Note: This walkthrough was made while playing on Normal Action Level, so item locations may not be the same in higher or lower action levels as there will be more or less items. But puzzles and bosses are for all Action and Riddle Levels. All given controls are for the PS2 version.
If you're low on health or ammo at certain areas, there will be extra ammo or health around. All the items in this walkthrough will all be there on Normal Action Level.
01. Lakeside Amusement Park
"Where am I?"
Note: This section of the game isn't really important and you can just get killed by enemies or fall down a hole and you will succeed. But there is an end to this part if you keep playing. No matter what you do, you'll always end up in the same place, which is the next section of the game.
When you start the game for the first time, you'll be in the Silent Hill Amusement Park which wasn't explored in Silent Hill 2. Heather has a Knife in her hand and she's ready to fight any monsters. Once you can play, press Select to go to your inventory. You may notice that you also have a Steel Pipe and a loaded Handgun and Submachine Gun. You also have a Health Drink, a First-Aid Kit, and 30 Handgun Bullets. You have two items which are the Flashlight and the Radio.
In front of you to the left is a large size door. Equip your Handgun and go through it. Inside this room there are some enemies. A Double Head should approach you and try to attack you. Use the Handgun to kill it. It should take around 5 shots, depending on the Action level you chose.
Follow the pathway to the right and you should encounter a Closer. Use the Handgun to kill it with around 10 shots. When both enemies are dead, find the door with the standing sign by it. This door is unlocked and it's a store, but there's nothing you can pick up inside. So continue along until you reach the end of the pathway and go though the small door with the
In this area there will be two Closers in front of you. Run to the right and equip the Submachine Gun. Wait for the Closers to come close to each other, and then when you're close to them, fire away at both of them with the Submachine Gun by using the left analog stick to aim to the left and right. If done correctly, they should both fall to the ground. Finish them off by kicking them if you need to and go through the next gate.
In this next area there will be a lot of noise. Watch out for the oncoming Double Head and run to the left. There is also a Pendulum to the right but don't worry about it because you're running away from it. Run under the Mountain Coaster sign and keep running. A Pendulum might come from the left so watch out if it does. When you reach the end of the pathway, turn right and go up the stairs. Try to run up the stairs as fast as you can and when you get near the top, beware of the Pendulums as they will probably come up there and attack you.
Once at the top, there is a small control room for this ride. The door is locked, so the only way to go is through the small gate by the control room and onto the tracks of the roller coaster ride. To Heather's left is a hole. You can fall off the tracks and you will die, but this is good if you want to end this quick. There is no difference whether you fall down a hole or get to the end of the Amusement Park. You will always lead to the same place.
Since you've made it this far, why not just do the rest? You're almost there. Instead of falling down the left hole, take the right route and keep following the tracks. You can actually fall off certain parts of the track if you're on Hard Action Level. Just stick to the inside area of the track and follow it, and you will come to a straight. There will then be a video. The Roller Coaster comes and Heather has nowhere to go and the Roller Coaster runs over her. This is inevitable so don't worry about it.
06. Construction Site
"Lots of empty bottles and cans. It looks like somebody was living here."
Once inside, go around the left corner and keep going until you reach the white door at the end, and go through it. Go up the stairs until you reach 5F, and go through the door. You can't enter 3F and 4F for safety's sake and the 2F door has a broken lock. Go straight down the 5F hall, past the open washroom, and through the green door on the right side. Go straight and go around the corner to notice a section of the wall that's different from the rest, just like in MGS1. Equip the Maul or another melee weapon and use it to break the wall. You can use a gun but it just wastes ammo.
After the wall breaks, take the Silencer on the ground. The Silencer can be equipped with the Handgun or the Submachine Gun. It prevents enemies from knowing exactly where you are, but it weakens the power. You can see some legs in the wall – it appears that Solid Snake was doing some business here and he forgot his Silencer, possibly for his SOCOM. Turn around and get the Handgun Bullets on the box with boards on it and examine the bed. You will be asked if you want to drop the bed down the hole – select "Yes."
Go around to the other side of the hole and get the Health Drink by the boards, then fall down the hole – don't worry, it's okay. You'll land two stories below on the mattress. Find the broken wall in the area and go through it, onto the scaffold outside. Out here there will be two Pendulums; one on each side of you. Kill the one to Heather's left with the Handgun or Shotgun and continue that way. Go around the corner and keep running to get a view from a window – go through the window into the adjacent office building.
07. Hilltop Center
"This box is filled with mannequin heads. I think I'll pass on this one."
You appear to be in an interview room or something, but nothing important is in here, so exit the room through the brown door. Follow the corridor to the other end and go through the open door beside the boxes. Move between the shelves to find only one mannequin with a head; examine it then go back and navigate yourself to the other side of the shelves for a sudden noise. But first, get the Handgun Bullets and the Shotgun Bullets on the box on the shelf under the mannequin. Go back to see what happened and then exit the room.
Go around the left corner and go through the first door on the right. Around the left corner are two Double Heads. Kill them with the Steel Pipe and find the elevator with the doors slightly open. You can't do anything yet but this is where you want to go later. Find the door you came through and turn around, head straight and go through the door into Monica's Dance Studio.
The door on Heather's left just leads to two Double Heads and an Insane Cancer in, so don't go in there unless you feel the sudden urge to be eaten. Go through the other door in the view. Locate the small table by the two chairs and take the Office Building Map. On the wall to the right is a Save Point. You can also find a drawer in the desk that is slightly open and you can see some rope inside. On Easy Riddle Level the drawer is open, so if you can, get the Rope. When you're done, exit the room for now.
Check your map and enter the southeast room in this corridor. In this room, move forward and take the two Health Drinks in the locker. Exit the room and reenter the middle corridor on your map. Head west and then north when you can, and enter the stairwell with the "EXIT" sign above it. Go up to 5F and go through the stairwell door there.
Find the KMN Auto Parts door in the southwest area of this corridor and go through it. Make your way down the hallway and kill the Numb Body there with the Steel Pipe. Two more will come, kill them too. The door to the left of the red light just has an Insane Cancer in it, so head north a little and then enter the first room on your left. On the desk in front of you to the left is a Health Drink. Make your way to the southwest part of this room and get the Jack on the shelf. Exit the room and unlock the door in front of you and go through it.
Note: If playing on Easy Action Level you can just go back down to 3F and use the Jack and the Rope to get down to 2F via the elevator shaft. But getting the Katana is recommended. Use the instructions below to get the Katana, skipping the Screwdriver part because it won't be there.
Head east and enter the Gallery of Fine Arts on your left, through the double doors. Go to the north part of the room to find a missing painting with the caption "Flame Purifies All". Forget about for now and go through the door beside the office door. Go north up the corridor and get the Screwdriver on the box (this item is only here on Normal and higher Action Levels). Then head south down the corridor and enter the room on the right from the ground view. Move forward and take the awesome Katana on the shelf. There's another one there but Heather claims it will just slow her down if she takes it.
Exit the room and pass through the painting gallery to get back to the main corridor. Enter the stairwell and go back down to the main 3F corridor. Check your map and head to the "Drawer" room (if you don't have it marked it's the first door on the east side of the Monica's Dance Studio area). Go up to the drawer in the back desk and use the Screwdriver from the menu.
Heather will pry open the drawer. Get the Rope and exit the room. Enter the main corridor again and locate the elevator with the slightly open doors. Go in the menu and use the Jack. Return to the menu and use the Rope. You will then be asked if you want to use the rope to get to downstairs – select "Yes".
You are now on 2F; navigate yourself to the north part of your map to find a Save Point on a vending machine. Turn around and head south and then west, and go through the door in front of you to the right a little. Head towards the camera and pick up the Beef Jerky on the floor. Then go through the door to the right of Heather. Make your way past the washroom set to the other door in the area and go through it.
There appears to be another bathtub in this area. Go behind it for a cool view and examine the knobs. Heather will turn one in a cutscene and something mysterious happens. The area turns to the "Nightmare" version right before Heather's eyes. When the screen fades black you'll hear a familiar voice.
08. Nightmare Hilltop Center
"Oh it gets to me all right. I find it most fascinating."
Go around the bathtub and go through the orange door in the room. Ahead of you is a costume hanging by some scissors, and it looks similar to Pyramid Head's costume from SH2. Find the other door in the room and go through it. Out in this hall there will be a Slurper in front of you. If you want to kill it, use the Shotgun and don't fall for its playing dead trick – it's dead when blood pours out.
Go north from the door you came out and go through the door there. Find the table for a strange memo and a picture of Heather. There is a Save Point on the wall; use it if you want to. Then enter the room with the room name "Examination Room" beside it. Inside, you will meet someone new. Heather will exit the room through another door in the room after a while.
Examine the shelf beside you and take the Oxydol. Also take the two First-Aid Kits and the Health Drink. Read the memo on the desk. It won't really make much sense to you now, so exit the room through the west door, unlocking it first, because Heather won't go back through the north door because of Vincent. Exit this area to the main corridor.
Make your way to the elevators and kill the two Double Heads there with the Katana. Then enter the east elevator and go down to 1F. If you try to go north to the exit of the building, you'll find a messed up monster blocking the way. You can't kill it with weapons or anything; read the memo on the ground near it to understand what's going on. It appears to be a fairy tale book and the whole thing isn't here. Enter the Last Drop Café through one of the doors in the southeast part of the corridor.
In here you'll find an Insane Cancer lying down. You can kill it with the Shotgun if you want, but you can be quick in this area and get what you need without getting hit. Get the Shotgun Shells on the table beside the monster and examine the fridge by the counter to get the Pork Liver. An odd item but it may come in useful. Head back towards the door – foolishly enough, Heather doesn't take any of the cash on the counter so exit the room. The east door in this corridor is locked, so get back in the elevator. The 3F button doesn't work and all you'll find on 4F are two locked doors and some holes in the ground, so go up to 5F.
The only place you can go in this corridor is through the west door, so do so. Around the south corner are two Slurpers. Run past them and enter the southwest room on your map. Get the two packs of Handgun Bullets on the table and take the Matchbook on the other side; then exit the room. The other room here just has a fence blocking two Slurpers from getting to you so head east down the corridor to find a glass wall with a wheelchair behind it (Session 9 reference). Go through the nearby door with the blue light above it.
Enter the gallery through the door in front of you to the right a little. On the wall in the screen is a Save Point. Make your way to the north part of the room and you'll notice that the missing painting from before is now here. There's a bucket in front of the painting, and the caption reads "Flame Purifies All" – let's make a flame. Go in your inventory and combine and use the Oxydol, Pork Liver and Matchbook. The painting will set on fire and a small set of double doors will be revealed; go through them.
Look to the right and move down the stairs (you are now on 4F). You can find some more pages about the fairy tale on the desk here but you have yet to find the end of the story. Go through the door down the stairs and start moving south down the corridor. You'll encounter three naughty Slurpers around the first corner and another one further down the corridor! Unlock the door leading to the main corridor but don't go through it; go south and enter the southeast room on your map. Locate the bed in the area to find some blood under it, and furthermore, some items on it. A Slurper will dash out from under the bed – it doesn't have much health so kill it with the Handgun or Shotgun. Get the Handgun Bullets and the First-Aid Kit on the bed and leave the room.
Head west and go through the door there, leading to the west corridor. Move west and then north up the corridor. Unlock the door with the blue light above it and move to the west. You will encounter a Slurper and two Double Heads in the corridor that may attack you. Try to just run past them and enter the room and the end of the corridor. Examine the coins on the desk to get a Silver Coin.
Head over to the northeast part of the room to find a memo on the wall next to the vending machine. Use the Silver Coin on the vending machine. Heather gets an empty can with something inside making a noise. She will open and shake it. You'll get the Life Insurance Key. If only all life insurance came in cans... Exit the room and there will be another Slurper in the corridor. Run past it and go through the door leading to the main corridor, unlocking it first, and then enter the elevator and go down to 1F again.
Go to the southwest part of this corridor and go through door there. Follow the corridor south and then west, to encounter two Slurpers eating some meat. Take advantage of this and enter the room by them. As you can see, the people that were in this room seem to have run out of life insurance. You can never have enough! You can find the end of the fairy tale on the bloody table. Heather will say "Tu fui, ego eris" after seeing it in the story and she'll hear a monster noise – how come she doesn't comment on other monster noises? Exit the bloody room and exit to the main corridor.
Move and you can see that the Glutton is gone! Exit this nightmarish office building through the double doors.
You will be on the streets now. Turn left and go that way, which is west, but you don't have a map of this area anyway. Go past some cars, and then after the cop car turn left (south) and go down the alley. Then turn right (west) and go up the stairs ahead and enter Daisy Villa Apartments.
10. Silent Hill
"I'm going to Silent Hill."
After the cutscene in the motel room you have to get to the hospital. Beside the TV ahead of you is a Save Point. In your inventory you have a new item, Dad's Notebook, and you have a Silent Hill Map. And if you check your map you can see you're in Jack's Inn; exit the motel room. There's a lot of fog out here and it's hard to see. Head north and exit the motel compound. Heather won't let herself go too far east and Munson Street is blocked at the intersection with Nathan Avenue.
Start going west and you'll encounter a Double Head. Kill it with the Katana if you want but you can easily outrun it – that's if it even tries to chase you. Continue west and you may encounter another Double Head. Kill or ignore it and continue west on Nathan Avenue. There will be two Pendulums by Texxon Gas but try to run past them. Pete's Bowl-O-Rama won't open and you can't go too far west down Nathan from here, so head south down Carroll Street. Stay on the west side against the wall, and when the view changes by Heaven's Night, go west and up the stairs of Heaven's Night and enter it.
Inside Heaven's Night, get the First-Aid Kit and the Beef Jerky on the table to Heather's left. On one of the round tables is a tourism pamphlet. It's exactly like the one in Room 104 of Wood Side Apartments from Silent Hill 2. On the bar you can find some Shotgun Shells.
Silent Hill 2 Reference
On the stage near the green door is a poster of Maria from Silent Hill 2. But she has long black hair. Her hair was probably dyed blonde in Silent Hill 2.
There isn't anything else to do here so exit Heaven's Night from where you came in. Go down the stairs and exit the alley and then continue going south down Carroll Street. You will encounter two Pendulums on the way – just run past them. When you finally reach the hospital you can hear a Double Head, and it may come towards you. Kill it with the Katana if you want. There's also a Pendulum and another Double Head near you too, but just forget them and enter the hospital through the double doors.
12. Nightmare Hospital
"Happy birthday dear... Oh, I forgot you name."
Now this is a true nightmare! According to your map you're just outside the west stairwell on 3F. Move down the hallway and enter room S3 – it may be hard to find. There's a Save Point on the bed and 2 packs of Handgun Bullets on the window sill, along with a hand coming from outside, oddly enough. Exit the room, and if you enter Examining Room 4, you can find a corpse with its blood dripping into a bucket. You can't do anything with it yet so enter the Day Room, since the east corridor doors are locked. Inside this weird room you can only get to the other side by moving towards the camera and then away from it in the other direction. Go through the other double doors to enter the east corridor.
Unfortunately there are three Slurpers in this hallway. If they annoy you, and they should, use the Shotgun to get rid of them. Enter the Store Room when you're done with the Slurpers to come across a mirror and a very disturbing experience. The door won't open so just enjoy the insane experience. You may notice that Heather in the mirror will stop moving after a while. When the room gets dark you can exit it but it may be hard to find the door. Don't stay in this room too long because you can lose health and die.
Enter the elevator and you'll notice that there are three new buttons: B1, B2 and B3, not 31, 32 and 33, which they look like. The only basement floor button working is B3, so go down there. On B3 you'll come across some covered corpses on gurneys. Head straight from the elevator and examine the oven for a puzzle (the oven will be open on Easy Riddle Level).
B3 Crematorium Puzzle
Here there is no puzzle, the oven will be open.
Here there will be roman numerals in randomly selected slots on the oven. They have to do with the four corpses on the gurneys with white coverings. The roman numerals in the slots on the oven will be I, II, III and IV. If there's a roman numeral in a slot, there will be a covered corpse on a gurney in that position of the room. It's not that hard to figure out. Each of the gurneys – covered or not – are marked with numbers.
Here are the locations for each gurney number in the area:
Use those numbers to unlock the oven. So if it says "I" in a spot on the oven, the number on the corpse in the room that coordinates with that location is the first number to the solution. Do the same for the other three numbers and you'll get a code.
In this case, the resulting code would be 5172. However, you are very unlikely to get this exact code, since all codes are random. Another thing, the number 7 will always be in the resulting code because that's Stanley Coleman, according to the crazy guy on the phone (later on in the hospital).
Upon examining the open there will be a riddle. On each gurney in the room there will also be a poem. You need to use them to solve the puzzle. The following is written on the oven:
The poem has five verses and the first four are the answers that give you the four-digit pass code. However, you need to use the four verses on the oven and match them with four of the ten poems on each gurney in the room:
Note: The poems marked A-D on the side correspond with the paragraph of the same letter for the memo above (the oven door).
If you are familiar with the nursery rhyme "Who killed Cock Robin?" you are in luck. But if you're not, that's probably why you're here. Read all the poems on the gurneys in order. So start with 0, which doesn't relate to anything here.
1 is the fourth verse on the oven. The Sparrow is the bird who is to be sent to hell here, since he's the one who killed Cock Robin. Very straightforward.
2 is the second verse on the oven. The Owl is the pining hunter, withering away from grief – he can't hunt nor fly. Also, the word "earth" is mentioned in both this verse and the verse on the oven.
3 to 6 don't have to do with anything here, but 7 is the third verse on the oven. The thing about the "Linnet" is the clue here, it matches the the third verse on the oven. By the way, you may notice that this memo also clearly describes Stanley Coleman, the madman writing letters to Heather. The corpse numbered "7" is in fact his, which will be told to you shortly, if not already. The number 7 corpse is always down here, and is always a number in the resulting code for every Riddle Level.
8 is nothing and 9 is the first verse on the oven. This verse says "he shall never grow old", which matches "knows no death" on the oven. Also, they both have "pure" in them and the verses are quite similar, referring to love.
So that leaves you with four numbers: 1, 2, 7, 9. Just take those numbers and arrange them in the order of the verses they match on the oven (A - 9, B - 2, C - 7, D - 1). This leaves you with 9271.
After entering the correct code in the oven lock, examine the oven again and Heather will open it (if not playing on Easy Riddle Level). Grab the Cremated Key inside and reenter the elevator, then go up to 2F. Enter the Men's Locker Room to hear a phone ringing. Find the locker it's coming from and examine it. Someone is on the phone and it's not Leonard or Stanley Coleman. The mystery man claims Stanley is underground and his new name is "number 7." So he was the corpse numbered 7 on B3... Anyway the man talks about a birthday present – there will be a present for you on 1F if you answer the phone here; if not, nothing.
Exit the room and you can hear some Slurpers. Quickly enter the Women's Locker Room and examine the garbage for a Plastic Bag and a Health Drink (don't worry, nobody's looking). There's also a locker in this room that opens when you go up to it. Something's inside with no escape, but it's not important anyway, so exit the room.
Head south and kill the two Slurpers with the Shotgun if you need to and then reenter the elevator and go up to 3F. Head to the door leading to the patient wing, unlock it and go through. Enter Examining Room 4 and go up to the blood bucket. Go in the menu and use the Plastic Bag to get a Plastic Bag (with Blood). Exit the room and enter the east corridor again through the double doors near you. Enter the elevator once more and go down to 1F.
There are two Nurse Demons and a Slurper in this area. Kill them if you must and then enter the Examination Room. There's a Save Point on the right wall by you, an Ampoule on the table to your left, and a memo on the table in the room. If you enter the Day Room through the northeast door you'll find a memo on the ground and a Nurse Demon on the other side of the fence wall. Enter the Day Room through the southeast door, using the Cremated Key. Follow the path and you will encounter the Nurse you could see from the other side of the fence wall, patrolling the hallway. Kill it if it gets in your way and go through the other door in the area to the patient wing.
Out here there will be a Slurper in front of you, and another one will come a little later; kill them if they get in the way. "Happy first birthday!" will be written on the left wall, only if you answered the phone in the Men's Locker Room on 2F – if you did, there will be a present for you in room C1, so enter it through the door beside the writing.
Depending on you drug (health) points (1 Health Drink = 4 pts, 1 First- Aid Kit = 8 pts, 1 Ampoule = 12 pts) and ammo points (1 Handgun Bullet = 1 pt, 1 Shotgun Shell = 2 pts, 1 Submachine Gun Bullet = 1 pt), what's in here varies. The same goes for ammo and drug points added – but this determines how many Nurses will be in the room. Refer to the charts below to determine what will be waiting for you depending on what you have.
Ammo Presents, if ammo points are more than drug points:
There's a Save Point on the curtain in this room; save your game because there's a boss fight just ahead. There's a stretcher that's some kind of altar at the back of the room and the other stretcher near it has a memo on it. Read the memo to find some interesting information: "Drench the altar in the blood which spouts red from the heart, to praise and to show loyalty unto God." So go up to the altar and use the Plastic Bag (with Blood) from your inventory. The blood leads to a ladder by the entrance of the room, strangely. Suddenly and out of nowhere, a hole with a ladder appears where the blood leads to – go down the ladder. Once you're down, there will be a cutscene followed by another boss fight.
Boss 3: Leonard
Leonard is nowhere to be seen but his voice is heard. When the fight starts, equip the Handgun because it's relatively good for this fight. It may take a while with the Handgun, however, so you may want to use the Shotgun instead. Start shooting Leonard a few times, which will cause him to go under the water. When he comes up, blast him again until he goes back down for a swim. Leonard moves under the water a lot, so try to stay away from him while he's doing so, so he can't come up and knock you down. Also, don't run into the large water brush object at one end of the battle area because you will die if you do so (I don't see why anyone would even run into it, anyway). Leonard will keep moving back and forth down in the water after you shoot him a few times, and you can't shoot him while he's underwater.
Try to follow him while he's under water so you can see where he is, but keep your distance. Shoot him while he comes up and he should go back down pretty fast. Sometimes after you shoot Leonard, he'll fall to the ground and flail about, trying to get up – use this time to blast him even more with the Shotgun, and he might not be able to get up. If you don't shoot him while he's up, he'll just go back down. You can use the Shotgun to blast Leonard to the ground effectively, but the Handgun is pretty good, so try to conserve your Shotgun Shells if you don't have many. If you can, and sometimes you can, kick Leonard while he's on the ground.
Leonard has three types of attacks: An attack with either his left or right arm, an attack while he's rising and a counterattack, which is the most powerful of them all. If you're low on ammo, use the Steel Pipe or Katana and attack from the back. Be aware of his counterattacks and you should be fine. After a while, Leonard will die and fall to the ground.
Heather wakes up in the normal hospital in room C4. As she starts to walk, her foot kicks something and she picks it up. You'll get the Talisman. Exit the room and go through the double doors leading to the east corridor. Find the main entrance and go through the double doors, exit Brookhaven Hospital.
A cutscene of Vincent and Claudia in your motel room will play. Once it's over, head north up Carroll Street and east on Nathan Avenue, and head back to the motel. You may encounter two Pendulums and a Double Head on Carroll – just run past them. In the motel compound, find Room 106 and enter it. A cutscene will play and Vincent tells you that Douglas has a message for you: "The church is on the other side of the lake." After the cutscene, exit the motel compound and head northwest up Nathan Avenue. When you get a little past Pete's Bowl-O-Rama, you'll just be at the Amusement Park to save you a lot of running time.
13. Lakeside Amusement Park Revisited
"A paradise for castrated sheep, maybe. Sounds pretty boring."
You appear to be in the same place from your nightmare. Kind of like dйjа vu, and Heather doesn't look too happy. Run forward to the main area and then go through the large doors to the left. There will be a Closer to the right of you, kill it with whatever or just push it to get past it. Continue around the circle area to the right until you reach the door with the sign near it, and there should be a Closer there. Kill the Closer and enter the souvenir shop through the double doors.
Go forward and take the Beef Jerky on the counter. Turn around and grab the First-Aid Kit on the round table with the merchandise on it, and head to the back left of the room. Nothing interesting is here so move away and you'll here something fall. Go back to investigate what fell. Get the Roller Coaster Key from one of the cookie boxes and save your game with the Save Point on the box if you want to. When you're done, exit the shop. Turn to the right and continue running down the pathway and go through the small brown door when the view changes.
There will be two Double Heads here. Kill them or just run past them and go through the gate ahead. Turn to the left and go down the pathway, under the Monster Coaster sign and passed the Pendulum there. Make sure the other Pendulum behind you doesn't catch up, and run up the stairs. At the top, enter the control room for the roller coaster, using the Roller Coaster Key. Go inside and get the 2 Health Drinks by the microphone towards the camera. Find and examine the power switch near the door and turn it off.
Exit the control room and go on the tracks through the small gate. Turn to the right and follow the tracks like you did in your nightmare. Try to stay away from the edges (you can fall off on Hard Action Level), and when you get to the end, a cutscene will play. The roller coaster switch turns back on and the roller coaster comes towards you just like your nightmare, and Heather naively stares at the darkness ahead of the roller coaster. However, Heather will jump off this time and survive. If you don't turn off the roller coaster, you will die instead of jumping off.
After the cutscene of Douglas and Claudia, Heather will wake up on a ticket booth and she will get down from it. Turn around and move forward, then go through the reddish-brown door on the left. Follow the path and turn to the left and go in the next path. There's a Save Point on the ticket booth near the end of the path; you may want to consider saving. Continue down the path and enter the Haunted Mansion.
Borley Haunted Mansion
Inside, you'll be welcomed to the Borley Haunted Mansion by an announcer. When he's done talking, you can finally go through the first door. In this bloody room, listen to what the announcer has to say, and then you can go through the next door. You can see someone rocking in a chair in here. Make your way towards, following the path, for a sudden surprise – the corpse is real! When the announcer is done talking, go through the gray door behind you.
In this room, there are spikes on the roof. Follow the path and the spikes will come down, but not far enough (they will come far enough on Hard!). Make sure you're moving when this happens or you may lose health or perhaps even die. On Hard Action Level, the spikes will fall a little further and can kill you if you just run through the hallway. What you want to do is make Heather lower so the spikes don't hit her – hold R2 to enter caution mode, which lowers Heather a bit. While holding R2, walk the hallway, and the spikes will fall without hurting you. Even though you can get a bit lower when you stop moving, it isn't necessary. Just holding R2 is good enough. After the unfaithful announcer finishes talking after the spikes fall, go through the exit door.
Sadly, that wasn't the exit – the illegitimate announcer has tricked you again! You're still in the mansion. Start running down the hallway and go left around the corner. There will be red glow following you that will kill you if it catches up with you so run fast! If playing on Hard, it can be very difficult to outrun the red glow, especially dealing with the clumsiness of Heather. Go right around the next corner, and when you go forward, the left wall will move to cover the pathway ahead, so go left around the corner. Go right around the next corner and right again.
Keep moving and go left around the next corner. Go right around the corner after that and ignore the first door because it has a broken lock. Turn left at the next corner and go through the end door. You're still in the mansion, so run forward, go left around the corner and right around the next. Turn left around the next corner and then right around the one after that. Go right around the next corner, left, right, and then left. Go through the door at the end to finally exit the mansion.
Outside Once Again
There are two Closers in this area, just run past them and go to the left. Find the open pathway and take it. Kill the Double Head in front of you, continue running forward and pass the Closer. When you can go to the left, do so and go through the gate door. There will be a Pendulum and a Closer in front of you. Kill them and then kill the other Pendulum as it comes towards you. Go forward and go through the gate.
Move forward and take the Health Drink and the Shotgun Shells on the bench. Turn around and head for the bleachers. Find the Chain on one of them and then go on the platform from some small stairs and get the Red Shoe in the middle of it. Get off the platform and go through the gate you came from. If you killed all the enemies here before, there will be a Pendulum by the other gate. Just run past it and through the gate.
Run forward and to the left a little to find a gate door that isn't locked but won't open. Go in the menu and use the Chain to attach it to the gate. Heather says this is half good because it needs to be attached to something else. Turn around and step on the ride, attaching the other part of the chain to the metal bar on the column of the ride by using it from the menu. If Heather says it cannot be used here, you're not aligned with the bar. Now step off the ride and enter the control room to Heather's left. Grab the Handgun Bullets on the counter and then examine the switch to the left.
The door will open with a screech. Exit the control room and go through the door. Heather will confront Douglas again to find that he's wounded. After the cutscene, go through the gate in front of you to the left. Turn to your right and enter the Fortune House. Read the memo on the chair to the right and then you'll take it, it's Douglas's Notebook.
You can't give the book back to Douglas so there's no point in going back to him. If you do, you may have less chances of getting the Possessed Ending (only in a replay game). Move into the other section of the room and get the Doll Head on the table. Get the Ampoule on the chair to Heather's left and save your game if you want, using the Save Point on the fortune table. Exit the Fortune House and enter the Morchen Travel place next door. You'll find two large sized dolls in this area – Snow White and Cinderella.
You can find two pictures of them on the tracks past them. One has a doll head and the other has a red shoe. Go back to the life-size dolls and use the Doll Head from the menu and put it in Snow White's hand. Then use the Red Shoe from the menu and put it by Cinderella. Go on the tracks and take the left route and go through the door. If you didn't give the items to the dolls, this door won't open. Check the dragon here for some comments and go through the green door past it on the left.
In this area, a Double Head will come up to you and try to attack. Dodge it and kill if you want, then move to Heather's right. There will be a Pendulum there; if you can, run past it. To the right, you can find an ice cream place and a memo that Harry wrote 17 years ago, when the first Silent Hill took place. As you continue past the ice cream place, you may encounter another Double Head. Head forward to the left and go through the gate. If you don't know where the gate is, it's behind the Pendulum on the left side when you see it first.
Move forward and take the First-Aid Kit on the left bench. Continue forward and go around on the right side of the round garden and head towards the right and move forward. Follow the queuing line and go up the small steps and onto the carousel. As you move forward, the carousel will magically start up. Go around the carousel until you find the only horse not moving that has blood al over it. Examine the note on its left side for the following:
The part about "When 13 turns count 4" must be saying you will die when the carousel turns 52 times (when 13 turns count 4; when 13 comes four times, which is 52). That part doesn't fully make sense at first, but there's more. It also says "you will be saved by the 12th death" if you wish to escape.
There are 12 horses on here and one's already dead. You won't be able to escape unless you do the following. The idea here is to kill all the horses. How? Easy, use your weapons. Don't waste ammo, just use melee weapons. Use the Katana or the Steel Pipe because they work best.
To give best results, press and hold X hard so Heather lifts the weapon over her head and then swings. It will take two swings like that with the Katana and three with the Steel Pipe, so the Katana is your best bet for time. When navigating around, be careful not to go directly in front of the horses because you may be affected by the smoke coming out of the horses' mouths. Try not to get too close to the horses' mouths or you can lose health. You will hear a horse noise when you deliver a hit and a different sound when it's dead – it will then shortly stop moving. If you want to have some fun and have Shotgun Shells, go right beside an "alive" horse and wait for the right moment, and then blast it. It will die with one good shot, but you should only do this once or twice so you're not wasting too much ammo.
After you've killed all the horses, it will take a little time, and then the horses will start moving again. Don't worry, you didn't do anything wrong. Just wait a bit and a cutscene will play. When the cutscene plays, the carousel will turn into the nightmare version and then in another cutscene, someone else's here, and it looks like Alessa. It's time for another boss.
Boss 4: Memory of Alessa
She holds her knife in the air like it's actually a good weapon. When you can play, laugh at her terrible weapon and equip a melee weapon; it will be sufficient. The Katana is the best choice but if you don't have it, the Steel Pipe will work well. Alessa has one form of attack with the Knife; just a slash which does pretty much nothing at all to your health. Let Alessa come to you and then attack. Don't worry about getting attacked because it barely does anything, but do try to prevent the attacks. Alessa may run away sometimes – when this happens, follow her so you can see where she goes and take advantage of her not trying to attack, and attack her if you can.
You may consider equipping the Bulletproof Vest for this fight because it will come in handy for more lethal attacks. Alessa can block your attacks sometimes and so can you. While holding R2, press Square when she tries to attack and Heather will block it. Keep using the Katana to whack Alessa several times and she'll fall to the ground and disintegrate. Keep in mind that Alessa will get stronger each time and she'll have different attacks with each weapon.
It's not over yet, it's just getting started. Alessa will appear somewhere else. You can hunt her down if you want, but you can just stand against the side somewhere and hold L2 and you will be able to see her as she comes towards you. But try to run away before she gets too close, or she will shoot you with her Handgun. Alessa has two forms of attack with the Handgun. One is a shot from the Handgun, which inflicts a lot of damage, and the other is a pistol whip, which isn't too bad.
Now, you can be pretty cheap here, but who's watching? The Katana has pretty good range and if you get too close to Alessa, she may pistol whip you. Try to stand just out of her pistol whip reach, but not far enough so she can shoot you. Keep pressing X while holding R2 and you will push Alessa back a little each time. Instead of holding X, repetitively press it like I said so Heather continuously swings the Katana for three blows. If you hold X, Heather will deliver an attack from above her head and it will take long enough so that Alessa can attack. Alessa will get to come closer after she's out of your range after you push her, but then start whacking her again and she'll be pushed away again.
If you do this process right, she won't be able to attack you. If you stop for even a bit you may receive a whacking. Alessa should be able to start a pistol whip but it should not be delivered if you're doing this right. Keep doing this and she won't be able to shoot you. After a while, she will start to run around again – this is good. Run after her so she can't shoot you when she wants to. Whack her some more times and she will then fall to the ground and disintegrate. Be sure to check your health every once in a while because if you do get shot, it inflicts a lot of damage, and other attacks can do a lot also.
Weapon: Steel Pipe
Because she has a Steel Pipe, you can just stand still and let her come for you while you're ready to deliver an attack. Remember, you're still using the Katana, or the Steel Pipe if you don't have the Katana. You may be thinking it's good that Alessa has the Steel Pipe because it's not as powerful as the Handgun. It's not as strong, but its range is a lot better than the pistol whip, so you may need to do some blocking here. Alessa only has one form of attack with the Steel Pipe, which is a whack with it, however, it doesn't inflict that much damage. The method used for the 2nd Form of Alessa can be used here, but back up every once in a while because when Alessa lifts the Steel Pipe and you whack her, her attack may still hit you. You can let her run away but she'll come back.
This is good because you're ready to hit her but she's not. So it's good to let her have a break every little while and she should come back right away. If she doesn't come back right away, this is also good because she also doesn't have much health left. When she runs around, try to go where she's going to end up so you can whack her when she arrives. Deliver a few more blows and she will fall to the ground and disintegrate.
Weapon: Submachine Gun
This is the final form of Alessa, and don't let the Submachine Gun scare you. It's actually good news because you can do the same strategy as you did for the 2nd Form of Alessa. Alessa has two forms of attacks with the Submachine Gun, which are repetitive fire from the gun and a whack with it. When you get hit by the Submachine Gun when it's fired, it will take off a lot of damage. Try to find her fast and run right up to her before she shoots. The strategy won't work as well because she will be able to hit you sometimes, however, it still works pretty well. Then again, it can work just amazing as before.
Try to make sure Alessa is just in your range so that the tip of the Katana hits her. The further away she is and is actually getting hit, the better; if you find that she's getting to close, just stop and back up, and then repeat the process. When Alessa runs away, follow her quickly, because if she gets a good range to shoot you, she will. If she does shoot you, when you recover from the attack, move out of the way of where she's shooting and let her try to reload, and strike her then. If you end up right against a side of the carousel or a horse, take some time to run away to a good open area nearby, and don't get too far ahead of Alessa or she will shoot. After a while, Alessa should fall to the ground, bringing the fight to an end, although she will not disintegrate.
After the fight, there will be a note written behind you. Read it and then circle around the sick carousel and step off it. Head down the path when you can and go through the door at the end. In this hallway you will find blood-written memos on the walls and one on the door at the end. Read them as you go and then go up the stairs and through the door at the end, after reading the memo on it.
14. The Church
"'God'? Are you sure you don't mean 'Devil'?"
Inside in a cutscene, Heather will find a surprised Claudia. After the cutscene, Claudia leaves the chapel through the near door. Move forward and go to the other side of the altar there and save your game with the Save Point if you haven't saved in a while. Look behind you on the ledge and get the "Eye of Night" Tarot Card. You may wonder why you have your Handgun equipped and it's because Heather did so in the cutscene. On the side walls in this chapel, you can find six paintings with descriptions; read them if you wish.
When you're done here, find the door that Claudia went through and enter that corridor. Look to Heather's right and get the Church Map on the wall, which appears to be done by a child. Turn around and enter the confessional box through the right door. You can hear some crying in here. Examine the red curtain by the open area for a cutscene. After the cutscene, you will be given two choices: Say, "I forgive you" or don't say anything. This may affect which ending you receive at the end of the game, depending on your performance, but only if playing a replay game.
If you forgive, there will be another cutscene, but not when you say nothing. Exit the confessional box and continue down the hallway to hear some static from your Radio. The door all the way south is locked, so go through the door a little north from that one, which is the only other door. There is a Closer in here and its appearance is a little different, possibly because this church. If you check your map, you'll notice that this area isn't already mapped, but Heather does it herself and she knows what the whole area is like right when you enter it. Run past the Closer and go through the other door in the area.
Head east to find yourself between two Insane Cancers; one on each side. Make your way past the one to the right and enter the southeast room. Head towards the camera for a sweet view that reveals 2 packs of Handgun Bullets on the shelf; get them. Go to the nearby desk and take the Cassette Tape and read the memo that explains the save point. Exit the room and push your way past the other Insane Cancer and go through the north door. In this corridor, you can hear crying and footsteps. The footsteps actually lead somewhere where you'll need to go.
If you wait long enough, blood footprints will appear on the ground by the painting leading to it. After the footsteps aren't heard anymore, you can examine the painting and remove it. But don't go through the door yet. Continue down the corridor and enter the north room. On the ground in front of you is a very large Save Point. There are three pictures in this room and you may notice that Jennifer Carroll, the "praying woman" in Silent Hill 2, is in one of the paintings. There's one of Alessa and a baby, which are both Heather, she says, oddly enough, and the other one is a doctor of god, Nicholas.
Exit the room and go back to the painting. If you haven't already, examine it and push it aside. Go through the revealed door. Valtiel is heard and can be seen crawling on the right side of this area. Ignore him and go through the door at the end of the hallway. Head south and then east here to encounter a new enemy, a Scraper. It's very weak and one Shotgun Shell should take it out.
Find the door in the southeast and go through it. It appears to be a Library. There is a memo about Silent Hill's Ancient Gods on the west side of the room on a shelf and a memo about Tarot is on the east side of the middle shelf. Make your way to the southeast part of the room and take the "Moon" Tarot Card on the table, and then a cutscene with Vincent will play. Vincent gives you the Book: Otherworld Laws and exits the room. Do the same and enter the elevator to be taken to the lower level.
Go through the northwest door and follow the corridor, and then enter the west room, which appears to be a mortuary. Go to the left side of the gurney in front of you and take the "Hanged Man" Tarot Card on the corpse. I think the right place was chosen for this card. Get the Shotgun Shells in the north body shelf and then exit the room. Follow the corridor to the other room and enter it. Harry's Diary is mysteriously on the bed; read it. Grab the 2 Stun Gun Batteries on the desk and exit the room since the other door has a broken lock.
When you reach the main part of the corridor, there will be two Scrapers there. They'll probably slash you if you try to run past them so kill them with any weapon that works. Exit back to the main section of the lower level and go through the second door from the east. There are two Pendulums patrolling the area in the air, as well as a Scraper on the ledge you're one. Head west, south, and kill the Scraper. Quickly go through the southwest door. If you encounter a Pendulum on the way, kill it if you have to.
Move west and enter the first room on the left. There are two Closers in here and they're a lot stronger than in other areas in the game. Just run past them while dodging their attacks if they try anything, and go through the other door in the area. Go south down the hallway and you can hear the crying and the footsteps again. At about the middle of the high camera angle is where the blood footprints are, but continue down the hallway while you're waiting, to find Valtiel turing a valve, and what looks like two hanged Nurses with curtains over them. Go back to the blood footprints and examine the wall that they lead to, to reveal a hidden door. Go forward and enter the room to the right.
This room is the exact room from the first Silent Hill that was Alessa's. Examine the book on the chair to get the "Fool" Tarot Card and read the Aglaophotis memo. Behind you to your right is a pack of Handgun Bullets on a shelf along with drugs you can't take. Get the Ampoule on the back side of the TV on the large nightstand by the bed. Exit the room and you'll hear louder static than before. There's an Insane Cancer waiting to Heather's left when you go back in the long hallway. Since it's not in your way, ignore it and head north to encounter another one.
You can just simply go past this one because it's only blocking half of the hallway, and then enter the north room again. If you killed the two Closers in here before, there will be three more! Don't even try it and exit the room through the north door. Go west in this corridor to find Valtiel hanging a Nurse to the left. Continue down the corridor and go through the southeast door. This is also an exact same room from the first Silent Hill. To the left is a Save Point on a piece of paper.
Get the Brass Key from the butterfly collection on the wall with the broken glass. On the bed is Heather's sketchbook from when she was 7. It's used for an upcoming puzzle. You can also find a locked door with nine engravings of cards, however, only five will be used. You can't do the whole puzzle now because you need one more tarot card, so exit the room. Make your way through some corridors and head to the elevator on this floor to move up to the upper level.
Make your way all the way back to the only corridor that was originally drawn on your map, ignoring the two Scrapers and the Slurper in the closest room to the corridor, and go through the south door, using the Brass Key. Go down the corridor and go through the first door on the left around the corner. Go up to the desk in the middle of the room and examine the front of it to find a desk very similar to one on the first Silent Hill. You can also read a note from a teacher in the first Silent Hill on the teacher's desk. Exit the classroom from the door you entered and there will be a Scraper on your right. Try to kill it before it gets to attack you (if you don't enter the classroom, the Scraper will come from behind you, and yes, appearing from nowhere). Continue east down the hallway and push your way past the Insane Cancer.
Enter the first room on the west of the southernmost part of the corridor. Go up to the cassette player on the shelf and use the Cassette Tape from the menu. The tape mentions something about people trying to use the Seal of Metatron to stop the birth of God. Remember that, and when the tape ends, read the memo on the desk in the room and then exit. Enter the next room on the west side of where you are and take the "High Priestess" Tarot Card. Read Claudia's Diary on the shelf and then examine the Birthday Card on the desk. When you're done, exit the room.
You can enter the east room but there are only four Scrapers ready to attack you. Now that you have all five Tarot Cards, make your way back to the elevator to go down to the lower level. The Church will start to get very bloody for some reason. Make your way all the way to the southwesternmost room on this level.
Tarot Card Puzzle
There is a sketchbook on the bed that will tell you how to solve the puzzle. It deals with the five Tarot Cards you have and the locked door with the nine card engravings on it. The solution is different for each Riddle Level. Use one card on the door from the menu, and to choose a certain card to put in a slot, select it in the blue box in the bottom right corner of the screen and put it where it belongs. Below are the solutions for each Riddle Level.
Examine the sketchbook on the bed and it will show you a diagram of the placements for each card. It's pretty simple, but if you can't make out what each picture is, here you go:
The sketchbook on the bed will describe the locations of each card. You may be smart enough to solve it yourself, but if not, this should help you.
The riddle tells you "there's something in each row. But that is not the half of it: Three would be too hard to fit." So there's at least one card in each row, and this means there will be two cards in two rows, and one card in one row.
The riddle goes on, telling you "The upside-down man under the ground: To his right, to his left, there's no one around." Okay, so the Fool is in the bottom row, and he must be in the middle, because there's no one to his right or left.
The next part, "The moon is up above the sky, full or crescent, floating high. Twinkling light sits like a crown on the head of a crazy clown" states that the Moon is in the top row, and below it is the crazy clown, which would be the Fool. You can't really determine the column for these cards just yet, but you know which rows they are in.
Furthermore, the riddle states "Your Excellency, praying to God most high; Do you think you can tell me why you always look up at the night sky?" The person praying would be the High Priestess, and the God would be the Eye of Night, the only card left. So the Eye of Night is above the High Priestess. Just like the last verse, you can't determine which column these cards belong in.
Ah, but there's more: "Scary and hateful, that thing in the night; Better be careful – it's not on your right! Turn to the left and you'll keep it in sight." The "scary and hateful thing in the night" would be the Eye of Night. The riddle claims it's not on your right, it's on your left. So the Eye of Night is in the left column, and the High Priestess below it.
The riddle hasn't been completely solved yet – the column for the Moon and Fool hasn't been mentioned. The only two columns for them are the middle and the right. Trying the middle column, nothing happens – try the right and the door will unlock, leaving you with this solution:
The main point of interest here is this diagram:
Each of the nine double lines represents one of the nine slots in the Tarot Card door. But only roman numerals count, so you must eliminate all the non-roman numerals in each double line. If you don't know roman numerals too well, the following are all roman numerals: I, V, X, L, C, D and M. So any letters in the diagram that aren't any of the above should be taken out. After you do so, you should be left with the following:
You may be wondering where the 0 came from. Since there are no roman numerals in the middle of the diagram, the answer is 0. And there is no roman numeral for 0, so it's just 0.
Now if you examine each tarot card in the menu, you'll notice they all have roman numerals on them. So for the first one, you'll find that the "High Priestess" Tarot Card has II printed on it, so the top left tarot card is the "High Priestess." But all of the above roman numerals won't be used, only the ones that match the numbers on the tarot cars will be used. Here's what you will find on each tarot card:
If you match these with the roman numeral diagram above, you'll come up with the following solution:
After you solve the puzzle, the door will unlock.
After the puzzle is solved and the door is unlocked, go through it. Follow the barely descending stairs to the bottom and go through the north door. A cutscene with Vincent and Claudia plays. Heather eventually enters. After the very long cutscene, it's just you and Claudia and you can move. You have limited time to do something, and whatever you do, do not try to damage Claudia or you will die. So don't use any weapons.
The Seal of Metatron didn't work so you need to use something else. Look in your inventory and now is the time to use the Pendant. If you don't do anything and just move around, you will just die after a while. Heather eats the red jewel and she spits out "God." Claudia eats in and finally you get to laugh at Claudia while she receives some pain. After the cutscene, Claudia is now down the hole in front of you. Go up to the hole and Heather will jump down.
Down here, Valtiel is assisting God and then it's time for the final fight of the game.
Final Boss: The God
So this is the god, eh? This battle isn't that hard and you can beat it with just a melee weapon. You will unlock an extra item if you kill the god with a melee weapon, so why not do it? You can use whichever weapon you want to start, including guns, but the killing blow must be with a melee weapon. There is something in this area that will help you a lot. There is a semi-circle on the floor. As long as you're standing outside of that, the God cannot attack you – it can spread fire toward you, however.
Use the Handgun from outside the semi-circle and it should be fairly easy. But be ready to run away when fire is thrown toward you. If you're standing still, the fire WILL get you, so be sure to be moving away from it at the time it happens. Whenever the boss falls over, consider switching to a more powerful weapon like the Shotgun or the Submachine Gun, but the Handgun is the only weapon that works well while the God is standing up. Make sure you're always ready to stop what you're doing and run away when the fire comes. If the fire touches you, it will inflict a lot of damage.
You'll probably have to use many health items in this fight, but hopefully you'll have enough. You may have the Bulletproof Vest on, but it isn't very convenient – it will just slow you down a lot. When trying to escape the fire, strafing can work perfectly, but make sure you know where you're going. If you plan on unlocking the extra weapon and you've shot the God a lot, switch to the Katana, or the Steel Pipe if you don't have the Katana.
The god has four types of attacks. A swing of its arm while standing is its most powerful attack and takes off a lot of health! While the god is down, it can do an arm swing and a bite attack, which both inflict a lot of damage. The last is when it throws fire. If you get hit by it, you lose a lot of health. When using the Katana, try to only do three swings when the god is down, then run away and wait for the fire. You may have to wait a while each time for the god to come down again, but it will.
Repeat this process and make sure you're using the Katana while the god is on the ground, because that's where it will die (if you don't care about the extra weapon, keep firing the Handgun at the God until it dies). Once you take a swing, a cutscene plays and the god dies.
Congratulations, you've beaten Silent Hill 3. There will be a short cutscene and then your ending will play. Check the Endings section to see how to get the other endings. If you're familiar with the first Silent Hill, you'll probably like the credits song.
You will unlock some extra stuff. To learn how to unlock all the items, check the Extras section.
|by Andrew Haffenden aka Conquerer (Silent Hill 3 FAQ/Walkthrough)|