RUS
ENG
Locations
Starting location. The player learns the basics of movement and interaction here. It is possible to examine bookcases, a desk, personal files of patients, as well as answer phone calls. After John's call, it will be possible to leave the room. Ambient: calm piano

Emily's office

Silent Hill driveway
A small area before entering the city. A stretch of road, a large "welcome to Silent Hill" sign, woodlands along the edge of the location. There are occasional crows cawing in the trees. Emily's car is also located here. The lighting is overcast. Ambient - light wind howling.
The road comes to a high steel bridge over a small river, at the end of which the road is blocked by a mesh fence with a gate with a warning against entering. Under the bridge there is a chain of stones to cross the river to the entrance of the collector. If Emily tries to get past the gate by force, a cutscene will start with Patrolman Austin trying to apprehend Emily.

Bridge

sewage system
A fairly simple maze of draining concrete tunnels. Inside there are roots of broken plants, garbage and empty containers. About halfway through, the player can pick up a piece of pipe as an initial weapon. Soon after, single "victims" will start appearing on the path, which can be fought or simply run away. At the end of the location is a staircase leading to the "Parade ground" location. The lighting is low. Ambient: sounds of echoing footsteps and wind, quiet mystical electronics. It is impossible to return back to the location after exiting.
A small section of the city, built up with typical two-storey houses. There are abandoned cars, information stands. There is fog in the location. On the streets there are single "victims", with which you can fight, or hide behind objects and miss. The location symbolizes the military town of the unit garrison, where John served. Here the player gets after a cutscene on the bridge and falling into the river. Near the place where Emily gets on dry land, the player can pick up a wooden stick with nails as an initial weapon. At the end of the location there is an exit to a hole in the fence leading to the location "Parade ground". There is a note from John Doe describing a domestic conflict. (N0) You cannot go back to the location after the exit.

Empty district

Parade ground
A large square covered with old cracked asphalt. There are trees along the perimeter, behind them are the buildings of the military unit. On one side of the square is an elevation with a podium. In the far part of the location is the Barracks (location), a little to the side - location Canteen. On the square itself there are single "elephants". The location is covered in fog, very quiet ambient with occasional voices of soldiers. It symbolizes a camp for new recruits, where John was trained before being sent to Vietnam.
A small building divided into a meal hall, kitchen and pantry (locked with a key). The hall is filled with tables and chairs, some have dishes with spoiled food on them. Between the hall and the kitchen is a serving table, here in addition to the dishes you can find a paper with the number of troops and a scribbled "-1?" (N1). In the kitchen is the necessary décor, from the items - a chocolate bar. In the pantry you can find a letter for Clark and painkillers. The lighting in the location is weak. Ambient is absent. There are no creatures.

canteen

Barrack
A two-story building with a basement. The staircase upstairs at the entrance is destroyed, forcing the player to go through the entire first floor to get to the upper floor. The floors are almost identical, to the right is the door to the storeroom (locked with a key on the second floor), the central part is the soldiers' cubicles (filled with beds and nightstands, very poor lighting on the 2nd floor. You can find a lighter), at the end are the commanders' offices (closed on the second floor, open on the first floor, Clark's character is inside). The second floor is inhabited by five "elephants" that appear after the cutscene with John and Tom's dialog. The storeroom on the 2nd floor can only be accessed by getting Clark's key. The seal on the door can be broken or restored (affects the ending).
A small room with shelving for unit property. There is also a chair and a table where you can take a gun (weapon) and batteries. In the far wall there is a breach through which the player can exit to the location "Destroyed district". The location can be explored after the cutscene with John. Ambient - tranquil, pianos

Storeroom

Destroyed district
A couple blocks of a bombed-out city under a veil of fog and smoke. The entrance is on a straight street densely built up on the sides, with individual shelters. The buildings contain several "snipers" firing at the player from different floors. It is possible to take cover from them, or give battle.

Next, the player goes to the square, where Austin is in the guise of a signalman. After a dialog with him, an airborne alarm cat-scene is launched, the sky darkens, the sounds of explosions are heard, and thick smoke rises. Emily rushes towards the nearest two-story house, where the entrance to the basement is located. The basement is several rooms connected by passageways, lined with racks, crates, and barrels. In the far room is Kone, a civilian. With whom a dialog ("the sister left behind") takes place. After the dialog and choosing a solution, the player returns to the street, which is filled with fog. Continuing on, Emily reaches a blockage in the street and is able to turn down a narrow passage into dark courtyards. The single passageway then leads to the next building, where through a maze of corridors and locked doors the player enters a square courtyard inside the building, where a cutscene is triggered depending on the choices in the previous dialog. This area is also the arena for the boss battle ("Sadist"), which starts after the cutscene.

Then the player goes back to the central street (after the rubble) and comes to the crossroads, where there is a monument to a historical figure without a hand. Under the monument, a trail of the object is found, going along the street right from the intersection. Following this direction, the player will come to a store building turned into a field headquarters. There are a lot of "headless" here, it is extremely difficult to defeat them in a direct confrontation, and it is impossible to get past them without attracting attention; Emily herself says so ("there are too many of them"). Looking around, the player can find a door with a bloody imprint leading to a neighboring building. Here, in addition to the standard interior, partially scattered on the floor, will be the corpses of the murdered family, horrifying Emily ("horrible death"). Here the player can also pick up an old bayonet knife (weapon). Behind one of the cabinets will be a passage to the next room and a staircase upstairs. Here the player discovers a radio station, correctly setting up which (according to the memo for the communicator lying nearby) it can cause the start of the signal lights, after which the creatures will leave the headquarters. In the headquarters building, a monument arm is found, which Emily brings to the statue. Having secured the arm, the desired direction becomes clear (to the right of the monument: having chosen this direction earlier, the player will encounter an obstacle in the form of a failure).

Moving further down the street, Emily hears the increasing cannonade of battle, to which is added the sound of sirens, at the same time the sky rapidly darkens. Out of the darkness, a multitude of "victims" and "headless men" approach Emily from all sides, clasping her in a ring, at the same time the frame fades into darkness. Lighting: from dim overcast at the beginning, to minimal at the end of the location and rooms. Ambient - sounds of battle, rumbling of shelling, screams of inhabitants with overlapping heavy double bass parts and inserts of sizzling melodic whistling. The prototype is the city of Hue in 1968. It symbolizes the siege of this city by the Vietcong, in which John himself took part.
A war zone, trenches on the front line. Gray sky and ground, rare mangled trees and dense fog, with the addition of a filter of moderate granularity. Most of the location the player walks through a maze of trenches, a depth of one and a half human height, filled with broken crates, shell casings, pools of blood and the remains of the bodies of soldiers. There are occasional "stumps" in the trenches. About halfway down the path is a destroyed dugout, next to which sits seriously wounded Mike. In the far part of the location there is a transition to the location "Infirmary". While exploring, you can find pistol ammo, batteries, and soda/chocolate. In the hard to reach (solving a logical puzzle) part of the location, the player can pick up an old rifle (the game's strongest weapon). There is no music, ambient - ominous howling wind and distant echoes of battle, screams of the wounded, with industrial clangs overlaid. The prototype is a hypertrophied vision of the American positions during the Tet Offensive.

Foggy trenches

Infirmary
A small field hospital on the front line, a paramedic's tent riddled with shrapnel. Inside, faint lighting from a single swinging lamp, crates and racks of medical supplies, several bunks for the wounded (three with corpses covered with bloody sheets, one with a lurking "stump", one vacant), and a doctor's desk. Enemies are absent. On the table you can find a note from the paramedic (N3) (lack of sleep and nightmarish condition of the wounded), on one rack - 2 first aid kits. Ambient - aching melancholic melody.
A battlefield, a small area between the opposing sides. It is an extremely blasted ground, with no vegetation and a few pockets of fire. There are corpses of soldiers everywhere, one badly damaged tree without leaves, and the remains of a broken artillery piece. The sky is completely covered with black smoke, which makes the lighting at night level (light only from fire and explosions). After the cut-scene where Lt. Tom drives John and the other soldiers to attack, the player finds himself in this area, surrounded on all sides by "snipers". Their purpose is to prevent the player from getting too far away from the edge of the location. After a series of explosions in the center of the site drops a boss - "bomber", with which to fight. Items - ammo for the pistol, several flares that the player can use to bring the boss down to the ground. Ambient - ominous ticking of the clock with echo effect, explosions and rumble of battle.

"Ground Zero"

Prison
A prisoner-of-war camp located far from the front line. It is based on an old, dilapidated French fort. In its dark and damp casemates, blood and scraps of flesh, rust, and tortured bodies are everywhere in the cells. The player appears in the detention section, which is several corridors with cells behind rusty bars. Some thick stone walls have cracked or collapsed, blocking the passage or opening new paths. When you choose to escape from a cell, the world of the prison begins to turn upside down, symbolizing the claustrophobic mental confusion and the state of the prisoners after torture. The creatures remain tethered to the original floor surface, allowing for stealthy passage over them in some cases. This is where the "torturers" and "stumpers" dwell. Of the items, batteries and painkillers can be found. The middle part of the prison is the torture and interrogation rooms, the most creepy and frightening rooms. Next, the player enters the prison yard, a small fenced-in area in the center of the fort, adapted for walking the prisoners. Here the player meets Frank, a prisoner who is all too used to the place. The key obtained from him unlocks the door in the cell where the player initially appears, opening John's punishment cell.The lighting of the location is weak, in the cells - through small windows under the ceiling. Ambient - a heavy pulsating hum and drip with a strong echo, a distant howl.
A military hospital where those returning from war are treated and rehabilitated. The action takes place in a separate two-story wing of the building, representing the psychiatry department. The interior looks rather dilapidated, many walls are painted with frightening inscriptions. The ward is in the shape of a cross, with a locked exit at the base and a nurses' station (safe area, you can take a first aid kit), where the nurse John Kira is located. The sides of the "cross" are corridors with individual patient rooms. In separate wards (safe zones) are Major Willie and soldier Simon. Another room is locked (1st floor, John is here). The others, as well as the corridor, are inhabited by "ghosts". At the top of the cross are the treatment rooms (1st floor, locked by player input, to exit you must solve a puzzle; a quest item is here) and the doctor's office (2nd floor, safe area; Austin is inside in the form of a doctor). After a dialog with Austin, Emily will pick up the key to John's room. Lighting is low, in the corridor from dim duty lamps, in the wards through a window above the door; Ambient - noise in the form of distorted screams and phrases of multiple mental patients (treatment rooms), and unintelligible whispers in silence (corridors and wards). In the safe zones - melancholy pianos.


Hospital (psychiatry)

The Swamp (Simon's World)
The location where the player gets to after agreeing to help Simon. It is a fog-covered swamp in gray tones, with stunted trees and shrubs. Through the swamp are half-flooded paths, winding and full of holes, where the player can fall through. Three half-submerged APCs and one crashed burning helicopter serve as separate landmarks. This part of the location is inhabited by "worms" and "stumps". Further the location passes into a swampy jungle, through which passes the road for equipment. Here the player begins to be attacked by "gooks", the lighting becomes very weak. From the items here you can find ammunition for the gun (on the corpse of a soldier) and soda, Following the burning fire ahead, Emily comes to a large round platform, at the entrance includes a cat scene with a fall from a cliff to the platform boss "Tank". At the end of the boss fight, Emily picks up a photo of Simon's wife, after which she is transported back to the hospital. Ambient - goes from the eerie howling wind and wading bird sounds at the beginning of the location to the noise of the nighttime jungle with the occasional inclusion of "Ghost tape #10" (the recording used in Operation "Wandering soul") in the forest area. In the boss battle, ambient is formed by the clanking of a tank and an oppressive melody with echoing elements.
The location the player enters after agreeing to help Willie. Presents images of his memories. A hilly area covered in jungle, with fine rain. Emily gets here from Willy's chamber, whose walls are crumbling to the ground. The first part is a passage through a burning Vietnamese village full of "victims". Here you can pick up Willie's note (N6)(fighting guerrillas). After the village - climb up the hill in dense fog on a straight path. From behind the bushes are attacked by "gooks". Almost at the top, a large crowd of American soldiers with guns and blindfolded run towards Emily, screaming and running down to attack. The player must make his way down the trail, which changes dramatically and is now rife with guerrilla traps that open up in front of the running player. These must be sidestepped from the side. Soldiers from the crowd behind fall into the traps and die, making the crowd shrink. When only a few people remain, the path ends and the entrance to a burrow leading to the Vietcong tunnels appears in front of Emily. The player must navigate past a maze of narrow passageways, avoiding traps and surprise attacks by "stumps" and "gooks". The player picks up Roger's note (N7). At the exit of the tunnels, the player enters a cave with the boss "Roger", at the end of the fight with which begins a cat scene with Roger (accepting the necessity of Willie's decision), after which the tunnels and the cave are filled with flames from flamethrowers. The flames dissipate, replaced by the original chamber. Items: pistol ammo (village), anesthetic (village), batteries (tunnels). Lighting: heavily overcast (first half), dark (tunnels and boss room). Music: - tragic melody with screams in the distant background (village), war drums and ringing of iron (hill descent), ringing silence and stuttering echo of movements (tunnels).

Jungle (Willy's World)

Home (John's World)
A distorted world that epitomizes John's agony upon returning home. The player appears in front of the open rusty gates of a private house shrouded in fog. A child's laughter echoes in the background as he moves along the path to the door. There are no lights inside the house, except for individually burning dim wall lamps that serve as a reference point for the player. As the player moves through the house, fragments of the relatives' remarks about John are played, belittling him and making him look like a problem and a burden ("you are evil"). Near the end of the journey, the phrases turn into tantrums and threatening insults. In the last room under the lamp there is a bed with a weakened and old John, when approaching it the boss monster "Family" will appear, actively using the objects of the environment (furniture, small objects). There are also 4 floor mirrors, necessary for the battle with the "Family". Items: chocolate (1 pc), ammunition for the gun. Lighting: night, spot light from lamps (two lanterns outside, a row inside on the player's path). Ambient: night (wind noise, distant creaks of metal, crickets), indoors - male choral vocalization in the form of humming.
A small old church with a tall bell tower, located in the middle of a large military cemetery. Located on the outskirts of Silent Hill, it is identical in style to the one in Silent Hill 2. The location appears during the ending cutscene, during which Emily and John enter the church and meet Austin the priest. Symbolizes death as the last place to comfort a soldier. Plotwise is the final location of the positive branch of the passage. The music is a light melancholy piano with references to older games in the series.

Church (Good Ending)

No Man's Land (Bad Ending)
A terrain not controlled by either side of the fighters. It is a cratered plain with black-gray burnt earth and remnants of stunted grass, covered with fog. In some places there are scattered hulks of burnt military equipment, over which a faint smoke still rises. In the distance you can see heavily destroyed buildings of the city. Through the location is heavily damaged by explosions asphalt road, near which scattered corpses of military and civilians. The location is inhabited by "angels of war", behind which is the demon Wold and a bed with John. In the bad ending here also John is met by Tom in the form of a man in a suit and taken away into the fog, dissolving into it. The location is a metaphor for war in general and is visually based on the front line terrain of World War One. Narratively is the final location of the negative branch of the walkthrough. The ambient is a quiet epic melody with a male chorus vocalizing. Lighting - good, daylight.
The beginning of a street in the canonical town of Silent Hill near the bridge. Built up with two-story buildings of dilapidated appearance, covered with dense fog. Lighting is daylight. Plot is the final location of a special branch of the passage. Symbolizes the return of the city to its true form, waiting for a new guest (Emily). Here Emily finds herself trying to catch up with John when she realizes that this is now her own nightmare. The music is a melancholy song with female vocals, in the spirit of Akira Yamaoka's work.

The Real Silent Hill (Special ending)
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