This is a list of all the monsters characters may encounter in Silent Hill. Monsters from other series may be added accordingly in the future.
Ape
Location: Outdoors, Paleville, Wish House
Threat Level: Moderate
Attacks: Slam that pins victim to the ground followed by a bite, claw swipe
Movement: Fast, moves on all fours to run.
Special Qualities: None
To Kill One:
• 6-10 melee hits to drop one + chest stomp
• 5-6 Handgun bullets to drop one + chest stomp, or 12-15 bullets
• 3-4 Shotgun blasts to drop one + chest stomp, or 7-9 blasts
• 2-3 Rifle shots to drop one + chest stomp, or 5-6 shots
Closer
Location: Interior, particularly in tight spaces
Threat Level: Moderate
Attacks: A long-armed slam attack, followed by a bite-and-tear
Movement: Closers walk largely on all fours, using their powerful forelimbs to assist their movement, hindlimbs acting as a support. They move slightly faster than a normal person can walk.
Special Qualities: None
To Kill One:
• 10-15 melee hits to drop one + several torso stomps
• 5-7 Handgun bullets to drop one + torso stomp, or 10-12 bullets
• 2-3 Shotgun blasts to drop one + torso stomp, or 5-6 blasts
• 1-2 Rifle shots to drop one + torso stomp, or 3-4 shots
Cockroach
Location: Anywhere
Threat Level: Low
Attacks: Biting, minimal damage
Movement: Travel in packs, scurrying around in patterns only they understand.
Special Qualities: None
To Kill One:
• One stomp
• Any melee hit
• One shot from any firearm (Note: Only a trained marksman will be able to pop one off with a handgun or a rifle.)
Darkball
Location: Sinkhole, Labyrinth, Water Prison
Threat Level: Moderate
Attacks: Bodyslam, bite
Movement: Darkballs float roughly three feet off the ground, propelled by an unknown force.
Special Qualities: Darkballs give off their own eerie purple-blue glow. This glow does not attract other monsters, but aids in finding victims.
To Kill One:
• 4-7 melee hits + stomp
• 4-5 Handgun bullets to drop one + several stomps, or 7-9 bullets
• 2-3 Shotgun blasts to drop one + stomp, or 4-5 blasts
• 1-2 Rifle shots to drop one + stomp, or 3-4 shots
Double-Head
Location: South Vale, Central Square Mall, Subways
Threat Level: Moderate
Attacks: Tend to run at victims and jump to bite at the arms. Also bite at the shins/knees.
Movement: Move like normal dogs. Will sometimes howl loudly to scare prey or warn/call other Double-Heads within range.
Special Qualities: Their heads open vertically, exposing meat, brain, and sideways-facing teeth.
To Kill One:
• 4-7 melee hits + chest stomp
• 4-6 Handgun bullets to drop one + chest stomp, or 8-10 bullets
• 2-3 Shotgun blasts to drop one + chest stomp, or 4-5 blasts
• 1-2 Rifle shots to drop one + stomp, or 3-4 shots
Dusk
Location: Exterior
Threat Level: Low
Attacks: Stab with arms, bite
Movement: Dusks flitter about like scraps of fabric caught on the wind, making their movements difficult to predict.
Special Qualities: None
To Kill One:
• 5-7 melee hits + several kicks
• 3-5 Handgun bullets to drop one + several kicks, or 6-8 bullets
• 1-2 Shotgun blasts to drop one + several kicks, or 3-4 blasts
• 1 Rifle shot to drop one + kick, or 2-3 shots
Insane Cancer
Location: Central Square Mall, Subways
Threat Level: High
Attacks: Bodyslam, bite
Movement: Insane Cancers are always met while sleeping. When there is no available food source, they are in stasis, flat on their backs. When they awaken, they stand and walk slowly, getting in line for a flattening charge.
Special Qualities: An Insane Cancer will attempt to trick attackers and victims by playing dead after being shot. The only way to tell if it is dead is when it begins to deflate.
To Kill One:
• 20-25 melee hits + several kicks
• 6-8 Handgun bullets to drop one + several kicks, or 14-16 bullets
• 4-5 Shotgun blasts to drop one + several kicks, or 8-9 blasts
• 3-4 Rifle shots to drop one + kick, or 5-6 shots
Lancer
Location: Paleville, outdoors
Threat Level: Moderate
Attacks: Rakes, bites, and stabs with a lance, only rarely salvagable.
Movement: Flys in long circling swoops to attack victims in the fog.
Special Qualities: None
To Kill One:
• 10-15 melee hits + several kicks
• 5-7 Handgun bullets to drop one + several kicks, or 10-12 bullets
• 3-4 Shotgun blasts to drop one + several kicks, or 6-7 blasts
• 1-2 Rifle shots to drop one + kick, or 4-6 shots
Nurse Demon (Alchemilla Hospital)
Location: Alchemilla Hospital and Katz Street.
Threat Level: High
Attacks: Shooting with average accuracy, pistol-whipping
Movement: Nurses move slightly faster than a normal walk, though staggering.
Special Qualities: None
To Kill One:
• 10-15 melee hits + chest stomp
• 5-6 Handgun bullets to drop one + chest stomp, or 10-13 bullets
• 2-3 Shotgun blasts to drop one + chest stomp, or 5-6 blasts
• 1-2 Rifle shots to drop one + chest stomp, or 3-4 shots
Nurse Demon (Brookhaven Hospital)
Location: Brookhaven Hospital and Carroll Street.
Threat Level: High
Attacks: Bludgeon with a length of lead pipe
Movement: Quicker than the nurses at Alchemilla hospital (also stagger), they can run down most people if they decide to.
Special Qualities: None
To Kill One:
• 10-15 melee hits + chest stomp
• 5-6 Handgun bullets to drop one + chest stomp, or 10-13 bullets
• 2-3 Shotgun blasts to drop one + chest stomp, or 5-6 blasts
• 1-2 Rifle shots to drop one + chest stomp, or 3-4 shots
Patient Demon
Location: Southvale, anywhere
Threat Level: Low
Attacks: Acid spray from torso, which takes a long time to set up and is telegraphed by the body rearing back, ankle-biting while crawling
Movement: While standing, Patient Demons move slowly, staggering on big blocky legs until knocked down. If left too long alive, they will begin to crawl at a much faster pace, scuttling underneath tables or cars.
Special Qualities: None
To Kill One:
• 5-8 melee hits + several torso stomps
• 3-4 Handgun bullets to drop one + several torso stomps, or 5-7 bullets
• 1-2 Shotgun blasts to drop one + several torso stomps, or 5-7 blasts
• 2-3 Rifle shots
Samurai
Location: Interior
Threat Level: High
Attacks: Slash with two katana blades
Movement: The Samurai moves in much the same manner as a real swordsman would, graceful stalking and gliding to the target.
Special Qualities: Unlike most monsters, the armor the Samurai wears is sturdy and can take signicant punishment.
To Kill One:
• 20-25 melee hits + several torso stomps
• 8-10 Handgun bullets to drop one + several torso stomps, or 15-20 bullets
• 4-6 Shotgun blasts to drop one + several torso stomps, or 8-9 blasts
• 3-4 Rifle shots to drop one + several torso stomps, or 6-7 shots
Screwdriver
Location: Labyrinth
Threat Level: Moderate
Attacks: Stab with lance
Movement: Screwdrives swim faster than they run, and tend to follow victims in the water, to appear in front of them at the first possible chance.
Special Qualities: Amphibious
To Kill One:
• 10-15 melee hits + chest stomp
• 5-6 Handgun bullets to drop one + chest stomp, or 10-13 bullets
• 2-3 Shotgun blasts to drop one + chest stomp, or 5-6 blasts
• 1-2 Rifle shots to drop one + chest stomp, or 3-4 shots
Search Ghost (NEWTYPE)
Location: Wide interior spaces, sewers
Threat Level: High
Attacks: rake with fingers, bite
Movement: Search Ghosts move erratically, weaving and bobbing roughly three to five feet off the ground. When targeting a victim, it will bob no lower than head height to attack, rising and weaving to get in the best attack.
Special Qualities: Unlike any other monsters in Silent Hill, except for the whitecaps and toadstools, is that Search Ghosts are not attracted to light. Rather they use their own method of light to see around, creating two beams from their eyes - one pointing forward, the other pointing at the ground. The cone of light has a reach similar to a flashlight, and can only be ended when the creature is killed.
To Kill One:
• 15-20 melee hits
• 10-13 Handgun bullets
• 7-9 Shotgun blasts
• 4-5 Rifle shots
Shadow
Location: Anywhere
Threat Level: Low
Attacks: claw rake
Movement: Crawls along the ground and evaporates into a shadow on the floor, following victims around.
Special Qualities: Cannot be killed, merely turned aside for a period of time.
To Kill One:
• 5-7 melee hits
• Bullets are innefective on Shadows, only bludgeoning and fire can defeat them.
Slurper Dog
Location: Paleville, subways
Threat Level: Low
Attacks: charge and body slam, tongue stab on downed prey
Movement: They move like normal dogs, but instead of attacking with teeth, Slurper Dogs will try to knock opponents over and slurp out their blood using their tube-like tongues. Normally attacking quick-moving prey, it is possible to get past one without incident if one walks slowly and refrains from making non-threatening motions.
Special Qualities: Slurpers dogs despise Double-heads, and will attack them to the exclusion of all else.
To Kill One:
• 8-12 melee hits + several chest stomps
• 4-6 Handgun bullets to drop one + several chest stomps, or 8-10 bullets
• 2-3 Shotgun blasts to drop one + several chest stomps, or 5-6 blasts
• 1-2 Rifle shots to drop one + several chest stomps, or 3-4 shots
Whitestool
Location: Anywhere damp
Threat Level: Low
Attacks: Tendril strike
Movement: None
Special Qualities: Like Search Ghosts, they do not react to light or sound like other creatures, but rather, vibration. When they sense a vibration, they begin to shoot up from the ground, standing largely straight, unable to attack unless the victim walks into one.
To Kill One:
• One melee hit. (Doesn't kill the tendril, but sends it back into the ground until victim leaves area.)