Silent Hill: Homecoming: Walkthrough

Silent Hill: Homecoming

Platform: Xbox 360, Playstation 3
Developer: Konami, Double Helix (2008)
Genre: Survival/Psychological Horror
Rating: M (Blood and Gore, Intense Violence, Language, Sexual Themes)

Author: Georgi Samaras
Version: 1.02
Last Updated: October 10, 2008


   Introduction ...................................................... [int]
   Controls .......................................................... [con]
   Survival .......................................................... [sur]
   Combat ............................................................ [cbt]
   Monsters .......................................................... [mon]
     Nightmare: Alchemilla Mental Hospital ........................... [ntm]
     Shepherd's Glen: the Shepherd Family Home ....................... [sg1]
     Missing Persons: Rose Heights Cemetery and the Junkyard ......... [msp]
     Hotel: Silent Hill's Grand Hotel ................................ [htl]
     Sheriff's Station: Escape the S.G.P.D. .......................... [shs]
     Sewers: Shepherd's Glen's Underground ........................... [swr]
     Hell Descent: Dr. Fitch's Office ................................ [hld]
     Shepherd's Glen: Town Hall, Rose Heights, and Home .............. [sg2]
     The Attic: the Pain of the Shepherds ............................ [att]
     Dark Times: the Streets of Silent Hill .......................... [dkt]
     Prison: Saving Wheeler and Elle ................................. [pri]
     Church: the Face of the Cult .................................... [chr]
     Underground: Revealing the Truth ................................ [udg]
   Extras ............................................................ [ext]
   Achievements ...................................................... [ach]
   Trivia ............................................................ [tri]
   Miscellaneous ..................................................... [mis]

Introduction                                                              [int]

Recently discharged from military service after a stint in a hospital, Alex
Shepherd heads home to the little New England town of Shepherd's Glen.
Recently, he has been plagued by nightmares concerning his brother, Josh, and
he heads back home for fear of his brother's safety.  What awaits him is a
catatonic mother, no sign of his father or brother, and a small town wrapped in
fog accented with "Missing Persons" posters.  With thoughts only of Josh's
well-being, Alex heads out to find the truth behind the happenings at
Shepherd's Glen.

Silent Hill: Homecoming is the second game to be made after the franchise
passed hands from Team Silent.  Though much more combat oriented than the other
games, this installment does not skimp on the impressive locales, psychology-
laden plot elements, or absolutely amazing sound design thanks to the one and
only Akira Yamaoka.  As always, this guide is here to get you through the game
in one piece and get you every achievement, as well as throw some extra stuff
your way because we all know that Silent Hill games are not just games.  This
was written using the Xbox 360 version, so I cannot vouch for PS3 players.

As I have played this game several times before writing this guide, I can no
longer tell the difference between an outright spoiler and a nudge to get you
to think in the right direction.  I tried to leave theory and plot spoilers out
of this document, but sometimes it just can't be helped.  The walkthrough
itself is fairly safe, but beware of the Extras, Achievements, and Trivia
sections as they will spill a lot of the beans.

Controls                                                                  [con]

left analog stick:
  controls movement in a 3D scheme, meaning tilting the left stick right
    results in a right strafe, not in Alex facing right
  navigate menu
  move/select pieces for certain puzzles

right analog stick:
  move camera
  select pieces for certain puzzles
  push in the right stick for a first person view, to examine objects in your
    inventory, or to zoom in on the map
  rotate objects in inventory

d-pad up:
  toggle flashlight

d-pad left/right:
  toggle weapons

left bumper:
  open inventory wheel

right bumper:
  open weapon wheel

left trigger:
  combat stance

right trigger:
  shoot firearm (in combat stance)

  use health drink in item inventory
  finishing move
  used randomly in grapples and conversation
  heavy attack, reload firearm (in combat stance)

  rolling dodge (+ left analog stick)
  used randomly in grapples
  quick recover when knocked down
  ducking dodge (+ left analog stick in combat stance)

  bring up map
  use first aid kit in item inventory
  used randomly in conversation

Survival                                                                  [sur]

Along with the old Silent Hill elements, Silent Hill: Homecoming presents us
with some new survival techniques, revamped inventory screens, and more chances
to use the environment to our advantage.  Here, I'll try and hit on the most
important stuff to know to get around safely.

                Inventory Screens
   There are two inventory screens.  The left bumper brings up your items and
   the right bumper is for your weapons.  Alex's health meter is visible on
   both: it is the red mark on the left.  Your items screen is where you go to
   access any key items (such as keys or puzzle elements) or healing items you
   will need.  Health drinks and first aid kits are automatically placed on hot
   buttons.  Press X to use a health drink and Y for a first aid kit.

   The weapons ring is the storehouse for your melee and ranged arsenal.  Note
   that for firearms, the only ammunition Alex can carry is what the gun clip
   will hold.  For example, your first pistol can't hold more than 18 shots, so
   don't feel the need to completely hoard your ammo.  Also note that newer,
   stronger weapons will replace the old ones.  For example, the crowbar will
   take over the steel pipe's duties when you find it.  The two hot buttons for
   this screen, X and Y, toggle the flashlight and radio, respectively.

                 Healing Items
   Alex's health meter is the red mark on the left side of either inventory
   screen and will also appear if he takes damage.  If it is depleted, your
   game is over.  Once dead, you have the option to start over from a continue
   point instead of being forced to reload a saved game.  This is still a pain,
   so you should always use healing items to stay in the red.  There are three
   kinds of restoratives for Alex: health drinks, first aid kits, and serum.
   Health drinks restore about 50% of your health; first aid kits restore about
   75%; and serum will fully heal Alex as well as increase the size of his
   health gauge.

   Never, ever squander healing supplies, especially if you are not doing well
   when fighting.  Topping off your gauge with a health drink when you've only
   lost maybe a fourth of it or using a serum when you are already at full
   health is a good way to screw yourself over later in the game.

              Flashlight and Radio
   A staple in the Silent Hill series, the flashlight and radio are almost
   always on hand.  The radio emits white noise when monsters are nearby.  They
   cannot hear the radio and use it to detect where you are, so there is never
   a need to turn it off.  Alex is the first Silent Hill protagonist to have a
   fully functional radio, so he will use it to keep in contact with others,
   but you, the player, will only use it as a monster detector.

   The flashlight is a double-edged sword.  You can see much better with it,
   but so can the monsters.  Leaving your flashlight on will attract any
   creatures in the area, so turn it off when the radio goes off.  You can't
   play at the stealth game if you broadcast your position.  However, there are
   some times when you absolutely need the light, regardless of enemies: some
   areas of this game are pitch dark.

   Alex's journal is accessed by pressing the start button, where you can go to
   change your game options and exit to the title screen and all that.
   Whatever Alex finds that seems even remotely important will be stored here,
   like puzzle clues, photos, drawings, etc.  This is basically the memo
   feature from past games except that Alex will not keep every single little
   scrap of info he finds.

   A journal icon will appear in the upper left hand corner of the screen when
   something is added to the journal, a new objective is acquired, or a current
   objective is completed.

           Environment and Interaction
   Something new for Silent Hill is environmental interaction on a much wider
   scale.  Depending on what weapon Alex is holding, you can cut open thin
   sheets blocking paths, knock down walls, or pry open doors.  You can also
   jump across holes (instead of falling down them for a change) and climb up
   small ledges.  If you reach a dead end, look around: there may be a hole in
   the wall or ledge you can use.  If you are being chased by something and
   don't want to fight, flee through a crawlspace or jump over a hole to get
   breathing room.  Enemies cannot follow you except through open doors, but
   they will wait for you outside a hole or crawlspace.

   Interaction that is important is usually prompted by a button command using
   A, but some interaction is not.  Pushing A while in front of an object (any
   ole object) will usually get Alex to examine it and comment on it.  Things
   like puzzle clues are usually hidden on something along the lines of a
   plaque on a wall or memo near the puzzle in question, so if you ever get
   stuck, just look around.  What Alex says can be extremely insightful.

   Watch Alex's head when looking for things to examine.  He will turn to look
   at anything that interests him.  This may be seemingly useless stuff, but he
   also looks at key items and pick-ups.  Humor him and examine everything he
   looks at because it just might be important.  If you can't tell what he's
   looking at, press in the right analog stick to enter first person view.  The
   camera will automatically center itself on whatever he is staring at.

   Along with the environment, you can interact with others you meet.  When
   talking to someone, you may get to choose what Alex says.  There are only
   three instances where what you say or do will have serious consequences, and
   these are towards the end of the game.  Every other conversation is just
   there for you to get information.  Choosing one prompt over another will
   change what Alex talks about, but nothing serious is lost or gained from
   small talk.

   Another Silent Hill staple, the map is your best friend; the walkthrough
   portion of this guide is going to be referencing the map whenever possible.
   There is one for almost every area in the game, and they will make the
   exploration process a lot easier.  Alex will automatically mark things like
   save points, locked/jammed doors, puzzles, and destinations in red.  Your
   current position and facing direction are indicated with a blue arrow.  Alex
   will also note his current objectives on the map screen (viewable by
   pressing X).

Combat                                                                    [cbt]

To veteran Silent Hillers and newcomers alike, one thing is clear: compared to
the previous games, this one is unforgiving at first when it comes to fighting.
Alex is a soldier, so he can fight just fine; however, so can the monsters.
Make sure you make time to get the hang of fighting because you can't always
master the art of running away.

            Combat Stance and Attacks
   To get ready to fight, hold in the left trigger to enter combat stance.  If
   there is an enemy nearby, Alex will focus on it and keep it in his sights.
   While in readiness, you can perform a fast attack with A, a heavy attack to
   stun enemies with X, or perform a dodge with B.  If holding a firearm, use
   the right analog stick to aim (Alex will not auto-aim with a gun) and the
   right trigger to shoot.  You can also perform a close range melee attack
   with the butt of your gun.

   Light attacks with A are simple slashes or swings with a weapon and will not
   really stun enemies, but successive rapid light attacks will disrupt their
   attacks.  Heavy attacks can be charged by holding down X.  These are what
   will stun enemies and stop them in their tracks.  Combos are performed by
   chaining light attacks and can end with a heavy attack.  By the time your
   foe recovers from the last strike, you can feel free to go in with another
   chain of light attacks.  Heavier and tougher foes will withstand your
   combos, so you need to perform dodges as needed in-between.

   A stunned enemy will stand in place and looked literally dazed.  This is
   when you must drop everything, run up to them, and hit X for a finishing
   move.  These are absolutely brutal and are different for each weapon and
   enemy.  (Makes you wonder where Alex learned to fight; what do they teach
   those boys in the military?)  Bosses can only be killed with finishing
   moves, so watch for the prompt before they recover.

        Dodging, Blocking, and Countering
   Master this or pay the price.  You can perform several different types of
   dodges.  The first kind is when you are not in combat stance or are far away
   from an enemy.  Pressing B while pushing the left stick in any direction
   will make Alex perform a diving roll.  This is great in that it covers a
   greater distance than the other dodges and helps out against wide range

   The other kinds of dodges are performed in combat stance.  These are simple
   ducking motions and sidesteps.  Use these when in close range combat.
   Enemies attack in many different directions, so hang back a bit, watch their
   attack patterns, and learn in which direction is the best to dodge.  Do not
   dodge until you see your enemy launch an attack!  If you dodge too early,
   they will follow your motions and attack you while you are in the process of
   dodging, totally defeating the purpose.  Monsters are not shy about telling
   you when they're going to attack; be smart and wait for the signals.  A
   stare down is safer than rushing in and pushing your luck.

   It is possible to block an enemy attack.  It requires good timing but can
   also be done by accident or pure luck.  If you press B at the same time an
   enemy is about to hit Alex, he will hold up his weapon and block it.  I find
   myself doing this a lot when I want to dodge, and block instead.  It causes
   both you and the enemy to skip a beat or get thrown off a little, but it's
   better than the alternative.

   If you successfully dodge an attack, Alex will counterattack if you hit A or
   X.  All this is is a special move with your weapon that knocks enemies back,
   but it also puts you in position to go in with a combo or charge a heavy

   If you don't do well at dodging and find yourself knocked to the ground,
   press B right as Alex hits the ground and he will quickly get back up.  If
   you don't get up quickly, you are susceptible to more enemy attacks while on
   the ground.

   Enemies can grab Alex and cause him major damage or instantly kill him if he
   does not break free.  To grapple with an enemy whose got you in their
   clutches, wait until a button prompt appears in the upper right hand corner
   of the screen and then mash it for dear life.  If successful, Alex will
   retaliate and knock the enemy away.  Avoiding grapple attacks in the first
   place is actually pretty easy since enemies make a big scene before a
   grapple move.  If you dodge, they are left extremely open and are just
   asking to be counterattacked.

            Choosing the Right Weapon
   You might want to think twice before you ditch the combat knife for that
   fire axe.  In this game, the weight of a weapon drastically changes how Alex
   will fight.  Sure, this was true for past games as well, but with your foes
   being as fast, agile, and tough as they are, you have to gauge which weapon
   is best for which monster now more than ever.

   Some enemies are exponentially tougher when you do not use the right weapon.
   For example, trying to fight a Feral head-on with a fire axe may not end
   well for you.  Some enemies also have weak points you can exploit with the
   right weapon.  Lurkers are susceptible to tons of damage or even a one-hit
   KO if you charge the axe, since their heads are their major weak point and
   the axe's heavy attack is a downward swing.

Monsters                                                                  [mon]

You can't have a Silent Hill experience without twisted interpretations of your
or others' psyches trying to hunt you down and kill you.  As explained in the
section above, these baddies have gotten much more aggressive since the past
games, so it's important to know who's who and how to take them out.  This
section lists all the small fry.  Boss monsters are covered in the walkthrough.

   Everyone in the Silent Hill universe is afraid of nurses.  You can't spend
   time in a hospital without coming to hate their faces.  Alex's stay in the
   military ward makes him no different.  Nurses carry knives they use to
   quickly slash you to pieces.  They can chain combos because of their speed,
   so it is vital to wait until you see one raise its knife to attack, perform
   your dodge, and then counter.  Nurses can appear in small groups, but quick
   weapons like the knife are still best.  When fighting more than one nurse,
   the ones Alex is not focused on don't seem to attack him unless he is wide
   open (e.g. - if he's taken damage and is reeling or knocked to the floor).
   Nurses only appear in health care facilities, so look for them in Alchemilla
   Hospital and Dr. Fitch's office.

   Swarms are the lightweights when it comes to foes.  They are basically
   oversized roaches that emerge through holes in the walls and floor.  To
   dispatch them, enter combat stance and hit A to step on them if they are on
   the floor or slash them if they are in the air.  Their only attack is to
   latch onto you and deplete your health.  Drop what you're doing and start
   mashing B to get Alex to tear it away.

   A chain-smoking patient demon, Smogs are armless monstrosities that spew
   acrid smoke from their fluorescent lungs.  If Alex is caught in a Smog's
   spew, he will begin to choke and you must mash B to clear the air.  They're
   easy to see in the dark and are best taken out with a ranged weapon since
   they can lunge at close range as well.  Equip a pistol and aim for the
   Smog's lungs.  Wait until it opens its chest to spew its smoke, and then
   fire.  You can take a Smog down in just two shots this way.  Smogs don't
   appear in groups and, unless you encounter them in a narrow space or an area
   where you want breathing room, you can just run right past them since they
   are not fast at all.

   Ferals are the ever-present dog image in Silent Hill.  Alex is a dog person,
   but he can't stand these skinless beasts.  Ferals can be seen chowing down
   on random fleshy piles left all over town, but they can sense Alex easily
   and will rush at him if he's in their range.  They are very fast and will
   catch up to you if you try to outrun them; if they catch you and knock you
   to the ground, they will try to rip your throat out.  The absolute best way
   to take down Ferals is with the knife, hands down.  Its speed is a perfect
   match for them, and two or more combos will kill them easily.  Like Nurses,
   they can appear in groups but will only attack if Alex is either not already
   fighting or is off guard.

   Needlers look and sound like a fleshy insect of some kind and have four
   knives for feet, enabling them to climb on walls and slash you.  They are
   cautious creatures and will not attack right away.  Wait for them to raise
   an arm and then roll to safety.  Their grapple has them raise both front
   legs in the air and lets them grab Alex to try to dig a knife through his
   head.  They can also retreat to the ceiling if they want.  Be prepared to
   dodge when they gain the higher ground.  They use their two front legs to
   block head-on attacks, so you must get to their side to cause any damage.  A
   clean head shot with a pistol is supposedly possible to kill Needlers, but
   their defensive move makes it hard.  Attacking their blind spot is a much
   safer bet.  Believe it or not, the pipe is awesome against Needlers.  A
   light attack followed by a heavy one results in an upward swipe, instantly
   knocking Needlers to the ground for an overheard swing.

   Schisms are pale creatures with a split head that comes together to form a
   blade.  These weak-looking creatures walk doubled over because they are so
   top heavy, but they use that weight to swing their heads in wide arcs.
   Schisms don't usually give a warning when they are going to attack: when
   they move, it is to swing their blade, so take every motion as an excuse to
   dodge.  It's hard to get close to them, except when they go to perform their
   grapple.  They will rear up and open their mouth before lunging.  Dodging
   this is a great way to get in and start a combo.  Schisms are light and will
   be pushed away by the force of your blows; either use a longer weapon or
   wait for them to come to you.  Shotgun blasts are also very useful against
   these annoying enemies, especially when they appear in groups.

   An apelike creature that sports both male and female features, Siam is truly
   a beast.  It is surprisingly quick for its size and can swing its giant arms
   with great force and range, making dodging it a real task.  Its backside (or
   female side, if you prefer), is its weak point, but it can be difficult to
   get completely behind Siam without it catching on to you.  Blows from normal
   weapons will not phase Siam in the least.  The shotgun or rifle is the best
   way to take this one out; just make sure that you put distance between you
   and it before firing because not even a shot from a rifle will stop Siam in
   its tracks.  The good news is that Siam does not appear too often.

                  Order Members
   Order members are those who follow the religious cult of Silent Hill.  They
   are the only instance in a Silent Hill game where we are forced to fight a
   human that isn't possessed, a horrible monster in disguise, or a delusion.
   They come in two varieties: pipe wielders and rifle toters, and they fight
   exactly like Alex when he uses these weapons.  Pipe guys will dodge your
   attacks easily and rifle guys will shoot you from afar and hit you with the
   butt of their gun up close.  Any weapon you are comfortable with will work
   on them as long as you can dodge their attacks to buy time to swing.  Like
   all humans, they will fall after a few rounds of gunfire though.  You will
   only encounter them in Silent Hill around the Order's base of operation,
   like the prison.


This walkthrough was written while playing on Hard mode.  The only notable
difference between Hard and Normal is that enemies are tougher, deal more
damage, and firearms carry less ammo.  Puzzle solutions and strategy remain
unchanged.  All directions given (north, south, etc.) are given in relation to
the map, but left and right are used in relation to Alex's position.

    Nightmare                            [ntm]
After the awesome opening scene, get ready to mash A to get out of your
restraints.  Check your inventory: all you've got is a flashlight and a radio.
Good luck, soldier.  Check the memo to the left of the double doors and head
through.  Follow the blood through the next set of doors, and check the memo to
your right.  Approach the barred gate to see Josh and initiate a creepy looping
sound clip.  Note the keypad next to the door.

The only open door is right next to the keypad.  Open it and check out the X-
ray to your right.  This is the first half to the code we need.  A memo on the
desk across the room explains what you need to do to get the rest, and the
HOSPITAL MAP is to your left.  Exit using the nearby door.

The only open door in this hall is 203.  Just listen for the crying baby, and
examine the middle incubator to get it to stop.  There's a HEALTH DRINK and
another memo on the desk behind you.  Hop over the broken window to room 204.
In here is the X-RAY FILE for the code we need.  On the center table is a
pamphlet laying out melee combat.

Head back to the Nurse Center and stick your X-ray up on the board for the code
624872.  Exit out the other side of this room and push that into the keypad.
Like a good little sibling, Josh will run off.  Pick up the CHILD'S DRAWING and
follow him.

Feel free to take a peek in the bathroom stalls, but make note of the glowing
red save point in the next room.  This game uses a continue point feature, so
saving is not a top priority anymore, but it wouldn't hurt.  The next room is
another restroom and a dead end.  Grab the COMBAT KNIFE sticking out of the
mirror and enjoy the show.  A nurse will then attack you.  Use this time to get
the hang of dodging.  Wait until she makes a move or else you might walk right
into her attack.  Learn to love the knife as it is the most highly recommended
melee weapon because of its speed.

Slip through the crack in the stall the nurse popped out of.  Grab the FIRST
AID KIT by the door and exit.  Enter the door to your immediate left, the
stairwell.  Watch out for falling debris but take a look at the memo on the
opposite wall before giving chase.  This one is the hint that the flashlight
should be off and you should walk, not run, if you want to avoid confrontation.

You should hear static upstairs.  Use your knife to break open the window and
dispatch the nurses inside.  Only one will be visible in front of the TV.
Attack her and another will appear.  With the knife, you should be able to
continuously slash the first nurse without dodging and be okay.  The second one
will not attack you right away, and you can take her out any way you want when
she's all alone.  You can also retreat over the window frame and use it to get
them to funnel towards you.  It is recommended that you kill both because you
need to cut open the fleshy film on the west wall to progress, and you are not
immune to damage during this.

Room 303 has a save point and a note on the bed.  Head to your right down this
hall to face your first batch of Swarm enemies.  Just hit A to step on them or
slash them.  If one latches onto you, press B until Alex tears it away.  If you
hit the correct button prompt after this, he will crush and kill it for you.
Grab the HEALTH DRINK in the linen room and enter the hall.

Go right, towards the restrooms on your map, and grab the PHOTO on the
stretcher.  Now double back and enter the operating theatre.  There's a patient
chart on a shelf to your right as you walk around.  When you drop down, three
nurses will attack.  Just hold the left trigger and perform your knife combos,
focusing on the one closest to you.  I promise that as long as you keep
slashing with your knife, you will stay one step ahead of the nurses' attacks
and can come out unscathed.  Check out the half body on the table and cut open
the way to the stairwell.

Check the wall opposite for a CHILD'S DRAWING and climb.  Up here is the other
half of that body, and he's holding the OPERATING THEATRE KEY.  Use it
downstairs.  There's a memo in the operating room but not much else.  Exit to
your right to the hall where we first saw Josh.  In fact, he's still here.
Talk to him however you want; either way, we're going to have to find his
stuffed Robbie the Rabbit.  Enter the Nurse Center for a HEALTH DRINK, a save
point, and another memo.  Exit to the 200-block of rooms.

Enter room 203 again.  There's a CHILD'S DRAWING on the wall to your right, but
more importantly, we've found Robbie.  Be a man and stick your hand in to save
your brother's precious toy.  Just be prepared to mash a face button to get
your arm and the ROBBIE TOY back.  A Swarm will attack afterwards.

Backtrack to Josh and give him back Robbie.  Once you can get through, pick up
the CHILD'S DRAWING and give chase once again.  All the doors in this hall are
locked, but make note of room 206.  There is a CHILD'S DRAWING on the door and
interesting sounds emanating from it.  Open the elevator doors using the panel
on the wall, head down, and...

    Shepherd's Glen                      [sg1]
Welcome home.  There are absolutely no items to be picked up in the streets of
Shepherd's Glen, so just work on getting to your house on the north side of
town.  Also, note that if you try to go west down Main Street, you will get
lost in the fog.  Look to your right on Main street for a brick building with
arches; this is Dr. Fitch's office, and there's a poster advertising the town's
150th anniversary on one of the pillars.  You'll run into Judge Holloway
outside Town Hall.  She tells you to go home, but you can check out the Town
Hall and chat if you want.  Why not?  We're already there.

Through the large double doors is nothing much.  There's a PHOTO as well as a
book on the town towards the back of the room.  You can also examine all the
paintings around here to get info on the town founders.  Exit south according
to your map.  Through the door here, look to your left for some tables.  On one
of these is a medical case with SERUM inside.  There's also a newspaper article
framed on the wall about a bus accident involving an 8-year old Alex Shepherd.

Now head to the east hall for two doors.  Judge Holloway's in the room on the
right.  Talk to her and check the room next door.  In here is a HEALTH DRINK
and a save point.  There's nothing else to do here now.  You might have noticed
a boarded up door in the north hall of the building; we'll get back to that.
Head home.

If you want insight into the Shepherd family, take the time to examine
everything.  Alex will talk about his relationship with his family, as well as
note that he is absent from every family picture.  Head upstairs and enter the
double doors.  This looks to be his parents' room.  There's a letter from his
mum to her husband and some pictures of her and Josh around.  Check out the
bathroom for a CASSETTE TAPE.

Back out in the hall, the attic door will close and lock before you.  Check the
nearby door to enter Alex and Joshua's room.  There's a FLASHLIGHT on the bed;
pick it up for a flashback.  (FYI, if this is a replay game, you can find a
LASER PISTOL with infinite ammo on the toy chest by the bed.)  Take note of the
bug collection by the broken-looking bookshelf and then examine the shelf.  It
is hiding a secret switch.  Move all the junk to the left twice to uncover it.
You get a MAP OF OUR HOUSE for your trouble.  Head back downstairs to see your

She just came out of the basement and is trailing water.  Follow the trail
downstairs.  A Lurker is waiting for you beneath the water.  For these guys,
enter combat stance ASAP so Alex locks on to their position.  Wait until it
comes close to you, dodge its initial attack, and then counter repeatedly with
a heavy attack (X) with the knife.  Alex will jab forward, right into the
Lurker's head.  Continue until it falls.  Check the generator towards the back
of the basement for the GARAGE REMOTE and a gasoline fetch quest to get the
generator running.  Head towards the stairs but look to your left for a
multicolored, thin sheet blocking a side room.  Cut it open and examine the
only door here for a scene.  Go back upstairs and outside.

Use the remote to open the garage.  A Lurker will attack.  Repeat the jabbing
strategy from earlier.  It's easier to fight them when they are not in water
since you can see when they swing their claws.  There's a STEEL PIPE in the
garage as well as another pamphlet on melee fighting.  Use your new pipe to pry
open the cabinet to get the EMPTY GAS CAN.  (FYI, if this is a replay game, you
can find the CIRCULAR SAW on the tool bench.)  Another Lurker will come out of
the hole in the brick wall by the garage.  Kill it and crawl through.  You'll
want to kill it because we'll be coming back here shortly.

In the park area, look to your right for a CHILD'S DRAWING.  Look by the slide
for a PHOTO.  There's also a newspaper on one of the benches.  On the southern
wall should be a wire fence door.  Pry it open with your pipe and examine the
semi to your left, but not before killing the Lurker underneath it.  Use your
empty gas can here and you can get the FULL GAS CAN with what's left in the
truck's tank.  Head back home to the basement and use your full gas can to run
the generator.  Now you can unlock the door to your immediate right.

Enter the back door to the house and use your cassette tape in the answering
machine.  Open the fridge for a HEALTH DRINK.  Through the only open door is a
living room of sorts.  Nothing in here except a note next to the phone.  Go out
back to the yard again.  Look to your left behind the tree for a CHILD'S
DRAWING.  There's a HEALTH DRINK hiding in the dead plants to the north.  On
the west fence is a door with Josh's backpack and a PHOTO.  Go through.

    Missing Persons                      [msp]
So the Shepherd house has easy access to the cemetery.  Nothing weird there.
Follow the path, grabbing the ROSE HEIGHTS CEMETERY MAP on your way.  Alex can
comment on any and all tombs here if you want to read them; he will also note
the extreme number of deaths for such a small town.  There's a guy digging up
graves in the Bartlett plot, but we can't reach him.  Drop down into the East
Garden, prepared for a Feral attack.  All you need for these guys is the knife.
Do a combo.  Wait and dodge.  Enter another combo.  Rinse.  Repeat.  Check the
fountain in the center of the garden for an OLD STONE PLATE.  Then climb up to
your right.

There's a HEALTH DRINK by the gazebo, and the Bartlett Family Mausoleum is
locked.  Enter the family crypts to the west.  In the north block, the second
crypt on your right (second gate) has a save point.  The third crypt on your
left (second gate) has a hole in the wall you can squeeze through to get to the
middle block.  Here, the first crypt on your left (second gate) has a HEALTH
DRINK in it.  Right across from you in the crypt opposite, there is another
hole to squeeze through to your left.  Still in the middle block, make your way
as far east as you can and look in the last crypt on the right (second gate) to
find a hole to crawl through to Founders Row.

A Feral will jump you as you head south.  Take care of it or run past it as far
south as you can.  Look to your left for a gate to run through and a hole to
jump into.  Follow the spiders until you are on the outer ring of the Founders
Garden.  There is a Feral chowing down in the center of this area, but you can
completely avoid it by walking around the outside to the northeast corner of
the garden.  However, Ferals are good at sensing Alex's presence, so it may see
you regardless when you try to leave.  Check to the left of the exit in the
north for a HEALTH DRINK; the exit is on the ground floor, but the drink is up
the stairs to the left.

The path splits up to the West Garden, but both stairs lead to the same place.
On the landing of either staircase is a plaque with a hint that something needs
to be made whole.  Perhaps it has to do with our stone plate?  Check the
fountain in this garden for a STRANGE STONE PLATE, just what we need.  Use both
plates at the gate on the north side of the West Garden to unlock it.

You'll emerge into what used to pass for civilization.  Head west towards the
police station.  Go to the front of the S.G.P.D. and head to your right for a
FIRST AID KIT.  Continue west to run into Elle posting missing persons flyers.
She'll give you a WALKIE TALKIE.  Check behind her billboard for a CHILD'S
DRAWING.  Head down to the southwest corner of your map.  Look to your right
for a covered bridge.  Follow the path to a door.  Once inside, head right and
look for a hole to crawl through.  There are no items in the junk yard, so head
around the heaps of scrap to the back of the house to squeeze through a hole in
the shed.  You should be able to get into the house on this side.

Try talking to Curtis.  Alex will trade the broken revolver he got from his
mother for information, but we'll also get the MK 23 HANDGUN.  You can talk to
Curtis again if you want.  Beware: he's a dick.  But he also gives us a hot tip
about the clocks in town.  206 is an important, recurring number.  Remember it.
Check behind Curtis for a brochure on ranged combat and PISTOL AMMUNITION.
by the fridges, a save point, and the exit.  Leave the junkyard the way you
came in, but beware of a Feral attack.  You can kill it or run past it to get
to the streets.

Alex will get a call on the radio and then come under a coughing spell.  Meet
the Smog, a nasty looking creature but easily dispatched.  Run away from it and
break out the pistol.  Let it get close to you and wait for it to growl and
reveal its glowing lungs.  Shoot the lungs once and wait for it to expose them
again.  Two or three pistol shots should be enough.  If you want to fight up
close, it's a little harder since they can lunge, but just dodge your way
around to its blind spot and combo.  Or you can just run right past the thing.
It's too slow to give chase.

Make your way all the way back to the cemetery.  Go east down main street and
enter by way of the parking lot which will be on your left.  You can run past
any Smogs you might see, but kill any Ferals after you, just in case.  In the
cemetery, you need to backtrack all the way to the Bartlett Mausoleum, which
means going through the West Garden, Founders Garden, Founders Row, and the
family crypts.  Smogs will appear along the way, but as long as you run and
follow the arrows on your map from your previous run, you can avoid fighting.
Military training has done Alex well: he never tires while running.

Mayor Bartlett is gone, but his family tomb is open.  Examine the middle casket
for a lock puzzle.

       Unlocking the Bartlett Family Tomb
   The purpose here is to pull out the locking piece in the upper left.  Use
   the right analog stick to select pieces to move and use the left analog
   stick to actually move them.  It's basically a sliding puzzle, so just move
   the pieces around until the spaces underneath the locking piece are free.

   If you haven't touched the puzzle yet and want a straightforward answer,
   here it is.  To make this easy, I'm going to refer to the pieces as if they
   were on a table.  For example, the uppermost square piece would be at row 1,
   column 3.  Basically, you need to make sure column 2 is empty.  To do this,
   move these pieces in these directions:

   row 1, col 3: move left twice
   row 3/4, col 4: move up twice
   row 3/4, col 3: move up twice
   row 3, col 1/2: move right twice, then down once
   row 2, col 1/2: move down once, then right twice

   That should do it.  Select the locking piece and pull it down.

Alex will pull out a watch which gives him a headache.

    Hotel                                [htl]
We've finally landed in Silent Hill.  At the end of the street ahead of you is
a broken down fire truck and a Smog in an alley.  Go down that alley, climb
down and under the truck, and snatch the FIRE AXE.  This doesn't hold a candle
to the knife for regular combat, but it's perfect for hacking down boarded up
doors.  Go across the street to the Grand Hotel and do just that to get inside.

Go down the first hallway to your right for a HEALTH DRINK.  Go into the foyer
after Joshua now.  He'll escape through some rubble and up the stairs.  Check
the reception desk for a letter, the GRAND HOTEL MAP, and a memo.  Jump across
the elevator shaft and look to your right for a MAINTENANCE KEY.  We need to
rewire the hotel to get the elevator to run, so head back outside.

There will likely be a Smog or two on the way outside.  I recommend killing the
one outside since we need breathing room to rewire this place.  Use your key to
open the gate to your right outside.  There's a HEALTH DRINK back here and a
panel with wires.

               Rewiring the Hotel
   Check the clipboard behind you on the dumpster to see a note about a game
   and the number XXI.  Now check out the power box.  Use the left analog stick
   to pick a wire, A to put it in place, and X to test the power.  The XXI in
   the note is actually the pattern in which the wires should be connected.

   Pretend the wires (connected at the top) are numbered 1-5 from left to
   right, and so are the connectors at the bottom.  Match them up in this

   Wire 1 (yellow) to Connector 2
   Wire 2 (white) to Connector 1
   Wire 3 (red) to Connector 4
   Wire 4 (blue) to Connector 3
   Wire 5 (green) to Connector 5

   Press X when you've got it to bring the power back.  (Thanks to syn6661,
   Bob, and an anonymous e-mailer for pointing out the memo on the dumpster.)

Go back in, call the elevator, and hop in.  Get the PISTOL AMMUNITION inside
and hit the only working floor button.  A new type of monster will attack on
the way up.  These are Needlers, and they are going to tear the sides off the
elevator and reach in to attack with their claws.  Equip a weapon and attack
through the holes.  The knife is great for this not only because it is fast,
but because of its heavy attack.  It's a forward jab, so Alex can stab neatly
through the hole and right into the Needler's face.  Try not to stand too close
to the elevator's sides or you may just end up stabbing the elevator and
missing the Needler.  All you need to do to dodge an attack is duck.  Climb up
out of the elevator when it stops.

Check out the painting of the woman to cut it open and reveal a locked door.
Examine the door for a PHOTO, but go left and duck under the wall to see a
save point.  Head towards the hall and Alex will automatically start talking
with the woman in 301.  We have to find three of her memories before she will
help us.  There's a message on the wall in 303 and a letter in 304.  Go through
the hole in the wall in the middle of this hall to emerge in 307.  Room 308
holds another letter detailing the subplot of this area, as well as another
message written on the wall.  Go to the east end of the hall and look towards
room 309 to see some boards for you to hack away.  Climb up the rubble here to
the fourth floor.

Enter 406 by way of the hole in the wall.  A letter is in here and Swarms will
attack once you try to enter the hall.  There's a memo on the little table on
the left side of the center of the hall out here.  You should be hearing white
noise as well; there's a nurse in 402 waiting for you.  Look through the hole
in the wall in front of room 403 for the last cryptic, bloody message.  Enter
402 to find a bookshelf that needs pushing.  Duck in to room 404 and enter the
bathroom to find the first of the three memories we promised to help find, the

We've reached a bit of a dead end, so let's backtrack.  Out in the hall, notice
the spiders moving towards the east.  Also take note of the strange red glow...
Approach the hall for a scene.  We are introduced to Pyramid Head, heretofore
known as the Bogeyman.  ("Pyramid Head" was the name James Sunderland gave him
in Silent Hill 2.  James is not here, so I will stick with the Homecoming
name.)  He clearly sees us but does not seem to give a damn.  Swarms will break
open room 405 and attack.  Get them out of the way and head through.

Go in and through 407 using the hole in the wall.  Follow the Bogeyman by
hacking away the boards blocking the way to the stairwell.  On the fifth floor,
the Needlers make their official appearance.  With Needlers, it is vital that
you wait for them to make the first move.  They will chirp and raise one of
their front claws.  Dodge to one side and attack their blind spot.  You can get
in one or two combos before they turn around.  Head-on attacks will only be
blocked by their front legs, so don't bother.  They still do damage, but not as
much.  The steel pipe is a good weapon against Needlers: do a light attack
followed by  a heavy one and Alex will do an upward swipe, hitting the Needler
in the stomach and knocking it to the floor, ready for you to heavy attack it
to death.  The axe is not so good, as it is slow.

Jump across to the southern end of this hall to get a HEALTH DRINK.  This is
also a good spot to retreat to if you want to attempt a head shot on a Needler.
I always thought it was too hard, but you might want to try it.  Swarms are in
508 along with a letter.  Hack away the boards in front of 505 and push the
shelf away to gain access to 507.  On the bed is the second memory, the
LAKESIDE AMUSEMENT PARK POSTCARD.  There's also a letter on the shelf here and
a HEALTH DRINK in the bathroom.  Look in 504 for a shelf you can push to reveal

Backtrack to the hall.  Once you reach the center, a Needler will appear but it
may not see you right away if your flashlight is off and you are quiet.  Use
this time to try shooting it if you want.  You can't completely sneak past it
since we need to go down to that end of the hall.  Hack away the boards at 504
to get PISTOL AMMUNITION on the bed.  Duck into 503 before more Needlers attack
and climb down into 403.  In the tub is the last memory, the TOLUCA LAKE
POSTCARD.  It's ultra mega backtrack time.

Needlers will attack, but you can run past them.  Head to the east and go down
the stairs.  A nurse will attack you down here.  Take her out and look for
boards blocking the wall of the bathroom outside 408.  Hack them away and look
inside for the SERUM.  Now jump down the hole in 406.  Wind your way through
the third floor rooms (mindful of Smogs) to get back to 301.  The woman will
give us the STRANGE KEY, which will open the mysterious room 306 behind the
painting.  Jump across the hole to be reunited with Josh.

Or not.  In this new room, check one of the northwest tables for PISTOL
AMMUNITION and a HEALTH DRINK.  There's a save point to the southeast.  Head
towards the atrium (the big round room) to find it locked.  Head back to see a
peculiar sight.  Inside the now-open atrium, we find Mayor Bartlett and our
first boss fight.

   Don't bother rushing up to Sepulcher to fight him.  The trick to damaging
   him in this stage is to destroy the hanging flesh sacks surrounding him.
   Sepulcher will lash out with his long arms and slam them down to rain glass
   on you.  Dodge in any direction to avoid the glass, but hide behind one of
   the bookshelves around Sepulcher to make him lash out and hurt himself.
   While he is reeling, run out and start slashing away at a flesh sack.  Do
   this for each one until all are gone.  If you are adventurous, you can hide
   behind the flesh sack instead of the bookshelf.  This will cause Sepulcher
   to hit himself, but it's risky.  He will also catch on to your game and have
   the flesh sacks raise up slightly to avoid getting hit.  You can use any
   weapon for this stage since you can take cover when needed.

   Once all are gone, Sepulcher will drop to the floor.  His only attacks now
   are lashing out with his long arms and grabbing you.  Be prepared for a
   button prompt when this happens.  Fighting back is easy as pie.  Wait for
   Sepulcher to make a downward swipe; he will get his hand caught in the dirt
   floor.  Slash his hand/arm and he will collapse.  Slash his head until he
   gets back up.  Rinse.  Repeat.  Don't attack until Sepulcher is stuck.  Just
   be patient and dodge to the side when he raises his hand.  When he's had
   enough and is collapsed, you will see the X button appear in the upper
   right.  Alex will deliver the finishing blow.  Even though the finisher is
   with the axe, you can use any weapon to kill this monster.

Alex's victory will be in vain, as he falls down a hole...

    Sheriff's Station                    [shs]
...and into a jail cell.  Check your inventory; everything is gone.  There is
nothing you can do in this cell so just hang tight for now.  There's a poem on
the back wall if you want some reading material.  Deputy Wheeler will come by
after a bit and interrogate you.  Tell him the truth to learn that he can see
the monsters around town too.  He'll let you out.  Just follow him around for
now; all the doors are locked anyway.  When he tells you to run for the chief's
office, run down the hall but stop when a Schism bursts open a door.  There's a
PHOTO in this room.  Don't worry about Wheeler: he's got your back with that
shotgun and he can't be killed here.  Enter the door to your left at the end of
the hall and then the second door on your left in this new hall will be the
chief's office.

Wheeler will give us a 12 GAUGE SHOTGUN.  Save your shots; this is important.
The STATION MAP is to the left of the door.  Head for the green-lit exit and
hack away the boards.  Schisms are going to break in and attack.  Their attacks
involve them swinging their bladed head and slicing you.  Schisms are pushed
back easily with even the knife, so you should combo, back up, wait for them to
attack, and then go in swinging.  You can also use the doorway to get them to
funnel in towards you and take them out with a firearm.  Shotgun blasts make
quick work of Schisms, but you should save them and you will see why in a bit.
The doorway is a good way to make knifing them one at a time easy.  The first
two can be taken on one at a time; after them, two attack at once.  Carefully
lure them to you through the green-lit doorway and take them on in that small
space.  Sounds crazy, but you can get them up against a wall easily, making it
hard for them to turn around and attack.  The second will not attack while you
are fighting the first one.  You can also just run past them since we will not
be coming back through this area, and Schisms are kind of slow.

Enter the men's restroom for a HEALTH DRINK.  Jump over the broken window pane
for another HEALTH DRINK.  Another Schism will likely attack you in the lobby.
Down the east lobby hall, you will be forced to crawl into a room with two
Schisms.  This is one time where you might consider taking one out with a
shotgun blast (Hard mode players might need to use two or all three of their
shells) and finishing the other normally.  There is more SHOTGUN AMMUNITION on
a filing cabinet in this room, which is good because you need it.  Hack away
the boards and enter the garage.

There's a Schism hiding back by the police car here.  Take it out with your
weapon of choice.  Read the memo on the trunk of the car and enter the little
office.  There's a keypad-locked safe here.  The memo said "Only time will tell
who has the will to live."  Well, what time is it?  It is and forever will be
2:06.  Enter 206 to unlock the safe for SHOTGUN AMMUNITION, PISTOL AMMUNITION,
and a HEALTH DRINK.  Pull the lever on the other wall to open the garage doors.
Equip the shotgun before heading out.

Now do you see why I wanted you to save those shells?  This beast is called
Siam and the only safe way to take it out is with a ranged weapon.  When you
gain control, run away from Siam.  Once you feel you've got enough room, open
fire.  Unfortunately, shotgun blasts do not slow it down, so if Siam catches up
to you, you need to drop what you're doing and run.  When you run out of
shells, switch to the pistol.  Close range combat is possible but not advised
when it comes to Siam.  Nothing you have will stop it from swinging those
massive arms to knock you on your back.  Almost every punch it throws will
knock you to the floor.  If this happens, it will continue to pummel you while
you're down.  Keep your distance.

    Sewers                               [swr]
Time for a sewer level!  Head forward and Elle will point out a valve by gate
3.  Turn it and let her under, and she'll return the favor.  The path here is
pretty linear.  When you drop down into the water, watch for Lurkers.  They
will target Elle as well as Alex, but I'm fairly sure Elle cannot die here.
She sure as hell won't help you fight though.  Out of the water, you'll find
PISTOL AMMUNITION x2 on the blue tank.

After dropping down, look to your left for a raised area with a wire fence.
Pry it open with your steel pipe and turn the valve back here to drain some
water up ahead.  Ignore the area with the ladder you just drained and go past
it for a save point and a small room with the SEWER MAP and SHOTGUN AMMUNITION.
Drop down into the small pool you drained and climb up the other side.
Continue along the linear path.  Look for a raised area to your left when
heading south; there's a HEALTH DRINK up there.  Turn the valve at the end of
this path to let Elle under the gate.  She can't do the same this time, so you
have to backtrack all the way to where you first dropped into the sewers.
Needlers are going to attack you on the way, too.  Either fight or run; it
doesn't matter.  Just know that Needlers can climb ledges after you.  Stand by
gate number 4 and Elle will raise it for you.

A Needler will attack first thing through.  Use Elle as bait if you want.  It's
a good way to get behind the monster to attack its weak side.  Along this path,
look for an alcove to your right with SHOTGUN AMMUNITION.  You will need it.
Another Needler will attack from an alcove.  Kill it and drop down the ladder
it was guarding.  In the spillway, two Lurkers are lurking.  Elle will cower in
fear until they are gone, meaning you must kill them to progress.  Climb up on
the other side once they're gone.  Kill the Needler here and go to the far end
of the hall for SHOTGUN AMMUNITION and PISTOL AMMUNITION.  Pull the lever by
the light to open the gate to your left.  Make the long drop and look to the
right for a room with a save point.

Head right for the main drain chamber.  There is a gate here that you must let
Elle through.  After this, you are stranded and three Needlers will attack.  It
is highly recommended that you run back to where the save point is.  That way,
you can take them on almost one at a time since they will be slow in following
you.  I don't know what it is about Needlers in the sewers, but they have a
habit of attacking you and then inexplicably running away, only to turn right
around and come back.  Save your ammo though.  You'll see why.

When all three are dead, you should hear some interesting sounds coming from
Elle's location.  Head back to the main drain chamber with your shotgun out.
Turn around as soon as you hit the gate because a Siam is barreling up right
behind you.  The gate opens once it's dead.  Be sure to check the alcove to
your left in this hall for a PHOTO.  Oh, and there's copious amounts of blood
on the ground ahead.  Follow it out into the fresh air.

You'll emerge outside your house, but the front door is inaccessible.  Head
down the street to get a call on the radio.  Two Ferals are up ahead on either
side of the street.  Go to one side and then the other to confront them one at
a time.  You destination is the doctor's office, circled on your map.  Just
look for a trail of blood outside and follow it in.

Check behind reception for a HEALTH DRINK.  The only open door here is the last
one on your right.  There's a PHOTO on the counter, lots of creepy dolls, and a
small locked box on the dresser.  When you go back out into the hall, a horde
of nurses will attack.  And I mean a horde.  Don't be afraid to pull out the
shotgun here.  They all came out of the room next door.  There's SERUM on the
counter and a SMALL KEY and a note on the medical table.  Use that key to
unlock the box in the previous room.  Alex will faint yet again.

    Hell Descent                         [hld]
SCARLET'S DOLL in hand, take a look around to learn you don't have much of a
choice in where to go.  This area is the only one in the game without a map, so
please bear with me as I try to lead us through in a coherent manner.

Go straight until you see Josh, but don't follow him as it's a dead end.  Go
left instead.  Follow this path and look for a stairway to your right that
leads down.  Jump across and button mash A to climb up safely.  Go left now and
look to your right for a place where you can jump across.  Jump over the fan
and look to your right.  There is a doll at the end of this short hallway.
Examine it for a cheap scare or bypass it and jump down the fan shaft.

Kill the Swarms down here and grab the PISTOL AMMUNITION.  Keep going, going,
going until you hit a dead end marked by an "Exit" sign.  Back up and look to
the side to see a place where you can drop down.  Head up those stairs and get
the HEALTH DRINK there.  Turn around and go down those stairs.  Keep on ever
downward until you see Josh.  Get out the pistol and look to your left because
there's a Smog for you and a CHILD'S DRAWING to your right.

Up ahead, jump across and go left.  Drop down, turn left, climb down, keep
going left, and the next time you drop down, keep going forward.  After you
climb down a ladder, go over to where the two cages are and look right for a
spot where you can squeeze through.  Behind the fan awaits a CROWBAR.
Backtrack.  When you see a red "Biohazard" sign, you know you're back to where
you need to be.

Hit the switch on the wall to stop the fan ahead.  When you drop down and see
Josh run away, look in front of the nearby fan for a CHILD'S DRAWING.  In the
room with three fans, duck under the one not working, cut open the fleshy wall,
kill the Swarms, pull the switch, duck under the nearby fan, and then drop
through the hole in the floor.

The next big room has six fans you can manipulate.  Before you do anything,
duck under fan numbers 3 and 2 to get the SERUM.  Go back out.  Time for a
switch puzzle.

             Manipulating the Fans
   There are five switches here to control the fans, located on the walls
   between the fans they affect.  One switch is connected to two fans, and
   they work by turning one off and the other on.  They will not work if both
   fans they are connected to are either on or off.  For instance, the switch
   between fans 3 and 4 will not operate since they are both off.  We want to
   go through fans 4, 5, and 6 to get out.

   Flip the 4/5 switch to turn on number 4.  Then flip the 3/4 switch to turn
   on number 3.  Now flip the 2/3 switch to turn on number 2.  Go back and flip
   the 5/6 switch, then the 4/5 switch, and finally the 3/4 switch.  You should
   now be able to safely duck under fans 4, 5, and 6.

Continue on and you should see a save point at the base of the ladder if you
need it.  We're almost home free.  After dropping down another ladder, you
should see Josh.  Follow him to a brick wall, where a new hallway will appear.
At the end is Dr. Fitch.  Talk to him and give him Scarlet's doll.

   Three cheers for awesome, creepy-as-hell boss music!  Scarlet looks
   intimidating, but don't be fooled.  Her only attacks are swiping with her
   arms and slamming them down for a shockwave-like attack.  Scarlet makes
   really wide motions with her arms before she swings, so there is no reason
   why you shouldn't be able to dodge in time.  The only thing that might trip
   you up is when she swipes twice: first in one direction and then the other.
   Do a rolling dodge when she raises an arm high and slams it down.  To damage
   Scarlet, you need to hack away at her porcelain body.  The fire axe is
   perfect for this.  Dodge a swipe then hack away until she starts collapsing.
   After a while, you should get a button prompt for a finishing move.

   Scarlet's second form is faster, and she's going to hop around the area for
   a bit.  Stay in combat stance and get ready to hit B when she comes your
   way.  The only way to really damage her is to wait for her to crawl on the
   ceiling.  Get ready to hit B when it appears on the screen to dodge her
   attack.  She will crash to the floor, inviting Alex to finish her.  Try it
   and she will push him away and continue the assault.  Don't try to attack
   her normally; just wait for her to knock herself silly from falling down.
   The only buttons you need for this stage are the left trigger, B, and X.

Afterwards, you'll awake in Dr. Fitch's office, no better for your ordeal.
Except now we have the FOUNDERS KEY.  Alex will clue you in as to where to use
this.  To the Town Hall!

    Shepherd's Glen                      [sg2]
Now that we have an axe, go to the north hall (through the door to your left
when you first enter) and hack away the boards there.  P.S. - there are Smogs
in the building now.  Push the bookshelf on the left wall to reveal a CHILD'S
DRAWING.  There's a painting here of Alex's ancestor, one of the founders of
Shepherd's Glen.  However, it's been taken off the wall.  Enter the central
room and look for a pedestal at the eastern end of the room.  There is a
keyhole here, prefect for our newest key.

Go down the gaping hole in the floor and look on the ground ahead for a FIRST
AID KIT.  Go left or right, doesn't matter, until you hear white noise and see
a narrow doorway in the wall.  There are three nurses in here, but if you turn
off your flashlight and walk, you can avoid fighting them.  If you want to
clear them out, get their attention and use the doorway to get them to funnel
in towards you single-file.  You can use this to try and take out all three
with a well-placed shotgun blast, too.  There are four books to be read in this
room.  Check the right wall to see a cross by the little lamp.  You will get
the CEREMONIAL DAGGER, a combination melee weapon/key that will replace your
combat knife for the rest of the game.  The wall opposite of the way you came
in, between the two books, is the first opportunity to use your new key.  It
doesn't look like a door, but stand in front of it for the Unlock prompt, equip
the dagger, and Alex will use it.

This next series of hallways only gives you one way to go, but there's lots of
dead ends.  Go right, right, left, right, right, left, and climb up and out.

We're back in the Founders Garden in Rose Heights Cemetery and our destination
is the Shepherd home.  Let's take a quick detour first though.  Exit the
cemetery north.  In front of the S.G.P.D., there should be PISTOL AMMUNITION
where the first aid kit was before.  Check near the billboard where Elle was
hanging flyers.  There's PISTOL AMMUNITION and a PHOTO here.  Dodge the Smogs
all the way back to Curtis' place to find SHOTGUN AMMUNITION x2, a HEALTH
DRINK, and the realization that Curtis finally skipped town.  (Thanks to Hari
and Mr. Trenchy for pointing out this side trip!)  Go back to the cemetery now.

To get home, we need to go all the way through Founders Row, the family crypts,
the East Garden, and the old crypts to Barker street.  There are lots of Smogs
about, but it's not worth it to kill them since this is our last trip through
this cemetery.

Look to your left for a CHILD'S DRAWING.  Use your dagger to unlock the Fitch
and Holloway mausoleums.  There is SERUM in the Holloway tomb.  After Founders
Garden, run past or kill the two Smogs when you drop down into the next area
because they are guarding a FIRST AID KIT and SHOTGUN AMMUNITION.  When you
reach the north block of family crypts, hack away the boards covering the
second gate of the third from the left.  There's a "CHROME HAMMER" PISTOL in
here.  Two Ferals will attack in the East Garden, one in front and one from
above.  Stand your ground after jumping down and slash away in front of you.
As long as you have your back to the wall, you're okay.  Continue on and enter
the gate with the "Beware of DOG" sign.

Go in the back door; we've got boards to hack.  Clear the only blocked door in
the kitchen and enter the dining room for a FIRST AID KIT.  Go back outside and
head downstairs via the cellar door.  Unlock the secret side room with your
dagger.  There's a "BLUESTEEL" SHOTGUN in the cabinet and the ATTIC KEY on the
table.  Use it upstairs.

This is dad's room.  Through the door here is the attic.  Look to one side of
the room for a PHOTO on some boxes.  Not a very flattering picture of Alex.  Go
back a bit and look for a bookcase.  Push it to reveal a door.  After the
flashback, look to your right to read something on Alex's dad's desk.  Adam was
a pretty decorated soldier.  Now, look to the other desk for an annoying
sliding puzzle.

            The Shepherd's Glen Seal
   Now is a good time to mention that you cannot reset puzzles once started,
   so if you start sliding pieces around, they're stuck like that unless you
   reload a game.  The idea here is to slide the pieces to recreate the town
   seal.  If you need to know what that looks like, back out of the puzzle and
   take a look at the flag above the desk.  The sliding pieces are not all
   square, so this puzzle is harder than it looks.  This is yet another trial
   and error ordeal.  Use the right analog stick to select pieces and the left
   stick to move them.

   If you haven't touched the pieces, here is a list of steps to finish the
   puzzle.  To make this easy, I'm going to reference the pieces as if they
   were on a table.  For example, the upper left piece is in row 1, column 1.
   Ready?  Here we go:

   row 1, col 3/4: move left
   row 2/3, col 4: move up
   row 3, col 2: move down
   row 3, col 3: move left
   row 4, col 3/4: move up
   row 4, col 2: move right twice
   row 4, col 1: move right twice
   row 3, col 2: move down
   row 3, col 3/4: move left
   row 2/3, col 1: move down
   row 1/2, col 4: move down
   row 1, col 1: move down


Go downstairs to share this with mum.

    The Attic                            [att]
Read the writing on the wall to your right and check out the switch on the
left.  There're four lights, one for each member of the family.  I have to tell
you now that if you want to really analyze what's going on with the Shepherds,
you need look no further than this hellish house.  Analyzing puzzle solutions
for this section of the game is hard without spoiling some plot, but I will try
my best to leave it out.  Bear with me, as I get carried away when it comes to
reading between the lines.

Leave the switch alone, we'll tackle the first light first.  Look in the living
room (where your mother was until recently) for a save point and an ANGRY MASK.
Now enter the only open door downstairs to get into the kitchen.  Swarms are in
here, setting off your radio.  Get the HEALTH DRINK and FROWNING MASK off the
counter.  Pay attention to what Alex says when he picks it up.  Through the
only open door in the kitchen are two corpses on a cross of some kind.  This is
the purpose of the masks, but we don't have all of them yet, so head upstairs.

Look right and get the CLEAVER from under the window.  Go through the nearby
double doors and jump across to what used to be mum's bathroom.  Get the
INDIFFERENT MASK.  Turn around and look in the tub for a STUFFED RABBIT.  Go
back down and through the kitchen to the two bodies.

                  The Two Masks
   Read both sides of the cross.  The first side says, "To hide her pain, this
   face she did wear."  The back side says, "Behind this mask her heart was
   laid bare."  This is obviously talking about Alex's mother, if not for the
   comments Alex has made about the masks, then for the reference to the person
   as a "she".  Mother Shepherd is the only female Shepherd we know.

   When you picked up the angry mask, Alex said it sort of reminded him of his
   mother, meaning she got angry sometimes (who doesn't?) but not enough to
   make that look perpetual.  When you picked up the frowning mask, Alex said
   he never remembered his mother being so sad.  When you picked up the
   indifferent mask, Alex said, "Just like mom."

   The corpse in front, the one hiding her pain, should wear the indifferent
   mask because it's the face she always wore.  (She definitely looked that way
   whenever we saw her.)  The corpse in back should be wearing the frowning
   mask because something is definitely troubling Alex's mother, but she never
   let it show.  It's not something that would make her angry but incredibly
   sad and depressed, enough to make her practically dead to the world around
   her.  She did a good job of hiding it because Alex never noticed.

   Place these two masks and a corner of the front door will light up.

We're done here, so go back to the main hall, but watch for a Schism attack.
Flip the switch to open what used to be the attic door upstairs.  Look to your
right for a generator-like machine on a track.  Push it to reveal a HEART OF
DARKNESS MEDAL.  In the attic, there's a Schism to your right.  You can try to
avoid it by turning your light off and staying away.  He's just kinda tucked in
the corner.  Across from him, behind you, is an area in the pipes you can

Look to the left of the entrance for a pipe you can duck under.  There's a
mannequin here wearing the VILE ACTS MEDAL.  A Schism will attack, but you can
just duck back under the pipe.  Now go left and squeeze past the big pipe here.
That's a Schism on the floor.  Traverse the pipes to your right until you reach
the attic room.  Another medal, the FALLEN STAR MEDAL, lies here.  Check out
the military jacket for another puzzle.

                 Medals of Dishonor
   Did you notice the box for the medals when you picked up the last one?  (If
   you missed it, enter first person view to take a good look.)  The Fallen
   Star medal was in the leftmost slot.  The middle slot, if you look closely,
   is fitted for the Heart of Darkness medal, and the rightmost slot is
   pointed, perfect for the Vile Acts medal.

   Mirror this set-up on the jacket, and another corner of the front door will
   light up afterwards.

Go downstairs.  Pull the lever and go back upstairs to where Alex and Josh's
room was.  Another puzzle, but this one is easy.  Inside, to the right of the
door is a memo about patient 206.  Go ahead and cut open the way to the side
room to get the BUTCHER KNIFE and CHILD'S DRAWING.  Now about that puzzle...

                  Light and Time
   Look at the lit spot on the wall for a poem.  If you are having trouble
   reading it because of the text, open up the journal and read it from there,
   or just read it here:

   Nobody saw when you were crying on your bed.
   I wanted to help you, but I hid myself instead.

   The ticking of a clock, then suddenly not.
   Fate left me here, in shadow I will rot.

   Under my covers the darkness kept me in.
   Only the daylight can save me from my sin.

   Note the line referring to "the ticking of a clock, then suddenly not".
   We've been told the clocks in town have all stopped at 2:06.  Every
   reference to time up to this point has pointed to 2:06.  Also, the memo by
   the door was placed there almost as if to remind you of this very important,
   recurring number.

   Look behind you for a clock-like dial on the wall.  Move the left analog
   stick left and right to select a hand of the clock, then move it up and down
   to set the time.  Set it to 2:06 and the panels on the wall will open.  One
   window is lit; remember the line in the poem about how "only the daylight
   can save me from my sin".  Investigate it and place Robbie there since he is
   the only thing in our inventory that looks appropriate.  Another corner of
   the door is lit.

Pull the lever one last time to open the way to the basement.  The path down
here is linear, but there are Lurkers.  Make your way to dad's secret room.
Pull the BOGEYMAN KNIFE from the Schism's body and take a look at the work
bench.  Don't break a sweat over this "puzzle".  You should have three knives
now; just place them in their appropriate spots on the rack: the butcher knife
up top, the cleaver to the right, and the big knife in the Schism's head.

Go upstairs and open the front door.

    Dark Times                           [dkt]
Climb up the wooden dock and through the hole in the wall to emerge on the city
streets.  See the storm drain up ahead?  Lurkers are going to spawn
intermittently from those things, so listen for the tell-tale signs.  After the
call on the radio, look right for a narrow entrance into Dargento Cemetery.
This is a completely optional side trip, but you must make it if you want all
the 360 achievements and the rifle.

Follow the path and look to your left for a SAPPHIRE on the bench.  In the area
ahead is a statue of the mythological figure Janus, guarded by a Smog.  Examine
the statue to find that it's a puzzle.

           Dargento's Hidden Treasure
   There are two holes in the side of Janus' marker, one marked "1 The New" and
   another marked "12 The Old".  What does this mean?  That sapphire we picked
   up must have something to do with it.  Examine it in your inventory to see
   that Alex notes that the sapphire is the birthstone for September.  Why
   would he note that unless it were important?

   From this hint alone, we can discern that the holes in the Janus statue
   require the birthstones for the first and last months of the year: January
   and December, "new" being a reference to the new year and "old" to a year
   about to end.  We've solved the puzzle already and we don't even have the
   pieces yet.  Remember this place; we'll be back shortly.

Go back out to the street and head all the way south to the bait shop.  Go
around to the back for a save point, a CHILD'S DRAWING, and PISTOL AMMUNITION.
There's another entrance to the cemetery across the hole in the street.  This
one puts you in the Sun Garden.  As soon as you exit the wide area, look to
your right to see a section of the wall that can be torn down with the axe.
You'll find the GARNET to your right, on a bench.  This is the January
birthstone needed for our puzzle.  You can use the gate behind you to access
the Janus statue to put the garnet in the "1 The New" hole.  Go back the way
you came.  The gate to the Moon Garden is locked, so we're done here for now.

Alex will call Wheeler outside the prison gate.  Keep going west down the road
and through a door to a new section of town.  Go to the circled area on your
map, and Alex will call again.  Our new destination is the Water and Power
Plant, but you must go through the boiler room to the south to get there.  Kill
or run past any Lurkers hiding in the water here, and be sure to grab the
HEALTH DRINK on the machinery before leaving.

Outside, head right to the barricade in front of the boiler room.  There's some
RIFLE AMMUNITION on the window sill.  Go over to Alchemilla Hospital's
easternmost side to find a BLOODSTONE, which we actually won't be needing
because we've already solved that puzzle and red herrings mean nothing to us.
Now head to the front gate in the middle of the front of the building.  There's
SERUM on the bench to your left.  Toluca Lake and Power is sealed shut, so you
need to enter from the Toluca Lake Offices next door.  The entrance is across
from the church.

There's a newspaper on the desk on your left and PISTOL AMMUNITION to your
right.  Go through the lower landing and head west to the office.  Nab the
HEALTH DRINK and the TURQUOISE in the sink.  This is the December birthstone we
need for the Janus statue.  Jump across the gaping hole to a room with a save
point.  Hack your way into the kitchen area.  The TOLUCA LAKE AND POWER KEY is
on a desk.  Backtrack to the lower landing area and use your key in the door to
the east.

Ignore the noise and look right for a whiteboard with some writing on it.
There are three valves in this area, marked A, B, and C which need to be turned
in a certain order.  Hold off on that for now.  There are Order members
patrolling the wide area.  Pipe wielders are especially annoying because of
their dodging ability, but they aren't as bad as the guys with rifles.  They
deal lots of damage with a simple melee attack, so use your pistol on them and
something quick like the knife on the pipe guys.  Your radio will not go off
when they are near, but they will yell out at you, which is just as good.
There's two for now, one up top and another on your level.

Look in the southeast corner of your map for some PISTOL AMMUNITION.  Up on the
second level, look to the northwest for a FIRST AID KIT on the wall.  Outside
the foreman's office is RIFLE AMMUNITION x2.  To the left of the office door is
a notice.  Time to tackle this brainteaser.

                  Cut the Power
   Read the foreman's notice to learn that the boiler must be shut down first.
   The whiteboard downstairs said the boiler was valve B, so turn it first.
   It's right next to you.  Now, the other two valves control the water (A) and
   the steam (C).  Let's think for a minute.  If we turn off the steam valve
   first, then that would mean the steam generated by the already-boiled water
   would have no way to escape and could spell major problems.  Therefore, if
   you try to turn valve C before A, the fail-safe system will kick in.  Turn
   off the water after the boiler, and then turn off the steam.

   In other words, turn the valves in this order: B, A, C.  Then pull the lever
   behind you, overlooking the area.  The power will go out.

Two Order members will attack after this; they're downstairs.  Stay on the
second level and let them come to you.  The pipe guy will climb up and you can
knife him up here.  The rifle guy will attempt to snipe you, but he is a bad
shot.  Pull out your pistol and snipe him back.

Backtrack all the way to the prison gates.  Toluca Lake and Power apparently
powered the sun in Silent Hill because it's dark out now, too.  Run past any
monsters on the street to and through the boiler room.  Pull out your shotgun
as you approach the prison because a Siam is going to greet you.  DO NOT ENTER
THE PRISON YET!  It's time for us to get our rifle.  If you don't want it, then
skip the next paragraph.

Go past the prison to the previous map of Silent Hill, the one with the two
cemetery entrances.  Go back to the Janus statue and put the turquoise in the
"12 The Old" slot and you can grab the MOON GARDEN KEY.  Based on its name, you
should know where to use this.  Kill the Smog in here, as he is guarding the
M14 ASSAULT RIFLE.  Lock 'n load.  Head back to the prison now.

There's a HEALTH DRINK on the dumpster by the front door and a PULASKI AXE in
the back of the broken-down truck in the yard.  Look for a corridor/alley to
the left of the entrance to get in using a side door.

    Prison                               [pri]
Save if you need to.  When you come to a locked gate, look in the office next
to it for a lever to open it.  Hack open the first doorway you see for a FIRST
AID KIT.  Go around and use your dagger to break open the glass to access the
other side of this room.  A prisoner's note is here.  Go through the door here
and then through the double doors to your right for some PISTOL AMMUNITION.
The PRISON MAP is on the wall of the large area.  Behind you is a note on a
table from a disgruntled electrician.  Open the door near where you found the
map for a HEALTH DRINK, then climb up the stairs.

Jump across to the office on this level.  Examine the TV monitors, check out
the gate panel controls, and pull the lever to open cell block B.  Two Order
members are ahead.  B5 has a newspaper.  Pull the lever to open the stairwell.
B2 has a prisoner's letter.  Across from there is some RIFLE AMMUNITION.
Through the double doors into the next cell block, two Order members attack.
Pull the lever on the wall to free Wheeler, and let him handle the Siam that
attacks.  Follow him, and when you pass a hole in the wall of the upper guard
room, enter and get the CHILD'S DRAWING.  Wheeler will lead you back to the
office with the gate panel, which he will miraculously get to work.

Jump over to cell block A.  Check cell A6's toilet for a HEALTH DRINK.  Go
through the double doors here only to find the electric gate won't work.  Go
back and Wheeler will unlock the gate to the stairs.  A Needler is going to
come out of A1.  Kill it and the door across from the cell will open.  Head
into the shower area.  Two Needlers will attack.  Unfortunately, you must kill
them because the way out of here demands you break down a wall with your axe.
Your crowbar will make short work of them using the light, heavy attack combo.

Head through the power room and up the stairs to a save point.  Go through the
only open doors and follow the hall to a jammed door.  Wheeler will come back.
Go back to the stairs and he will open the gate at the base of them.  In A
block, go ahead and go straight through the double doors opposite to find a
broken keypad.  Crawl into cell A11 and check the vehicle in A10 for a LOOSE
WIRE.  Go upstairs, grab the HEALTH DRINK, and jump across to the upper guard
room to see why the keypad won't work.  We need three more wires.  Luckily,
they're in close proximity.  A RADIO WIRE is for the taking in cell A20.  Go
through the double doors and check the station here for a SCRAP OF WIRE left by
that cranky electrician.  Go back to the guard room and stick all your wires
in the box on the wall.

           Rewiring the Prison Keypad
   This rewiring puzzle is exactly like the one at the hotel, only somehow more
   frustrating.  Trial and error seems to be the name of the game for this one.
   Try numbering the wires and connectors and trying different number patterns.
   If you get tired of guessing, here's the answer:

   Pretend the wires (connected at the top) are numbered 1-5 from left to
   right, and so are the connectors at the bottom.  Match them up in this

   Wire 1 (white) to Connector 2
   Wire 2 (green) to Connector 3
   Wire 3 (yellow) to Connector 5
   Wire 4 (blue) to Connector 4
   Wire 5 (red) to Connector 1

   Press X to turn on power not only to the keypad but also three switches.

Pull the lever to your left.  This opens A15.  Jump across and get the SERUM.
Now drop down and flip the two switches here.  The leftmost one opens A12.
Read the note here for a number which will help with the gateway to our
freedom: 110391.  It's our keypad code.  The other switch opens A14, but there
is nothing in there.  Go out and punch in our number in the keypad.

Welcome to solitary confinement.  Someone is here for you, and you have a
choice to make.  It will directly affect which ending you receive.  Make your
choice, watch the consequences, and backtrack.  In the room where we went on
the wire hunt, a contraption will rise from the floor and something will
retract into it.  Trying to reach your hand in now will result in you steadily
losing health until you pull it out again.

              Three Little Riddles
   How are you at riddles?  Check the wall to your left (the south) for this

   I stand beside the holy man
   The monarchs fear my wrath
   None may move the way I can
   Ever the crooked path

   Look behind you for a dial on the monster contraption.  These are all the
   possible answers to the riddle, and they're all chess pieces.  Two chess
   pieces can be considered "holy men": the bishop and the king.  The back row
   set-up on a chess board is rook, knight, bishop, king/queen.  However, only
   one of these moves in a "crooked" path when no other piece can, not even the
   queen.  It's the knight, which moves in an L shape.  Turn the dial so the
   horse head points up.

   Check the west wall for this riddle:

   The man who devised it
   Does not want it
   The man who bought it
   Does not use it
   The man who used it
   Does not realize it

   Check the dial behind you for some guesses.  There are only three that I can
   actually make out: a skull and crossbones, a coffin, and a sword.  (The box-
   like one might be a cage now that I think about it.)  The skull represents
   death and does not fit.  The sword and cage do not fit the riddle either; I
   would think one would know if they were using a sword.  The only answer that
   fits is a coffin since no one really wants to use one, you don't really buy
   one for yourself, and you don't realize when you do use it.

   The last riddle is one that may trip you up:

   What man loves more than life
   Fears more than death or mortal strife
   What poor men have, the rich acquire
   And all contented men desire
   What misers spend and the wastrels save
   And each man carries to his grave?

   If you want to split hairs, any one of these (except omega and money) may be
   a possible answer.  (I thought it was time, myself.)  However, notice that
   one of the sides of the dial is blank.  Nothing is a guess, and it fits.
   Poor men have nothing.  Misers spend nothing.  Contented men desire nothing.
   Turn the dial so the blank slot is up.  Now go to the other side of the
   contraption and reach in.  Drop down the hole.

Save if you need to.  Look for a hole in the wall you can squeeze through on
the other side of this area.  The path here is linear.  Let Wheeler handle the
Needlers that will eventually attack.  Right before you hit the circular room
on your map, look left for a room with a save point, a FIRST AID KIT, and a
HEALTH DRINK.  Now open the sealed door.

   You'll find that Asphyxia fights an awful lot like Scarlet.  Watch for her
   to swipe with her main pair of arms.  She likes to do three swipes at once:
   two side-to-side and then she'll thrust upwards to knock you down.  For this
   last one, try backing away instead of going to the side or she may still
   clip you.  When her tail shakes, roll away because she's going to swing it
   in a circle around her.  She will shake and screech before she attempts a
   grapple.  Be ready to mash a button to get away.  One last attack of hers is
   to spit up a black substance not unlike what a Smog does.  It doesn't choke
   Alex but will still damage him and possibly knock him down.

   Equip a fast weapon (you can never go wrong with the knife) and slash her
   a couple times after you've avoided one of her combos.  Her tail is her
   weak point, and the best way to get in position to attack it is by avoiding
   her grapple move.  Once you get the pattern of her attacks down, dodging is
   easy.  After enough swipes to her backside, you will get a prompt for the
   finisher.  All it takes is one finishing move to end this fight.

Follow Josh out the window to come upon the church.

    Church                               [chr]
Look to the left of this area before you reach Josh and you should find PISTOL
AMMUNITION x2.  Run past the Smog ahead and turn the wheel to open the gate.
Go to your immediate right for a HEALTH DRINK.  Avoid the Smog up ahead and
look to the right of the stairs for RIFLE AMMUNITION.  Go inside.

The CHURCH MAP is on a pew ahead to your right.  Some hymn lines are further up
on the right as well.  There's some SHOTGUN AMMUNITION in front of the pews,
still to your right.  Examine the organ-looking device ahead and use your
dagger.  Note the Halo of the Sun as well; that design will be used for a
puzzle later, but it's solvable without studying the symbol.  Head back to the
entrance and watch for a Schism.

Go to the east wing.  Look in the basin on the desk to get the last PHOTO.
Ignore the white noise and turn the valve behind the baptismal font to grab the
CHALICE PLATE.  Turn around and look for some stairs to your left.  An excerpt
from a psalm is on the table to your left and a save point is ahead.  Check out
the confessional to learn that someone is inside.  You have another choice to
make here, one that will affect your ending.  No matter what you decide to do,
you can get the KNEELING MAN PLATE from the other confessional afterwards.

Go past the save point for a HEALTH DRINK and, to your left, an UNLIT CANDLE.
Go back to the main hall, but watch for two Schisms to attack.  If you have the
ammo for it, duck back behind the boards and shoot them safely from there.
Be warned that they take a lot of shots to kill.  At least shoot one and tackle
the other normally if you can.  Head across to the west wing.  Examine the
statue in this first room and place the unlit candle there to get the CANDLE
PLATE.  There's PISTOL AMMUNITION to the left of the statue.

Up the stairs to the other part of the wing, you'll see a triptych.  Get the
HEALTH DRINK from the table and examine the paintings.  You can cut through
each of them but you really only need to slice the one of the man to find the
TREE PLATE.  As soon as you do, a Schism will come through the gate to your
left.  Before you go through that gate, look to your left behind the pews for

There's RIFLE AMMUNITION to your right and a FIRST AID KIT further down on a
desk in front of the stained glass window.  Equip your rifle and reload all
your firearms before examining the middle pane.  You'll get the SWORD PLATE,
but a Siam will force you back to the main hall the hard way.  Even worse, a
second one will come up behind you.  Run to the far end of the main hall.  It's
blocked by barbed wire so you can't escape, but you just need to make room
between you and the Siams.  Open fire when possible and when they close the
gap, drop everything and run to the other end of the hall.  Repeat as needed,
switching firearms if you have to.  We have all the plates for the five slots
on the organ; time to open up a way out.

                 The Five Tenets
   Let's tackle this in a clockwise motion, starting from the top.  The first
   slot is labeled Vengeance.  Think back to the circumstances under which we
   collected our plates.  Which one would most call for an act of vengeance?
   How about the knight getting executed?  When looking at it, Alex asked what
   the knight did to deserve such a death; such thoughts inspire vengeance.
   Stick the sword plate at the top.

   The next one is Desire.  This one was best represented by the man chasing
   after the woman in the painting.  Put the tree plate in this slot.

   Sorrow is next.  Think back to the statue where we placed the unlit candle.
   After she uncovered her face, Alex noted that she bore a look of sadness.
   Put the candle plate in the third slot.

   Next is Sacrifice.  The body in the baptismal font instantly comes to mind,
   especially since it's the only one that fits out of the remaining two.  The
   sword plate might have been a candidate here, but the knight wasn't exactly
   being sacrificed, just executed.  Put the chalice plate in the fourth slot.

   Penitence is the last one, a perfect fit for our friend in the confessional.
   Put the kneeling man plate in the last slot.

   The organ should open up, revealing something interesting.

After the scene, you get the SHEPHERD FAMILY RING.  Walk ... through your
father and look to the left behind the wooden structure for a CHILD'S DRAWING.
Get the HEALTH DRINK here and chase after the Bogeyman.

Pressurized steam will shoot out of the pipes to your right, making it
impossible to pass, as it will steadily drain your health.  Go left to find
some special mining clothing to put on to progress.  Call the elevator and
watch the scenes.

    Underground                          [udg]
After the scene, be prepared to mash A and then X to free yourself.  Look
around for two FIRST AID KITS, the LAIR MAP, a HEALTH DRINK, and your
CEREMONIAL DAGGER.  That's going to be your only weapon for a while, but you're
a pro at it by this point, right?

Head towards the area in sector 2 with rooms 211 and 212.  There's an Order
member in 212 and another one in the adjoining room, but he won't attack until
you break the glass in-between.  Relieve the corpse in 212 of his STEEL PIPE.
There's SHOTGUN AMMUNITION in the little shelves, a book on the table, the
SECTOR 3 KEY on the key rack, and your MK 23 HANDGUN by the monitors.  Exit out
the door of this room and check to your left by the machinery for a CHILD'S

Two Order members of the pipe variety will jump you as you backtrack.  Focus on
one at a time, continuously slashing, and you will be fine.  Head towards
sector 3.  After using your key, you should see another Order member patrolling
this area.  Hang outside the hall opposite 302 to hear some guys talking.  Pry
it open to fight them.  It's possible to get them one at a time.  Inch forward
with your light off until you see the outline of one of them.  Quickly flash
him with your light and he'll attack you while his buddy stays back.  Follow
this hallway and listen for a scream.  Head to room 320 to initiate a scene.

When it's over, climb over the gate to your left, push the shelf out of the
way, and pry open the door.  Curtis will attack you.  Equip the knife, get him
in your sights, and slash away.  That saw is so slow that Curtis can't even
lift it up before you do a whole knife combo on him.  He wasn't even worthy of
having to press X to finish him.

Go back into 320 to get a FIRST AID KIT, a HEALTH DRINK, and a book on the
cult.  There's a ROOM 301 KEY on the wall in the area where you fought Curtis.
Rejoin Elle and do the gate trick to get out.  Watch out when you reenter
sector 3: two Order members will attack, one of which as a rifle.  Focus on the
one with the pipe.  Rifle guy is a really bad shot; he will even shoot his
buddy instead of you, he's so bad.  Empty your pistol on him and finish up with
the knife.

Unlock 301 for lots of goodies.  To your immediate left is a memo about
Shepherd's Glen.  Keep right, and look for PISTOL AMMUNITION in the shelves
here.  Through the stretchers and dividers is all your stuff in a bag and more
PISTOL AMMUNITION to your left.  The last SERUM lies back behind all the
shelves, as well as a HEALTH DRINK.

Go back to the glass separating the two rooms.  Look left for a flyer (Coffee
and donuts?!  Those monsters!) and right for a letter.  Break the glass and
raid this room for a FIRST AID KIT and a list of names of people who've been
brought to this hellhole.

Our destination is sector 1.  Head to sector 2 and go north through the door
here.  Do the gate trick one last time after getting rid of the Order member.
113 is the only open door.  Look left upon entering for the POLICE MARKSMAN
RIFLE.  Check the shelves for SHOTGUN AMMUNITION, and by the glass for a FIRST
AID KIT and a book to read.  Break the glass to see Wheeler.  He's not dead
yet, and whether or not you save him is the last decision you'll make that
affects your endings (though Wheeler does not actually affect two of them).

Exit out the only open door.  In sector 1 proper, note the sound effects.
We've heard this once before...  There's a memo on the left wall as you head
east.  There's only one way to go here.  In the circular room is our last big

              The Founding Families
   Look at the pillars around this area and use your dagger to "unlock" four of
   them, making the text on the red windows legible.  Make special note of the
   symbols on both the pillars and the top of the windows, two for each family.
   Now check the set-up on the floor: three inner circles and an outer ring,
   very much like the Halo of the Sun we saw earlier.  The prescription pad on
   the floor is the only clue we have as to how the symbols should be set:
   that's Dr. Fitch's place.

   The symbols on the pillar represent the inner ring and the stained glass
   windows, the outer.  Dr. Fitch's inner ring symbol is a stick figure.
   However, there are two stick figures on the inner ring.  Make note of the
   Bartlett and Holloway inner pillar symbols, the mountains and the air, and
   check the machine in this room that controls the floor rings.  There's only
   one way to get the stick figure in Dr. Fitch's spot while getting the
   mountains and air in the other two rings.  Turn the inner dial twice using

   Now for the outer dial.  Check the Fitch's stained glass to see that their
   symbol is an eye.  Holloway's is a scale and Bartlett's is I'm not sure
   what.  Looks like a triangle with some squiggly lines.  Turn the outer ring
   8 times to match the family symbols in the inner and outer circles.

   How come there was no Shepherd family emblem in that puzzle?  Well, because
   we need that to open this new door.  Use the left analog stick up and down
   to rotate a ring, and push it left or right to switch between rings.  The
   Shepherd family inner ring picture is a drop of water.  The outer ring image
   looks like a trident of sorts.  The door should open when the two are

Examine all the tombs here until you get to the Shepherd family's.

   Amnion's legs give him great reach, so break out all of your ranged weapons
   and shoot until your ammo is gone.  Like with Siam, you need to get distance
   between you two before you can safely fire because Amnion will knock you to
   the floor and continue to pummel you if you don't get back up quickly.
   Along with swiping with his legs, Amnion can spew putrid sea water to knock
   you down, too.  Unless you went crazy and used up all your ammo before this
   fight, you should have enough to knock Amnion into his second form.  If not,
   you need to play the dodging game to get close.  I would recommend the knife
   for this because Amnion is fast and will not give you much time to take a
   swing with anything else.

   The second stage is more dangerous because Amnion's front legs are now
   completely free to grab you and throw you around like a rag doll, which
   means no going near his main body.  This stage is easier though because
   Amnion will get his front legs caught in the floor when he goes to grab you
   and misses, leaving you with the perfect opportunity to get close.  Don't go
   in to attack him until he's got his legs stuck.  This form will still spew
   sea water and swipe like crazy, so just hang back until you see the tell-
   tale rear and lunge.  If you're having problems getting him to make himself
   vulnerable, try getting close to him.  He won't try to attack if you're not
   in his range; rather, he'll just follow you around and try to spit water on
   you.  It shouldn't be too long before you see him collapse on his back legs,
   belly perfectly exposed for a finishing move.

Enjoy your ending afterwards.  If you happened to get all of Josh's photos, you
get a cute scene after the credits, regardless of what ending you received.

Extras                                                                    [ext]

When you finish the game once, you get the chance to save, but you don't reload
a finished game to access extras; select New Game to reap all the benefits.
There isn't too much bonus content, but it's enough to add to the replay

   There are a total of five different endings.  Which ending you get is
   directly affected by three tough decisions Alex must make in the latter part
   of the game:

   1. Kill his mother out of mercy or no?
   2. Forgive his father for years of mistreatment?
   3. Save Wheeler or not?

   Different combinations of yes and no will yield a different ending each

   Ending 1 (The Good Ending):
     Forgive your father and kill your mother; what you do to Wheeler does not
     matter.  This is your typical survival horror ending.

   Ending 2 (The In Water Ending):
     Don't forgive your father but do kill your mother; what you do to Wheeler
     does not matter.  This ending takes place before the fiasco on the lake
     and shows what would have happened otherwise.

   Ending 3 (The Bogeyman Ending):
     Don't forgive your father, don't kill your mother, and don't save Wheeler.
     Alex's unforgivable acts will catch up to him, turning him into a literal

   Ending 4 (The Hospital Ending):
     Forgive your father and don't kill your mother.  Probably the most
     realistic ending based on the story and all those memos scattered

   Ending 5 (The UFO Ending):
     Don't forgive your father, don't kill your mother, but do save Wheeler.
     Homecoming's ode to Silent Hill's sense of humor.

   If you would rather not play through the game five different times to get
   all the endings, make a separate save file in the prison before you meet
   your mother and again before you get the chance to forgive your father, get
   one ending, save your final progress in another slot, then reload one of
   your two saved games in the prison and church and play for another.  As long
   as you save in a new slot after beating the final boss, you will keep your
   unlocked goodies for finishing.  You get achievements regardless of whether
   or not you saved.  (Thanks to Aspect_P for pointing this out.)

   Bonus costumes are unlocked by getting different endings.  Here's a list of
   what is awarded and when.

   Classic Alex: this is the default costume
   Young Alex: input the Konami Code at the start screen; the code is
               up, up, down, down, left, right, left, right, B;
               a sound will play and you'll have got it
   Big Rig Alex: get Ending 1 (Good Ending)
   Order Soldier Alex: get Ending 2 (In Water Ending)
   Bogeyman Alex: get Ending 3 (Bogeyman Ending)
   Orderly Alex: get Ending 4 (Hospital Ending)
   Deputy Alex: get Ending 5 (UFO ending)

   Two new weapons are unlocked during a New Game + after you've finished
   several times.

   Circular Saw: found in the Shepherd's garage on the tool bench
   Laser Pistol: found in Alex and Josh's room on the toy chest

   The saw is brutal but slow; you can get by without using it.  The laser
   pistol comes with unlimited ammo so it's great if you're good with a
   firearm.  I wasn't able to acquire it until my second New Game +, but it's
   worth it though, as it is incredibly strong and can down the final boss with
   four shots.

Achievements                                                              [ach]

Xbox 360 players get the joy of completing a total of 32 achievements for this
game.  Beware before reading because some of these contain spoilers.  I'm proud
to say that the walkthrough will help you achieve every one of these, most of
which can be gotten in a single playthrough.

   Alchemilla's Finest (10G): Defeated 1 Nurse
   Creeper Reaper (10G): Defeated 1 Swarm
   Sightseeing (10G): Found 1 Photo
   Kaufman's Handiwork (10G): Found 1 Serum
   Lurk No More (10G): Defeated 1 Lurker
   Eddie's Legacy (10G): Defeated 1 Feral
   Clear the Air (10G): Defeated 1 Smog
   To The Point (10G): Defeated 1 Needler
   Six Feet Under (50G): Defeated Sepulcher
   Split Personality (10G): Defeated 1 Schism
   Shades of James (20G): Defeated 1 Siam
   Blood Donor (50G): Defeated Scarlet
   Lock 'n' Load (25G): Found Rifle
   Out of Order (10G): Defeated 1 Order member
   Mercy (20G): Alex ended his mother's suffering
   Compassion (20G): Alex could not end his mother's suffering
   Catch Your Breath (50G): Defeated Asphyxia
   Josh's Gallery (50G): Found ALL Photos
   Forgiveness (20G): Alex forgives his father
   Angela's Choice (20G): Alex does not forgive his father
   Nursery Rhymes (50G): Found all the Children's Drawings
   Health Junkie (50G): Found all Serums
   Now about those drinks (25G): Saved Wheeler
   Head Above Water (50G): Defeated Amnion
   Smile! (50G): Achieved Ending 1
   In Water (50G): Achieved Ending 2
   Judgement (50G): Achieved Ending 3
   Intensive Care (50G): Achieved Ending 4
   No Dogs Allowed (50G): Achieved Ending 5
   Rising Tension (25G): Found Circular Saw
   Science Fiction (25G): Found Laser Pistol
   The Old Gods... Haven't Left This Place (100G): Complete game on HARD

Trivia                                                                    [tri]

Silent Hill titles are known for sneaking in a lot of extra content with the
gameplay and plot.  This section will be ever-growing to try and list as many
things as I find, though contributions are always welcome.  It's probably best
to read all these after having played the game at least once, since these will
hopefully give you a reason to play it again.  Plus, THERE ARE LOTS OF SPOILERS

              Silent Hill 1 References
   When crossing Toluca Lake to get to Silent Hill, Deputy Wheeler tells Alex
   about a female cop he heard about that disappeared in town.  This is Cybil
   Bennet, Harry Mason's only ally in the first game.  Players get to choose
   whether she lives or dies, but the canon ending for the game assumes that
   Cybil is killed in Silent Hill.

   The Kaufmann's Handiwork achievement is named for one of the doctors at
   Alchemilla that Harry encounters.  Dr. Kaufmann was a drug trafficker and
   had ties to the Silent Hill cult.  He also worked with White Claudia, a
   plant that had hallucinogenic effects and actually caused people to slip
   into the Otherworld.

              Silent Hill 2 References
   Most of the references to this game are in the achievements.  Eddie's Legacy
   refers to Eddie Dombrowski, one of the three main characters called to
   Silent Hill.  Eddie's first act of murder was killing a dog, hence the
   reason you get this achievement for killing a Feral.

   Shades of James is in reference to the protagonist of Silent Hill 2, James
   Sunderland.  James was called to Silent Hill through guilt for killing his
   wife Mary.  This achievement is gotten by killing a Siam, a monster composed
   of both male and female bodies merged together.  For me, the connection
   isn't as clear as with the other references, though the fact that Siam
   sports a female side is relevant.  There are many different ways to
   interpret this achievement.

   Angela's Choice is named for Angela Orosco, a 19 year-old who killed her
   father after he raped her.  Since this achievement is gained by not
   forgiving Alex's father, the connection is clear.

   The In Water achievement is named for the In Water ending of Silent Hill 2,
   in which James commits suicide by driving his car into Toluca Lake.

   No Dogs Allowed is gained by getting the UFO ending.  The image of the
   almighty dog in Silent Hill was started with the DOG ending of Silent Hill
   2, by far the most insane and/or cracked out ending of any Silent Hill
   title.  The dog was only present in Silent Hill 2, but since Silent Hill
   Ørigins, the dog and the aliens that constantly abduct our heroes have come
   together to supply our humorous endings.

   The achievement for completing the game on Hard mode is called The Old
   Gods... Haven't Left This Place.  This is a line used by James in Silent
   Hill 2's Rebirth ending.  He murmurs this as he rows out to an island with
   his wife's dead body in order to revive her using cult rituals.

   Probably the most blatant reference to Silent Hill 2 is the appearance of
   Pyramid Head, now referred to as the Bogeyman.  There is a lot of theory
   surrounding Pyramid Head, and I don't want to get into that here, but the
   Pyramid Head that appears in Homecoming is based more off of the movie than
   anything else.  This includes design and purpose, meaning he is more a tool
   of the Otherworld than an agent of the subconscious: note that he never
   pursues Alex and never attacks Josh, meaning his purpose is not to get Alex
   to see the truth of what he's done; such was the reason for his appearance
   to James.

   In the Shepherd home on the landing of the first floor stairs, examine the
   spot on the wall where a painting once was.  Alex will say, "There was a
   picture here, but it's gone now."  This is a direct reference to the famous
   Neely's Bar message, "There was a HOLE here.  It's gone now."

   There are several instances where Alex will come across an empty dog house.
   A lone dog house in a parking lot was where one would find the key to unlock
   the DOG Ending in Silent Hill 2.  Alex doesn't find anything in his dog
   houses though.

              Silent Hill 3 References
   Josh's Robbie the Rabbit doll is from Lakeside Amusement Park, a recurring
   locale in the Silent Hill games.  It was only really only explored in Silent
   Hill 3 but is mentioned in numbers 2 and 4.

   A book found in the Order's lair towards the end of the game mentions that
   the Silent Hill cult was recently exposed by a detective named Douglas
   Cartland.  Douglas was Heather's main ally in Silent Hill 3.  He was
   originally hired by the cult leader at the time, Claudia Wolf, to retrieve
   Heather, but in working with her, he discovered their true purpose and
   apparently went on to work against them after the events of the game.

          Silent Hill Ørigins References
   The man driving Alex home in the beginning is Travis Grady, the protagonist
   of Silent Hill Ørigins and proof that one can escape Silent Hill relatively

   The "big rig" outfit unlocked by getting Ending 1 is based on Travis.
   You get it for getting the good ending, in which Alex leaves Silent Hill

           Silent Hill Movie References
   The 2006 movie directed by Christophe Gans is probably the biggest influence
   on Homecoming.  Much of the design and effects are lifted right from it: the
   "flaking" transition between the real world and the Otherworld, the design
   of the nurses, the liquid fire/smelting imagery, the design of the Order
   members, even the outside of the church, the raining ash/snow on the city
   streets, the Grand Hotel, and the barbed wire accenting the church level.
   The list goes on.  If you haven't seen it, watch it and you'll get the

                  Random Tidbits
   The American flag patch on Alex's military jacket is backwards, but this is
   not a mistake.  According to the Department of Defense, "The regulation
   states that when authorized for application to the proper uniform the
   American flag patch is to be worn, right or left shoulder, so that 'the
   star field faces forward, or to the flag’s own right.  When worn in this
   manner, the flag is facing to the observer’s right, and gives the effect of
   the flag flying in the breeze as the wearer moves forward.  The appropriate
   replica for the right shoulder sleeve is identified as the 'reverse side

   The opening sequence is homage to Adrian Lyne's film Jacob's Ladder, cited
   as being one of the first major influences for the Silent Hill franchise.
   Jacob himself is a military man and is carted through a hospital past varied
   scenes of horror before being placed in an operating room.

   The various scenes of torture actually depict the sacrifices of the other
   three founding families: Scarlet Fitch being dismembered, Nora Holloway
   being strangled; and Joey Bartlett being buried alive.  (Credit to Aspect_P
   for this one.)

   Alchemilla Mental Hospital and other sections of the Otherworld are brimming
   with fan imagery.  Fans in Silent Hill represent a cycle, something
   continuous.  They are present in every game and their meaning changes
   slightly for each.  The most cited example is in Silent Hill 3, where the
   fans (along with Valtiel's ever-turning valve handle) stand for the
   reincarnation of the Holy Mother.

   The body in the operating theatre that is cut in half resembles Alex's
   father.  It is cut in exactly the same way the Bogeyman slices Adam in the

   Alex's last name, Shepherd, is shared by another Silent Hill character:
   James' wife Mary from Silent Hill 2.  Her full name is Mary Shepherd
   Sunderland, leading us to believe that Shepherd is her maiden name.
   However, no connection between her and Alex is ever shown.

   The street names in Shepherd's Glen are named for influential names in
   horror/film: Clive Barker, Wes Craven, John Carpenter, Stanley Kubrick,
   Adrian Lyne, Ridley Scott, and William Friedkin.  This is a staple in Silent
   Hill cartography.  (Thanks to spongebualls for sending this in.)

   When you examine the bathtub in his parents' room, Alex will say that he
   always hated baths and it would be a struggle to get him in the tub.  Keep
   that in mind as you view Ending 2.

   The Shepherd family dog's name is Shuki.

   The one thing that haunted Alex the most during his stay in the hospital?
   The smell of chocolate, specifically chocolate brownies.

   An anonymous e-mailer sent in this tidbit about the circular saw and its
   achievement: "The achievement for obtaining the Circular saw is 'Rising
   Tension'. this might be a reference to the popular French horror Film 'High
   Tension'. There's a great scene at the end where the main character goes
   berserk with a circular saw. The main character in the film also deludes
   herself with a false reality for much of the movie much like Alex does."

   You can decapitate a Lurker with one swing of the axe; however, they will
   still attack you without a head.

   The sign outside of Curtis' place says "No Trespassing.  Violators will be
   shot.  Survivors will be shot again."

   In the prison, there is graffiti on some of the cell walls that Alex will
   not read but players can by entering first person view.  There are about
   four or five messages per cell; some sound like a prisoner wrote them,
   others sound like game developer in-jokes, and some are pop cultural
   references, like "I am the walrus."

   In cell A6, you can find a health drink in the sink above the toilet.  Ever
   since Silent Hill 2, there has been a long-running line of "reaching into
   toilet" gags.  Sadly, they have gotten more tame as the series progresses.

Miscellaneous                                                             [mis]

If anything in this document is inaccurate, you have comments and critiques, or
you have a question about the game, feel free to let me know at SophiaLee04 at
yahoo dot com.  Be sure to mention "Silent Hill: Homecoming" in the title or
you will most likely be mistaken for spam.  I'm especially interested in any
trivia you might have found and would like to share.

   Many thanks go to the following people, places, and/or things that helped
   me with this guide: for help understanding Alex's patch.

   Konami, Double Helix, et al for this installment of one of the best series
   ever to grace our video game libraries.

   Coca-Cola, breakfast of champions.

   Aspect_P for clarifying the torture in the opening scene and for the hot tip
   about manipulating saved for quick endings.

   spongebualls for the note about the streets in Shepherd's Glen.

   syn6661 and Bob for pointing out the clue to rewiring the hotel.

   anonymous e-mailers; I don't like posting people's e-mail addresses in these
   walkthroughs, but you still deserve mention!

   Hari and Dr. Trenchy for pointing out the goodies at Curtis' place.

   you, for reading!

   all the gaming sites that host my writing.  I love doing this stuff; thanks
   for making it possible to share what I do!

                  Version History
   1.02 - 10/10/08: finally found the *real* solution to the "Medals of
                    Dishonor" puzzle, as well as all the photos and drawings;
                    we are now technically 100% complete!
   1.01 - 10/09/08: bear with me as I update to accommodate all the great
                    feedback I've gotten already; found a new child's drawing
                    in the hotel; I've also gotten a clue to the hotel rewiring
                    puzzle and a hint on how to get multiple endings/
                    achievements without going through the game five times;
                    plus, whenever this guide is updated, just assume that
                    trivia has been added
   1.00 - 10/07/08: walkthrough finished and submitted; I still have yet to get
                    the photo and drawing achievements (so close!) so I will
                    work on that in the future, as well as scoping out more
   0.00 - 10/03/08: walkthrough started

   Below are the sites that have permission to host this guide.  They should
   all have the same version, but it's not a guarantee.  Check the sites at the
   top of the list first for the latest.

      Super Cheats,

                   Legal Info
   You should know the drill.  This walkthrough was written for personal uses
   only.  If you want to use it for any other purpose, please ask me before
   doing so.  No ripping off anything in this document for the forces of evil.

   Copyright (©) 2008 Georgi Samaras