Items

Flashlight

Location: On the counter in Café 5 to 2 at the beginning of the game, Old Silent Hill.
Description: One touch on/off switch. In the chest pocket.
Purpose: Lights up dark areas with the tap of the Circle button.

Pocket Radio

Location: On a table in Café 5 to 2 at the beginning of the game, Old Silent Hill (try to leave the Café and kill the monster, and then you can pick it up).
Description: Portable radio that emits static when monsters are near.
Purpose: Emits static when monsters are nearby.

A Note "To school"

Location: At the end of the Bachman Road alley by some rubble, Old Silent Hill.
Description: "To school" is written in Cheryl's handwriting.
Purpose: Gives a hint on where to go next.

A Note "Doghouse"

Location: Old Silent Hill. Western end of Matheson Street.
Description: "Doghouse" and "Levin st." are written in Cheryl's handwriting.
Purpose: Gives a hint on where to go next.

House Key

Location: Inside on the roof of the doghouse at the west side of the road on Levin Street, Old Silent Hill (need to see the note at Matheson Street to notice the key first).
Description: The house key hidden in the dog house.
Purpose: Unlocks the front door to the house with the doghouse on its lawn on Levin Street, Old Silent Hill.

Key of "Woodman"

Location: On the ground by the splattered blood at the back of Café.
Description: The key to the garden of the house. Found in the basketball court.
Purpose: Unlocks one of the three locks on the back door from the inside of the house with the doghouse in front of it on Levin Street, Old Silent Hill.

Key of "Lion"

Location: Inside the open trunk of the police car by the demolished east end of Finney Street by the bridge, Old Silent Hill.
Description: The key to the garden of the house. Found in patrol's car trunk.
Purpose: Unlocks one of the three locks on the back door from the inside of the house with the doghouse in front of it on Levin Street, Old Silent Hill.

Key of "Scarecrow"

Location: In the mailbox across the gap at the west side of the road, over the fallen tree, at the blocked off end of Ellroy Street around where it meets Bloch, Old Silent Hill.
Description: The key to the garden of the house. Found in mailbox blocked by a fallen tree.
Purpose: Unlocks one of the three locks on the back door from the inside of the house with the doghouse in front of it on Levin Street, Old Silent Hill.

Chemical

Location: On a shelf in the Lab Equipment Room 2F, Midwich Elementary.
Description: The label reads, "Concentrated hydrochloric acid." Found in the lab equipment room.
Purpose: Use to burn the hand statue in the Chemistry Lab 2F to get the medallion in the "old man's palm", Midwich Elementary.

Gold Medallion

Location: In the "old man's palm" statue on the lab desk in the Chemistry Lab 2F, Midwich Elementary School (use Chemical).
Description: A picture of a clock tower is engraved on the surface. Found in the chemistry lab.
Purpose: Insert into the left slot on the clock tower in the courtyard 1F, Midwich Elementary School.

Silver Medallion

Location: On the wall above the chalkboard in the Music Room 2F, Midwich Elementary School (solve the piano puzzle to make it fall).
Description: A picture of a clock tower is engraved on the surface. Found in the music room.
Purpose: Insert into the right slot on the clock tower in the courtyard 1F, Midwich Elementary School.

Rubber Ball

Location: On the table in the Storage 1F, Nightmare School.
Description: Fluorescent pink rubber ball used by children.
Purpose: Place in the drainage hole near the drainage valve on the roof RF, Nightmare School (then turn the valve to knock the key in the drain loose).

Picture Card

Location: On the table inside the northwest Classroom 1F, Nightmare School.
Description: A rectangular card with a picture of a key. Found on a desk in a classroom.
Purpose: Unlocks the door identical to the card, in the teacher's lounge behind the Reception 1F, Nightmare School.

Library Reserve Key

Location: Falls out of a side locker after checking the small locker where the noise is coming from and heading for the door in the Locker Room 2F, Nightmare School.
Description: The key to the school's 2nd floor library reserves. Picked up in the locker room.
Purpose: Unlocks the Library Reserve 2F from the west corridor.

Classroom Key

Location: Lying in the drainage ditch in the northwest corner of the courtyard 1F, after the Rubber Ball had been used and the water valve has been opened on the roof, Nightmare School.
Description: The tagged classroom key found hanging in the drainpipe on the roof.
Purpose: Unlocks the northwest Classroom on 2F, Nightmare School.

K. Gordon Key

Location: On the ground in front of the boiler in the Boiler Room BF, Midwich Elementary School (after return to normal school).
Description: The tag says, "K. Gordon;" found in the school's boiler room.
Purpose: Unlocks the back door to the K. Gordon House at the middle of Levin Street, however, accessed through the backyard gate in the west alleyway there).

"Flauros"

Location: On the altar in the Balkan Church on Bloch Street, after meeting Dahlia, Old Silent Hill.
Description: Pyramid shaped object found in the church. Purpose and use unknown.
Purpose: Unknown exact purpose, but it will be used at the right time.

Drawbridge Key

Location: On the altar in the Balkan Church on Bloch Street after meeting Dahlia, Old Silent Hill.
Description: Key to operate the drawbridge. Found in the church.
Purpose: Insert into the control panel in the top of the control tower on the Bloch Street bridge, Old Silent Hill.

Basement Key

Location: On the conference table in the Conference Room 1F, Alchemilla Hospital (accessed through Doctor's Office).
Description: The hospital basement door key, found on the table in 1st floor conference room.
Purpose: Unlocks the door to the basement stairway on 1F, Alchemilla Hospital.

Plastic Bottle

Location: Grouped with other plastic bottles on the far counter of the Kitchen 1F, Alchemilla Hospital.
Description: Empty bottle found in the kitchen of the hospital.
Purpose: Use to pick up the red liquid on the floor at the back of the Director's Office 1F, Alchemilla Hospital (Unknown Liquid).

Unknown Liquid

Location: On the ground behind the desk at the back of the Director's Office 1F, Alchemilla Hospital (use the Plastic Bottle to pick it up).
Description: Red liquid found in a broken vial in the Hospital Director's room.
Purpose: Use to save Cybil while standing in front of her after she drops her weapon during the Cybil boss fight in the Lakeside Amusement Park.

Plate of "Cat"

Location: Hanging on the wall at the back of Room 306 3F, Nightmare Hospital.
Description: Square, yellow plate with a picture of a "Cheshire Cat."
Purpose: One of the four plates needed to solve the plates puzzle in the Nurse Center 2F by insertion into the door, Nightmare Hospital.

Blood Pack

Location: On a shelf in the Storeroom 3F in the east corridor, Nightmare Hospital.
Description: 200ml blood pack. Found in the hospital storage room.
Purpose: Feed to the Bloodsucker tentacle monster in Room 204 2F for a distraction to get the plate on the wall, Nightmare Hospital.

Plate of "Turtle"

Location: On the back ledge in the men's washroom 3F, Nightmare Hospital.
Description: Square, blue plate with a picture of a "Mock Turtle."
Purpose: One of the four plates needed to solve the plates puzzle in the Nurse Center 2F by insertion into the door, Nightmare Hospital.

Lighter

Location: On the bed in Room 201 2F, Nightmare Hospital.
Description: Oil lighter found in Room 201.
Purpose: Burn the vines off the grate cover in the secret room behind the shelf in the Storeroom BF, Nightmare Hospital (after pouring the Disinfecting Alcohol on the vines).

Plate of "Queen"

Location: On the desk in the Director's Office 1F, Nightmare Hospital.
Description: Square, red plate with a picture of a "Queen of Hearts."
Purpose: One of the four plates needed to solve the plates puzzle in the Nurse Center 2F by insertion into the door, Nightmare Hospital.

Plate of "Hatter"

Location: Hanging on the wall at the back Room 204 2F by the Bloodsucker tentacles, Nightmare Hospital (use the Blood Pack to distract the Bloodsucker so you can get it).
Description: Square, green plate with a picture of a "Mad Hatter."
Purpose: One of the four plates needed to solve the plates puzzle in the Nurse Center 2F by insertion into the door, Nightmare Hospital.

Disinfecting Alcohol

Location: On the table in the Intensive Care Unit room 2F in the east corridor, Nightmare Hospital.
Description: Isopropyl alcohol bottle, found in ICU at the hospital.
Purpose: Pour on the vines on the grate cover in the secret room behind the shelf in the Storeroom BF, Nightmare Hospital (then use the Lighter).

Basement Storeroom Key

Location: On the gurney in the operating Room 2F in the east corridor, Nightmare Hospital.
Description: The hospital basement storeroom key found in the operating room.
Purpose: Unlocks the door to the Storeroom in the basement, Nightmare Hospital.

Video Tape

Location: On the table in the first room on the right in the second hallway of the basement's secret basement (B2), Nightmare Hospital.
Description: Nothing on the label. Found on 2nd floor hospital basement.
Purpose: Insert into the VCR in Room 302 3F of the Nightmare Hospital or the VCR room 1F in the Phaleg hall of Nowhere to view (it will be almost all static in the hospital, but you can view it clearly in Nowhere).

Examination Room Key

Location: On the control panel in the sickroom in the second hallway of the basement's secret basement (B2), Nightmare Hospital.
Description: Found in patient room in the 2nd floor basement.
Purpose: Unlocks the Examination Room 1F from the Medicine Room, Nightmare Hospital.

Antique Shop Key

Location: On the desk in the Examination Room 1F, Alchemilla Hospital, after the hospital turns back to normal (left by Dahlia).
Description: The tagged key with a shop name on it that Dahlia left at the hospital.
Purpose: Unlocks the front door to the Green Lion Antique Shop on Simmons Street, Central Silent Hill.

Sewer Key

Location: In the key box beside the desk in the enclosed sewer office area B2 at the northeast of the Sewers (connecting to resort area).
Description: Sewer passageway door key.
Purpose: Unlocks the gate door at the south of the main pathway B2 in the Sewers (connecting to resort area).

Sewer Exit Key

Location: On the plastic floating in the bloody water at the west end of the south pathway B1, Sewers (connecting to resort area).
Description: Key to exit from the sewer to the resort area, which was dropped in the water.
Purpose: Unlocks the gate door at the east end of the south pathway B1, Sewers (connecting to resort area).

Kaufmann Key

Location: On the ground in between two pool tables in Annie's Bar, after rescuing Kaufmann, Silent Hill Resort Area.
Description: A"3" is written on the tag. The key was thought to have been dropped by Kaufmann.
Purpose: Unlocks motel room number 3 in the motel compound, Silent Hill Resort Area.

Receipt

Location: On the ground in between two pool tables in Annie's Bar, after rescuing Kaufmann, Silent Hill Resort Area.
Description: Receipt from General Store, thought to have been dropped by Kaufmann.
Purpose: Has a code written on it for the keypad at Indian Runner, Silent Hill Resort Area.

Safe Key

Location: Inside the shelf of the cabinet behind the counter in the Indian Runner general store, Silent Hill Resort Area.
Description: Key to the safe, found at Indian Runner General Store.
Purpose: Unlocks the safe door in the counter inside Indian Runner, Silent Hill Resort Area (not an essential item).

Magnet

Location: On the table in the lounge area of the Office for the motel, Silent Hill Resort Area.
Description: Long, thin magnetic rod with a string attached, in the motel office.
Purpose: Use to pick up the key in the hole after moving the shelf in motel room number 3 in the motel compound, Silent Hill Resort Area.

Motorcycle Key

Location: In the hole in the floor after moving the shelf in motel room number 3 in the motel compound, Silent Hill Resort Area (use Magnet to get).
Description: Key to an old motorcycle, which was dropped between the floorboards in the motel room.
Purpose: Unlocks the gas tank on the motorcycle in the garage of the motel office, Silent Hill Resort Area.

Screwdriver

Location: On the table in the in room connected to the classroom BF, Nowhere.
Description: Tool for screws. Rusted, but usable.
Purpose: Use to unscrew the plate on the back wall in the morgue room 2F in the west corridor, Nowhere.

Pliers

Location: On the table in the in room connected to the classroom BF, Nowhere.
Description: Tool to use on metal and wires. Rusted, but usable.
Purpose: Use to pull out the key stuck in the faucet in the shower room by the elevator 1F in the main corridor, Nowhere.

Key of "Ophiel"

Location: Stuck in the faucet in the shower room by the elevator 1F in the main hall, Nowhere (use Pliers).
Description: The word "Ophiel" is engraved on the key.
Purpose: Unlocks the door marked "Ophiel" in the main hallway 1F, Nowhere.

Stone of Time

Location: Depressed into the large pillar object in the astrology room 1F in the Ophiel hall, Nowhere (solve the astrology puzzle to make it fall on the ground).
Description: Large stone with clock-face design on pillar with astrology chart hanging from it.
Purpose: Insert into the square depression in the grandfather clock in the Antique Shop room 1F in the main hall, Nowhere.

Key of "Hagith"

Location: Inside the glass on the clockface of the grandfather clock in the Antique Shop room 1F in the main hallway (use the Stone of Time to break the glass and get the key).
Description: The word "Hagith" is engraved on the key.
Purpose: Unlocks the double doors marked "Hagith" at the end of the main hallway 1F, Nowhere.

Amulet of Solomon

Location: On the wall in the morgue room after the "ALERT" keypad, in the Ophiel hall 1F, Nowhere.
Description: The amulet is a star shaped object with 6 corners named after the ancient magician.
Purpose: Insert into "thy five rites" door in the Child's room in the Phaleg hallway 1F, Nowhere.

Crest of Mercury

Location: In a smashed display case in the jewelry store room 2F in the east corridor, Nowhere.
Description: Snake is the symbol of Mercury signifies alchemy.
Purpose: Insert into "thy five rites" door in the Child's room in the Phaleg hallway 1F, Nowhere.

Ring of Contract

Location: In a smashed display case in the jewelry store room 2F in the east corridor, Nowhere.
Description: Rustic, hefty-looking ring of unknown material.
Purpose: Use to hold the missing link chain together on the fridge when you take out the Dagger of Melchior in the Kitchen 1F in the Phaleg hallway, Nowhere.

Camera

Location: On the desk in the Office 2F, Nowhere.
Description: Camera with flash.
Purpose: Use on the two paintings by the altar on 3F to expose "light" to them, Nowhere.

Bird Cage Key

Location: On the table in the room to Harry's left on 3F when facing the altar, Nowhere.
Description: Bird cage key with engraved handle.
Purpose: Unlocks the birdcage in the birdcage room in the main hall 1F, Nowhere.

Key of "Phaleg"

Location: Inside the locked birdcage in the birdcage room 1F in the main hallway, Nowhere.
Description: The word "Phaleg" is engraved on the key.
Purpose: Unlocks the door marked "Phaleg" in the main hallway 1F, Nowhere.

Dagger of Melchior

Location: Stabbed into the fridge in the Kitchen 1F in the Phaleg hall, Nowhere (use the Ring of Contract before leaving).
Description: The ancient dagger named after the Magi.
Purpose: Insert into "thy five rites" door in the Child's room in the Phaleg hallway 1F, Nowhere.

Key of "Bethor"

Location: Inside the bag of jellybeans on a shelf in the Storeroom in the Phaleg hall 1F, Nowhere (rip open the bag and check the floor).
Description: The word "Bethor" is engraved on the key.
Purpose: Unlocks the door marked "Bethor" in the Phaleg hall 1F, Nowhere.

Ankh

Location: On the wall in the graffiti room in the Phaleg hallway 1F, Nowhere.
Description: Elliptical talisman with a cross inside.
Purpose: Insert into "thy five rites" door in the Child's room in the Phaleg hallway 1F, Nowhere.

Key of "Aratron"

Location: Behind the plate on the far wall in the morgue room 2F in the west corridor, Nowhere (must use the Screwdriver first to unscrew the plate, and turn off the generator to take the key, since it's originally lit by electricity).
Description: The word "Aratron" is engraved on the key.
Purpose: Unlocks the door marked "Aratron" in the Phaleg hall 1F, Nowhere.

Disk of Ourboros

Location: On the control panel beside the bed in the sickroom 1F in the Phaleg hallway, Nowhere.
Description: Ring of a snake biting its own tail.
Purpose: Insert into "thy five rites" door in the Child's room in the Phaleg hallway 1F, Nowhere.

   
SECRET ITEMS

Channeling Stone

Location: On the front counter in the Convenience Store at the northeast corner of the Bachman Road and Finney Street intersection.
Description: A mystical stone possessing power. If somewhere the result will be...?
Available: Only in a Next fear game.
Purpose: Use at the following five locations to receive the UFO ending: Nightmare School Rooftop, courtyard of Nightmare Hospital before fighting the Floatstinger, inside the motel compound in the resort area, in the cabin of the boat on the Lakeside pier, and on the roof of the Lighthouse on at the end of the pier.

Gasoline Tank

Location: On the ledge in the garage at the gas station on Bloch Street, Old Silent Hill.
Description: Fuel for chainsaws and rock drills.
Available: Only in a Next fear game.
Purpose: Powers the two gas-powered weapons (Chainsaw and Rock Drill), allowing you to pick them up. You can only power one of the two in a first time Next fear run, but you can power both in further Next fear runs.

   
Supplies

The Health System

The top left Status screen in the inventory displays Harry's health, and the colour of the bar by Harry's face represents Harry's health, which can be several different colours:
Green - Excellent
Yellow - Good
Faint Orange - Okay
Colourful Orange - Bad
Faint Red - Very Bad
Colourful Red - Terrible

Health Drink

Availability: Very Common (5/5)
Health Restored: 25%
Description: Supplies nutrition to recover a small amount of stamina.
Notes: Health Drinks are found very often through the game and recover a decent amount of health, especially considering how many are found. You can generally take a few hits before it's necessary to use a Health Drink, and it's a good time to use one when your status in the inventory menu is orange or even noticeably yellow. Even though there are so many of these found, don't waste them. Only use one when you need to. In cases where you have very bad health, you can use two Health Drinks if you wish, but it is probably better to use one First Aid Kit instead.

First Aid Kit

Availability: Usual (3/5)
Health Restored: 50%
Description: Heals injury to provide moderate stamina recovery.
Notes: First Aid Kits aren't found nearly as often as Health Drinks but are still found quite often. The effect of First Aid Kits is strong, and one will recover around half of your health. You should only use First Aid Kits if your health status is in the red zone or heavy orange, because you never want one to go to waste. When your health is at is worst, in the heavy red zone, two First Aid Kits will do the job, but one Ampoule may be a better choice.

Ampoule

Availability: Scarce (1/5)
Health Restored: 100%
Description: Relieve pain to recover stamina to high. Effect lasts for a while.
Notes: Ampoules are very scarce and only a few of them are found over the course of the game. Ampoules recover your health status to 100 percent, no matter what you're health is, and are very useful for boss fights. Wasting health supplies is already no joke, but if you're going to waste anything, never let it be an Ampoule -- these things deliver all you could ask for, and should only be used when you are in critical condition.

Handgun Bullets

Availability: Very Common (5/5)
Power: Okay (3/5)
Description: Ammo for the handgun.
Notes: The Handgun is an all around weapon and can be used effectively virtually everywhere in the game. Handgun Bullets are found everywhere, so it's not much of a problem using the Handgun so much. Each pack of Handgun Bullets contains 15 bullets, a full ammo clip. Although the power of the Handgun doesn't match the Shotgun or Rifle, it deals fairly well with most enemies and should be used the most out of all the weapons throughout the game.

Shotgun Shells

Availability: Usual (3/5)
Power: Great (5/5)
Description: Ammo for the shotgun.
Notes: Not as abundant as Handgun Bullets, but quite a lot of packs of Shotguns Shells can be found in the latter half of the game. The Shotgun inflicts a lot of damage and one shell is quite effective. Each pack of Shotgun Shells consists of six shells, and ammo packs for the Shotgun aren't found until around the time the Shotgun is found in the school.

Rifle Shells

Availability: Rare (2/5)
Power: Great (5/5)
Description: Ammo for the hunting rifle.
Notes: Rifle Shells are rare are aren't found until around two thirds through the game, after the Hunting Rifle is found. Each pack of Rifle Shells has six shells, and the power of Rifle Shells is very strong. One or two shots from the Rifle will take care of many enemies, and it is the strongest weapon in the game. Although ammo for the Rifle is quite rare, you'll find a rather decent amount of Rifle Shell packages near the end of the game. In the last part of the game in Nowhere, stock up on Rifle Shells to fight the last boss, since the other firearms aren't nearly as effective on the boss.

   
by Conquerer (Silent Hill FAQ)