, but half the time they’ll wander past
you in the dark. It
also helps to get one of the desks between you and them, so you can smack them over the head
with a pipe or katana
without them lunging at you.
>

>Giant Cockroaches are more of a nuisance than anything. They don’t do too
much damage, and they don’t move around, so they’re easy to sneak up on and smash in the dark.
The hardest part
is spotting them. I usually use the first person view (which you get after playing the game
through once, in the
secret options screen – press L1,L2,R1,andR2 at once while in the normal options screen for the
secret screen). As
you walk down a dark hall in first person view, Harry will look straight ahead until he gets
close to a roach. Then
the view will shift downward toward the floor, enabling you to spot the roaches.
>

>(one side note about the secret options screen – There is a “bullet
adjust” feature that allows you to increase the ammount of ammo you get with each box. This
factor increases with
every game you play, but you have to go into the secret options screen to enable it. You should
never have to worry
about running out of ammo in the game with this feature. Running out of first aid, however, is
another story)
>

>Doctors and nurses are easier to kill than the zombie kids, especially in
the dark. They don’t move around much, are easier to hit, and there are usually fewer of them
per room. Often
their backs will be to you, and they won’t turn around unless you turn the light on, so give
them a nice
sledgehammer to the back of the skull.
>

>The one place I usually leave the light on the whole time is in the sewer,
because I use the first-person view mode (L2) to look ahead and see where the monsters are
hanging from the ceiling
so I can shoot ‘em. I’m not sure how well they can see in the dark, and since the radio won’t
work down there,
I like to have as much advance warning as I can.
>

>With the light off you CAN: >--still see the enemy >--fight accurately with melee weapons >--open unlocked doors, or tell that doors are locked or jammed. >--Shoot and hit a target if you are very close, or hit a target at medium
distances with a shotgun.
>--still see the location of power ups >

>You CAN’T: >--take power-ups or items. >--Unlock doors or use keys on doors. >--Look at the map >

>

>1.3: KNOW YOUR ENEMY – The monsters, their strengths, and their
weaknesses.
>

>Some monsters are tougher than others, harder to hit, etc. Here’s a quick
rundown.
>

>1)Winged monsters (air screamers) – the first ones you encounter in the
game. They are a huge pain in the ass because they seem to come out of nowhere and one big
shortcoming of the game
engine is that Harry can’t look UP. He can aim up, if his weapon is pointing in the right
direction, but he
can’t look up very high to see what direction they’re coming from. They have two attacks, the
claw and the beak
(beak is the worst), and they can locate you fairly well in the dark by sound. There are a
couple of strategies that>
>work against them. If you have a good target lock on them and keep pumping rounds into them,
they can’t
attack you, even if they’re right on top of you. If you hear one swooping down on you, run in
circles or
figure-eights until he shoots past (he almost always misses if you’re moving in circles), then
you can track him
once he’s gone past and shoot him when he comes in on his next strafing run. Also, if there are
any recessed
doorways or awning-covered businesses close by, try to take cover in one of them. That way he
can only attack you
from one direction.>
You’ll generally run into these things one at a
time, but occasionally they will come and attack in packs of 3-6. This usually happens at
certain locations, mainly
on the way to the drawbridge or amusement park, but also at other locations – usually at the
“ends” of the
streets, where the chasms are. This is probably a good time to run like hell, but, stubborn me,
I like to stand my
ground and take them on. The best thing to do is to keep moving and firing, standing still as
little as possible. Be
prepared to go through a couple of health drinks, though.
>

>Don’t even think about trying to use hand weapons against these
things. >

>2)Dogs – Not as tough as the winged monsters, but they tend to roam in
packs of 2-3. They are fairly easy to sneak up on in the dark or fog, but once they spot you,
you’d better be
ready to shoot. The best time to fire is when they’re in mid-leap, or when their side profile is
exposed. If
they’re on the ground and facing you, the pistol tends to miss unless you’re in very close.>
>You can use hand weapons, but you will take a lot of damage at first until you learn to time
their attack. I
have killed them with the katana, but it’s hard to time the attack just right. Too soon, and
you’ll miss them,
too late and they’ll already be in your face and biting. Ideally, you want to smack them in mid
air. Best stick to
firearms unless you’re feeling cocky.
>

>3)Demon children – I hate these bastards. They are small, hard to hit,
tough, and usually hunt you in packs. Plus they are creepy as hell. I’m always more than a
little afraid of these
punks, and with good reason. I’ve already discussed my tactics for fighting them in the dark,
and most of the time
they work quite well. Sometimes they will spot you and gang up on you anyway. Don’t let them. If
you can get past
them down the hall or to the other side of the classroom, you’ll have time to catch your breath
and plan your next
attack. Plus you might lose them in the dark. The main idea is to not let them gang up on you.
One of these guys can
do enough damage with the lunge attack where he grabs your legs. If the others start stabbing
you as well, you’re
toast. Try to use the fast-tap attack with hand weapons and hit them just before they get into
lunging range,
otherwise they will lunge in under your swing and grab you with that evil little laugh of
theirs.
>

>4)The big lizard in the basement – this was the toughest boss for me at
first, because he can kill you in one bite. Don’t let him back you up against the wall, or
you’re gone. The best
tactic I’ve found is to stand in the middle of the room, close the little iron fence around the
flame. He will
come around that and try to charge you. Don’t let his head get past your body or he’ll bite you
as you try to
back up. Keep your body positioned in front of his snout. He’ll try to back you up to the wall,
but stand your
ground, even if he nudges you. As soon as his mouth starts to open, start backing up and
shooting. Always stay close
to the center of the room, so you have plenty of room to back up.
>

>5)Nurses and Doctors – I’ve never found these guys too much of a
challenge. They’re slow on the attack and fairly easy to kill. They’re usually alone, or far
enough apart that
they can’t attack you together. Occasionally, they will attack you in pairs, and one will grab
you while the other
one stabs. That can be bad news, but they’re so slow they’re fairly easy to get away from.
Always use a hand
weapon on these guys and save your ammo.
>

>6)Simians – those ape men that jump you on the street. Their attack
pattern is similar to dogs, and they can also be hard to hit with a gun. Again, you can try to
use a hand weapon,
but I wouldn’t recommend it if there are more than one of them. The good thing is that once
they’re on the
ground, they take a little time to get up, so you can finish them off quickly.
>

>7)Sewer dwellers – these are the ceiling hangers,
>and the teddy bears with Freddy Krueger claws. If they’re on the ground, the hand weapons are
fairly
effective. The Teddy bears will lunge like the demon children do, and they have a longer reach
and do more damage.
They can be killed fairly easily one at a time, but if two of them gang up on you it’s a real
pain in the ass to
get them off of you. Remember, “Use a gun, if more than one” (preferably a shotgun).
>

>8)Specters – near-invisible demon children. I HATE these guys. You can
beat them with a katana or hammer, but it’s hard to judge the distance since you can barely see
them, and be ready
to down at least a few health drinks to keep from dying. Best bet is the shotgun. It can hit
things, even in the
dark,>
and hopefully hit more than one of them at once. Thankfully, you
only run into them in a few rooms toward the end of the game. Good thing the school isn’t full
of them!
>

>9)Giant worm/moth. – In the worm stage, it’s easy to avoid taking
damage. Just stand in place, don’t run around trying to dodge it. It’ll usually come up behind
you, so as soon
as you hear it, dart forward so its poison spit misses you. Then turn around and blast away at
it as it burrows into
the ground.
>

>The moth is a little tougher. He takes a lot more hits, and will both shoot
poison at you and hit you with his stinger. The best bet is to run up to the part of the roof
where the water tower
is, then walk backward around the tower as you fire at him. This is kinda hard to do, but the
main thing is to not
stand still or too close, so he can’t sting you too often. Use the shotgun on this guy (or
hyperblaster if
you’ve got it, since you can’t use the rifle and walk backward at the same time.
>

>10)Alessa/Samael – Hmmm. This final boss isn’t too tough to kill, but
the lightning attack does a lot of damage. The most common tactic I’ve heard is to run around in
a circle to dodge
the lightning. This hasn’t worked very well for me, so I just keep healing after each hit and
shooting. If
you’ve played well, you should have at least half a dozen first aid kits left by the end of the
game, which should
be more than enough to finish it off. You can’t get too close to Alessa since there’s a barrier
there, but
she’s easier to hit since she’s on the ground. Samael has no barrier, so you can get right under
him.
Supposedly, if you do, his lightning can’t hit you, but I haven’t tried that yet. Best advice is
make sure you
have plenty of ammo for the big guns and at least those five or six medkits by the time you
reach the final battle.
>

>Supposedly if you’re out of ammo, the game will automatically let you win
in the final showdown. I don’t know if this works on hard mode, though, or if you have a
hyperblaster.
>

>Note that with most of the monster types, some seem to be tougher than
others. Sometimes the average flying monster or zombie kid will go down with 1-2 hits, and other
times, the bastard
will take 6-7 hits or more and keep coming. I think part of it depends on how solid of a hit you
get with your
weapon, but other times they are definitely tougher than their counterparts.
>

>

>1.4: THE RIGHT TOOL FOR THE RIGHT JOB –What weapons to use and how to get
them.
>

>The game gives you plenty of weapons, but knowing when to use which ones
makes a big difference between living and dying. Here’s a quick breakdown.
>

>FIREARMS: >

>1)Pistol – most commonly used, but also the least accurate. Sometimes it
misses even at close range with a non-moving target! This generally gives you shitty shooting
statistics at the end
of the game (I think my highest so far has been 40% accuracy). The good thing is you can move
while you shoot. It
can hit targets in the dark at point-blank range as well. Most effective against: flying
monsters, dogs, simians,
doctors/nurses. Least effective against zombie kids and sewer dwellers. Given to you by Cybil in
the diner.
>

>2)Shotgun – decent weapon that’s effective against all monsters,
although some take more hits than others. It’s about the only weapon that can hit anything in
the dark at medium
range, and it also lets you move while you shoot. It’s found in the girl’s downstairs bathroom
in the alternate
school.
>

>3)Rifle – It won’t let you move and shoot at the same time, but it packs
a decent punch. This weapon is best used for picking off the ceiling-hangers in the sewer
levels, or for the final
bosses. This is found in the pit where you face the big worm.
>

>4)Hyperblaster – The best firearm in the game. The shots are not as
powerful as a rifle or shotgun blast, but it has a higher rate of fire and unlimited ammo. The
laser sight makes it
deadly accurate, and it rarely misses (unless in the dark). The only bummer is, none of your
hyperblaster shots
count towards your final shooting stats, so if you use it the whole game, you’ll get 0.0 across
the board. I guess
that’s a small price to pay for unlimited firepower, though.
>

>This weapon is tricky to get. You can find out how to get it in any
walkthrough, but I’ll give a quick rundown of the steps here.
>

>You’ll have to finish the game once to get the channeling stone (or use a
gameshark to put the channeling stone into your inventory). I suggest you get the bad+ ending on
purpose so that you
can hopefully get the katana too. On your second run through, you’ll find a “channeling stone”
in the
convenience store. If you use this at the following locations, you’ll get the UFO ending, where
Harry is abducted
by aliens (as if this friggin’ town isn’t weird enough). You will get a next fear game with the
hyperblaster
already in your inventory. Use the channeling stone here:
>

>1) On the rooftop of the alternate school >2) In the courtyard where the hospital front door is, just before you fight
the giant moth in alternate Silent Hill.
>3) In the parking lot of Norman’s motel, in the resort area. >4) In the control room of the boat, on the way to the lighthouse >5) on top of the lighthouse, after Alessa vanishes. >

>There are cheat codes to get a ten star ending, which will give you a
souped-up hyperblaster with a green beam (as opposed to the usual red). This weapon is extremely
powerful and almost
makes the game too easy. The codes are at: >http://community-2.webtv.net/BatStrat/GSCODES/
> >

>

>HAND WEAPONS: >

>When using hand weapons, it’s important to remember that there are two
attack modes. A fast double tap of the X button makes the weapon swing from side to side with
two strokes. Holding
down the X button makes Harry swing the weapon in an overhand attack. This is more powerful than
the fast attack,
but also takes more time. However, this is the only move that will work on a creature who is on
the ground injured,
or who is lunging to grab your legs. Learn to time your attack with the monster’s approach and
choose the
appropriate attack mode. Also, you can hit more than one monster with one blow, if they are
close together.
>

>1) Knife – Don’t even bother. You’re better off just running like
hell.
>

>2) Hand Axe – see #1, ha ha. This is more powerful than the knife, but
still pretty useless. I hit a demon kid with this thing several times in hard mode and he
wouldn’t even fall down,
much less die. The only good thing about these weapons is that you can walk while using them,
but they still suck.
Don’t even bother, but if you want to try it, it’s in the antique shop in Central silent hill.
>

>3) Steel pipe – A decent, if unglamorous, weapon. It’s a little slow,
but packs a fair punch. Not my first choice, but it’ll do in a pinch. You can’t move and use it
at the same
time, so be ready to stand your ground. Found in the alley when you look for Cheryl.
>

>4)Sledge hammer – probably the best of the conventional hand weapons. It
packs a good punch, and best of all, when you knock a monster down with it they tend to twitch
and go into some kind
of seizure before they die, which is kind of fun to watch. I usually like to have Harry kick
them in the head or
between the legs for good measure. Man that looks like it would hurt! This weapon found in the
generator room in the
hospital basement.
>

>Special Hand Weapons: >

>1) Chainsaw – found in the cut-rite chainsaw store in old Silent Hill. You
need to find gas in the gas station to use it first, and you won’t get gasoline until you’ve
played through at
least once. Not a bad weapon, but it takes twice as many hits to kill something as with the
hammer or katana, and
it’s a bit too slow, giving the enemy time to stab you between your slashes. If you have dual
shock, the
controller shakes in your hand for as long as you have it turned on, which is kind of cool
except that you can’t
tell how much damage you’re taking from the vibration warnings.
>

>2) Rock drill – found in the storage room beneath the drawbridge control
tower. Also needs the gasoline. This weapon is basically good for letting enemies run straight
into it as they
charge you. I don’t think it has a fast attack mode and it’s also kind of slow, so I generally
wouldn’t
recommend it, especially against more than one enemy.
>

>3) Katana- Oh, how I love this weapon! I played the game various times
trying to get it, and finally broke down and used a game shark. It’s the most difficult weapon
to get in the game,
and several people claim to have gotten it with different endings, difficulty modes, and
rankings. However, most
people seem to have gotten it with the bad+ ending (where you save Cybil, but do not save
Kaufman – If you want a
better explanation, look below or read a full walkthrough), and that was the only ending I ever
got it on (in hard
mode) without using a game shark.
>

>The room where you get it is in the house on Levin street, with the locked
door inside. If you see the katana on your prize screen, that door will be unlocked on your next
game. I thought it
would just be a closet you find it in, but the room it’s in is actually kinda cool. It’s small,
but it looks
like a little dojo with Japanese-looking architecture and art on the walls. In the far corner is
a small bench, and
a stand with two swords on it. The katana is the big one, and the only one you can take. If you
get to this room,
give yourself a big pat on the back. This damn weapon was my holy grail in this game for a long
time, since I’m a
big fan of games like “Tenchu: Stealth Assasins,” “Soul of the Samurai” and any other game
involving
Japanese swordplay.
>

>Using the katana is a bit tricky at first, but it’s very fast,
graceful-looking, and pretty deadly. When you hold the aim button, Harry will hold the weapon at
his left side. Fast
attack mode, he’ll double-slash the enemy with a diagonal upward slash, followed by a downward
slash. This can be
repeated a couple of times until the bastard falls down and is so fast that they usually can’t
stab you in return.
The second attack mode will make Harry raise the sword high over his head and slash downward.
This weapon is pretty
effective against the demon kids, but you have to be careful and not let them gang up on you. It
seems to work best
if you can sneak up on them from behind and get them with an overhead blow. That will sometimes
kill them with one
shot, even on hard mode. If you have two or more coming at you, use the fast slash on the first
one. As soon as he
falls down, release the target button and then hold it down again. This will lock you onto the
next one in line. If
you forget to release the target button, Harry will still attack the one laying unconscious on
the ground, giving
the other one time to lunge and grab you. Make sure you attack the upright ones only at first,
then go back later
and finish them off when they’re all down.
>

>Also keep in mind that this weapon makes you lunge forward a bit when you
use it. Remember that, when judging the distance between Harry and the target. If you get solid
hits, you can even
lunge forward between swings and strike down 2 or 3 monsters in a row. This weapon is best used
in one on one
situations and on monsters that you encounter indoors. Nurses and doctors are especially easy
prey, and after you
kill them, they just stand there for a moment before falling over dead, like in those old
Kung-fu/Samurai movies.
Pretty cool.
>

>The Katana really makes the game a lot more fun and is the best hand weapon
in the game hands-down, although the sledge hammer is a close second.
>

>

>1.5: THIS IS THE END, MY FRIEND . . . or is it? >

>There are five endings to Silent Hill, each with it’s own cinematic
sequence and reward given afterward. I won’t go into detail on the cinematic sequences, since I
don’t want to
spoil it for the new people. However, I will list the endings and what you need to do to get
them. Briefly, they
are:
>

>Bad: >-Do not go into Annie’s bar in the resort area and save Kaufmann >-Do not save Cybil at the merry go round with the red liquid you found at
the hospital
>Reward: Not sure, Possibly a channeling stone or a gas can for the chainsaw
or rock drill, depending on your stats.
>

>Bad+ >-Do not go into the bar and save Kaufman >-Do save Cybil at the merry go round by using the red liquid on her. >Reward: The katana, and possibly any or all of the previously mentioned
items as well.
>

>Good >-Save kaufman and find the red liquid hidden in the motorcycle at the
motel >-Do not save Cybil at the merry go round with the other red liquid from the
hospital
>Reward: Probably a channeling stone and gas for the gas-powered
weapons >

>Good+ >-Basically, save both Kaufmann and Cybil, and find the red liquid in the
motorcycle
>Reward: Channeling stone and gasoline for weapons. >

>UFO: This quirky little ending only lets you get about two-thirds of the
way
thorugh the game before making you start over. However, once you get to your next game, you will
have the
hyperblaster, guaranteed. Note that this is the only way to get a working hyperblaster. If you
try to use a
gameshark cheat to put one into your inventory, There will be a gun in Harry’s hand, but he
won’t be able to aim
or fire it. Kinda sucks, huh? Thank the programmers at KCET for that one.
>

>There is also an insidious rumour flying around the net about a sixth
ending
where, after driving an ambulance and a boat around parts of the game, you get to a different
ending where you find
Cheryl and live happily ever after. This is most likely a prank, however there are certain
things in the game which
lend a small ammount of>
believability to this story. As far as I and
others have been able to determine, this ending does not exist on the commercial version of the
game, but only on an
advanced beta copy released in CD-R form before the final version was released. However, I have
spoken to a couple
of people who have that version and have still not yet been able to find it. At this point, the
jury is still out,
but it most likely does not exist. If anyone actually proves otherwise, drop me a line at
>mailto:y2mckay@hotmail.com
because I want a copy of it!
>

>

>1.6 : “HMMM, DIDN’T NOTICE THAT BEFORE . . . Interesting discoveries
made about town.
>

>Silent Hill is a game that is extremely rich in atmosphere and pays a lot
of
attention to detail. From the businesses and street signs, residential streets and alleys full
of trash cans, it
looks and feels like a real town.
>

>Most people will recognize right away that there are many tributes to
horror
writers, movies, and stories incorporated throughout the game. For instance, all the streets are
named after horror
or sci-fi writers. The owner of the motel in the resort area is named “Norman”, after Norman
Bates of
“Psycho” fame. And the school is appropriately named “Midwhich Elementary”, Midwhich being the
name of the
town from the “Village of the Damned” movies (which is based on the book “The Cukoos of
Midwhich”, I
believe). Also the game seems to borrow heavily from the atmoshpere of two Stephen King stories
in particular:
“The Mist”, a short story about a town being enveloped by, you guessed it, a mist that is
swarming with weird
monsters. Also, the feeling of snowbound isolation found in “The Shining” is re-created
extremely well in this
game.
>

>However, there are many little “discoveries” that I and other players
have made that the casual observer might not notice. Some of these are funny, while others are
just puzzling or
downright creepy. I decided to include a list of them here. Many of these came from other
players on the message
board at >http://silenthill.evil-online.com
(Props to you all), which is probably the most active Silent Hill board I’ve seen by far. So
here it is,
and if you have any you’d like to add, mail me or post it to the board. Keep in mind that many
of these will be
impossible to spot unless you use the first-person view (which you have to finish the game at
least once to get) and
get up close to look at.
>

>OLD SILENT HILL: >

>1)In the diner, there are posters next to the pinball machine that say
"Study Dammit" with some hippie-looking guy pictured on them. I thought the guy on the poster
was Charles
Manson at first, but it turns out that it's actually Stephen King! Thanks to Jason Mcintosh, who
sent me the story
behind this poster:

"Thanks for maintaining your Silent Hill FAQ. I always love reading
these things when I finish a game and want to see all the little
things that I might have missed.

I laughed when I read the bit about the posters next the the cafe
pinball machine; I can't believe I missed them while I was playing! I
can tell you exactly what they are, if you haven't already learned:
while Stephen King was a student at the University of Maine, he had a
local reputation for being a particularly oddball columnist for the
school paper, the Maine Campus (of which I was an editor for a while,
albeit over 20 years after the fact). During one semester's finals
week, the paper published a two-page, pull-out poster of a
psycotically grinning King leveling a double-barrelled shotgun at the
viewer, with the bold caption, "STUDY, DAMMIT!" I learned of this some
years ago when King was speaking at some public function (he lives in
Bangor, Maine, wher I used to live, where he performs random
philanthropic acts while the local press swarms around him) and at one
point held up a copy of this poster and told its story."
>

>2)If you look closely at the newspaper vending machines about town, the
headlines say “Bill Skins Fifth”. I think this is a reference to Buffalo Bill from “Silence of
the Lambs”,
and that the same headline appears in the film.
>

>3)One of the many quaint little businesses in Silent Hill is named “The
Horned Moon Dance”. Sounds like some kind of new-age pagan hang out to me. Or maybe one of those
“adult”
shops.
>

>4)Another business is simply named “Crabs”. On the wall next to Crabs
are posters for the movie “Pet Semetary”.
>

>5)There are a couple of businesses in town that cater to the hispanic
population, one of them being “Virginia’s Bodas: Servicio Completo de Bodas” (Complete wedding
services). I
thought this was very cool because it made the town feel that much more real to me, since in
most American towns you
will see a few businesses with spanish names that represent the Latino population. It’s little
touches like these
that make the town feel like a real place, much more so than in any other game.
>

>6)Just north and west of the gas station, across the street from it, is a
business called “JIM BEAM”. The logo for the business is the label from the Jim Beam bottle. Too
bad Harry
can’t go inside for a quick snort. Also, the gas station itself is called “Hell” instead of
“Shell”, and
the logo is a snail’s shell. Pretty funny.
>

>7)On the garage door just east of Jim Beam, the word REDRUM is written in
blood (From “The Shining,” MURDER spelled backwards, of course).
>

>8)There are posters for various bands scattered about town, such as
PORTISHEAD, THE BIG BEAT, ULTRA, etc. (Portishead is the only one I’ve heard of).
>

>MIDWICH ELEMENTARY SCHOOL: >

>1)There are some posters about that say “Dog Kill (third word
unreadable)”? The picture of the dog below, however, looks more like a teddy bear, possibly the
same ones that
attack you in the sewer later on. Some people think that it says “Kill It”, and that the evil
teddy bear picture
is there because in the European version of the game, that is what you fight in the school,
rather than the
faceless, knife-wielding mumblers.
>

>2)There is a poster that asks “Who are you?” in some of the classrooms.
It’s kind of creepy, for some reason.
>

>3)There is a picture of a kid holding something over his head (or maybe
hanging from a tree branch). His eyes are blacked out. Also creepy.
>

>4)There are some pictures that are very hard to make out, but they look
like
someone either carrying a cross, or being raised up on one.
>

>5)In the alternate school, there are several blue posters on the walls that
say “NOTICE: HELL IS COMING”. (one player on the message board saw one that said something like
“NOTICE: . . .
AND HELL CAME AFTER”, but I haven’t spotted it yet.)
>

>6)There are green posters throughout the game with faint writing that looks
like “THE MARTIANS HAVE LANDED”. Possibly a tribute to HG Wells’ “War of the Worlds”
>

>7)In the Library reserve, there is a poster that says “A WOMAN CAME DOWN
FROM THE PLANET VULCAN”. Some people have thought it said “Klingons” instead of “A Woman”. It is
badly
pixelized and hard to read. It looks like it says “Woman” to me, though, since there is also a
woman’s face
below the text. Also, there is a last bit of text after “Vulcan” that is hard to make out, but
looks like it may
be a row of x’s, as in XXX. Possibly this is the poster to some old porno movie? What it’s doing
in a school
library is beyond me.
>

>8) This was brought to my attention by Darkmage, CRS and others:

When you go into the stall in the girl's bathroom in the alternate elementary school, the one
where you find the
body and the shotgun, look at the writing in blood on the wall to the right. It says "Leonard
Rhines The
Monster Lurks". This triggers an event in the game where when you go to the library reserve
later in that
level, you will find a book by that title which talks about young girls generating poltergiest
activity. This is a
reference to Dean Koontz's "Phantoms", in which the main characters discover a message left
behind in an
abandoned town that says "Timothy Flyte the Ancient Enemy". This turns out to be the name of an
author and
book as well. Whether Leonard Rhines is a real person, or yet another literary reference in and
of itself, is not
yet known.
>

>

>CENTRAL SILENT HILL: >

>1)There is a theater marquee that is hard to read because it’s high up and
there are trees in the way, but it seems to say “SHOOT” on the east side of the marquee
(appropriate title for
this game). In the center panel of the marquee it seems to say “EZEKIEL”, possibly the theater’s
name?.
>

>2)In the police station, there is a poster that says “DRUGS” and shows a
man’s face that is half normal and half-skull. Kind of creepy looking, and vaguely reminiscent
of the final scene
in “Psycho” when a skull is superimposed over Norman Bate’s face.
>

>3)Across from the antique shop there are movie posters on the wall for
“CARRIE”, another Stephen King reference.
>

>4)Also across the street from the antique shop is a place called
"MUSHNIK’S FLORIST". If you look in the window, there is a strange little sign that says "Look
on
the PHANTASTIC new plant Audrey Junior". At first, I thought this was some kind of wierd
reference to the plant
used to make the "White Claudia" drug mentioned in the game. However, Daisy Sunshine from the
Silenthill.evil-online message board pointed out that this is a reference to "The Little Shop of
Horrors".
I believe that "Audrey Junior" is that giant venus flytrap that always says "Feeeeed me" (this
is the only part of the film I am familiar with)
>

>5)This is kind of easy to spot, but I just thought I’d mention it. In the
hidden room of the antique shop where you find the altar, the words “NO GOD” are scrawed across
the wall.
>

>6) Also easy to spot, but there is a KONAMI BURGER joint just west of the
hospital
>

>ALCHEMILIA HOSPITAL: >

>1)One of the posters seen throughout the hospital looks like a breast
cancer
self-exam poster. There seems to be a woman with an exposed left>
breast,
her hand covering her right one.
>

>2)The poster of the nurse has text that is very hard to read. I can’t make
out the middle word at all, but the first and third words seems to say “Last” and then “Life” or
“Live”
or maybe “Alive”. This may be a cryptic message referring to Lisa, who is a nurse and the last
one left alive in
the hospital. Or maybe I’m just reading waaaay to much into these things > style="mso-char-type: symbol; mso-symbol-font-family: Wingdings; font-family: Wingdings;
mso-ascii-font-family: Times New Roman; mso-hansi-font-family: Times New Roman"
lang="EN-US">J
.
Also, others believe that the posters say “Lust for Life”, which is the title of the Iggy Pop
song used in the
film “Trainspotting”. Apparently, the game designers were big fans of the movie.
>

>3)There is a calendar, with a picture of what looks like a little girl with
short dark hair. Possibly a reference to Cheryl/young Alessa
>

>4)Sometimes when you fight with and kill the posessed doctors, they let out
a little grunting sound that reminds me of comedian Tim Allen from “Tool Time”. You know, that
little
“Uuuungh?” sound he makes. I just thought that was funny as hell.
>

>5)This was first pointed out by "EtherGhost":

"The (hospital) 4th floor was quite spooky, mostly because I thought: what? I can't enter any of
the 3 floors?
ok, I'll go down to check out what I am missing and suddenly there was 4th button. I thought:
what is THIS doing
here? and it scared me a lot because I remembered that THERE IS NO 4TH FLOOR IN JAPAN because 4
sounds like
"dead" in Japanese and I thought: oh my God, something really bad is going to happen after
pushing this
button."

I'd never heard of this Japanese superstition before so I did a little searching on the web.
Sure enough, I found
the following:

"The number four: The number is pronounced "shi". The word for death is pronounced the same.
One
should not give presents that consits of four pieces, etc. In some hotels and hospitals the room
or floor number
four does not exist."

Interesting that they would mention Hospitals.
>

>

>RESORT AREA: >

>1)There is a place called SOUTH PARK on the map – the one town in America
that is possibly more bizarre than Silent Hill.
>

>2)In Norman’s Motel, there is a poster that looks like the old Farrah
Fawcett poster that used to grace every boy’s wall back in the late seventies.
>

>3)When you look at the newspaper on the table, take a close look at the
magazine beneath it. It looks like a porno mag, and, if I’m not mistaken, one woman seems to be
straddling another
woman’s face, receiving oral pleasure most likely. Or maybe that’s just wishful thinking on my
part.
>

>4)I originally thought that Kaufman’s motel room (#3) was the same one
Janet Leigh got stabbed in in the film “Psycho”. However, I’ve since learned that it was
actually room number
1 in the film. However, if you do look in the tub in Kaufman’s room, it says “Nobody inside”. It
would have
been cool to find a trickle of blood or something. Or maybe find a grey-haired wig on the
bathroom floor, like the
one Norman wore when he was pretending to be mother. (If you’ve never seen Psycho, my apologies.
I recommend you
rent the original).
>

>NOWHERE: >

>1)Before you go through Alessa’s room and into the final battle, there is
a ghostly scene you watch in the room just across the hall, where Dahlia Gillespie, Kaufmann,
and two others are
standing around Alessa’s hospital bed and discussing their evil plans. What I find funny about
this scene is that
one of the other characters sounds almost EXACTLY like the Doctor Mephisto character from “South
Park”. (If you
don’t watch Souh Park, again my apologies).
>

>2)In Alessa’s room, at the foot of her bed, there are two creepy looking
dolls that look like either Alien greys (the kind that abduct you on the UFO ending) or the
little white hooded
demon children from the school.
>

>3) This was pointed out by a very keen "Doctor Fell" on the
discussion board:

"Yes, I did pick up on the 'Psycho' reference in the motel room in the resort part of SH.
But...did anyone else notice another, perhaps more subtle, reference to the same Hitchcock film,
namely the ghostly
scene Harry witnesses just after he exits the child's room in Nowhere(just before he battles
Samael in the end)?
When he closes the door behind him he finds himself in a second floor hallway, a door on the
left, another one
before him on the right, stairs leading down to Samael. Anyone who has seen 'Psycho' should
recognize this hallway's
uncanny resemblance to the second story landing in Norman Bates's large house. It's the scene in
which the insurance
investigator slowly walks up the stairs, only to be slashed by Norman's 'mother'. SH got this
hallway eerily spot
on, even the downward camera angle."
>

>

>That’s all I’ve found so far. One of the many things I love about this
game is that I seem to spot something new every time I play it. I’m probably going to have to
take a hiatus from
Silent Hill once I finish my current game, but if I find any more I’ll be sure to add them.
>

>1.7: “STOP ME BEFORE I PLAY AGAIN” -- Why this game makes us afraid. >

>I’ve always enjoyed horror movies and novels. My only problem is that
although I enjoyed them, very few of them really scared me at a gut-level. Some of my favorites
were John
Carpenter’s “the Fog”, “The Shining” (both book and film), and “The Changeling” with George C.
Scott.
>

>I was also a big fan of the Zombie movies, primarily George Romero’s
“Night of the Living Dead” and “Dawn of the Dead”. I had never even considered buying a
playstation until I
saw somebody playing “Resident Evil 2”. I>
then went out and bought
the PSX and the game and played it for weeks. I’ve also played the prequel and the sequel, and
can safely say that
no game has captured the spirit of Romero’s films as well as the “Resident Evil” series.
>

>But as much as I loved those films and games, none of them ever really
SCARED me. Oh sure, there are a few tense moments in the movies when you cringe, wondering if
the zombies are going
to grab someone. And in the games, there are a few parts where zombies or boss monsters jump out
of nowhere to say
“Boo”.>
But none of them have ever made me afraid to watch or play
them alone in a dark house, or look over my shoulder for Zombies.
>

>Then I decided to rent Silent Hill one day, knowing nothing about it in
advance except what I had read on the box. I was immediately sucked into the game’s atmosphere,
and impressed by
how realistic, and even normal, the town of Silent Hill looked (except for monsters, chasms
where streets should be,
and complete abandonment of human life, of course). My one problem with the game my first play
through was the plot.
It made little- to-no sense to me, and the ambiguous ending (I think I got “bad” on my first
try), left me
puzzled and frustrated. Although I’ve played the game a number of times since then, and the
story has become more
comprehensible to me, it is still fairly ambiguous – but I have grown comfortable with the
ambiguity. It is that
ambiguity, like the atmosphere itself, that makes the game so intriguing. One is always left
wondering is this real
or illusion? Is Harry in a coma and imagining it all? Did he somehow get a dose of White Claudia
and is now
hallucinating everything?
>

>The only movie in recent memory that had the ability to scare me was “The
Blair Witch Project”. That film works on several of the same levels as Silent Hill. Like the
town of Silent Hill,
the woods outside of Burkitsville (formerly Blair) present a dark, eerie setting, and a past
full of mysterious
legends. There is also an ambiguity about the plot, and its resolution, that still creates
controversy today. What
happened to the three students? Were they killed? Was it a big prank on their part? Was there
really a witch that
got them? Rustin Parr’s ghost? Rednecks? WHAT? This isn’t the kind of movie that necessarily
scares you while
you’re in the theater. It scares you after you’ve left the theater and your friends have gone
home and you’re
laying in bed at three in the morning looking up at the ceiling and thinking about those ghostly
kids’ voices
outside the tent, and wondering “What would I do if I heard something like that?” and the next
thing you know
your imagination is running wild and you’re hearing sounds that aren’t really there from
somewhere in the house.
>

>THAT’S the kind of scared I’m talking about, and the kind of fear that
Silent Hill evokes. I can’t tell you how many times I’ve had dreams of walking down dark
corridors and seeing
faceless, hooded creatures with knives moving toward me out of the darkness. It’s an
instinctive, pulse-pounding
fear, and it’s addicting. And it’s more visceral than what you get from a movie, because you’re
in it, and
whether the character lives or dies depends on your actions.
>

>The reason the game is so effective at creating that fear is that the
creators know how to effectively build tension. Harry wakes up in a town that is virtually
abandoned, except for the
few other characters he occasionally meets. It’s quiet, foggy, and cloaked in mystery. As he
moves about the town,
he has a radio that hums white noise when a creature is close. This is useful tool in the game,
but more
importantly, it is a plot device used to heighten the tension, because when you come around a
corner in the street,
or you step into a dark classroom, and you hear that sound, your adrenaline level and heart rate
go up. It’s
reminiscent of the film “Aliens” , when the marines’ motion detectors would go off and the
little dots on the
screen got closer. Those were the most tense moments of the film, and that kind of tension is
recreated here.
>

>The game also uses lighting and darkness masterfully to enhance the
tension.
Even in the daytime, Silent hill is a mist-enshrouded, creepy-ass place. But when it gets dark,
and the only light
is coming from your little pocket flashlight, things start to get really interesting. Then the
surroundings start
changing, until all that you see is darkness and blood-flecked, rusted metal. Just when you
think you can’t stand
this opressive darkness for much longer, the game throws you back into that misty daylight
again. Not that it’s
really any safer than the dark areas of the game, but if feels a bit safer somehow, and you
almost breathe a sigh of
relief. Well, enjoy it while you can, because it’s going to get darker soon, and by the end of
the game there is
no light left but your own.
>

>This is a nightmare world, under the thin veneer of an average american
resort town. Yet it’s one the player will feel drawn to again and again. It is a fear that you
learn to face, but
never quite conquer completely. Even though I’ve played this game half a dozen times, I always
feel creeped out
every time I step into that elementary school or the sewers. I don’t imagine that fear will ever
completely go
away, nor do I want it to. If it does, I know I’ll never want to play the game again afterward.
>

>

>Y2mckay > href="http://members.home.net/brianmckay">http://members.home.net/brianmckay >

>

> >

> >

>

>

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>

>

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> >

>

>
Names
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