o+--=====================================================================--+o + + | _____ _ _ | | / ____| ___ _ _____ _ _ _____ | | | | ___ _ _ | | | (___ |_ _|| | | ____|| \ | ||_ _| | |__| ||_ _|| | | | | | \___ \ | | | | | _| | \| | | | | __ | | | | | | | | | ____) | | | | |__ | |___ | |\ | | | | | | | | | | |__ | |__ | | |_____/ |___||____||_____||_| \_| |_| |_| |_||___||____||____| | | | | S H A T T E R E D M E M O R I E S | | | + + o+--=====================================================================--+o Silent Hill: Shattered Memories Platform: Wii, PSP, PS2 Developer: Climax - http://www.climax.co.uk Genre: Psychological Horror ESRB Rating: Mature Author: Kellexx E-mail: mister_cyrus@hotmail.com FAQ Version: 1.2 o+--=====================================================================--+o + Table of Contents + o+--=====================================================================--+o I - Introduction . . . . . . . . . . . . . [I.1] II - Basics . . . . . . . . . . . . . . . .[II.1] III - Walkthrough 1. Town Streets [III.1] 2. Nightmare - Town Streets. . . . [III.2] 3. Forest [III.3} 4. Nightmare - Forest. . . . . . . [III.4] 5. Midwich High School [III.5] 6. Nightmare - School [III.6] 7. How You Want To Die . . . . . . [III.7] 8. Toluca Mall [III.8] 9. Nightmare - Mall. . . . . . . . [III.9] 10. Nightmare - Nowhere [III.10] 11. Silent Hill Lakeside . . . . .[III.11] 12. Lakeside Amusement Park [III.12] IV - Therapy Sessions 1. The Test. . . . . . . . . . . . .[IV.1] 2. Happy Family [IV.2] 3. Halcyon Days of High School . . .[IV.3] 4. How You Want To Die [IV.4] 5. Guilty Conscience . . . . . . . .[IV.5] 6. Marriage [IV.6] 7. Sex Evaluation . . . . . . . . .[IV.7] V - The Endings 1. Encounter Ending. . . . . . . . . [V.1] 2. Videotape Ending [V.2] 3. UFO Ending. . . . . . . . . . . . [V.3] VI - Puzzles 1. Music Box . . . . . . . . . . . .[VI.1] 2. Shadows [VI.2] 3. Planetarium . . . . . . . . . . .[VI.3] 4. Gym Keycode [VI.4] 5. PC Password . . . . . . . . . . .[VI.5] 6. Bridge Control [VI.6] 7. Radio Request . . . . . . . . . .[VI.7] 8. Gumball Machine [VI.8] VII - Mementos . . . . . . . . . . . . . . . [VII] VIII- Ghosts . . . . . . . . . . . . . . . .[VIII] VIV - Echo Messages. . . . . . . . . . . . . [VIV] VV - Phone Numbers. . . . . . . . . . . . . .[VV] VVI - Legal . . . . . . . . . . . . . . . . [VVI] o+--=====================================================================--+o + Introduction + o+--===============================-----------===========================--+o \ [I.1] / --------- To start, I'd like to mention that this game surpassed my expectations by far. After being very unsatisfied with Silent Hill: Origins, I had very low expectations for this game, knowing that it was under development by the same people, Climax. I've been a fan of the series since the first and own all the games, movie, as well as soundtracks. When Team Silent was no longer going to be continuing the series, I became skeptical about the series' future. Silent Hill: Origins was rather disastrous. Silent Hill: Homecoming was alright, but ultimately felt like it had too many things thrown in just to classify the game as Silent Hill (IE: Pyramid Head, otherworld transition, nurses) and not enough to stand on its own. Nevertheless, Climax has redeemed themselves both for Silent Hill: Origins as well as the series' future. It will stand as an idol amongst the psychological horror genre of video games and has restored the reputation of the series. o+--=====================================================================--+o + Basics + o+--===============================-----------===========================--+o \ [II.1] / ---------- Controls (nunchuk required) A : Interact (use/talk/open/etc) B : Zoom/look - : View phone menu + : Toggle flashlight; Drop flare 1 : Pause menu 2 : Delete save (main menu only) Analog: Walk/strafe Z : Run C : Use flare (only used in nightmare sequences) D-Pad Up: Dial Number D-Pad Down: Look Back D-Pad Left: Map/GPS D-Pad Right: Camera Analog Down & Z: Quick Turn --- "Fighting" - Nightmare Tips Throughout the game there is no combat. During nightmare sequences, you will be pursued by monsters, but you can't fight them. When they grab onto you, you have to throw the Wiimote and nunchuk in the manner displayed. Generally, you can get away with just violently shaking the wiimote, but this doesn't always work as effectively as you would like. Commonly throughout nightmare sequences, there will be lights to generally guide you where to go. Outside, they're in the distance. Indoors, there is sometimes a light or lamp above the door to the correct path. During nightmare sequences, you'll also come across movable objects. These objects can be cast down to delay pursuing enemies. To do this, swing the nunchuk as you approach the object. You'll know if you can knock it down if the swing animation is shown as you approach it. It will also have a faint arrow above it. Hiding is never useful. Perhaps it's my own experience, but I have never found a use for hiding throughout the game. The monsters will just wander around for a bit before they find you anyway; they will never leave permanently. Turning your flashlight off can help sometimes. In each nightmare sequence you can skip the first few enemies by simply turning off your flashlight. The doors and ledges you need to go to are lit up anyway, so it's not crucial to have the light on. --- Personality Inventory (PI) Throughout this document, you'll notice several references to PI. PI, an acronym for Personality Inventory, is what controls various aspects of the game. Conversations, attitudes, outfits, and the ending are all impacted by your PI. There are five main types of PI throughout the game, they are: - Sexual - The most common; primarily influences appearances - Friendliness - Primarily influences interactions with people - Family - Primarily affects the ending cutscenes - Alcoholic - Primarily influences Dahlia and the ending cutscenes - Fake - Only influences the ending Each of these are fairly obvious, except for the fake PI. The fake PI only impacts the ending cutscenes and suggests that you aren't interested in the doctor's therapy. Basically, to build this PI, take every opportunity to appear as though you aren't answering the questions truthfully. (See the endings for more info). Each type of PI is evaluated when you come to a part of the game that includes something that changes according to your current PI. Whichever PI you have been building the most of will take precedence. However, it is rare that a single object with PI will change anything. What I mean is: you can't expect something to change based on a single event. The whole idea is to evaluate your trends and create a psychological profile. This is collected by a multitude of actions/responses. That said, there are some events that are much more influential than others. o+--=====================================================================--+o + Walkthrough + o+--===============================-----------===========================--+o \ [III] / --------- ***NOTE: THIS WALKTHROUGH IS SPOILER-FREE*** o+- Therapy - The Test -+o This form is the initial psycho-profiling that happens in this game. The profiling influences various aspects of the game. Some affect the ending, while others only influence a scene or two. Even if you're hunting for a specific ending, they all take influences from multiple events; don't worry about getting everytying that contributes to a specific ending. Particularly for first-time players, don't worry about repercussions of your choices, they're all minor. Just choose whatever you like. Question Primary Influence 1. I make friends easily Friendliness PI; Access to Bar 2. Having a drink helps me Alcoholic PI; Good Old Days Bar relax 3, I always listen to other Friendliness PI people's feelings 4. I prefer abstract ideas Fake PI 5. I have enjoyed role-play Sexual PI during sex 6. Working to a plan or Family PI; Fake PI schedule is best 7. I have never cheated on a Sexual PI partner +--------------+---------+ | Town Streets | [III.1] | +--------------+---------+ --- III.1 Junkyard There's a binder on the ground here. It must be inspected if you intend to enter the Good Old Days bar. Don't step on it or inspect the bear. If you do, Harry won't comment on the binder and you won't be able to enter the bar. Not much lse here, just go to the wooden fence and climb over it. There'll be a door you can enter right in front of you --- III.1 Car Garage Very straight forward. The door is to your right from when you enter. At the end of the hall are some bathrooms, one of which with sexual PI. Follow the door to a shop. Go through the employee door. Unlock the door (useless "puzzle") and head outside. *** Significant Objects: Sexual PI, Alcoholic PI; Family PI *** --- III.1 Streets Turn left and head down the street. There's nothing significant on the street. From here, you can go through either of two stores. If you plan on going through the Good Old Days bar, then you have to go through Theresa's. +--BRANCH--+ 1. Clear Picture - TV Shop Go down the steps and through the door. Play the recorder on the counter if you like. Go through the "Staff Only" door. Use the monitor, switch the knob to 3, and hit the release button. Look at the TV with the married couple for family PI. *** Significant Objects: Sexual PI (3), Family PI *** Head back and go through the door behind the counter. Turn right and climb the fence that ironically has a "DO NOT CLIMB" sign on it. Go through the door ahead of you. 2. Theresa's - Dress Store Play the recorder on the counter if you like. Go through the door behind the counter. Head up the stairs and into the room with three mannequins. The first mannequin you undress will have the key to the door. Head out that door and through the alley. *** Significant Objects: Sexual PI *** --- III.1 Playground Climb the wooden fence. Turn left and go to the other side of the wagon. Interact with the cans. These cans will be red, unless you've made indication that you like alcohol; then they'll be green. Shake the cans to find one with a key inside. Just rotate the wiimote to turn it over. Grab the key and head for the door. From here, you can enter either the "Good 'Ol Days" bar or "52 Diner." Which one you choose may be restricted. In most cases, you're forced to go into the diner. Don't worry, this doesn't significantly impact anything later. Here is a list of factors that change the Good Old Days Bar: - Appearance: Irish Pub - True to drinks relaxing you - Appearance: Sports Bar - False to drinks relaxing you Entrance Criteria: - True to making friends easily - All other questions irrelevant - Inspect binder in junkyard - DO NOT step on it or inspect the bear - Go through Theresa's - Dress choice irrelevant The conversation with the woman in the bar doesn't change. If it's a sports bar (drinks don't relax you) she'll be wiping the counter. Otherwise, she'll be stacking cups. That's the only difference. Your choices so far will affect Cybil (regardless of whether or not this is when you first meet her. These are the general indications from the diner/Cybil. PI Variations: - Cybil Attitude - Friendliness PI - Cybil Outfit:- Coat & Tie - Family PI - Cybil Outfit - Black Fatigues - Unfriendly PI - Cybil Outfit - Cleavage-fest - Sexual PI - Sign by Door: Erotic Woman - Sexual PI - Sign by Door: Male - Non-sexual PI Go behind the counter and find the cabinet. Open the left side to find the first memento. Exit the building now. If you went through the bar, the memento is in a dart board in the corner near the door. *** Significant Objects: Memento (A Winter Beacon) *** --- III.1 Streets You can now use your phone. This is where you'll find your map (D-Pad Left) as well as many other functions. If this is your second play through, you can now call the phone number to start the UFO ending. The phone number to call is 555-3825 Head back the way you came. Once you go through the door, turn left and photograph the swingset. *** Significant Objects: Ghost (Swingset) *** Continue back the way you came. In the alley here, you'll find the first UFO if you called the number. It's near a street light. Trust me, if you're looking for it, you can't miss it. Snap a photo of that. Head into the store you came through (Theresa's or Clear Picture). There will be an echo message in the store. ** UFO ** Once on the street in front of Theresa's/Clear Picture, you'll get a call from Cheryl. If you don't answer it, you can't progress the game. So... answer it. This will begin the first nightmare sequence. Watch as everything in sight is swallowed by a frozen hell. +--------------------------+---------+ | Nightmare - Town Streets | [III.2] | +--------------------------+---------+ There's a car with it's alarm going off and lights flashing. The lights are shining right on the door you need to go through. Watch the cutscene, then turn off your flashlight (+ button). This will let you avoid the first few enemies. The path in this nightmare is fairly straightforward. Just keep looking for the bright blue borders and run for them. Take a look at your map and draw a line to generally reflect these directions: - West (straight) all the way to the west side of the dark red block - South to cross into main dark red block - East to curved hallway When you get to the part where you're looking at a building with an alley on either side. Aim at each alley, one will cause less static, go for that one. The other will have an enemy right behind it. Don't bother hiding in the cabinet. In the hall with the movable objects, head for the crawlspace. The path through the door has more enemies in it. At one point you'll find yourself in a locker room. This is where the separate paths collide. The door you want has a nicely placed exit sign above it. In each case, it will be to your left as you enter the room. Drop down into the pool to grab the flare, then head for the double-doors with the exit sign. If you get confused, it's the one near the part of the pool that looks broken. Continue along the straightforward path. It's not much further before you're done. If you made the best choices, you won't have a problem with the enemies and won't even need the flare. o+- Therapy - Happy Family -+o Question Primary Influence 1. Would you consider yourself Friendliness PI a private person? 2. Would you say it takes a while Fake PI for people to get to know you? 3. Would you prefer to spend time Family PI with friends over family? Coloring Time! The colors you use will be reflected on the house you see in the following cutscene. This has no bearing on anything else. Coloring the trees does nothing. The doctor doesn't change his comment no matter what you do. Leaving the page blank results in the same as coloring everything in solid black. Once you're finished this therapy session, you'll watch a cutscene. In this cutscene, the couple's attitude is influenced by your previous actions. The more friendly you are, the more hostile they are and vice versa. Following this, Cybil will show up and take you poor confused Harry away. Cybil's conversation will similarly reflect your hostility. --- III.1 Car Ride In the car, if you bounce around and play with the doors, Cybil will comment that you seem restless. Otherwise, she'll mention you seem quiet. You might also notice that Cybil's not wearing her seatbelt!! After driving for a bit, Cybil will stop the car due to the bad road conditions. Hop on up to the front seat. In the glove compartment is a memento. Snag that, unlock the door and pull the handle. Yes, it's that sophisticated just to open a door. *** Significant Objects: Memento (Hidden Fire) *** +--------+---------+ | Forest | [III.3] | +--------+---------+ Once you get out of the car, there's a phone number on the hood you can call if you'd like. Head down the road, avoiding any reindeer crossing and hop over the fence to your left. As you approach the cabin, you'll get static from the box next to the window. Approach to get the echo message. There's also a number in the box you can call if you're interested. --- III.3 Cabin Once you enter the cabin, there's a first aid box to your immediate right. Inside it is a key. Looking at the map, you can get an idea of what's around. Though you can see the same thing on your phone (D-Pad Left). --- III.3 Forest Path Follow the path until you notice a water tower off to your left. Run up to the water tower. There's a box on one side of it with a memento in it. Follow the static until you find the echo message. It's associated with a wreath pinned to a tree. Nearby is a barrel in the snow. *** Significant Objects: Memento (Frozen Waters); Echo *** Approach the fence nearby and follow it south-east towards another fence that you can climb over. Don't climb it, just continue following the wall. You'll find yourself at a fishing lodge. Go through the door and look at the roof near the door. If you're on the UFO mission, there will be one here through a hole in the roof. ** UFO ** Continue through the door. Climb out the window to your right and out the door on the other side of the dock. Follow the path for a little bit until you come to the wall short enough for you to climb. Climb up it. You'll start getting static from a sleeping bag that's on the ground just ahead. *** Significant Objects: Echo *** Continue down this path and you'll come to a ladder that goes down into the ground. Down the ladder, you can find a ghost, but there's nothing else down there. For the ghost, just climb down, hop over the pipe and walk to the end of the path. The ghost is behind the bars here. If you go through the tunnel you'll end up back near the beginning. *** Significant Objects: Ghost (Drowning Boy) *** From the ladder, head for the path beside the river and go left (east) along it. The other direction will lead back to where you came from and only be counter-productive. After a short run, you'll come to another cabin. This one's bigger than the last and has two doors. Which you go through doesn't really matter, since you can still go back and through the other. --- III.3 Hunter's Cabin Going through the front door will lead you to a room with stuffed animals. One of the rooms here may change according to your PI. You may encounter a stuffed bear standing as normal, or you may encounter a slaughtered bear on a table. Then next room will have a cupboard with a memento inside as well as a collection of condoms around the trash can. *** Significant Objects: Memento (A Moveable Feast); Sexual PI *** Going through the back/side door will lead you to a butcher's room. Take a photo of the ghost hanging over the table. There's also a sexual poster on the wall and a cupboard, but it bears nothing significant. In the next room is a small desk with a drawer you can open to find a memento. *** Significant Objects: Memento (A Broken Ward); Ghost (Deer); Sexual PI *** Once you go through the cabin via either direction, you will come out the back where you can enter the other door and collect what you missed. As soon as you come out the back, look along the wall of the cabin. There is a canoe and a few barrels. On top of one of the barrels is a UFO. Turning off your light makes it more noticeable. ** UFO ** --- III.3 Forest Path; continued pt.2 As you walk away from the hunter's cabin, Cybil will call you to reprimand you for fleeing the vehicle. Pz. You'll also get some static as you approach the footbridge. It's coming from a skull pinned to a tree, which will be to your left as you approach the footbridge. *** Significant Objects: Echo *** Cross the river/footbridge and head left along the path. You'll come to yet another cabin with a truck outside of it. There's a "How's my driving?" phone number on the truck. Go to the left side of the cabin to find a coat on the ground with blood around it and a pink handbook on the table. Inside the pink handbook is a key to the cabin. Once inside this cabin, you'll quickly notice a shade at the end of it. As soon as you approach this shade, the next nightmare sequence will begin. +--------------------+---------+ | Nightmare - Forest | [III.4] | +--------------------+---------+ Turn around and head out the door. If you get to it before it freezes, you won't be able to open it. Just wait for it to freeze and try again. Throughout this nightmare sequence, there's always a light in the distance point you in the right direction. Once outside, run forward and follow the barriers/trees/etc to your right. You'll end up back at the hunter's cabin and only one door is accessible. As soon as you go through this door, an enemy will spawn outside the cabin, so start running. If you hide under the bed, it'll wander around and eventually pull you out. Don't bother shutting off your light here, it won't help. As you run, stay a bit to the left, even if it means running into an enemy. You'll shortly notice a ledge you can climb. Climb it. There's a flare up there. When you get to the area where you're running amongst trees, look for the movable objects. They look like some kind of mummy or wicker man. These are the only movable objects in this nightmare sequence. When you come to a spot where you can go left through a door, or straight through a set of double-doors, go through the double-doors and keep running forward, knocking over the movable objects as you go. After a little bit of leaping over gaps, you'll be forced to turn right. Drop down the ledge and look to your left. There's a cabin there. Once you're in the cabin's living room, you'll get lots of static from an echo. You have to approach this echo in order to get the message related to the puzzle here. o+- Puzzle - Music Box -+o The message you receive from the echo in the same room is your hint to solving the puzzle. The solution has always been the same for me, so I guess it's not actually critical to listen to the message or even get the echo, but the static is annoying anyway. When you listen to the message, there will be a part that plays the tune. The tune also has animal sounds associated with it, and the keyboard has colors associated with it. So any of these instructions should help you: Green - Pink - Yellow - Yellow - Blue Duck - Owl - Parrot - Parrot - Chicken Quack - Hoot - Squawk - Squawk - Cluck A# - G - A - A - D (for those who are musically inclined) Once you play the right tune, the door will thaw and you can proceed. For this next area, stay towards the left again. You'll notice an airplane. No clue how it would end up stuck like that, but this is Silent Hill... A little past the airplane, you'll see a flare. Run towards it and keep going down the path that way. Throw down the movable object and run through the door. You'll go through another door, and then you'll be in a large hall. The door you want to go out is around the corner to your left. It has a bench in front of it that you can hop over. This is likely the area you'll get grabbed by the creatures. Just light your flare and carry on. Once you come back out into the forest, stay to the right side. Knock over the movable object for good measure. You'll come to a slope in the ground that has a door in it. Burst through the door, climb up the ledge and follow the one-way path. You'll end up outside again. To your forward-left are some some stairs leading to a cabin. Head on up there and through the door. From here there is only one last door before you are abruptly returned to the normal world. --- III.4 Post-Nightmare If you turn around, the door will be locked and there's a latin phrase on a banner above it. It reads: "QUIS EST ISTE QUI VENIT." There are a few things this may be in reference to. The translation is: "Who is this that cometh?" This phrase appears in: - The Bible - Isaiah 63:1 - Kudos to Byakuya Truelight - Oh, Whistle, and I'll Come to You - Ghost story - http://ghost.new-age-spirituality.com/mrjames9a.html - Kudos to Steve P. and Wolfgar L. Follow the road until you come across a red car. In the trunk is a memento and in the open passenger's seat is a ghost. *** Significant Objects: Memento (Pinned Beauty); Ghost (Hot and Bothered) *** Continue along the road to a small cabin. Hop the counter and go through the door. Continue as obvious; under the barbed-wire fence and over the next fence. then turn to your right and start towards those bleachers. Cybil will call you (you can't ignore it). Once the conversation's done, you'll be returned to therapy. o+- Therapy - Halcyon Days of High School -+o The doctor will say a list of titles. Your answer, combined with your class choices afterwards will primarily influence your clothes later on. Title Influence Jock. . . . . . Jock outfit Slut Sexual PI Drunk . . . . . Alcoholic PI Virgin Fake PI Bully . . . . . Greaser outfit; Unfriendly PI Slacker None Class Influence Religion . . . .None Creative Writ None Geography. . . .None Literature None Theater. . . . .Michelle's outfit Football Jock outfit Backetball . . .Jock outfit Sex Ed Sexual PI Math . . . . . .None Science None Basically, if you want the jock outfit, say "yes" to jock and make sure to include both sports in your classes. For the greaser outfit (leather jacket) be sure to say "yes" to bully. +---------------------+---------+ | Midwich High School | [III.5] | +---------------------+---------+ --- III.5 Football Field Turn to your left and look at the goal posts. There's a big UFO between them for you to take a picture. ** UFO ** Run in the direction you're facing. You'll find a door that's locked. To get the key, follow the path around the corner to a windows. All you have to do is open the window and grab the keys. Keys in hand, head back to the door and go inside. --- III.5 Tammy's Hallway There's a cupboard here with a "Dangerous Chemicals" label. I just wanted to point out this cupboard, because it's useless and serves no purpose, save for the comic relief of a dead rat inside. You might think this influences to suggest that you're a tidy/messy character, but I haven't noticed significant change at all from this cupboard. *** Insignificant Objects: Chemicals Cupboard *** There's also a bong on one of the shelves. Harry might comment on it. In the next hallway, you'll find a poster of the cheerleaders, each with a designated number and their faces scratched off. There's also a number on the wall that you can call for sexual PI..The number is 555-7588. *** Significant Objects: Sexual PI *** --- III.5 Outside School Once you come through the door, you'll start getting static immediately. It's coming from the poster on the wall warning about a choking game. There's also a map with a path drawn on it to show where to go. Continue forward, you'll come to an alleyway and a "Wonderland" burger joint. The alleyway leads to a burlesque house of some kind. Skip to the "Wonderland" section below if you choose not to go that way. You can go through both, which I recommend if you want all the ghosts/mementos. --- III.5 Cathouse The name of this place will vary. I've seen The Honey Trap; The Cathouse; and Oriental Lotus Anyway, once you climb over the wall next to Wonderland, just walk forward and you'll find the entrance to your left. There's nothing else in this area, besides a sexual poster on the wall and a phone number for the club's booking line. *** Significant Objects: Sexual PI *** Once inside, you'll notice plenty of sexual posters. If you're aiming for a sexual profile, then take your time getting a nice look at each one. They all bear a girl in leather with butterfly wings. Head through the door and you'll be in the bar/lobby area. There's more sexual posters and plenty of booze, although I've never had Harry comment on any of it to know for sure which ones are significant. *** Significant Objects: Sexual PI (8); Alcoholic PI Before you head upstairs, you would do well to notice and photograph the ghost sitting on the couch. *** Significant Objects: Ghost (Almost Had It); Sexual PI (2); *** *** Memento (Suffocated Forever) *** After you grab the memento, head through the door next to it. On the roof to your right is the fifth UFO. Snap a photo of it if it's there and jump across the gap. The door here leads to the second floor of the Wonderland Burger Joint --- III.5 Wonderland In the dining room is an echo from one of the tables. In the kitchen area there's another one, coming from a coat and hat hanging up. If you're after the UFOs, go upstairs and out the door. The UFO is on the roof to your left as you exit. Also be sure to open the fridge and grab the memento there. ** UFO ** *** Significant Objects: Echo (2); Memento (My Plastic Perfect Girl) *** Once you grab the memento, head out the back door. You'll hop over a barrier and start hearing static. The echo is associated with the car. To the left, you'll find a windows. Normally you'd think you just open it, but you have to pull out the four nails first. *** Significant Objects: Echo *** --- III.5 School Pt.1 Once through the nailed window, go through the door. In this next area is a memento in a cupboard, as well as a ghost hanging from the coat rack. *** Significant Objects: Memento (Heavenly Protection); Ghost (Choker) As soon as you step through the next door, your phone will start to get static from a shade/echo to your right. In this direction is also a trophy case. If you're aiming for the jock outfit, be sure to have a gander at the trophy case. From here you can either go right out into the courtyard or down the hall to "Room 4D." *** Significant Objects: Echo; Jock Outfit Influence *** There's nothing significant in the classroom. In most cases, there will be a projection of a warning about mosquitoes. In other cases, it will show a picture of Samael from SH1 or info about gonorrhea. Anyway, once your done in the hall/classroom, head out to the courtyard. --- III.5 Courtyard In the middle of this area is a statue with a UFO above it. From the right angle/distance, it kind of looks like a hat. ** UFO ** There's an echo in this area. It's on a table near the south wall. Looking at the map, it's just above the word "School" in "Midwich School Gym." After getting this, head to the door to the part on the side of the 'D' block on the map. You can see the door as a black dot on the map. *** Significant Objects: Echo *** --- III.5 School Pt.2 Once inside, you'll be in a cloakroom. Go through the next door to enter the classroom. Walking straight, a shade will crawl out in front of you and run off. If you're aiming for the jock or bully outfit, don't look closely at anything in here. Go through the double-doors to enter a different classrom. This one's obviously for biology. One of the front desks will have an interactive object on it. It's a frog you can cut open and get the memento. *** Significant Objects: Memento (A Frigid Jewel) *** Head further into the school (into the D block) through the door at the front of the class. The other door leads back outside. Up the stairs you'll find yourself in front of a sign pointing to an Art Studio and a Planetarium. Neither choice will significantly impact anything later, so choose whichever interests you +--BRANCH--+ 1. Art Studio Walk up to the shelf with all the sculptures on it. Other than this, there's nothing else significant in the room. o+- Puzzle - Shadows -+o Quick Solution: Call 555-8465 The idea is to arrange the objects to create a phone number. Although the solution is always the same, to solve it, you want to pick up the two sculptures on the left and place them so their shadows vaguely form an 8. The next sculpture doesn't need to be moved, it's a 4. The next two swan sculptures, when placed together resemble a 6. Finally, turn the pipe and clamp as far as they go to the right. This forms a 5. So the number is 555-8465. Get out your phone and go to the dialer (D-pad Up). Call the number and you'll get a message that the door's open now. The voice will change, I'm not sure what influences the voice. Head behind the curtain and through the door. 2. Planetarium o+- Puzzle - Planetarium -+o Quick Solution: Call 555-2327 Walk down the aisle to the right from the door. There's an echo coming from one of the seats. Listen to the message, it's an instructor who mentions the Little Bear (Ursa Minor) constellation. This is your hint that you need to look at this constellation. Go to the desk and hit the lower button to turn on the machine. Then go to the projector and rotate it until you find the right constellation. If you're not familiar with it, there's a picture on the wall you can check. The Ursa Minor constellation will also have the brightest star. Once you have Ursa Minor in your view, go back to the desk and press the upper button. It'll light up the constellations and also a message. The message says to call 555-2327. Once you do, the door to proceed will unlock. --- III.5 Hall to Gym Once you come out from the planetarium or art studio, go around the corner and down the steps (you can't enter the other room). At the a shade will run across and you'll get a text message from Dahlia. This is an indicator of your current PI. PI Variations: - Mini skirt and pink top - Sexual PI - Green vest - Alcoholic PI - Black/purple outfit - Family PI o+- Puzzle - Gym Keycode -+o Quick Solution: The keycode is: 1031 Head to the door at the end of the hall to your right. There's a keypad next to it with a number scratched into it. This number is the locker number that has the key code inside of it. It'll always be 1053. Turn around and go to the end of the hall to get the echo from the poster on the corkboard. The locker with the code is near this poster on the left side (as you face the poster). In the locker, you might be confused at first, then you'll notice the photo of two football players. One has the number 10 and the other is 31. Thus, you would do well to figure that as the keycode. Across the hall from this locker is a locker with a memento inside. Be sure to grab that, then head to the keypad. Put in the code (1031) and go through the door. *** Significant Objects: Echo, Memento (An Eternal Rose) *** You'll be outside again. If you're after UFOs, there's one here in a tree near the wall to your right. It's kinda small and blends in a little with the branches, but you should be able to find it ok. Just outside the gym doors is an echo coming from balloons to your right. Get it, then go into the gym. ** UFO ** *** Significant Objects: Echo *** Walk through the tables towards the stage and a series of cutscenes will begin. PI Variations: - Michelle in pink dress - Family PI - Michelle in red dress, hair down - Sexual PI - Michelle in brown dress - Uncertain - Michelle hops down into your arms - Sexual PI - Comments about secretary - Friendliness PI o+- Puzzle - PC Password -+o Once the cutscene ends, you'll be attempting to crack the principal's computer. Even if you know the answer, you have to use the forgotten password tool. Click on the "forgotten password" link. This will prompt you with three random questions of the following. The answers are all found somewhere in the office. **Note: The "-" button is a hotkey for backspace here. Wasted three years of my life in order major in? - "Geology" - Diploma on wall behind computer desk I said goodbye to bachelorhood, freedom and happiness, where? - "Hawaii" - Framed photo on shelf behind the computer desk The greatest baseball team, without question? - "Shiners" - Hat on chair in front of desk My only true (four-legged) friend? - "Nicky" - Collar hanging on the coat-hanger across from the computer My star sign even though I don't believe any of that? - "Scorpio" - Astrology poster behind secretary's desk - Birthday posted on calendar near secretary's desk The king of sports, a man's game of squash? - "Racquetball" - Trophy mounted on wall My bitch of an ex-wife's name? - "Valerie" - Call number from post-it on secretary's computer (555-9433) What is the name of my wayward, waste-of-space son? - "Otto" - Signed drawing on floor near computer desk Probably the best Shakespeare comedy? - "Twelfth Night" - Book found in bookcase in corner of office, across from computer After you answer the questions, the password will be set to "sunday45" which you can now use to unlock the computer. Once unlocked, a cutscene will start, leading to a nightmare sequence. If you pay attention, you might also have noticed on the computer screen the name "Cheryl Heather Mason." hmm.. +--------------------+---------+ | Nightmare - School | [III.5] | +--------------------+---------+ Turn off your flashlight and get your map out. The path I'd recommend taking goes like this: - C block - Parking - D block - Small block on east side of D block - Hall next to "Adm" --- III.5 Paparazzi Game Once you approach the ice statues, you'll get a message. Rest here for a moment if you're hurt. As you leave, you'll get a text message about prime paparazzi spots. Each of the locations are lit with a flashing red light. Take a look at your map. The path I recommend goes like this: - Grab flare - Snap photo - Small block on east side of D block - D block - Parking lot - Near 'a' in "Parking" - Snap photo - South towards F block - Snap photo - Gym - Out north Gym door - Head east, back to the hall next to "Adm" If you're ever about to take a picture, but your flare is lit or the creatures are too close, you can drop your flare with + which will keep them away while you take the photo. Once you come out the door, any of the creatures that had been following you will be gone. You'll also find the flare and the flashing red light. You wanna photograph the ice statues you can see through the wall in the red light. The next location you wanna head for is the parking lot. There's a car there with a flashing red light. On the map, it's right by the 'a' in "Parking." The third photo spot is next to the door to the F block on the map. This one is another ice statue through a hole in the wall. Once you've returned to the blocked door, the ice statues blocking it will shatter and you'll get a text message for each. When you come out the door, a cutscene will take place. --- III.5 Post-Nightmare Just follow Michelle as normal. If you're aiming for sexual PI, stare at her ass and admire the sway of her hips. You'll eventaully come to the Balkan Club. Its color scheme will vary between red, purple/blue, and hardwood. You are free to wander around, but there's nothing interesting anywhere here. Go through the door and head up the stairs. You'll find yourself in front of a door with stars, and a door with lips. They both lead to the same room. As you'd expect, the lips door has sexual PI associated with it. *** Significant Objects: Sexual PI *** You'll also get a text message from Dahlia. This message is an indicator of your current PI. Indicator Variations: - Thirsty - Alcoholic PI - Horny - Sexual PI - Bored - Family PI In the room, you'll find several objects you can search. Michelle will yell something based on the first object you touch. The funniest one is if you open the cupboard in the corner first; she'll tell you not to steal her cookies :-p The keys will appear in the third object you search. Keys in hand, head back to Michelle (the door you didn't open will be locked). Once you get back, you'll have a series of cutscenes. If you're aiming to come off as alcoholic, stare at the booze. --- III.5 Traveling With Dahlia When the cutscene finishes, jump the railing and climb the ladder. Inside, you'll find a cabinet and the bridge controls. In the cabinet is a phone number (555-3411) you can call for instructions on what to do. Or you can just continue reading :-) o+- Puzzle - Bridge Control -+o Use the controls and read the following before hitting the red button. A light will come on and you need to pull the associated lever. The lights are as follows: - Green: Nothing; just wait a moment - Blue: Middle lever - Red: Left lever - Yellow: Right lever Once you've followed four correct sequences, the bridge will start to move. Head back to the car to continue. --- III.5 Drowning *** WARNING *** WARNING *** WARNING *** WARNING *** WARNING *** WARNING *** If you touch the radio before it starts flashing, you may cause a glitch to occur that will trap you in the car, forcing you to drown. *** WARNING *** WARNING *** WARNING *** WARNING *** WARNING *** WARNING *** This is my favorite part of the game besides the ending. It effectively conveys how it feels to drown; helpless. You don't have to do anything for a while; just wait. Once you hit the bottom your flashlight will float up in front of one of the seats. Move over to it and grab it. Move to the front seat once you have the flashlight and look out the window. After a moment, the radio will start flashing. Turn it on and the ice will go away. Now, you'll be able to escape. Unlock and open the door or open the window. Either will let you get out. Of course, you can also let yourself drown. It doesn't end the game. It takes about 60 seconds. *** Significant Objects: Fake PI *** +---------------------+---------+--------+ | How You Want To Die | [III.7] | [IV.4] | +---------------------+---------+--------+ You'll be in therapy again. The doctor will comment about how he figures you'd like to die. This is an obvious indicator of your PI. PI Variations: - "Surrounded by family" - Family PI - "Having sex" - Sexual PI - "In your sleep" - Fake PI - "Drink yourself to death" - Alcoholic PI For the task of dividing the pictures, I have yet to notice any significant influence from any of the different distributions. If you put all the pictures on one side, he'll comment that he figured you'd catch it as a trick question. If you divide the photos, whichever side you put fewer on, he'll say they all are (If you put mostly dead, he'll say they're all sleeping and vice versa). --- III.7 Wheelchair Escape You'll be in a new outfit that reflects your previous choices. This is generally gives you an idea what you're heading for so far. The only significant one is the hooded tan coat. If you don't have it, then you likely won't be getting the Wicked and Weak ending. PI Variations: - Pink shirt / brown coat - No particular indication - Black leather jacket - You said yes to bully - Hooded tan coat - Wicked and Weak Ending indication - Green letterman coat - You've suggested that you are a jock If you just sit here, nothing happens, so you don't actually need to rush. Nonetheless, just flick the wiimote and nunchuk together to move the quickest. Once you fall out of the wheelchair, get your map out. You'll notice a yellow line to the east of your current location. Just above that yellow line is a gray block with two doors. That is where you want to head. I get there by going across the train field, then going straight east, grabbing the flare. When you come out of the train cars into the yard again, duck underneath the car to your left.and climb the ledge to go through the door on your right. Follow this one-way path until you jump over the second fence. Once you jump over it, you'll be facing a set of double-doors. DON'T go in those. Doors, they loop backwards. Turn right and you should see the doors you want to go through. o+- Puzzle - Radio Request -+o Quick Solution: 555-8814 for "Daddy's Girl" After a little more running, you'll end up in a hospital room and get a voicemail. Turn on the radio. Zoom in on the radio (B) and grab the knob (B+A) and turn it to about 102. The DJ will loop, talking about calling in to request a song. The song you want to request is Daddy's Girl (4). So dial 555-8814. After calling, you just wait a moment for the song to come on and then the ice on the door will melt away. You can han gup the phone as soon as your call gets connected; you don't have to listen to the DJ recording on your phone. Head through the door. The ice will fade away before your eyes as you follow the hallway. This will lead to a cutscene. +-------------+---------+ | Toluca Mall | [III.8] | +-------------+---------+ --- III.8 Time With Lisa Follow Lisa. If you want more sexual PI, stare at her ass while walking. When you get to the apartment, you can choose to sit and watch TV or check out Lisa while she's changing. She'll ask you to get her some pills. Head into the bathroom and check the vanity for a memento inside a music box. Then open the cupboard and get the pill. If you want unfriendly PI, then purposely grab the wrong color of pill. Otherwise, just grab the color she asked for. *** Significant Objects: Sexual PI (2); Friendliness PI; *** *** Memento (Infinit Jest) *** **Note: Giving Lisa the wrong pill is the most significant unfriendly PI in the game o+- Therapy - Guilty Conscience -+o The doctor will talk about guilt and how it stresses people out. He'll then tell you a short story about four characters and ask you to align the characters according to how guilty they are. Basically the story goes like this: - Some guy wants to marry a princess - He asks permission from the King - Princess doesn't want to marry him, but King agrees; following protocol - Buddy tries to seduce her - She runs away into a field that's dangerous - Bull tramples princess to death (Owned) Typically, I just leave the characters where they are. I have yet to determine a specific link this has with future events. Here is what the doctor will comment according to who you declare as the most culpable. - Bull - "You couldn't ignore the facts. He was the one who killed her." - Princess - "She didn't have to run away, did she?" - King - "You think he should've ignored protocol." - Wilhelm - "You think if he really loved her, he wouldn't have forced the marriage." --- III.8 After Meeting Lisa Head out of Lisa's apartment. There's a metal grate that you have to manually open, then you'll be able to get outside. From here, there are two paths you can take. The one is to your left and goes straight into the mall. The other is up ahead and goes in through the receiving and warehouse area. The receiving/warehouse area has a memento, so I usually take that way. If you want, you can even go in one way, and then leave through the other. +--BRANCH--+ 1. Warehouse Head up the street from Lisa's apartment building. There's a fence you can climb over on the left side of the street. Once you climb over, you'll notice a collection of cargo containers. There's nothing around them, so turn to your left and climb the one in the corner. It's the only container that'sby itself. Go through the window and into the next room. In here are two photocopiers. One of them has a memento in it, the other has nothing. *** Significant Objects: Memento (Synthetic Femur) *** You'll also get a text message from Michelle about how she's still waiting for her boyfriend to show up. From this, you can either take friendly or unfriendly PI. For friendly, call her. For unfriendly, do nothing; just carry on as normal. *** Significant Objects: Friendliness PI *** After coming through the door into the warehouse, you'll hear the sound of something falling. Nothing's around though. Head down the stairs and up the other set of stairs to doorwith a green sign above it. Make your way up the stairwell and out the door. 2. Mall Entrance Head to your left as you come out of Lisa's apartment, and around the corner. Here you'll find a door to the mall's car park entrance. Head inside, up the escalator and through the door. After crawling under the shutters, head to the corner up ahead. There's a funny sign hanging off the security camera in the corner. You'll also get a text message from Michelle about how she's still waiting for her boyfriend to show up. From this, you can either take friendly or unfriendly PI. For friendly, call her. For unfriendly, do nothing; just carry on as normal. *** Significant Objects: Friendliness PI *** Head out the door when you're done; nothing else here. --- III.8 Nurse In Distress From this area, you can go through the other branch if you wish. There's also a UFO you can see from the bridge to the north. Just stand at the railing and look down at the road. Once you approach the mall entrance, Lisa will call you for help. You can't continue into the mall (the door will be locked). So head back to Lisa's. ** UFO ** Once you get back to Lisa's apartment, a cutscene will begin. It will be slightly different depending on whether or not you gave her the right pill. The end result is the same. As the cutscene ends, the next nightmare sequence will begin. +------------------+---------+ | Nightmare - Mall | [III.9] | +------------------+---------+ Head outside and get out your map. The path I recommend goes like this: - Warehouse door (not towards the Offices) - East out to the gray area - Grab flare and head up the stairs - Follow obvious path until you reach the statue of the bird - Go into the store that the bird is facing; mannequins in display window - On the roof, go left and knock over the tower as you pass it - Enter the stairwell at the corner of the roof and continue as normal You'll find yourself in a room with a gumball machine. o+- Puzzle - Gumball Machine -+o Quick Solution: Purple, pink, red, yellow As the voicemail vaguely suggests, the colors the girl likes are the colors of the cartoon bird's beak. To change the color of the current gumball, grab the sphere and shake it. You don't have to get the colors in any order, just as long as you get each of them. The colors you want are: purple, pink, red, and yellow. Try not to mistake the black for purple. --- III.9 Toluca Mall After solving the puzzle, you'll get another voicemail. Head through the door. There will be a partly open shutter in front of you. As you approach it, a message will appear. Crawl under the shutter and look across the way. There's a store there called "Pageturners." Near it is a garbage can. This garbage can has an echo on it. *** Significant Objects: Echo *** After getting the echo, head for the store titled: "Family Pet." --- III.9 Family Pet If you've been building unfriendly PI, this place will be trashed. In here is both a memento and echo. The echo is in a dog cage in the corner. The memento is inside a hamster cage on display near the register. You have to turn the two screws to open it *** Significant Objects: Memento (Memories Undeveloped); Echo *** There's also a UFO in one of the fish tanks. If you can't find it, turn off your light. That should make it easier to see. When done, jump over the counter and into the back area. ** UFO ** You'll be in a back hall. Just walk through. A shade will come out from behind some garbage and run away. You'll get a text message about mystery shoppers being employed to ensure the mall's values are upheld (which will vary based on your PI). Head through the door at the end of the hall. --- III.9 Toy Store There's a safe you'll notice right away. Thankfully, you don't have to crack more than one number. Just turn it to around 70 and you should here it click open. Then pull the handle and grab the memento. *** Significant Objects: Memento (My Flying Lizard) *** Walk over to the train set and turn it on. It'll start going round and round until you change the track (which you can't change back). Then it'll crash. A key falls out when it crashes. Grab it and head out of the store. Go up the escalators to your left and through the exit door. You'll be in a back hall, with a mannequin in it. *** Significant Objects: Sexual PI *** When you come out through the door, there will be some tropical music playing, coming from the giant bird in the middle. Walk around for a bit and Michelle will call you. There's also an echo down one of the corridors. *** Significant Objects: Echo *** From here, you can choose to go in either the "Celebration Time Gift Shop" or the "New Looks" hair salon. Neither holds anything significantly different. +--BRANCH--+ 1. New Looks Hair Salon Walk up to the sinks and turn them on, also turn the temperature of the water to as hot as possible. This will fog the mirror and reveal a message there. I laughed at the one message. The code is always the same, which is 1789. Enter that in the keypad and head out the back. 2. Celebration Time Gift Shop There's an echo coming from the keypad here. It gives you the hint for figuring out the code. o+- Celebration Time Code -+o Quick Solution: The code is 2050 Listen to the message. There will be two sound clips played. What you have to do is find the cards in the store that play those sounds. The first card is for a 20th anniversary. The second card is for a 50th birthday. Note the numbers: 20 and 50. Punch those in the keypad and head through the door. Once you leave the store, you'll be in another back hallway. In this hallway is an echo from on top of a garbage can and a locker with a confiscated knife inside. Get the echo, head through the proceeding door and up the stairs. *** Significant Objects: Echo *** --- III.9 Photographic Memory You'll be in the employee area of a photo development store. Jump over the counter and you'll start getting static for the echo in the corner. There's also a corkboard with some nice pictures on it. *** Significant Objects: Echo; Friendly PI *** --- III.9 Cinereal Movie Theater Right about now you'll probably think to yourself: "It's been a long time since I saw any of those ghosts. Did I miss them?" Nope, but there's one here. You should notice a bench with some cleaning items and cones around it. There's a ghost sitting there for you to take a photo. *** Significant Objects: Ghost (Not Her Fault) *** You'll notice the title of the movie playing on the sign outside the doors. The movie title is reflective of your current PI. PI Variations: - "Dearest Mother" - Unfriendly PI " "The Dancer" - Sexual PI - "Together Forever" - Family PI - "Good Poison" - Alcoholic PI As soon as you enter the theater, stop what you're doing and admire the arcades to your right. That's right... CONTRA. Harry will even comment "some real classics." Wait... it's broken?!?! Blasphemy!! It is now your personal mission to find who destroyed this machine!! Anyway... there's a toy machine against The wall across the lobby. Inside is a memento. All you have to do is press the two buttons and you'll get it. *** Significant Objects: Memento (The Modern Prometheus); Contra *** Head down the hall to the auditorium. Once in the auditorium, your phone will start going off with static. As you walk towards the screen, some images of Harry and Cheryl will appear. Walk up to the screen and they'll go away. You can unplug your ears from the loud static now. If you had your flashlight off, once the static ends, Harry would've turned it on. Glitch? Whatever. Go out the door with an exit sign. Follow the hallway, you'll get a text message from Dahlia. Head out the door and you'll be on the streets of Silent Hill, once again. --- III.9 Streets Outside Toluca Mall Scale the fence and turn to your right. Head down the street to the corner and stop. There's a car across the street and behind it is a ghost on the ground. Snap a photo of it before you continue. *** Significant Objects: Ghost (Dead Dog) *** There's a graphical glitch here too. It's in the window of the TV store. As you walk in front of the display case, you'll notice a TV and section of the wall behind it vanish. Continue down the street and you'll come to a the "Green Lion" pawn shop. --- III.9 Green Lion Pawn Shop This building will reflect your current PI as follows: PI Variations: - Green with dragon on sign - Alcoholic PI - Red with mannequins in window - Sexual PI - Purple with lion on sign - Family PI As you enter, there's a UFO on a shelf to your left. Snap a photo of it. ** UFO ** Approach the counter and interact with it. To get the key you have to turn the screw thing on the left side and then pull the turn-table. With the key, head through the door and turn right to go behind the register, where there's a memento in a box. *** Significant Objects: Memento (We, Ouroboros) *** Head to the back and up the stairs to start a cutscene, which ends with a nightmare sequences. +---------------------+----------+ | Nightmare - Nowhere | [III.10] | +---------------------+----------+ Turn around and walk out the door. Follow the path down the steps and you'll eventually come to a dead end where you have to jump down. As you fall, you'll notice some images of Harry and Cheryl on the wall. You'll land in an empty area with a chair. turn around until you see some boards on the ground. Walk over to those boards and you should start to get some static from your left. Point yourself in the direction where it's the loudest and follow the static to a hanging lamp. Believe me, I've scoured this area; there's nothing. You'll be in a hall with two doors. They both lead to the same place, so pick whichever you feel like. Then you'll be in a room with a couch, TV, and doors on each wall. Again, which door you choose doesn't matter. Pick a door and go down the stairs. At the bottom, you'll get static coming from a mirror on the wall. As you approach it you'll transition again. --- III.10 Confusing Halls This next sequence of hallways is easy to get lost in, but it's very easy if you know where to go. Once you're through the very first door, you'll be in a corridor with several doors/halls. The door to your right, with the lamp above it is where you want to go. Once through that, you should be in an open room with a few doors. Only one of them has a lamp over it. It's the second on the right as you enter. This is the exit. This is the shortest path possible. If you get lost, the second-last door is a bit difficult to find, but it has some unique characteristics. It has a lamp above it. It's in the long halls; not one of the rooms with multiple exits. The walls around it look different; they seem more jagged and broken than the rest. You'll find yourself in an empty area with only a door. The door you came through vanishes. Just run over to the door and go through it. Make your way through the rooms as they change in a really neat way. You'll eventually find yourself at another dead end to jump off. --- III.10 Hall of Glass You'll land in an area that appears to be completely open, with an obvious destination. However, the walls are invisible. Use your flashlight to look at the shadows and keep track of where the walls are and make your way around to the bed. As soon as you approach it, you'll find yourself in another series of halls filled with creatures. This is the most difficult nightmare sequence. All the halls and rooms look the same and you get looped around very easily. Be sure to knock over all the cabinets as you pass them to keep track of where you've been. The path you need to take is always different, so I'm afraid I can't give specific directions. The most identifiable exit has lots of ice around it, but it isn't thick like some of the others. It's in a + shaped hall and the walls around it are frozen about half way to the middle. Most of the doors with ice around them, the ice only goes a couple feet from the door. Here's a diagram of the final corridor: **EXIT** * * * * | | | | ______| |_____ | X | o o o o |__X___ ______| | | | | | | | | |__oo__| | Normal Wall * Frozen Wall X Movable Object oo Door It's easy to tell if you've hit a loop door, because if you don't, the rooms will alternate between square and + shapes. There's more than one exit, which is nice, but they're still hard to find. The ones I've been able to find have all had thick ice around them, but don't be fooled, there are many doors with thick ice around them. The diagram above is the most identifiable chamber with an exit. I have always entered it from the bottom, and it's tempting to take the other paths, because you can track your path that way with the movable objects, but you'll learn that the final door never has a movable object in front of it. *** SAVE *** SAVE *** SAVE *** SAVE *** SAVE *** SAVE *** SAVE *** SAVE *** *** SAVE *** SAVE *** SAVE *** SAVE *** SAVE *** SAVE *** SAVE *** SAVE *** *** SAVE *** SAVE *** SAVE *** SAVE *** SAVE *** SAVE *** SAVE *** SAVE *** SAVE YOUR GAME HERE. Yes, here in the empty room with nothing but a single door, right after the difficult nightmare sequence. This is the last place you can save and still critically impact your ending. From this point, I've been able to get three different endings. After you SAVE your game, go through the door and you'll get a cutscene o+- Therapy - Marriage -+o *** THIS SECTION CONTAINS MILD SPOILERS *** The good doctor will ask you a few questions about marriage. These are the questions he asks: 1. You think marriage can really last? 2. Should a couple stay together for the kids? 3. Do you think it's a bad idea to marry young? 4. Do you think sex becomes stale after marriage? Your answers here will affect the following cutscene with Michelle and John. Basically, If you approve of marriage, John will leave Michelle. If you come off as disapproving of marriage, Michelle will make John stop the car and run off. John's mood when you first meet id reflective of the opposite of your friendliness PI. If you're particularly unfriendly, John will be happy to meet you. Otherwise, he won't be very interested. This is also where you can gain some Fake PI. The best way to do this is simply answer "no" to each question. The doctor will then ask you to arrange 6 photos into married couples. You can pair them as follows: - Same color clothes - Same background - Same expression Or you can just scramble them. I've never noticed any changes that I could specifically link to these photos. For Fake PI, I usually make two of the couples gay, even though I don't really think it matters. +----------------------+----------+ | Silent Hill Lakeside | [III.11] | +----------------------+----------+ --- III.11 Car Ride You'll wake to the lovely voice of Michelle. After the cutscene, you'll be in a car with John and Michelle. If you have enough Unfriendly PI, then John will thank you. Otherwise, he'll seem upset. The conversation that happens will change based on your answer from the last therapy session. Once the car stops, move up front and open the glove box to grab the memento. Exit the car and head for the storm drain access, callously disregarding the "KEEP OUT" signs all around it. *** Significant Objects: Memento (Poetry as Precise as Geometry) *** --- III.11 Sewer Access Make your way down into the underground tunnels. When you climb down the ladder, you'll get a text message from Dahlia. Turn in to the first branch you come to. Down this way is a pipe you can interact with. There'll be a fish there with a giant hook in its mouth. Pull on the hook and the fish will squirm around, then vomit. In its vomit is a memento. Kinda gross... *** Significant Objects: Memento (A Happy Bond) *** As you continue through the tunnels, you'll get a call. This call is very indicative of the ending as your PI won't change from this point on. PI Variations: - "Go away!" - Unfriendly PI / Alcoholic PI - "Not Safe" - Family PI - "Need you" - Fake PI Before climbing the ladder to the exit, step back from the ladder. To the right are some bars. Through these bars is another UFO. Photograph it. ** UFO ** Climb the ladder. Spin the wheel on the door to open it. Go through the door and up the ladder to return to the streets again. --- III.11 Lighthouse Cove As you come around the corner, stay near the wall and you should notice a weird statue. It's a statue of an indian or something and he's holding a box of cigars. Also in the box is a memento. *** Significant Objects: Memento (Memories Untaken) *** Head through the square and you'll find a red car. On the hood of the car is a map, which is an echo. *** Significant Objects: Echo *** There's a "Lakefront Souvenirs" store with a red door that you can enter to continue. It's very easy to identify on the map. Inside the souvenir store you'll find a memento inside a display case. Grab it and head for the curtain at the back of the store. Open the curtain to reveal a door. *** Significant Objects: Memento (A Beacon, a Key) *** You'll be outside again. Jump the fence and turn right. Don't go into the bar yet. Up ahead you'll find a telescope. Turn it to face the lighthouse and a small compartment will open up with a memento inside. Snag that, then head for Annie's Bar. A cutscene will ensue. *** Significant Objects: Memento (Your Diamond Heart) *** o+- Therapy - Sex Evaluation -+o The good doctor will task you to classify a group of abstract images as sexual or non-sexual. All of the images are abstract paintings of something that represents death. Going from top to bottom here's what the images are intended to represent. - Hand holding pistol - Dagger / knife - Noose - Rotten apple - Deer skull - Human skull - Totalled car If you put them all on the non-sexual side, you'll get Fake PI. All of them on the sexual side gets you sexual PI. Otherwise, nothing really changes. +-------------------------+----------+ | Lakeside Amusement Park | [III.12] | +-------------------------+----------+ --- III.12 Outside Entrance You'll find yourself in a short hall. On the wall is a sexual poster. Head out the door. Follow the road to the end. You'll find a bench with a box on it. Inside the box is a memento. Grab that, then turn and head for the amusement park. *** Significant Objects: Sexual PI; Memento (The Dragon) *** Looking at the entrance, there's a sign to your right that will change based on your PI. Jump over the counter. Open the yellow jacket. Pull the key out of the pocket and head through the door. --- III.12 Park Entrance When you come outside on the inside of the park, you might recognize the area from the videotape recording played at the start. To your left is the thing where you stand behind a picture and put your face through a hole. There's a ghost here for you to photo. *** Significant Objects: Ghost (Dragon Slayer) *** Head the other way and you'll find some slot machines. Play it. Once you pull the lever a few times, you'll win a memento. *** Significant Objects: Memento (Eve) *** From the slot machine, turn around and climb the wall up ahead. You'll crawl through a hole into the "tunnel of love." Once inside, there's a shade that'll move around and you just follow it. First, the shade will be on the middle swan. Then it'll be back up the ladder. Then it'll be on the foremost swan. Then it'll run towards a door and the ice on it will thaw. --- III.12 Docks You'll find yourself outside again. Climb the fence and you'll be at the docks. There are two docks. The one on the left is empty, unless your collecting photos of UFOs, in which case, go to the end of it and you'll notice a UFO trying to blend in with the light. Can't fool us! We have walkthroughs! ** UFO ** Walk down the dock and board The Opheus. As you approach the door, a cutsene will begin. --- III.12 Into The Light When the cutscene ends, head down the ladder and start running for the light. You can run all over the place here, but there's nothing out there. Trust me :) Dahlia will call you. Ignore her request and press onwards. After a little bit, you'll get a text message from Cybil. Keep running. Creatures will start to pursue you. You don't actua;;y have to fight them if you don't want to. Eventually, you'll be overwhelmed, but then the ice breaks and you'll start swimming. Start swimming! Look down into the water by pressing B. There's a collection of interesting statues at the bottom of the lake. If you're feeling lazy, or want a little more Fake PI, just stop and let Harry drown. --- III.12 The Lighthouse After the cutscene, if you're UFO hunting, turn to your right and go as far as you can. The final UFO is in the water just off the shore from here ** UFO ** . Once you walk up to the lighthouse. You'll see a familiar name on the board if you've played SH1. Inside, turn right and you'll find a statue on a pedstal that you can open. Inside the statue's head is a memento. *** Significant Objects: Memento (Adam) *** Walk to the end of the hall and the final cutscenes will begin. Congrats, you've beaten the game! Hope you like the ending. I know I did. o+--=====================================================================--+o + Therapy Sessions + o+--===============================-----------===========================--+o \ [IV] / -------- These therapy sessions have a large impact on events throughout the game. Some only affect minor details, while others affect the ending cutscenes. +----------+--------+ | The Test | [IV.1] | +----------+--------+ This form is the initial psycho-profiling that happens in this game. The profiling influences various aspects of the game. Some affect the ending, while others only influence a scene or two. Even if you're hunting for a specific ending, they all take influences from multiple events; don't worry about getting everytying that contributes to a specific ending. Particularly for first-time players, don't worry about repercussions of your choices, they're all minor. Just choose whatever you like. Question Primary Influence 1. I make friends easily Friendliness PI 2. Having a drink helps me Alcoholic PI; Good Ol' Days Bar relax 3, I always listen to other Friendliness PI people's feelings 4. I prefer abstract ideas Fake PI 5. I have enjoyed role-play Sexual PI during sex 6. Working to a plan or Family PI; Fake PI schedule is best 7. I have never cheated on a Sexual PI partner +--------------+--------+ | Happy Family | [IV.2] | +--------------+--------+ Question Primary Influence 1. Would you consider yourself Friendliness PI a private person? 2. Would you say it takes a while Fake PI for people to get to know you? 3. Would you prefer to spend time Family PI with friends over family? Coloring Time! The colors you use will be reflected on the house you see in the following cutscene. This has no bearing on anything else. Coloring the trees does nothing. The doctor doesn't change his comment no matter what you do. Leaving the page blank results in the same as coloring everything in solid black. +-----------------------------+--------+ | Halcyon Days of High School | [IV.3] | +-----------------------------+--------+ The doctor will say a list of titles. Your answer, combined with your class choices afterwards will primarily influence your clothes later on. Title Influence Jock. . . . . . Jock outfit Slut Sexual PI Drunk . . . . . Alcoholic PI Virgin Fake PI Bully . . . . . Greaser outfit; Unfriendly PI Slacker None Class Influence Religion . . . .None Creative Writ None Geography. . . .None Literature None Theater. . . . .Michelle's outfit Football Jock outfit Backetball . . .Jock outfit Sex Ed Sexual PI Math . . . . . .None Science None Basically, if you want the jock outfit, say "yes" to jock and make sure to include both sports in your classes. For the greaser outfit (leather jacket) be sure to say "yes" to bully. +---------------------+--------+ | How You Want To Die | [IV.4] | +---------------------+--------+ You'll be in therapy again. The doctor will comment about how he figures you'd like to die. This is an obvious indicator of your PI. PI Variations: - "Surrounded by family" - Family PI - "Having sex" - Sexual PI - "Drink yourself to death" - Alcoholic PI For the task of dividing the pictures, I have yet to notice any significant influence from any of the different distributions. If you put all the pictures on one side, he'll comment that he figured you'd catch it as a trick question. If you divide the photos, whichever side you put fewer on, he'll say they all are (If you put mostly dead, he'll say they're all sleeping and vice versa). +-------------------+--------+ | Guilty Conscience | [IV.5] | +-------------------+--------+ The doctor will talk about guilt and how it stresses people out. He'll then tell you a short story about four characters and ask you to align the characters according to how guilty they are. Basically the story goes like this: - Some guy wants to marry a princess - He asks permission from the King - Princess doesn't want to marry him, but King agrees; following protocol - Buddy tries to seduce her - She runs away into a field that's dangerous - Bull tramples princess to death (Owned) Typically, I just leave the characters where they are. I have yet to determine a specific link this has with future events. Here is what the doctor will comment according to who you declare as the most culpable. - Bull - "You couldn't ignore the facts. He was the one who killed her." - Princess - "She didn't have to run away, did she?" - King - "You think he should've ignored protocol." - Wilhelm - "You think if he really loved her, he wouldn't have forced the marriage." +----------+--------+ | Marriage | [IV.6] | +----------+--------+ *** THIS SECTION CONTAINS MILD SPOILERS *** The good doctor will ask you a few questions about marriage. These are the questions he asks: 1. You think marriage can really last? 2. Should a couple stay together for the kids? 3. Do you think it's a bad idea to marry young? 4. Do you think sex becomes stale after marriage? Your answers here will affect the following cutscene with Michelle and John. Basically, If you approve of marriage, John will leave Michelle. If you come off as disapproving of marriage, Michaelle will make John stop the car and run off. This is also where you can gain some Fake PI. The best way to do this is simply answer "no" to each question. The doctor will then ask you to arrange 6 photos into married couples. You can pair them as follows: - Same color clothes - Same background - Same expression Or you can just scramble them. I've never noticed any changes that I could specifically link to these photos. For Fake PI, I usually make two of the couples gay, even though I don't really think it matters. +----------------+--------+ | Sex Evaluation | [IV.7] | +----------------+--------+ The good doctor will task you to classify a group of abstract images as sexual or non-sexual. All of the images are abstract paintings of something that represents death. Going from top to bottom here's what the images are intended to represent. - Hand holding pistol - Dagger / knife - Noose - Rotten apple - Bison skull - Human skull - Totalled car If you put them all on the non-sexual side, you'll get Fake PI. All of them on the sexual side gets you sexual PI. Otherwise, nothing really changes. o+--=====================================================================--+o + Endings + o+--===============================-----------===========================--+o \ [V] / ------- *** THIS SECTION CONTAINS SPOILERS *** The ending you get has two parts. The first, I refer to as the Encounter Ending, and the other is the Videotape Ending. The Encounter Ending refers to the cutscene that takes place in the therapy room, where Harry and Cheryl finally meet. The Videotape Ending refers to the part after this. The reason I divide it this way, is because your PI can impact either in a particular manner. For example, the "Drunk Dad" ending is only related to the Videotape, and is not reflected in the Encounter. Likewise, the Hero Forever ending is only reflected in the Encounter; not the Videotape. +------------------+-------+ | Encounter Ending | [V.1] | +------------------+-------+ This is the cutscene that takes place in the therapy room. There are three different versions you can get. As these cutscenes do not have official titles anywhere, I've titled them as follows: - Broken - Bearer of Guilt - Hero Forever o+- Broken -+o How To Get It: Build up as much Family and Friendly PI as possible. Concentrate on finding Cheryl, ignoring distractions like sex and alcohol. Answer questions as an honest family man would. Major PI: - "True" to questions: 1, 3, 6, and 7 - "False" to questions: 2 and 5 - "No" to spending time with friends, over family - "Yes" to marriage can last - "No" to sex becoming stale - Avoid sexual and alcoholic PI Description: Harry kneels before Cheryl. They gaze at each other, unsure of how to say goodbye. "You've been with me for so long..." she professes. Harry forces a smile and replies "I always will be." Cheryl closes her eyes and shakes her head in a final goodbye. The ice creeps up over Harry, sealing him in her memories forever. o+- Bearer of Guilt -+o How To Get It: Build up as much Unfriendly PI as possible. Don't make attempts to be friendly with anyone. Major PI: - "False" to questions: 1 and 3 - "Yes" to being a private person - "Yes" for taking a while to be understood - DO NOT have the bull as the most guilty - "No" to staying together for kids Description: Harry stands before his daughter. He knows she can't forgive him. Nor does he want to be forgiven. Cheryl stands up and confronts her guilt. "Why did you have to die?" she asks, withholding her tears. "It wasn't my fault," she cries, "someone has to take the blame." Harry approaches her with open arms to try and comfort her. She stops him, holding his hand away from her. They both feel cold to each other. "Forget me." Harry whispers as he retracts away from his daughter. His body freezes as he steps back. His eyes frozen upon Cheryl, he crumbles to the floor... o+- Hero Forever -+o How To Get It: Build up any Fake PI that you can. Basically, you want to play off like you're not interested in the doctor's help, just saying whatever you need to in order to get through the therapy. Whenever you can, try to contradict yourself. Major PI: - Look away from the doctor while he's talking; stare at the lamp - Answer "False" or "No" to every question asked except to confirm completion - Put all the sleeping/dead photos on one side (doesn't matter which) - Don't adjust the guilt line - Pair two gay couples - Put all the abstract images on the non-sexual side - Let Harry drown in the car, as well as on the way to the lighthouse Description: "Dad..." Cheryl whispers. Harry kneels down before her. "You are a hero." She smiles, happier with a father she loves than the truth. "The man who died ... that wasn't my father." She pauses, taking a breath. Her eyes begin to water. "That isn't who I remember. Those memories are all I have. You're all I have." He turns from her. "I'm not even a ghost..." he whispers. Cheryl shakes her head, unable to bear losing him. She wraps her arms around him tightly, tears streaming down her face. They hold each other closely. For once, Cheryl feels warm... +------------------+-------+ | Videotape Ending | [V.2] | +------------------+-------+ This is the series of clips shown immediately after the Encounter Ending. They're all presented as part of a home-made videotape. There are four variations, which are titled as follows: - Love Lost - Sleaze and Sirens - Wicked and Weak - Drunk Dad o+- Love Lost -+o How To Get It: Same criteria as Broken. Build up as much Family and Friendly PI as possible. Act as a genuine family man; focused on what's important. Major PI: - "True" to questions: 1, 3, 6, and 7 - "False" to questions: 2 and 5 - "No" to spending time with friends, over family - "Yes" to marriage can last - "No" to sex becoming stale - Avoid sexual and alcoholic PI Description: Harry places his suitcase on the ground and turns to his wife. So many words come to mind, but he says nothing. He just stares at the woman standing before him. "You be careful?" Dahlia softly requests. "Sure." Harry nods lightly, not concerned about safety for the moment. "Harry..." Dahlia tries to explain. Harry holds up his hand. "We've said enough. Let's just..." he turns and notices Cheryl recording the farewell. "Sweetie, don't film this." This is not a memory he wishes to keep. He approaches Cheryl and kneels before her. "You know this has nothing to do with you, right?" Dahlia crosses her arms and listens from the background. "Even though mom and dad don't love each other anymore, we both love you. And we always will." He places his hand on top of the camera, "now come on." Cheryl lowers the camera and turns it off. o+- Sleaze and Sirens -+o How To Get It: Gain as much Sexual PI as possible. This is easy, since all you have to do is stare at every sexual thing you come across. Major PI: - Get a good look at every sexual poster you find - Stare at women's chests/behinds while around them - "True" to question 5 - "False" to questions: 3 and 7 - "Yes" to preferring friends over family - "Yes" to being a slut - "No" to being a virgin - Include Sex Ed in classes of choice - Watch Lisa change - "No" to marriage really lasting - All abstract images classed as sexual Description: "Action," Harry calls from the bed, "come on in girls. Introduce yourselves!" Michelle bows before the camera. "I'm Michelle and I'm Midwich High's prom queen." She turns and sits at Harry's side, wrapping her arm behind him. "And our next star..." Harry summons. Lisa giggles as she enter's the camera's view. "I'm Lisa; I'm a nurse." Lisa hurries over to Harry's other side. "And I'm Harry Mason; famous author and seducer of prom queens and nurses." "Can we be in your next book?" Michelle innocently requests. "Sure." He complies. "Can you dedicate it to us?" Lisa asks, placing her hand on his chest. "Nope," Harry declines, "dedications are always to my wife and daughter. It's only fair." They join each other in laughter before falling back on the bed. o+- Wicked and Weak -+o How To Get It: Gain lots of Unfriendly PI and act like you hate everything. Having the tan coat outfit is a good indicator that you're on your way to this ending. Major PI: - "False" to questions: 1 and 3 - "Yes" to being a private person, and taking a while to be understood - "No" to preferring friends over family - "Yes" to being a bully and slacker - All sleeping photos on "Dead" side - Watch Lisa change - She'll be angry - Give Lisa the wrong pills - Place Celestine, the princess, as most guilty - All abstract images non-sexual Description: Cheryl walks down the dark hall, playing with her video camera. She heads towards her parents' bedroom to show them, when she realizes that they're fighting. Again... "You piece of shit!" Dahlia screams at Harry, "When're you gonna bring in some real money?" She slaps him. Harry raises his hand to his face. He says nothing. Nothing will satisfy this demon of rage. "You think your crap is Shakespeare? Your piece of shit novels... no one even reads them!" She strikes him again in fury. Harry collapses to the floor. He yet remains silent. "Be a man!" Dahlia screams "Come on! Fight back!" Harry does nothing. Dahlia towers over him, glaring down at the weak man before her. "You're pathetic... to think that I used to hang off your every word.... to this waste of space!" She strikes him again. Harry's glasses clack against the wooden floor. He bends over and picks them up, slowly returning them to his face. He notices Cheryl with her camera. For a moment he looks at her, ashamed of himself. He remains silent. o+- Drunk Dad -+o How To Get It: Easy, just stare at any alcohol you find and answer the questions that obviously are attributed to being an alcoholic. It doesn't take much Alcoholic PI to get this. By the time you get to the first encounter with Michelle, you've likely already built enough Alcoholic PI to get the ending. Major PI: - "True" to question 2 - Stare at all the Alcoholic PI you find (there isn't much anyway) - "Yes" to being a drunk - Stare at the doctor's collection of booze Description: It's late at night. Harry approaches the front porch, beer bottle in hand. "The hell you filmin' me for? Am I supposed to dance for ya?" In a mockery, Harry waves his arms around and pretends to dance, before collapsing to the porch floor in a drunken stupor. His beer spills on the ground. "Be a good girl for daddy and go get him another drink will ya?" Cheryl stares at her fallen father. "Now! Get me a damn beer!" He demands. He sits up and looks at the bottle in his hand. "No wonder I drink with a family like this." +------------+-------+ | UFO Ending | [V.3] | +------------+-------+ This is the usual joke ending. In this case, you have to call a number advertised on a billboard and then take photographs of UFOs all over the town. If you miss even one, you forfeit the ending. This ending is only available on a New Game+, which is the same for the others in the series, except for Homecoming and SH4 (which doesn't have a UFO ending at all. As soon as you are able to use the phone (just after meeting Cybil) you can call the phone number to get started. The number you need to call is 555-3825. Throughout the walkthrough section, I've noted each of the UFOs' location, but here's a list of them anyway. 1 - III.1 Streets - Under a street light in the alley near the playground. It's big and obvious enough that you can't miss it. 2 - III.3 Forest Path - Through a hole in the fishing lodge roof 3 - III.3 Hunter's Cabin - On top of a barrel out back of the hunter's cabin 4 - III.5 Football Field - Between goal posts. Big. Can't miss it 5 - III.5 Cathouse - On roof, where you jump between the Cathouse and Wonderland 6 - III.5 Courtyard - In courtyard, above statue in the middle 7 - III.5 Hall to Gym - In a tree on the west side of the path; near the wall 8 - III.8 Nurse In Distress - On the road; look down on from the mall entrance 9 - III.9 family Pet - Inside a fish tank. Easy to spot with your light off 10 - III.9 Green Lion Pawn Shop - On top of a shelf in the pawn shop 11 - III.11 Sewer Access - Through some bars in the sewer. Just before the exit 12 - III.12 Docks - At the end of the dock to your left as you jump the fence. 13 - III.12 The Lighthouse - In the water off the northern coast from the pier that the lighthouse is on. o+--=====================================================================--+o + Puzzles + o+--===============================-----------===========================--+o \ [VI] / -------- +-----------+--------+ | Music Box | [VI.1] | +-----------+--------+ The message you receive from the echo in the same room is your hint to solving the puzzle. The solution has always been the same for me, so I guess it's not actually critical to listen to the message or even get the echo, but the static is annoying anyway. When you listen to the message, there will be a part that plays the tune. The tune also has animal sounds associated with it, and the keyboard has colors associated with it. So any of these instructions should help you: Green - Pink - Yellow - Yellow - Blue Duck - Owl - Parrot - Parrot - Chicken Quack - Hoot - Squawk - Squawk - Cluck A# - G - A - A - D (for those who are musically inclined) +---------+--------+ | Shadows | [VI.2] | +---------+--------+ Quick Solution: Call 555-8465 The idea is to arrange the objects to create a phone number. Although the solution is always the same, to solve it, you want to pick up the two sculptures on the left and place them so their shadows vaguely form an 8. The next sculpture doesn't need to be moved, it's a 4. The next two swan sculptures, when placed together resemble a 6. Finally, turn the pipe and clamp as far as they go to the right. This forms a 5. This forms the 7-digit phone number to call. +-------------+--------+ | Planetarium | [VI.3] | +-------------+--------+ Quick Solution: Call 555-2327 Walk down the aisle to the right from the door. There's an echo coming from one of the seats. Listen to the message, it's an instructor who mentions the Little Bear (Ursa Minor) constellation. This is your hint that you need to look at this constellation. Go to the desk and hit the lower button to turn on the machine. Then go to the projector and rotate it until you find the right constellation. If you're not familiar with it, there's a picture on the wall you can check. The Ursa Minor constellation will also have the brightest star. Once you have Ursa Minor in your view, go back to the desk and press the upper button. It'll light up the constellations and also a message. The message says to call 555-2327. Once you do, the door to proceed will unlock. +-------------+--------+ | Gym Keycode | [VI.4] | +-------------+--------+ Quick Solution: The keycode is: 1031 On the keypad next to the door is a number, 1053. Inside locker 1053 is a photo with the keycode on the backs of two football players. One is 10 and the other is 31. This is the keycode. +-------------+--------+ | PC Password | [VI.5] | +-------------+--------+ Even if you know the answer, you have to use the forgotten password tool. Click on the "forgotten password" link. This will prompt you with three random questions of the following. The answers are all found somewhere in the office. **Note: The "-" button is a hotkey for backspace here. Wasted three years of my life in order major in? - "Geology" - Diploma on wall behind computer desk I said goodbye to bachelorhood, freedom and happiness, where? - "Hawaii" - Framed photo on shelf behind the computer desk The greatest baseball team, without question? - "Shiners" - Hat on chair in front of desk My only true (four-legged) friend? - "Nicky" - Collar hanging on the coat-hanger across from the computer My star sign even though I don't believe any of that? - "Scorpio" - Astrology poster behind secretary's desk - Birthday posted on calendar near secretary's desk The king of sports, a man's game of squash? - "Racquetball" - Trophy mounted on wall My bitch of an ex-wife's name? - "Valerie" - Call number from post-it on secretary's computer (555-9433) What is the name of my wayward, waste-of-space son? - "Otto" - Signed drawing on floor near computer desk Probably the best Shakespeare comedy? - "Twelfth Night" - Book found in bookcase in corner of office, across from computer After you answer the questions, the password will be set to "sunday45" which you can now use to unlock the computer. +----------------+--------+ | Bridge Control | [VI.6] | +----------------+--------+ Use the controls and read the following before hitting the red button. A light will come on and you need to pull the associated lever. The lights are as follows: - Green: Nothing; just wait a moment - Blue: Middle lever - Red: Left lever - Yellow: Right lever Once you've followed four correct sequences, the bridge will start to move. +---------------+--------+ | Radio Request | [VI.7] | +---------------+--------+ Quick Solution: 555-8814 for "Daddy's Girl" Zoom in on the radio (B) and grab the knob (B+A) and turn it to about 102. The DJ will loop, talking about calling in to request a song. The song you want to request is Daddy's Girl (4). So dial 555-8814. After calling, you just wait a moment for the song to come on and then the ice on the door will melt away. You can han gup the phone as soon as your call gets connected; you don't have to listen to the DJ recording on your phone. +-----------------+--------+ | Gumball Machine | [VI.8] | +-----------------+--------+ Quick Solution: Purple, pink, red, yellow As the voicemail vaguely suggests, the colors the girl likes are the colors of the cartoon bird's beak. To change the color of the current gumball, grab the sphere and shake it. You don't have to get the colors in any order, just as long as you get each of them. The colors you want are: purple, pink, red, and yellow. Try not to mistake the black for purple. This puzzle confuses everybody their first time, so don't feel bad if you didn't catch on right away. +------------------+--------+ | Celebration Time | [VI.9] | +------------------+--------+ Quick Solution: The code is 2050 Listen to the message. There will be two sound clips played. What you have to do is find the cards in the store that play those sounds. The first card is for a 20th anniversary. The second card is for a 50th birthday. Note the numbers: 20 and 50. Punch those in the keypad and head through the door. o+--=====================================================================--+o + Mementos + o+--===============================-----------===========================--+o \ [VII] / --------- A Winter Beacon - From III.1 Playground - Snow globe containing lighthouse and girl - Found in a cupboard behind the counter in Diner 52 - Alternatively, found in a dartboard in the Good Old Days bar - Psalm on bottom - $9.93 Hidden Fire - From III.2 Car Ride - In the glove compartment of Cybil's cruiser - Pack of cigarettes - This isn't Metal Gear Solid; no smoking allowed Frozen Waters - From III.3 Forest Path - In a box by the water tower in the forest - It's a marble? - When you're coming out of the first cabin, follow the path until you see the water tower to your left ***EASY TO MISS*** A Moveable Feast - From III.3 Hunter's Cabin - In a cupboard in the bedroom of the hunter's cabin - Knife - "All stories end in Death" imprinted in the handle - Examining it will not influence an In Water ending A Broken Ward - From III.3 Hunter's Cabin - A broken flshlight - Found in a drawer in the second room of the cabin from entering through the side door Pinned Beauty - From III.4 Post-Nightmare - In the trunk of the car by the outlook - Xerces Blue; an extinct species of butterfly Suffocated Forever - From III.5 Cathouse - In the heart-shaped jewelry box - On the table in the second-floor hall of the burlesque house - It's one of those insect-in-a-stone things My Plastic Perfect Girl - From III.5 Wonderland - In the fridge, in the kitchen of the Wonderland burger joint - A barbie doll - "Teenie" written on back - Reminds me of Dexter... Heavenly Protection - From III.5 School Pt.1 - In a locked cupboard in the "B" section of the school - Token with Saint Christopher imprint - Found shortly after the nailed window A Frigid Jewel - From III.5 School Pt.2 - Inside a frog that you cut open - Emerald ring - Found in the classroom just before planetarium/art studio ***EASY TO MISS*** An Eternal Rose - From III.5 Hall to Gym - A glass orb with a rose inside - Found inside a locker in the hall just before the gym - "Eternal Love" printed in gold Infinite Jest - From III.8 Time With Lisa - Inside a music box on the vanity in Lisa's bathroom - Ugly green ring with skull and crossbones - "Ophelia" written on inside of band Synthetic Femur - From III.8 Warehouse - Inside a photocopier in the warehouse office - Dog toy - "Not real bone" Memories Undeveloped - From III.9 Family Pet - Inside a hamster cage in the "Family Pet" store - Film canister for color prints - Symbolism for memories that never happened... My Flyind lizard - From III.9 Toy Store - Found inside the safe - Stuffed dinosaur - "Lost World Terry" on tag The Modern Prometheus - From III.9 Cinereal Movie Theater - Collected from a toy machine - Frankenstein doll We Ouroboros - From III.9 Green Lion Pawnshop - Ring resembling a pair of snakes eating themselves - Found in a box behind the register - "Love is a hungry drug" written on inside of band Poetry as Precise as Geometry - From III.11 Car Ride - A fancy pen - In the glove compartment of John's car - "Everything one invents is true" A Happy Bond - From III.11 Sewer Access - Homemade bracelet - Found by making a dying fish vomit - "Sweetie" Memories Untaken - From III.11 Lighthouse Cove - Pink camera - In box of cigars held by indian statue - "Capture the Fun! Memories to keep forever!" A Beacon, a Key - From III.11 Lighthouse Cove - Key ring? - Found in a display case in the souvenir store - You practically can't miss this one Your Diamond Heart - From III.11 Lighthouse Cove - Green engagement ring - Outside Annie's Bar, aim the telescope at the lighthouse - "Journeys end in lovers meeting" ***EASY TO MISS*** The Dragon - From III.12 Outside Entrance - A stuffed dragon toy - Found inside a box just outside the amusement park entrance - "Myths & Legends at Lakeside" Eve - From III.12 Park Entrance - Pendant with picture of Dahlie - Won from slot machine - "True Happiness" Adam - From II.12 The Lighthouse - Other side of the pendant, with a picture of Harry - Found in the head of a statue in the lobby of the lighthouse - "Never Forget" o+--=====================================================================--+o + Ghosts + o+--==============================------------===========================--+o \ [VIII] / ---------- Swingset - From III.1 Playground - Found in the playground with the key cans "puzzle" - Having tutorials on will notify you of this - Appears to be Cheryl on a swing Drowning Boy - From III.3 Forest Path - Found in the tunnel access in the forest - In the same area as the ladder, look for a pipe you can climb over - At the end of the tunnel behind the pipe, the ghost is behind the bars Hanging Deer - From III.3 Hunter's Cabin - In one of the rooms of the hunter's cabin - It's hanging over a table near the door, and an interactive cupboard ***EASY TO MISS*** Hot and Bothered - From III.4 Post-Nightmare - Sitting in the open passenger's seat of the car at the outlook - Pretty hard to miss Almost Had It - From III.5 Cathouse - Sitting on the couch next to the stairs in the lobby of the burlesque house - Cathouse AKA Honey Trap Choker - From III.5 School Pt.1 - Hanging from the coat rack in the "B" section of the school - Found shortly after the nailed window Not Her Fault - From III.9 Cinereal Movie Theater - Sitting on bench just outside the theater - Bench has mop/cones/etc around it ***EASY TO MISS*** Dead Dog - From III.9 Streets Outside toluca Mall - On the ground behind a car near the intersection - Found shortly after exiting the movie theater Dragon Slayer - From III.12 Park Entrance - It's the big board thing where you stand behind it and put your face through the hole - Once inside the park, it's to your left o+--=====================================================================--+o + Echo Messages + o+--==============================-----------============================--+o \ [VIV] / --------- For your convenience, these are organized to refer to the walkthrough portion of this document. The search code is the same of the walkthrough section containing the listed echo messages. Echo messages not in this list are essential to progressing the game. III.1 - TV in "Clear Picture" - Dress display in "Theresa's" III.3 - Phone box on outside of cabin - Wreath pinned to a tree near the water tower in the forest - Sleeping bag near the ladder to the tunnel access in the forest - Skull pinned to a tree near the bridge where Cybil calls, in the forest III.5 - Trash on table in the Wonderland dining room - Apron and hat in Wonderland kitchen - Car behind Wonderland burger joint; near the nailed window - In the first hall with lockers you find in the school - On a table in the courtyard (just above "School" on the map) - On a seat in the planetarium - Poster in hall before gym (keypad locked) - Balloons just outside gym doors III.9 - On garbage can near "Pageturners" in mall - Dog cage in "Family Pet" store - Ball on a bench near the Tookie statue - On top of a garbage can in the back hallway with the evidence locker III.11 - Map on hood of car; area just after exiting the sewer access o+--=====================================================================--+o + Phone Numbers + o+--==============================-----------============================--+o \ [VV] / -------- SH Customer Service Center 311 Information 411 Emergency Services 911 Alchemilla Hospital 555-9400 Alchemilla Radio 555-881* (* = 0-9) Bedrock Security 555-0207 Bodkin Insurance 555-3800 Brodie Insurance 555-3900 Brookhaven Hospital 555-9300 Cathouse/Honey Trap/Lotus 555-5477 Cine-Fone 555-3663 Conservation Police 555-5253 County Weather Service 555-7659 Cybil 555-2925 Dahlia 555-7399 Dahlia / Simmons Street Home 555-8632 Dept. of Natural Resources 555-3474 Dixon Bridge Maintenance 555-3411 Home / Cheryl 555-4663 How Am I Driving 555-7243 Join Tookie 555-8665 Konami Customer Support Line 220-8330 Lakeside Amusement Park 555-3253 Lakeview Hotel 555-2502 Lisa 555-3323 Lost Children 555-5678 Michelle 555-3587 Midwich High Info 555-5122 Mr. Gordon 555-5464 Nightingale Apts. 555-4139 Police Department 555-6358 Riverside Motel 555-4340 School Magazine 555-7857 Southside Salvage 555-2212 State Forestry Dept 555-8733 State Water and Sewer Authority 555-7669 TALK (Suicide Line) 555-8255 Tammy 555-7588 Toluca Mall 555-6255 Towing Service 555-0719 Toy Car Recall 555-7325 United Fruitcake Outlet (UFO) 555-3825 Valerie (Principal's Ex) 555-9433 Waitress Wanted 555-6649 Water Tours 555-2628 Wonderland Burger Joint 555-6328 o+--=====================================================================--+o + Legal + o+--==============================-----------============================--+o \ [VIV] / --------- The only websites at this time with permission to use or refernce this walkthrough are as follows: - Gamefaqs.com - Neoseeker.com - Supercheats.com - Silenthillmemories.net The following users have been permitted to translate this walkthrough: - Metal Riffs - Sergey Copyright 2010 (Kellexx) Silent Hill: Shattered Memories Copyright 2009 Konami Digital Entertainment