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Speed Walkthrough

Contents

Introduction
00. Silent Hill Arrival
01. Old Silent Hill
02. Midwich Elementary School
03. Nightmare School
04. Old Silent Hill Part 2
05. Central Silent Hill
06. Alchemilla Hospital
07. Nightmare Hospital
08. Central Silent Hill Part 2
09. Nightmare Central Silent Hill
10. Sewers (To Resort Area)
11. Silent Hill Resort Area
12. Nightmare Silent Hill Resort Area
13. Sewers (To Amusement Park)
14. Lakeside Amusement Park
15. Nowhere

Recommendations

This speed walkthrough is intended for players who have beaten the game at least once (as a quick reference to speed up their times), or for players who wish for only the bare minimum of instructions to make their way through the game.

Boss strategies will be very simplified, enemies will hardly be mentioned, and you'll be expected to supply yourself with ammo and health as it will not be covered here. Do your best to just run past enemies if going for speed, turning your flashlight off to be more discreet. Also consider using bullet adjust if you've unlocked it to multiply the amount of ammo in each pickup.

While most maps can be avoided if going for speed, I'll still list them as optional pickups since they can help you in a pinch. Extra items and weapons will also be mentioned as optional pickups, while they add to a better ranking if acquired. Note that save points will not be listed so it's up to you to find one if needed. Refer to the Save Point Locations section for quick reference.

If playing a Next Fear run, unlocked after your first completion, the initial arrival section will be skipped and you'll start in the cafe, reducing your play time.

Note: Silent Hill has a unique timer that does not ever stop until the final boss is defeated. That includes during cutscenes, when in your inventory and even when the game is paused with the Start button. Therefore if going for speed, you'll want to skip all cutscenes and minimize these other moments, perhaps saving your game and exiting if you need to take a break.

Color legend
Handgun – weapons
Flashlight
– items
Residential Area Map – maps and notes

00. Silent Hill Arrival

  • Run forward until the cutscene takes you around the corner
  • Follow Cheryl across the street, down the alley and through the left end gate
  • Follow the path through another gate to the end of the path, then let the Grey Children kill you

01. Old Silent Hill

Save Point Locations

  1. On the counter inside Cafe 5 to 2 on Bachman Road.
  2. On the counter in the Convenience Store at the northeast corner of the Bachman Road and Finney Street intersection.
  3. On the living room counter inside the north Levin Street house.
  4. On a seat inside the school bus at south Midwich Street.

Walkthrough

  • Optional: The Hyper Blaster is available in your inventory if unlocked)
  • After getting the Handgun from Cybil, get the Flashlight, Residential Area Map and Kitchen Knife on both sides of the counter (all must be picked up)
  • Try to leave the cafe, kill the Air Screamer, grab the Pocket Radio and leave
  • Optional: You can now revisit the end of the alley from Finney to find A Note "To School" and the Steel Pipe, but this can be entirely skipped
  • Take a right from the cafe and head north to Finney
  • Optional: The Channeling Stone is available in the Convenience Store at the north intersection in a Next Fear game
  • Take a right into the next alley, follow to the wide gate on the right side and grab the Key of "Woodman" in the basketball court
  • Exit and head back left up the alley, take a right and head east all the way to the destroyed bridge at east Finney
  • Grab the Key of "Lion" in the trunk of the police car, then turn around and take a left to head south down Ellroy
  • Stay on the right side and pass over the wooden platform to get the Key of "Scarecrow" in the mailbox
  • Head back and turn left at the first intersection all the way to the destroyed west end of Levin
  • Locate A Note "Doghouse" amongst the scattered papers
  • Turn around and follow around the left corner looking for the doghouse on the left side
  • Check the doghouse to find the House Key inside, then use the House Key to enter the nearby house
  • Optional: The Katana is available in the side room of the house, if unlocked
  • Use the Key of "Lion", Key of "Woodman" and Key of "Scarecrow" to enter the backyard
  • Exit to the next alley and take Harry's left to the main road
  • Take a right onto Matheson, left onto Midwich and run south all the way to the school
  • Take a right at the large Midwich stone and enter the school

02. Midwich Elementary School

Save Point Locations

  1. On the desk in the Infirmary, 1F.

Walkthrough

  • Optional: The School Map is available on the left counter in the lobby
  • Pass through the next two doors to the center courtyard
  • Enter the top hall across the courtyard, head through the left double doors and up the stairs to 2F
  • Head through the nearby doors to the top hall and grab the Chemical from the side shelf in the Lab Equipment Room
  • Enter the next door Chemistry Lab and use the Chemical on the hand statue to get the Gold Medallion
  • Return to the courtyard via the top left staircase and insert the Gold Medallion into the left slot of the clock tower
  • Head back up the same stairs to 2F but now head down the hall and through the left end doors to the bottom hall
  • Enter the Music Room and examine the piano

Piano Puzzle

  • Press the broken keys in the correct order as shown below:
  • Grab the Silver Medallion that just fell, exit the room and take a right through the other double doors
  • Take the bottom right stairs to 1F and pass through double doors to the Reception hall, then re-enter the courtyard
  • Insert the Silver Medallion into the right slot of the clock tower and return to the bottom right stairs to descend to the basement
  • Enter the Boiler Room on the right and engage the boiler
  • Return to the courtyard up the stairs and through the Reception hall
  • Pass through the clock tower's pathway and ladders to the other side

03. Nightmare School

Save Point Locations

  1. On the desk in the Infirmary, 1F.

Walkthrough

  • Run forward to enter the top hall, take a left and enter the Storage on the right side
  • Grab the Rubber Ball on the table and exit the room
  • Take a left and pass through the single left door into the Hall, then exit from the other door along the right wall
  • Enter the Classroom on your immediate left and get the Picture Card from the center table, then continue through the next Classroom and exit to the hall from there
  • Pass through the double doors to the bottom Reception hall
  • Head to the end of the hall and enter the left end room behind the Reception past the Grey Child
  • Use the Picture Card to slip through the weird door
  • Slip through the right door just ahead into the Boys room to get the Shotgun after opening the other door there
  • Use the next door on the left side to pass through the two left hall Teacher's Rooms and exit at the top of the hall (Harry will answer the phone so just exit properly the second time)
  • Take the top left stairs up to 2F
  • Take a right and pass through both Classrooms to the bottom of the left hall
  • Enter the bottom hall ahead and enter the Locker Room through the second door on the right
  • Open the banging locker and head to the exit for the corpse to drop in front of you with the Library Reserve Key
  • Proceed back through the left hall Classrooms to take the top left stairs to the roof
  • Head to the back right and examine the hole near the blood to see the key below
  • Now pop the Rubber Ball into the back corner hole past it and turn on the water valve to the left
  • Take the stairs down to 1F and enter the courtyard from the top hall
  • Take Harry's immediate left outside and find the Classroom Key in the drainage ditch around the corner
  • Head back up to 2F via the same stairs and enter the top hall
  • Use the Library Reserve Key to pass through the left end door and continue through and exit the Library via the next two right doors
  • Use the Classroom Key to pass through the first left door into the first Classroom and proceed to and exit from the next one
  • Descend the bottom right stairs all the way to the basement and enter the Boiler Room on the right

Valve Puzzle

  • Use the following instructions to open the turnstile:
    • Turn the right valve twice left
    • Turn the left valve once right
  • Head down the open path and the elevator will take you to the basement

Boss 1: Split Head Lizard

  • Use the Shotgun to blast the Split Head until freezes and leaks some acid
  • Now let it approach you while backing up and fire into its open maw to kill it
  • Depending on your difficulty it could take 2-6 shots
  • In the Normal School, pick up the K. Gordon Key by the boiler and take the outside stairs to 1F
  • Proceed through the first double doors to the Reception hall, then exit the school through the next two double doors on the left

04. Old Silent Hill Part 2

Save Point Locations

  1. On the table inside the K. Gordon house on south Levin Street.
  2. On the desk just inside the entrance of Balkan Church on Bloch Street.
  3. On the table inside the garage at the Gas Station on Bloch Street.
  4. On the desk inside the control tower of the Bloch Street bridge.

Walkthrough

  • Proceed down the school path and take a slight right as you cross over Midwich Street to follow Bradbury Street to the east
  • Take a left into the first alley and pass through the right side gate into K. Gordon's backyard
  • Enter the house with the K. Gordon Key and exit through the front door
  • Take a right down Levin Street and take the next left on Bradbury
  • Take the next left alley up to Bloch Street
  • Optional: The Chainsaw is available in the smashed window to the left on Bloch Street, only in a Next Fear run after acquiring the Gasoline Tank or on an additional run after previously acquiring the Chainsaw
  • Take a right onto Bloch and follow the sidewalk all the way to Balkan Church where you'll meet Dahlia inside
  • Grab the "Flauros" and the Drawbridge Key on the altar and exit
  • Take a right and continue east all the way to the bridge
  • Optional: The Gasoline Tank is available in the garage in a Next Fear run
  • Optional: The Rock Drill is available in the bottom room of the Bridge Control Room in a Next Fear game, only after acquiring the Gasoline Tank or on an additional run having previously acquired the Drill
  • Ascend and enter the top floor of the Bridge Control Room at the right side of the bridge
  • Optional: The Shopping District Map is available on the chair
  • Use the Drawbridge Key to lower the bridge, exit the tower and proceed over it

05. Central Silent Hill

Save Point Locations

  1. On the desk in the side room of the Police Station on Sagan Street.

Walkthrough

  • Follow ahead and take your first right down Crichton Street
  • Take the next left onto Koontz and pass through the gate on the right side into the hospital courtyard
  • Enter the hospital through the right doors

06. Alchemilla Hospital

Save Point Locations

  1. On the Reception desk, 1F.

Walkthrough

  • Enter the Examination Room in the side hall to meet Kaufmann
  • Optional: The Hospital Map is available behind the Reception counter through the room to Harry's left
  • Proceed through the far door and exit the Medicine Room to the other hall
  • Enter the Doctor's Office through the third door on the other side of the wall, right after the near corner
  • Optional: The Hospital Basement Map is available on a table in the Doctor's Office
  • Pass through the other door to get the Basement Key on the other side of the Conference Room table

Optional Quest

Perform the following optional tasks if you wish to save Cybil and get one of the two + endings, which allow for a faster run:

  • Enter the next room on the right in the hall to get the Plastic Bottle straight ahead in the Kitchen
  • Enter the Director's Office through the next door in the hall and use the Plastic Bottle behind the back desk to get the Unknown Liquid
  • Use the Basement Key to pass through the next door and head down into the basement
  • Turn left in the hall and enter the Generator Room through the first door on the left to switch on the generator
  • Enter the elevator and go to floors 2 and 3 to attempt to enter their hallways
  • Return to the elevator and press the newly-appearing 4 button

07. Nightmare Hospital

Save Point Locations

  1. On the bed in room 302, 3F.
  2. On the counter inside the Director's Office, 1F.

Walkthrough

  • Proceed through the next couple hallways and descend to the third floor and through the double doors from the staircase
  • Enter the first room on your right to get the Plate of "Turtle" at the back of the men's washroom
  • Proceed through the near double doors to the next hall and enter the Storage Room to the immediate right where you'll grab the Blood Pack on the shelf by the other door
  • Head back to the hall and enter the second last room on the right to get the Plate of "Cat" at the back of room 306
  • Proceed through the double doors and take the elevator to 1F
  • Enter the Director's Office through the second door on the left to get the Plate of "Queen" on the back desk
  • Head through to the next hall and up the stairs to 2F
  • Enter room 201 on the immediate left and get the Lighter on the bed
  • Continue down the hall and enter room 204 at the left end
  • Use the Blood Pack to distract the tentacle monster and grab the Plate of "Hatter" on the back wall
  • Head back right in the hall and enter the Nurse Center on the left before the corner

Plate Puzzle

  • Insert the plates into the following indentations to unlock the door:
    • Top Right: Plate of "Turtle"
    • Bottom Right: Plate of "Hatter"
    • Bottom Left: Plate of "Cat"
    • Top Left: Plate of "Queen"
  • Proceed through the door and enter the Operating Prep Room just ahead
  • Continue to the next Operating Room to grab the Basement Storeroom Key on the table
  • Back in the hall, enter the Intensive Care Unit through the next right door to get the Disinfecting Alcohol on the table
  • Exit the end of the hall and take the elevator to the basement
  • Optional: The Hammer is available in the Generator Room, second door on the left
  • Enter the Storeroom through the second door on the right with the Basement Storeroom Key and push the back shelf from the right side to continue to the hidden room behind it
  • Use the Disinfecting Alcohol and Lighter on the grate to burn the vines
  • Head down the hatch and through the door at the end
  • Take the first door on your left and then the last door on the left and grab the Examination Room Key beside Alessa's photo
  • Back in the hall, head through the next two right end doors and back up the stairs and hatch
  • Exit the Storeroom entirely to the hall and use the stairway through the door ahead to the left to reach the first floor
  • Follow the hall left and go through the last door on the right around the corner, then proceed through the Medicine Room with the Examination Room Key to meet Lisa
  • Back to the normal Exam Room, grab the Antique Shop Key on the table and leave through the nearest door
  • Exit the hospital and the front courtyard

08. Central Silent Hill Part 2

Save Point Locations

  1. On the table inside the Green Lion Antique Shop on Simmons Street.

Walkthrough

  • Take a right then the first left up Wilson, next right onto Sagan, next left onto Simmons and continue all the way up to the doorway on the right
  • Enter the open doorway and use the Antique Shop Key to step inside
  • Move the back shelf and Harry will step through the hole
  • Proceed through the next hole (where the Axe is available on the wall if desired) and immediately try to head back

09. Nightmare Central Silent Hill

Save Point Locations

  1. On the table inside the Green Lion Antique Shop on Simmons Street.
  2. On the table inside the 2F jewelry store in the Silent Hill Town Center on Simmons Street.
  3. On the Reception desk inside the Police Station on Sagan Street.
  4. On the Reception desk on your return to Nightmare Hospital.

Walkthrough

  • Leave the Antique Shop through the door and take Harry's left onto the grated streets
  • Continue along the left side and enter the Silent Hill Town Center through the ripped hole in the shutter
  • Head to the escalator and continue up after the TV interruption
  • Take the left path where the floor will drop you to a pit at the end

Boss 2: Twinfeeler

  • Use the Shotgun to defeat the Twinfeeler
  • Stand on the grate platform, dodge out of the way when it surfaces and blast it 6 times to end the fight
  • Grab the Hunting Rifle on the wall once it's defeated while waiting for the thing to create the exit
  • Exit through the smashed door and take a right to follow where the road narrows into a grated path
  • Take the first right to head west on Sagan
  • Follow all the way west to Crichton which is ultimately the first left, continue south and take a left onto Koontz then cross over and enter the hospital from the inner courtyard
  • Enter the Examination Room for a brief talk with Lisa then exit back to the streets
  • Follow ahead and take the stairs to the rooftop

Boss 3: Floatstinger

  • Use the Hunting Rifle from medium to far range or the Shotgun from up close to kill the Floatstinger
  • Strafe around the rooftop to avoid the acid spits, take 1-2 shots at a time before strafing a few feet to escape and repeat
  • Alternatively you can head up by the water tower to create more distance and strafe around to open your own attack windows with the Rifle after it spits
  • Leave the rooftop via the stairs with things back to normal
  • Take a right and head around the next corner to make your way north up Crichton, then take a left and head over the bridge on west Sagan
  • By the waterworks, first check the locked gate, then shoot the lock with a firearm (quickest way) or break it with a melee weapon
  • Head through the gate and down the ladder

10. Sewers (To Resort Area)

Save Point Locations

  1. On the desk in the sewer office, lower level.
  2. On the barrel by the exit of the sewers, upper level.

Walkthrough

  • Take a right, follow the tunnel to the next opening and take a left
  • Stay on the left side and follow the path as it curves left, then cross over and take a right to head the other way
  • Cross over right then back left and through the gate
  • Follow the path around a few corners and grab the Sewer Key in the open key box by the desk
  • Optional: The Sewer Map (Connecting to Resort Area) is available on the desk
  • Exit through the gate and the next one to continue back the other way
  • Stay left, cross over right when you have to, then back left and hook around left and follow as the path turns back right
  • Stay right until you pass the right tunnel, then use the Sewer Key to pass through the fence gate ahead
  • Stay left over the blue grate and the next platform, then cross over right and continue up the right end ladder
  • Take Harry's right into the path, then head down the long left tunnel
  • Take a right through the next tunnel and the next right
  • Stay right to head through the fence gate, cross over left and then move through the right end gate
  • Cross over left and head through the gate on that side ahead
  • Head straight ahead and examine the bloody water to get the Sewer Exit Key
  • Turn around and follow the same path back (Harry's right) through the first gate
  • Head straight, through the left gate, stay right for a while then cross over left to pass through the next gate
  • Use the Sewer Exit Key to pass through the gate straight ahead and exit up the ladder

11. Silent Hill Resort Area

Save Point Locations

  1. On the bar inside Annie's Bar off Bachman Road.
  2. On the counter inside Normal's Motel Office.

Walkthrough

  • Head straight to the road and take Harry's right
  • Optional: The Resort Area Map is available on the information sign by the edge of the road

Optional Quest

Perform the following tasks only if aiming for one of the Good endings, which is not recommended for speed due to the extra time it takes:

  • Stay on the left side of the road as you cross Craig Street, then turn slightly left towards Annie's Bar and enter it
  • Get the dropped Kaufmann Key and Receipt between the billiard tables
  • Outside, head to Harry's right and around the corner towards the back and take a right on Weaver Street
  • Optional: You can alternatively enter Indian Runner directly across Weaver with the Receipt code 0473 but there's only the optional Safe Key with no actual items inside, while the code on the wall is always the same
  • Enter the code 0886 into the backdoor keypad to enter the motel office on the right side of Weaver
  • Get the Magnet on the couch, proceed through the open door to the front counter and exit from there
  • Take a hard right and enter room 3 that way with the Kaufmann Key
  • Push the shelf and use the Magnet to reach the Motorcycle Key
  • Re-enter the back of the motel office and enter the garage by the white couch
  • Use the Motorcycle Key to unlock the gas tank and find the vial inside before Kaufmann takes it
  • Exit through the next two closest doors, take a right around to Sandford Street and continue west over the bridge
  • If ignoring the optional quest, continue all the way down Bachman from the sewer opening and take your first right onto Sandford to head over the bridge

12. Nightmare Silent Hill Resort Area

Save Point Locations

  1. On the counter in the boat cabin on the Lakeside Pier.
  2. On the barrel inside the Lighthouse at the end of the Lakeside Pier.

Walkthrough

  • Continue forward along the left side of the grated road past both large garages, then take a left and head down towards the pier where it narrows on the right
  • Find the stairs on the left side and head down to enter the boat
  • Proceed through the next door to meet Cybil and Dahlia, then exit the boat through the larger double doors
  • Follow the path up the stairs, take a left at the top and take the next downward stairs to the right
  • Cross the wooden plank, follow the red railing path and cross back over to the pier farther down
  • Take the immediate right and continue along the right side and up the next narrow stairs
  • Take a right at the top to follow the path and take your immediate left towards the camera to head down the stairs on your right
  • Follow around the stairs down the narrow path and up the next stairs
  • Take a right at the top and head straight up the next stairs into the Lighthouse
  • Take the spiral staircase to the top exterior, then head back down, outside, and run forward to flash ahead to the boat
  • Exit the boat through the solo door and the double doors in the next hall
  • Head across the platform and up the stairs, then take a right and head north back to the mainland
  • Cross over the grated road while heading towards the left, then descend the ladder inside the small fenced lot on the right side of the road

13. Sewers (To Amusement Park)

Save Point Locations

  1. None.

Walkthrough

  • Optional: The Sewer Map (Connecting to Amusement Park) is available on the wall just down the ladder
  • Follow the long tunnel and take a right around the first two corners
  • Take the next left and follow the next tunnel past a couple holes, then stay right to cross the narrow section where the corpse is
  • Continue straight ahead and exit up the ladder

14. Lakeside Amusement Park

Save Point Locations

  1. On the counter of the ice cream shop across from the ferris wheel.

Walkthrough

  • Take a right past the gate and follow the grated path as it curves back left
  • Optional: You can use the Unknown Liquid on the first Larval Stalker here to skip the next segment while saving Cybil
  • Continue straight ahead and take a right by the curving fence
  • Head along the left fence to the moving ride playing music on the right, then take a hard left just past the ride and continue that way
  • Head straight past the ice cream shop for about 5 seconds and then take a right to locate the merry-go-round and head up its steps

Boss 4: Cybil

  • Optional: To save Cybil and get one of the + endings (and a quicker time), approach her and use the Unknown Liquid at the start of the battle to end the fight
  • If you don't have the liquid, strafe around Cybil until she drops her gun, then use the Hunting Rifle or Shotgun to blast her while keeping your distance
  • The "Flauros" will be used automatically in the cutscene

15. Nowhere

Save Point Locations

  1. On the table in the Examination Room at the very beginning.
  2. On the counter inside the antique shop room in the first corridor, 1F.
  3. On the table inside Alessa's bedroom in the Phaleg hallway, 1F.

Walkthrough

  • Proceed through the door straight ahead and into the elevator on the path
  • On the next floor, head left around the corner and pass through the last door on the right
  • Move down the stairs, through the classroom and get the Screwdriver and Pliers on the table in the back room
  • Head back through the classroom and up the stairs to the previous hall
  • Take a left back to the initial elevator and enter the room on the right of it
  • Use the Pliers to pull the Key of "Ophiel" out of the faucet
  • Take a left around the corner in the hall and use the Key of "Ophiel" to slip through the second last door on the right
  • Enter the second room on your left and solve the astrology puzzle

Astrology Puzzle

  • Enter the following codes into the keypads at the back:
    • Left Keypad: 6
    • Center Keypad: 4
    • Right Keypad: 8
  • Grab the Stone of Time that falls after correctly entering the codes, exit the room and check the keypad ahead to the right

The Grim Reaper's List

  • Enter the Code "ALERT" into the keypad to unlock the door
  • Proceed through the unlocked door and the next door to get the Amulet of Solomon on the back wall, then exit back to meet Lisa for Harry to return to the hall
  • Turn around and pass through the second door on the left to the first hall and enter the Antique Shop through the second door on the left
  • Insert the Stone of Time into the clock and grab the Key of "Hagith" on the exposed clock face
  • Head to the end of the outside hall and use the Key of "Hagith" to pass through the double doors and enter the other elevator
  • Optional: Since the Light Puzzle solutions are always the same, we can skip the Camera on the second floor
  • Head to the third floor and solve at least half of the light puzzle

The Light Puzzle

  • Normally you must acquire the Camera on the second floor to use to expose the shapes on the paintings here but the solutions are the same every time
  • While you only need to open the left door, below are the solutions for each door's keypads:
  • Unlock and head through the left door to get the Bird Cage Key
  • Return to the elevator and descend to 2F
  • Enter the first hallway through the doors and take the third door on your left to the jewelry shop
  • Get the Crest of Mercury and Ring of Contract in the display cases
  • Back in the hall, pass through the double doors ahead to the next hall
  • Unlock and pass through the door straight ahead of you to warp back to the first hall
  • Take a left and enter the left room by the elevator (technically around the right corner)
  • Use the Bird Cage Key to get the Key of "Phaleg" in the birdcage
  • Pass through the next door on the right with the Key of "Phaleg"
  • Enter the first room on your right to get the Dagger of Melchior from the kitchen fridge, but place the Ring of Contract after to avoid getting killed on the exit
  • Enter the next right room in the hall to rip open the jellybean bag on the shelf and then pick up the Key of "Bethor" on the floor
  • Optional: The Video Tape can be played with the VCR and TV in the next room if desired, but is entirely optional
  • Enter the graffiti room directly across the outside hall to get the Ankh on the wall, then exit
  • Turn right and enter the generator room at the right end with the Key of "Bethor", then turn off the generator
  • In the hall, head back through the right end door to the first hall, then through the second door on the right which you unlocked earlier from the second floor
  • Take a left and enter the room at the left end of the hall
  • Use the Screwdriver to unscrew the plate at the back and grab the Key of "Aratron", which is not electrified with the power turned off
  • Exit to the hall and take the right end door before the corner to the first hall, then left through the labelled ("Phaleg") door
  • Enter the right end room with the Key of "Aratron" and grab the Disk of Ouroboros beside Alessa's portrait
  • Enter Alessa's bedroom directly across the hall and insert the Amulet of Solomon, Crest of Mercury, Ankh, Dagger of Melchior and Disk of Ouroboros into the other door to unlock and proceed through it
  • Head down the stairs to the final boss arena

Boss 5: Incubus / Incubator

  • Whether fighting the Incubus (flying demon) or Incubator (young girl in bright white), use the same Hunting Rifle strategy to defeat it
  • Fire at it until it's ready to discharge lightning, then run in an aggressive circle to dodge the lightning, which can be difficult to do
  • Continue firing when the lightning finishes, then just repeat
  • Alternatively if you have enough health, you can just fire nonstop at them and just eat all the lightning attacks, but be sure to enter your inventory and heal to full health during the first strike to stay alive
  • As long as you heal at the beginning of a lightning attack, you will not take any further damage from it even if the strikes continue for a few more seconds

Congratulations on completing your speed run through the game. A time under 2 hours should be easily achievable on your first attempt, while under an hour is very achievable once you have a good understanding of the game. Feel free to keep practicing and do consider going for a 10-star ranking, also very much a speed run, with help from the 10-Star Ranking Guide .