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, allowing you to see and pick up items. Toggle on and off with Circle.

Pocket Radio

Location: On a table in Cafe 5 to 2, Old Silent Hill. You must attempt to leave and kill the Air Screamer before acquiring.
Description: Portable radio that emits static when monsters are near.
Purpose: Emits static when monsters are nearby. Can be turned off and on in the inventory.

A Note "To school"

Location: At the end of the center Finney Street alley back path, Old Silent Hill.
Description: "To school" is written in Cheryl's handwriting.
Purpose: Clues you in to where Cheryl might be.

A Note "Doghouse"

Location: By the demolished road at west Matheson Street, Old Silent Hill.
Description: "Doghouse" and "Levin st." are written in Cheryl's handwriting.
Purpose: Clues you to check the doghouse on Levin Street more closely to find a key inside.

House Key

Location: Taped to the inner roof of the doghouse at the west side of Levin Street, Old Silent Hill (must read the note on Matheson Street in order to find).
Description: The house key hidden in the dog house.
Purpose: Unlocks the front door to the Levin Street house where the doghouse sits, Old Silent Hill.

Key of "Woodman"

Location: On the ground in the basketball court, accessed through the wide gate in the alley behind the cafe, Old Silent Hill.
Description: The key to the garden of the house. Found in the basketball court.
Purpose: Unlocks one of the three back door locks in the Levin Street house, Old Silent Hill.

Key of "Lion"

Location: Inside the open trunk of the police car by the demolished Finney Street 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 back door locks in the Levin Street house, Old Silent Hill.

Key of "Scarecrow"

Location: In the mailbox across the gap near the southwest corner of Ellroy and Matheson, 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 back door locks in the Levin Street house, Old Silent Hill.

Chemical

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

Gold Medallion

Location: In the "old man's palm" statue on the lab desk in the Chemistry Lab, Midwich Elementary School 2F (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 of the courtyard clock tower, Midwich Elementary School 1F.

Silver Medallion

Location: Falls from the wall above the chalkboard in the Music Room after solving the piano puzzle, Midwich Elementary 2F.
Description: A picture of a clock tower is engraved on the surface. Found in the music room.
Purpose: Insert into the right slot of the courtyard clock tower, Midwich Elementary School 1F.

Rubber Ball

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

Picture Card

Location: On the table inside the top right 1F Classroom, 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, inside the teacher's lounge behind the Reception, Nightmare School 1F.

Library Reserve Key

Location: Falls out of a side locker after checking the small locker with the banging door in the Locker Room, Nightmare School 2F.
Description: The key to the school's 2nd floor library reserves. Picked up in the locker room.
Purpose: Unlocks the Library Reserve from the top corridor, Nightmare School 2F.

Classroom Key

Location: Lying in the drainage ditch in the top right of the courtyard, after using the Rubber Ball and turning the water valve on the rooftop, Nightmare School.
Description: The tagged classroom key found hanging in the drainpipe on the roof.
Purpose: Unlocks the upper Classroom (northwest) in the right hall, Nightmare School 2F.

K. Gordon Key

Location: By the boiler in the Boiler Room after defeating the Split Head, Midwich Elementary School BF.
Description: The tag says, "K. Gordon;" found in the school's boiler room.
Purpose: Unlocks the back door to the K. Gordon House, accessed from the west Bradbury Street alley, Old Silent Hill.

"Flauros"

Location: On the altar of Balkan Church on east Bloch Street after meeting Dahlia, Old Silent Hill.
Description: Pyramid shaped object found in the church. Purpose and use unknown.
Purpose: Weakens Alessa's power. Will be used automatically at the right time.

Drawbridge Key

Location: On the altar of Balkan Church on east Bloch Street after meeting Dahlia, Old Silent Hill.
Description: Key to operate the drawbridge. Found in the church.
Purpose: Use on the panel at the top of the Bridge Control Room to lower the Bloch Street bridge, Old Silent Hill.

Basement Key

Location: On the table in the Conference Room, Alchemilla Hospital 1F (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, Alchemilla Hospital 1F.
Description: Empty bottle found in the kitchen of the hospital.
Purpose: Use to pick up the red Unknown Liquid on the floor at the back of the Director's Office, Alchemilla Hospital 1F.

Unknown Liquid

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

Plate of "Cat"

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

Blood Pack

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

Plate of "Turtle"

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

Lighter

Location: On the bed in room 201, Nightmare Hospital 2F.
Description: Oil lighter found in Room 201.
Purpose: Use to burn the vines covering the grate in the hidden back room behind the shelf in the basement Storeroom after pouring the Disinfecting Alcohol, Nightmare Hospital.

Plate of "Queen"

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

Plate of "Hatter"

Location: On the back wall of room 204 by the Bloodsucker tentacles Nightmare Hospital 2F (use the Blood Pack to distract it).
Description: Square, green plate with a picture of a "Mad Hatter."
Purpose: One of four plates needed to solve the plate puzzle in the Nurse Center, Nightmare Hospital 2F.

Disinfecting Alcohol

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

Basement Storeroom Key

Location: On the table in the Operating Room, Nightmare Hospital 2F (accessed from Operating Prep Room).
Description: The hospital basement storeroom key found in the operating room.
Purpose: Unlocks the basement floor Storeroom, Alchemilla Hospital.

Video Tape

Location: On the table in the first room on the right in the second hallway of the basement's secret basement, Nightmare Hospital B2.
Description: Nothing on the label. Found on 2nd floor hospital basement.
Purpose: Insert into the VCR in room 302 of the Nightmare Hospital or the VCR room behind the storage room in the 1F Phaleg hall of Nowhere to view its contents (will appear staticky in hospital and uninterrupted in Nowhere). Optional to view.

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 from the Medicine Room, Nightmare Hospital 1F.

Antique Shop Key

Location: On the desk in the Examination Room, Alchemilla Hospital 1F, after meeting Lisa in the Nightmare Hospital.
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 north Simmons Street, Central Silent Hill.

Sewer Key

Location: In the key box by the desk in the enclosed sewer office in the northeast of the Sewers (to resort area), lower level.
Description: Sewer passageway door key.
Purpose: Unlocks the gate door at the south of the lower level, Sewers (to resort area).

Sewer Exit Key

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

Kaufmann Key

Location: On the floor between the billiard tables in Annie's Bar, Silent Hill Resort Area.
Description: A"3" is written on the tag. The key was thought to have been dropped by Kaufmann.
Purpose: Unlocks room 3 of Norman's Motel, Silent Hill Resort Area.

Receipt

Location: On the floor between the billiard tables in Annie's Bar, Silent Hill Resort Area.
Description: Receipt from General Store, thought to have been dropped by Kaufmann.
Purpose: Shows the code for the door to Indian Runner, Silent Hill Resort Area.

Safe Key

Location: Inside the cabinet shelf 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 couch in the motel office lounge, 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 crack after moving the shelf in motel room 3 of Norman's Motel, Silent Hill Resort Area.

Motorcycle Key

Location: In the crack in the floor after moving the shelf in motel room 3 of Normal's Motel, Silent Hill Resort Area (use Magnet).
Description: Key to an old motorcycle, which was dropped between the floorboards in the motel room.
Purpose: Unlocks the gas tank of the motorcycle in the motel office side garage, Silent Hill Resort Area.

Screwdriver

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

Pliers

Location: On the table in the back room connected to the classroom, Nowhere BF.
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 in the first corridor, Nowhere 1F.

Key of "Ophiel"

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

Stone of Time

Location: Falls from the center pillar of the astrology room in the Ophiel hall after solving the astrology puzzle, Nowhere 1F.
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 in the first hall, Nowhere 1F.

Key of "Hagith"

Location: One of the hands of the clock in the antique shop room in the first hallway, Nowhere 1F (insert the Stone of Time to break the glass and reach the key).
Description: The word "Hagith" is engraved on the key.
Purpose: Unlocks the double doors marked "Hagith" at the end of the first hallway, Nowhere 1F.

Amulet of Solomon

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

Crest of Mercury

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

Ring of Contract

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

Camera

Location: On the desk in the office in the second 2F wing, Nowhere, after gaining access to the main elevator.
Description: Camera with flash.
Purpose: Use on the two paintings by the 3F altar to expose shapes to solve the light puzzle keypads, Nowhere.

Bird Cage Key

Location: On the table in the left side room on 3F, Nowhere, after solving the light puzzle.
Description: Bird cage key with engraved handle.
Purpose: Unlocks the birdcage in the room beside the elevator in the first hallway, Nowhere 1F.

Key of "Phaleg"

Location: Inside the locked birdcage in the room by the elevator in the first 1F hall, 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 in the Phaleg hall, Nowhere 1F (use the Ring of Contract before leaving).
Description: The ancient dagger named after the Magi.
Purpose: Insert into the "five rites" door in Alessa's bedroom in the Phaleg hallway, Nowhere 1F.

Key of "Bethor"

Location: Inside the bag of jellybeans on a shelf in the Storeroom in the Phaleg hall, Nowhere 1F (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, Nowhere 1F.

Ankh

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

Key of "Aratron"

Location: Behind the plate on the back wall in the room at the left end of the second 2F hallway of Nowhere. Unscrew the plate with the Screwdriver and turn off the generator to acquire.
Description: The word "Aratron" is engraved on the key.
Purpose: Unlocks the door marked "Aratron" in the Phaleg hall, Nowhere 1F.

Disk of Ourboros

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

Extra Items

Channeling Stone

Location: On the front counter of the Convenience Store at the northeast corner of the Bachman Road and Finney Street intersection, Old Silent Hill.
Description: A mystical stone possessing power. If somewhere the result will be...?
Available: In any Next Fear run, after completing the game with a Good+ ending.
Purpose: Use at the following five locations to receive the UFO ending: Nightmare School rooftop, Nightmare Hospital courtyard before fighting the Floatstinger, inside the motel compound in the resort area, inside the boat cabin on the Lakeside pier, and on the roof of the Lighthouse where the game will prematurely end.

Gasoline Tank

Location: On the counter 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: Use to fuel and take either the Chainsaw or Rock Drill in your first Next Fear run, then the other in the next. Not required to fuel either weapon in subsequent runs, as long as both have been previously fueled.

Supplies

There are three health supplies and three ammo supplies found in a variety of abundance throughout the game. Refer to the charts below for a quick reference, with more detailed explanations following.

Health Drink

Availability: Very Common (5/5)
Health Restored: 25%
Description: Supplies nutrition to recover a small amount of stamina.
Notes: The most commonly found supply, Health Drinks replenish about a quarter of your health and are best for minor wounds. Use multiple for heavier wounds or turn to a First Aid Kit or combination of both. Note that you can generally take a few hits before it's necessary to use a Health Drink, perhaps when your status isn't quite as vibrantly green or even slightly yellow.

First Aid Kit

Availability: Usual (3/5)
Health Restored: 50%
Description: Heals injury to provide moderate stamina recovery.
Notes: Still found relatively frequently, First Aid Kits are great for heavier wounds, healing about half your health. Don't waste them on small wounds that Health Drinks will cover, while if you're in critical condition, consider using an Ampoule, two First Aid Kits or a combination of a First Aid Kit and a Health Drink or two. Save First Aid Kits for when your status is orange or red.

Ampoule

Availability: Scarce (1/5)
Health Restored: 100%
Description: Relieve pain to recover stamina to high. Effect lasts for a while.
Notes: Ampoules are scarcely found and recover your full health when used. Always save them for when your health is critical and in the deep red. Otherwise, consider using a First Aid Kit or Health Drinks for smaller wounds.

Handgun Bullets

Availability: Very Common (5/5)
Power: Okay (3/5)
Description: Ammo for the handgun.
Notes: Ammo for the Handgun is found in abundance throughout the game, identified as a red and white box. Each box normally contains 15 bullets, enough for a full clip (or 30 bullets on Easy). This will allow you to use the Handgun fairly consistently throughout the game, but still consider when it's best to save your ammo.

Shotgun Shells

Availability: Usual (3/5)
Power: Great (5/5)
Description: Ammo for the shotgun.
Notes: Not as abundant as Handgun ammo but still found in fair frequency, Shotgun Shells are identified as a purple box, each containing six shells (12 on Easy). More will be found later in the game but its ammo should be at least somewhat conserved for the tougher enemies and bosses, or when surrounded.

Rifle Shells

Availability: Rare (2/5)
Power: Great (5/5)
Description: Ammo for the hunting rifle.
Notes: Rifle Shells are scarce and should be wisely conserved for boss fights, particularly the final boss. They are identified by green and white boxes, each containing six shells (12 on Easy). More will be found as you approach the end of the game but make sure you have enough for the final boss (20-30) where they're most useful.