Silent Hill/Old Silent Hill

Opening
''The early portion of the game takes place on the foggy, deserted streets of Silent Hill. Harry must follow clues left by his daughter to find three keys which unlock a backyard route to the the local school. Harry wakes up from his crash on the north end of Bachman Rd.''

Simply run forward until you spot Cheryl in the distance and follow her into an alley and beyond. Try your best to survive the events that follow.

Harry soon finds himself at a café where he is introduced to policewoman Cybil.

In addition to your new Handgun courtesy of Cybil, there are several items to find here including a Knife. The small red notepad on the counter is a save point.

When you try to leave, the Radio will start to ring and a flying Air Screamer will break through the window and attack. Stay calm, because this first enemy seemingly cannot hurt you even when you are knocked down. Equip the pistol and aim up to defeat the creature.

''Harry wisely decides to take the radio, which will continue to ring if enemies are nearby. He is now free to explore the streets in northeast portion of Old Silent Hill.''

You can explore several blocks in the vicinity of the car crash (which is north of the café, to Harry's right as he exits). Enemies roam the streets as well, both Air Screamers and Groaners (doglike creatures that sometimes appear in packs). For the most part these foes can be avoided by simply running away, as they will give up the chase eventually. There are many Health Drink and Handgun Ammo items littered around as well, especially at dead ends.

Cheryl's Clues
NOTE: This step is optional; the 3 keys can be collected without the clues.

Following your footsteps back to that same alleyway might seem intimidating, but this time you will only find a note from Cheryl: TO SCHOOL.

A glance at your map reveals Midwich Elementary School in the southwest corner of town, but trying to reach it via any route west of Levin or south of Matheson will yield only fractured impassible streets. However, at the intersection of those two streets you can find a second clue: DOG HOUSE / LEVIN ST.

Head north on Levin St. keeping an eye on the left side of the sidewalk to spot a doghouse, and examine the door to find a House Key for the home nearby.

Inside you'll find the back door locked with three locks, and a map titled Keys for Eclipse indicates three areas of interest nearby.

Keys for Eclipse
The journey to collect the keys is straightforward, as none of them are well hidden.

1. The Key of "Lion" is at the east end of Finney St. in the trunk of a crashed police car.

2. The Key of "Woodsman" is in an alley between Finney and Matheson, lying in a pool of blood on the fenced-in basketball court.

3. The Key of "Scarecrow" is in a mailbox on south Ellroy St. near the precipice, reached by crossing the small wooden board.

Return to the Levin St. house and save your game.

Summoning the Eclipse
When you unlock the door and exit into the backyard, night falls once again.

From here, you can proceed directly to the school, collecting a few items along the way.

It's slightly out of your way, but there is a handy Steel Pipe, at the north end of Midwich St. which improves your melee capability and can help save pistol ammo on weaker enemies.

Ignore enemies as you approach the school to the south and sprint to the front door.