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In the Options screen, press L1, L2, R1, or R2.
Hints:
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Hospital doors:
In the third floor of hospital area are two doors
with three panels of push buttons over each one.
Read the two pictures at the far end of the room.
Use the "Camera" that you already should have found
on each of the pictures. This will reveal the
necessary pattern(s) that need to be re-drawn on
the push-button panels. This opens the respective
door and allows the game to proceed.
Hyper Blaster:
The Hyper Blaster is obtained by unlocking the UFO
ending, detailed below. Note: Channeling stone shows
up on the Game Ending screen, not this weapon.
The channeling stone is another possible item (in
the convenience store in Next Fear mode if the game
is completed with a Good+ rating). To get the UFO
ending with it (and subsequently the Hyper Blaster
immediately in the Next Fear mode), use the item at
these locations:
Old Silent Hill: On the roof of the Alternate School
Alternate Central Silent Hill: Right outside the
hospital before fighting the Moth/Adul Grub.
Resort Area: Norman's Motel, in front of the apartments
Alternate Resort Area: On the bridge of the boat.
Alternate Resort Area: Roof of lighthouse.
Zodiac Room:
In the room with the Zodiac Signs, click the digit
according to the amount of limbs in the picture
(from left to right; Sagitarrius:6, Taurus:4,
Gemini:8).
Unlocking the Grim Reaper's door:
To unlock the Grim Reapers door in "nowhere",
type ALERT on the panel next to the door.
Saving Cybil Bennet on the carousel:
Walk up to Cybil at the very start of the fight,
while your energy is full. She should slap you.
Immediately after she slaps you, splash her with
the "red liquid" to save her, saving valuable time.
Note: The red liquid is found in the "normal"
hospital, on the floor next to the administrator's
desk.
Getting the katana:
Complete the game with the good ending to receive
the katana. Save, then begin the game again. Play
through until reaching the first house that was
entered in old Silent Hill. Go to the door that was
previously locked in the hallway to find the katana.
Completing the game with the good ending will also
allow access to the channeling stone.
Bathroom teleporters in school:
Enter and exit the girl's bathroom in the second part
of the school (through the clock tower). The game
will transport your character to the second floor
bathroom, which is closed off (along with the men's
second floor bathroom) from the rest of the second
floor hallway. There are two boxes of handgun
ammunition and one box of shotgun shells in the
second floor men's bathroom. After collecting them,
enter and exit the girl's bathroom on that floor to
return to the first floor.
Telling Dr. Kaufmann about drugs:
When you are doing the things that Kaufmann left in
the pool hall, go to the Indian Runner Store, enter
the combination (0473). and go inside. Move around
the counter, stand in front of the white drawer, and
press X. Answer "Yes" to open it. Go all the way back
behind the counter. Use the "Safe Key" on the safe
that is down by your feet. It will open, and reveal
three bags of drugs. You can not take them. Talk to
Kaufmann to mention them to him.
Nurse Center puzzle:
You must solve a puzzle to open a door. The door
itself has four open slots and four full slots.
[1] [white] [2]
[black] [orange-red]
[3] [purple] [4]
Clues to solve the puzzle can be found in the poem:
clouds flowing over a hill
sky on a sunny day
tangerines that are bitter
lucky four-leaf-clover
violets in the garden
dandelions along a path
unavoidable sleep time
liquid flowing from a slashed wrist
The red block goes in slot one, the blue block goes
in slot two, the yellow block goes in slot three,
and the green block goes in slot four.
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