FAQ/Walkthrough PS2

Silent Hill 3 FAQ/Walkthrough (version v1.0)              Last Update: 26/05/03
Written by DTingley ([email protected])

This document is Copyright 2003 D. Tingley.
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Contents

  1. Introduction
  2. Controls and Game Basics
  3. Characters
  4. Weapons
  5. Creatures
  6. Walkthrough
         I. The Mall
        II. The Subway
       III. Underground Tunnels
        IV. Office Building
         V. Heading Home
        VI. Brookhaven Hospital
       VII. Lakeside Amusement Park
      VIII. The Chapel
  7. Secrets
      I. Special Options
     II. Weapons
    III. Costumes
     IV. Other Secrets
  8. Credits
  9. Version Information

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1. INTRODUCTION
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*** WARNING *** This guide will contain some information people may consider
                a spoiler. I have tried my best to keep them down to a 
                minimum and have not revealed any crucial plot information,
                however names and locations may be familiar to fans of the
                Silent Hill series.

If you have any comments, corrections, suggestions or new information for my
guide you can contact me with the information below. All submissions will be
duly credited. Please DO NOT email me with any gameplay questions, especially
not ones which are answered in this guide.

Contact Information
   Email: [email protected]
   YIM  : dtingley83
   ICQ  : 58267043 (rarely used)

Legal Information
   This guide is for PERSONAL use ONLY, you may print a partial of complete
copy provided it is not used for any commercial purposes. You can put this
FAQ/Walkthrough on any non-commercial or non-profit site as long as ALL the
following conditions are met:
  1. You ask me for permission via email first.
  2. You do not edit a single character of the guide.
  3. You ensure the version of the FAQ/Walkthrough on your site is the
     most recent.
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2. CONTROLS AND GAME BASICS
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  D-PAD/LEFT ANALOGUE  -  Movement                R1  -  Step Right
               SELECT  -  Open Inventory          R2  -  Combat Mode
                START  -  Pause                   L1  -  Step Left
               SQUARE  -  Run/Block               L2  -  Look Mode
             TRIANGLE  -  Map                     R3  -  Use Supply Item
                    O  -  Flashlight
                    X  -  Confirm/Examine/Attack  

 GAME OPTIONS:

   Action Level:
           EASY: Monsters are very weak, slow and do very little damage.
                 You cannot walk off any dangerous ledges (i.e. falls that
                 would otherwise kill you). Heather is better at using
                 firearms.
         NORMAL: Monsters are stronger, faster and take longer to kill.
                 You can fall off ledges and die in this mode. Heather is
                 less proficient with weapons. There are much more monsters
                 than in Easy
           HARD: Monsters are very strong, fast and smart. You have less
                 time to react when Heather is about to fall off a ledge.
                 Heather is really bad at using weapons.
   Riddle Level:
           EASY: Puzzles are extremely simple, Heather will give out Hints
                 for solutions very often. Some puzzles from harder modes
                 are not present at all.
         NORMAL: Puzzles are harder, Heather will not give out any hints.
                 Some puzzles which aren't in Easy mode are present.
           HARD: Puzzles become much harder and require a lot more thought.
                 The Riddles are a lot more obscure on this mode.

 GENERAL HINTS AND TIPS:
 1.  Use your map often, I cannot stress this enough. The maps you find are
     extremely useful as all doors, locks and puzzle locations will be marked
     on the maps automatically when found. Use the map to plan out which area
     you are going to try and search next.
 2.  Conserve ammo as much as possible. In your first playthrough you will most
     likely be very short on ammunition for your weapons for the majority of
     the game. The firearms are best used in boss battles ONLY as they tend to
     be pretty difficult with only melee weapons.
 3.  Fight monsters ONLY when necessary. Most of the monsters in the game can
     be avoided simply by running past them. If you try to fight every enemy
     you come across you will most likely use a lot of your ammo and health
     supplies.
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3. CHARACTERS
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Heather
   The heroine of the story, just an average girl who on an ordinary shopping
trip found herself thrust into a hellish world. Although scared by the bizarre
situation she finds the courage to fight on to the bitter end.

Douglas Cartland
   A detective who was hired to find Heather, who finds himself caught up in
the same nightmare as Heather. Who is he working for and why did these events
start when he found Heather?

Claudia Wolf
   A mysterious woman who confronts Heather in the mall, she speaks of
Heather's "True Self". What exactly is her connection with the nightmare world
Heather finds herself in?

Vincent
  A strange man, fascinated by the nightmare world, who seems to know something
of Heather's past. What's his role in these strange events that occur?

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4. WEAPONS
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KNIFE
  Location: You start the game with this.
     Power: Weak
     Range: Tiny

HANDGUN
  Location: You get this automatically after Heather defeats the monster
            in the clothes store at the Mall.
     Power: Weak-Moderate
     Range: Medium-Long

STEEL PIPE
  Location: In the bar in the Mall, you can find it against the wall.
     Power: Moderate
     Range: Short

SHOTGUN
  Location: Subway, found in a box in a Subway cart.
     Power: Strong
     Range: Short-Medium

MAUL
  Location: Underground Tunnels, found in the same room as the map
     Power: Moderate-Strong
     Range: Short

KATANA
  Location: Hilltop Centre, found in the store room of the Art Gallery.
     Power: Moderate
     Range: Short

STUN GUN
  Location: Heather's Bedroom, in her drawers.
     Power: Moderate
     Range: Tiny


SUB-MACHINE GUN
  Location: Brookhaven Hospital basement, next to the elevator.
     Power: Moderate
     Range: Long

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5. CREATURES
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{UNDER CONSTRUCTION}

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6. WALKTHROUGH
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  NOTE: This walkthrough will be based on choosing Normal for both Action
        and Riddle level. Some of the puzzle solutions may not be the same
        if you choose a different difficulty.

    
   INTRO: AMUSEMENT PARK

   You start the game in a strange amusement park. If you check your inventory
you will see you have a FLASHLIGHT, a RADIO, a KNIFE, a STEEL PIPE, a HANDGUN, a
SUB-MACHINE GUN, 1 HEALTH DRINK, 1 FIRST-AID KIT and 30 spare rounds of HANDGUN
BULLETS.

   Head in the direction that you are facing until you get to a large set of
double doors, go through them. As soon as you are on the other side you'll be
attacked by a hound. Either kill it or run past it in an anti-clockwise
direction around this area. You can enter the Souvenir shop if you wish but
there is nothing in there. Once you've ran past all the monsters you'll find a
small door next to a sign and a large set of green doors. Go through the door
and once again you'll be attacked straight off.

   Run to the opposite side and go through the gate. When through, head to your
left, dodging or fighting the creatures along the way, until you find a large
set of stairs. Climb up to the top of these and go through the gate onto the
Roller Coaster tracks. Walk along the tracks until a cutscene with the Roller
Coaster triggers. After this, Heather will wake up in a restaurant.

   I. MALL
    
   After a series with cutscenes with Heather and Douglas you'll find yourself
in a Bathroom. Examine the strange symbol on the wall and you can SAVE your
game. Once you're done, climb out of the window. Walk down the alleyway until
you get to a door and go through. Head to your right, all the doors along the
way are locked so don't bother trying to open them. Go through the double doors
at the end of the corridor. Walk along the path until you see a shop with it's
shutter not quite down properly and examine it to enter.

   Inside Heather will find a HANDGUN on the floor and a monster will attack.
After it's dead check the bench for two sets of HANDGUN AMMO. After you've
finished here head behind the counter and through the door. Examine the double-
doors to unlatch it. Walk back in the other direction and pick up the MALL MAP
opposite the elevator and go through the door marked "EXIT". Head up the stairs
and go through the door at the top.

   Head to your left and go through the door at the end. Head down until you see
HELEN'S BAKERY. Go inside. Examine the tray to the right of the door and pick up
the TONGS. Go back out the door. Head back to the door you came through before
and go along the corridor. Yurn left and when it slants off go in the third door
on the right. Pick up the two HEALTH DRINKS and the HANDGUN BULLETS. Examine the
crate in the corner of the room, and use the TONGS. You'll receive the KEY TAKEN
WITH TONGS. Save your game and head back out the door. 

   Watch out, there will be more monsters in the corridor now. Head back to the
central mall area, when you get there go to the left and run past the monster
until you get to a shop called MY BESTSELLERS. Use the key you found in the
store room to open the door. Head to the left side of the store and pick up the
pile of BOOKS on the floor. Examine the empty space on the bookshelf and the
place the books back in order so the numbers scrawled on them line up. In my
game the order was: I, II, IV, III, V, the code on them seems to be random. Head
to the back of the store and pick up the HANDGUN BULLETS on the counter. Examine
the door and put in the code from the books to unlock it, head through.

   There will be a cutscene with Claudia, after it has finished head along the
corridor until you get to the elevator. When you enter, you will find the RADIO.
Pick it up and the elevator doors will open and you will descend into the Dark
version of the Mall.

   Head to your right and run down the corridor. When you get to the T-Junction
go through the door directly in front of you. Pick up the 3 HEALTH DRINKS from
the shelf on your left and the AMPOULE on the table. Examine the strange symbol
and save your game. Leave the room. Head to the north and go through the double
doors at the end. Run to your right and then head up the long corridor. Go past
the phone and turn the corner at the end. Go through the first door on your
left.

   Pick up the two set of HANDGUN BULLETS and the FIRST-AID KIT from the shelf.
Head back to the door and use the switch to turn off the light. Head over to the
boxes where the light is coming from and examine them to get a FLASHLIGHT. Leave
the room. Head to your left and go through the next door. Pick up the BLEACH
next to the window. Leave the room. Head to your left again and go through the
shutter at the end of the hallway.

   Head south and go through the open shutter. Pick up the HANGER from the rack
close to the door and get the BULLET PROOF VEST from the rack at the far wall.
Leave the store. Head back to the door leading to MALL 1F EAST. Run back down
the long hallway and go back to the door where you entered from CORRIDOR 1F
SOUTH-WEST. Opposite these, and a little to the left there is a shop you can
enter, go in. Walk over to where there is a ladder hanging down and use the
HANGER you just picked up. Head up the ladder.

   Head south, examine the Television in the window if you wish, and Save your
game. Head back north and go up the escalator to the 3rd floor. Go inside the
doors that are right at the top of the escalator and examine the dog in the
centre of the room to get the COOKED KEY. Go to the back of the store and pick
up the 2 HEALTH DRINKS. Leave the restaurant and head back downstairs.

   Go back to the Save point and enter the doors just to the south. Pick up the
WALNUT from off the table inside and head through the door in the back of the
store. Go north and through use the key to open the Easternmost door. In the
next room pick up the 2 HEALTH DRINKS from the shelf and get the STEEL PIPE from
the wall. Leave the cafe via the front doors and run around the central area to
a set of doors you can go through in the South East.

   Head to the back area of the room and pick up the DETERGENT from the table.
Go through the backdoor and walk along the corridor and before going through the
door to the left of the fan, make sure to switch it off. Go through and COMBINE
the BLEACH and DETERGENT in front of the bin in the corner. Turn the fan back on
and go through the door again. Run along the corridor and when you turn to the
North go through the second door on your right. Inside you will find a BEEF 
JERKY and 3 sets of HANDGUN BULLETS. Leave the room and carry on to the North.

   At the T-Junction turn right and go through the door on the left. Run through
this next room and when you get into the mall area head to the west and go into
the doors close to the dog. Inside, use the WALNUT on the vice on one of the
tables to receive a MOONSTONE. Leave the room.

   Run to the West and unlatch the door. Head back to the door in the South
West you came through earlier. Run back to the Jewellery store and head out the
front. Save your game and go back up to the 3rd floor. Directly opposite the
escalator is a door with a crescent moon on it, use the MOONSTONE on this and
go through.

  Go to the opposite side from which you entered and carefully walk along the
pathway. Make sure you have the HANDGUN equipped and you are in decent health
before heading down the ladder. At the bottom is the first boss encounter,
SPLITWORM.

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BOSS: SPLITWORM
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   This boss is pretty simple to defeat. All you have to do is wait for it to
stick it's head out of one of the holes and open it's mouth before opening
fire. If, for some reason, you run out of hand-gun ammunition then use your
Knife to slice it a few times before retreating. It only has a few of attacks.
Firstly it will just try to hit you as it comes out of one of the holes, if it
hits you then you'll be knocked down for a little while. Secondly it can lunge
out of the hole to strike you, this can be tricky to avoid sometimes. Thirdly
it can use a gas attack which does very small damage and is not really worth
worrying about.

After it's been defeated you'll return to the Normal world. Go the West and
after a series of cutscenes you'll head down to the Subway.

   II. THE SUBWAY

   Head down the long hallway and turn right at the junction, walk all the way
to the end and go through the door. Carry on forward for a little bit and then
turn to your left, you should see some turnstiles. Walk through the open gate
next to them and check the side of the ticket booth for the SUBWAY MAP. From
here, head North and go down the stairway.

   At the bottom head left and go down the second hallway to your left. Save
your game and go through the door. Head all the way to the North-East and take
the stairs down to Platform 1. Be careful when you get down, there are a lot
of monsters. Quickly run along side the stairs you just came down and go down
the other stairs beneath them. Pick up the two HEALTH DRINKS and the HANDGUN
BULLETS from the boxes and head back upstairs.

   Go directly opposite these stairs, onto the other platform and go down the
stairs that you find there. At the bottom, search the trash for a NUTCRACKER.
Go back upstairs, and up the stairs you came down earlier. Head down to the
South-East corner until you find the gate to Platform 2 locked with a chain.
Use the NUTCRACKER on the chain to open it and then head down the stairs.

   Enter the subway car at the bottom at pick up the two boxes of SHOTGUN AMMO
at the rear end. Head up the car and pick up the SHOTGUN from the box. When 
you've done this a monster will appear in front of the stairs you just came
down. Run out of the car and past it until you find another set of stairs, go
down. Walk along the next long hallway until you get to the stairs for Platform
3. Once down head to the far end of the platform, the camera will change and
you will see a door. You'll have to be *VERY* careful with this next part. Jump
off the platform and head towards the door, try to open it. You'll find it's
locked and some dogs will appear to attack you. Do NOT under any circumstances
go any further than the door, it's instant death. Run VERY quickly back to
platform and hit X to climb on. A train will arrive.

   Run back along the platform and go through the door. Run past the monsters
until you get to the stairs, go up. Go down the steps opposite the ones you
just came up and go the very end of the platform. Board the subway car and it
will pull away. On board, save your game and start working your way up the
train. Just run through each of the carriages, ignoring the monsters if you
can. Don't forget to pick up the SHOTGUN AMMO and FIRST-AID KIT in one of
them.

   When you get to the last carriage the train will screech to a halt. Get
off and use the Save Point before heading down the platform. Go through the
door you find and enter the Underground Tunnels.

  III. UNDERGROUND TUNNELS

   Go down the long stairs and turn right at the bottom, walk all the way the
long corridor and go through the door at the end. Quickly run to the left, past
all of the monsters and go through the first door on the right. Head down this
next corridor until you get to a door on your right, go through it. Head down
the corridor and turn left at the junction, watch out for the monsters though.
In the next room, pick up the UNDERPASS MAP from the wall and get the MAUL from
right next to it.

   Go through the southern door and run south, go through the first door on the
right. At the end of this corridor are some boxes, search them to find some 
BEEF JERKY and an empty WINE BOTTLE. Go back out the door and head to the
corridor just to the North-East, carry on in this direction until you find a
door on your left, enter and walk all the way along this corridor. After you've
left this room. Turn right and go all the way along and go through the door to
the South. Go forward and take the second small corridor to your right.

   In the next room pick up the HANDGUN BULLETS, SHOTGUN AMMO and two HEALTH
DRINKS from the desks. Use the WINE BOTTLE on the heating tank in the corner
to get an OIL-FILLED BOTTLE. Save your game and head back out the door. Go to
the other small corridor slightly to the North and enter the room here. Examine
the large machine and use the OIL-FILLED BOTTLE at the far left. Head over to
the far right and use the switch to turn it on. Go down the ladder on the
opposite wall and head up the stairs to the East.

   Carry on to the East until you get to the long tunnel leading South. Jump
down into the sludge and run southwards. When you see a door to your right,
climb up and enter. Walk all the way along until you get to the room filled
with trash. Pick up the AMPOULE on the back wall and get the DRYER on the
chair. Leave the room and head all the way East again. Cross over the sludge
and go through the door opposite.

   Run all the way along to the T-Junction and turn left. Go through the door
at the end. Pick up the HEALTH DRINK on the desk, save your game and go 
through the door on the East wall. DO NOT CROSS THE BRIDGE, it will be instant
death. Use the DRYER on the outlet and you will kill the beast hiding under the
water. Cross the bridge and go through the door on the other side. Head south 
and go through another door. In the large tunnel, cross the sludge and head to
the left. Hug the wall next to you until you find a tunnel heading westward.

   Go through the door, carry on along this route until you get to a ladder. At
the top go around the large building until you find a Save Point on top of a 
barrel. Save your game and then enter the building. Walk through the building 
and go through the door next to the elevator. Go up the stairs, all the way to
the top and go through the door. Go through the door at the very end of this 
next room so you are in a large room. Pick up the HANDGUN BULLETS and the
HEALTH DRINK from the boxes and the examine the mattress to throw it down the
hole.

   Jump down after it and go through the open window. Run around the side of 
the building to the right until you can find a window to climb through. Examine
it to enter the Hilltop Centre Office Building.

   IV. OFFICE BUILDING

   There isn't anything of interest in this first small room, so exit through 
the door. Walk all the way along to the very end of the next corridor and go
through the door. In the room, head to the far corner and pick up the HANDGUN
BULLETS and the SHOTGUN AMMO. Go back out into the hallway and walk along until
you find a door on your right, with a red light next to it . Go through and 
watch out for the monsters on the other side. Run straight forward and go into
MONICA'S DANCE STUDIO.

   Go through the door directly in front of you and pick up the OFFICE BUILDING
MAP from the desk. Save your game and leave the room. Head down the end of this
small corridor and enter the door there, pick up the two HEALTH DRINKS from 
inside the locker and leave. Go back to the central area and find the door to 
the stairs close to the lift. Go up two floors and enter the 5F central area 
via the door. Go South and then East until you find the Art Gallery, enter and
go through the door in the far corner.

   Turn left and pick up the SCREWDRIVER from the boxes. Go the opposite way 
and when you get to the end of the corridor go through the door on your right.
Inside pick up the KATANA. Head back to the central area and go through the 
door opposite the Art Gallery. Walk along the corridor for a little while and
run past the monsters, go through the first door on your left when the corridor
turns to the North.

   Pick up the HEALTH DRINK from the desk and get the JACK from the shelves at
the back of the room. Head out of the room and go back to the central area ,
then take the stairs down to the 3rd floor. On the 3rd Floor go back to the
room where you found the map and examine the desk. Use the SCREWDRIVER to pry
it open and get the ROPE inside. Go back to the central area of this floor and
look for the elevator which is open slightly. Use the JACK to open it further
and then use the ROPE you just picked up so you can climb down.

   Use the Save Point on the vending machine at the bottom and then head South.
Look for a door into ECHO INTERIORS that you can open and go through. Inside, 
pick up the beef jerky from the floor. Go through the door to the North, and
through the next room. In the Northernmost room examine the bathtub and you 
will be sent to the Dark version of the Office Bulding.

   Head back south out of the room and pick up the HANDGUN BULLETS from the
wheelchair before heading out of the door to the East. In the corridor head 
North and go into the MENTAL HEALTH CLINIC. Save your game and go through
the door into the backroom. Inside there will be a cutscene with Vincent, after
it has finished and you are in the next room pick up the OXYDOL, the two HEALTH
DRINKS and the FIRST-AID KIT from the shelf. Go out the door and head leave the
Clinic. Run past all the monsters and go inside the Eastern elevator.

   Go down to the 1st Floor and head south to the LAST DROP CAFE. Inside, watch
out for the monster and pick up the SHOTGUN AMMO from the table and the PORK
LIVER from the fridge. Go back to the elevator and head up the 5th Floor. Once
there, head to the South-Western most room. Inside, pick up the two sets of
HANDGUN BULLETS and the MATCHBOOK from the table. Leave the room and run along
the corridor to the East then to the North. Go back in the Art Gallery and 
examine the large painting on the back wall. Combine the OXYDOL, PORK LIVER and
MATCHBOOK to burn away the painting. Save your game and then head through the
door you just revealed.

   Head down the steps and read the papers on the table at the bottom. When 
you're done go through the door. Run past all the monsters and head for the
room in the South-East. Inside you'll find some HANDGUN BULLETS and a FIRST-
AID KIT on the bed. Be careful, though, as there is a monster underneath it.
Leave the room and run Westward down the corridor. Go right to the very end
and through the door. Examine the pile of coins on the table to receive a
SILVER COIN.

   Use the SILVER COIN on the vending machine in the corner to receive the
LIFE INSURANCE KEY. Go back out of the room and head back to the elevator, you
can take a shorter route by unlatching the door with the blue light over it.
In the elevator, go back down to the 1st floor and head South-West. Use the key
to open the door and take the corridor South. Go through the second door on your
left and examine the papers on the table. When you read them the beast blocking
the front door will disappear. Go back to the elevator area and head out the 
front door, you'll be on the Street outside. It's time to head back to your 
apartment.

    V. HEADING HOME

   Outside, head to the right until you find an alleyway. Go down this and 
follow it along until you get to your apartment building. Go inside and walk
along the corridor. When the corridor goes in four directions turn right and
save your game. Carry on back along the corridor the way you were going before
and enter your apartment. After a series of cutscenes you'll be on the roof and
will have to fight the next boss, MISSIONARY.

=======================================
BOSS: MISSIONARY
=======================================
   You'll probably want to use your shotgun for this battle. Make sure that it
is fully loaded before starting. The Missionary can be quite annoying at times
as it can block your shorts with it's large claws to prevent itself from taking
any damage. The best way I found to defeat it was to keep running around the 
roof and then turning and shooting very quickly. If you wait for it to get close
and then dart away you should be able to shoot it in the back to knock it over.
When it's on the floor, quickly unload another round into it then back off
before it gets back up or you may get hit by it's claws. It should take about 10
to 12 hits from the Shotgun before dying.

   After the battle you'll be back in the apartment, leave the room you're in 
and go through the door opposite. Examine the drawers to find a STUN GUN and 2
STUN GUN BATTERIES. Leave the bedroom and go out the front door of the
apartment. Go to the Save Point and head through the door next to it. After a
lengthy cutscene you'll be in the town of Silent Hill. Your next destination is
Brookhaven Hospital, so leave the Motel and head West along Nathan Ave. When 
you get to the Gas Station take a South along Carroll St. until you get there.

   VI. BROOKHAVEN HOSPITAL

   Inside the hospital go straight forward and through the door here. Pick up 
the HOSPITAL MAP from the desk and the HEALTH DRINK from the shelf. Save your
game and leave the room. Head to your left and go through the second door on
your right. Read the open diary on the table and then leave. Run to the right
and then head East along the corridor. Go through the door next to elevator.
Examine the fridge to get a HEALTH DRINK, read the notes on the table and then
leave the room. Go inside the elevator and head up to the 2nd floor. Head West
and then up the small corridor to the North.

   Go through the door on the left at the end of this corridor. Examine the 
locker to get the NAIL POLISH REMOVER and the PERFUME. Leave the room and read
the diary on the desk to the South. Once you've finished, head West and read
the message on the wall, it's a clue for the lock on the doors next to you. The 
solution is different depending on your Riddle difficulty:
   Easy   -  4639
   Normal -  8634
   Hard   -  4863

   Carry on through the door and go down the corridor until you get to room M4.
There should be a briefcase and a ringing clock. Examine the clock and note the
time. Turn the clock off and examine the briefcase, use the time on the clock
as the code to unlock the briefcase. Inside you'll find an INSTANT CAMERA.
Leave the room and run all the way along the corridor, out the doors you came
through and go back to the elevator. Ride it back down to the ground floor. Go
East and through the doors at the end of the corridor. In the next corridor run
all the way along to room C4.

   Inside, read the diary on the bed and then examine the wall. Use the NAIL
POLISH REMOVER to receive the STAIRWELL KEY. Leave the room and, once again,
run all the way back to the elevator. This time go up to the 2nd floor. Head
West and use the key to open the door to the stairs. Go all the way down to the
basement. Walk along the hallway and pick up the SUB-MACHINE GUN BULLETS from
the floor, carry on down the hall and you'll find the SUB-MACHINE GUN sitting
by the elevator. Go through the door to your South and examine the shelves that
have been pulled out.

   Use the INSTANT CAMERA and you'll get a picture of a number code. Leave the
room and head back to the stairwell. Go all the way up to the 3rd floor, turn
left and head up the small corridor. In the next room go through the door at
the very back to find another diary. Leave the room and head to the double 
doors near the stairs. Input the code you found behind the shelf to unlock them

   Go down the corridor, inside room S7 is another diary. Carry on down the 
corridor until you get to room S12. When you get inside the phone will start to
ring, examine it to receive an interesting phone call. After the call has ended
leave the room and run back to the stairs. Go down the 2nd floor and head East
to the long corridor. Run all the way to the end and go through the door you
find.

   Keep running through the strange hallway you find yourself in, you will have
to change direction often because of the closing gates but it's not hard to get
through. Eventually you'll get stuck between two gates, examine the large
symbol on the wall. After the little video carry on to the right and go through
the door. Climb up the ladder and go through the door at the top to find
yourself in the Dark version of the hospital.

   Run along the hallway to room S3. Pick up the two sets of HANDGUN BULLETS
and save your game. Leave the room and turn right, go through the double doors
at the end of the hallway into the room marked "Day room" on your map. Walk
around the hole inside and leave through the door in the South-East Head North,
go into the elevator and go down to the "33rd" floor. When you get there 
examine the large door opposite the elevator. There will be an inscription of
a grid with four Roman Numerals on it.

   These numerals correspond to the marked beds in the room; I being the first
number, II being the second and so on. Find out the combination and input it on
the padlock next to the door. Open the door and pick up the CREMATED KEY and
then head back to the elevator. Go up to the second floor and, once there, head
West and then up the small corridor to the North. Go in the right-hand door at
the end. There will be a phone ringing, examine the lockers to answer it.

   After this strange phone call has finished leave the room and go into the
door directly opposite. Examine the bin in the corner of the room to find a
PLASTIC BAG and a HEALTH DRINK. Leave the room and run back to the elevator,
watching out for the monsters that just appeared along the way. Head back up
to the 3rd floor and go West. Unlatch the double doors and head through. Turn
right and go through the first door on your right.

   Walk up to the bucket of blood on the floor and use the PLASTIC BAG to 
receive a PLASTIC BAG (WITH BLOOD). Leave the room, go back to the elevator
and go down to the first floor. Run to the North and go to the room marked
"Examination Room" on your map. Pick up the AMPOULE on the bed and save your
game if you wish. Leave the room and head to the corridor in the South-East.
Use the CREMATED KEY to open the door to the Day Room.

   Inside, run past the nurse and head for the long corridor. Run all the way
to the end of this long corridor and go inside room C4. Inside use the PLASTIC
BAG (WITH BLOOD) on the altar and save your game. Equip whatever weapon you are
most comfortable with and head down the ladder for the next boss fight.

=======================================
BOSS: LEONARD
=======================================
   This battle can be pretty tough as his attacks pack a real punch. The key to
winning is to constantly move and be aware of Leonard's position. Use the L2
look mode to key an eye on and watch out for him to pop up. You want to try and
hit him when he rises up out of the water. I'd recommend the Katana as it's
fast, powerful and easy to handle. If you run behind him, you should be able to
get two or three hits on him before he moves away. Be careful though, as he
will try to strike you as he pops up. Keep moving at all times, striking him
whenever you have a chance. Never attack him from the front, his attacks can
hit anywhere within a 180 degree arc in front of him. After about 20-25 hits
with the katana he will be defeated.

   After the battle Heather decides to head back to the motel and you will find
a TALISMAN. Head towards the front door of the hospital and save your game in
the room where you found the map. Leave the hospital and after the cutscene
head North up Carroll Street. About halfway up the street is a bar called
HEAVEN'S NIGHT, go inside and pick up the SHOTGUN AMMO, the BEEF JERKY and the
FIRST-AID KIT. Leave and make your way back to the motel. After the scenes
there you have to head North-West, along Nathan Avenue. When you get a certain
distance along you'll automatically be taken to the Amusement Park.

  VII. LAKESIDE AMUSEMENT PARK

   As soon as you arrive you'll be sent to the Dark version of the park. This
area should look familiar to you - it's where you started the game. Head
forward and go through the large double doors. On the other side run past all
the monsters and go inside the Souvenir shop (there's a sign outside). In the
shop check the display unit in front of the tills to find an AMPOULE and pick
up the BEEF JERKY next to the till. Go round the left side of the counter and
head for the door in the far corner until you hear a crashing sound.

   Go back to the corner and examine the pile of boxes on the floor to find the
ROLLER COASTER KEY. Save your game and then head out of the store. Carry on
along the path and go through the small door with the sign reading "Mountain
Coaster" next to it. Run straight through this next area, going through the
gate you find. In the next area turn left and climb all the way up the stairs
you find. At the top use the key you found to open the door to the Roller 
Coaster control booth.

   Pick up the two HEALTH DRINKS from the corner then examine the panel and
turn the Roller Coaster off. Leave the booth and go through the gate onto the
tracks. Follow the tracks along carefully, so you don't fall off. After a while
there will be a scene with the Roller Coaster car and Heather will jump off the
side of the tracks. After the next scenes turn around a go through the large
doors with the torches to the side. Follow the path along, save your game and
go inside the "haunted" house.

   In the following rooms you will have to wait for the voice on the 
loudspeaker to finish before you can carry on. When you get to the room with
the falling ceiling make sure you aren't wearing the Bullet Proof Vest. In
the rooms after the "Exit" sign you will have to run down the corridors as
fast as possible. If the red light touches you then you will die. It's not
very hard to do, just watch out for the constant camera angle changes.

   When you get out you will be in an area with a number of monsters, try to
avoid them and look out for the pits. There's a corridor to go down a little
to the right of the door you came through. In the next section run forward and
look for a path to your left, go through the gate at the end and then run
straight through the next area. When through, pick up the HEALTH DRINK on the
bench in front of the gate and carry on along the path. Eventually you'll find
a stage, pick up the RED SHOE you find there. Leave the stage via the opposite
side from which you came from and pick up the CHAIN laying on the stand.

   Check one of the benches for some SHOTGUN AMMO and head back through the
area you just came and in the second area turn left and look for a Space Rocket
ride. Use the CHAIN on the central column of this ride and then use it again on
the gate nearby. Look for the ride control booth and go inside. Pick up the
HANDGUN BULLETS and turn the ride on to open the gate. After the scene with
Douglas you can go back and talk with him, if you wish. Go through the gate
in front of you and head in the small building to your right.

   Go into the back area and pick up the DOLL'S HEAD from the table then Save
your game. You can pick up DOUGLAS' NOTEBOOK on a chair in the first area if 
you wish. Leave the building and go inside the larger building outside. Walk up
to the statues and use the RED SHOE on the statue on the right and the DOLL'S
HEAD on the statue on the left. Walk onto the tracks and head left, go through
the door. In the next area go through the metal door on the left then run past
all the monsters and go through the gate on the left.

   Pick up the FIRST-AID kit on the bench in front of you and then head for the
Merry-Go-Round. When you get on it'll start up automatically, in order to
continue you have to attack and kill the horses. Their breath can hurt you so
just stand at their side and pound them with the Maul or Katana. When they've
all been killed you'll have to fight a boss battle.

=======================================
BOSS: MEMORY OF ALESSA
=======================================
   This battle ranges from simple to hard. There are four stages to the fight,
when you defeat one of the forms of Heather she will reappear with a different
weapon. In the first stage Heather is armed with a knife, she is pretty easy to
defeat if you use the Katana. In the second part of the battle she is equipped
with a Handgun so use the Horses as cover and quickly try to slash her with the
Katana or use the Shotgun to knock her down quickly. The third stage she uses a
Steel Pipe, this is pretty much the same as the knife only she has a longer
range. Try to dodge her attacks and then attack her quickly. The final form is
the hardest, as she is armed with a Sub-machine Gun(!). You will definitely
have to use the horses as cover during this part of the battle. It would be a
good idea to use a projectile weapon for this part as you are liable to get
hurt badly if you try to take her head on with a melee weapon. Just keep
weaving between the horses and attack her whenever you get the opportunity.

   After the battle read the writing on the floor if you wish then head through
the doorway off the Merry-Go-Round. Walk down the long corridors and go up the
stairs then through the door at the top. You'll find yourself in the final area
of the game, the Chapel.

 VIII. THE CHAPEL

   When the cutscene has finished examine the altar to pick up the EYE OF NIGHT
TAROT CARD and then save your game. Head to the right side of the Chapel and go
through the door next to the Organ. On the wall on the other side is the CHURCH
MAP, pick it up. If you wish you can go inside the Confessional Booth to see an
interesting scene, it isn't compulsory though. Head East and go through the 
unlocked door. Run straight through the next room, ignoring the monster if you
can, walk down the grated corridor in the next room and go through the door
to the South.

   Pick up the two sets of HANDGUN BULLETS from the shelf inside and pick up
TAPE off the desk, if you wish. Leave the room and go through the Northern most
door in the corridor. Run straight through the next and go through the double
doors at the end. Save your game on the large save point and leave the room
again. Walk up to the large painting against the wall in the corridor and wait
for the sounds of a girl crying to stop then examine the painting to reveal a
doorway.

   Go straight through the next corridor and when you get to the large room
run all the way around to the last door, watching out for the hole and monster
within. In the archives walk to the back of the room and pick up the MOON TAROT
CARD from the desk. After the cutscene you'll get the BOOK: OTHERWORLD LAWS.
Head back to the large room and go down in the elevator. At the bottom, go
through the door to your right and walk all the way along the corridor. Through
the door at the end you'll find the HANGED MAN TAROT CARD and some SHOTGUN AMMO
amongst all the bodies.

   Leave and go down the corridor to the right, heading through the door at the
end. Pick up the two STUN GUN BATTERIES and read the diary on the bed if you
wish. Go back to the large room and go through the 3rd door along on the South
wall. Run straight through this next room and go through the door at the very
end. Go through the first door on your left, run past all the monsters in the
next room and head through the door on the opposite side. In the corridor walk
forward until the camera angle changes. When the footsteps and crying stop
examine the wall they went through to reveal a secret passage.

   Go through the next door, pick up the HANDGUN BULLETS from the cabinet and
get the AMPOULE from the top of the medical equipment. Examine the book on the
chair to get the FOOL TAROT CARD. Leave this room and head back North, through
the room with the monsters until you get to the corridor again. Turn left and
walk all the way along to the end and through the door. In Alessa's room pick
up the BRASS KEY from the wall. Save your game and head back out. Go back to
the large room with the elevator and go back up the 1st Floor. Run all the way
back to the area where the Confessional Booth was, watching out for all the
monsters, and use the BRASS KEY to open the door in the South.

   Head through the first door on your left and, if you wish, read the
scrawlings on one of the desks and the Notebook on the teacher's table. Leave
the room via the door you didn't come through and head down the corridor South.
Go through the first door on your right. If you picked up the TAPE you can use
the tape player here to listen to it. Once done, leave the room and go through
the Southern most door. Pick up the HIGH PRIESTESS TAROT CARD from the bed and
read Claudia's diary on the shelf.

   Now that you have all the Tarot cards it's time to head back to Alessa's 
Room. Just go back the way you came, trying to ignore all the monsters if at
all possible. When you get back to the room you'll need to put the Tarot cards
into the door in a specific pattern. This pattern is different depending on
your difficulty level, the notebook on the bed provides hints to the solution.
On Normal riddle level the Solution is:
  Eye of Night    - North-West
  Moon            - North-East
  Fool            - East
  High Priestess  - West
  Hanged Man      - South

   When it's unlocked, save your game and prepare for the final battle. Go
through the door and head down the long corridor and through the double doors
at the end. There will be a lengthy cutscene, when it's finished and you are
able to move about do NOT under any circumstances attack Claudia. Instead, open
your inventory and use the PENDANT. After the next scene, jump down the hole
and you'll fight the final boss, THE GOD.

=======================================
FINAL BOSS: THE GOD
=======================================
   This battle can be fairly annoying. When The God is standing upright you
have to shoot it to make it fall over. When it's on the ground you'll have to
slash, kick, pound or shoot it in the head. When The God is standing upright
it can unleash a powerful fire attack which covers a large portion of the
floor, but if you stand a little off centre you might be able to avoid it.
When it's on the ground The God will retaliate against any attacks on it by
swinging it's arms wildly, if you stand close to the back of the arena you
should be able to avoid it. I'd personally recommend you use the handgun to
knock it over and when it's on the ground use the Shotgun at close range to
do serious damage. If you run low on ammo for the Shotgun then switch to the
Katana or Maul. Just keep knocking it over and hitting it when it's down, using
healing supplies when necessary and eventually you should defeat it.

   When it's finally dead, give yourself a pat on the back and enjoy the ending.

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7. SECRETS
---------------------------------------------------------------------------

  I. SPECIAL OPTIONS

   EXTRA NEW GAME
     Description: Allows you to start a new game and find special weapons
                  and items. Also if you start this mode you wont have to
                  go through the amusement park.
       Unlocking: Complete the game once on any difficulty level.

   EXTRA COSTUME MODE
     Description: Allows you to unlock new costumes. You have to put CASE-
                  SENSITIVE passwords you earn when you complete the game.
       Unlocking: Complete the game once on any difficulty level.

   BULLET ADJUST
     Description: Modifies the amount of ammunition you find in each box.
                  This option is found under the EXTRA OPTIONS section.
                  The amount you can modify by increases whenever you
                  complete the game.
       Unlocking: Complete the game once on any difficulty level.

   BEGINNER MODE
     Description: A much easier game mode, fights are very simple on this
                  mode. The option is found under the EXTRA OPTIONS in the
                  Options screen. This mode can be applied to games already
                  under progress, however if you use this mode you will not
                  receive any end game rewards.
       Unlocking: Repeated use of the CONTINUE option on the title screen.

 II. WEAPONS

   BEAM SABER
    Description: A Green Light Saber, even makes the SWOOSH sound.
       Location: End of the corridor before the second Save Point.
      Unlocking: Complete the game once, getting mostly melee kills. *
           Note: If you unlocked the Flamethrower in your first game you
                 will unlock the Beam Saber in your second.

   FLAMETHROWER
    Description: A flamethrower, not much more to say. Crispy fries the
                 monsters.
       Location: Helen's Bakery.
      Unlocking: Complete the game once, getting mostly shooting kills. *
           Note: If you unlocked the Beam Saber in your first game you will
                 unlock the Flamethrower in your second.

III. COSTUMES

   HEATHER SHIRT:
    Description: A red shirt with "Silent Hill" and a picture of Heather aiming
                 a gun on the front, blue jeans.
           Code: HappyBirthDay
      Unlocking: Complete the game once on any difficulty level.

   BLOCK HEAD SHIRT
    Description: White shirt with a square-headed bear and "SH3" on the front
                 and back, blue jeans.
           Code: PutHere2FeelJoy
      Unlocking: Rewarded randomly at end of game. *

     * Not sure if this is the real requirement yet.

---------------------------------------------------------------------------
8. CREDITS
---------------------------------------------------------------------------
 - hosh for providing me with information on how the exact       (26/05/03)
   requirements for unlocking the Beam Sabre and Flamethrower
 - ephemeralangel for telling me the location of the Katana      (24/05/03)

---------------------------------------------------------------------------
9. VERSION INFORMATION
---------------------------------------------------------------------------
v1.0                                                             (26/05/03)
 - Added Chapel section to walkthrough.
 - Clarified information on how to unlock the Beam Saber and Flamethrower
 - Added "Block Head" shirt to the Costumes section.
v0.8                                                             (25/05/03)
 - Added Brookhaven Hospital and Lakeside Amusement Park sections to
   Walkthrough
v0.5                                                             (24/05/03) 
 - First submission to GameFAQs.com

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END OF DOCUMENT
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