ChaptersBefore You Start

Before You Start

Before You Start

Silent Hill (1999) splits its world into two layers: the fog-choked but otherwise normal town, and the rusted, siren-warped Otherworld version of the same places. Most locations flip between the two as the story demands it — the puzzle solutions, item locations, and threats usually change along with them. This guide walks through every chapter of Harry Mason's search for Cheryl in order, calling out the transition every time it happens.

Key Points
  • Inventory: No slot limit, but check it often — nothing is marked as important automatically
  • Saving: Notepads scattered through the world — save at every one you find
  • The Radio: Static means something is near, even off-screen — stop and listen
  • Combat: Optional whenever possible — running past a fight costs nothing
Recommendations
  • This guide follows a Normal-difficulty playthrough and marks every objective, but leaves out sidequest items (documents, supplies) and enemy placement on purpose — explore freely between objectives.
  • Open the map constantly. Silent Hill rarely tells you where to go in dialogue alone.
  • The Otherworld looks like the same location but is not — expect new paths, new locks, and new dangers every time the transition hits.
  • Melee weapons save ammo on weak enemies; save your gun rounds for anything that can actually threaten you.

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