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SILENT HILL: THE RESORT
AREA This is one of the shortest area of the game depending on if you want to get the good endings. If you do, and also want to find out what the heck is going on in this town, then all the areas in Italics will get you a good ending and reveal much story. Enjoy, and I suggest that you go through them. Out of the Sewers
Exit the sewers and go straight ahead. You'll see a sign post that says Information on it and has a map of this area on it. Examine it and you'll pick up a (1) map for this area. Go up from the sign, into a demolished building, and pick up the (2) handgun bullets, (3) rifle shells, and the (4) first aid kit. At this point you can either head for the Lighthouse or find out the story of the game and get the good endings. The next sections, in Italics, will get you the good endings. Annie's Bar
Stay to the left side on the street you got the map on, and make the 1st left onto Craig St. Take the 1st right on Craig St into the parking lot of Annie's Bar. Enter the bar, which is on the left side, watching out for some enemies of course. As soon as you enter, you'll see Dr. Kaufmann being attacked by a creature, and you save him. He tells you that he hasn't found a way out yet, and is hoping that the military will save you. Being the rude person he is, he mumbles something when you ask him about Alessa, and leaves. (Why did you save him again? He is definitely hiding something). Go back to where you shot the creature, and what's this, Dr. Kaufmann dropped his wallet. Pick up the (1) Kaufmann key, and a (2) Receipt. Go to the counter near the cash register and pick up (3) 2 health drinks, and save your game if you wish. Indian Runner
Exit the bar, make a right onto the sidewalk, and go all the way down to the double doors, which are the entrance to the Indain Runner. Examine the door, and you ahve to input a combination to open it. The code is on the receipt that you found in the bar, which is "0473." Enter the bar, and pick up the (1) Rifle shells that are on the long counter. Read the book next to the cash register:
August 20
September 12 Now turn around and examine the white paper on the wall:
3 loaves of bread.
Deliver to back door daily 8 a.m. Find the cabinet that is behind the counter and inspect it to get the (2) Safe key. Go to the safe and unlock it using the key. You'll find some drugs that you will not take. What is going on here? From the clues so far, you must guess that your next destination is the motel. Now some of the questions are answered as more are raised. The notebook must have belonged to Dr. Kaufmann, nut who is the woman. Could it be Dahlia? In addition, you have the big question; what does this have to do with Cheryl. At least we know that there is drug-trafficing in this town, and maybe Dr. Kaufamnn is part of the cult that Lisa spoke of. At any rate, its time to find out more. Motel Exit the Indian Runner, and make a left onto Weaver St. Stay on the right side of the road and head south towards the Inn. You'll come across a door thats locked, but on the side there is a control panel that you can use to input the code. Input "0886" to open the door and enter. Pick up the (1) magnet on the couch, and check out the coffee table. There is a newspaper on it dates the same as the one in the hospital with the article cut out:
Investigation Stalled. Looks like Norman was involved in this based on what we read back at the Indian Runner. We can also infer that both Officer and the mayor were murdered, but why. What is so special about the drugs that we say in the safe? Go into the door near the couch, with the motorcycle in it. Pick up the (2) health drink, and the (3) shotgun shells. Examine the motorcycle to find out that the dust near the gas cap has been removed. Go back into the room with the coffee table and enter the other room to go to the guest registration counter. Save your game, and exit. Make a left and find Room #3. Use the Kaufmann key that you found to unlock the door and enter. Push the dresser aside to find out that there is a key stuck in the floor. Use your magnet to get the (4) Motorcycle key, and go into the bathroom to find a (2) health drink. Go back to the room with the motorcycle and use the key on it. What do we have here? A vial with the same color liquid as the broken one in the hospital. Before you know it, Dr. Kaufmann storms in yells at you and leaves with the liquid. There is definitely something up with this guy. Exit the motel and you're back to the regular game. Alternate Silent Hill (yep we're back): The boat
If you did the previous optional parts, time to found out what Dr. Kaufmann was upto. Head west on Sanford St towards the light house and the game transforms once again to the dark Silent Hill. Continue heading on the street and get onto the pier on the left after the 2nd warehouse. You'll notice that there is a locked gate a little distance in. But there is a stairway to the left. Go left onto the boat and enter. You will run into Cybil inside, who still thinks you're a little crazy. You'll also run into, yep, Dahlia Gillespie, who tells you that the demon is awakening. She babbles on about the mark of Samael being almost completed and so on. Cybil splits and heads for the amusement park and you must head to the light house. Before leaving, pick up the (1) handgun bullets, (2) rifle shells, (3) health drink and save your game, and exit through the door near the helm. NOTE: This area has an excess amount of enemies, so it might be wise to kill them rather than running away or dodging them due to the narrow paths. Go up the stairs and head south on the pier. You'll find another stairway further down, and go down them. Cross the green plank at the bottom and keep heading straight on top of the barges. Cross the wood plank at the end and make a right through the open gate and up the stairs again, and head in the opposite direction. Go forward and then left and head down another pair of stairs. Follow the path east and head up another pair of stairs into the lighthouse, phew. Save your game and head up the stairs. You were too late, as you see Alessa fade away. If you have the channeling stone, you can use it here to see some pretty lights in the sky. (Refer to the secrets section to find out how to get this mysterious stone). Go back out and head towards the boat and the game will teleport you back to the boat. Now you have to stop the last seal from being completed, so its on to the amusement park. The Sewers: Part 2
Go back to W. Sanford St, and across from the street, there is an opening in the fence that you must enter. Go down the ladder back into the sewers. As soon as you come down the ladder, grab the (1) map thats on the wall, and keep going. You'll see an FMV with Cybil, hope she's alright. Head straight down the tunnel and make a right onto the next tunnel, but grab the (2) health drink, and the (3) first aid kit at the end of the tunnel you came out of. Go right down to the next tunnel to the end and climb up the ladder to the Amusement park. Amusement Park This place is not that big, so explore it since its very hard to give directions due to all the dead end in it. Head to the concession stand and save your game. From here, go straight and turn left, when you see the ride on the left that is inaccessible. Find your way to a merry-go-round, to face another boss, and its...Cybil?? BOSS FIGHT: CYBIL There are 2 ways you can approach this, and approach
1 leads to the bad ending and the second one leads to the good ending (visit the secrets
section to find out more. |