Demo WalkThrough
Silent Hill Demo Walkthrough
by Dan Birlew
Without knowing precisely what is going on, the entire Silent Hill demo
is a frightening experience. The first scene is pretty straightforward,
and it's impossible to get lost if you just keep moving forward. Don't
worry when you are killed, it won't last for long.
The Schoolhouse is another matter. Now fully in the dark, your only
source of illumination is the handy light fastened on your jacket. When
something steps into your lighted area, step backward a bit before
attacking with the pipe. Avoid tapping the X button when using the pipe,
hold it down to knock creatures senseless and continue beating them on
the floor. You can walk forward or backward while shooting, so use this
to your advantage. The knife seems pretty useless. Hopefully the
walkthrough below will help.
Refer to the bottom of the page for Maps, by Dan Birlew (President Evil)
1. From the starting point inside the front door, go to the office to
the west and examine the verses written in blood. Then backtrack to the
other side of the entrance hall.
2. Beside the stairwell is an imp with a butcher knife. Use the pipe or
knife for now. Step on it when it falls the second time. There is
another at the end of the hall.
3. In the classroom you will find two first-aid kits and bullets.
4. Upstairs you will be attacked by two giant roaches. The pipe is not
quick enough. You may want to try turning off your handy light to get
past them. Or, shoot each once, then stomp them.
5. Going in the classroom is dangerous. Use the northern door so that
you have more room to maneuver around your enemies. Try to dodge the
two little killers, get the bullets, and run out. You will need every
bullet you can get later.
6. The northern corridor has only one imp, so use the pipe.
7. Go in the last room and take the SULFURIC ACID. Go into the chemistry
lab next door and use it to melt the severed hand. Take the GOLD
MEDALLION. Two imps are outside. Kill the first with the gun and the
second with the pipe. Run back downstairs.
8. In the front lobby, an imp will enter from the courtyard. Use the
pipe for this one.
9. Out in the courtyard, two imps are right in front of you, so use the
gun and back away. In the bottom right corner of the area is the clock
tower. The clock is set at 10:00. Use the GOLD MEDALLION in the slot to
the left. The clock will now read 12:00. Now you need to find the silver
medallion.
10. In the second floor front hallway, expect to encounter more little
killers, isolated enough to use the pipe. The first room is a locker
room, and one of the lockers is shaking...
11. The other room holds a piano. On the wall is a poem that should
help you figure out that you need to press the 5 keys that DON'T work,
in the order described. Pelicans and Storks are both white birds so
apply this to the white keys. "Low" refers to the lowest inoperative
black key. So press the first inoperative white key, the "pelican",
then the last, the "stork'. Press the black key to the right of the
"stork", and then the white key on the left of the "stork". Last is the
first black key that doesn't work. Once the keys are pressed, the
SILVER MEDALLION will fall from its niche over the chalkboard. Run back
out to the courtyard and insert it into its slot. The tower door will
now open, and you descend into a safe subterranean passage.
Harry emerges into the same courtyard, only instead of snow, rain is
falling. And the evil symbol painted on the flagstones shows that he is
not out of this yet. The best strategy in this reverse school is to use
the radio to keep tabs on the proximity of enemies and run through areas
as much as possible. There are no puzzles to solve except finding the
key to the lobby doors, so this shouldn't be a problem.
12. The door to the lobby is locked. Through the other entrance are two
imps on either side, so run into the room straight ahead.
13. Stand in front of the gory fan, angle your camera just right, and
you'll see the body suspended inside it. Take the bullets and first-aid
kit.
14. Back outside, wait for the two to close in, then run to the right
and through the door. In the next hallway are some bullets, but watch
out for the two cockroaches. If you need to conserve ammo, try turning
off the handy light. Head upstairs.
15. Upstairs, there is a gate cutting the hallway in half. You'll have
to go through the classrooms, and they're full of enemies.
16. Getting the bullets in the first classroom is not too tricky. Bait
the imps to the first entrance then run to the other end. Swipe the box
off the chair and rush through the door at the end of the room.
17. This second room is trickier to run through since there are four
imps scattered throughout. Make sure you don't go for the closest exit
door, because it's locked.
18. Run straight across the hall and into the front corridor, completely
avoiding the two cockroaches.
19. In the front corridor, four cockroaches make it difficult to get
through. Try not to get boxed into a corner. Proceed to where you saw
the locker shaking before everything went to Hell. The locker is empty,
but as you walk out, be prepared for a body to fall out of another
locker. Search it for the LOBBY KEY. Now you can get out of here.
20. At the end of the next hall is a first-aid kit, but it might not be
worth trying for since 2 cockroaches and 2 imps block your path.
21. You should be able to just barely make past the imp and into the
lobby, and then rush past two more little devils and into the strange
room at the front of the nightmare school.
22. Walk toward the imp on your right as you shoot it, because there's
another ambushing you from behind. Angle the camera to examine the
bizarre torture machine full of bloody victims. Hit either one of the
front doors and out you go... into the next mystery.
Since Browsers dont support Bit Maps, Please download these picture,
Sorry for the inconvenience...i will have them viewable to the browser soon.
1st floor of Midwich
2nd floor of Midwich
1st floor of alternate Midwich
2nd floor of alternate Midwich
Diagram for the Piano
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Visitors since January '99
January '99, Graphics for page developed with Paint Shop Pro 5, Paul Tomany