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Survival Horror · First release 1999

Silent Hill

Harry’s main campaign, items and puzzles, bosses, five endings, and Next Fear bonuses.

PlayStation 1

Guide chapters
9
Puzzle and code entries
24
What this guide covers

Harry’s main campaign, items and puzzles, bosses, five endings, and Next Fear bonuses. PS1 original. For variable numbers, the guide shows where to read the clue.

Story routes, decisions and endings may contain spoilers. You can show or hide marked sections.

Search for puzzles, codes and locations across games

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Editions & platforms

EditionPlatformDifferences & notes
1999 · PlayStationPlayStation 1PS1 original. For variable numbers, the guide shows where to read the clue.

Arrival and Old Silent Hill

This guide covers the 1999 PlayStation game. Easy, Normal and Hard affect combat while puzzle solutions stay fixed. The PAL release uses Mumblers in places where the North American release has Grey Children. Use the location and item names here to match signs, maps and your inventory.

Follow Cheryl from the crash into the alley and all the way to its end. The attack there is part of the opening. After Harry wakes in Cafe 5 to 2, Cybil hands him a handgun. Collect the flashlight, Residential Area Map and kitchen knife at the counter. Deal with the flying creature at the exit and bring the pocket radio. You can also find a steel pipe in the opening alley. The radio warns you of nearby enemies, and the map is especially handy where roads end abruptly.

Read the doghouse note at the west end of Matheson Street. Look inside the doghouse at the Levin Street home and use the key you find to get inside. The map beside the back door marks the three Eclipse keys. They let you cross the backyard and bypass the blocked streets. From Matheson, follow Midwich Street south to the school. Save points are at the cafe, the shop at Bachman and Finney, the doghouse home and the school bus near Midwich.

Midwich Elementary and the Nightmare School

Pick up the school map in the lobby. On 2F, get the chemical from the Lab Equipment Room and release the gold medallion from the stone hand next door. Place gold in the clock tower's left slot. The Music Room piano is now available. After solving it, put silver in the right slot, start the boiler in the basement and use the passage through the tower. The 1F infirmary has a save point.

In the Nightmare School, get the rubber ball from Storage and the picture card from a 1F classroom. The card opens the door behind Reception. In the washrooms on this side, open the interior door to switch rooms and reach the shotgun. Upstairs, open the noisy locker and try to leave, then collect the Library Reserve Key. Flush the Classroom Key off the roof and retrieve it in the courtyard. On 2F, go through the library and the classrooms to reach the basement staircase.

Set both boiler-room valves and go through the opened passage. Against Split Head, land enough shotgun hits to make it split open. Back away as it approaches and shoot straight into the exposed mouth. Leave space because its bite can kill Harry outright. When you return to the normal boiler room, collect K. Gordon's key before leaving the school.

Balkan Church, drawbridge and Alchemilla

Leave Midwich along Bradbury Street and head into the alley on its north side. Enter K. Gordon's yard through the gate and use the key you found in the school basement to cross the house to Levin Street. Take Bradbury and the next alley to Bloch Street. Meet Dahlia inside Balkan Church, then collect the Flauros and Drawbridge Key from the altar.

Continue east to the drawbridge control tower, pick up the Shopping District Map and use the key to lower the bridge. On the far side, follow Crichton and Koontz to the hospital. The police station on Sagan Street has a save point and a second opportunity to pick up the shotgun if you missed it at Midwich.

Kaufmann is in Alchemilla Hospital's Examination Room. Pick up the hospital map from behind Reception before entering the Otherworld, since the pickup becomes unavailable. The Medicine Room leads to the doctor's office and then the conference room with the Basement Key. If you plan to rescue Cybil, take a plastic bottle from the kitchen and fill it with liquid in the Director's Office before going downstairs. Start the generator, test the locked hall doors on 2F and 3F, then press the newly appeared 4F button in the lift.

Nightmare Hospital and the basement hatch

From 4F, descend to 3F. Pick up the Turtle plate in the men's washroom, the blood pack in Storage and the Cat plate in Room 306. The Queen plate is in the 1F Director's Office. On 2F, get the lighter from Room 201, then use the blood pack to draw away the tentacles in Room 204 and reach the Hatter plate.

Fit the four plates in the 2F Nurse Center. The door beyond leads through the Operating Prep Room to the operating room, where you will find the Basement Storeroom Key. In the Intensive Care Unit on the same corridor, collect the disinfecting alcohol. Downstairs, unlock the storeroom and move its rear shelving unit to reveal a hatch. Apply the alcohol and lighter to clear the vines.

Go into the lower basement beyond the hatch. Find the Examination Room Key near Alessa's photo, then return to 1F and use it via the Medicine Room to reach Lisa. After the scene, take the Antique Shop Key. The hammer in the generator room and the videotape in the lower basement are optional. Room 302 and the Director's Office have save points.

Green Lion, Twinfeeler and Floatstinger

Leave the hospital and follow Wilson and Sagan to Simmons Street. Unlock Green Lion Antiques, shift the shelving at the back and follow the passage. You can take the axe from the altar-room wall. Turn back to trigger the transition to the nightmare shopping district.

Enter the town center through the torn shutter. Go up the escalator and take the left path until the floor gives way. Stay on the grate against Twinfeeler, dodge when it bursts from the sand, then take a shotgun shot. Collect the hunting rifle from the wall and leave through the opening the creature makes. Return to the hospital via Sagan, Crichton and Koontz, and speak to Lisa in the Examination Room.

The Floatstinger spits acid on the rooftop opposite the hospital. Keep moving, take a rifle shot after its attack, then move again. After the fight, cross the Sagan Street bridge west to the waterworks. Inspect the gate's lock, break it with a weapon and go down the ladder.

Sewers, resort area and Kaufmann

The sewer office contains a map, save point and Sewer Key. Take the key from the open key box. It unlocks the gate on the way to the ladder to the upper level. There, search the bloody water beyond several gates for the Sewer Exit Key. Go back to the locked exit gate, use it and climb out. You can pick up the resort area map from the information sign outside.

For Good or Good+, visit Annie's Bar before taking Sandford Bridge toward the lake. Take Kaufmann's key and receipt from between the pool tables. Indian Runner's fixed code is 0473. Norman's Motel has a rear keypad with code 0886. Collect the magnet from the motel lounge and use Kaufmann's key on Room 3. Shift the shelving, use the magnet on the floor gap and use the recovered motorcycle key on the gas tank in the garage. The vial scene is what completes Kaufmann's quest for the ending.

Boat, lighthouse and amusement park

Sandford Bridge leads to the nightmare resort area. Follow the pier to the boat and enter the cabin to meet Cybil and Dahlia. Take the other exit and follow the planks and stairs to the lighthouse. The next scene triggers at the top. Head back toward the boat, then return to the road and find the fenced ladder leading to the second stretch of sewers.

Take the sewer map from the wall at the bottom. Follow the narrow passages to the ladder into Lakeside Amusement Park. Pass the moving ride and the ice-cream stand with its save point, then head to the carousel. For Good+ or Bad+, get close to Cybil after the encounter starts and use the red liquid from your inventory. For the regular boss fight, keep clear of her pistol, strafe and use the rifle or shotgun when you have an opening.

Nowhere and the final battle

Beyond the first elevator, go through the classroom to find pliers and a screwdriver. Use the pliers to free Ophiel's key from the faucet. In the Ophiel corridor, enter ALERT to get the Amulet of Solomon. The zodiac answer 6–4–8 yields the Stone of Time. Put it in the grandfather clock in the antique-shop room and use the resulting Hagith key to reach the next elevator.

The 2F jewelry store holds the Crest of Mercury and Ring of Contract. In the second corridor, unlock the connecting door to the first area before you later cut the power. You can also find the camera here. Photograph both paintings on 3F if you want to open both doors. The left room contains the Bird Cage Key. Use it downstairs on the cage to get Phaleg's key.

The Dagger of Melchior is on the refrigerator in the Phaleg corridor. Secure the chain with the Ring of Contract before you leave the room with the dagger. Collect the Ankh from the graffiti room and Bethor's key from the jellybean bag. Shut down the generator, then take the shortcut you unlocked and use the screwdriver to retrieve Aratron's key. It opens the way to the Disk of Ouroboros. Insert the amulet, crest, ankh, dagger and disk into the Five Rites door in Alessa's bedroom.

Harry faces either Incubus or Incubator depending on his ending. Enter with the hunting rifle loaded and healing available. Shoot between lightning attacks and run in a tight curve during the discharge. Check your health if you get caught. After the credits, save your clear data to unlock Next Fear.

All five endings and Next Fear

Story details & possible consequences

Good+ requires finding the vial in the motorcycle tank and rescuing Cybil. Good requires the vial and defeating Cybil in the regular fight. For Bad+, rescue Cybil without finding the motel vial. Bad means neither condition was fulfilled. Visiting Annie's Bar alone does not qualify for the Good outcomes.

The verified route to the UFO ending is a Next Fear run after Good+. Pick up the Channeling Stone from the shop counter at Bachman and Finney. Use it in order on the Nightmare School roof, in the Nightmare Hospital courtyard immediately before the Floatstinger fight, in Norman's Motel parking lot, in the boat cabin after the conversation and at the top of the lighthouse. The fifth use immediately ends the run.

After your first clear, look for the Gasoline Tank in the Bloch Street gas station garage. Use it on the chainsaw in the Cut-Rite display or on the rock drill downstairs in the bridge tower. On the following run the tool you already unlocked can be collected without fuel, so you can power the other one. A Good and a Bad outcome on the same clear-data file unlock the katana in the Levin Street house. The UFO ending gives you the Hyper Blaster at the start of the following run. Next Fear carries unlocks forward and raises the combat difficulty up to Hard.

Doghouse and house key

Matheson Street and Levin Street

Harry needs a reason to look more closely inside the doghouse.

Show solution
  1. Step 1

    Read the note among the papers at the west end of Matheson Street.

  2. Step 2

    Find the doghouse outside the home on north Levin Street.

  3. Step 3

    Inspect the doghouse. The key is taped to its inner roof. Use it at the front door.

Three Keys for Eclipse

Levin Street house

Check the marked map beside the back door.

Show solution
  1. Step 1

    Woodman: On the basketball court behind the wide alley gate between Finney and Matheson.

  2. Step 2

    Lion: In the open trunk of the police car at the broken east end of Finney Street.

  3. Step 3

    Scarecrow: In the mailbox beyond the plank crossing at the reachable south end of Ellroy Street.

  4. Step 4

    Inspect the home's back door with all three keys and take the route through the yard.

Clock tower: gold, silver and boiler

Midwich courtyard and basement

Match the time on the tower to the notes at Reception.

Show solution
  1. Step 1

    Get the chemical in the 2F Lab Equipment Room and use it on the hand statue in the neighboring lab. Insert the gold medallion on the tower's left side.

  2. Step 2

    Solve the piano in the Music Room, collect the silver medallion and place it on the tower's right side.

  3. Step 3

    Start the boiler in the basement. Return to the courtyard and go through the clock tower.

Music Room piano puzzle

Midwich Elementary, 2F Music Room

The voiceless birds correspond to silent keys. The birds' colors distinguish white and black keys.

Show solution
  1. Step 1

    Insert the gold medallion at the tower to uncover the piano keys.

  2. Step 2

    Number all visible keys, black and white, from left to right. Press 3 → 10 → 11 → 8 → 2. The notes are D → A → A-sharp/B-flat → G → C-sharp/D-flat.

  3. Step 3

    Pick up the silver medallion beneath the board.

Door with a thin slot

Nightmare School, behind 1F Reception

The picture from the classroom matches the door.

Show solution
  1. Step 1

    Get the picture card from the table in the classroom off the east hall.

  2. Step 2

    Use the card from your inventory at the slotted door to open it.

Classroom Key in the roof drain

Nightmare School roof and courtyard

The water falls into an open drain before reaching the key.

Show solution
  1. Step 1

    Collect the rubber ball from Storage in the north hall on 1F.

  2. Step 2

    Examine the roof opening near the blood marks. Plug the other opening with the ball.

  3. Step 3

    Open the valve and head downstairs. Get the Classroom Key from the courtyard drain near the north doors.

Boiler room: two valves

Nightmare School basement

Each valve moves parts of the barrier.

Show solution
  1. Step 1

    From the initial position, turn the right valve left twice.

  2. Step 2

    Turn the left valve right once.

  3. Step 3

    Go through the newly opened passage toward Split Head.

Red liquid for Cybil

Alchemilla kitchen and Director's Office · carousel

The liquid on the office floor can be carried in a container.

Show solution
  1. Step 1

    Before entering Nightmare Hospital, take a plastic bottle from the 1F kitchen.

  2. Step 2

    Use it on the red liquid behind the desk in the Director's Office.

  3. Step 3

    At the carousel much later, close the gap to Cybil and use Unknown Liquid from the inventory.

Tentacles in Room 204

Nightmare Hospital, 2F

The creature reacts to blood.

Show solution
  1. Step 1

    Pick up the blood pack in the 3F storeroom.

  2. Step 2

    Use it in Room 204 and take the Hatter plate from the rear wall while the tentacles are distracted.

Four colored plates

Nightmare Hospital, 2F Nurse Center

The four empty positions are in the corners.

Show solution
  1. Step 1

    Collect Queen in the 1F Director's Office, Turtle in the 3F men's washroom, Cat in Room 306 and Hatter in Room 204.

  2. Step 2

    Put Queen (red) in the upper-left slot and Turtle (blue) in the upper-right slot.

  3. Step 3

    Put Cat (yellow) in the lower-left slot and Hatter (green) in the lower-right slot. Go through the opened door.

Vines over the basement hatch

Nightmare Hospital basement storeroom

The lighter needs a little help.

Show solution
  1. Step 1

    Get the lighter from Room 201 and the alcohol from the Intensive Care Unit on 2F. The storeroom key is in the operating room.

  2. Step 2

    Unlock the basement storeroom and move the shelf.

  3. Step 3

    Apply disinfecting alcohol to the vines, then use the lighter. Climb down the hatch.

Indian Runner door code 0473

Resort area, Weaver Street

Kaufmann's receipt has four digits.

Show solution
  1. Step 1

    After the scene in Annie's Bar, pick up Kaufmann's receipt between the pool tables.

  2. Step 2

    Enter 0473 at the shop. The list behind the counter reveals the motel code. You can skip the store if you already know the motel code.

Optional Indian Runner safe

Indian Runner, behind the counter

A key in the store opens the safe.

Show solution
  1. Step 1

    Search the upper section of the nearby cabinet for the Safe Key.

  2. Step 2

    Use it on the safe. The contents are a clue to the story.

Norman's Motel rear door code 0886

Rear entrance on Weaver Street

The shopping list in Indian Runner includes the delivery entrance code.

Show solution
  1. Step 1

    Enter 0886 at the motel office rear entrance.

  2. Step 2

    Pick up the magnet from the couch in the lounge.

Motorcycle key and vial

Norman's Motel, Room 3 and garage

The magnet has a string and can reach where Harry's hand cannot.

Show solution
  1. Step 1

    Unlock Room 3 with Kaufmann's key from Annie's Bar and move the shelf.

  2. Step 2

    Use the magnet from the motel lounge in the gap in the floor to retrieve the motorcycle key.

  3. Step 3

    Use it to open the motorcycle's gas tank in the garage. The resulting scene secures Kaufmann's part in the Good ending.

Ophiel's key in the faucet

Nowhere, room beside the first elevator

There are tools in the room behind the classroom.

Show solution
  1. Step 1

    Take the pliers and screwdriver from the table in the back room.

  2. Step 2

    Use the pliers at the faucet. Take Ophiel's key to the labeled door in the main corridor.

Grim Reaper's list: ALERT

Nowhere, Ophiel corridor

Sort by age from youngest to oldest, then use the first initials.

Show solution
  1. Step 1

    The ages in order are 18, 35, 38, 45 and 60. The first names start with A, L, E, R and T.

  2. Step 2

    Enter ALERT. The Amulet of Solomon hangs on the wall beyond the storage room.

Zodiac puzzle: 6–4–8

Nowhere, astrology room beyond Ophiel

Count the limbs of the figures.

Show solution
  1. Step 1

    Press 6 on the left for the centaur: four legs and two arms.

  2. Step 2

    Press 4 in the middle for the bull: four legs.

  3. Step 3

    Press 8 on the right for the twins: four arms and four legs together. Pick up the Stone of Time.

Grandfather clock and Hagith's key

Nowhere, antique-shop room in the first corridor

The recess below the face matches the stone from the astrology room.

Show solution
  1. Step 1

    Solve the zodiac puzzle and take the Stone of Time.

  2. Step 2

    Insert it into the grandfather clock and take Hagith's key from behind the glass. Use it at Hagith's door to access the elevator.

Light puzzle: both door patterns

Nowhere, 3F altar

The camera flash reveals three button patterns in each painting.

Show solution
  1. Step 1

    Get the camera from a table in the second corridor on 2F and use it in front of the paintings. The left painting matches the left door, and the right painting matches the right door. You can also enter the patterns directly.

  2. Step 2

    Number each separate 3×3 panel by row: 1–2–3 at the top, 4–5–6 in the middle and 7–8–9 at the bottom. Only the listed buttons should be pressed.

  3. Step 3

    Left door: top panel 1, 2, 3, 4, 5, 7. Lower-left panel 3, 6, 7, 8, 9. Lower-right panel 1, 3, 4, 5, 7, 8, 9.

  4. Step 4

    Right door: top panel 1, 2, 3, 4, 6, 7, 9. Lower-left panel 2, 4, 5, 6, 8. Lower-right panel 1, 4, 5, 7, 8, 9.

  5. Step 5

    The left room contains the Bird Cage Key. The right room is optional for the main route.

Birdcage and Phaleg's key

Nowhere, cage room by the first elevator

The left altar door leads to the key that fits the cage.

Show solution
  1. Step 1

    Open the left altar door upstairs and take the key from the chair.

  2. Step 2

    Open the cage on 1F. Use Phaleg's key at the nearby labeled door.

Refrigerator chain and Dagger of Melchior

Nowhere, kitchen in the Phaleg corridor

The ring from the jewelry store can replace the missing link.

Show solution
  1. Step 1

    Pick up the Ring of Contract from the 2F jewelry-store display.

  2. Step 2

    Take the dagger and use the ring on the chain before leaving. Walking out with the chain unsecured triggers a lethal trap.

Bethor, generator and Aratron's key

Nowhere, Phaleg corridor and second 2F corridor

Cutting power to the electrified key also stops the elevator.

Show solution
  1. Step 1

    First unlock the connecting door from the second 2F corridor back to the 1F main hall. In the room at the end of the second corridor, remove the metal plate with the screwdriver.

  2. Step 2

    Open the jellybean bag in the Phaleg storeroom and pick Bethor's key up from the floor. Unlock the generator room and shut off its power.

  3. Step 3

    Take the shortcut back to the metal plate. Collect Aratron's key and use it at the marked door in the Phaleg corridor.

Door of Five Rites

Nowhere, Alessa's bedroom

Each of the five items belongs in the door.

Show solution
  1. Step 1

    Take the Amulet of Solomon beyond the ALERT door and the Crest of Mercury in the jewelry store.

  2. Step 2

    Get the Ankh in the graffiti room and the Dagger of Melchior at the refrigerator. Secure its chain with the ring.

  3. Step 3

    Get the Disk of Ouroboros in Alessa's hospital room beyond Aratron's door. Use all five items on the door in her bedroom.

Silent Hill

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Sources & editorial date

Independently written game guidance. The following sources support quest routes, mechanics and edition notes. Editorial date: 12 November 2026.

In-game names may differ between language versions. Report a correction.

Game help

How do I get the Good+ ending in Silent Hill?Silent Hill (1999) · PlayStation · Spoilers

Good+ requires following Kaufmann’s side quest through the motorcycle scene and saving Cybil in the amusement park.

  1. Take the empty bottle from the hospital kitchen and use it to collect the red liquid in the director’s office.
  2. Save Kaufmann in Annie’s Bar. Take his key and receipt, use the receipt code to enter Indian Runner, and find the code for the motel office there.
  3. Get the magnet in the motel office. Move the cabinet in room 3, fish out the motorcycle key with the magnet, and use the key on the bike in the garage.
  4. Use the bottled liquid on Cybil when you get close to her on the carousel.

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