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SH: Resort Area

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SILENT HILL: THE RESORT AREA
[Old Silent Hill] [School] [Alternate School] [Balkan Church] [Hospital] [Antique Shop] [Sewers] [Resort Area (Lake side)] [Nowhere] [Secrets and Side Areas] [Weapons & Items]

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

  1. Resort Area Map
  2. Handgun Bullets
  3. Rifle Shells
  4. First aid Kit

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

  1. Kaufmann Key
  2. Receipt
  3. Health drink *2

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

  1. Rifle shells
  2. Safe Key

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
                            He came by.  I handed over the
                            package that the woman left here.

                            September 12
                            He showed up at Norman's too.
                            Don't want to be involved with
                            the likes of them anymore, but...
                            I'm getting creeped out
                            even more than before.
                            Thought of leaving town, but
                            I'm afraid of what will happen
                            if I do.

Now turn around and examine the white paper on the wall:

                            3 loaves of bread.
                            3 cartons of milk.
                            2 dozen eggs.

                            Deliver to back door daily 8 a.m.
                            Rear entrance code 0886
                                                            Norman Young

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.
                            "PTV" dealers are still at large.
                            Suspicious deaths continue.
                            Like the anti-drug mayor,
                            a narcotics officer dies of a
                            sudden heart failure of unknown origin.

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

  1. Handgun bullets
  2. Rifle shells
  3. Health drink

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

  1. Sewer Map
  2. Health drink
  3. First aid kit

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.
Approach 1:  Kill Cybil:  When you enter the ride, you'll see Cybil approach you, but wait she has red eyes.  She tries to kill you so you have to defend yourself.  Get out your gun and blast her away until she dies.
Approach 2: Save Cybil:  When you see her coming at you, pull out your gun and shoot her to make her shoot back at you.  You need her to run out of ammo, for this to work.  Be careful because her bullets will nearly kill you even at full life.  I just shot her, and started running, while still remaining in her shooting range.  Still, its kinda hard not to get hit so.  After about 6 or 7 rounds, she will come at you with her bare hands.  Just as she finishes trying to choke you, use the bottle marked "unknown liquid" that you found at the hospital on her.  She falls to the ground and a parasite crawles out of her, and Harry will automatically stee on it.  Phew, you saved her.  Harry admits that Cheryl is not his real daughter and that she was adopted.  Alessa will pop up and you will automatically use Flauros to break through her force field.  Then Dahlia shows up and tells Alessa that there is one more thing to do and disappear again.  From the way she spoke, looks like Dahlia is the main culprit here folks.  Once again you are transported to some place.

Click to enter NOWHERE (thats the name of the place people) for the exciting conclusion of this game.