____ _ _ _____ _ _ _______ _ _ _ _ _ ____ / ___|| || | | ___|| \ | ||__ __| | | | || || | | | / __ \ | |__ | || | | |___ | \ | | | | | | | || || | | | |_| | | \__ \ | || | | ___|| \| | | | | |__| || || | | | / / \ || || | | | | |\ | | | | __ || || | | | / / ___/ || || |___ | |___ | | \ | | | | | | || || |___ | |___ / /__ |____/ |_||_____||_____||_| \_| |_| |_| |_||_||_____||_____| |_____| SILENT HILL 2 SILENT HILL 2 GREATEST HITS SILENT HILL 2: DIRECTOR'S CUT SILENT HILL 2: SAIGO NO UTA SILENT HILL 2: RESTLESS DREAMS SILENT HILL 2: INNER FEARS ==---------------------------------------------------------------== || || || S I L E N T H I L L 2 F A Q / W A L K T H R O U G H || || ------------------------------------------------------ || || © C O P Y R I G H T 2 0 0 2 - 2 0 0 8 || || B Y C O N Q U E R E R || || || || This FAQ/Walkthrough is Copyright 2002-2008 by Andrew || || Haffenden, Conquerer. This FAQ may not be published on || || any website or in any magazine without written consent of || || the author. Otherwise, this FAQ is for Personal Use only. || || This FAQ may not be altered or used by publishers and || || cannot be sold. This FAQ is ONLY allowed on the following || || web sites: || || || || - http://gamefaqs.com || || - http://faqs.ign.com || || - http://neoseeker.com || || - http://cheatcc.com || || || || This FAQ is only allowed on these web sites to prevent || || old and obsolete versions from being hosted on other || || sites, thus leading to tedious e-mails about the same || || things over and over again that have already been || || answered in newer versions. Feel free to link directly to || || the FAQ page for this game on this web site or contact me || || about linking to this FAQ from my site. If any part of || || this FAQ is found by anyone on a web site without || || permission or in any magazine, please contact me with the || || web site name and link or the magazine name and issue || || number. || || || || || ||===============================================================|| || || || || || Silent Hill is a registered trademark of Konami Computer || || Entertainment Tokyo, Inc. © 1999 2001 Konami Computer || || Entertainment Tokyo, Inc. Konami is a registered || || trademark of Konami Corporation. All rights reserved. || || || || || ||====================---------=====---------====================|| || || || Silent Hill 2 || || || || Developer: Konami TYO || || Publisher: Konami || || Platform: PlayStation 2 || || Genre: Adventure || || Origin: Japan || || Number of Players: 1 || || Released Date: 09/25/01 || || ESRB Rating: M for Mature || || || || || ||===============================================================|| || || || This FAQ/Walkthrough covers: || || || || - Silent Hill 2 || || - Silent Hill 2 Greatest Hits || || - Silent Hill 2: Director's Cut || || - Silent Hill 2: Saigo no Uta || || - Silent Hill 2: Restless Dreams || || - Silent Hill 2: Inner Fears || || || || For the sake of conveniency within this FAQ, "Greatest || || Hits/Director's Cut" wherever mentioned refers to all of || || the subtitled versions above which all contain the same || || extra features. || || || ||====================---------=====---------====================|| || S P O I L E R F O R E W A R N I N G || || || || This FAQ contains many spoilers that may ruin your game || || experience. Read on at your own risk. || || || || || ||====================---------=====---------====================|| || || || E - M A I L P O L I C Y || || || || READ THE FREQUENTLY ASKED QUESTIONS SECTION FIRST BEFORE || || E-MAILING ME || || || || I will accept e-mails from anyone with questions or || || comments about the game or this walkthrough. To ensure || || that your e-mail will be read, please put "Silent Hill 2" || || or "SH2" in the subject line; otherwise, it may be || || recognized as spam and deleted. E-mail responses normally || || take place in less than a day from the time received, but || || if not, please be patient as I may be busy, or the e-mail || || may have been deleted due to an irrelevent subject line. || || But before you send an e-mail for help, I request that || || you thoroughly check the section that you're stuck on as || || well as the Frequently Asked Questions section to see if || || your question has already been answered. It is rather || || annoying to receive the same e-mails for thoroughly || || explained parts in the walkthrough and already answered || || questions, so I ask that you take the time to look for || || the solution to your problem yourself before lazily || || asking me. It's a lot easier and efficient for you to || || take a few minutes to search the FAQ for an answer than || || to e-mail me and wait a day for a response, so please || || be considerate for not only me, but yourself. || || || || [E-mail:] Conquerer13@hotmail.com || || || || || ||====================---------=====---------====================|| || || || W A N T T O R A T E T H I S F A Q ? || || || || If you feel that this FAQ has helped you in any way and || || you wish to thank me, all I ask is that you give my FAQ || || a good rating wherever acceptable. || ==---------------------------------------------------------------== "Now I lay me down to sleep, I pray the Lord my soul to keep. If I should die before I wake, I pray the Lord my soul to take." S I L E N T H I L L 2 |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| TABLE OF CONTENTS.................................................[SH2_00] -------------------------------------------------------------------------- MAIN 1. INTRODUCTION.................................................[SH2_01] 2. UPDATES......................................................[SH2_02] 3. FAQS.........................................................[SH2_03] 4. PLAYING THE GAME.............................................[SH2_04] 5. DIFFICULTY SETTINGS..........................................[SH2_05] MAIN SCENARIO - LETTER FROM SILENT HEAVEN 6. PROLOGUE.....................................................[SH2_06] 7. CHARACTERS...................................................[SH2_07] 8. ENEMIES......................................................[SH2_08] 9. WEAPONS AND SUPPLIES.........................................[SH2_09] 10. CONTROLS.....................................................[SH2_10] 11. WALKTHROUGH..................................................[SH2_11] 12. SPEED WALKTHROUGH............................................[SH2_12] 13. ENDINGS......................................................[SH2_13] 14. RANKING......................................................[SH2_14] 15. ITEM LIST....................................................[SH2_15] 16. EXTRAS.......................................................[SH2_16] 17. SAVE POINT LOCATIONS.........................................[SH2_17] 18. MEMOS........................................................[SH2_18] SUB SCENARIO - BORN FROM A WISH (Greatest Hits/Director's Cut Only) 19. PROLOGUE.....................................................[SH2_19] 20. CHARACTERS...................................................[SH2_20] 21. ENEMIES......................................................[SH2_21] 22. WEAPONS AND SUPPLIES.........................................[SH2_22] 23. CONTROLS.....................................................[SH2_23] 24. WALKTHROUGH..................................................[SH2_24] 25. SPEED WALKTHROUGH............................................[SH2_25] 26. RANKING......................................................[SH2_26] 27. ITEM LIST....................................................[SH2_27] 28. SAVE POINT LOCATIONS.........................................[SH2_28] 29. MEMOS........................................................[SH2_29] MISCELLANEOUS 30. PLOT ANALYSIS................................................[SH2_30] 31. COOL AND SCARY THINGS........................................[SH2_31] 32. MY PERSONAL REVIEW...........................................[SH2_32] CONCLUSION 33. CREDITS......................................................[SH2_33] -------------------------------------------------------------------------- [SEARCH:] Press Ctrl + F to bring up the Search menu. Copy the code from the Table of Contents above for the section that you would like to go to, and click "Find Next". The first use of the code will be found in the Table of Contents, so click "Find Next" again to go to the matching code at the beginning of the selected section. "The door that wakes in darkness, opening into nightmares." -------------------------------------------------------------------------- ========================================================================== M A I N ========================================================================== ========================================================================== 1. I N T R O D U C T I O N ========================================================================== -------------------------------------------------------------------------- INTRODUCTION......................................................[SH2_01] Welcome to my Silent Hill 2 FAQ/Walkthrough. I sincerely and honestly hope you enjoy it because it is the FAQ that I had the most fun making by far and it is my personal favourite out of all the FAQs that I've done. Furthermore, it is also the FAQ that I am the most proud of and I really feel that it's my personal best. It was the first FAQ I started and it really means a lot to me; so much that I can never seem to let it go, having rewritten it twice and always having more updates to add. This FAQ has everything you'll ever need to know about the game. Very clear walkthroughs for both the main and sub scenarios, pointing out all key items and where to use them, as well as the majority and necessary ammo and health items, speed walkthroughs for both scenarios, item lists, and so on. Every single memo and even minor notes that you'll come across in the game can be found in the memo sections. Included in this FAQ is a plot analysis which should clear up most of your questions about the plot, and you'll find that it explains the significance of characters, notes, monsters, et cetera. In the ranking section you'll find a segment devoted to getting a 10 star ranking. I very much enjoyed getting 10 stars and writing that section and if you think you're good enough, you really should go for it. I think I've said enough; everything you should have to know is in this FAQ and you can find it for yourself. Check the table of contents above to help you navigate through the FAQ, and be sure to check the extras section for anything you may have missed, and also check out the cool and scary things section for some interesting and fun things you can find and do. - Conquerer -------------------------------------------------------------------------- ========================================================================== 2. U P D A T E S ========================================================================== -------------------------------------------------------------------------- UPDATES...........................................................[SH2_02] Most Recent Updates: [08/30/08] - 712 KB [Final] It's been almost four years since I've formally added a new update in here, although honestly I made a bunch of minor updates throughout 2005 and maybe even 2006. The FAQ is still not quite 100% complete, believe it or not. You make think that's crazy since it was started all the way back in 2002, but the fact that I kept rewriting it and adding different parts to it made it even harder to maintain. I've really been having trouble finding the time to work on this over the past two years although I have done a decent share of editing. There are certainly many typos throughout the FAQ and maybe some errors that I should get down to correcting eventually, but for now I think it's best to just submit this version that I've had sitting on my hard drive for so long. Since 2004 I've added over 200 KB of text, adding more content, rewriting certain parts, and editing the entire guide (although that's still not finished). It's been way too long since the last official update so I can't really say exactly which things I've added or changed, but I can tell you a lot has been changed and this is a far superior version of the FAQ. It's been bothering me for a while that I only had the 2004 version of this FAQ up, since it was not quite up to my standards, so I feel it's only right to finally submit the most recent version I have. Enjoy. [12/31/04] - New Year's Eve - 478 KB Corrected many errors that still inhabited the FAQ -- mostly typos -- but I'm sure there are plently of others. Also added quotes before each area in the walkthrough. [11/11/04] - Remembrance Day - 475 KB Elaboration of editing; less obvious editing. Possibly the last update and the last words would be for remembering all those who served in the two World Wars, and may God give eternity to their souls, especially for those who died fighting for their country -- they will never be forgotten. [10/12/04] - 474 KB Basic editing throughout the FAQ and added some CAST. [08/25/04] - 471 KB Major update. Changed the layout of the FAQ, rewrote the entire walkthrough with ammo, health, and enemies pointed out. Added a 10 star ranking section in the ranking section, a plot analysis, added many more CAST, updated and edited the entire rest of the walkthrough. Over 200 KB of text added. [08/23/03] - 257 KB Added 6 more CAST and deleted one because it was obsolete of another one. -------------------------------------------------------------------------- ========================================================================== 3. F A Q S ========================================================================== -------------------------------------------------------------------------- FAQS..............................................................[SH2_03] General Frequently Asked Questions Q: Is this game like Resident Evil? A: Some may say, but it is VERY different and is amazing in its own way. Q: How many versions are there of Silent Hill 2? A: Essentially there are only two different types of versions -- with or without the sub scenario and the corresponding extras. However, because of the two consoles, PS2 and Xbox, and the different regions, there are several. In all three regions for PS2 there is the original version and the extras version -- the original is known only as Silent Hill 2, while the extras versions have many different names. Meanwhile, Xbox only has the version with the extras, so you can't go wrong buying SH2 for Xbox. As for PC, there are only two regional versions which both contain the extras. Q: What are the extras versions' names for each region? A: In North America, the PS2 version is Silent Hill 2 Greatest Hits and the Xbox version is Silent Hill 2: Restless Dreams. In Europe, the PS2 version is Silent Hill 2: Director's Cut and the Xbox version is Silent Hill 2: Inner Fears. In Japan, both the PS2 and Xbox versions are Silent Hill 2: Saigo no Uta. For PC, the North American version is simply Silent Hill 2 and the European version is Silent Hill 2: Director's Cut. Any platinum versions of these games are the exact same as the non-platinum versions, however Greatest Hits in North America is the only "platinum" version different from the original. Q: What's the difference between the Greatest Hits/Director's Cut extras versions and the original? A: Greatest Hits/Director's Cut includes a new scenario with Maria playable as a character, new weapons, a completely new area explored, as well as an additional bonus ending for the main scenario and enhanced graphics, although it's barely noticeable. Q: How many endings are in this game? A: In the original version there are five. In the extras version, Greatest Hits/Director's Cut, there are six, along with a new scenario where the ending is always the same. Q: I'm not really familiar with these types of games. Would you still recommend for me to buy this game? A: Yes, this game can be for many gamers. To tell the truth, I wasn't really interested in games like this even close to how I am now. I just bought Silent Hill 2 because I wanted a scary game. I soon realized how great the game was, offering much more than just a few scares. See my review for more details. Q: If I have Silent Hill for PlayStation, should I buy this game? A: If you enjoyed it, yes, definitely. But if you didn't really like it then I suggest you at least rent SH2 because it is different. Q: I really enjoyed this game and I kind of want SH1. Is it worth it? A: Definitely. Many people would agree that it's the scariest Silent Hill and the game is absolutely amazing. Try searching for it on eBay or local gaming stores -- it is a very rare game so prices may be higher than normal, although you might be able to get it at a cheap price in a bargain bin somewhere, just as long as the store isn't aware of its value. Q: About how long do you think it would take for me to beat this game? A: The average completion time is around 8 hours, generally ranging from 6-10 hours on average, depending on what kind of gamer you are. It took me around 8 and a half hours my first time and I tend to explore a lot. If you find yourself with a time over 10 hours, don't worry about it -- I've heard from many who have taken well over 10 hours -- even 22 hours. Q: I started this game but am too scared to continue. Do you have any advice to help me finish it? A: Don't start what you can't finish, and finish what you start. If you start the game, you should always do your best to finish it and not wimp out. If you really find this game that terrifying, the only thing I recommend to you is just playing in the daytime, maybe very early in the day, instead of at night. Playing with a friend may help as well, although I don't so much promote this, and I definitely don't promote listening to music in the background or anything related as this will completely ruin the atmosphere and the experience, which are crucial to the whole package, and will render playing the game just about pointless. But seriously, this game really shouldn't be too scary for anyone. Even if you're too scared to go on, deny yourself the way out and keep going. It will benefit you in the end to go all the way, so just keep to it and don't give up. You'll appreciate this advice if you follow it instead of taking the easy way out -- trust me. Q: I am convinced to buy this game now, but what version should I get? A: Get the version which contains the extras within your region. Refer to the third question at the top of this FAQ section to find the name of the extras version in your region. If you buy a used copy, make sure the disc is the actual version with the extras -- make sure it says the full name of the game on the disc (for example, in Europe, make sure it says Director's Cut under Silent Hill 2). In North America, however, make sure the disc has the Greatest Hits marking (see question below). Q: How do I tell which version is Greatest Hits? A: At the top of the DVD case there should be a red area with "Greatest Hits" marked under "PlayStation 2". If you buy the game used, there's a big chance you won't get the Greatest Hits disc even if you have the right case. So if used, look at the "PlayStation 2" logo on the bottom part of the front side of the disc. If the background of that part of the disc is red like the top of the Greatest Hits case, then it's a Greatest Hits disc. If it's black, it's the original version. Keep in mind, though, that when you're searching for a used Greatest Hits copy that you may find a Greatest Hits disc inside a non-Greatest Hits case, so be sure to check any version you can find. Q: Can I load my file for SH2 in the Greatest Hits/Director's Cut version of SH2? A: Well, you can load your file and the game will recognize everything in the file such as endings received, total time, items unlocked, et cetera, however you cannot load and play a game currently in progress. You can load the data but you will have to start a new game. Q: I have the Greatest Hits/Director's Cut version. How do I load my data from the original version? A: Your data is recognized but you cannot load and play your file if you were in the middle of a game. You won't need to load your game as the data is recognized if the game is started with your memory card with the SH2 data on it inserted, so just start a new game and save like you normally would. Q: Is the Silent Hill 2 Original Soundtrack any good? A: Yes, it is honestly the best soundtrack I have ever heard, and I really mean that. Words cannot express how great it is, seriously. I bought it and just loved it, and I continue to listen to it all the time. Because of it, I actually took up guitar so I could play the guitar songs on the soundtrack and I still play the songs today. So if you enjoy the music in SH2 then you'll love the soundtrack. It's astonishing. FAQ/Walkthrough Frequently Asked Questions Q: I noticed that several times in the FAQ you mention Greatest Hits/Director's Cut version only. Does that mean only those versions and not the other extras versions like Restless Dreams, etc.? A: It means all extras versions. It's just that this is primarily a PS2 FAQ/Walkthrough and Greatest Hits and Director's Cut are the most common for those reading this, while Saigo no Uta is Japanese and this is an English FAQ/Walkthrough. It would also be a hassle to write out each version every time an extras version exclusive is mentioned. But to clear things up, whenever I mention Greatest Hits/Director's Cut, I also mean Restless Dreams, Inner Fears, and Saigo no Uta, as well as the PC version. Q: What do you mean by "examine"? A: Go up to whatever is mentioned and press X. However, if mentioned with your inventory, find the item mentioned and select the "Examine" option. Q: I can't find a certain item. Where can I find it? A: Check the Item List in this FAQ, although every item location and where used is described in the walkthrough. Q: I can't solve a certain puzzle. Can you help me? A: Every puzzle is described in detail in the walkthrough, but if you are really having trouble, just e-mail me. Actually try to solve it yourself with the walkthrough first however, since it will be much quicker than sending me an e-mail and waiting a day for a response. Q: I need to find a place to save but can't find one. Where is one? A: Check the Save Point Locations section of this FAQ. Q: Do you ever describe where ammo or health items are in the walkthrough? A: Yes. All the necessary health and ammo items are pointed out. Q: I'm not too great at this game and I die pretty easily, as I'm new to the Silent Hill series. Do you have any tips? A: Read the "Playing The Game" section of this FAQ. A lot of various tips are in there. I guarantee you will be a better player if you read the section or even just certain parts of it. Q: I noticed a few times that you said you need to beat the game to unlock something. Does this mean the entire game -- both scenarios? A: No, it just means the main scenario. Whenever referring to the sub scenario, I'll specifically address it. Q: Why do you call the patient/straitjacket creatures Lying Figures? They're not always lying on the ground. A: That's the creature's official name by Team Silent. Whenever I say Lying Figure, I'm referring to the creature by its name, regardless of whether it's lying on the ground or not. Q: Where's the exit of the washroom at the beginning of the game? A: Just to the right of James in his initial position while facing the mirror. It's where the camera faces from the other, farther view, around the corner where the posters are. Q: I'm in Wood Side Apartments and I can't pick up the Handgun in room 301 on 3F. I can see it in the shopping cart but I can't pick it up. What's wrong? A: Turn your Flashlight on -- James can't see it with it off. If you don't have the Flashlight yet, it's in room 205 on 2F. Q: When I try to enter room 109 1F in Blue Creek Apartments, the door isn't locked but won't open. What's wrong? A: You need to see Eddie in room 101 1F of the north Wood Side Apartment building. If you remember seeing him, you probably never saved after seeing him, if you recently loaded your game. Once you meet him in the washroom of 101 in Wood Side, 109 of Blue Creek will be accessible. Q: I'm in the apartments and can't find the Old Man Coin, but I have the others. Where is it? A: You need the Canned Juice first. If you don't have it, check the Item List in this FAQ to find it. Go to 2F of Wood Side and enter the laundry room by the south stairwell door. Move up to the garbage chute and use the Canned Juice to knock loose the stuck garbage inside. Then go down to 1F, go outside and find the coin at the bottom of the chute around the corner. Q: I only have three coins for the coin puzzle in the apartments. Where are the other two? A: There are only three. Q: I heard some whispers in room 209 2F of Blue Creek Apartments. What do they say? A: The whispers are hard to understand but most of the sentence is decipherable. From what I can make out, it says: "See my dead wife, come home, load some laundry to escape me, and take two crimes to the (undecipherable)'s face." The undecipherable name sounds something like "Timson". Q: I'm in the hospital and can't read the bloody code on the wall in the Special Treatment Room cell on 3F. Can you help me? A: Scroll down to that section of the walkthrough and read what it says at the bottom of the puzzle. The puzzle is labelled "Louise Puzzle". Q: I'm playing on PC and no numbers appear for the typewriter code. What am I supposed to do. A: Well, my best advice would be to reinstall the game. First, copy the save data folder and put it somewhere else, then reinstall it. Once this is done, paste the save folder back where it should be (or just the save files) and load up the game and try it again. If this doesn't work, you may want to try it on another computer (copy save data to another computer, complete the puzzle and save, then return to primary computer if more convenient). Q: I entered an elevator by accident and can't get out on the same floor. Is it possible to do so? A: Yes. Press the button at the bottom of the elevator panel with the arrows facing outwards (<>). Q: Help! I'm trapped in a well! What do I do? A: Search the brickwork inch by inch to find an area that's "different", then whack it with the Steel Pipe or Wooden Plank until it breaks (two to three whacks). From where you land in the well, the "different" spot is approximately 135 degrees to the left (3/8ths of a full turn). Q: I'm stuck in a cell in the prison -- it won't open! What do I do? A: Keep trying to open the cell door. Q: What is that invisible monster in the prison and what is it saying? A: It's just an invisible unknown creature. If you listen to it, you can clearly hear it say "ritual", and an interesting thing is that it says "are you sure?" when played backwards, although this is seemingly irrelevant. Go ahead and shoot at the creature -- it will die if you shoot it enough. You can even whack it with the Steel Pipe. Q: I found a locked briefcase and a picture of its code in the hotel, but the code is covered with marker. What is the code? A: It's random every time, so you'll need to use the Thinner to erase the ink. If you don't have it, the Thinner is in the open B1F elevator. Q: I missed the music box outside the hotel and now I can't get back outside. The entrance doors won't open, so what am I supposed to do? A: That's because you're trying the wrong entrance. The main entrance in the Lobby is not where you entered from and won't open. You entered from the back entrance at the south of your map. You'll always be able to go back and get it if you missed it. Q: I'm in the hotel and at the employee elevator part, but I can't put my stuff in the shelf. What's wrong? A: Go in the employee elevator, examine the panel and try to exit the panel menu to find a note on weight allowance. Now you can use the shelf. You NEED TO READ the weight allowance note in order to put your items in the shelf, since James won't know what the problem is without reading it. Q: Why are there two hotel maps? A: One is for guests and the other is for employees. The guests map doesn't cover employee only areas and the employees map does, along with everything else. Q: I can't find the Dog Key. Where is it? A: First, you need to receive the In Water, Leave, and Maria endings in the same file, or just the Rebirth ending. Make sure this file is loaded up and start a New Game. When you're exiting Rosewater Park for the first time, keep going straight and you should enter an open lot with a doghouse with the key inside it. If it's not there, you don't have the required endings in your file or you haven't loaded or saved properly. The open lot is just west of Jack's Inn. Q: How do I know which endings I've received in my file if I don't remember or am unsure? A: Go to the save/load menu and use the D-Pad by pressing left or right until a bunch of letters show up at the right of the column where your play time normally is. Each letter represents an ending you've received. To learn which letter corresponds to each ending, refer to the Playing The Game section, under Menu Navigation. Q: How do you unlock the Blue Gem? A: You must have the Greatest Hits/Director's Cut version. Beat the main and sub scenarios in the same file. Then play the main scenario after loading that file and it will be on the ground by one of the stalls in the beginning washroom. Q: I heard that you can make James perform a battle cry with the Chainsaw. How can I do this? A: Kill a few enemies with the Chainsaw and then stand over a corpse while not touching any buttons on the controller -- don't do anything; not even leave the Chainsaw idling. He should do it in around ten seconds. Q: What is this "golden new game"? A: Once you beat the game once, New Game turns yellow/gold in the main menu. By selecting this golden new game, you are continuing your save file and can obtain unlocked extras, whereas starting a normal New Game without a memory card or a completed save file, you'll be starting a brand new game without any extras and you won't be continuing your file to unlock more extras and keep your clear stats. Q: What's a "grate floor"? A: It's a floor composed of latticed bars, similar to a metal fence. In simpler terms, grating flooring is attached together with metal strips and is therefore see-through, just like a fence but horizontal instead of vertical. Pretty much like walking on a fence. Q: I heard there's a way you can run up stairs faster. Is this true? A: Yes. For steep staircases where James can only take a few steps at full speed and then slow for a second and repeat, if you run at one of the side walls at around a 50 or 60 degree angle, James will continuously run up the stairs at full speed. You can also strafe up steep stairs at full speed, which works as a great alternative if the other method is too difficult for you. Both of these methods are especially helpful for the tedious staircases before the final boss, and just for speed runs in general. Q: I heard someone talking during The Reverse Will, the song that plays in the Rebirth ending credits, but I couldn't understand it. What is being said? A: It's Laura's prayer from the 2001 Tokyo Game Show Silent Hill 2 trailer, playing in reverse and different parts being repeated over and over several times. Although it's played in reverse in the song and is mixed around a lot, this is what Laura says: "Now I lay me down to sleep, I pray the Lord my soul to keep. If I should die before I wake, I pray the Lord my soul to take." This is presumed to be a prayer said before putting the children to bed in the orphanage Laura stayed in. Q: Which song plays in the credits of each ending? A: Leave - Overdose Delusion; Maria - Promise; In Water - Angel's Thanatos; Rebirth - The Reverse Will; Born From A Wish - Love Psalm. Q: What is this "Baldwin Mansion" thing in the walkthrough? I didn't find that area. A: That's the walkthrough for the Born From A Wish scenario in the Greatest Hits/Director's Cut version. The Baldwin Mansion is a playable area in this scenario only. Q: I saw some clips in the opening movie that I didn't see in the game. How do I see them in the game? A: You can't. They were taken out before the game's release. The only place you can find them is in that opening movie. If you have any questions regarding this game or walkthrough, feel free to e-mail me and I will gladly answer your questions. -------------------------------------------------------------------------- ========================================================================== 4. P L A Y I N G T H E G A M E ========================================================================== -------------------------------------------------------------------------- PLAYING THE GAME..................................................[SH2_04] This sections deals with all aspects of playing the game. If you're a newcomer or just have trouble playing the game, you've come to the right place. For those looking to familiarize themselves with the game and improve combat skills, the Game Basics and Combat Strategies sections will greatly help. 00 // Contents...............[PTG_00] ------------------------------------- 01 // Menu Navigation........[PTG_01] 02 // Game Basics............[PTG_02] 03 // Combat Strategies......[PTG_03] 04 // Items..................[PTG_04] 05 // Health System..........[PTG_05] 01 // m e n u n a v i g a t i o n ===-=-=====----=-=-----=-=====--====-=-======-===---=========----=-====-== Menu Navigation...................................................[PTG_01] This section deals with the various menus in the game, including their functions and how to navigate them. ========= Main Menu ========= Opening Movie ------------- When you start up the game you will go straight to the main menu, however if you don't move the cursor for long enough, the opening movie will play, which is somewhat of a preview of the game. You'll have to wait exactly one minute without moving the cursor for the movie to start. At first, the movie will only have dialogue at the beginning and end with Maria talking to James. There are several scenes of characters talking while the music is playing, but no dialogue is heard. Once you complete the game, however, all dialogue is heard. Another thing about the movie that you might notice is that there are a few scenes in it which are not shown in the game. These scenes can only be found in this movie and were taken out of the game before its release. New Game -------- As its namesake implies, this option obviously starts a new game. Not only do you use this function to start a brand new game the first time, you also use it to start another run through the game, continuing your file and collecting any extra items you may have unlocked in any previous runs. "New Game" is originally written in white but turns yellow once you complete the game. This is how you know if you're continuing your file or not. If you have various saves on a memory card, however, you might want to make sure you're loading the right one before you start another New Game, because starting a New Game continues from the last completed save used. To make sure you load the correct file, load the preferred save from the Load menu to view the results of that run, exit the screen, and then start a New Game. Load ---- Use this option to access the Load menu and see the files on your memory card. If you don't have any saves, the option won't even appear. After going to the Load menu, the cursor will highlight the most recent save. Select it if you wish to continue it. If you want to load the file you last saved or you only have one file, you can simply use the Continue option in the main menu, saving you the time of going to the Load menu. If you want to load an older save, you'll have to use the Load menu and find it yourself. Continue -------- This option is only available with a save on your memory card. If you don't have a save file, it won't even appear. The Continue option continues from the most recent save, without going to the Load menu. Its purpose is just conveniency and saves you from taking the time to access the Load menu and load your file manually. However, since it loads the most recent save, you'll have to use the Load menu to use an older file. After completing the game and before starting a new game, the Continue function will only show you the results from your last run, just like loading the file will. Option ------ Yes, it is called Option, but it does mean Options, of course. This option takes you to the Options menu where you can change several options (who would've guessed?), including control style, walk/run control, et cetera. Refer to the Options Menu below to learn what can be changed. ============== Inventory Menu ============== The Inventory Menu is the menu where you can see and use your items as well as much more. During the game, press Start to access your Inventory. This menu is extremely useful and you will have to use it very often during the game. It is where you equip weapons, reload manually, use certain items, check your health status, and much more. From your Inventory, you can also go to the Options Menu, Memo Menu, and check your map. Refer to the ASCII picture below for a better understanding of the Inventory Menu layout and its functions, and refer to below that to learn what each of the options at the top and bottom of the menu do. _______________________________________________ | ----Status--- --Equipment-- |---Command---|| | |¯¯¯¯¯¯¯¯¯¯¯| | || | | | Equipped |---Use-------|| | | In Game | Weapon | Examine || | | Screen | | || | |___________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | _________ | | | | | | Item Item | Item | Item Item | | | | | | |_________| | |Item Name | | Item Description. Usually what it is and | | where it was found. | | | | ---Option---- ----Memo----- -----Map----- | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Status ------ The top left corner of the menu is an in-game screen that displays your status. Depending on your condition, it may be tinted with colour and show static. Refer to below to learn what each characteristic of the status screen means. Green: Excellent Clear: Good Clear with minor static: Okay Clear with major static: Bad Faint Red: Very Bad Colourful Red: Terrible Equipment --------- The weapon you currently have equipped will be under the Equipment title in the Inventory Menu. If you don't have a weapon equipped, find the one you want, select it and choose "Equip". When using firearms, it's ideal to reload manually in the Inventory Menu. To do so, select the weapon or the weapon's ammo in the menu and select "Reload". Command ------- When you select an item in the Inventory Menu, a few selections under the Command title at the top right will appear in a highlighted box. Weapons have "Equip" or "Unequip", as well as "Reload" for firearms, while items have "Use", "Examine", and "Combine". Note that not all items will have all these selections. Option ------ Select this to access the Options Menu, where you can change various options. Press L1 or R1 to access the Extra Options while in the menu, where you can change advanced game options. Read the Options Menu section below for more information on what you can change. Memo ---- This option allows you to access the Memo Menu for a list of all the memos you've collected during the game. Memos are very helpful and are used greatly for puzzles. If you ever forget what a memo said, just check the Memo Menu to find it. Not only are you able to read the memos you've collected, sometimes you can even see the entire image of where you found the memo, which is helpful for certain occasions. Refer to the Memos section of this FAQ for all the memos in the game, including their locations. Map --- Selecting this option displays the map of the area you're currently in, if you have it. The map is one of the most useful tools in the entire game. It will tell you where you have and haven't been and has specific symbols for locked doors, unlocked doors, points of interest, et cetera. For more information, refer to Using Maps under Game Basics below. ========= Memo Menu ========= This menu contains a list of every memo you've found in the game and you can read each one of them at any time. James will record important notes in his small handbook and these are memos. Other irrelevant notes are not written down by James at all. When solving puzzles, referring to the corresponding memo in the Memo Menu, or the memo directly where it is, is very helpful. Refer to the Memos section of this FAQ for every memo and even small note in the entire game. ============== Save/Load Menu ============== This menu is used to save and load your game. They are actually two different menus -- one for saving, during the game, and one for loading, from the main menu --, but they are identical and have the same features, except for saving and loading, respectively. By using the left and right buttons on the D-Pad, you can toggle what appears at the right-hand side of the screen for each save. Originally, the play time of your current game is displayed, however you can toggle it to display the total play time of your entire file and which endings you've received. The endings are represented by single letters -- refer to below to learn which letter corresponds to which ending. L - Leave M - Maria W - In Water R - Rebirth D - Dog U - UFO* X - Born From A Wish* * - Greatest Hits/Director's Cut version only Saving and Loading ------------------ In order to save during the game you'll need to find a save point. Each save point is a red square sheet of paper and they are found mostly on walls throughout the game. Examine a save point to access the Save Menu and save your game. As for loading, use the Load option in the main menu to access the Load Menu and load your desired file. Before you start another run after beating the game, always make sure New Game is highlighted in yellow, meaning you'll be continuing your file. It's always good to check this because you might not have your memory card, or have someone else's, in the console. If you start a New Game without a memory card in the console and pop one in when you find a save point, you will overwrite your file and erase all achieved endings and unlockables if you save over it. ============ Options Menu ============ Several options can be changed in the Options Menu. Refer to below for what can be changed. Option Selections Brightness Level Level 0, Level 1, Level 2, Level 3, Level 4, Level 5, Level 6, Level 7 Screen Position X & Y Coordinates Button Config Type 1, Type 2, Type 3, Type 4, Type 5, Type 6 Control Type 3D Type, 2D Type Vibration Off, Soft, Normal, Hard Auto Load Off, On Language English, French, German, Italian, Spanish, Japanese Subtitles Off, On Sound Speaker, Headphone, Monaural BGM Volume ||||||||||||||| (1-15) SE Volume ||||||||||||||| (1-15) Extra Options ------------- Option Selections Weapon Control Normal, Switch Map Zoom In, Zoom Out Blood Color Normal, Green, Violet, Black Walk/Run Control Normal, Reverse View Control Normal, Switch Bullet Adjust x1, x2, x3 Noise Effect Off, On [Note:] The game must be completed to unlock the Bullet Adjust and Noise Effect options. The game must be completed once for x1 and x2 Bullet Adjust and an additional time for x3. 02 // g a m e b a s i c s --=--=====---=-=====-=====---=-============---==--====-=-====-----===-==== Game Basics.......................................................[PTG_02] This section explains the basics of the game, including general concepts and features. =========== Audio/Video =========== Camera ------ Those not familiar with the Silent Hill series, and possibly others, may find the camera angles quite awkward at some moments. Personally, I have absolutely no problem with the angles at all and actually enjoy them, but over time it has become quite apparent that many don't have much fun with them, possibly you being one of those many. For the most part the camera is behind James and you have a clear view of what's ahead of you. However, in other areas, mostly inside buildings, the camera may shift to an awkward view, such as beside or in front of James, facing him. Usually you'll be able to hold L2 to move the view back behind James to get a clear view ahead of you but sometimes you won't. Just learn to adapt to it and stop whining. Try to enjoy the experience that the game offers and acknowledge that this is the way it's meant to be. One of the greatest fears is that which you cannot see. Subtitles & Sounds ------------------ Whenenver a character speaks during the game, in a cutscene or during real time, subtitles will appear at the bottom of the screen. Subtitles are normally on but can be turned off in the Options Menu, although this is not recommended. It's always nice to have subtitles on because you might miss something or not properly hear what a character says. But even though subtitles help you, always have the volume turned up loud so you can hear everything, including various sounds throughout the game. Silent Hill is all about experience, and sound plays a large role in that. Static and Sudden Noises ------------------------ The Radio found near the beginning of the game is a very useful tool that emits static whenever enemies are nearby. Keep it real and listen carefully for static in the distance as a forewarning of what's to come. If you don't like the static, you can turn the Radio off in your inventory, however that's not recommended since certain enemies can be a foot in front of you without making a sound. You'll hear several other various noises throughout the game as well, including sudden bangs and screeches. Prepare yourself for these freaky and disturbing sounds, as there will be a lot that may cause apprehension, and it won't hurt to have a few extra pairs of undies at hand. ========== Using Maps ========== Ah, the map -- such a valuable tool. Throughout the game you'll find several maps, one for each area you travel. Maps are usually found at the entrance of the buildings you enter, however they can sometimes be a bit deeper in, not by that much though. For one area, James draws his own map, since there obviously wouldn't be a map for that particular area lying around -- during this area the Flashlight must be on for James to be able to see and draw the map. The map really is your best friend, guiding you on your journey as James marks everything down as he goes. Locked doors are solid lines, unlocked doors are arrows on both sides of the door, inaccessible doors are squiggly lines, and points of interest are either question marks or circles. In order to mark these things down they must first be checked by James himself. As for James, he's the green arrow on the map. Whichever way the arrow is pointing is the direction James is facing. To check your map while playing the game, press Triangle (you can also check the map from your inventory, but that's quite unnecessary in real time). In dark areas, the Flashlight must be on in order for James to read the map, unless you can find a bright spot. For those using the walkthrough in this FAQ, it's important to check the map to move on, since I use compass directions most of the time. ============================== Using the Radio and Flashlight ============================== In Silent Hill 2, you will receive a Radio and a Flashlight whether you like it or not, and both are extremely valuable tools. They can always be toggled on and off but should generally always be on, since they're very helpful. The Radio emits static whenever enemies are nearby, warning you of their presence. Sometimes, enemies can be right in your face without you being able to hear them, if the Radio is off, so it's important to keep it on at all times. You can toggle the Radio on and off and change its volume in your inventory. After finding the Flashlight, you can toggle it on and off by pressing Circle, or by using the inventory which is quite unnecessary however. In order to use items such as keys, pick-up items, and view the map in dark areas, the Flashlight must be on. For some areas you may also find that if you turn off the Radio and Flashlight and move silently, you can sneak past certain enemies. ============= Game Concepts ============= Memos ----- Memos are normally known as small notes, usually reminders, but they play a much larger role than that in Silent Hill. Any relevant document or note found in the game will be recorded by James, including puzzle riddles and interesting newspaper articles. After collecting them, you can view your memos by choosing the Memo option in your inventory. Refer to the Memo section of this FAQ for all memos found in the game and even small notes. Running ------- Yeah, you may not feel so tough running away all the time, but that's truly the most logical solution in Silent Hill. You don't have the best weapons in the world and you aren't a killing machine, so sometimes it's really not necessary to fight. On the streets of Silent Hill, it's quite pointless to fight enemies, unless you're aiming to kill a lot of enemies for your ranking or just for fun. Running away from creatures doesn't make you a wussie; it shows that you're smart and don't intend to die at the moment. Ammo Conservation ----------------- This is a very important thing in Silent Hill 2, conservating your ammo. You don't want to go around Rambo style, shooting everything you see -- you won't get very far that way. If you do shoot everything, you'll soon find that ammo is not a great friend of yours. Unless aiming for high shooting kills, shooting enemies on the ground is quite pointless on Normal and Hard, although they can die easily that way on Easy and Beginner. For the most part, however, shooting an enemy just makes it prone so James can kick it. Always remember to kick enemies to finish them off. If you just shoot them down and run away, they'll get right back up. Melee Weapons ------------- You have them for a reason, so use them. Although firearms are more prominent and useful than melee weapons, melee weapons are consistent and will never run out of ammo. If you're ever running low on ammo, switch to a melee weapon to do business. Wait until you stack up a decent amount of ammo before you switch back. The best overall melee weapon in the game is the Steel Pipe, with strong power and good range. The Wooden Plank is quite weak with quite limited range and the Great Knife is extremely dangerous but way too slow and unrealistic. Searching Areas --------------- A common trait of Silent Hill is searching for items, and that you do a lot in Silent Hill 2. It's important to check everywhere in order to find everything, or at least what you need. Check every door you come across, in order, and refer to your map to see which rooms you've already checked. Some items stand out from their surrondings and others don't. James stares at nearby items and even turns his head at them, so it's important to take note of that. However, James also stares at Maria and enemies, so don't confuse yourself with that. Checking Doors -------------- The vast majority of doors in Silent Hill 2 have broken locks and can't be opened, but that's really a good thing -- the more open doors there are, the less you know where to go. Check every door you reach, generally checking them in the order they come, since a farther away door may branch off somewhere far away. When searching different areas, check your map to see where you've checked and where you haven't. Using Elevators --------------- You'll use a few different elevators throughout the game and although one might not feel comfortable using one in Silent Hill, you'll have to and it's surprisingly safe anyway. Enter elevators through their double doors and once inside you'll need to examine the panel to move the elevator. Once you see the panel screen, press the floor button you want to go to with the cursor and you'll arrive outside the elevator on that floor shortly, unless the button doesn't work, in which case nothing will happen. If you ever want to exit an elevator on the same floor you entered from, press the open doors button at the bottom of the panel (<>). Codes ----- You'll find several codes throughout the game that you'll need for keypad locks and such. Once you find codes in memos they'll always be available in the Memo section of your inventory, within the full memos. Even so, you may just want to keep a small piece of paper and a pen handy to write codes down, as well as writing what each code is for. Nightmare Areas --------------- In certain areas of the game you will go through transformations to the Otherworld, which change the appearance of the area around you, sometimes including the creatures. You'll also encounter many more enemies in Nightmare areas and they tend to be more aggressive and stronger than normal, and they also tend to regenerate more often. Although the layout of Nightmare areas is the same, the state of certain areas can be completely different, including different doors unlocked, locked, and inaccessible, as well as new and different areas that didn't exist in the normal world. At the same time, new items are found around these Nightmare areas. ========== Soft Reset ========== Soft reset is a function used to reset the game to the main menu. For many other games, typically Horror games, there is no way to return to the main menu without restarting the console. Silent Hill 2, and the Silent Hill series, is an exception. During the game, there's no option to return to the main menu, however if you press and hold Start + Select + L1 + R1 all at the same time, you'll exit the game and return to the main menu. Once you do this, you cannot continue from the area you exited from, however you can continue from the area you last saved in by using the Continue option. 03 // c o m b a t s t r a t e g i e s =-====--=-=====--=----=-======--=-=====---===-====----=====---=-=-====---- Combat Strategies.................................................[PTG_03] This section is all about the battlefield, including fighting strategies and general fighting tips. ================ Fighting Enemies ================ Lying Figure ------------ These enemies are easy to find and easy to kill. You encouter quite a lot of them on the streets and, despite their namesake, they are mostly standing upright. Whenever you meet a Lying Figure on the streets, prone or standing, just ignore it and run on by. In buildings, the Handgun works the best, requiring around three shots to knock one down. Don't forget to finish off with a kick though. As for the Shotgun, it isn't that great compared to the Handgun since you need to get in close for a decent shot, risking attack, and it's quite slow. It can work well and you'll probably use it a lot on Lying Figures later in the game if you have the ammo, but the Handgun is better overall and you should always keep enough Shotgun shells for the tougher enemies and bosses. Outside of firearms, the Steel Pipe is the best melee weapon, actually pretty good with its range, however it isn't acquired until a while into the game. So before that, the Wooden Plank will have to do if you're low on ammo. It's a bit weak and short in range but still works all right. Anyway, if you have the ammo, the Handgun is always the preferred weapon for these creatures. In the sub scenario, the easiest and best way to deal with Lying Figures is to use the Revolver. On the streets, there isn't much of a point in killing them but it can be fun to use the Chinese Cleaver. Creeper ------- These little buggers aren't much of a threat but can be really annoying sometimes, especially in narrow hallways. It's best to just run away if you can, but if one is really bothering you, there's more than one way to kill it. An interesting way to kill a Creeper is with the heel of your shoe, which will crunch it on contact, although this is hard to do and may have you inflict more damage if not doing it properly. Plan ahead so that your heel comes right down on the thing. If you're really having trouble, just whip out the Handgun and pump its guts full of lead. It should actually only take a shot or two. In the sub scenario, try to make Maria step on the Creeper with her heel, but if you have trouble just take out the Revolver and shoot the thing with one or two bullets. Mannequin --------- These enemies won't cause much harm at all if you know what you're doing. Hell, even if you don't know what you're doing they won't. They appear to be on standby at first, but when you move close they throw themselves into activation. At medium range, the Handgun works with ease, taking around three shots to knock down. Mannequins are quite weak and almost defenseless, so there's really no problem getting close with the Plank or Pipe. The Shotgun works nicely because it's easier to get in close, but it's not really necessary. In the sub scenario, just use the Revolver with ease, or the Chinese Cleaver at close range to show them who's boss. Bubble Head Nurse ----------------- Nurses are slightly stronger than Lying Figures, but still only require around three Handgun bullets to knock down. Since Nurses carry their own pipes, it's not a great idea to get too close. Therefore, the Handgun is really the best weapon here. The Shotgun works nicely as well, although you'll want to stay a decent length away to avoid a smacking, and it's not over the top with Nurses. Mandarin -------- There is no real point in killing Mandarins, especially since you only encounter a few of them in the entire game and you can run right over them. Try not to walk directly over them, however, or they may attack you -- instead, dodge them from above. Whenever you encounter Mandarins, don't slow down; just keep running until the end of the path. If you really have the desire to kill a Mandarin, use the Shotgun. It should only take a few shots and the creature will hang lifeless for a moment and then fall into the gaping darkness below. Abstract Daddy -------------- During the game, you'll only encounter four of these creatures, plus the stronger boss version. The only recommended weapon is the Shotgun, which fares very well. Abstract Daddies are strong creatures and move quite quickly with not much resistance, but usually take two Shotgun blasts to knock down. Most of the time they'll die right away, without having to take a kick. The Abstract Daddy boss creature is much stronger and takes six to ten Shotgun blasts to defeat, depending on the Action Level. There's no real alternative to the Shotgun and it's really the only way to go. The Handgun is way too weak and there's not always much room to back up in hallways for long enough time. For those thinking of using the Hunting Rifle, it's really a bad idea. It's way too slow, it's range is useless in hallways, and the Shotgun is even stronger at close range anyway. Red Pyramid Thing ----------------- All you need to know is one word: run. Whenever you encounter this "red pyramid thing", just run away from it in the opposite direction, or past it if you can, and hope you don't see it again. Bullets do slow the creature down, but it is still invulnerable to all your attacks. For the first boss fight encounter, just run back and forth in the room and use the Handgun if you want to slow him down and end the battle more quickly. For the Pyramid Head Duo, use the Hunting Rifle with its long range, accuracy, and power. If you know what you're doing, the Great Knife can work all right as well, preparing it before they reach you and delivering an executioner swing just as one arrives, then running away after unequipping the massive knife. =================== Fighting Strategies =================== Kicking Enemies --------------- When you use a weapon on a creature it just makes it prone so James can kick it. If you continue to attack a creature while it's on the ground, it is possible to kill it, but it's quite unnecessary since one kick will end it all anyway. Whether you use a firearm or a melee weapon, each creature will fall down after a few hits and it will almost always still be alive. You must kick enemies in order to officially kill them in these cases. If the Radio still emits static, the creature is still alive. It's smart to act quick because some creatures will get right back up rather quickly with almost full health again, and Lying Figures may crawl away if you take too long. After kicking an enemy you should notice the static fade away, and that's how you know it's dead. Blood usually pours out as well. Pushing Enemies --------------- An interesting feature in Silent Hill 2 is the ability to push enemies, and this is quite helpful in certain situations. At one part during the game you will be forced to push past enemies to continue, so you should take note of it and maybe try it early on. It's really not hard at all to do but you should try to play it smart and get it done quick to avoid being attacked. To push an enemy, just run into it and your character will gradually push it out of the way in a continuous motion. Instead of simply running head on at enemies, however, try to push at their sides to get it done quickly. This includes narrow hallways, pushing between the wall and the enemy, and when you're surrounded, pushing between two enemies. If you just run head on you'll move the creature, but you might not necessarily move it out of the way, so this is important. This technique is only really helpful on Lying Figures and Mannequins, since other enemies are more lethal and quick to attack. It's hard on Nurses because they have pipes of their own and tend to smack you very quickly; but if you're surrounded, keep pushing until you escape. Surrounded ---------- Yeah, you've gone and done it -- you are completely surrounded. How will you ever get out? In certain areas of the game there are a lot of enemies and you may just find yourself surrounded sometimes, especially in the hospital. There are a few methods to be used when surrounded, but they don't always guarantee not being attacked. One method is using the Shotgun and its widespread blast to knock two or three enemies down at once. Act quickly and kick one or two of the creatures before another one gets back up, and repeat. Other weapons really don't work well, unless you're late in the game and can perform a Great Knife swing, which is quite fun also. Another method is pushing yourself out (see Pushing Enemies above), although you risk attack here as well. If you see a gap in between two enemies, even if it's a bit small, try to force yourself out through there and don't look back. Fighting Multiple Enemies ------------------------- This doesn't necessarily refer to being surrounded, although it can apply, but when there are several enemies in your sight coming for you. The Handgun works very well on the three basic enemies (Lying Figure, Mannequin, Nurse), especially while walking backwards and firing. If you're too close for comfort, whip out the Shotgun and blast away, trying to knock down more than one enemy in one blast if you can. The Hunting Rifle never really applies, since it's only good for long range and definitely not for multiple enemies because of its slow firing rate. The Great Knife can really work well if there are a few enemies coming at you at once and you're anticipating their arrival, swiping the knife across them just as they enter your range. If you ever can, try to deal with one enemy at a time, knocking it down and kicking it, and then proceeding to the next enemy. Don't get your hands full by fighting multiple enemies at once if you don't have to. Evading Attacks --------------- Certain enemies have grab attacks which hold your character in place as you take damage and the longer they hold you the more damage is inflicted. Instead of watching your helpless character being ripped apart, you can take action to end the attack prematurely by evading it. When you're being held up by an enemy, repeatedly press the D-Pad and shoulder buttons to evade the attack, taking significantly less damage. Evading attacks only applies to attacks in which your character is being strangled or held up somehow, and can't do anything against regular attacks such as acid spray and smackings. Evading is an important part of the game, and if you just watch your character take the heat, you'll really receive a lot of damage and can possibly die, if your health is low enough. Strafing -------- With 3D Control, the player has the ability to strafe and sidestep with L1 and R1, left and right respectively. With normal Walk/Run Control, the character will sidestep in the direction pressed, and when Square is held as well the character will strafe, at a rate of speed equal to running. Sidestepping is walking to the side and strafing is running to the side. Strafing is always more convenient than only sidestepping and so it's much better to switch Walk/Run Control to Reverse in the Extra Options menu. With this change, your character will now strafe when L1 or R1 is pressed, and will sidestep when Square is pressed as well; hence "Reverse". Strafing comes in handy to quickly get out of the way of an enemy in front of you, since it takes longer to turn and run around it. If using 2D Control, the player is unable to strafe since you can move in whichever direction desired at any time with 2D, without turning around or moving to the side first. Reloading --------- Reloading can be a big problem sometimes and may have you receive an attack that you normally wouldn't have. This is especially the case in boss fights, since boss creatures move and act fast. When the clip or load of your firearm runs out and you try to fire the gun again in real time, your character will reload the gun while stationary, open to attack. However, you can always enter your inventory and reload your weapon from there by moving the cursor on the weapon you're using, or its ammo, and selecting "Reload". This is especially helpful in tense situations where enemies are right in your face or when fighting bosses. Always count off each shot in your head so that you know when it's time to reload, and after firing the last shot in the gun, enter your inventory and reload. By the way, if you're playing on Beginner you won't have to worry about this as your weapons always reload themselves when you lower them after shooting. Fighting Bosses --------------- In Silent Hill 2 you will encounter and fight six bosses and they're all unique and should be treated differently. Firearms work best during boss fights and melee weapons generally aren't that great at all. Get used to fighting bosses and always stock up on ammo for your firearms. Try to use your melee weapons against regular enemies if you don't have much ammo. Bosses generally require different tactics from normal enemies and require quick action against. Quick coordination, including strafing, is always important to have to do well in boss fights. 04 // i t e m s ==--=-====--=-=====--==-----=-======--=-=======--====-====-=------==-====- Items.............................................................[PTG_04] Throughout your journey in Silent Hill you will find and use many items. This section deals with finding and using them. ============= Finding Items ============= Finding items in Silent Hill 2 is really no problem but it's always important to look everywhere you travel so you don't miss anything. Forgetting to check one small room may have you pinching yourself later if you think you've checked everywhere for the key to the next door. Always take note of things such as suggestive camera angles and your character moving their head, looking at any nearby items (but learn to distinguish this from enemies as well). Keep your Flashlight on in dark areas so you can see yourself and also allow your character to pick items up -- if it's off and you yourself can manage to see through the dark, well, your character can't and as far as they know nothing is there. =========== Using Items =========== Keys ---- Around half of the items you'll find are keys, so keep a good eye for key-shaped objects when you're searching, by the way. Door keys are the simplest of all items to use and don't even require use from the inventory. Just walk up to the door the key is for and try to go through it, pressing X. You'll be told you used the key and that means the door is now unlocked. Once keys are used, the doors are permanently unlocked and the keys are abandoned, since they have no more use. As for other keys, such as for padlocks, you must use the key from your inventory, selecting "Use" under the highlighted item. Whenever you have two keys for the same object, to save some time you can just combine the two keys in your inventory (see Combining Items below) and use them both at the same time (the keys aren't combined into one super key, by the way; they're just used at the same time). Other Items ----------- There are keys and then there are all other items, which make up the other half of items you'll find, quite naturally, so keep a good eye for random objects as well. Unlike most keys, all other items require use from the inventory while standing in front of the target. Other items can be combined just like keys, whether it's two different items for the same object, for conveniency, or a few different objects all needed to be used together (see Combining Items below). Combining Items --------------- Combining items is a new feature in Silent Hill 2 and can be used in two different ways. One is literally taking different items and combining them together in the form of a mixture, and the other is simply using two items at the same time for conveniency (two keys for one object, for example). Only certain items can be combined, however, and not all items have the combine option, which makes sense. However, some random items do have the combine option although they can't combine with anything, so don't let this mess with your head. There's only one instance in the game where you're forced to combine items and in this case you actually have to use a few items together, so it's important to know how to combine and use items properly. First, stand in front of your target and find the first item you plan to use, select the item and choose "Combine", press Triangle to exit the submenu, and move to the next item and repeat. Once you have all your items combined, simply choose "Use" under one of the combined items in your inventory. 05 // h e a l t h s y s t e m -=-=====---=-=====---=-----===---=====--======--=-=====----=--====-======= Health System.....................................................[PTG_05] This section deals with all things health, including the health status display and health supplies. ============= Health Status ============= In the top left corner of the inventory menu is a small real time screenshot that displays your health status. The colour of this screen represents your status. Refer to below for the status meaning of each colour. Green - Great Clear - Fine Clear with minor static - Okay Clear with major static - Pretty Bad Faint Red - Very Bad Colourful Red - Terrible ============== Health Pickups ============== There are hundreds of health supplies available throughout the game and they are invaluable towards your efforts of survival. Pick up every health item you see because you just might need every one. Health Drink ------------ These are the easiest health supplies to find and they're literally everywhere, which is great news. Although they don't recover as much health as they do in the first Silent Hill, they still recover a quarter of your health, which is great considering the amount of them you'll find. Health Drinks are generally intended to treat minor wounds, which is usually a few hits from an enemy, and not for larger wounds, although multiple Health Drinks can be used for larger wounds. You don't always need to use one after you've taken a hit and you can wait until you see some static in the status screen in your inventory to use it effectively. Whenever you've taken heavy damage, however, multiple Health Drinks can heal you right up but it's recommended to use a First-Aid Kit instead. First-Aid Kit ------------- Although not as readily available as Health Drinks, there's still quite a lot of these lying around. First-Aid Kits are very powerful and recover half of your health, usually meant for major wounds. Never waste a First-Aid Kit on a small wound as a Health Drink will do the job instead. Only use a First-Aid Kit when you see red in the status screen in your inventory, since its power covers far beyond a few small hits. If you're ever just about dead and your status screen is heavy flashing red, two First-Aid Kits can heal you right up, but in this case you may want to use just one Ampoule instead, although only if you really need it. Ampoule ------- Only a handful of Ampoules are found on your journey and they are by far the most valuable health supplies. One of the most important things is how you use them however, since they're so rare and must not be wasted -- treat them like they're gold. No matter what health condition you're in, one Ampoule will bring you right back up to full health. That being said, you should only ever use one if your health status is flashing heavy red, meaning you're close to death. Even if it's your last health supply, wait until this status before using it so you don't waste it and use at least most of its power. ================= Recovering Health ================= After taking enough damage from enemies, play it safe and recover your health from your inventory. For the most part you can take a few hits before any healing is necessary, so you can use this as a healing measure as to not overdo it. Whenever you want to recover your health, enter your inventory and scroll over to your health items (Health Drink, First-Aid Kit, Ampoule) and choose the appropriate one, depending on your condition, by selecting "Use". If you find yourself too health conscious, checking your status all the time, instead try to go by what the rumble of your controller is telling you. The DUALSHOCK2 will rumble somewhat like a heart beating as you take heavy damage and the harder you feel it, the worse condition you're in. If you feel it lightly, it's okay, you're not going to die, but you should still probably heal yourself. Only once the controller is beating like hell does it mean you're really close to death. Also keep in mind that each time you access the menu and return to action there's a short time gap when the screen is fading in and out where you can't see but the game is going, so try to escape from enemies before you access your inventory to recharge your health. -------------------------------------------------------------------------- ========================================================================== 5. D I F F I C U L T Y S E T T I N G S ========================================================================== -------------------------------------------------------------------------- DIFFICULTY SETTINGS...............................................[SH2_05] Before starting a new game in Silent Hill 2 you will be prompted to choose two different difficultly levels -- Action Level and Riddle Level -- that affect the difficultly of the action and playing aspect and the difficultly of the puzzles in the game, respectively. ============ Action Level ============ Beginner -------- As the easiest difficultly level in the game, Beginner really keeps to its namesake. One of the misconceptions you may get from reading the instruction booklet of the game is that there's no fighting Beginner, however this is incorrect -- it's just incredibly easy. With that being said, it's literally impossible to die from taking damage other than one special attack in an early boss fight (you'll know it when you see it). Enemies drop to the ground after one or two hits from your weakest weapon and usually die without a finishing kick. Reloading is never necessary with any weapon unless the entire load of the magazine or load is emptied and another shot is attempted without first lowering the firearm. James evades all hold-up attacks without any player interaction. Bosses are simple and take up minimal time while enemies do not regenerate, and the D-Pad is used to control the boat in the boat stage. Easy ---- Somewhat similar to Beginner, however noticeably more difficult as well, but still "Easy", of course. Enemies fall to the ground after two or three hits and a finishing kick is usually required. The player must reload themself either in the game or inventory and must evade all hold-up attacks themself. Bosses are at half their usual strengths and speeds while none or a few enemies will regenerate, and the D-Pad is used to control the boat in the boat stage. Normal ------ Self-explanatory with its name -- "Normal". This is how the game is meant to be played. Attributes of this level are all standard, and strengthened or weakened for other levels. Enemies fall to the ground after three or four hits and require a finishing kick. The player must reload themself either in the game or inventory and must evade all hold-up attacks themself. Bosses are at their normal strengths and speeds while enemies tend to regenerate somewhat often in certain areas, and the D-Pad is used to control the boat in the boat stage. Hard ---- This is the hardest difficulty level in Silent Hill 2, hence its title. Honestly, this level is more frustrating than it is hard, but still provides a good amount of difficulty and may require alternate strategies in certain areas. Enemies fall down after four or five hits and always require a finishing kick. The player must reload themself either in the game or inventory and must evade all hold-up attacks themself. Bosses are at double their strengths and speeds while enemies regenerate very often and enemy numbers are multiplied, and both analog sticks are used to control the boat in the boat stage. In addition, James will often trip and fall into walls if running fast enough, and his aim is a bit worse than other levels, although not to noticeably. ============ Riddle Level ============ Easy ---- All puzzles are simple and require minimal outside knowledge. The solution is usually given straight to you or only requires reading in between the lines. A good way to start and familiarize yourself with the puzzles. Normal ------ Moderate puzzles, although some with a bit of difficulty. For the most part, not much outside knowledge is needed although it still helps. The solution isn't quite fed to you but is still quite clear if each riddle is followed closely. Hard ---- Puzzles are really of quite difficulty and actually requiring deep thinking and an open mind. Knowledge of certain popular works is generally needed or at least greatly helps. Each riddle will probably require a few thorough readings of it to acquire a good understanding. Extra ----- In this extra difficulty level, which must first be unlocked, puzzles are very difficult and require extreme thinking, a very open mind, enough knowledge of fairy tale works, and some nonsensical thinking. Riddles are complicated with heavy use of uncommon and artistic speech. Frustration tends to be a common product of this level. Only recommended for those of extreme thinking capabilities and who have been through Hard Riddle Level. Extra Riddle Level is unlocked after completing the game on all three difficulties. Once unlocked, there is no Extra option, however selecting Hard will put you on Extra Riddle Level (every other game played on "Hard" from this point will be Extra, with the standard Hard Riddle Level filling in the other spots). ================================== Suggested Action and Riddle Levels ================================== For newcomers to the Silent Hill series, it's probably best to start off on both Easy Action and Riddle Level to familiarize with the game. If you feel confident, go for Normal Action Level but give more consideration towards the Riddle Level. Just because you're good at games like this does not mean you're equally good at solving Silent Hill puzzles. If you're an intelligent individual with elaborative thinking, then sure, go for Normal, but leave Hard for some other time because you don't want to get frustrated and stuck your first time. As for veterans of Silent Hill, starting on Normal and Normal should be the way to go. If you think puzzles may be some difficultly, however, then maybe Easy Riddle Level would be better for you. No matter how good you feel about it, I really suggest you leave Hard Action Level alone until you at least beat the game and increase your Bullet Adjust. The same goes for Hard Riddle Level; at least wait until your second time even if you're confident. Take some time to learn the game's mechanics and riddles before upgrading respectively. As for Extra Riddle Level, by the time you unlock it, you should be good to go -- you won't really gain anything from practicing over and over on the other Riddle Levels anyway, so the hell with it. You'll still most definitely find yourself in quite some difficultly either way, so good luck with that. -------------------------------------------------------------------------- ========================================================================== M A I N S C E N A R I O ========================================================================== ========================================================================== 6. P R O L O G U E ========================================================================== -------------------------------------------------------------------------- PROLOGUE..........................................................[SH2_06] James Sunderland receives a letter from his late wife Mary who died three years ago. The envelope has her name written on it and the letter is definitely her handwriting. The letter reads: In my restless dreams, I see that town. Silent Hill. You promised you'd take me there again someday. But you never did. Well, I'm alone there now... In our "special place"... Waiting for you... Arriving in Silent Hill, James stops at a rest stop on the observation deck, just inside the town. He looks at himself in the washroom mirror and takes a deep breath, taking it all in. He steps outside and leans on the far ledge wall, staring off into the lake, going over the letter in his mind. James tells himself, "A dead person can't write a letter." After getting over the fact that he received a letter from his dead wife, he thinks over what their "special place" was. Something comes to mind -- Rosewater Park. The two of them spent a whole day there, staring into the lake. Could she really be there? The tunnel ahead on the main road is blocked off, so James will have to set off to his "special place" on foot in his search of Mary. But will he discover the truth or something else? -------------------------------------------------------------------------- ========================================================================== 7. C H A R A C T E R S ========================================================================== -------------------------------------------------------------------------- CHARACTERS........................................................[SH2_07] On James' journey through the town of Silent Hill he encounters several other people trapped in their own problems. These characters all contribute to the plot and its significance and are an important aspect of the game. This section goes over their character profiles and backgrounds. James Sunderland ---------------- Age: 29 James is the main character of Silent Hill 2. He has brown eyes and blonde hair. Normally, he works as a clerk for a small company and for the most part keeps to himself. He is a quiet person and doesn't like to talk too much about himself. He is a surly guy and doesn't have much of a sense of humour. James was a loving husband until his wife Mary was stricken with a rare and fatal disease and there was no chance of survival. Three years after her death, however, James receives a letter from her beckoning him to their sanctuary of memories, the town of Silent Hill. James' shows desperation evidently because of the loss of his wife, however his character is still obscure and he is somewhat of a hard to read, as well as naive, person. Mary Shepherd-Sunderland ------------------------ Age: 25 James' dearly departed wife. She has brown hair and green eyes. Mary was originally a cheerful and kind person however her disease completely changed her attitude and feelings. In her sickbed she cried that she didn't want to die, yet at the same time she hoped for death. She told James to abandon her because she was ugly and useless, but she also said that she wanted James to be by her side until she died. The disease greatly affected her character and brought out the worst side of her, but inside she was always truly a nice and caring person. Silent Hill was James and Mary's sanctuary of memories and they last visited the town shortly before Mary's death. Three years after her death James receives a letter from her saying she's waiting for him in Silent Hill. James fittingly travels to Silent Hill, however ironically at the same time, in search of his dead wife. But could she still be alive? Is she really waiting for him? Angela Orosco ------------- Age: 19 James first meets this young woman in the graveyard in East South Vale. Angela has brown hair and brown eyes. She's apparently looking for her mother, whom she evidently very dearly misses. She appears to be a regular girl at first sight, but upon examination clearly isn't. She lacks confidence and always maintains a confused and depressed character, and she also hesitates and doesn't answer a lot of James' questions. After Angela graduated from high school, she ran away from home but her father found her and brought her back. Once again she ran away, but this time she wandered off to Silent Hill. Eddie Dombrowski ---------------- Age: 23 James meets Eddie in the apartments in a rather awkward situation. The young man is found puking his guts out in a toilet. Eddie has blonde hair and gray eyes. He is overweight and feels everyone is making fun of him. His regular job is working part-time as a gas station attendant, but reveals to James that he's not from this town and was drawn to Silent Hill, in a sense. In several encounters with James, Eddie desperately tries to exonerate himself for the murders that keep arriving in his wake, getting all defensive. He seems like a murderer in these cases but still denies everything. From the outside he at first appear to be a nice guy, however this image seems to change each time you meet him and there may be a different person inside. Laura ----- Age: 8 This young little girl clearly seems to have a sharp grudge against James, although he has no idea who she is. Somehow she knows about James, including his relationship with Mary. Laura has blonde hair and blue eyes. She creates problems for James when he already has other things on his mind, and easily becomes the image of a brat in the eyes of James. Laura has neither parents nor siblings; she grew up in an orphanage. She is restless and doesn't stay put. Does she really know about James? And why is she in the town? Maria ----- Age: 25 A strange woman whom James meets in Silent Hill. She could be the twin sister of Mary, except for a few physical and behavioural characteristics. Maria has blonde hair with dyed red tips, although her hair colour doesn't seem to be naturally blonde, and green eyes. It appears that Maria is an exotic dancer and worked at Heaven's Night -- she even has the keys for the back door. She is cheerful, positive, and can be very emotional in certain situations. Maria bears a strong resemblance of Mary but her physique is different, and it's as if she were a wilder, sexier, and more open Mary. She talks looking straight into the other person's eyes and does the same when listening. Maria seems a little strange, displaying strong comfort when around James, and she knows James' name without him telling her. -------------------------------------------------------------------------- ========================================================================== 8. E N E M I E S ========================================================================== -------------------------------------------------------------------------- ENEMIES...........................................................[SH2_08] There are a variety of enemy creatures in the game that have unique appearances, attacks, and so on. This section goes into detail of each enemy's characteristics and offers fighting strategies and recommended weapons. All creature names are official by Team Silent. Lying Figure ------------ Location(s): East South Vale, Wood Side Apartments, Blue Creek Apartments, West South Vale, Silent Hill Historical Society, Toluca Prison, Labyrinth, Nightmare Hotel. Appearance: A lustrous humanoid creature with its arms wrapped in its own flesh in front of it, as if it were wearing a straitjacket, and its entire head wrapped in its own flesh as well. Found in both the standing and prone stance; the latter of which the creature's name is derived. Strategy: This is the first creature James encounters, and it's generally not a great threat as an enemy. Lying Figures have two attacks in different stances. When the creature is standing, it attacks by spitting out a yellow acid-like substance at James, which briefly stuns him and inflicts mild damage. When the creature is lying down on the ground, its attack is scrambling towards James and hitting him, which isn't too lethal. For the most part, the Wooden Plank is efficient to kill Lying Figures -- the weapon is a bit slow and awkward to use, but you may receive some damage. The Handgun works best against these creatures, normally requiring around three shots to knock down. However, be aware that the creature won't lie still on the ground for long, noting its name, and will quickly crawl around the area, becoming a nuisance. Always be sure to kick Lying Figures as soon as they drop. When you acquire the Steel Pipe, it will work great on Lying Figures. It has long range and is quite powerful, only requiring a few hits. The pipe's thrust attack works fine, but getting closer and performing the overhead downward swing works great. Don't try to kill every Lying Figure you see -- just run on right past them if you can, especially if they're not facing you and therefore not exactly a threat. Suggested Weapon(s): The weapon that works the best is the Handgun, by far. It's easy, quick, and consistent. Whenever low on ammo, revert to the Wooden Plank, or Steel Pipe if you have it. The plank is rather weak and awkward to use, but you'll have to deal with it when it's all you have. Right when you get the pipe, however, switch to it immediately and you'll be enjoying yourself a lot more. Creeper ------- Location(s): East South Vale, Wood Side Apartments, Blue Creek Apartments, Dark South Vale, Historical Society. Appearance: A very large in size cockroach with six extremities; four legs and two front arms. About the size of a shoe and recognized with a tone of yellow. Strategy: The presence of a Creeper is always heard by a buzzing/cricket sound, and they're usually found outside on the streets. Creepers have one single attack, which is running up to James' foot and biting it. The best strategy for Creepers is the cold shoulder -- for the most part it's really not worth the time fighting a little Creeper, since they don't necessarily follow you sometimes and move in the opposite direction. If one is really bothering you, though, just whip out the Handgun and take a shot or two at the thing and kick it if it's still alive. You can actually crush Creepers with the heal of your shoe, if you time it right, but it's hard to do and may result in receiving several attacks while attempting, which can be very frustrating. When this occurs, refer to the method above to relieve your pain. If you're in an open area like the streers, Creepers generally run away from you, so that's not a problem at all, but they tend to run at you in smaller areas like hallways. Suggested Weapon(s): Creepers are never really much of a threat and there's never really a true need to kill them. They tend to annoy, in which case crushing them with your heel will satisfy, if you can do it, but one or two Handgun bullets will be sure to put a lid on the whole ordeal if not. If you still hear their distinct sound after you shoot them, you'll still have to kick them to finish them off. However, it's best to just conserve your ammo and time, and just run on by whenever you encounter a Creeper. Mannequin --------- Location(s): Wood Side Apartments, Blue Creek Apartments, West South Vale, Brookhaven Hospital, Nightmare Hospital, Dark South Vale, Lake View Hotel. Appearance: The name is self-explanatory, with the exception of further details. Takes the appearance of two female fashion dummies sewn together in an upright fashion, consisting of only the legs and mid-sections; a mannequin with four legs and no chest, neck, or head. Ultimately not much more than two sets of mannequin legs on top of each other. Strategy: Mannequins are truly pathetic creatures. Not only do they not look harmful, they are very slow-minded when fighting, perhaps because of the absense of a head; no mind. Mannequins have only one attack which is at very close range, so they're pretty easy to get by. Their attack is whacking James with one of their arms/legs, technically being a kick. This attack can be quite damaging, so do be careful around Mannequins. These creatures are initially on a standby function where they are perfectly still, and they "activate" when you move near them. During this time or even after it, one can easily push a Mannequin out of the way and continue on past it without receiving a single hit. One thing to note about the activation of Mannequins is that they can smack you straight out of it -- they shake themselves to life, and their arms can hit you and inflict damage in the process. If you really desire to kill Mannequins, the Handgun works best, and range really isn't a problem -- you can shoot from far away or close up; the latter of which due to the Mannequin's lack of range. You can even grab the Shotgun and run right up to a Mannequin, not really risking attack anyway, and blast it with one shot to send it to the ground. Whenever low on ammo, the Steel Pipe will do you best. You can get real close without the worry of taking an attack, so it's a great weapon to use and is quite hefty and strong. The Wooden Plank will do pretty well early on in the game as well. Since Mannequins are slow, even using the plank at close range is very simple with them. Suggested Weapon(s): The Handgun is the simplest weapon to use when dealing with Mannequins. All it normally takes is two or three shots to knock a Mannequin down, and the Handgun is so easy to use. There's no chance of a Mannequin hitting you at medium range, so it really works great. The Shotgun can be a blast (no pun intended) to use as well, only requiring one good shot at close range, which is easy to do without receiving an attack. The Wooden Plank is always awkward to use, but Mannequins are extremely pathetic fighters and so it's no problem. The Steel Pipe works better than the plank and is the ideal melee weapon for Mannequins. Bubble Head Nurse ----------------- Location(s): Brookhaven Hospital, Nightmare Hospital, Dark South Vale. Appearance: A nurse in uniform with a very short and suggestive miniskirt as well as a low-cut uniform top, however with a demon's head covering its own. For some people, the face just isn't enough to overcome the attractive features of this creature. All nurses carry pipes similar to James' Steel Pipe. Strategy: These naughty Nurses are only found inside Brookhaven Hospital and on the nearby streets, so you won't have to worry too much about encountering them -- that may be unfortunate for some, however. Bubble Heads carry steel pipes very similar to James', and have two attacks with them. They will use their pipes to swipe or thrust at James, and both inflict quite a lot of damage. The range of these attacks are quite surprising, so don't let a Nurse get too close, or you're asking for it. You've been a bad boy, but do you deserve to die? Sometimes if there are two Nurses close to each other, in front and behind, there is a very good chance that the Nurse behind will whack the Nurse in the front, just trying to hit you, even if you're not in their range, so it's advantageous as well as humourous. The Handgun and Shotgun will do the trick with Nurses, but always be sure that you have enough ammo loaded in the gun to knock the enemy down before you have to reload, in which case you're likely to receive a smacking. With the Handgun, start firing from medium range, approaching the creatures as you shoot if you so desire. With the Shotgun, try to get it close, but not too close so that you aren't beaten. Suggested Weapon(s): To deal with a Nurse, use the Handgun or Shotgun. Only when you have a surplus of Shotgun ammo should you really use it, however. The Handgun works just as effectively with its moderate range, so everything works out fine. With the Shotgun, getting in close will do more damage, but it's vital not to get too close unless you really know what you're doing. The Steel Pipe can also work on Nurses, but the catch is that their range is almost the same as yours, so you can easily be smacked while you're trying to do the same. Stick to the Handgun or Shotgun if ammo is not a concern, but the Steel Pipe should suffice if ammo is a concern. Never resort to the Wooden Plank, since it's horrible and has significantly less range than Nurses' pipes. Mandarin -------- Location(s): Dark South Vale, Labyrinth, Nightmare Hotel. Appearance: A creature that underhangs wire or mesh areas, using its padded arms, thickening as they move outward, which have lips, if you will, at their ends to hang onto such floors. Wears a robe similar to that of Pyramid Head, and its head is wrapped in its own flesh. Strategy: Mandarins are only found under grate floors -- wire or mesh. Coupled with that, they are rarely found at all, and there's never a true need to kill them. They move under under grate flooring and you can just as easily run right over them. They can attack you, however, by shooting their tendrills at your feet with their huge arms, whenever you're directly above them. This attack briefly stuns James and can leave him open for another attack. Even so, it's not often that you'll be attacked by a Mandarin, and you can simply run around them when you see them approaching from ahead. In some areas there are safe spots -- solid floor -- where they can't reach. Mandarins are never a hassle to deal with, but you can always rest in these areas without the possibility of being attacks by one of the creatures. Attempting to kill a Mandarin is a waste of time, for the reasons described above. But if you must, resort to the Shotgun and take off two or three shots to close the deal. After being shot enough, Mandarins will just hang still for a moment and then fall into the darkness below. Suggested Weapon(s): You're always better off not bothering with Mandarins, simply dodging their attacks and running past them, although some just cannot refuse. If you ever plan to take out a Mandarin, the Shotgun works best. The Handgun can work, but it's a bit weak and not as fitting as the Shotgun. Melee weapons are completely useless since these creatures roam below the ground. Abstract Daddy -------------- Location(s): Lake View Hotel (Boss: Labyrinth). Appearance: A large and bulky creature that appears to be merged with a bedframe, in a horizontal fashion, complete with two feet and two arms underneath the door and the body and head above the frame. The creature suggests the image of rape -- its design is one person on top of another on a bedframe, all wrapped up in its own flesh. Strategy: You'll only encounter four of these creatures in the entire game, other than the boss version (although it is possible for only three to appear sometimes), so there's no reason to fret about these creatures. Not only that, they are very slow due to their bulkiness and are easy to shoot from afar. However, on the flip side, the attack range of the Abstract Daddy is ver large and quite suprising. You encounter this creatures in tight hallways and rooms, so there's nowhere to run. The Abstract Daddy's attack is grabbing James and pulling him under its bedframe, in an effort to strangle him, inflicting considerable damage. Use the D-Pad and shoulder buttons to evade this attack more quickly. Because of the Shotgun's range and widespread blast, it works very effectively on Abstract Daddies and pushes them back a bit after each shot, providing you with more range each time. It takes two good blasts to knock an Abstract Daddy down, but they usually don't require a finishing kick. There's no substitute for the Shotgun when dealing with Abstract Daddies -- no other weapon is nearly as effective. Suggested Weapon(s): The only suitable weapon for the Abstract Daddy is the Shotgun, which works perfectly. The Handgun is too weak, the Rifle is too slow, and all melee weapons are ineffective for obvious reasons, since you'd be extremely open to attack if you tried to use them. When using the Shotgun, get in close enough so that two shots will knock the creature down, but not too close so that they might be able to get you first. Red Pyramid Thing ----------------- Location(s): Wood Side Apartments, Blue Creek Apartments, Brookhaven Hospital, Nightmare Hospital, Labyrinth, Nightmare Hotel. Appearance: A very devastating-looking creature with a red pyramid helmet -- more so a triangular based pyramid, to be truthful -- on its head. Wears a messy executioner's uniform, white gloves, black boots, and wields a very large knife. Often referred to as "Pyramid Head" by James. Strategy: This bizarre pyramid-headed creature is James' worst nightmare. The creature is invincible! James encounters this Pyramid Head too many times for comfort, and he always finds himself desperately trying to get away from it, for obvious reason. Since this creature is invincible to James, there's really no use in shooting at it, however bullets do slow it down. Whenever you encounter Pyramid Head in a hallway, the best method is to turn around and run in the other direction. In a boss situation, try to hold Pyramid Head off by running around until the fight is over, and you can shoot at it to slow it down. Beware of Pyramid Head's long range attacks with its Great Knife or Lightweight Spear, respectively, whenever fighting it or encountering it in a hallway, because all its attacks are very damaging. Its executioner-style swing is a one-hit killer, so be sure to take good note of that. Suggested Weapon(s): Pyramid Head is invincible and bullets won't damage him, however they do a great job of slowing him down. For the first battle, bullets will slow him down and end the battle more quickly, but it's not necessary to shoot even one bullet to finish the fight. When playing on Hard in a certain hallway in a certain area of the game, you'll need to hold off Pyramid Head by shooting him or whacking him a bit. Use the Handgun and fire off a clip or two into him, or continuously whack him Steel Pipe while stepping back. Very late in the game the Hunting Rifle will get the job done in the boss fight. -------------------------------------------------------------------------- ========================================================================== 9. W E A P O N S A N D S U P P L I E S ========================================================================== -------------------------------------------------------------------------- WEAPONS AND SUPPLIES..............................................[SH2_09] There are several weapons found throughout the town, each with its own characteristics and abilities. Health and ammo supplies are also found, at a more available rate, but are just important as anything else, if not more. This section deals with all and weapons and supplies found in Silent Hill 2. w e a p o n s ==-=-=-=====---=-=----=-=======-======--====-===-==------=-=======--=-==== On your journey through Silent Hill 2, there are a total of eight weapons, six on your first playthrough, for you to find and use. There are three regular melee weapons as well as two extras and three firearms. Each weapon has its own distinct features and works better in certain situations than others. The chart below displays the effectivity of each weapon on each enemy in the game. Refer to the legend below the chart for the meanings of the abbreviations used in the chart. Examining the chart, you can see that the best weapons are the Handgun and Shotgun, both being firearms. The best melee weapon is the Steel Pipe, which holds its own in the melee category. __________________________________________________ |Weapons Chart |WP |HG |SP |SG |HR |GK | C |HS | |------------------|---|---|---|---|---|---|---|---| |Lying Figure | E |VE |VE |VE | E | E | E | E | |Creeper |NE |VE |NE |NE |N/A|N/A|NE |NE | |Mannequin | E |VE |VE |VE | E | E | E | E | |Bubble Head Nurse |NE |VE | E |VE | E | E |NE | E | |Mandarin |NE | E |NE |VE |NE | E |NE |NE | |Abstract Daddy |NE |NE |NE |VE | E |NE |NE | E | |Red Pyramid Thing |NE | E |NE | E | E | E |NE |NE | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Legend _____________________ |Weapons: | |WP - Wooden Plank | |HG - Handgun | |SP - Steel Pipe | |SG - Shotgun | |HR - Hunting Rifle | |GK - Great Knife | |C - Chainsaw* | |HS - Hyper Spray* | | | |VE - Very Effective | |E - Effective | |NE - Not Effective | |N/A - Not Applicable | | | |* - Extra Weapon | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ============= Melee Weapons ============= These weapons do not require ammunition and can never break. They require you to move up to your enemy and smack them until they fall to the ground. Hold R2 to ready a melee weapon when equipped, and press X to attack. However you press X determines which attack you will perform with your weapon. Wooden Plank ------------ "Wooden Plank with nails at one end. Not very powerful, but easy to use." The Wooden Plank is the first weapon James acquires, and stands as the weakest in the entire game. This is a two-by-four board of wood about three feet long with nails at one end. The Wooden Plank is only good at close range, but only inflicts a moderate amount of damage, not making it a very ideal weapon. Keep a sharp eye on the enemy's actions at all times when using the plank, because you won't have much time to act with it if you get yourself into a tense situation. Hold R2 to ready the plank, and press X to swing. The Wooden Plank has two methods of attack -- an over shoulder swing and an overhead downward swing. The over shoulder swing is the weapon's standard attack, but pressing X tightly will perform the overhead downward swing. The overhead swing is the most powerful, so it's better to use than the over shoulder swing most of the time. If you can, try to attack with the plank from behind, because of its extremely close range. You can find the Wooden Plank at the construction site at the north end of Vachss Road in East South Vale near the beginning of the game. Steel Pipe ---------- "3-foot long steel pipe. Not very destructive, but good range." A long shaft of bonded steel, with reasonable power and long range for a melee weapon. The Steel Pipe is in every way better than the Wooden Plank, so the plank is basically rendered useless when you get the pipe. To use the Steel Pipe, hold R2 to hold it ready and press X to attack. The pipe's standard swing is a forward thrust, while presssing X more tightly will invoke an overhead downward swing, which is more powerful and enjoyable to use. A third attack is available on only Hard Action Level, which as an over shoulder swing, just like the standard Wooden Plank attack, which is much quicker and versatile when compared to the standard thrust attack. Unfortunately, however, this attack form with this weapon is not available on Easy or Normal Action Level, but the exclusive thrust attack has longer range anyway. James can find the Steel Pipe stuck in the hood of the running car at the Texxon Gas Station on Nathan Avenue in West South Vale. Great Knife ----------- "Massive weapon wielded by Pyramid Head. Hard to use, but lethal." Before James acquires the Great Knife, the creature that James refers to as "Pyramid Head" wields this enormous knife. You'll encounter the creature when it has its mighty knife, and it's not a pretty thing. The Great Knife is an incredibly large and heavy blade with not necessarily a sharp edge, but one large enough to cut anything. The Great Knife will indeed kill or at least knock down almost anything in one hit, but it is very awkward to handle and use. James can only drag the knife across the floor behind him with both hands, which slows him down to a very low rate of speed, due to the incredible weight of the massive weapon. To use the knife, hold R2 to ready James' stance and press X to swing. The Great Knife's standard attack is a clumsy arc swing at chest height, and pressing X harder will induce the knife's real attack -- an executioner-style overhead swing. This attack will kill or knock down anything in one hit, excluding some bosses. With this attack, though, James must take the time to lift the huge knife over his head and then swing, leaving himself open to attack for a few seconds. Trying this attack while standing right in front of enemies won't work very well, as James will abort the swing if attacked while in the middle of it. Instead, stand afar and wait for your enemies to come to you, delivering the executioner swing so that it hits them as they arrive. It's strongly suggested that you use the Hyper Spray, in a replay game, on enemies before using the Great Knife, giving you the time to attack without risking an attack from your ememy. The Great Knife is found on the table in the center of of Pyramid Head's lair in the Labyrinth. Chainsaw -------- "Gas-powered chainsaw. Extremely high attack power." Only in a replay game can James acquire the Chainsaw, as it's an extra weapon. It's a little hefty and awkward to use, but it really can be worth it to use on enemies. To start the thing up, you must hold R2, and press X to saw back and fourth at head level. The standard Chainsaw attack is the forward arc, while pressing X harder will perform a forward thrust attack. Although the Chainsaw is quite powerful, killing enemies in one swipe, it's slow and hard to use. Try to attack from behind if you can, buying some time to start the thing up. If you have the Hyper Spray, you should probably try spraying enemies first, freezing them in place so that you can attack them free of risk with the Chainsaw. An interesting feature of the Chainsaw is James' battle cry. Kill a few enemies with the Chainsaw and stand over one of the corpses, standing still and not touching any buttons on the controller. Wait a few seconds and James will show you what he's got. In a replay game, the Chainsaw is available stuck in the pile of logs across from the Silent Hill Ranch on the East South Vale nature trial. Trust me, you'll know where it is. Hyper Spray ----------- "Suspicious spray can. Effect unknown." James can only find this mysterious can of aerosol spray in a replay game, and it must first be unlocked. The Hyper Spray is not necessarily a weapon and freezes enemies instead of killing them (although it can kill if it's a good enough colour spray). Enemies are frozen in their tracks for around ten second, giving you time to bust out whichever weapon you please to attack them, or just run on safely by. However, the noxious fumes are also dangerous to James. Even though James covers his mouth with his hand while spraying, it's not enough and he'll lose health if you use it a lot. To use the Hyper Spray, hold R2 to hold it up and press or hold X to spray. Pressing X will spray for a few seconds, and holding X will spray for as long as you hold it. The Hyper Spray comes in four colours, and your ranking at the end of the end of the game determines which colour of spray you'll have. Green is the best colour, only obtained from a 10 star ranking, and kills enemies immediately upon contact instead of freezing them. For more informtation on the colours and effect of the Hyper Spray, check out the Ranking section of this FAQ. To unlock the Hyper Spray, you must complete the game on Normal or Hard Action Level. Once unlocked, the Hyper Spray is found on the table inside the motorhome at the south side of the Saul and Harris Street intersection in East South Vale. ======== Firearms ======== Each firearm coems loaded with one full clip or ammo load. You will have to collect ammunition at a steady rate to continuously use a firearm. To use a firearm, hold R2 to aim and press or hold X to shoot. If near an enemy, simply holding X will auto-target the enemy and shoot at it as well. The firearms are either semi-automatic or single shot, and so how you use X may determine how the firearm shoots, if it applies to both semi-automatic and single shot fire modes. Each firearm is different in speed, power, and versatility. Handgun ------- "Full clip holds 10 bullets. Light handgun. Not much stopping power, but easy to use." An M92F Beretta pistol that holds ten bullets in each clip. Handgun Bullet pickups normally contain ten bullets, a full clip, and are virtually found everywhere. The Handgun is a semi-automatic firearm and can fire continuous shots in a row, or fire one shot at a time. Hold R2 to aim the Handgun at your target and press X to fire a single shot. To fire multiple shots in a row, hold X. When you fire off a full clip and attempt to fire another bullet, James will reload the weapon in the game. The Handgun is the best overall weapon in the game, with great consistency, reliability, and decent stopping power. Therefore, it is vital that you find as much ammo for the Handgun as possible so that you can continue using it. The Handgun locates in the shopping cart in room 301 on 3F of Wood Side Apartments, but James must have the Flashlight and it must be on for him to be able to see it and pick it up. Shotgun ------- "Maximum capacity 6 shots. Tough to use, but can attack opponents in a group." A pump-action Shotgun with a wide blast radius. The Shotgun has a maximum capacity of six shells and must be pumped after each shot. Shotgun Shell pickups normally contain six shells and are only found around halfway through the game. To use the Shotgun, stand close to your target for maximum effectivity, and hold R2 to raise the gun and press X to fire. Despite its great power, the Shotgun is a very slow weapon to use, thanks to its massive recoil and requirement to be pumped after each shot, taking up quite a lot of time from each shot, and thus making it hard to get away from close by enemies quickly. You should mostly use the Shotgun for boss fights, as it will really do well there, and so it's important to stockpile shells at all times. However, the Shotgun does work very well on some of the tougher enemies in the game and works quite nicely, so don't hesitate to bust it out often. James can find the Shotgun in the open locker in the Women's Locker Room on 2F, Brookhaven Hospital. Hunting Rifle ------------- "Maximum capacity 4 shots. Takes a long time between shots, but each shot is very powerful." The Hunting Rifle has very precise aim with very long range. It is more of a rarity than a convenience weapon, and should only be used for boss fights. Rifle Shell pickups normally contain only four shells, and are quite scarce. You'll start finding them around halfway through the game, well before you actually find the firearm itself. To use the Hunting Rifle, hold R2 to aim and press X to shoot. The Rifle should only be used at long range, which is really what it's meant for anyway, and is a very slow and awkward weapon to use. It has heavy recoil and James must steady his aim before each shot, and so it's definitely not an ideal weapon at anywhere less than long range. It's quite pointless to use the Hunting Rifle at close and medium range, as already mentioned above, especially since it delivers around the same power as the Shotgun, and the Shotgun is far better at these ranges. Save the Rifle for the last two battles in the game -- you'll know when to use it --, where it works best by far, and stockpile your ammo for it. The Hunting Rifle can be found sitting on the gun rack in the armory of the warden's office on 1F, Toluca Prison. s u p p l i e s --=-=====---=-========---=-========--===-====--=----==-======---=-=------- Throughout the game you'll find health and ammo supplies to help you continue your journey in the cryptic town. Although they're quite abundant, they're extremely important and you should pick up every one you can find. Try to conserve ammo by stockpiling until you have a decent amount, and always make sure you're not wasting health supplies by using strong health items on minor wounds. Below are all the supplies found in Silent Hill 2. Refer to the legend just below to understand the number figures. Legend ________________ |Availability | |1 - Scarce | |2 - Rare | |3 - Usual | |4 - Often | |5 - Very Common | | | |Health Restored | |25%-100% | | | |Power | |1 - Terrible | |2 - Bad | |3 - Okay | |4 - Good | |5 - Great | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ =============== Health Supplies =============== You'll find three different types of health supplies found throughout the game, and each is unique with its own healing abilities and availability. Health Drink ------------ "Restores energy by providing nourishment. Effects are fairly mild." Availability: 5 Health Restored: 25% Health Drinks are very common supplies and are found the most throughout the game. They really come in handy, recovering minor wounds, or a few of them for larger wounds. They recover a quarter of your health, and so four will heal you up to full health when in the worst possible conditon, although this use is not recommended for Health Drinks. Don't go wasting them on very minor wounds such as single hits -- wait until you receive three or four hits and the status screen in your inventory displays static. The the screen is red instead, use a First-Aid Kit instead. First-Aid Kit ------------- "Restores energy by healing wounds. Effects are moderate." Availability: 3 Health Restored: 50% Very convenient health items, but not as readily available as Health Drinks. First-Aid Kits are ideal for almost anything, although they should never be wasted on any small wounds. Only ever use one if your health status is red. First-Aid Kits recover half your health, so using one when your status is faint red will heal you right up to full health. Don't be surprised if you ever have more First-Aid Kits than Health Drinks, because you'll use Health Drinks more often since they're more commonly found and recover minor wounds. First-Aid Kits tend to come in the most handy during boss fights, where inflicted attacks do more damage than normal enemies. However, major wounds are best treated with Ampoules. Ampoule ------- "Restores energy by relieving pain. Effects are powerful." Health Restored: 100% Availability: 1 Ampoules will recover all your health no matter what condition you're in. They're very rare, and so wasting them is definitely not an option. Only ever use an Ampoule if your health is colourful red with static. If you're low on health items and only have Ampoules, wait until your health status reaches the colourful red zone before using one -- the pulsing of the controller may cause you to heal immediately, but it's not necessarily until you're in seriously critical condition. But if you have other health items, keep it real and use a First-Aid Kit when your controller is pulsing, to assure your own comfort and survival just in case. =================== Ammunition Supplies =================== There are three different ammo supply pickups in Silent Hill 2, that supply each respective weapon with bullets. Normallly each ammo pickup contains a full clip or ammo load (ten for Handgun; six for Shotgun; four for Hunting Rifle), but with the Bullet Adjust extra option, this amount is multiplied by the number selected. Handgun Bullets --------------- "Bullets for a handgun." Availability: 5 Power: 3 Providing the Handgun with ammunition, each pack of Handgun Bullets normally contains ten bullets. The Handgun is the best overall weapon in the game, and so it's important to collect as much ammo for it to continuously use it. Don't go all Rambo and shoot everything, because conserving ammo is very important in this game. Conserve your Handgun Bullets by using melee weapons whenever you're low. Shotgun Shells -------------- "Ammunition for a shotgun." Availability: 3 Power: 5 Not found nearly as often as Handgun Bullets, but become quite common around halfway through the game. Each pack of Shotgun Shells normally contains six shells. Although not found as much, Shotgun Shells are more valuable than Handgun Bullets, since they offer much more power and widespread blast with the Shotgun. That doesn't necessarily mean the Shotgun is the better weapon of the two, though. Handgun Bullets are usually enough for regular enemies, and using Shotgun Shells on these enemies isn't really necessary, especially in the early stages of having the Shotgun. Later on, though, ammo becomes more available and so using it more often, even for normal enemies, is quite all right. Even so, try to save shells for boss fights, always keeping a decent amount aside. Rifle Shells ------------ "Ammunition for a hunting rifle." Availability: 2 Power: 5 Rifle Shells are very rare and you won't even start to find them until around halfway through the game, although you get the gun until quite a bit later on. Therefore, by the time you get the Rifle, you'll have a decent amount of ammo. Despite that fact, there should be no rush to use the Rifle, since it's a very slow weapon and not good at all to use on normal enemies. Each pack of Rifle Shells is normally made up of only four shells and, although that's not much, they're very powerful. Conserve your Rifle Shells until the final two bosses at the end of the game, where they come in the most handy with strong power and long range. -------------------------------------------------------------------------- ========================================================================== 10. C O N T R O L S ========================================================================== -------------------------------------------------------------------------- CONTROLS..........................................................[SH2_10] There are three different control setups in Silent Hill 2: Type A, Type B, and Type C. The standard control setup is Type B, which is a bit odd. Nonetheless, Type B stands out as the best overall control setup and works very appropriately with the game. It is the only recommended control setup, especially for those using the walkthrough in this FAQ. Below are the control functions for the standard control setup. Control Function D-Pad/Left Analog Stick Movement (2D or 3D style), Move cursor in menu/screen START Open inventory, Accept, Skip scene SELECT Pause game X Accept, Examine, Attack, Stomp or Kick Square Run, Guard Circle Cancel, Exit menu/puzzle, Toggle Flashlight ON/OFF Triangle Cancel, Quick Map L1 Sidestep left R1 Sidestep right R2 Ready weapon L2 Position camera behind James L2 + Right Analog Stick Look in all forward directions L1 + R1 Turn 180 degrees Start + Select + L1 + R1 Soft Reset ============ Control Type ============ The control type used in Silent Hill 2 affects how the player controls the character's movement. The default control setting is 3D Type, but it can be changed to 2D Type at the player's discretion in the Options Menu. From my experience, I don't really recommend changing it since 3D works really well with these types of games, but go with what you like best. With 3D control, pushing forward on the analog stick moves your character in the direction that they're facing, regardless of the camera angle. With 2D control, the direction pushed on the analog stick moves your character in that direction in accordance with the camera angle. 3D works independently of camera angles and 2D corresponds to them. 2D control allows your character to move freely in any direction at any time, with the ability to instantly turn wherever desired, and so the ability to sidestep and strafe is lost, since it's obsolete here. Some first-timers like to go with 2D because of its simplicity, but veterans tend to stick with 3D, which requires more skill and precision, and generally just works better over time. ============= Extra Options ============= To access the Extra Options Menu, you must go to the Options Menu and press either L1 or R1. It's not much of a secret since it's mentioned in the instruction booklet, but in this menu you'll be able to adjust more specific and extra features. The options that can be adjusted here are discussed in depth below, including recommendations. Keep in mind, however, that the game must be completed in order to unlock some features, those of which are mentioned below. Probably the most useful option in this menu is bullet adjust, unlocked after beating the game once, but one other that is very convenient is the ability to change Walk/Run Control, since changing it is recommended, as discussed below. Weapon Control -------------- Normally, to use your weapon you must hold R2 to raise it and press X to swing or fire while doing so, however switching this option puts it in toggle mode, wherein you only need to press R2 to raise your weapon, being able to let go of it while you attack, and then press R2 again to lower it. Personally, I recommend leaving it be just because it's not that necessary, since killing enemies only takes a few seconds anyway. Map --- Here you can change the way the map is displayed when you open it up at any time during the game. Normally it's set so it displays already zoomed in on your location and you can press X to zoom out, but switching it to Zoom Out displays the whole area and you can press X to zoom in. It really doesn't make much of a difference but I would recommend leaving it on Zoom In, since I personally check the map for things mostly around me. Blood Color ----------- An interesting feature for playing around and having fun. Normally blood is coloured red, of course, as blood usually is, but you can play around with it for kicks and giggles and change it to green, violet, or black. This feature is for having fun so just choose whatever you like the best. Overall, I'd say red definitely works the best, especially for a game of this caliber with such an atmosphere and environment, but green is my personal alternate favourite and it really doesn't make the game look all bunnies and sunshine. Who knows what colours these monsters' blood are anyway, and green certainly fits. Violet never gave me much fun and black is less interesting than it seems, although it can look like really dark red blood which can really spice things up and make things more intense. However, I only recommend red for your first time, since you'll want to experience the game how it was meant to be before you play around. Walk/Run Control ---------------- Here we go, this is a very important feature to the game, being able to change this. With normal walk/run control, you must hold Square to run while not holding it allows you to walk, but setting this option to Reverse allows you to run without holding Square every time. It can get really tedious holding it over and over, and it's really unnecessary to ever walk anyway, even in small rooms, so why the hell not change it? You'll be running for a fair majority of the game anyway, spending a lot of time on the streets and open hallways, so do yourself a favour and change this option -- it's probably the most important recommendation before playing the game, or while you're already playing, to be quite honest. This feature includes strafing and sidestepping, so with it reversed, pressing L1 or L2 will make your character strafe. If you ever want to walk or sidestep, which is really pointless anyway, just hold Square while moving forward, or sideways for sidestepping. No problem. View Control ------------ This option controls how the camera is positioned by pressing L2. You'll normally have to hold L2 to center the camera behind James and direct it ahead, and it will go back once you let go of it (unless the camera turned all the way around or a fair bit, in which case it'll just focus itself closer to James and not directed as far away, as it normally does). With this option switched, simply pressing L2 will adjust the camera and keep it there, while pressing it again will rest it how it was before (again, unless it's really moved a lot). Bullet Adjust ------------- The game must be completed once to unlock this option, whereupon you will be able to adjust the amount of ammo in the game to twice the amount. Completing it one more time will allow you to triple the ammo amounts, making things much easier. Normally, each pack of Handgun Bullets comes with ten bullets -- with x2 it'll come with twenty, and thirty with x3. It works the same way for Shotgun and Rifle Shells, doubling and tripling the amounts, respectively. If you ever feel like returning it to default for a more genuine experience, just change it back to x1. Noise Effect ------------ The first time you play the game you'll probably notice that the screen looks filled with noise and is not clear, and that's a created effect by the development team to create a more unique experience, and making the atmosphere a bit like an old horror movie, which is the intention. Once you complete the game once, you will unlock this option and you can turn the noise off for a clearer and crisper screen which displays the game's fine graphics at their best. Make your own choice whether to turn it off or not, but I'd recommend turning it back on if you ever do turn it off. Try it out without the noise and play the game a few times to witness the clear graphics, but if you want a more genuine and original experience, go with it on. -------------------------------------------------------------------------- ========================================================================== 11. W A L K T H R O U G H ========================================================================== -------------------------------------------------------------------------- WALKTHROUGH.......................................................[SH2_11] ________ / LEGEND \ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | New Area | | ==-=---=-=-=--=-======-=-=-=-===-=---=-=-=-=----= | | | | Puzzle | | ------------------------------------------------- | | | | ------------------------------------------------- | | | | Optional Puzzle | | +++++++++++++++++++++++++++++++++++++++++++++++++ | | | | +++++++++++++++++++++++++++++++++++++++++++++++++ | | | | Boss | | ====----====----====---===---====----====----==== | | | | ====----====----====---===---====----====----==== | | | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This is the walkthrough for the Letter From Silent Heaven main scenario of Silent Hill 2 with James, available in all versions of Silent Hill 2. To play this scenario in the original version, simply select New Game from the main menu. In the Greatest Hits/Director's Cut version, select New Game and choose "Main Scenario: LETTER FROM SILENT HEAVEN". Choose your difficulty levels and play. Recommendations --------------- I highly recommend that you change Walk/Run control to Reverse. Normally you must hold Square to run, but changing this option to Reverse allows you to run without holding Square, which is much more simplified and convenient. You'll be running for the majority of the game anyway, so it works out much to the favour of the player. To change it, visit the Options Menu and press L1 or R1 to access the Extra Options Menu. If you ever want to walk with this control reversed, just hold Square. It's quite unnecessary to ever walk, however; even in small rooms -- it only takes up unnecessary time. If you want to experience Silent Hill 2 at its best, especially your first time, play at night with the lights off, with loud volume, and all by yourself. Playing with a surround sound system with a good sub woofer especially enhances the experence, and headphones work as a great alternative if you do not have surround sound. Even if you do have surround, you might still want to try headphones sometime -- it's a whole new experience. If you play Silent Hill 2 as described above, you will enjoy the true Silent Hill experience, and I guarantee that it will blow you away. Enjoy. [Note:] This Walkthrough was written while playing on Normal Action Level. Therefore enemy locations and numbers may vary on other difficulties, although item locations will always be the same. All items, weapons, supplies, maps, and save points are in CAPITALS. 01 // e a s t s o u t h v a l e ==---=-=-=====---==-==---=-====---=-=-=====----=-=-=-====--=-======---===- "In my restless dreams, I see that town. Silent Hill." An introduction cutscene begins after starting a new game and we join our main character, James Sunderland, in a roadside rest stop washroom. After the cutscene, if you press Start to enter your inventory you can see that you have two items -- LETTER FROM MARY and PHOTO OF MARY. Whether you do or do not examine these items during the game may influence the outcome of the ending you'll receive at the end of the game. I recommend that you make your own decision, but the Endings section of this FAQ is always available for more information. There's nothing of interest inside the washroom, so head around the corner where the camera is facing to exit to outside. Outside on the desolated observation deck, James takes a moment to think things over and explains why he's come to Silent Hill. After the cutscene, run over to the open driver's door of the blue car and grab the MAP OF SILENT HILL sitting on the driver's seat. It appears that this is James' car, and leaving the driver's door wide open doesn't seem to bother him. With the map, head west to find that the road is blocked off by a fence at the tunnel entrance. As an alternative, you'll find a staircase near the white van and right beside the "Toluca Lake" sign, so descend down it. Down in this foggy trail, follow it wherever it goes, trying to ignore the sounds of what seem to be hungry dogs following you. A distance away on the path you'll find a well that has red square sheet of paper inside it, which is a SAVE POINT. You'll find plenty more of these over the course of the game. It's not worth saving yet, so continue past the well and go through the steel gate at the end of the path. Follow the path to find that it diverges into a graveyard. Head towards the graves, and you may notice someone kneeling down there. Moving closer, James meets a young, dark-haired woman whom he asks for directions to Silent Hill. She warns James that the town in dangerous, but he doesn't care and he'll go anyway. After the cutscene, head over to the northwest gate in the corner through the fog and go through it. Now follow this path for a while to meet a fenced off area -- continue along the pathway around it and go through the gate in the roofed hallway ahead. Through the gate, you're now on Wiltse Road, which goes all the way to Sanders Street, so keep on rolling. When you reach Sanders Street, head to the other side of the road and move east past the Flower Shop. Grab the FIRST-AID KIT on the table and then run west to Lindsey Street. James finds some blood streaks on the road and a shadow is seen walking away by the Sanders and Lindsey intersection. If you want a HEALTH DRINK, there's one up a mini staircase at the southwest corner of the Sanders and Lindsey intersection. Now thinking of the shadow, head north on Lindsey Street on the east sidewalk, since Katz Street is blocked off with caution tape. Get the HEALTH DRINK sitting by the garage door at the east side of Lindsey Street and continue north to Vachss Road, where more blood streaks are seen. There's another HEALTH DRINK by another garage door on Lindsey Street, just past the opening of Vachss, if you're interested. Run east down Vachss to find a fence-enclosed area with two HEALTH DRINKS inside. Go through the gate door along the fence to get them -- one is on the ground by the table and the other by the fence in the northeast corner of the fenced area. You'll also find a SAVE POINT on the table. Exit the area and continue down Vachss Road, through the partially opened gate, until you reach the construction site at the end, where strange static is heard. Enter the site through the wooden planks. James steps inside the site through the planks in a cutscene and finds a RADIO, which seems to be the source of the static. Much to his surprise, there is a creature chilling out no more than fifteen feet away from him, which is a Lying Figure. James tears a WOODEN PLANK from the barricade structure as the creature approaches him. From now on, use the Wooden Plank as your primary weapon (it's your only weapon now, but continue using it even when you get your next weapon) until further notice. Hold your plank up in the air and quickly start to bash it before it gets to attack, and after a few swings James will confirm that it's dead. By the way, don't count on future enemies being this easy to kill. This creature died as soon as it dropped down, but normally you'd have to kick it first to finish it off. Anyway, exit the construction site and run back to Lindsey Street. Once back here again, you'll notice a few Lying Figures around, so just watch out. Feel free to practice your plank skills by fighting them. North of the Katz and Lindsey Street intersection you'll find a stone monument with partially readable words engraved in it, if you're interested. Moving on, head to Katz Street to find that it's not blocked anymore -- the caution tape has been cut... All right, so what you want to do is get Rosewater Park, but it won't be so easy. North Neely Street is blocked and west Katz Street is blocked off with a large construction sheet wall with a locked door, and there's also a locked gate nearby that leads to an apartment building -- you can expect to go back there soon. Your next step is to try west Saul Street, so head that way right now. On the way, you can find a HEALTH DRINK past halfway down the south section of Martin Street, which is really the size of an alley. You'll probably encounter an annoying roach there, which as a Creeper, and more Lying Figures as well. Also be sure to pick up the FIRST-AID KIT at the east side of the Happy Burger restaurant on the way to Saul Street. Once at Saul Street, you'll notice that it's blocked off with another large construction sheet wall with a locked door, but there's a motorhome very close to it -- enter it. There is a memo on the couch saying "I'll wait at 'BAR Neely's'", so that's your next destination. There's also a SAVE POINT on the bed, by the way. Exit the motorhome through the left door (not the door with the target on it) and head to Neely's Bar, which you can find on your map on Neely Street. The front door to the bar won't open, but there's a side door along the building at the east of Neely Street -- enter through there. Once inside, take a look at the counter to find a map. There seem to be clues on the map and points of interest are pointed out -- James notices a question mark at the north end of Martin Street and marks it on his own map, so that's your next destination. Before leaving, take a look at the paper-covered window for a strange message. Exit the bar and head to north Martin Street, past any Lying Figures on the way. You may encounter a Creeper on Martin Street, so try to stay away from it. North up Martin you'll find a HEALTH DRINK on the ground by the left fence. Continue northbound, and if you want a surprise, run right beside the white van ahead. After it comes out, the Lying Figure will be moving on the ground for a while, so just ignore it and move north and off the road to the left to find a corpse where the question mark on your map is, leaning against the wooden fence. You'll find the APARTMENT GATE KEY if you search the corpse. If you examine the key in your inventory, you'll notice the writing, "Wood Side Apartment" on the piece of paper attached to the key -- checking your map, Wood Side is at west Katz Street, which is exactly where the locked apartment gate was earlier, so head there. On the way, you may want to head north up Neely Street to find a corpse with six memos scattered near it, providing tips on dealing with monsters. There will also be a few Lying Figures moving on the ground there, so kill them before reading the memos, since James stands open to attack while reading them. At the northwest corner of Katz and Neely Street in the open area under the roof, you can find a FIRST-AID KIT and a pack of HANDGUN BULLETS (don't worry, you didn't miss the Handgun; you're just getting a head start on ammo). Continue west, watching out for the Lying Figure under the Jeep Cherokee and other enemies on the way, until you reach the gate on the north sidewalk where the camera angle changes. Go through the gate, using the APARTMENT GATE KEY. There's an entrance here, and if you head all the way east within the compound you'll find another entrance, but it's locked. So head through the double doors right by the gate to enter the apartment building, which is named Wood Side Apartments. 02 // w o o d s i d e a p a r t m e n t s ---===-=-=====-=--=-===-=-=-=-======--====--=-==-=====----=-=-===---==-=== "You too, huh. Something just brought you here, right?" When you enter the building, you can find the MAP OF THE APT BLDG on the bulletin board on the left wall. There's a SAVE POINT pinned on the right wall, and there's also a HEALTH DRINK on the small brickwork by the stairs. There's a door leading to the courtyard ahead, but it's locked, so head up the staircase and through the door to the second floor hallway. It's too dark to read your map here, although there are some small bright areas under lights, so it's important to look for a light source that you can carry. If you head left down the hallway, which is west, all you'll find is the locked room 202 and the locked west end door. So head right, which is east, down the hallway. Near the stairwell door is a laundry and garbage shoot room, and if you examine the garbage shoot, James will notice something stuck in there. You can't do anything about it now, so continue east down the hall. If you head up the north hall, you won't find much right now -- room 208 is unlocked and you can find a memo and a grandfather clock in there, but nothing really makes sense at the moment. So skip past the north hallway, checking the doors along this south hallway, moving past the Lying Figure when you reach it. Room 205 is unlocked, so enter it. Inside, you'll notice light coming from a fashion dummy, and upon further examination, the dummy is wearing clothes identical to Mary's... Grab the FLASHLIGHT from dummy and watch your new light source spread light in the opposite direction as before, which awakens a Mannequin behind the fashion dummy. You don't need to kill it, since it's not near the door, but feel free to knock yourself out. When finished, exit the room back to the hall. Now that you have a light source, you'll be able to check the map whenever you want, just as long as the Flashlight is on. Further east in the hallway around the corner, the only accessible apartment room is room 210. If you're interested in ammo, you should check 210 out. Inside the apartment room, you can find two boxes of HANDGUN BULLETS -- one on the small table in the living room by the Lying Figure, and the other in the right bedroom on the corner table. Exit the room where you're done. There's nothing else on this floor at the moment, so reenter the south stairwell and head up to the 3F corridor. The first thing you'll see is a well-lit area on the other side bars blocking the hallway, preventing you from moving east past this point. There's a key on the floor through the bars, and James thinks he might be able to reach for it if you examine the bars. Unfortunately, a little bratty girl comes out of nowhere and stomps on James' hand, kicking the key away when you try to get it. The key is way too far away now, so forget about it for now. Head west down the hallway swallowed by darkness to find that room 301 is unlocked. Enter it. Inside the apartment, walk into the living room to spot a shopping cart, and in the cart you can find a HANDGUN. The Flashlight must be on for James' to be able to see the weapon and pick it up (if you don't have the Flashlight, it's in room 205). Although it may be tempting, try not to use the Handgun yet, even if you have ammo for it. Conserve your bullets for when you need them. Take a moment to look around the room to notice that someone beforehand must've put this Handgun to good use... Anyway, exit the room and head back down to the 2F corridor, remembering a few unknown things down there. The garbage shoot is unchanged, so head east towards the north hallway. Reaching the intersection, you'll hear a muffled scream coming from the north. Follow the source of the scream to the north, and when you reach room 208, take a look at what's behind the bars to the north... What is going on here!? Enter room 208. Inside, static is heard blasting throughout the room, and it's coming from the TV in the living room. Take a closer look and examine the chair by the TV for a shocking sight... Noticing the camera angle change hinting at the shelf near the TV, grab the newly appearing KEY TO ROOM 202 on the shelf. Through the doorway by the shelf, you'll find a grandfather clock with suggestive words written on the side, however it won't move and the glass door on it won't open. Anyway, you just got a key, so exit the room and run south to the main hallway. Take a right (the west path) and use the KEY TO ROOM 202 to unlock and enter room 202, passing any Lying Figures on the way. First, checking the kitchenette you can find a HEALTH DRINK on the counter. Through the open doorway in the living room is a bedroom with a hole in the wall with green liquid seeping out. Examine the hole to get the CLOCK KEY. There's a clock in room 208, so exit the room and run back to room 208. Go through the doorway by the shelf to the clock room. Use the CLOCK KEY on the clock face to open it up. It's time to solve a puzzle. c l o c k p u z z l e -------------------------------------------------------------------------- There are several clues in this apartment on how to solve this puzzle, including in the living room and the clock room. First, there's a note on the side of the clock that says: "The scars from the past shall remove the nail that stops Time." The idea is to push the clock out of the way to see what is behind it, but it won't move. You'll need to find more clues. In the living room of the apartment, there's a memo by the phone on a small wall table. The memo is different depending on your riddle level: EASY: "Three different sizes, time on the run. Three young men circlin' round the sun. Henry is short and very, very slow, Scott can't stop, he's always on the go." The memo uses the names as the hands of the clock. Taking this into account, Henry would be the hour hand on the clock since he's "short and very, very slow", just like the hour hand, and Scott is obviously the second hand as "he's always on the go", just like the second hand on a clock. However, that leaves out the minute hand, which we'll get into in just a bit. NORMAL/HARD/EXTRA: "Three needles stand of three different heights. The fat, the tall and the thin. From slow to fast they move to the right. Scott rests not on three, but fifteen." The "Three needles" are easy to understand. They are simply the hands on the clock. "The fat, the tall and the thin" -- hour, minute, and second hands. "From slow to fast they move to the right" describes the order of the hands: Hour, Minute, Second. The hour hand moves the slowest, making it first, the minute hand moves the next slowest, making it second, and the second hand moves the fastest, making it last. There's also another way to tell the names of the hands on the clock, and this is how you're sure who is the minute hand. Scratched into the wall opposite to the clock in the clock room are the names Henry, Mildred, and Scott. Look at the first letter of each name: (H) Henry - (H) Hours (M) Mildred - (M) Minutes (S) Scott - (S) Seconds We're still not finished here though. Moreover, the wall scratches with the three names have directions for each of them, corresponding to each hand on the clock. There's Henry and Scott from the Easy memo, and Mildred. Mildred would be the minute hand since that's the last one left, and we already determined that with the first letters of each name and hand. The corresponding clock numbers for the arrows of each name on the wall are as follows: Henry: 9 - (9 hours) - hour hand Mildred: 2 (10 minutes) - minute hand Scott: 3 (15 seconds) - second hand So that leaves you with 9:10 and 15 seconds. But if you check the clock, you'll notice that the second hand doesn't move and it's already on 15 seconds, so don't worry about that one. You now have the solution, so turn the clock hands 9:10 after examining the open clock face. Use the D-pad or left analog stick to turn the hands, moving them simultaneously, and put the hour hand on 9 and the minute hand on 2. Once you set the time to 9:10 (anywhere within the range of 9:07 to 9:13 will work), you should hear a clank. That would be the "nail that stops Time", from the note on the clock, being removed. You can now push the clock and move on. No matter what Riddle Level you're playing, the answer to this puzzle is always 9:10. -------------------------------------------------------------------------- Move to the right side of the clock and push it to reveal a hole in the wall. Go through the hole to find yourself in room 209. Enter the living room to find a SAVE POINT on a pushcart. Move into the kitchenette to find a HEALTH DRINK on the counter. Exit the room through the front door, now on the other side of the bars in the hallway. Head through the blue door just to the north into the north stairwell. Move up the stairs and get the HANDGUN BULLETS placed on the ledge at the top. Pass through the door up here to the 3F corridor. Checking your map, you're at the north of 3F, which you couldn't access before. The first two doors in the hallway from the north have broken locks, but room 307 is open. Head inside 307 for a stunning cutscene. Note the key in the closet during the cutscene. Once everything is safe, get the COURTYARD KEY in the closet. There's nothing else in here so exit the room. Continue south down the hallway past the Lying Figure to reach the south hall. Heading west, you'll find the FIRE ESCAPE KEY on the ground near the bars, which is the key that the little girl from before kicked away. Just hope she doesn't come out of nowhere again and tackle James now. In the open laundry room near the bars, get the HANDGUN BULLETS on the floor. Just near the laundry room, you can find some ammo and health in room 303 which you should find worthwile. Inside 303, there is a Lying Figure in the right room but there aren't any items in that room anyway. Grab the FIRST-AID KIT on the small cabinet at the left in the living room. A pack of HANDGUN BULLETS is on the bed in the left room and a HEALTH DRINK is on the fallen fridge in the kitchenette. Leave the room before the Lying Figure finds you, and head all the way east to the southeast stairwell and enter it, since all the other rooms in this corridor are inaccessible. Run down the stairs past the blocked off 2F door to the lobby. Although this place may look similar, it's the east building. You were in the west building earlier. The 1F hallway door in here has been broken off, so head north up the 1F hallway. Finding no items or unlocked rooms on the way, there's a pack of CANNED JUICE in front of room 107 at the far end. Yeah... Okay. You can't drink the juice so it must have some other purpose, as odd as that thought may be. Return to the lobby and exit through the entrance double doors after first unlocking them. Checking your map, if you head west you'll reach the west building entrance, where you first entered the apartments. Remembering some unfinished business there, head west over there, and you may notice the bottom of the garbage shoot by the west entrance. Keep that in mind. Reenter the west apartment building, and you should probably check on the garbage shoot up on 2F and see if you have anything useful to get at it, so go ahead up to 2F and do that. In the laundry room, the garbage is still stuck in the shoot. Looking through your inventory, maybe you could throw something down at it to knock it loose... Hey, what about the six pack of juice you just got? It's pretty heavy and doesn't seem to have any other use, so toss the CANNED JUICE down the shoot while standing in front of it. It makes a loud noise, and if you check the shoot, you'll notice that the garbage was knocked loose. Looks like the juice was quite useful after all... Who would've thought. Head back down to 1F and exit through the lobby doors. Go around the right corner to the bottom of the shoot. Investigating the splattered garbage's contents, you'll find the COIN [OLD MAN]. There is also a very interesting memo in the garbage. Study the memo -- it will help you later on if you remember it. Go back through the lobby doors and into the west building again. Looking at the door ahead by the stairs, which leads to the courtyard, you should remember that you have a key for it now. Head through the north courtyard door, using the COURTYARD KEY. Now is a good time to equip the Handgun as there will be more enemies here and in the near future than previously. Just don't lose yourself by shooting everything you see, okay Rambo? On your map, you may notice a large open space in here, which is a pool. Follow the short path from the door and take James' left to and up the stairs to enter the pool area. Hearing radio static and monsters walking, you'll notice that the pool has been drained and there are three Lying Figures inside it. There's a baby carriage in the middle of the pool with an item in it, so you'll need to jump down in the empty pool with the monsters. You can shoot at them from above, but you'll need to get down in the pool to kick them. Or you could try to be quick and not fight them. Anyway, grab the COIN [SNAKE] in the carriage and climb up the northwest steps to get out of the pool. Exit the pool compound and head back to the area you came from before. You came from the south path, so follow the east path and go through the door there. Now you're at the base of the north building (note: the west, east, and north buildings are all technically the same building but have different entrances on different floors and are therefore classified as different buildings). Anyway, moving south past the Lying Figures in the hallway, and enter room 101. Inside, you should hear someone vomiting, but just check out the apartment first. You can find a bloody open fridge with some legs coming out of it in the kitchenette, and a pack of HANDGUN BULLETS in the far right corner of the living room. Enter the washroom, where the noise is evidently coming from. James now meets Eddie in a cutscene. Although no key items are procured here, you must meet Eddie in this building or else you won't be able to continue later on in the game. After James leaves the washroom in the cutscene, you can reenter to find another room. Inside the washroom, you can ask Eddie if he's all right, but more interestingly, you can move inside the room to James' right. The room contains football posters and a football on the ground. There are no items in here, but it's interesting to look at and to remember for late in the game. Anyway, exit room 101 after meeting Eddie, and the only other unlocked room in the corridor is room 104. Kill the Lying Figure in the room and grab the HANDGUN BULLETS on the chair. Head back to the door and note the tourist pamphlet on the cabinet. Give it a read and exit the room, since there's nothing else in here. Back in the hallway, you should now be finished checking the whole Wood Side Apartment building. However, you still have a Fire Escape Key, and you may remember the locked west end door on 2F. So what you want to do is return to the south corridor of 2F, and there are to ways to do this: up the stairwell right here and pass through room 209 and 208 via the hole in the wall between the two rooms, or head back outside and through the other door to the west building and go up to 2F from there. Either way is fine, but I recommend the latter. When you arrive in the the south 2F hallway, head west all the way to the west end blue door. Use the FIRE ESCAPE KEY to open the door, and instead of a fire escape, there is a window to another apartment. Pass through to the unknown apartment room, leaving Wood Side. 03 // b l u e c r e e k a p a r t m e n t s ===-=-=====---=-====----=-====-=-=-=-=======---=====--=-=-=------===-----= "But... You’re the same as me. It’s easier just to run. Besides, it’s what we deserve." Through the window, you find yourself in a bedroom of room 203 of Blue Creek Apartments, a different apartment building (you'll need to find another map). Nothing is in this bedroom, so move ahead to the washroom. If you check the toilet, James tells you there's something in there... Prepare yourself and stick your hand into the unknown. James will find a wallet in the toilet bowl, with a memo inside it containing arrows and numbers. If you check the living room, you'll find a locked safe on a chair. You'll need to use the combination from the wallet to open the safe. s a f e c o m b i n a t i o n p u z z l e ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ First of all, this puzzle is optional, so if you really don't want to bother with it you can just move on. However, this is quite a simple puzzle and it's definitely recommended that you do solve it since there's a whole bunch of ammo inside. This riddle varies depending on your riddle level and it gets quite complex in the higher riddle levels. What always stays the same is how you use the safe, but what changes is the combination in the memo from the wallet. Furthermore, the combination is random each time, so you must perform the puzzle on your own in correspondence to your combination. The mechanics of the safe and how to use the combination may be a little confusing for certain reasons, so let me clarify how to use them. This is very important, so pay attention. First, in the memo there are four different numbers, either one or two digits each, and each of the four numbers are separated by arrows. There are two arrows in between each of the four numbers, but the fact that there are two is irrelevant. The arrows indicate which direction to turn after inputting each of the numbers, except for the final number of course. So what you would do is examine the safe to view the dial, turn any direction to the first number, turn in the direction of the arrows to the next number, turn in the direction of the next arrows to the next number, and turn in the direction of the last arrows to the final number. The directions of the arrows in between the numbers always stay the same and look as follows: ## >> ## << ## >> ## And so you'd move any direction to the first number, turn right to the second number, turn left to the third number, and turn right to the fourth number. What might be confusing is that when you press a direction on the controller to move the dial, the dial moves in the opposite direction. The arrows determine which direction to press on the controller, so don't worry about the dial moving in the opposite direction -- that's irrelevant. As for the numbers, the highest number on the safe's dial is 20, so no number in the combination can exceed 20. The code takes different form depending on your riddle level, so read the solution below corresponding to your riddle level. Each solution uses a made up combination as an explanation, so just replace those numbers with the numbers you have to solve the puzzle. After inputting the correct combo, the safe will open. EASY/NORMAL: Here you will get the simplest code with plain old numbers. As always, the code is random, but the foundation works exactly like mentioned above. All right, let's grab a random code out of the air for this explanation: 15 >> 8 << 12 >> 6. If this were your code, you would turn the dial in any direction to 15. Then you would turn the dial to the right until you reached 8. Next, you'd turn the dial to the left until you reached 12. And finally, you'd turn the dial to the right and stop at 6, at which point the safe would open. HARD: Okay, now you'll get a code with some normal numbers and some roman numerals, so it's more complex than Normal and Easy. If you know your roman numerals, you should have no problems here on your own, but if you need some practice, you're at the right place. The only two roman numerals that can be in this puzzle are V and X, however they can be used in several different ways. First of all, V is 5 and X is 10. You may see some of the following as well: VV, XV, XX. VV is 5 and 5, equaling 10; XV is 10 and 5, equaling 15; and XX is 10 and 10, equaling twenty. Naturally, 10 would be expressed as X with roman numerals, not VV, but things work differently for this riddle -- you add the two together (V + V = 10). That's not everything though. You may also see numbers mixed with roman numerals. For example: X5, VV2, XV4. In this case, you would add each number together: X5 = 15 (10 + 5), VV2 = 12 (5 + 5 + 2), XV4 = 19 (10 + 5 + 4). Taking this into account, here's an example code: 11 >> X2 << 7 >> 3. If this were your code, you would turn the dial in any direction to 11. Next, you'd turn the dial to the right until you reached 12 (10 + 2 = 12). Then you'd turn the dial left until you reached 7. Finally, you'd turn the dial right and stop at 3 and the safe would open. EXTRA: Combinations on this level tend to look like shockers at first, but it's quite simple to understand. This time, the combination in the memo will be composed of numbers and letters. Each of the four numbers can only be either a number or a letter, not combined together, which makes things easier. There's no real in-game clue as to what the letters mean, but you can determine this from experimentation. Each of the 26 letters in the alphabet has its own number, marking its position out of the 26. Looking at this, a is number 1, b is number 2, c is number 3, and so on. This is the basis of how the letters work, but that's not all. If you notice from your code, there are no actual numbers that exceed 9, and that's because numbers are replaced with letters above 9. Taking this into account for the letters, you'd take each letter's alphabetical number and add 9 to it, since numbers above 9 are replaced with letters. What happens here is that "a" replaces 10 (1 + 9 = 10), "b" replaces 11 (2 + 9 = 11), "c" replaces 12 (3 + 9 = 12), and so on. By these measures, you can determine what each of the possible combination letters equal: a b c d e f g h i j k 10 11 12 13 14 15 16 17 18 19 20 It stops at "k" (20) because the highest number on the safe's dial is 20. All right, let's now make a code: 3 >> j << 4 << b. If this were your code, you would turn the dial in any direction to 3. Next, you'd turn the dial to the right until you reached 19 (10 + 9 = 19). Next, you'd turn the dial to the left until you reached 4. Finally, you'd turn the dial to the right and stop at 11 (2 + 9 = 11) and the safe would open. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Once the safe is open, you'll find four boxes of HANDGUN BULLETS. Damn right -- that's the reward a man gets for sticking his hand in a dirty toilet without even questioning it. Anyway, in the nearby kitchenette is a HEALTH DRINK as well. Leave the now empty room. Out in the hall, ignoring the Lying Figure to your left, you won't find any other open rooms. However, you will find a note on the door to the locked room 209, telling you that the key for the room is in one of the apartments near the stairwell on 1F. That's where you want to go, so look for the glowing "EXIT" sign on the roof to locate the stairwell door. Enter the stairwell through the blue door when you reach it, and look on the ground to James' left to find the MAP OF THE WEST APT. BLDG. Although you have no desire yet to do so, if you try to head up to 3F in the stairwell, you'll find that it's blocked off -- you can't access 3F of Blue Creek, regardless of the fact that you have a map for that floor. Anyway, move down the stairs to 1F and go through the door right there. The sound of a Creeper is heard in the 1F hallway -- if it comes near you, shoot it. Move left and inside the laundry room there for a FIRST-AID KIT on a washing machine. There are two unlocked rooms on this floor -- 205 and 209 -- and both are near the staircase, as the earlier note described. Room 205 won't do you any good right now since you'll only find an odd desk that looks like riddle, so enter room 109 just north of the stairwell, ignoring the still Mannequin ahead. If the door won't open no matter how hard James tries, then you need to see Eddie in Wood Side (inside room 101 1F -- you'll need to go back through room 203's window to get there). Inside 109, find the couch ahead of James and grab the HANDGUN BULLETS sitting on it. There's nothing else useful in this main section of the apartment, but you'll notice a vibrant white door near the couch. It's unlocked, so go through it for a cutscene. James meets the dark-haired woman from before and discovers that her name is Angela. You'll receive ANGELA'S KNIFE from her and then she'll leave the room. If you enter your inventory to take a look at the knife, you'll notice the "Examine" function. If you ever examine this knife, it may influence the outcome of the ending you'll receive at the end of the game. I recommend you make your own decision here, but you can check the Endings section of this FAQ for more information. After the cutscene with James standing in front of the nightstand, take the COIN [PRISONER] sitting on it. There's not much else in the room, but if you have a good eye, you may notice something in the middle of the floor in the room. It's a picture, which tells more about Angela's character if you can decipher the message. Moving on, exit the room and the apartment altogether. Remembering the other unlocked room on this floor, enter room 205. The key for room 209 wasn't in room 109, so it must be in here. Noticing a strange-looking secretarial desk in the living room, examine it. It's time for another puzzle. o l d c o i n p u z z l e -------------------------------------------------------------------------- Examining the desk, you'll find an engraving of a riddle, which is different for each riddle level, and five circular slots, approximately one-inch wide. The slots are around the same size of the three coins you have, so it appears that you'll be inserting those three coins into certain slots in correspondence to the riddle engraved in the desk. Although there are five slots, there are only three coins, so don't worry about that. To get a better understating of just what the riddle on the desk is saying, enter your inventory and examine each coin. You'll notice the following images on the coins: Old Man - an old man Snake - a snake Prisoner - a woman To insert a coin into a slot, enter your inventory and use one. You will then be able to select a slot to put the coin in. The coin will go in the slot once you select one. To remove a coin, examine the desk, skipping the riddle, to get the view of the five holes, and you will then be able to select a coin that you want to remove. These three coins correspond to the mentionings in the riddle engraving on the desk, and the higher the riddle level, the more diluted the mentionings are, making them harder to understand. The riddle on the desk differs per riddle level, and each solution below has the written riddle, solution, and explanation. EASY: "To the right is the lady. To the left is the old one. In the center crawls the other. Now just two spaces remain, But fear not for now, The puzzle is done. The puzzle is done." Solution: Old Man, Empty, Snake, Empty, Prisoner This couldn't be any simpler. The first line, "To the right is the lady", explains that the Prisoner, who is a woman (as shown on the coin) and the only woman here, sits at the right end slot. The next line, "To the left is the old one", clearly states that the Old Man sits at the left end slot. Lastly, "In the center crawls the other" explains that the Snake, the only one remaining and a creature that naturally crawls, sits at the middle slot. The rest of the riddle just explains that only three coins are needed for this puzzle, not five. Now that you have the solution, put the COIN [OLD MAN] in the left end slot, the COIN [SNAKE] in the middle slot, and the COIN [PRISONER] in the right end slot. NORMAL: "Three bright coins in five holes be At one end sits the Seducer of she The wind from behind the woman doth play The Formless One, Null, lies furthest from they The Old One beside the Serpent sits not. Tis to the Prisoner's left that he doth rot" Solution: Empty, Old Man, Prisoner, Empty, Snake The first line, "Three bright coins in five holes be", simply describes that three coins fit into the five slots and no more are needed. "At one end sits the seducer of she" tells us that the seducer of "she" sits at one of the two end slots. The seducer in this case would be the Snake, seducing Eve to eat the apple in the Garden of Eden. So the Snake sits at one of the two end slots. The next line, "The wind from behind the woman doth play" describes which end the Snake sits at. If you take at look at the Prisoner coin (which is the woman), you'll notice that she faces to the right. If the woman is causing the wind and is behind the Snake, she has to be on the Snake's left. If she were at the right, it wouldn't make sense because she would be facing the opposite direction and therefore be in front of the Snake. Moreover, the wind seems to represent a slot itself, in between the Snake and the Prisoner, although it's not solid just yet, and the Prisoner sits in the middle slot. "The formless one, null, lies furthest from they" signifies that the slot furthest from the Prisoner and Snake, which is the left end slot, is empty (formless). "The old one beside the serpent sits not" is quite self-explanatory, stating that the Old Man doesn't sit at the slot in between the Snake and the Prisoner. Furthermore, "Tis to the prisoner's left that he doth rot" explains the rest. So the Old Man sits in the slot to the left of the Prisoner. Now that you have the solution, place the COIN [OLD MAN] in the second slot, the COIN [PRISONER] in the middle slot, and the COIN [SNAKE] in the fifth slot. HARD: "First lies the seat of He who is Peerless Silent and empty, heartless and fearless Beside him sits one who knows The place of the servant is next to the throne Dozens of feet, yet not a single toe The One that is Hidden beside him doth go Seducer of dreams, creature of Hades Lying further from Man and closer to Lady Man and Woman seeing all Heedless to the Raven's call Silent and Hidden the two may be They be not there for you to see Return them to whence they would be And blessing shall descend on thee I speak thus with the North Star behind me The birth of the sun is the start of the story" Solution: Empty, Old Man, Empty, Snake, Prisoner This one is a bit more difficult, but makes a little more sense in a way. "First lies the seat of He who is Peerless; Silent and empty, heartless and fearless" clearly explains that the first slot is empty -- silent, empty, heartless, fearless. That should be crystal clear. "Beside him sits one who knows The place of the servant is next to the throne" is difficult to interpret, although its context seems to make sense. Just think about it -- "one know knows" is already a big clue, and this looks to be describing the Old Man (has come to know because of his age). The entire sentence together eliminates the Snake, since a snake could not possibly know "The place of the servant is next to the throne". A snake would not understand the human way of life and what a throne is and means, and so on. Back to the earlier statement about the Old Man, he seems to fit the sentence the best, because of his age. So it is apparent that the Old Man sits at the second slot. "Dozens of feet, yet not a single toe" clarifies that there is no human, if anything, between the second and fourth slots -- "feet" being a unit of measure and "toe" simply serving as a pun. "The One that is Hidden beside him doth go" applies to the same slot, being hidden, but is referred to as "him" only for now. "Seducer of dreams, creature of Hades" is easy to follow. The Snake is both the seducer and creature of Hades, seducing Eve to eat the apple in the Garden of Eden; it is also clearly the only "creature" of our three figures here per se, the man and woman being humans, of course. Therefore, the Snake would be set into the fourth slot. The meaning of "Lying further from Man and closer to Lady" is quite obvious, stating that the Snake is closer to the lady and further from the man. Looking at what we have already, the Old Man sits at the second slot and the Snake sits at the fourth slot. Taking this into account, the Prisoner (lady) can't go in the first or third slot since that would not make the Snake closer to the lady, and so the only slot the Prisoner can fit into is the right end slot. This way, the lady is closer to the Snake, just to his right, and further from the man. "Man and Woman seeing all Heedless to the Raven's call" tells us that between the man, which is the Old Man, and the woman, which is the Prisoner, they must see all five slots. With the arrangement we currently have, this works out. The Prisoner sees the Snake's slot and her own, and the Old Man sees the two slots at his side and his own. Man and Woman see all. The riddle goes on, stating that "Silent and Hidden the two may be They be not there for you to see". This confirms that the two slots mentioned earlier as being empty are in fact empty -- the first slot, which is "silent", and the middle slot, which is "hidden". Therefore, what we have as a provisional solution stands. Now that you have the solution, put the COIN [OLD MAN] in the second slot, the COIN [SNAKE] in the fourth slot, and the COIN [PRISONER] in the fifth slot. EXTRA: "Like coins in the hazy aether tossed Our souls must by their sinful weight Descend to earth with lightness lost To "right" the sins that they hath laid When thrice in falling they intone The Happiness shall be thy own The first note be not by the Horned One rung Though it be there that all sins be sprung The Bringer of Life and the Bringer of Shame The sins of the latter be ever more tame Though coming in the Aged One's wake The Formless One's soul in fear doth quake The Needless One, silent, with hungers all sated Is least then in sin with his lusts all abated For the gravest of sinners His place be appointed And if he be lucky May his soul be anointed" Solution: Old Man, Empty, Snake, Prisoner, Empty This riddle is very complex and requires very deep examining and thinking. The sentence "Our souls must by their sinful weight; To 'right' the sins that they hath laid" means that the more sinful one is, the further to the right of the five holes they belong. And by the way, if you're confused by "Our souls must by their sinful weight", the context is "Our souls MUST by their sinful weight", as in action. "When thrice in falling they intone The Happiness shall be thy own" just implies that three (thrice) coins fit into the five slots. "The first note be not by the Horned One rung though it be there that all sins be sprung" determines that the Snake is not the greatest sinner, but is the cause of the sins -- being the cause of all sins does not necessarily make one the greatest sinner, however. The key here is the Snake being represented as the Devil, the "Horned One", and the first sin. There is what James describes as a crescent moon on the back of the Snake coin, which can also appear to be a horn, which furthers this idea. In the Garden of Eden with Adam and Eve, the Devil took the form of a snake to seduce Eve to eat the apple, and from there sprung all sins -- that's the context. "The Bringer of Life and the Bringer of Shame; the sins of the latter be ever more tame" says that the Prisoner (a woman), who is the Bringer of Life, is more sinful than the Snake, which is the Bringer of Shame. Women give birth to life, birthing children, making the Prisoner the Bringer of Life (there are eggs on the back of the Prisoner coin as well, hinting at the same idea). As for the Snake, in the Garden of Eden, after the snake influenced Eve to eat the apple, Adam and Eve were filled with shame from their nakedness, therefore making the Snake the Bringer of Shame. The word "latter" in this case means the second of two things mentioned, and the word "tame" means more relaxed -- although two words in this sentence, the single word "evermore" means always, as in always more relaxed in this case. Therefore, the Snake is less sinful than the woman and consequently takes a place before the woman between the five slots ("To 'right' the sins that they hath laid"). "Though coming in the Aged One's wake the Formless One's soul in fear doth quake" mentions that there is an empty slot in the Old Man's wake. The Old Man faces to the right on the front of the coin, and so the Old Man would have to be to the left of the empty slot to face it -- for the "Formless One" to be in the wake of the "Aged One". The verse states that the Formless One trembles in fear of the Old Man, which doesn't make much sense right now. We'll get back to that in just a moment. "The Needless One, silent, with hungers all sated Is least then in sin with his lusts all abated" states that the Old Man has put an end to his eagerness, or if you will, craving for qualities such as power, life, etc. If you examine the back of the coin in your inventory, you'll notice a gravestone, signifying the Old Man's death. Thus, the statement fits him even better -- dead people are silent and hunger no more; a corpse can't make noise nor hunger. Therefore, the Old Man sits at the far left slot and is the least to sin, since he's dead. The last line of the previous verse makes more sense now -- "the Formless One's soul in fear doth quake". The Formless One is afraid of the Old Man's corpse and perhaps feels its own death coming soon. As an alternative to "The Needless One" verse, here's another explanation: We know this is the Old Man because he is needless, silent, and has done what he has wanted to do in life. When one is young, they desire to do so much. As one grows older, these desires tend to diminish either from realization or loss of care. Thus, the Old Man is the least to sin and therefore farthest to the left. All we have so far is the Old Man at the far left slot and the empty second slot. We know that the Snake will be farther left than the Prisoner (less sinful), but we do not know in which slots they fit just yet. The final verse explains the rest and sets it all into stone. "For the gravest of sinners His place be appointed And if he be lucky May his soul be anointed" states that a new person fits in the right end slot, being a serious, and the greatest, sinner. This sinner is so sinful that if he's lucky his soul may be purified. Although this person is a "he", it is not the Old Man and is an entirely new person, one of whom is not represented by a coin. Thus, the fifth slot is empty. Now we have the first, second, and fifth slots set into stone, leaving only the third and fourth slots left (for the Snake and Prisoner). The Snake is less sinful than the Prisoner, and therefore the Snake will sit at the third slot and the Prisoner at the fourth slot just beside him. Now that you have the solution, put the COIN [OLD MAN] in the first slot, the COIN [SNAKE] in the middle slot, and the COIN [PRISONER] in the fourth slot. -------------------------------------------------------------------------- Once you've solved the old coin puzzle, the secretarial desk will open, revealing a key inside. Take the LYNE HOUSE KEY. Directly behind you, if you're standing in front of the desk and facing it, is a small path that leads to a SAVE POINT on the wall. Now that you have what should be the key to room 209, exit the room and head back up to 2F via the stairwell. Enter room 209, using the LYNE HOUSE KEY. Inside the apartment, you may hear some whispers, but that's not important right now. Move out to the balcony from the living room, which connects to room 208. In 208, grab the HANDGUN BULLETS on the chair and take the APARTMENT STAIRWAY KEY on the envelope on the bed. Using the SAVE POINT on the wall in the bedroom is recommended because a boss fight is coming up very shortly. Cross back over to room 209 and exit to the hallway from there. The locked stairway is at the north end of this floor, so head north, past the Mannequin, and use the APARTMENT STAIRWAY KEY to access the stairway. In the stairway, it's not a pretty sight. You'll have to deal with the pyramid-headed creature in a boss fight. b o s s 1 : r e d p y r a m i d t h i n g =====-----=====-----=====-----=====----=====-----=====-----=====-----===== Once you're inside this stairway, there is no escape. The door is locked and the stairway is filled with water. You'll have to endure a short battle with Pyramid Head. First of all, let me mention that you do not have to fire off a single shot in this boss fight, however it will take noticeably longer if you don't. Bullets don't do any damage to Pyramid Head, however in addition to shortening the battle they also slow him down and make him much less dangerous. At the same time you may not have much ammo so you may decide to conserve it, or you may not even have a choice if you're out of ammo. It takes around 40 bullets on Normal to end the battle, so you make the call. One thing I will add, however, is that if it's your first time you may find the battle more difficult if you don't use the Handgun since Pyramid Head will be moving much quicker. Either way, this is still a simple battle and will last no longer than a few minutes. So the idea of this battle is really to outlast Pyramid Head and his attacks, and stay alive until he leaves. The way you'll do this, whether using the Handgun or not, is running to the other side of the room each time Pyramid Head comes near you. Anyway, starting off, let Pyramid Head approach you. If you're planning to quickly end this battle by using the Handgun, start firing away. If not, just stand there and wait for him to get close. Either way, Pyramid Head should stop short and swing and miss. Take this opportunity to runn past him and to the opposite corner in the room, farthest away from the creature. Continue firing away in this corner if using the Handgun, after locking onto him first. Again, if not, just stand there and wait for him again. This time Pyramid Head may or may not stop short when he swings, so you might not want to take the risk, and instead just dart to the other corner once he gets close enough. As you run by he'll either swing and miss (hopefully, if you're quick enough), or you'll be too quick and he'll just turn and start following you back to the other corner. Soon enough, Pyramid Head will stop trying to swipe at you in each corner, and instead he'll try to perform an executioner-style overhead swing, which will indeed kill you on contact. You'll notice when Pyramid Head starts to do this attack because he'll stop a decent distance away from you and start winding his knife back with his arm. When you see him do this, quickly get the hell out of there and go back to the other corner. While this second attack is more dangerous, it gives you more time to escape cleanly, so it's somewhat better in a sense. Once Pyramid Head performs the executioner swing and you're out of the way, the knife nails into the ground, easily leaving you enough time to get to the other corner and even get a great head start shooting him if that's what you're doing. Also, remember to reload in your inventory if you're using the Handgun, since it saves time. Sometimes though, when you start off to the other corner, Pyramid Head may abort the executioner swing and try to swipe you as you run by. If you're quick enough, this shouldn't be a problem. Keep in mind that this battle is more intense at the beginning, where Pyramid Head will swing at you when you leave a corner. Just run quickly and stay as far away from him as you can by hugging the walss and you should be fine. If you're playing on Hard Action Level, his reaction to you running away will be much quicker and he may get to slash you. So it's really important to stay very aware during the early stages of the fight, since that's the part where you're most likely to take unnecessary damage. Pyramid Head wields a mighty blade, so heavy that he has to drag it behind him. This means he'll move rather slowly, however his attacks make up for this. Pyramid Head has three attacks, the first of which is the standard swipe seen mostly at the beginning of the battle, and this is the weakest. It's probably the hardest attack to escape from cleanly, but it doesn't take up too much damage. His second Great Knife attack is an overhead executioner swing, which as previously mentioned is a one-hit kill. No matter what health status you're at, if you're ever hit by this attack, you will die. The final attack this creature has is more of a rare attack, and it is not with his knife, but his hands. If you get up close enough to Pyramid Head, he'll grab you by the neck with one hand and try to strangle you in the air. Just stay away from him and you should be fine, but if you do get caught up with this attack, mash the shoulder and directional buttons to esacpe the attack more quickly. One thing to note about Pyramid Head's executioner swing is that he can still turn left and right while performing it, and he can hit and kill you this way if you're not quick enough. You'll especially notice this on Hard. Another thing is to be careful when running past and behind Pyramid Head, as the attack will still kill you if the knife touches you as Pyramid Head lifts it. Anyway, just repeat the strategy mentioned above and the battle should end soon enough, should you survive. If you ever find Pyramid Head moving a bit too quick for you, just fire a few bullets at him -- this is all it takes to temporarily slow him down, which may come in to play at the end of the battle on Hard. Once you've survived long enough or you've fired enough bullets at Pyramid Head, a siren will sound in the distance which seems to act as a calling signal for Pyramid Head -- he turns and heads for the stairway as soon as it goes off. Don't follow him to the stairway as he will certainly not hesitate to turn around and slay you if you get close enough. You wouldn't want to die after the battle is over, so don't risk it. By the way, on Hard Action Level, if you're using the no weapons weapon and you're trapped in a corner as the siren sounds off, this is terrible news. Once the siren sounds, Pyramid Head is suddenly a lot quicker and more accurate with his attacks. Therefore even though the battle is over in a sense, you can still easily die. If you're in the corner with the door, it's very likely that Pyramid Head will kill you with his executioner swing if you simply try to stroll on by. This is why you may want to consider emptying a few rounds into Pyramid Head and slow him down if you sense the end of the battle coming. Even after the siren sounds, you can still shoot him before you run past him, so consider that first. However, if you're out of ammo there's still another method. What I found to work was that if I changed the movement control to 2D and ran around windingly as I ran away from Pyeamid Head, he aborted the swing and just left to the stairs. It seems that the crazy movements were too much for him and he thought the hell with it. Normally with 3D the controls are quite sluggish so you can't do this, but your movement is much more "free" with 2D. So consider changing to 2D (if not already using it) at this part of the fight to survive. Keep in mind this is only really for the no weapons strategy. If using the Handgun for the whole fight, Pyramid Head won't be as quick and this part won't be a big worry. To sum it up, this fight can contrastingly be very long or very short, depending on if you shoot Pyramid Head or not. On all action levels the battle can end in less than one minute if you shoot Pyramid Head but can last up to five minutes on Hard if you don't, and around three on Normal. If you have the ammo and use it, great. If not or if you don't want to waste it, just try to hang in there. =====-----=====-----=====-----=====-----=====-----=====-----=====-----===== Once Pyramid Head decides to go for a swim in the staircase, he'll descend down to the bottom and leave the the door at the bottom, which will drain the staircase. Once the water is drained, head down the stairwell and go through the door to outside. 04 // w e s t s o u t h v a l e --=-===-=--====---======-=-=====-=--=====--=-=-==------=-===---===---=-=-- "My name... is Maria. I don’t look like a ghost. Do I?" After exiting the apartments, you'll find no trace of the water or Pyramid Head. That's not much of a concern anyway, so don't worry about it. Move down the stairs and towards the fence ahead to find a FIRST-AID KIT. Turn around and follow the path in the other direction and around the corner. Continue down the narrow path to meet a wall looking like something from Humpty Dumpty and a cutscene will play. James meets that bratty little girl again, but she doesn't stay for long this time either and leaves James with an interesting question. After the cutscene, continue north to notice a camera angle change hinting at some stairs. Move up the staircase to find two boxes of HANDGUN BULLETS at the top. Return to the main ground and continue north once more to finally reach Rosewater Park. Is Mary here though? That's the question. Enter the park through the entranceway and go up the left stairs. You'll find two boxes of HANDGUN BULLETS on the ground at the end of the pathway. Move down the other stairs over there and grab the HEALTH DRINK on the left bench. Continue on by moving down the stairs here and head over to the right and up those stairs. In the small lot here you can find HANDGUN BULLETS on the bench, near the gazebo. Continue north to the waterfront, and you'll find a HEALTH DRINK slightly to the right by the railing, down the stairs. Head west down the waterfront path, soon noticing someone standing against the railing. Move closer for a cutscene. Here on the waterfront James meets a seductively dressed woman named Maria who just so happens to look and sound like Mary. With the help of Maria, James realizes his and Mary's "special place" is probably the Lake View Hotel instead, and that's where he wants to go now. Maria will also accompany James for the next portion of the game. Always try your best to protect Maria and prevent her from being attacked and especially killed, because if the latter happens it will be GAME OVER. Be very careful when using your Handgun since James' aim isn't incredible and one single shot will kill Maria. Now with sexy Maria accompanying you, head west to the other side of the park, past an interesting stone monument which you may want to check out. Head up the left stairway by the end of the waterfront path and continue south past any other pathway openings since there's nothing else left to do here in the park. Once you move past a small building on the right side, you'll reach a Mannequin guarding a HEALTH DRINK. Continue south to Nathan Avenue, and you may notice a point of interest on your map -- Jack's Inn. Just southeast from the Rosewater Park pathway on the other side of the road, you can find a SAVE POINT on the trunk of a car in the Jack's Inn parking lot, if you feel the need to save your game. Unfortunately, this motel has no other use and you won't be able to get a room with Maria and get your shag on. For shame. There are plenty of supplies scattered around the town here. Feel free to search around for them all, however it isn't really necessary unless you really feel you're going to need a lot of supplies. Anyway, if you try to move further east down Nathan, Maria will tell you the hotel is the other way, so head west on Nathan Avenue past two Mannequins and a Lying Figure. Find the Texxon Gas station near Carroll Street. Hearing an engine running, take the STEEL PIPE from the running car. In front of the delivery truck a little south in the gas station lot, you'll find two HEALTH DRINKS and HANDGUN BULLETS. Just west of the truck by the garage door are more HANDGUN BULLETS and another HEALTH DRINK. Past the gas station is Carroll Street, but you won't go far taking it to the south, as you'll find that it's blocked off. What you want to do is reach the hotel to the north, ideally taking Nathan Avenue west all the way to Sandford Street. However, you'll find that the bridge just past the Historical Society is wrecked, preventing you from continuing any farther. Looking around the bridge, however, you'll find a map near a corpse, which serves as a clue. A few points of interest are crossed off on the map, but one area is circled -- Pete's Bowl-O-Rama. That's your destination. By the way, if you're up by the bridge, be sure to pick up the HANDGUN BULLETS near the corpse, as well as the FIRST-AID KIT by the blocked off boat docks in the Silent Hill Historical Society lot. An interesting and very strange thing may happen while you're travelling on Nathan Avenue, to and from the bridge. You may notice Mannequins fly out of nowhere and land on the ground right near you. Keep a sharp eye. When you reach Pete's, you'll find the entrance double doors at the north side. Get the HEALTH DRINK by the grass in front of the entrance and enter the bowling alley. Maria will wait out here for you because she hates bowling. Too bad for her because she'll be missing a jolly ol' time! Once you're inside, pass through the door on James' left to enjoy a cutscene of Eddie and the little girl from earlier, sitting in the main room in this bowling alley. Eddie is just relaxing while eating pizza, from which one questions just where the hell he got it, while the two have a conversation. After the cutscene, you'll find you're in a different room. While they're still heard talking, follow the path around the room and go through the other door to enter the bowling alley room. Standing behind a counter, move around it and go deeper into the room for another cutscene. Unfortunately, the little girl leaves before James can talk to her, and this leaves James hassling Eddie's pizza eating. Through all this, James learns that the little girl's name is Laura, as told by Eddie. After the cutscene, you don't have to be quick to leave. Take the time to investigate the bowling alleys right here, although it may be hard to navigate them through the darkness and the still camera angle from a distance away. If you look well enough, you'll find HANDGUN BULLETS at the end of the alley third from the right. Done with this place, leave Eddie alone with his pizza and exit through the same double doors as Laura, which she unlocked in the cutscene. Then exit the building altogether through the entrance double dors. Returning to outside, Maria is gone. If you start to head east, however, she'll come running back to tell James to go after the little girl. If you try to head east far enough with Maria, she will tell you that Laura didn't go that way. She ran around to the back of Pete's, so run through the side parking lot around the right corner. Follow the path around another corner, leading to a gate. Through the gate, head south (upward) until Maria shows you where Laura went, and the door to get to the other side. Try to open the door that Maria points out to find that it's locked. Maria will then unlock it for you with her three keys. Hmm... Why would she have keys for the back door of a strip club? Looks like James is in for a treat. Try the door again and enter Heaven's Night. Once inside the building, move up the stairs to James' right. At the top, you'll learn about James' drinking habits if you examine the stacked coloured crates of liquor. Moving on, continue through the green door on James' right, down the hallway. This appears to be the main room of Heaven's Night, but no action is going down tonight. James can't get Maria to perform for him either, so it's definitely a sad moment. You can find a FIRST-AID KIT on the chair of the second table you see in the room, but that's it. Exit Heaven's Night through the grey front door. Outside and wondering just where the hell Maria went, move down the stairs to find her waiting at the bottom. Head out to the road, and if you check your map you'll notice you're on Carroll Street. The road is blocked to the north, which is what prevented you from getting here without going through Heaven's Night. Move south down Carroll and Maria will spot Laura a while down. Laura enters a building nearby. Follow her and enter Brookhaven Hospital through the double doors around the corner ahead. 05 // b r o o k h a v e n h o s p i t a l ==-=-=-======--=-=-======---=-----==---=====-=-=---=--==----=====---==-=== "I was friends with Mary... We met at the hospital. It was last year..." After entering Brookhaven Hospital, get the MAP OF THE HOSPITAL on the bulletin board to James' left. Since you're a visitor to the hospital, it would make sense to inquire in the Reception Office, just in front of you. Inside the Reception, there's a SAVE POINT on the side desk, along with a memo on three mental patients of Brookhaven. Grab the HEALTH DRINK on the desk by Maria and go through the door near her, which leads to the Document Room. Take a look at the memo on the desk and you'll get the "PURPLE BULL" KEY afterwards. Exit both rooms back to the hall. Upon further investigation, you'll find that the Examination Room and Doctor's Lounge are locked -- expect to come back here later. All the other rooms in the corridor are innaccessible, plus the locked double doors at the southeast of the corridor, so enter the open stairwell at the southeast of the corridor. Head up the stairs to 2F, arriving in the employee wing. Up on 2F, you'll encounter new enemies which are Bubble Head Nurses, fully dressed in uniform and quite curvy. Although they may be sexy, don't let that drive you to your death. Nurses are very effective killing machines and inflict quite a bit of damage, not to mention their aggression levels. If you've been using melee weapons for the most part, you should definitely consider switching to the Handgun for the hospital, if you have the ammo. Although the Steel Pipe can work pretty well with its range, it is rather risky to use it and you may receive a few smackings. Anyway, take out the first Nurse up here just around the left corner, and if the other one comes near you, do the same. Move around the left corner by the stairwell and enter the Women's Locker Room. Inside the locker room, James seems to be staring at a teddy bear on the table. Examine the teddy and James will find a BENT NEEDLE inside it after pricking himself. Deeper in the room is an open locker that contains a SHOTGUN. It isn't necessary to use the Shotgun just yet, so keep the Handgun equipped for now. Exit the room and enter the Men's Locker Room on the other side of the hall. The only item of interest in here is the bloody white lab coat hanging from the top of the last locker on James' right. Investigating the coat, James will find the EXAMINATION ROOM KEY inside the pocket. If you remember, the Examination Room on 1F was locked, so head back down to 1F via the stairwell and use the EXAMINATION ROOM KEY to unlock and enter the Examination Room. You won't find anything in the room, but you can pass through the other door to the Doctor's Lounge, which you couldn't access earlier either. In the Doctor's Lounge, take the SHOTGUN SHELLS in the sink and examine the whiteboard by the far door in the room. There's a memo written on the whiteboard telling you the code for the 3rd floor patient wing. On Easy and Normal Riddle Level, the memo simply tells you that the code is 7335, but on Hard and Extra it will explain that the code is a "T", referring to the position of the numbers on the keypad which you'll soon see. You're done here, so exit the room through the door beside the whiteboard, unlocking it first, and head back up to 2F. Head through the double doors near the stairwell and get the HANDGUN BULLETS on one of the stools in front of you. Start down the hall with Maria, entering Examining Room 3 on the right. Inside the room, get the FIRST-AID KIT on the bed and move deeper into the room to find a typerwriter on the back desk. If you examine it, James will comment that there's no paper in the typewriter, but you can still read the imprint on the typewriter's carbon paper. A four-digit code is found in the madman's memo which is random everytime, so take note of that for future use. Enter room M2 farther down the hall to find the "LAPIS EYE" KEY in the small nightstand drawer and some SHOTGUN SHELLS on top. Exit the room and enter the neighbouring room M3. Inside this room, you'll find a HEALTH DRINK and HANDGUN BULLETS, as well as a Bubble Head Nurse. Back out in the hall, if you move past the two Nurses and enter room M6, you'll find SHOTGUN SHELLS by Maria and a HEALTH DRINK by the Bubble Head in the room. That covers 2F, so exit back to the employee wing in the east and head up to 3F in the stairwell. In the 3F employee wing you can find a FIRST-AID KIT on the ground in the northeast corner, but you'll have to get past two Bubble Head Nurses first. The Special Treatment Room is locked, so check out the patient wing double doors by the stairwell. The doors are locked and a keypad pops up when you examine them. Remembering earlier, the Doctor's Lounge whiteboard told you the code, which is 7335 on Easy and Normal Riddle Level and a "T" on Hard and Extra. Looking for a "T" combination, 1328 turns up being the resulting code. If you find yourself a bit confused as to why the code on Hard and Extra is 1328, look at it this way: to draw a "T" we start from the left at the top and cross over to the right, and then we start at the top middle and move down to the bottom. Thinking of it on the keypad, to make the top of the "T", we start at 1 and cross over to 3, stopping there. To create the bottom part of the "T" we start at 2 and move down to 8, stopping there. This makes 1328. Therefore, other seemingly fitting combinations (1238, 3218, 3128, etc.) are eliminated here. Anyway, once you enter the correct code corresponding to your riddle level, the doors will unlock. Now enter the patient wing through the newly unlocked double doors and head down the hallway. The first open room in the hallway is room S3, so enter it. Inside, Maria looks a little tired and James recommends for her to rest. Once this happens, Maria can't join you anymore. Depending on how much time you spend with Maria in this room and how often you check on her may affect which ending you'll receive at the end of the game. I recommend you make your own decision here, but feel free to read the Endings section of this FAQ for more information. After Maria lies down, take the ROOF KEY on the nightstand and exit the room. Since you just got the key for the roof, obviously that's where you want to go. Reenter the employee wing and take the stairwell up to the roof, floor RF. Once on the hospital's eerie roof, it's dark outside. Take a look around and you may notice turquoise book and scattered papers on the ground. Whether you examine this diary or not may influence which ending you'll receive at the end of the game. Once again, it's advised that you make your own decision here but you can always read more about it in the Endings section of this FAQ. To be frank though, if it's your first time through, you should definitely read it. Anyway, either read the diary pages or stand nearby for a moment, since doing this activates something, and move on. If you try to exit the roof to the stairwell you'll find that the door won't open. Okay... Head over to the Elevator Control Room area in between the control room and the stairs and you'll hear metal scraping concrete... In just a moment, you'll notice Pyramid Head approaching you! In the last few seconds you have until his arrival, if you check the fence here, James will comment that it's rusty and unstable, and you can hear that as well... Not good at all. There is no escape here, and Pyramid Head will knock James off the roof, breaking the fence, even if you try to run away. It is impossible to avoid this, so don't worry too much about it. Awakening among the wreckage of the Pyramid Head incident, James finds himself in the Special Treatment Room on 3F, inside the hospital -- evidently, he broke through the roof from the massive fall. You couldn't access this room earlier since it's locked from the inside, so falling off the roof served as a benefit to James. You will, however, be in critical condition after the fall and you should feel the controller vibrating -- enter your inventory and use a First-Aid Kit or two, or some Health Drinks (two First-Aid Kits will do the job, if you have them). Just to let you know, it is impossible to die from this fall, no matter what health you have. Noticing the floor, a trail leads to the second room on the left inside this Special Treatment Room, and you'll find a note on the wall beside the cell it leads to. If you haven't realized it yet, around now you should start to notice that this isn't quite a normal hospital, but a mental hospital. Enter the patient cell. Inside the claustrophobic cell, you'll notice a very bloody padded wall. Examine it for a close-up view and to read a note written in blood as well as a four-digit code. If you can't make out what the code is, just write it down exactly how it is and try to figure it out from there. Exit the cell and the Special Treatment Room altogether, unlocking the entrance door first. If you didn't kill it earlier, there may be a Bubble Head Nurse in the corridor, so keep your head up. Enter the patient wing through the double doors and move down the hall. Continuing investigation of this wing from earlier, the next open room is the Shower Room. Inside, suspicious green liquid is spotted on the ground and moving down the drain. If you examine the drain, James notices something in there. The Bent Needle isn't long enough to get it and you don't have anything else to use, so remember this room and leave it alone for now. Make your way past the Nurse in the hall and enter room S11. Inside, you'll find a SAVE POINT on the wall and a HEALTH DRINK on the tipped over nightstand. You should probably save your game because a boss fight is coming up soon. Exit the room and run past the two Mannequins in the hall, then enter the last room in the corridor, room S14. Examine the weird-looking box on the bed. " l o u i s e " p u z z l e -------------------------------------------------------------------------- Examining the box, you'll see a close-up of it. There are two key locks and two combination locks on it. Checking your inventory, you have two keys that seem somewhat fitting to this box. Combine the "PURPLE BULL" KEY and the "LAPIS EYE" KEY and use them (you don't need to combine them, but it's faster if you do, because you use them at the same time). That takes care of the key locks. On the push-button lock, on the right, enter the four-digit code that you found imprinted in the typewriter's carbon paper in Examining Room 3. On the turning lock, enter the four-digit code that you found written in blood inside the Special Treatment Room cell. If you forget the codes, enter your inventory and find the memos in the Memo section. The box will unlock when all four locks are opened. The bloody wall code is notoriously known for causing difficulty, and the following should help you: The code is random each time, so I can't tell you what it is. My best advice is to write the code down exactly how it is on a piece of paper and figure out possible combinations from there. The thing with this puzzle is that some numbers are very hard to read, and tend to look like other numbers or just random lines. Fives can look like sixes, twos can look like sevens, and fives can look like random lines. The numbers can also work the other way around, so sixes can look like fives and sevens can look like twos. Although the code is random, it seems to work with a certain number of combinations, and hard-to-read codes such as 5757 and 5752 tend to reappear. If you have a digital camera, a capture card, or some other way to send me a picture of the code, I can help you. If you have no way of showing me the picture and have no luck with my first advice, simply send me an e-mail and I'll give you a quick guide on the bloody wall code, including pictures of the possible number designs for each column and several examples of codes. From the number of e-mails I have received on this matter, most of the time it's a five that seems to be causing problems. Other troublemaker numbers, although to a lesser degree, include two and seven. Try these numbers if they look like they might fit your combination. Sometimes it just isn't clear if certain scribbles are part of the numbers, but if you press the action button (which is X for PS2) to bring up the memo text while viewing the wall, the numbers will brighten and turn up much more clearly. Another thing I've noticed from several e-mails is that some people aren't even seeing the close-up view of the code and are trying to read it from the third person view. Press the action button while standing in front of the bloody wall to examine it and get a close-up view -- this is how the code is meant to be deciphered. I hope all this advice helps you if you're having difficulties, because this can be very frustrating for those who can't decipher the code. If you have no luck here in this walkthrough, just e-mail me and, as I said, I'll send you a simple guide on how to read the numbers. I guarantee this will help you determine the code. -------------------------------------------------------------------------- Inside the box is a PIECE OF HAIR. Although the item seems quite useless, think about it. If you remember from earlier, the Bent Needle wasn't long enough to reach the object in the Shower Room drain. Maybe this will help. Exit the room and enter the Shower Room down the hall. This time, combine and use the BENT NEEDLE and the PIECE OF HAIR, and James will get the ELEVATOR KEY out of the drain. If you check the Elevator Key, you'll find that "Patient wing elevator" is written on the tag, so this must be for the elevator right here in this hallway. Exit the room and use the newly-acquired ELEVATOR KEY on the west elevator, just around the corner. Examine the panel and go down to 1F, the only floor of which you haven't searched the patient wing. On 1F, enter room C3 and get the SHOTGUN SHELLS on the left nightstand and the HANDGUN BULLETS on the floor to the right. Exit the room and enter room C2. Move to the back of the room to find Laura playing with some teddy bears. James is finally able to get some information from her this time, but she ends up luring James into Examining Room 2 and claims a letter is in the back. As naive as James is, however desperate as well, he walks in and Laura locks the door to leave James with bizarre new creatures for a boss fight. b o s s 2 : f l e s h l i p s =====-----=====-----=====-----=====----=====-----=====-----=====-----===== | Difficulty: Easy | The tricky thing about this boss fight is not only fighting one Flesh Lip, but two at the same time, and a total of three! At the start of the battle, equip the might Shotgun, a fire once or twice while the Flesh Lips are a distance away. When they get near, run to the other side of the room and repeat. If you're too slow to move, you'll be grabbed by one of the hanging monsters and strangled, although not necessarily to death. Use the strafe buttons to escape attack if necessary When using the Shotgun, James needs to aim the gun up at the creatures in order to hit them, and this takes a moment. If you quickly ready your weapon and fire right away, you won't hit anything. After each shot, James will lower the Shotgun to pump it, and then he'll raise it up again. When you see James shift the Shotgun upward, after each shot, then you're okay. The Flesh Lip monsters have two attacks. One is the strangulation attack, in which one of the creatures will grab you with its feet, lifting you clear of the ground and strangling you. Wiggle the shoulder and movement buttons to evade the attack quickly. If you don't get out of this attack quickly, it can deal a lot of damage. The other attack is not nearly as dangerous as the strangling attack, and involves one of the creatures thrusting forward to kick you, if they're near you and just within their range. You'll be surprised at the range of this attack, so play it smart. If you start to move when a Flesh Lip starts to kick, you should be okay and the kick may miss. A benefit of this attack, however, is that one Flesh Lip may hit the other in the process (usually from behind), buying you more time to escape cleanly. As the battle goes on and you continue to hit the creatures with your Shotgun Shells, one creature will die, leaving just one. Once you kill the second Flesh Lip, a third one will come from the roof. If you're running low on Shotgun Shells after you kill the first two Flesh Lips, equip the Handgun for the last one. It will take more ammo of course, but the Handgun is quicker and more versatile, anyway. Once the third Flesh Lip is killed, the screen will blur and the battle will be over. =====-----=====-----=====-----=====----=====-----=====-----=====-----===== An odd cutscene will play, and James somehow seems to be transferred to outside. 06 // n i g h t m a r e h o s p i t a l ==-=---======-=-=---=-===-----=-=-========------===-=-=----==-=-====---==- "All you care about is that dead wife of yours!" After the transistion to the first nightmare world in the game, James finds himself outside in the first floor Garden of the hospital, which is much smaller than on the map. Pass through the double doors beside you to reenter the hospital, however a different hospital in a way. Once inside, you'll notice that it looks different. It has turned into a nightmare version, or alternate hospital, if you will. Get the SHOTGUN SHELLS in the corner ahead and use the SAVE POINT on the fence if you need to, then go through the double doors. Enter room C2 to find a FIRST-AID KIT along with a Bubble Head Nurse. Switch back to the Handgun for a while, as it's not really necessary to use the Shotgun on normal enemies just yet. You may hear some glass break in the room if you stay long enough, but try to keep your pants on and exit the room. Enter room C1 for some ammo and health, but first, there is a Nurse just inside the room that may be close enough to hit you while you can't see. Enter the room with your Handgun blazing or you may receive a smacking. In the room, get the HEALTH DRINK on the left and the HANDGUN BULLETS to the right. Exit the room and enter the elevator, since the exiting patient wing double doors won't open -- thankfully the elevator still works. Go up to 2F. On the second floor just outside the elevator, you can find two Nurses in room M4 guarding a HEALTH DRINK and SHOTGUN SHELLS -- decide yourself if it's worth the risk. Moving on, enter room M6 past the Bubble Head in the hallway and take the HANDGUN BULLETS to the left, the FIRST-AID KIT by the camera, and then check out the area to the right. There is a DRY CELL BATTERY and the BASEMENT STOREROOM KEY on a small ledge above the strange hands on the wall, and a memo of which explains that a ring is in the "basement's basement". Exit the room and head to the east end of the hallway, past any Nurses. The employee wing double doors won't open, so you can't get to the basement just yet. If you check the Day Room by the double doors, you'll find a knocked over fridge which James can't open. Remember that for later. You're done on this floor, so run for the elevator and head up to 3F. Arriving on the third floor, you'll notice an extremely odd-looking locked door with two hands sticking out of it... You can't do anything about it now, so move on. Out in the hall, there are Nurses to the left and right. Take the right and enter room S11. Grab the HANDGUN BULLETS and the AMPOULE on the stand and read the memo on the bed, explaining the odd stairwell door. Exit the room and enter room S3 down the hall, past the two Bubble Heads if they're there again, to find that Maria is gone. Her medication is on the nightstand and deep breathing is heard. Exit the room and enter the employee wing through the nearby double doors. Watch out for the Nurses in the corridor and enter the Storeroom. Inside, grab the FIRST-AID KIT, SHOTGUN SHELLS, and HANDGUN BULLETS on the shelf at the back of the room. Exit the Storeroom and enter the stairwell by the double doors. It's time to go check out the basement. Just inside the stairwell, you can find a SAVE POINT on the pillar. Start down the stairs, and you'll notice that the 2F and 1F doors won't open on the way. Continue to the bottom of the stairs, where you'll hear a freaky screeching sound. Try to ignore it and go through the door down there, using the BASEMENT STOREROOM KEY. Once inside the basement Storeroom, get the SHOTGUN SHELLS on the floor by the wreckage, and take a look at the shelf in view by the wall. It has bloody handprints on it, so move up to it and examine it, subsequently pushing it aside. Moving the shelf reveals a ladder, which must lead to the "basement's basement". Try to go down the ladder, and Maria will blast through the door to rejoin James. She doesn't look too happy and blames James for not trying to save her, when he had no idea where she was. Maria will now accompany James again. Go down the ladder with Maria to the basement's basement. Take the COPPER RING in the middle of the floor and go back up the ladder, exiting the room afterwards. Head back up the stairs, all the way up to 3F, and pass through the double doors in the employee wing to the patient wing. Remembering the fridge on 2F that James couldn't open, maybe Maria could help. Enter the elevator and go down to 2F. Once the elevator starts its descent, a strange radio broadcast emits from somewhat, and a game show host asks three questions to James Sunderland himself, during the hell of a long elevator ride. Listen carefully to the questions and see if you can figure out the answers. The announcer tells you to go to the 3rd floor Storeroom to collect your prizes. But since you're already on 2F, head to the Day Room and try to open the fallen fridge. James still can't open it himself, so he asks Maria to help him open it. With Maria's help, James finds a LEAD RING inside. Now that you're finished here, go back up to 3F in the elevator. If you want to collect your prizes for the Trick or Treat announcement in the elevator, exit the patient wing and enter the Storeroom in the east corridor. Kill the Nurse outside first to make things easier when you come out. Moving into the room, there will be some supplies on the shelf if you didn't pick them up earlier, but most importantly, there's a big blue mystery box on the counter. Examine it. t r i c k o r t r e a t b o x ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ On the top of the Trick or Treat box is a panel with nine buttons, which looks like so: 1 2 3 Q1 o o o Q2 o o o Q3 o o o In order to claim your prize, you must answer the three multiple choice questions correctly, by pressing one button for each question on the box. If you answer correctly, the box will open and you can take your prize. However, if you answer incorrectly, spray will come down from the roof and lower your health into the lethal red zone. The three questions were given to you on the elevator ride to 2F with Maria, and these questions, and answers, are always the same, no matter what riddle level. Here are the questions, from the host himself: 1. Merry-Go-Round, haunted house, roller coaster, ferris wheel and tea cups. Silent Hill is home to a thrilling amusement park that both children and adults love. The question is: What is the name of this amusement park? One, Fantasy Land Two, Silent Hill Amusement Park Three, Lakeside Amusement Park 2. Silent Hill witnessed a gruesome murder a few years back. A brother and sister were playing in the road when they were attacked and chopped into pieces with an axe. Torn flesh, smashed bones, splattered blood, and finally... What a terrible tragedy. What gruesome end to such innocent lives. What was the name of the murderer who committed this vile act? One, Walter Sullivan Two, Scott Fairbanks Three, Eric Gein 3. South of the lake is a deserted old neighborhood called South Vale. From there to Paleville, the central resort area northwest of the lake, there's only one road you can take. Just one road, no more. The third and final question is: What is the name of that road? One, Bachman Road Two, Rendell Street Three, Nathan Avenue Now that you know the questions, let's figure out the answers: 1. The name of Silent Hill's amusement park. Where could you find that? Check your map and find the map of Silent Hill by scrolling up or down. Looking at the large full map, look at the top just beside the Lake View Hotel to find the answer: Lakeside Amusement Park. 2. The killer of the two kids. Do you remember reading an article about this? At the bottom of the Wood Side Apartments garbage shoot? Enter your inventory and go to the Memo section. The name of the memo is "Article about murder incident". If you read the memo, it gives you the answer, which is Walter Sullivan. 3. The name of the road that goes from South Vale to Paleville. Check your map of Silent Hill again for the answer. Looking at South Vale south of the lake, the road at the top of that area is called Nathan Avenue. If you follow it west, it connects to Sandford Street, which moves north to Paleville. So the answer is Nathan Avenue. Now that you have the answers, you can solve the puzzle. On the top row of the mystery box panel, press 3. On the middle row, press 1. And on the bottom row, press 3. The box will open. You should be happy with the contents in the box. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Once the Trick or Treat box is open, collect the five boxes of SHOTGUN SHELLS and the two AMPOULES. Exit the room and enter the patient wing for the last time. Find the west stairwell door by the elevator. There are two 3D arms sticking out of the door -- you have two rings, so that must be what's implied. Enter your inventory and combine and use the COPPER RING and the LEAD RING, and the door will unlock (combining the rings only makes it faster). Go through the door and start down the stairs to find a memo on the ground. Read it to find out about the key to the museum and continue down to the bottom of the stairwell, and go through the door there. In a tight basement hallway, follow it around the first corner, and you may hear a noise. Pyramid Head will appear from around the corner, which is definitely not good news. He'll chase you as you run the pathway, poking Maria with his new spear on the way. If you're not fast enough, Maria will die and it will be Game Over. If you're playing on Normal Action Level or lower, this isn't difficult. Just follow the pathway to the elevator at the end, running as fast as you can, and you should make it. Pyramid Head will probably hit Maria once or twice, but she'll be okay. On Hard Action Level, James stumbles and runs into walls when moving quickly, and this serves as a problem. It is extremely difficult to run the pathway quick enough and without hitting any walls, however it is possible. Don't depend on it, though, because you have a very low chance of making it before Pyramid Head kills Maria, since it doesn't take him very long on Hard. What you'll have to do is find a way to slow him down so he can't kill Maria. The best method here is to equip the Handgun and fire a clip in Pyramid Head. It is the fastest method and is simple to do, although you must be careful not to shoot Maria -- if she gets shot once, she's dead, and she tends to get in the way very easily. Right when our friend appears, unload a full Handgun clip into him. This will slow him down, and you'll notice his body move much slower after doing so. He'll still move, sometimes on the spot, but he won't attack Maria for a while, allowing you to start running the hallway, but don't expect that to be enough. Once you reach the fenced-window area, head back to Maria and Pyramid Head and fire another clip into him just in case, or just shoot him through the fenced-window while you sidestep down the hallway, saving even more time. Once you get to the beginning of the long hallway and you see Maria and Pyramid Head run around the corner, you're okay and Maria won't be stabbed as long as you keep running. Just run for the elevator. As an alternative to the Handgun method, using the Steel Pipe works as well, although requires much more time and effort. I recommend the Handgun strategy, but if you want to try this way, go ahead. Right when Pyramid Head appears, move up to him and whack him once. Step back and whack him again. The side effect of this is that you can't move back many steps, since Maria barely moves when you do this and she'll be right in front of Pyramid Head. Just take one or two steps each time, whacking him, and repeat this strategy. Continue hitting him with the pipe until you near the fenced-window area, and then run for it. Once you get near the elevator, a cutscene will play. After all the events, the elevator will travel up to the first floor. Once the doors open and the cutscene ends, exit the elevator. If you try to exit the hospital through the lobby doors, you'll find that they're locked. The only unlocked room here is the Director's Room, so enter it. Inside the Director's Room on the desk, James finds a map that shows a letter and a wrench on Lindsey Street, which James marks on his own map. You'll get the HOSPITAL LOBBY KEY after reading the memo. After the short cutscene following, exit the room and find the lobby doors. There's a SAVE POINT on the right side of the wall here, if you need to save. Exit the hospital through the lobby doors, using the HOSPITAL LOBBY KEY. 07 // d a r k s o u t h v a l e ---==-======---=-==-----=-===----=======-=-=-====-=----=-=====---==--=-=== "Mary... What... What should I do? Are you... really waiting somewhere for me? Or is this your way of taking..." Back outside again, it's now dark. James takes a moment to think to himself, and then you're free to move. There are plenty newly placed health and ammo supplies around the town, and feel free to look for them all, but the necessity of them are pointed out here. Back in the hospital, James marked down a letter and wrench on his map, on Lindsey Street. That's your current destination. After exiting the hospital, head south down Carroll Street past a threesome of Nurses. You can find an AMPOULE and HANDGUN BULLETS at the west end of Rendell Street on the south side, and a HEALTH DRINK and a FIRST-AID KIT behind the station wagon on the other side of the road. Head east on Rendell Street past some Nurses and get the two boxes of SHOTGUN SHELLS and the RIFLE SHELLS in the dirt area on the north side of the road, near another Bubble Head Nurse. Farther east are more RIFLE SHELLS and some HANDGUN BULLETS. Continue east on the north side of the road and grab the HEALTH DRINK and SHOTGUN SHELLS at the far end of the construction sheet. Head southeast towards Saul Street, passing over on Munson Street. Ignore or kill any Nurses on the way, and get the two boxes of HANDGUN BULLETS by the blocked off Munson Street in the corner of the map, and also get the two HEALTH DRINKS by the door around the corner on Saul Street. Move east on Saul to find a gate, and go through it. There will be new monsters under the grating in this area, called Mandarins (also known as Underhangers). There are a total of three in here, and although they move at moderate speed, they're easy to get by. Run down the grate path, dodging the gaps in the grating on both sides as well as the Mandarins, and go through the gate at the end of the path, after unlocking it (your Flashlight must be on to unlock the gate). You can find and enter the motorhome from earlier on in the game just ahead, but there's only the same SAVE POINT inside. Outside by the front of the motorhome is a FIRST-AID KIT, and two boxes of SHOTGUN SHELLS by the nearby car. Continue east on Saul Street, travelling on the south side of the road, and get the two packs of HANDGUN BULLETS by the paper stands (on the south side). Near the corner of Saul and Neely Street is a FIRST-AID KIT in front of a shop. Checking your map first, make your way to Happy Burger for RIFLE SHELLS on the west side of the restaurant, by the sign, and more RIFLE SHELLS on the east side of the building in the parking lot. Get the HANDGUN BULLETS in front of Neely's Bar to the north, and enter Neely's Bar from the side door on Neely Street to find a new message on the wall... It may influence the outcome of the ending received at the end of the game, but it's definitely worth the viewing. It's on the far wall, by the way. When you're done in Neely's Bar, exit and head east on Sanders Street, past the Mannequins and Bubble Head Nurses. Move north around the corner and up Lindsey Street, and find the second house to the north past Gonzale's Mexican Restaurant. On the front porch of the house, you will find the letter and wrench. Read the letter and take the WRENCH. The memo in the hospital about the "direckters's key" stated that the key to the museum is in the park behind the praying woman. So Rosewater Park is your next destination. Continue north up Lindsey Street to Katz Street, and get the HANDGUN BULLETS at the Cafe Texan door on the corner. Start west on Katz, and by Big Jays on Katz/Neely is a HEALTH DRINK and RIFLE SHELLS (by the Neely Street entrance). HANDGUN BULLETS are south at the Katz/Neely intersection, at the southwest corner. Head west past some enemies and go through the now unlocked gate past the apartments ("The door that wakes in darkness, opening into nightmares". Continue west from the gate to Munson Street. Now head north on Munson Street past some Nurses and get the HANDGUN BULLETS at the right side of the Nathan Avenue and Munson Street intersection. Head west on Nathan Avenue until you reach the entrance of Rosewater Park. Take the left path moving north into the park, and get the two packs of SHOTGUN SHELLS in the left concrete area. Go to the right side of the path and go north until you see some steps on the right. Move down the steps and down the next steps ahead of you to the left. Follow the path forward and around the corner to James' left. Move behind the "praying woman" statue and dig up the ground where you can see dirt, to find a tin box bolted shut. Use the WRENCH to open the tin box and take the OLD BRONZE KEY inside. Now go back up the sets of stairs you came down before and exit Rosewater Park to Nathan Avenue. Now you want to go to the Historical Society, which is underlined on your map. Head west on Nathan Avenue all the way to the Silent Hill Historical Society Museum. It will take quite a while to get there, and there will be many Nurses on the way, but there's no other way to do it. Just ignore the Nurses and run past them to save time. If you want some RIFLE SHELLS, head to the west end of the road where the wrecked bridge is, past the museum -- they're by the corpse. Once in the museum parking lot, watch out for the Nurse to the right and get the FIRST-AID KIT. Head over to the entrance at the left, ignoring the Nurse if it's there, and enter the museum, using the OLD BRONZE KEY. 08 // s i l e n t h i l l h i s t o r i c a l s o c i e t y ====----=-======---=-=-----==-=====-=----=-=-=======---=-=-====--=-==-==== "'Misty day, remains of the Judgment' It's him...." Once inside the museum, you can find a SAVE POINT on the left counter. Deeper in the room are some paintings, one in particular of our good friend, Pyramid Head. After admiring the artwork in the first room, move through the double doors by the paintings. You'll find more paintings in the second room -- one about Brookhaven Hospital, the director of the old hospital, and one with a strange deep hole. A strange moaning noise is heard in the distance. Move around the room to find a large hole in the wall, from which the noise seems to be coming from. Investigate the hole to find that it has a descending pathway inside, leading to an unknown area. Follow the path -- it's a long one. When you finally reach the end, after around a minute of running, go through the end door. On the desk to James' right is a memo dated from 1820! Very strange indeed. Move around the pillar to the other side of the desk and get the FIRST-AID KIT sitting there. Go through the other door in the room to find yourself not alone. Move forward to meet a Lying Figure. Kill it or just run the other way, as it's blocking a door with a broken lock. Down the hall, take the right path to find another Lying Figure ahead. If you're interested in some ammo and more paintings, go through the door on the right side of the hall before the Lying Figure here. Grab the HANDGUN BULLETS on the table and take a look at the three ominous paintings on the wall. Leave the room when finished, and go through the door at the end of the hallway, past the Lying Figure there. You are now in a room with a deep hole. It appears to be identical to the painting you saw earlier... Examine the hole and decide to jump down. After diving down the hole, you'll find yourself trapped at the bottom of a well. Don't piss your pants, it's all right. Search every inch of brickwork until you find an area that James says is different and he may be able to break. The "different" area is approximately 135 degrees to the left from where you start. For those unfamiliar with degrees, that's a quarter turn to the left, and then half a quarter turn (an eighth turn). If you do it right, you should find the different area on your first try, which isn't very hard to do. Take out your Steel Pipe or Wooden Plank, preferably the pipe, and whack the different area until it breaks. Bricks will fall and a door will be revealed. Go through the door to find yourself in a sewer. Follow the path, past a Lying Figure, until you reach two doors on concrete. Go through the right door, and just ahead you'll find a locked floor gate. Since it's locked, go through the right door in the hall. Take the SPIRAL-WRITING KEY on the ground of the small room, and your Flashlight will fade out. It seems that your Flashlight battery died, but no fear -- you have another one. Enter your inventory and use the DRYCELL BATTERY. Once you replace the battery, you'll notice that the room is filled with Creepers! Trying the leave the room, the door is locked! Quickly examine the keypad by the door. r o a c h t r a p -------------------------------------------------------------------------- Either two or three random numbers will be highlighted on the keypad, most likely the latter. All nine numbers are illuminated, but only two or three have been used recently as they are brighter (dirt has been wiped away). The code to get out is with those numbers. You'll need to try different combinations with those numbers until the door is unlocked. If the inputted code is incorrect, you'll hear a buzzing sound. If it is correct, you'll hear a distinct beeping sound. Before trying any codes, first write down the possible combinations from the numbers you have, and cross them off as you try them. The maximum number of possible combinations will always be six; no more no less. For example, if your numbers are 3, 6, 8, try 368, 386, 638, 683, 836 and 863. The door will unlock with one of those combinations. If your numbers are 6 and 9, then try 669, 699, 696, 996, 966, 969. The door will unlock with one of those combinations. As already mentioned, there are always only six possible combinations, so simply find out what they are and write them down. Then try them one by one and the door will eventually unlock. -------------------------------------------------------------------------- After you have unlocked the door, exit the room. Go to the locked floor gate and use the newly-acquired SPIRAL-WRITING KEY to open it. Jump down the hole. 09 // t o l u c a p r i s o n ===---=-=====----=-====---==-===---=-=-=====---=-=-=====---=-====----=-=-- "Killin' a person ain't no big deal. Just put the gun to their head...pow!" James finds himself in a cafeteria after submerging down the hole. Surprisingly enough, Eddie is down here as well, and he appears to be a different person. Eddie leaves shortly, leaving James alone in what appears to be a cafeteria. Looking around the room, there's a HEALTH DRINK on the table behind you to the right, and another HEALTH DRINK farther back. On the pushcart at the back of the room is the TABLET OF "GLUTTONOUS PIG". Lastly, there's a SAVE POINT on a pillar near the back of the room. Exit the cafeteria through the double doors when you're done. Since you currently don't have a map, turn left and run forward down the hall. Grab the HANDGUN BULLETS on the first desk on the left side of the hall, by the open gate. Continue down the hall to the next desk and take the MAP OF THE PRISON on it. Taking a look at your map whenever you move, you'll notice that the hallways aren't as long as they are on the map, for some reason. Head south down the hall from the desk where you got the map, and go through the first door on James' left, which is the area with six identical rooms on your map. Inside the area, you discover that it's a shower room. Take the north path, careful of the Lying Figure around the corner, and enter the shower at the end of the path without a door. Take the TABLET OF "THE SEDUCTRESS" on the shower floor and exit the shower room altogether -- the other Lying Figure heard in the area will probably be near the door by the time you reach it. Move south down the hall, and if you look at your map, you'll notice two cellblocks in the south. The southermost block cannot be accessed, due to the gate blocking the path, so enter the upper cellblock in the south through the single door in the hallway. A Lying Figure occupies the second cell from the west, as does another Lying Figure occupy a different cell farther down -- stay clear of them so that they don't spray you as you pass by. Checking the cell doors in the cellblock, none of them will open. There are, however, cell doors that are already open. The fifth cell down is open, and inside you'll find HANDGUN BULLETS on the bed. Continue down the corridor past the Lying Figure in the sixth cell and you'll find the opened ninth cell near the end. Inside the open cell are books scattered on the bed and floor, but more importantly, there's a WAX DOLL on the bed. Take it and exit the cellblock through the east door nearby. Now you'll find yourself in the prison's east corridor. Head north, taking the HANDGUN BULLETS on the first desk, and go through the double doors on the left side. Kill the Lying Figure just inside the doors before it attacks, and get the RIFLE SHELLS on the shelf, then exit the room. The other double doors here, on the east side of the hall, lead to the courtyard of the prison. Outside, all you'll find is a scaffold, which doesn't do you much at the moment. You'll notice three square depressions on the front of the scaffold, looking the same size as the tablets you have. You only have two, so you might as well wait until you get the third one to do anything here. Back inside, continue north and enter the lower north cellblock, past the Lying Figure if it's in your way. Just inside the cellblock, the first cell is quite interesting. Inside, you'll find three very odd paintings. Take a look at them and continue on down the cellblock. Unlike the southern cellblock, you can actually access one of the closed cells through its doors in here. Enter the seventh cell from the east, noticing something inside, and take the TABLET OF "THE OPPRESSOR" on the bed. Try to exit the cell to find that it won't open! Keep trying and James will force it to open. Remembering the scaffold in the courtyard, you have all three tablets now. Exit the cellblock to the east corridor, and enter the courtyard through the east doors in the middle of the corridor. Once outside, move directly forward to reach the scaffold. Face the three depressions on the front of the scaffold, and combine and use the TABLET OF "GLUTTONOUS PIG", TABLET OF "THE SEDUCTRESS", and the TABLET OF "THE OPPRESSOR". You can insert them individually if you really want to, but combining them makes it much faster. Once all three tablets are inserted, you should hear a scream, signifying a hanging. After all, this is an execution scaffold, and you'll notice two Pyramid Heads engraved in the stone above the three depressions. If you want to fool around here, you can have a bit of fun. If you walk over to the other side of the scaffold, you can walk up on it, and fall off backwards or forwards if you please. If you fall off backwards, James lands on his back, and it's quite funny to see. Anyway, head back to the double doors to reenter the prison, and you'll find that a HORSESHOE has suddenly appeared on the left door. That partly explains the horse noises... Take it and reenter the prison. Back inside, ignore the Lying Figure to James' left and enter the lower north cellblock. What you want to do is continue where you left off, so go through the west end door in the cellblock, after unlocking it. In the west corridor again, go through the door just in front of you to the right. Inside the visiting room, get the FIRST-AID KIT on the counter. Through the glass, a brass Zippo lighter is seen on the counter. Exit the room and enter the next visiting room to the north. Pass through the other door of this destroyed visiting room, to the civilian side of the prison. Remembering the lighter, enter the visiting room right beside you to the left. Inside this visiting room again, although on the other side, take the LIGHTER on the counter in front of the glass and exit the room. Go past the next door on the left and go through the one after that. You find yourself in the women's washroom. Knock on the closed stall door to the right a few times and head towards the exit. If nothing happens, try it again. Exit the room when you're done, and enter the next room to the left, which is the men's washroom. The only thing in here is a SAVE POINT above one of the urinals. Exit the room when done your restroom break. Head through the door in front of you to the left, back in the hall, to what appears to be the warden's office. Inside, kill the Lying Figure and collect the items around the room. There's a FIRST-AID KIT on the television, an AMPOULE on the nearby sink, and a HEALTH DRINK by the far door. Also be sure to read the very interesting gossip magazine on the desk in the room. If you're interested, examine the left shelf for a diary as well. When you're done in this first room, go through the far door in the room, which is where the health drink was earlier. Take the HANDGUN BULLETS in front of you in the stand and get the SHOTGUN SHELLS and RIFLE SHELLS in the cabinet to James' right. Take the HUNTING RIFLE on the gun rack and the RIFLE SHELLS lower on a box. Don't go wasting your Rifle Shells because you'll need them for near the end of the game. You should know when to use them -- remember "Nine Red Squares". You can see another Hunting Rifle above, but its barrel is busted. Exit this room, killing the Lying Figure in the warden's office if it's there again, and exit the warden's office back to the corridor. Then go through the gate to the right. On the floor ahead, you can see a rusty, white escape hatch -- move in front of it and check it out. The hatch's handle is missing and James can't open it the way it is. There's no other escape from the prison, since the gate to the stairs in this corridor won't open, so this is your only chance. Maybe you can create a new handle... Check your inventory for any useful items. Finding three useful items for the scenario at hand, combine and use the WAX DOLL, HORSESHOE, and LIGHTER. Unlike previous times, you actually have to combine the three items, or you can't use them at all. What James does is he melts the Wax Doll with the Lighter, and sticks the Horseshoe in the warm wax, then placing the combination on the hatch by the handle depression. Although this would normally take a while to cool down and harden, it will be ready for use right away. Once the handle is set, open the hatch and jump down yet another hole. Now you find yourself in the basement of the prison. Turn around and go through the double doors at the end of the hall. Through the doors, James enters a foul-smelling morgue, with "fresh" corpses lying around. James makes rather funny comments if you examine the corpse on the stretcher and certain holes in this foul room. Move through the double doors on the other side of the room and jump down the hole. Down the hole, walk forward and open the door there to find yet another hole! Will it never end!? Since jumping down dark and unknown depth holes has become a standard operation procedure for James, jump down this hole as well. Down here, step inside the large elevator ahead, and move to one of the far corners to get it moving. As if you're not deep enough already, the elevator starts a descent... There are items in each corner of the elevator, and you clearly have nothing else to do while you wait for the endless elevator ride to end, so get the HANDGUN BULLETS, RIFLE SHELLS, FIRST-AID KIT, and SHOTGUN SHELLS. It's quite odd how James has already jumped down five holes and the elevator is descending. It's a very long elevator ride, but it will come to an end... Eventually. Do you realize how far down James is right now? He went down one very long descending hallway, jumped down five holes of unknown depths, and now just went down one hell of a long elevator ride that descended very deep. It definitely seems like a one-way trip to hell. Anyway, exit the elevator after the literally one minute long ride, and use the SAVE POINT by the door if you need to. Go through the light brown door beside it to move on. 10 // l a b y r i n t h -======---=-====-----==-====----=-=====----=-==----=-=====---====-=-=-===- "James honey... Did something happen to you? After we got separated in that long hallway?" As you can see, the doorway directly across from the entrance to the Labyrinth is blocked by wires, and a ladder is visible behind it. Your goal is to find a tool to cut the wires. Since there is no map for this area, James will have to draw his own as he goes. The Flashlight must be on so that James can see and draw the map, however. Head east to encounter two Lying Figures walking around. You should probably kill them now to make it easier later. If you're interested in a new weapon -- one hell of a weapon -- then go down the northeast ladder on the map, or the one directly across from it (they both lead to the same area). Be careful down here, because if you walk around the area long enough, you'll encounter Pyramid Head! This appears to be his lair. If you ever encounter him, just turn around and head the other way. If you took the northeast ladder, move forward and go to James' left. If you took the other ladder, also head left because you'll meet Pyramid Head if you head right. Either way, find the path with the door that leads to the center room. In this gruesome-looking room, take the ominous GREAT KNIFE on the bloody table, as well as the two packs of SHOTGUN SHELLS beside it. Nothing else is in here but scenery, however not of which one would call art. Exit the room and head back up one of the ladders to the main area. Follow the west path around the corner, and this time, follow the path to another ladder, not taking the right path. Move down the ladder and blast the two Lying Figures out of your way down here. Head up the other ladder in the watery corridor to find a weird box of faces in the area. Examine it. t h e b o x o f f a c e s -------------------------------------------------------------------------- When you first attempt this puzzle, you'll likely find yourself confused as to just what the hell you're doing, but it makes sense as you learn about it. First off, looking at the odd cube in the center of the room, it contains several faces of different colour and can be rotated in any direction. You'll also notice a doorway behind the box and a metallic room with door outlines all around it. If you turn the cube, you may notice the doorway behind you disappear, and it may start off that way sometimes. After investigation of the cube in the main room and the metallic room, you'll notice that whatever you do to the cube, the same thing is done to the metallic room. If you turn the cube to the right, the room will turn to the right exactly like the cube. This is where the positions of the doors comes into play. The idea of this puzzle is to create a doorway on on other side of the room, directly opposite of the entrance. Whenever you turn the cube so that a doorway does not fit over the entrance, you won't be able to enter the room and there will simply be a blank wall where the entrance normally is. To solve the puzzle, examine the walls in the metallic room, looking for an area that has two doorways on opposite sides. What you want to do is position this room, using the cube, so that these two doorways align with the entrance of this metallic room and the wall on the other side, directly opposite of the room entrance. EASY/NORMAL: On Easy and Normal Riddle Level, the solution is always the same because that arrangement and starting position of the doors in the metallic room is always the same. Checking the doorways in the metallic room, you'll notice that there are three spots which have doorways on opposite sides of the room. You can manually align one set of these doors on opposite sides so that they make the correct entrance and exit, and you'll ultimately discover that there are three faces on the cube that work as solutions, matching the three sets of opposite end doors. Rotate the box so that the red-eyed, right-side-up face displayed, and then rotate the box left or right so that one of the three upside-down faces are showing. With one of these faces showing, you'll notice that a doorway has appeared on the other side of the metallic room, along with a staircase. You're finished here. HARD/EXTRA: On Hard and Extra Riddle Levels, the solution is randomly selected each time, so you'll have to use the manual method by searching for a spot in the metallic room with two doorways on opposite sides. Rotate the box in correspondence to these two doorways so that they align with the entrance and exit of the metallic room. Once you align the two doors this way, you'll notice the doorway and staircase at the other side of the metallic room. If you want to go for the hit or miss method, feel free to do so. There are twelve possible faces on the cube, and if you try them all, you'll eventually come up with the solution that puts a doorway and staircase at the other end of the metallic room. Refer to below for all possible solutions. The colour of the face is stated, and then the possible directions of the stated coloured face are listed. Yellow - up, down, right, left Red - up, down Green - up, down, right, left Blue - up, down -------------------------------------------------------------------------- Once you open up the staircase in the metallic room, go down it. Down the stairs, James meets Maria again somehow... She's on the other side of the bars in the room, and James will have to find another way to get to her, since she "can't do anything through these bars." After the cutscene, turn around and head back up the staircase. Back up here, you should hear some spark sounds. Head over to the box of faces to notice sparks coming from the open breaker box on the wall by the ladder. Take the WIRE CUTTER that is stabbed into a wire. This will do just fine for that blocked off doorway. Move down the ladder and up the other ladder at the other end of the pathway. Follow the path and take a left around the corner when you can. Move forward to the wall and head around the corner to meet the doorway blocked by wires. Use the WIRE CUTTER from your inventory and go down the ladder ahead. Follow the watery corridor, past the Lying Figure, and take the first right, moving up the ladder there afterwards. Move down the path to another ladder and go down it. Head forward and go counter-clockwise, killing the Lying Figure in the corridor if it's in your way, until you find an opening to another ladder. When you do, take the ladder up. Blast the Lying Figure in front of you up here and follow the corridor. Take the right path and move around the fence, ignoring the Lying Figure to the right, and go down the ladder at the end of the pathway. Watch out for the Lying Figure near you and follow the path. Take the first left and follow it to a ladder and another Lying Figure, then go up the ladder. Quickly eliminate the two Lying Figures in front of you and get the HANDGUN BULLETS by the ladder you came up. Move down the hallway and go down the ladder at the end on the right. Be careful in this area, because Pyramid Head patrols the pathways. You shouldn't encounter him if you take the right path, though, so don't worry too much about it. Run ahead and take the first left, moving up the ladder there as well. Up the ladder, read the partially illegible blood-soaked newspaper on the ground, and be sure to use the SAVE POINT on the wall to save your game, because there will be a boss fight just ahead! Pass through the door and equip the Shotgun if not using it already, and continue down the path. On the way, you may notice many papers on the ground, some of which from today's date according to James. Nearing the door ahead, you should hear a woman scream. James runs ahead and enters the room on the right. Entering the room, James finds himself a very small room with Angela an the Abstract Daddy creature, also known as Doorman. It's time for a boss fight. b o s s 3 : a b s t r a c t d a d d y =====-----=====-----=====-----=====----=====-----=====-----=====-----===== | Difficulty: Normal | First of all, this room is very closed off, and you might find yourself having trouble manipulating your character efficiently. If this is your case, you might want to consider changing the control to 2D control, so you can move around more freely. Even so, I recommend 3D control if you're good enough with it. Right when the fight starts, pump two Shotgun rounds into the monster. This should knock it down, leaving you time to run to the other side of the room. Even if the Abstract Daddy is in the middle of the room when it falls down, still take the time to run to the other side of the room. When you reach the other wall, perform a quick turn and blast the creature twice more, knocking it down. Make sure you never shoot the creature when it's on the ground, is it will do nothing except offer the creature more time to reach and grab you. The Abstract Daddy has one attack, which is lumbering and lifting its bedframe over James' head like a hood. The range of this attack is rather surprising, so stay as far away as possible at all times. Be sure to reload in your inventory whenever necessary; never reload in live action. Since this room is quite small, don't be surprised if the Abstract Daddy attacks you more than once or twice, because it is a difficult boss to defeat untouched. However, it is a quick boss fight, as less than ten Shotgun blasts are required to end the fight. If looking for an alternate strategy on Easy, since the creature moves so slowly you can pull out the Great Knife and end the battle in one executioner swing. Don't try this on Normal or Hard, though, because there just isn't enough room. On Normal, it takes eight Shotgun blasts to defeat the creature. It takes ten on Hard and six on Easy. Not a very difficult boss, although you're likely to lose some health in the process. If you're having difficulty navigating around the Abstract Daddy, use the strafe buttons to help you move more quickly. Once enough shots are fired at the creature, the fight will end. =====-----=====-----=====-----=====----=====-----=====-----=====-----===== After the fight, Angela will leave the room and run away. Do the same by exiting the room and moving through the other door at the end of the hall. If you continue through the door at the end of this hallway, you'll find a pair of handcuffs attached to the exiting lifting gate. So take the time to investigate the two rooms in the previous corridor. Investigating the two rooms, you will find a room with six corpses of men who were hanged, and a room with six empty nooses. Time for another puzzle. f r e e t h e i n n o c e n t m a n -------------------------------------------------------------------------- The first thing you want to do is examine the two signs on the fence in the room with the six nooses. They should give you a clue as to what you have to do. In the room with the instructions, the small sign is the same on all riddle levels, and reads as follows: "Only the sinless one can help you here. Mistakenly pull on a criminal's rope and your reward will be returned to you in a shape most wondrously strange." Six men were hanged, and their corpses remain in the first room. Five of them were guilty, and one was innocent. The idea of this puzzle is to determine the innocent man. Once the innocent man is discovered, James must pull the corresponding noose in the instructions room, in the position of the innocent man in the first room. The arrangement of the six hanged men is random each time, so you won't be pulling the same rope each time on each riddle level. The larger sign in the instructions room is different on all riddle levels, and requires its own examination for solving. What you must do is carefully read the riddle and determine which person is innocent. Each riddle is described thoroughly below. In the hanged men room, you'll find inscriptions describing what each man was hanged for. You'll come across six of the following eight men each time, depending on your riddle difficulty, in no particular order: Kidnapper - one who steals a human being Bodily Injurer - one who causes physical harm; hurts another Arsonist - one who illegally sets fire to property Counterfeiter - one who copies with intent of forgery (money in this case) Thief - one who steals, especially by stealth Swindler - one who cheats or defrauds money or property Embezzler - one who takes money for own use in violation of trust Murderer - one who kills another brutally Although two of these hanged men won't appear each time, since there can only be six at once, they won't appear in a certain riddle level at random. The large sign in the instructions room talks about all of the criminals on the designated riddle level, and there will always be the same criminals on the same difficulty, corresponding to the men mentioned in the riddle, however randomly organized. Refer to the solutions below for each riddle level. EASY: "He committed an evil crime. He turned a happy home into a pile of ash. For that, he should die. They also committed crimes. They tried to fraud and trick others. So their reward too is natural. Even he cannot be forgiven, My friend without his left hand. And so his death bothers me not. And what of him? He also is not sinless. There is only one here who is innocent. The missing child was nowhere to be found, And so there was no proof of his guilt. His death was a tragedy. That is all I wish to say. It was neither justice nor retribution." "He turned a happy home into a pile of ash" is obviously describing arson, so we know the arsonist is guilty. "They also committed crimes. They tried to fraud and trick others" describes three of the six accused men. Think about it. It describes the counterfeiter, as he tries he trick people with fake money, the swindler, who defrauds money or property, and the thief, who is also considered a fraud from taking what is not his. Therefore, these three accused men are guilty. Look at the next paragraph, "My friend without his hand. And so his death bothers me not". This clearly describes the bodily injurer, causing harm to another but not murder. And then the final accused man, "There is only one here who is innocent. The missing child was nowhere to be found". The answer is basically given to you. The kidnapper is innocent because the missing child was never found, so there was no evidence of his guilt. NORMAL: "Dead men, dead men swinging in a tree How many dead men do you see? Tongue turned blue and face gone grey Watch them as they twist and sway The first one killed the butcher man Then cooked him in the frying pan Served him to his hungry guests And gave them seconds on request The next one with his smile and sweets Stole poor children off the streets To men who dressed unsavory He sold them into slavery Breaking into home at night The thief he had a nasty fright Filled his foolish head with ale Woke in the morn in the county jail The artist with his daunting skill Tried his hand at painting bills But caught in rain he was undone When the ink he'd use did start to run With promises of great return Taking gold he did not earn Bundled it up out of sight Quietly slipped off into night Three houses into ashes burned The sheriff with no place to turn Did spy a stranger to his town Locked him up and beat him down Dead men, dead men swinging in a tree How many dead men do you see? Six feet long and six men wide Round their necks the noose be tied" Okay, this one is pretty obvious, but let's just go through the whole riddle so it all makes sense. The first paragraph is just introductory, although it's one hell of an introduction. The next paragraph, "The first one killed the butcher man", is pretty clear. Killing someone is the crime of murder, so the murderer is guilty. "The next one with his smile and sweets Stole poor children off the streets" obviously describes the kidnapper, so he's guilty. "Breaking into a home at night; The thief he had a nasty fright" is more obvious than Big Bird hiding against a vibrant pink wall in broad daylight, as the answer is given straight to you. It's the thief, so he's also guilty. "The artist with his daunting skill Tried his hand at painting bills" explains that an artist made counterfeit money, making him the counterfeiter and therefore guilty. "Taking gold he did not earn" is clear, but not as simple as the previous criminals. Taking something you did not earn is the crime of embezzlement, so the embezzler is guilty. All of the five previous hanged men were determined as guilty, so that leaves us with the arsonist. "Three houses into ashes burned; The sheriff with no place to turn; Did spy a stranger to his town; Locked him up and beat him down". There is no proof that this man committed the crime, and the sheriff only assumed he did. Therefore, the arsonist is innocent. HARD: "I do not wish to die. But tomorrow I will climb the thirteen steps. Please someone - answer me, Why must I die come the morning? The man imprisoned beside me believed me. "Because they're all insane, that's why," he said. Of course I know his opinion will change nothing. "Now you know why I struck out at them," he muttered. The man who was executed yesterday, the one who had said his job was to sell dreams, said that was not true. But the man who is to be executed the day after tomorrow for stealing children shouted back that it was true. The man who was hung today did not answer. "They'll kill me either way," he said. He was caught embezzling public money, so he hasn't any hope for mercy. The man who is always quietly smiling to himself said "I am happy for I will soon be with her." I do not wish to die. I long only to return home. But I know it is not to be. Though I have done nothing, this crime has been thrust upon me. Someone save me. This is not judgement. They are bloodthirsty and I am their sacrificial lamb!" Half of this riddle is easy and half is not so easy. Instead of going through the easier ones first, let's go through the whole riddle in order. The third paragraph, which describes the first accused man, is quite difficult to understand. The man imprisoned beside the author of this riddle told him the reason he'll die come the morning is "Because they're all insane". Furthermore, the prisoner tells him, "Now you know why I struck out at them". The key here is the word "struck". The definition of strike is: to hit sharply, as with the hand, the fist, or a weapon; to thrust (a weapon, for example) in or into someone or something. Now with that straightened out, this definitely describes the bodily injurer. Evidently, he attacked one of the prison guards. Therefore, he's guilty. The next paragraph continues from the first prisoner's statement. "The man who was executed yesterday, the one who had said his job was to sell dreams, said that was not true." This also isn't very clear, but it should make sense if you look deep into it. He sold "dreams" to people, and so he stole their money. This is the crime of swindling. As an alternative look, he could've taken away people's dreams by defrauding of their money or property, which is still swindling. So the swindler is guilty. "But the man who is to be executed the day after tomorrow for stealing children shouted back that it was true." This clearly describes the kidnapper, who stole children, so he's guilty. In the next paragraph, the answer is given to you. In the third line, we're told, "He was caught embezzling public money so he hasn't any hope for mercy." Crystal clear -- the embezzler is guilty. "The man who is always quietly smiling to himself said 'I am happy for I will soon be with her.'" This paragraph is quite clear, and shouldn't be very difficult at all to understand. Looking at what he said, this prisoner matches the description of a murderer. He probably killed his wife or a woman close to him and he misses her. He wants to be with her, and so he's happy to die. So the murderer is guilty, although he'll probably go to Hell, but he doesn't know that. The key to this riddle is in the last paragraph, and we've already determined the five guilty men. "Though I have done nothing, this crime has been thrust upon me", says the author of the riddle. Through this riddle, it was the author talking about the crimes of the five guilty men, and it's not too difficult to realize that he is the innocent one. He is the counterfeiter, the only remaining hanged man, and is the innocent one. EXTRA: "We may visit death upon the head of the sinner but to what avail? In the name of retribution, we took part in a bitter comedy this day. You, hanging as you do, by your neck, Unforgiven and cursed by all. Five of them committed crimes, six went out for a drink and were captured there. Only one of them was innocent, but they knew not that. The bloodstains remaining are proof of their guilt. Trodden upon and thus created, they are the paths to Hell or the Void. The white bandages stained with crimson, The remains upon the scorched black earth, The whispered cries of the maiden. They are but a meaningless contract. They are also signs of guilt. But one of them was done without reason. It was done out of fear and a ripe imagination. Spinning alone at the end of a rope, it is nothing less than a disgrace to us all." The first five paragraphs stand for themselves and tell us not much more than the known, however the sixth paragraph, "The bloodstains remaining are proof of their guilt. Trodden upon and thus created, they are the paths to Hell or the Void." hints figuratively that the evidence of the crimes committed prove the guilt of those accused. The seventh paragraph somewhat expands on this, mentioning four of the accused. "The white bandages stained with crimson" brings two crimes to mind: bodily injury and murder. However, bandages don't belong on a dead person as they will do nothing, so it has to be bodily injury. "The remains upon the scorched black earth" is a simple, obvious phrase -- the word "scorched" really gives it away here. To scorch means to burn superficially as to discolour or damage the texture of something. And what does fire do? It burns, yes, but more specifically turns things black; it scorches. Therefore this phrase is clearly speaking of arson. The next phrase, "The whispered cries of the maiden", describes a maiden, a not yet married woman, trying to scream, really, but all that comes out is a whisper since she's terrified. If you've ever had a dream in which you tried to scream but couldn't, you should know exactly what I mean here. This definitely describes the crime of kidnapping. "They are but a meaningless contract" is a bare sentence adding onto the three crimes already mentioned and its meaning is deep inside, so you really have to think about it. A contract is an agreement, but it is meaningless if you're not going to follow it. The unspoken of crimes as of yet are thievery, swindling, and murder, so let's take a look here: thievery and murder are really irrelevant to a contract, so think of swindling -- to cheat or defraud of money or property. That perfectly fits the scenario, so this phrase describes defrauding the contract, which is an agreement. Therefore, the crime here is swindling. The next paragraph expands on the previous paragraph, explaining "They are also signs of guilt." This tells us that the four "signs" mentioned in the previous paragraph are signs of guilt, therefore making the corresponding criminals to the crimes -- bodily injurer, arsonist, kidnapper, swindler -- guilty. The second last paragraph isn't as simple as the other ones, but not quite as difficult as the previous. "But one of them was done without reason. It was done out of fear and a ripe imagination." Without reason, eh? We only have thievery and murder left, so let's see if the thief fits. Can you steal something out of fear and a ripe imagination? No, it just doesn't make sense. So move on to murder -- does killing someone out of fear make sense? Definitely. An example of this would be self-defense. Elaborating, a ripe imagination could consist of the thought of being killed by someone else, therefore leading to killing before being killed. So your answer here is murder, making the murderer guilty. Only five of the six men have been mentioned in this riddle, so what's this all about? What about the other guy? Well, we've determined which five men are guilty and the last hanged man, the thief, was never mentioned, so he's the innocent one. --- Once you determine the innocent man, locate him in the hanged men room. Note his position out of the six men, and head to the other room with the six empty nooses. Once inside, find the noose that corresponds to the innocent man in the other room -- the noose that locates in the same position as the innocent man in the other room, relative to the other nooses. Once you find the correct noose, press X to pull it down. Don't touch any others, as this will screw it all up Exit the noose room and reenter the hanged men room. If you pulled the correct noose in the other room, you'll notice that the innocent man is gone, and in his place is the KEY OF THE PERSECUTED. If you pull an incorrect noose in the other room, there will be two Lying Figures in the corridor connecting the two rooms, each time you do so. This would be your reward "in a shape most wondrously strange", as described on the sign in the noose room. If you don't kill them and pull another incorrect noose, a third Lying Figure will appear in the corridor. The maximum possible number of Lying Figures in the corridor at the same time is three. Make sure you do the puzzle correctly the first time so that you won't have to deal with them. -------------------------------------------------------------------------- After picking up the key in the place of the innocent man, exit the room and go through the door at the end of the corridor. Run to the lifting gate at the end of the corridor, and use the KEY OF THE PERSECUTED while standing in front of the handcuffs to uncuff them. Under the lifted gate, go down the ladder and follow the path to the white door straight ahead, since the gate down here is locked. Enter the room through the white door for a cutscene. James will leave the room after the cutscene, and if you try to reenter the room, it may influence the outcome of the ending received at the end of the game. Make your own decision, but you can check out the Endings section of this FAQ for more information. Moving on, if you go back to the gate, you'll discover that it's now open. Proceed through the open gate to the ladder at the end of the corridor. Go up the ladder, and get the FIRST-AID KIT on the floor atop the ladder. Follow the corridor to enter a catacomb. Looking for items, there are SHOTGUN SHELLS near the southwest corner of the area, SHOTGUN SHELLS in the southeast corner, SHOTGUN SHELLS in the center to the north, and an AMPOULE in northwest corner. Also note the SAVE POINT on the grave to the east. I recommend you save your game, since there's a tough boss fight coming right up. If you examine the graves in this area, you'll notice a few familiar names. Remembering the Wood Side garbage shoot article, Water Sullivan's name is engraved in one of the graves. You'll also find Miriam K., and if you're thinking so, this is not the Miriam from the Sullivan article. Lastly, and the freakiest of all, there are graves for Eddie Dombrowski, Angela Orosco, and James Sunderland himself. James must jump down his own grave, the only open one, to continue. Once in your own tomb, continue down the stairs and follow the long pathway. Go through the door at the end when you reach it. Inside, you'll meet Eddie again and you must fight him. b o s s 4 : e d d i e =====-----=====-----=====-----=====----=====-----=====-----=====-----===== | Difficulty: Hard | As soon as the cutscene ends, you should know what you have to do. Eddie has gone mad, and now you have to kill him before he kills you. This boss fight consists of battles in two rooms, which are quite different, and therefore the walkthrough for each room is separate below. First Room ---------- In this first room, there are many weapons you can use, however there are two strategies that I highly recommend. The Steel Pipe and Great Knife work great here. With the Steel Pipe, right from the beginning of the battle, just hold R2 and X tightly to continuously bash Eddie over the head. If you do this properly, he shouldn't ever get a chance to hit you; however, he may be close. This strategy is mostly intended for Hard Action Level; getting a 10 star ranking. It works all right on Normal, however it works horribly on Easy, since Eddie moves so slowly. The other strategy is using the Great Knife because of its power. It is a great choice if you know what you're doing. The Great Knife is the most powerful weapon in the game, and you will only need to swipe Eddie one to three times, depending on your action level. You can also perform a single executioner style swing, just Pyramid Head. This will cause Eddie to instantly run to the next room (it may require a swipe as well on Hard). If playing on Easy, you can just swipe Eddie, but on Normal and Hard, just try to perform the executioner style swing him. However, I don't recommend this strategy on Hard because you'll very likely be shot and punched by Eddie, and the Steel Pipe strategy above works perfectly on Hard, anyway. On lower action levels, don't worry too much about being punched, because Eddie will walk away from James after he hits him. This is a good thing, since he'll now be in your range and won't attack you again for a while. Once again, try this strategy with the Great Knife on Easy and Normal Action Level, and the Steel Pipe strategy on Hard. Although melee weapons are the way to go in this first room, firearms can work as well. The thing with firearms, however, is that Eddie will very likely shoot you a few times if you use them. If you use the Shotgun or Hunting Rifle, jsut start blasting away at Eddie, and he should step into the next room momentarily. With the Shotgun, try to get right up in his face and blast him from there. This way, the Shotgun's heavy poer and wide blast radius works very effectively. However, Eddie will punch you a few times this way, and that's really not a bad thing. It doesn't inflict nearly as much damage as a shot, and it sets you up for another Shotgun shot. The Hunting Rifle should only be used if you decide to stay away from Eddie and fire at him. But if you're far away, he'll try to shoot you a lot. If you're close, he will punch you, which inflicts a lot less damage. Recover your health safely and be sure to use some Health Drinks for minor wounds, First-Aid Kits for larger wounds, and Ampoules for painkillers if you really need them. I don't recommend the above firearm strategies for Normal and Hard, but they can work well for Easy and Beginner. Once Eddie takes enough damage, he will end the draw and run into the next room. After he leaves, be sure to get the RIFLE SHELLS and the SHOTGUN SHELLS on the ground in the room. Reload all of your weapons if you need to and make sure your health status is strong. Then enter the second room. Second Room ----------- There are giant racks of meat hanging from the roof in this room, so you can use them to block Eddie's shots. Eddie has two attacks in this battle: either raising his .357 Magnum Revolver and shooting James, or running up to him and punching him. In this room, it is best to use your Shotgun first, because you should have plenty of ammo for it and not as much for the Hunting Rifle. The Shotgun has amazing power at close range as well, and can have two more shells loaded into the gun. A punch from Eddie will only take off around a tenth or so of your health, however, a shot will take off a quarter of your health. Try to get close to Eddie so he only gets to punch you and inflict less damage. If he does so, let him walk away a bit and blast him. Quickly strafe out of the way so he can't punch you, and try it again. When Eddie runs after you, just use the strafing and directional buttons to get away. Hide behind the meat racks and then come out and shoot Eddie. Continue this strategy. When Eddie starts hiding behind the meat racks, you may want to equip the Handgun because it is faster and pretty good for this part. Find him behind one of the meat racks and let him run. Since the Handgun is easy to ready your aim, aim at Eddie and take off a few shots. Repeat this process until you defeat him. That strategy may work but the Shotgun should work better. When Eddie starts hiding behind the meat racks, one good shot (possibly more) should kill him. However, it's hard to get close enough to Eddie and take the time to aim and shoot him to kill him like this. For another strategy, refer to below. After the cutscene in the second room, when Eddie approaches you, shoot him once with the Shotgun, then run away so he can't get you back. This won't work on Hard, so don't try it there. It is best to try to attack Eddie at close range because he will run up to you and try to punch you, which is much better than being shot by his powerful revolver. James' health can still get to red status after four or five punches, so be careful, and be sure to recover your health often after contact from Eddie. Another strategy that works is sneaking -- try to sneak up on Eddie from behind. To do this, simply hide behind the meat racks so that Eddie can't see you. When he runs somewhere, run out and shoot him for a surprise attack. After taking enough damage, Eddie will fall to the ground and die. The battle is over, and our friend is dead. He had it comin'! =====-----=====-----=====-----=====----=====-----=====-----=====-----===== After killing Eddie, head through one of the two large doors nearby, on the opposite side of the room from where you entered. 11 // t o l u c a l a k e ===---==-=====----=-===---=-=-=----======---===-=-=====---=-=====----=-=== "Mary... Did you really die three years ago...?" As soon as you exit through one of the doors, continue along the dock to find a SAVE POINT on a barrel. Follow the dock around to the left to find a boat, and get in it. What you have to do is row the boat across Toluca Lake (instead of gently down the stream). After you get into the boat, if you turn to the left you'll spot a shining light through the heavy fog, which seems to be a lighthouse. That is your destination. If you're playing on Beginner, Easy, or Normal Action Level, you shouldn't have a problem controlling the boat. Use the D-Pad buttons to move in the direction you want to. Hold up to go forward, left to go left, and right to go right. However, if you're playing on Hard Action Level, this process is quite difficult, especially the first time. To control the boat, you have to use both analog sticks. To move forward, simultaneously turn the left analog stick counter-clockwise and the right analog stick clockwise. By rotating both analog sticks in a clockwise fashion at the same time, you will turn to the left. If you turn both analog sticks in a counter-clockwise fashion at the same time, you will turn to the right. Now that you know how to control the boat, get moving. Starting off, turn to the right until you spot the light in the fog, and move forward towards the light. If your boat keeps turning after you see the light, countersteer and continue towards the light. Try to do this quickly, because you'll get a better ranking if you complete this part in less than one minute and twenty seconds. It's possible to complete the boat run in under a minute, but that's difficult to do. If you ever notice the screen zoom in, you're probably stuck on a piece of land (you should also be able to see that it doesn't look like you're moving anymore). Turn your boat to get around it if you touch the middle island on the lake, and if you touch the shore near the light, just turn towards the light and continue. Once you reach the light, James gets out of the boat and steps onto the dock of the Lake View Hotel. 12 // l a k e v i e w h o t e l ---==-=====--=-=-=====---=-=-=====-=--====-=-=-======--=-====---=----==--= "Waiting for you..." Finally! You have reached your "special place", the Lake View Hotel. After the boat stage, equip the Shotgun until near the end of the game, if you haven't already. Finding yourself on a dock, follow the path up the stairs ahead to the courtyard of the hotel. Searching the area, you'll find the "LITTLE MERMAID" MUSIC BOX on the left fountain, once you enter the courtyard. Deeper into the courtyard you'll find stairs and the back entrance of the Lake View Hotel. Enter the hotel through the double doors. Just to James' left inside the hotel is the conveniently placed HOTEL MAP (FOR GUESTS). James notices a message written inside the box of room 312 on the map -- "Waiting for you...". Room 312 is the room James and Mary stayed in three years ago -- could Mary really be here? Moving down the hallway, enter the "Lake Shore" Restaurant around the right corner. Inside the hotel's restaurant, head over to the tables and grab the "FISH" KEY on plate on the the set table -- it looks like someone was ready to eat it... Head for the exit, and a cutscene will play. Laura's hiding behind the piano in the corner of the room. This cutscene is very important, so pay attention. James gets LAURA'S LETTER from Laura, which tells you a few things, including Mary saying "Happy 8th Birthday" to Laura. Laura says she turned eight last week. So that means Mary couldn't have died three years ago... Laura apparently lost another letter and runs away to find it, leaving James in the restaurant. When Laura's gone, examine the piano for a funny comment about Mary, and exit the room, since you're done here. Back out in the hall, you'll notice the sound of something moving towards you. There are two Abstract Daddy creatures out here, and they're heading your way from James' left. Grab a hold of something, bite your lip, and blast away when the first one reaches you. Quickly kick it if necessary, and do the same for the other one. Before entering the lobby, you'll find another unlocked room in the corridor. Enter the Storeroom at the west end of the corridor. Take out the Mannequins in the room, and you'll notice that there are actually a few rooms in this Storeroom. Move down the hallway and enter the right end room through the open doorway. Get the RIFLE SHELLS on the boxes and the three boxes of HANDGUN BULLETS on the shelf. You'll also notice toilet paper strewn on the floor. Hey, it's always good to know where the toilet paper is. When you're done your business in here, exit the Storeroom, and before checking the Lobby, you might as well check the basement to get it over with. Head down the stairs in between the two large Lobby doors. Down on B1F, make your way past the two Mannequins by taking the east path, and grab the THINNER in the elevator. You may also notice that the Venus Tears Bar down here is locked, so you can bet you'll be back here sometime in the future. Now done in the basement, head back up to 1F and enter the Lobby through one of the two large doors by the stairs. Now in the Lobby, you can find a SAVE POINT on a chair in the northwest. You may also notice a large music box standing by the stairs, with three slots for music boxes to be placed. If you try to make the music play, it will play terribly, probably because the three music boxes are missing. You can put your music box in one of the slots, but it won't help at all right now. Remember this for later. Head to the Reception along the east wall to find a note on the counter about James' videotape. It says that the videotape he left is in the safe in the Office on 1F. Looking at your map, there's no Office on the first floor, however there's a large empty space at the east -- must be an employees only area. Enter the Reception through the single door by the counter, and you'll notice something glinting from one of the key boxes here. Examine the key box to get the KEY TO ROOM 312 (KEY TO HOTEL ROOM 312). You are now finished on this floor, so it's time to head up to 2F. Either use the large stairs here in the Lobby and go through the west door, or head up to the west corridor from the slim staircase in the south 1F corridor. Out of curiosity, if you head up the slim staircase to 3F, you'll find a locked gate blocking the top of the staircase. Don't count on getting to room 312 anytime soon. In the western second floor corridor, there's quite a lot to do. Enter the Cloakroom to find a FIRST-AID KIT on the counter. On the shelves in the room, get the two packs of SHOTGUN SHELLS and two packs of HANDGUN BULLETS. Noticing a briefcase on the counter by the wall, examine it to find that it's locked. Checking your inventory, use the "FISH" KEY to open the mystery briefcase, and take the KEY TO HOTEL ROOM 204 inside. Exit the room when finished. Moving south down the short hall, get the two boxes of HANDGUN BULLETS on the semi-circle table by the window at the end of the hall, and enter the Reading Room. Inside, you'll find SHOTGUN SHELLS on the left shelf ahead, more SHOTGUN SHELLS on the shelf in the corner past the bookshelf, and a HEALTH DRINK on the table in the other corner. Exit the room. Now finished investigating this corridor, the next place to search is the western wing on this floor. Once in the west corridor, take care of the two Abstract Daddies in the hallway, carefully, and enter room 204 with the KEY TO ROOM 204 (KEY TO HOTEL ROOM 204). Inside the room on the desk you will find the EMPLOYEE ELEVATOR KEY. Continue investigating the room, and you'll find that there's a hole in the wall to the left, so you can access room 202 next door. In 202 you will find a funny-looking briefcase that is locked, and some photographs on the bed. Looks like another puzzle. t h e l o c k e d b r i e f c a s e -------------------------------------------------------------------------- As you can see, this briefcase is locked. It uses a four-letter combination, and no, it's not Mary. The combination is random each time but always makes up a word, and you'll notice that only a certain selection of letters is on each of the turning dials. You'll notice that the following letters in each column can only appear in the corresponding column on the briefcase (columns one to four from left to right below): m e s p l a r n k x m l h v l k d u e e t p c a o o w t n i v r You'll need to spell the matching four-letter word code that unlocks the briefcase, so take a look around. Noticing the suspicious photographs scattered all over the bed by the briefcase, examine the bed and James will notice that one of the photos is of the case and its combination, but the combination is crossed out in black ink. All right, so what can you do about that? If you check your inventory, you'll find a useful item -- use the THINNER from your inventory to remove the ink on the photograph, to reveal the combination. If you don't have the Thinner, it's in the B1F elevator. From playing this game several times, you'll notice a pattern in these random four-letter codes. As you can see from the possible combinations below, the code is usually a very downsided word expressing negative thoughts. damn dark dose down dull hell help kill lose love null From the pattern, you should be able to sometimes determine the code yourself without even using the Thinner. You might also find it easy if you're good at arranging jumbled letters into words if you know the downsided pattern. Anyway, once the combination is revealed, examine the case again and input the combination from the photo to open it. -------------------------------------------------------------------------- Once the case is open, grab the "CINDERELLA" MUSIC BOX inside. Now you have two music boxes, so you only need one more. Remembering the Employee Elevator Key you just got in the other room, now you want to head over to the Employee Elevator Room in the east corridor on this floor. So exit this room, unlocking the door first, and reenter the middle corridor on this floor. Cross over to the eastern corridor via the ledge in the Lobby, and grab the HEALTH DRINK on the semi-circle table to the left by the elevator and the RIFLE SHELLS on the weird stand thing. Now enter the Employee Elevator Room, using the EMPLOYEE ELEVATOR KEY. This room explains why almost half the map is missing for the first floor -- it's an employee area. The Office must be where the map cuts off, so that's obviously where you want to go. First, use the SAVE POINT near the door if you need to, and get the two HEALTH DRINKS on the janitor cart. Noticing the small elevator at the left of the room, an alarm sounds when you step inside it. When you check the panel in the elevator, you'll find a note on weight allowance. It tells you that this elevator is only for one person. Even though James classifies as one person, it's his massive inventory collection that causes the alarm. You can't use the elevator with all these item, since pressing any of the buttons won't do a thing, so you must find a way to empty out your inventory. Just outside the elevator along the wall is a large shelf -- that should be perfect. Move up to the shelf and examine it, and James will comment that it looks like he could store his stuff in it. Please note that you need to check the panel in the elevator for the weight allowance note, or James won't be able to put the items on the shelf, since he won't know what the problem is. When you're asked if you want to put your items in the shelf, choose "Yes". Now you must empty out your entire inventory into the shelf, by selecting "Put on shelf" from the special inventory menu. Keeping only a single weapon or item is still too much, and the elevator won't work. An exception to this is that James can take the Letter from Mary and the Photo of Mary -- only these two items --, but there is reasoning behind that. On a related note, you might want to examine the Letter from Mary if you haven't since entering the hotel. After emptying out your inventory, step into the elevator to notice no alarm this time. Checking the panel, there's only one button that works, which is the 1F button. That's where you want to go, anyway, so that's good. If you're still stuck and can't put your items on the shelf, you need to read the note on weight allowance in the elevator first. Then use the shelf and enter the elevator. When ready, head down to 1F in the employee elevator. If you're still wondering if all that was really necessary, it was. But jeez, what if Eddie had to use this elevator? Now without any weapons, you might feel scared and vulnerable. Don't worry about it, though, because there's really no threat down here. Down on 1F, get the HOTEL MAP (FOR EMPLOYEES) on the corkboard, just outside the elevator. Checking your new map, you'll notice that the missing area from the guests map is filled in. Checking the south of the corridor first, enter the Pantry. Inside, find and take the hard-to-see "SNOW WHITE" MUSIC BOX on the shelf to James' right. Now you have all three music boxes, so that's good news. Exit the room. Checking your map, the Office is just north of the elevator. Remembering the note to James at the Reception, this is where James' videotape should be. Inside the Office, move to the open safe and take the VIDEOTAPE and CAN OPENER inside. Exit the room, and for more ammo, enter the Employee Lounge just north. Get the two packs of RIFLE SHELLS on the fridge in the far corner. If you check the whiteboard in the room, James will comment that it was last updated one year ago... Interesting. Exit the room when done. Heading back to the elevator, you'll notice that it won't budge if you try to use it. That means that you'll have to find another way to get back to the guest side of this floor. For starters, there's a stairwell right by the Office on your map, and it's open. Enter the stairwell and move down the stairs and through the door at the bottom. Entering the corridor, you'll notice a Mannequin to your side, which isn't the greatest of news without any weapons. Furthermore, there's another Mannequin at the other end of the corridor, and you'll need to get past them both. To do this, you'll need to use pushing tactics. Run at one of the sides of the first Mannequin by the wall, pushing at it as you try to sneak by. If you just run head on, you'll push the Mannequin, but you won't get very far -- if you run at their sides by the wall, you'll push them partially out of the way so you can slip past just along the wall. Once you've pushed past the first Mannequin, enter the room to James' left down the mini-hallway, which is a Boiler Room. Inside, take the FIRST-AID KIT on the ground in front of you, and the BAR KEY hanging on the other side of the boiler. Exit the room and prepare for another session of pushing Mannequins. Checking your map by the door, since there's actually light here, you'll notice the Kitchen which connects to the Venus Tears Bar. You just got a Bar Key, and the bar was locked earlier, if you remember, so that's where you want to go. Push past the second Mannequin by the wall and quickly enter the Kitchen. On the back shelf in the Kitchen, you'll find two HEALTH DRINKS, and another HEALTH DRINK on the right kitchen counter. You can find a large tin can at the corner of the counter as well. Now is the time to use the CAN OPENER. Once you've opened the can, you'll find light bulbs inside. Honestly, who keeps light bulbs in a can? James will take a LIGHT BULB. Continue on by entering the Venus Tears Bar through the right door. Inside the bar, head over to the exit door. When you try to unlock it, James will comment that it's too dark for him to find the keyhole. You just got a Light Bulb, but unfortunately James can't pop it in his mouth to light it up. However, you may have noticed a lamp on the bar, right near the door. Use the LIGHT BULB on the lamp for a light source, which clearly lights up the whole door. Now exit the bar, using the BAR KEY. Outside of the bar, you find yourself in a familiar place -- the basement for guests. Follow the hallway to the west and head up the stairs to the first floor. Now that you're back on the guest side of the hotel, the first thing you want to do is retrieve your items up on 2F. For the quickest way, enter the Lobby and move up the large stairs, then go through the eastern door on the ledge. Once in the Employee Elevator Room corridor, there will be two menacing Mannequins looking for trouble. Apparently they want revenge for being pushed by down in the basement. Simply ignore them and quickly enter the Employee Elevator Room by running in between them. Reclaim your things from the shelf and exit the room. Sadly, the two Mannequins are gone now, so you won't be able to pose your own revenge. Remembering that you have all three music boxes, exit back to the ledge in the Lobby and head down the stairs to the large music box player at the bottom. It's time for another puzzle. m u s i c b o x p u z z l e -------------------------------------------------------------------------- The idea of this puzzle is to make the music box player play music so that the music box turntable turns. For the turntable to turn, the music must be played properly. If you play the music right now, it will play unpleasantly and nothing else will happen. Even if you insert one or two music boxes, or all of them out of order on Normal or Hard, it still won't play properly. If you examine the slots for the music boxes, you'll find something written in each of them, which differs per riddle level. What you need to do is insert the music boxes in reference to these descriptions. Refer to the solutions below for each riddle level. EASY: In each slot, the same thing is written: "When the Lost One is returned the sour note shall turn sweet" There's no real puzzle here, and this phrase just tells use that when the lost music boxes are returned, the music will play pleasantly. Nothing is specific, and therefore it doesn't matter which music boxes goes into each slot. Place the "LITTLE MERMAID" MUSIC BOX, "CINDERELLA" MUSIC BOX, and the "SNOW WHITE" MUSIC BOX in the three slots in any order. NORMAL: This time, each of the slots have different descriptions written into them which describe the music box characters. In order from left to right, you'll find the following descriptions written in the slots: "Seat of the Princess who fled at midnight." "Seat of the Princess who awoke from death." "Seat of the Princess who spoke no words." This is a rather easy puzzle, and only requires basic knowledge of Cinderella, Snow White, and Little Mermaid fairy tales. Cinderella was the one who fled at midnight, and she also left a shoe. When the time neared midnight, she rushed to her carriage as quickly as she could and fled the ball. Thus, the "CINDERELLA" MUSIC BOX goes in the left slot. Who awoke from death? That would be Snow White. After she ate the poisoned apple from the Queen, she died, and the Prince later resurrected her. So the "SNOW WHITE" MUSIC BOX goes in the middle slot. Lastly, we have the Little Mermaid, but let's just go through the last description to make sure it fits her. The Princess who spoke no words certainly was the Little Mermaid. She gave up her voice for love, so that she could marry the Prince. Therefore, the "LITTLE MERMIAD" MUSIC BOX belongs in the right slot. HARD/EXTRA: The rectangular identification slots have more detail this time around, but at the same time are harder to recognize the character. In order from left to right, the slots read: "Twas shameful greed did stain her shoe with blood." "Even so, I still want to believe that she was happy." "Beauty - Both a blessing and a curse thou be." Let's look at the first one. The word "shoe" sort of gives it away here, although the part about the blood may involve some confusion. However, the answer is still Cinderella, which should be what you were initially thinking. As for the blood, this refers to the original "Cinderella". You may or may not remember about the blood because there are apparently over 3000 versions of "Cinderella". In the original, Cinderella ultimately goes to the ball with the curfew and loses her shoe. The Prince then sets out to find out whose it was by making women try the shoe on to see if it would fit. When he comes to the home where Cinderella lives, with her stepmother and two sisters, the stepmother hacks the first sister's big toe off for the slipper to fit. It does and she leaves with the prince, but some birds cry out: "Look! Look! There's blood in the shoe! The shoe's too small! The right bride is still at home." So the prince goes back and the stepmother hacks off the heel of the second sister to make the slipper fit, but the birds warn the prince again. When he goes back this time, Cinderella tries the slipper on and it fits perfectly, with all toes and the heel attached, since it's hers. It was shameful the stepmother's greed for the prince's riches did stain Cinderella's shoe with the sisters' blood. With that, the "CINDERELLA" MUSIC BOX belongs in the left slot. The second description refers to the Little Mermaid. She had the finest voice of all mermaids and better than all humans, but once she saw the prince she fell in love. She gave her voice away so that she could at least have a chance of being with the prince, becoming a mute. She ultimately did and that's what the sentence is referring to. Even though she's a mute, I still want to believe that she was happy. Therefore, the "LITTLE MERMAID" MUSIC BOX sits in the middle slot. The last sentence refers to Snow White and how beautiful she was. She was so beautiful that she was the "fairest of them all", and so the Queen tried various attempts to kill her. For one attempt, she gave Snow White a poisoned apple, which she ate and died from. A prince came along and took her corpse, then later he resurrected her. Beauty - A blessing to everyone around her yet a curse to herself, as the Queen wanted to kill her. This puts the "SNOW WHITE" MUSIC BOX in the right slot. -------------------------------------------------------------------------- Once the music boxes are in their correct locations, play the music -- it will play correctly. The music boxes will turn to the inside of the large music box on a turntable and three more music boxes will be revealed, with a key on the one in the middle. If the music boxes aren't in their correct spots, the music will play unpleasantly. Take the HOTEL STAIRWAY KEY from the middle music box, and take a moment to think what it's for. Remember that gate up on 3F? Well, let's try that. Head up the stairs in the Lobby and go through the west double doors on the ledge. From there, move up the slim staircase to 3F, and use the HOTEL STAIRWAY KEY to open the gate blocking the way. Now finally able to walk around on the third floor, use the KEY TO ROOM 312 (KEY TO HOTEL ROOM 312) to enter room 312. If you didn't get the key, it's in the Reception in the 1F Lobby. Inside, nothing really seems to be here. Move deep into the room to find a TV and a VCR on the ground by its right side. Looks like it's time to use the VIDEOTAPE. Pay very close attention while watching the videotape, as it's vital to understanding the plot. Laura enters the room after the videotape, but leaves after James talks to her. After the cutscene, a familiar voice is heard coming from James' radio. What does that mean then? Exit the room. 13 // n i g h t m a r e h o t e l =-=-======---==-=-=-----=-==-----==-====----=-====--=-=====----=-==--=---- "James. Where are you? I'm waiting. I'm waiting for you." Once in the hall, you'll notice that the hotel takes a different form, burnt and leaking water. If you've been paying enough attention, you'll realize that this is the hotel's real form. Another difference out in the hall, your Flashlight doesn't work anymore, and so it will be useless for the rest of the game. You really don't need it anyway, so don't fret about it. Down the hall is a SAVE POINT on the door to room 313, if you're interested. Head down to 2F when you're done up here. If you check your map, you may notice some markings in purple marker, as well as red marker, and this accounts for doors you tried to open in this current version of the hotel. If you enter the Reading Room on 2F, you'll find headphones on the desk. If you listen to the headphones, it may influence the outcome of the ending you'll receive at the end of the game. Make your own decision, but feel free to check the Endings section of this FAQ for more information. Head over to the western 2F corridor when done finished here, and you may notice that certain doors in this hallway will warp you to different areas of the hotel, but on this same floor. Once you try to go through certain doors, you will be transported to in front of another door. Room 207 and room 204 warp to each other; room 202 warps to room 219; room 219 warps to room 220; room 220 warps to room 207; room 212 warps to room 202. To clarify which door warps to which door, refer to the list below: room 207 - room 204 room 204 - room 207 room 202 - room 219 room 219 - room 220 room 220 - room 207 room 212 - room 202 The idea is to get to the east corridor of this floor, and you can't get there without using these doors. The only door that will take you there from this corridor is the door of room 202, so try to enter room 202 to be warped over to the eastern corridor, just in front of room 219. From here, get the two boxes of HANDGUN BULLETS on the window sill to James' left. Make your way south down the corridor and enter the next corridor to the west, since there's nothing else in here. In the small corridor, get the two AMPOULES on the semi-circle table by the elevator. The doors leading to the Lobby ledge won't open, but what do you know, the elevator does open. Enter the elevator and ride down to B1F, pressing the "B" button, since it's the only button that works. Arriving in the basement, the elevator doors open to welcome you with water -- lots of it. As you can see, this floor is completely flooded, but you can still walk around freely. Leave the elevator and head past the sneaky Lying Figure underwater. Enter the Venus Tears Bar on your left, and inside here you'll find five HEALTH DRINKS on the back ledge by the bar, mixed in with all the liquor bottles. They camouflage with their surroundings but you can still notice them. Pass through the door behind the bar to the Kitchen, and if you need ammo, you've come to the right place. There are two packs of SHOTGUN SHELLS on the Kitchen counter to James' left and two packs of RIFLE SHELLS in the back on the shelf. Also on the counter by the fridge is a FIRST-AID KIT. Pass through the other door in the room to the employee hallway, which you should remember from earlier. Fortunately, you have your weapons this time around. Navigate past the Lying Figure wandering through the water and enter the staircase through the blue door at the other end of the hallway. James will meet Angela in an unfamiliar place in this cutscene. Whether you have examined Angela's Knife or not by now, it may influence the outcome of the ending you'll receive at the end of the game. For more information, refer to the Endings section of this FAQ. After the cutscene, you're still in the burning staircase, but there's no way up the stairs -- walking into the flame just causes James to lose health. Exit through the door you entered from, since there's no way to succeed in here. Now you find yourself in the real stairway, the one from your last visit down here. Move up the stairs and through the door at the top, to the employees only section of 1F. Once up here, you'll learn that the southern section of this area by the elevator is block off, but if you head around the staircaise to the washroom area, you'll find two AMPOULES on the heater. Find the path past the stairs that leads to the northeast, and take it. Get the two packs of RIFLE SHELLS in the small alcove by the Manager's Office, and continue following the path. Head through the door at the end and follow the unmapped grating path past two Mandarins, and go through the door at the end. In here you will find nine SAVE POINT squares on the far wall! Nine Red Squares. I think Team Silent is trying to tell you to save your game here. Just after this point, there are the final two bosses in the game, so I suggest you take the advice that the save points are offering. Equip the Hunting Rifle and keep it ready for the rest of the game. Brace yourself, and head through the double doors in the middle of the room. In a cutscene, James meets Maria again, although with two Pyramid Heads... Not good. After the event that takes place, it will be time for a boss fight. James realizes that he knows the truth, and now it's time to end this. b o s s 5 : p y r a m i d h e a d d u o =====-----=====-----=====-----=====----=====-----=====-----=====-----===== | Difficulty: Normal | You've already fought one Pyramid Head, but now you are about to fight two of them! A whole new story. Right at the beginning of the fight, dash to a corner, preferably the farthest away corner from the two Pyramid Heads. From there, try to fire off two to four shots on Easy and Normal Action Level, then strafe out of the way using either L1 or R1 appropriately. Strafe to the next corner or the corner directly across from your current location (the farthest one away) before either Pyramid Head stabs you. Always hold L2 while firing at the Pyramid Heads so you can see how close they are at all times, and judge when it's time to scatter. Don't underestimate the range of the Pyramid Heads' attacks -- they can stretch quite far. The Pyramid Heads only have one attack between them, and that is approaching James and stabbing him with their spears. On Normal or lower, you should be able to get off at least two shots before the Pyramid Heads reach you. On Hard Action Level, you'll only be able to get off one, but maybe two if you're luck. This is because the Pyramid Heads move much faster on Hard. It's better to take only one shot and get away clean than to take two shots and receive a stabbing, so be very careful out there. If you're quite sure that you can make it, take two shots, or however more possible. After firing your shots, strafe out of the way and reposition yourself in another corner. Once again, always hold L2 to position the camera on the Pyramid Heads, especially so that you can see the distance from the Pyramid Heads to you. When firing at the Pyramid Heads, you only aim at one. When you take of the first shot in a pair, you won't notice anything happen, but the second shot impacts both Pyramid Head, regardless of the fact that the bullets only hit one of them. The two Pyramid Heads share health, so this is why this happens. When the second shot stuns the two Pyramid Heads, it buys you time to make your escape. If they're close at all, immediately run to another corner before they trap you in. You can actually trick the Pyramid Heads, too. If one of them is close and you strafe towards him, it should trigger him to try to stab you. However, quickly strafe back the instant this attack is triggered. This is great for buying time, which will allow you to fire more shots in the next corner. Another strategy is using the Great Knife, but it can be difficult to do. First, you should get a good distance away from the Pyramid Heads, then pull out the Great Knife in a corner. Ready the knife, and when they start to get close, press X hard enough so that James performs the executioner swing. This will heavily damage the Pyramid Heads and it may also make them spin with their spears, which is quite strange. Another way to use the Great Knife is to wait for them to get close enough, and then perform the normal swing attack so that it bounces of them, and repeat the strategy. Using the Great Knife is fun to try, but the Hunting Rifle is definitely sufficient. If you ever run out of Rifle ammo, revert to the Handgun. At first you may think to use the Shotgun, but it's really slow and doesn't work effectively anywhere but close range, which makes using it in this battle very tough. The Handgun lacks power, but has a quick firing rate abnd is very versatile. You can even strafe while firing, which is always great. After around twenty Rifle shots on Normal Action Level, the Pyramid Heads should stop and head to the center of the room. They'll stab their spears through their helmets, committing suicide. How ironic -- they're invincible to James, yet they kill themselves in the middle of the battle. On Hard Action Level, it will obviously take more time and ammo -- around 50 shells and four to five minutes. As already mentioned, it doesn't matter which Pyramid Head you shoot, because they share a health system. When one takes two hits in a row, they are both stunned. Once the Pyramid Heads are defeated, the fight is over. =====-----=====-----=====-----=====----=====-----=====-----=====-----===== After the fight, you may notice that you're in the hotel's Lobby. Before you try to move on, you go head back through the north door and save your game. When you try to exit the Lobby through one of the two south doors, you'll find that they're both locked, and they each have an empty egg-shaped slot on them. Examine the Pyramid Heads' standing corpses to find a RUST-COLORED EGG and a SCARLET EGG, respectively in the Pyramid Heads' hands. Obviously these eggs should fit into the doors to unlock them. It doesn't matter which egg goes into which door; just as long as they're both in a door. So move up to each door and insert the RUST-COLORED EGG and the SCARLET EGG, to unlock both doors. Both eggs must be inserted for any of the doors to unlock. Head through one of the doors to the south corridor. Noticing the hallway fenced off at the east and west, follow the corridor to the back entrance door, where you initially entered the hotel, and go through it. You now find yourself in a long, misty hallway, instead of outside. A recording of Mary in her sickbed will start to play in a moment, and James is heard alongside her. The recording will still be playing by the time you reach the other end, and whether you stay and listen to the recording or leave before it's finished may affect which ending you'll receive at the end of the game. Honestly, make your own choice, but you can check out the Endings section of this FAQ for more information. Once you've made your decision, head through the door at the other end of the hallway, before or after the recording is over. Now you're actually outside, and it's raining. Step ahead and then take the right path. Follow the stairs all the way to the top of the area. It will take a while. Once you're at the top, the staircase will fall down to below. There's now heading back now. Head towards the figure in sight by either the window or the bed, depending on which ending you're about to receive. A cutscene will play, and then it's time for the final boss fight. f i n a l b o s s : m a r y / m a r i a =====-----=====-----=====-----=====----=====-----=====-----=====-----===== | Difficulty: Hard | This boss is quite similar to the Flesh Lips in the hospital, but it's much quicker at moving and has much better attacks. At the beginning of the fight, run away from Mary/Maria to space yourself, and use the Hunting Rifle at long range to call your shots. You'll only be able to take off around one or two shots in each corner, so act quickly. What you're most vulnerable to at all times is Mary/Maria's moth swarming attack. Mary/Maria has two different attacks. For one, she will spit out a cloud of black moths that will swarm around James to prevent him from moving. To evade this attack, wiggle the movement controls and the shoulder buttons. This attack is quite easy to avoid, though, unless you're in a bad position. When Mary/Maria spits out the moths, just start strafing around the area so that they can't get you, and they'll leave eventually. Just avoid the hole in the grating, where the staircase was, and the bed, which may slow you down. Mary/Maria will perform this attack many, many times, so try to quickly get shots off when the moths go away. The other attack is very lethal, so try your best to not let it happen to you. Mary/Maria will try to get close to you, hovering above, and she will snatch James with her long black tail. Beware of the speed of this attack because it is fast. Just make sure she never gets close to you and you should be all right. But if you get caught, wiggle the movement controls and the shoulder buttons, then run away. If she is ever close to you, you should consider strafing in either direction to get away as soon as possible. So in order to beat this final boss, try to stay as far away from Mary/Maria as possible, and use the Hunting Rifle's great range and accuracy to get the job done. When strafing, watch out for the gap and bed -- if you run into them, you will likely get caught on them which may lead to being attacked, especially by the moths. You should be able to fire two shots with the Rifle each time before the Mary/Maria spits out the moths. Always reload in the menu, too. If you run out of Rifle Shells, use the Handgun because of its quick firing rate and easy maneuverability. Use L1 and R1 to sidestep while shooting if Mary/Maria is close. The Shotgun can work as well because of its power, but it's hard to get close without taking serious damage, and the Shotgun is quite slow. A different strategy involves using the Great Knife. The only attack that can reach Mary/Maria is the executioner swing, so you have to have good timing and go ahead with the swing before she reaches you, so that the swing hits her just on time. Repeat this until she falls. Once you shoot Mary/Maria enough, she will fall to the ground in her frame. Move up to the helpless Mary/Maria on the ground, hearing Mary's voice. Don't let that soft, sweet voice get to you -- it's time to finish her off! Choose your weapon of choice (I personally enjoy the Great Knife -- hold X tightly to perform the executioner swing) and finish her off with one final delivery. =====-----=====-----=====-----=====----=====-----=====-----=====-----===== Congratulations, you have now beaten the game! Enjoy your ending and the credits, especially the song. Remember that there are still four more endings (five in the Greatest Hits/Director's Cut version) left for you to get. Refer to the Endings section somewhere below to figure out how to achieve each ending. -------------------------------------------------------------------------- ========================================================================== 12. S P E E D W A L K T H R O U G H ========================================================================== -------------------------------------------------------------------------- SPEED WALKTHROUGH.................................................[SH2_12] This speed walkthrough is intended for players who have beaten the game at least once, although it is recommend that you beat it a few more times to further familiarize yourself with your surroundings. You should generally know what to do and where to go at all times -- this walkthrough just serves as a reminder, if you will; it can be difficult to actually remember at every moment exactly what to do, and you may find yourself standing still quite often, thinking for a moment of what you have to do. To complete the game with a respectable clear time, you'll need good coordination at all times, and so it's vital that you already know where things are. If you're not so clear on the items, go for another run or two beforehand for a clarification. Since this is a speed walkthrough, regular enemies are rarely ever mentioned -- only in relevant cases. It's recommended that you spend as little time possible fighting. Always run right past enemies in the streets and in open areas, but only if an enemy is blocking your path or could be a threat to you should you fight it. With multiple enemies, just try to quickly escape the ambush, pushing past them if necessary. Furthering the idea of this being a speed walkthrough, supplies are not mentioned either. For the most part, you shouldn't require health or ammo supplies over the course of the game since you'll rarely ever need to fight. However, it is still important to pick up a decent amount of ammo and health for boss fights and tough situations. Be sure to grab supplies in your path, but don't go out of your way. You should be able to judge yourself as to what's worth and reasonable getting for items just off your path in nearby rooms and hallways, if it's really necessary. If you're aiming for pure speed and want to finish the game the quickest you can, you'll want to go for the Dog ending, which ends the game prematurely. This speed walkthrough does go all the way, however, and it's more of an achievement, really, to complete the entire game the fastest you can. If you do go all the way, it's best to just play the game as you go, not aiming for any ending in particular and simply trying to beat the game the quickest way you can. Another thing to note if you're going for pure speed is that you really shouldn't need to pick up any maps, even though they're all mentioned in the walthrough. You should know the game well enough that you should know where certain rooms and places are. And the same thing goes for the weapons and the items you won't use -- if you're not going to use them, why pick them up? The number of items figure on the Ranking screen shouldn't be a concern if you're going for pure speed, so even health and ammo supplies that you won't need shouldn't be picked up either. That's not to say to not pick up any ammo or health, but to keep enough ammo to get you through boss fights and not much more, and only a few health items to use on the spot if you have an emergency. Just remember to only to pick up the things you will certainly need. ____________________ | Legend | | | | New Area | | ---=-====---=--== | | | | ----------------- | | -Puzzle | | ----------------- | | | | +++++++++++++++++ | | -Optional Puzzle | | +++++++++++++++++ | | | | ***************** | | -Boss | | ***************** | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [Note:] Cutscenes do not count towards your time, but even so, it is recommended that you skip them to stay on track. When going for speed, it's important to focus on what to do next and not lose concentration by watching cutscenes. As for pausing the game, pressing Select stops the timer, leaving you to do whatever you have to do without losing time. However, it is recommended that you don't drift off and do something else, and always go for speed in one quick, uninterrupted run. All items, weapons, and maps are in CAPITALS. 01 // e a s t s o u t h v a l e ----==-====---=-=-======---=-=----=-==-===-----=-=====---=-=-=====---===== -At the beginning, exit the restroom, take the MAP OF SILENT HILL from James' car, and head west to the stoned stairs and go down them -Follow the path to the graveyard and enter it -Find Angela and then exit the graveyard through the northwest exit -Follow the path and grab the CHAINSAW from the log, if playing a replay game -Keep heading west, through the next fence gate, to Wiltse Road, and continue all the way to Sanders -Head west on Sanders Street and follow the "shadow" by heading north on Lindsey Street, east on Vachss Road, and enter the construction site at the end of Vachss -James will find a RADIO and tear off a WOODEN PLANK from the structure -Quickly kill the Lying Figure and exit the construction site -Head west back to Lindsey Street and continue west on Katz Street, moving north up Martin Street -Take the APARTMENT GATE KEY by the corpse and head south back down Martin Street -Head west on Katz Street until you reach the Wood Side Apartments gate, and enter the apartment compound with the APARTMENT GATE KEY -Enter Wood Side Apartments 02 // w o o d s i d e a p a r t m e n t s ==---=-=====---=-=-=====----=-=-====---=--=====---=-=====---=-====---=-=== -Grab the MAP OF THE APT. BLDG to the left and head up to 2F -Enter room 205 and take the FLASHLIGHT from the fashion dummy -Go up to 3F and try to get the key on the other side of the bar -Get the HANDGUN from room 301 in the shopping cart (with your Flashlight on) and go back down to 2F -Head east in the 2F hallway until you hear a muffled scream, and enter room 208 to the north -Grab the KEY TO ROOM 202 on the left shelf and enter room 202 to the south, using the KEY TO ROOM 202 -Enter the right room to find a small hole in the wall -Investigate the hole to get the CLOCK KEY -Head back to room 208 and find the clock in the left room -------------------------------------------------------------------------- -Open the clock face with the CLOCK KEY and set the hands to 9:10 -------------------------------------------------------------------------- -Push the clock to go through the wall to room 209 and enter the stairwell out in the hall on the other side of the bars, and run up to 3F -Enter room 307 to find Pyramid Head, and James will hide in the closet until he leaves -Get the COURTYARD KEY from the closet and get the FIRE ESCAPE KEY by the bars in the hallway to the south -Head down to 1F through the east stairwell -Move down the 1F corridor and get the CANNED JUICE in front of room 107 -Exit through the south lobby doors and head west to the west entrance, where you first came in, and reenter -Go up to 2F and put the CANNED JUICE down the garbage shoot in the laundry room -Return to 1F and go back outside to the incinerator to get the COIN [OLD MAN] -Reenter the building and use the COURTYARD KEY to enter the courtyard through the north door -Get the COIN [SNAKE] in the carriage in the pool and enter the north building -Enter room 101 and meet Eddie in the washroom -Reenter the west building and go up to 2F -Head west down the corridor to the fire escape -Unlock the door with the FIRE ESCAPE KEY and move on to Blue Creek 03 // b l u e c r e e k a p a r t m e n t s ----=-=-----=======---==-====---==-=====---==-=====----=-====---=-====---= -Enter the washroom and get the memo from the toilet, if interested in opening the safe -Enter the main section of the apartment room and examine the safe on the chair ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -Use the memo to solve the puzzle -Turn the dial to the first number -Turn the dial, pressing right, until you reach the second number -Turn the dial, pressing left, until you reach the third number -Turn the dial, pressing right, until you reach the last number -Roman numerals represent which numerical number they are and letters represent their individual numbers in the alphabet plus nine ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -Take the ammo from the open safe and enter the corridor outside -Enter the west stairwell and grab the MAP OF THE WEST APT BLDG on the floor -Go down to 1F and enter room 109 -Enter the room with the white door near the middle of the room -James meets Angela again and gets ANGELA'S KNIFE -Take the COIN [PRISONER] on the nightstand and enter room 105, ready for a puzzle in front of the secretarial desk -------------------------------------------------------------------------- -Solve the puzzle with the Riddle Level you are playing with: -Easy: Old Man, Empty, Snake, Empty, Prisoner -Normal: Empty, Old Man, Prisoner, Empty, Snake -Hard: Empty, Old Man, Empty, Snake, Prisoner -Extra: Empty, Old Man, Empty, Snake, Prisoner -------------------------------------------------------------------------- -Take the LYNE HOUSE KEY from inside the desk and reenter the hall -Run up to 2F and enter room 209 with the LYNE HOUSE KEY, using the balcony to cross over to room 208 -Take the APARTMENT STAIRWAY KEY and exit back to the hallway from 209 -Enter the northeast stairwell with your APARTMENT STAIRWAY KEY ************************************************************************** -You will now have to fight Pyramid Head -If you want to end the battle quickly and easily, use the Handgun to slow Pyramid Head down and quicken the fight -Wait for Pyramid Head to approach you and swing prematurely, then run to the other corner -In the other corner, run back to the first corner before Pyramid Head gets to swing, and repeat this strategy until Pyramid Head switches over to the executioner swing -With the executioner swing, you can wait until Pyramid Head stops and starts to life his knife, and then dart to the other corner -Repeat this process until the siren sounds, and leave Pyramid Head alone, staying safely away until he's in the water ************************************************************************** -Move down the staircase and exit to outside once the water drains 04 // w e s t s o u t h v a l e ===--=-=====----=-====---=-=-======-----=-=----=-===-=====----====---=-=== -Go down the stairs and head north to Rosewater Park, meeting Laura on the way -Head to the waterfront and meet Maria to the west on the pier -Exit the park by continuing west and moving south to Nathan Avenue -Get the DOG KEY from the doghouse if going for the Dog ending, if it's there -Head west to Texxon Gas and take the STEEL PIPE from the hood of the car -Continue west over to Pete's Bowl-O-Rama and enter through the front double doors -Enter the left room and head through the other door after the cutscene -Approach Eddie and follow Laura through the double doors after the cutscene -Exit Pete's and start east to reunite with Maria -Head around the east corner and all the way around to the back of Pete's, and pass through the gate in the west -Head south (upward) towards the end of the alley for a cutscene, and then try the green door for Maria to unlock it -Enter Heaven's Night, move up the stairs, and go through the green door on the right side of the hall -Exit through the other door in the room to outside and continue south down Carroll -After Maria spots Laura, enter Brookhaven Hospital 05 // b r o o k h a v e n h o s p i t a l ----=-=-======---=-====----=-====------==-=======---=-=====-----==-====--- -Grab the MAP OF THE HOSPITAL on the bulletin board and enter the Reception Office -Pass through the other door to the Document Room and get the "PURPLE BULL" KEY on the desk -Enter the stairwell from the hall and go up to 2F -Enter the Women's Locker Room to get the BENT NEEDLE in the teddy bear on the table and the SHOTGUN in the locker -Enter the patient wing and get the code imprinted in the carbon paper inside Examining Room 3 -Enter room M2 and take the "LAPIS EYE" KEY from the open drawer of the nightstand -Reenter the employee wing and head up to 3F via the stairwell -Enter the 3F patient wing by tapping in the code on the keypad, which is 7335 on Easy and Normal Riddle Level and 1328 on Hard and Extra -Enter room S3 to drop off Maria and get the ROOF KEY from the nightstand -Head up to RF, using the ROOF KEY in the east stairwell -Quickly run over to the diary and then run to the fence by the Elevator Control Room -Hearing Pyramid Head's trademark introduction, run towards him to be nailed more quickly, falling down to the Special Treatment Room on 3F -Enter the second closest cell to the camera and get the hard to read number on the wall -Enter the patient wing and enter room S14, examining the weird box on the bed -------------------------------------------------------------------------- -Combine and use the "PURPLE BULL" KEY and "LAPIS EYE" KEY -Enter the code that you found on the blue carbon paper in Examining Room 3 into the push-button lock -Enter the code that you found on the bloody wall in the Special Treatment Room into the turning lock -After unlocking all locks, the box will open -------------------------------------------------------------------------- -Take the PIECE OF HAIR from the open box -Now enter the Shower Room in the same corridor and combine and use the BENT NEEDLE and PIECE OF HAIR by the drain to get the ELEVATOR KEY -Enter the elevator in this corridor with the ELEVATOR KEY and go down to 1F -Enter room C2 and meet Laura in the cutscene -After being lured into Examining Room 2, it's time to fight the Flesh Lip creatures ************************************************************************** -Equip your Shotgun and start blasting away at the Flesh Lips -Try to stay away from them so that they can't pick you up or kick you -Run into a far corner and shoot until the get close, and then run to another corner and repeat -After killing the two creatures, do the same with the third when it comes out ************************************************************************** 06 // n i g h t m a r e h o s p i t a l =====---==-======---=-=-=====---==-====----=-=-=====----=-====---=-===--== -Reenter the hospital through the double doors beside you, and go through the other door in the room -Head up to 2F via the elevator and enter room M6 -Take the DRY CELL BATTERY and BASEMENT STOREROOM KEY from the ledge where the reaching hands are -Head up to 3F in the elevator and enter the employee wing -Enter the stairwell and use the BASEMENT STOREROOM KEY to access the basement all the way at the bottom -Push the shelf and try to go down the ladder -After Maria's outrage, climb down the ladder and get the COPPER RING -Head back up to 3F and enter the elevator in the patient wing -Go down to 2F, skipping the radio dialogue, and enter the Day Room -With Maria's help, get the LEAD RING from the fallen fridge -Take the elevator back up to 3F, and if you want your prize, enter the Storeroom in the employee wing and examine the weird box ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -For the first row of numbers, press 3 -For the second row of numbers, press 1 -For the third row of numbers, press 3 -If answered correctly, the box will open -If answered incorrectly, yellow spray will come from the roof and drop your health status to red ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -Take the ammo and health supplies inside the chest and return to the patient wing -Stand in front of the stairwell door by the elevator and combine and use the COPPER RING and LEAD RING -Pass through the now unlocked door and go through the door at the bottom of the staircaise -Start running down the hallway as Pyramid Head enters the area -If playing on Normal Action Level or lower, just keep running and don't stop -If playing on Hard Action Level, pull out the Handgun and fire a full clip into him when he first appears, watching out for Maria, then gun it and unload another Handgun round into him around the fenced-window area, then run for your life -Run all the way to the elevator at the end of the hall for a cutscene -Now on 1F, enter the Director's Room and get the HOSPITAL LOBBY KEY on the desk, examining the map there as you do so -After the cutscene, leave the hospital through the double doors in the lobby with the HOSPITAL LOBBY KEY 07 // d a r k s o u t h v a l e ---=-===----==-======---===-======--=--=-====-----===-=====---====---==-== -Follow Carroll, Rendell, and Munson Street southeast to Saul Street and go through the gate to enter the Saul Street tunnel -Run down the grate path, dodging the Mandarins as they come, and exit the tunnel through the gate at the other end -Follow Saul, Neely, and Sanders Street to Lindsey Street, and grab the WRENCH on the porch of the second house north of Gonzale's Mexican Restaurant -Head north and move west down Katz Street, and pass through the now unlocked door along the large construction sheet just past Wood Side -Continue west to Munson Street and head north up to Nathan Avenue -Enter Rosewater Park and find the praying woman statue -- if you need directions, once along the entrance pathway, stay on the right side and take the first right down the stairs, the next left down the small steps, and left around the corner -Move behind the statue, dig where the dirt is and then use the WRENCH -Take the OLD BRONZE KEY inside the tin box and run back to Nathan Avenue -Head northwest up Nathan Avenue and enter the Silent Hill Historical Society through the front entrance doors with the OLD BRONZE KEY 08 // s i l e n t h i l l h i s t o r i c a l s o c i e t y -----===-=====---=-=====----==-==-===---==-====-=-===-=-=-=-=======-=-=--- -Enter the second room through the door on the right -Find the hole in the wall and go down the really long descending hallway until you reach a door at the end, and go through it -Go through the next door and follow the hallway to the left and take the right path -Go past the Lying Figure and through the door -Jump down the hole and you will be in a well -Search the well walls for some "different" and weak bricks, then equip either the Wooden Plank or the Steel Pipe and whack it 2-3 times -The approximate location of the weak wall is 135 degrees to the left of where you start -Go through the door and follow the path to the first door on the right, and go through it -Get the SPIRAL-WRITING KEY and your Flashlight battery will die -Use the DRYCELL BATTERY to replace the old one -Examine the keypad in the bug-filled room -------------------------------------------------------------------------- -Either two or three numbers will be illuminated on the keypad -Use them to solve the puzzle by trying each combination possible -There are always only six possible combinations -Example: 1,2 - 121, 122, 112, 211, 212, 221 1,2,3 - 123, 132, 213, 231, 312, 321 -------------------------------------------------------------------------- -Exit the room and use the SPIRAL-WRITING KEY to open the locked gate door on the floor and jump down the hole 09 // t o l u c a p r i s o n ===---=-=====---=-==----======--=-=-=====----==-==----====---=-===---===-- -Get the TABLET OF "GLUTTONOUS PIG" at the back of the room and enter the hall -Head up the hall to get the MAP OF THE PRISON on one of the tables, and enter the shower room -Take the north path and get the TABLET OF "THE SEDUCTRESS" in the open shower stall -Enter the south cellblock and get the WAX DOLL from the second last cell -Enter the north cellblock from the east side of the prison and get the TABLET OF "THE OPPRESSOR" from the seventh cell -Exit to the courtyard and combine and use the TABLET OF "GLUTTONOUS PIG", TABLET OF "THE SEDUCTRESS", and the TABLET OF "THE OPPRESSOR" on the front of the scaffold -Head back to the entrance and get the HORSESHOE on the door handle -Head to the west side of the prison through the north cellblock, and enter the civillian side through the north visiting room -Enter the other visiting room and get the LIGHTER on the counter -Enter the warden's office at the end of the hall and take the HUNTING RIFLE from gun rack in the armory -Head through the gate at the end of the hall and combine and use the WAX DOLL, HORSESHOE, and LIGHTER on the hatch to make a handle -Open the hatch and jump down the hole -Pass through the prison morgue and jump down the hole on the other side -Open the door ahead and jump down the next hole -Enter the large elevator, moving deep inside to start it, for a minute long descent -After the terribly long elevator ride, go through the door outside the elevator 10 // l a b y r i n t h =--=====---=-====----=-=====---=--======-----=-=====---=-=====-----=-===== -James can only draw his map if you have the Flashlight on; make this so -If you want Pyramid Head's old weapon, follow the path to the northeast ladder and go down it -Run to James' left down the turning hallway and enter the room on the left -Get the GREAT KNIFE on the table -Leave Pyramid Head's lair by going back where you came from, to the main area -Follow the corridor to the southeast ladder and climb down it (not the other one that leads to Pyramid Head's lair -- the one farther south) -Follow the watery corridor and head the ladder at the other end -Examine the box of faces -------------------------------------------------------------------------- -You must create a passage to access the stairs on the other side of the cube room, and you must do this by rotating the box of faces according to the layout of the cube room -Align the cube room with the box of faces so that two doorways on opposite sides creating the appropriate entrance and exit -On Easy and Normal Riddle Level, rotate the cube until you get the right-side-up red face and turn the cube left or right to one of the three upside-down faces -On Hard and Extra Riddle Level there is no set solution, so just keep trying all the twelve possible solutions until you get it right -The possible combinations are (which direction the top of the face is): Yellow - up, down, right, left Red - up, down Green - up, down, right, left Blue - up, down -------------------------------------------------------------------------- -After creating a passage, head through the cube room and go down the stairs to meet Maria -After meeting Maria, head back up the stairs and get the WIRE CUTTER from the electrical box near the box of faces -Return to the entrance of the Labyrinth and use the WIRE CUTTER to cut the wires blocking the door across from the entrance, and go down the ladder -Follow the path, taking the first right, and go up the ladder -Move ahead and follow the right path to the ladder, and move down it -Follow either path to another opening and go up the ladder there -Walk the path to where you have a choice to turn, and turn right and follow the pathway around the fence and down the ladder there -Follow the path around the corner, taking the first left, and climb up the ladder at the end -Head down the ladder ahead and take the first left in the watery corridor, subsequently moving up the ladder just ahead -Head through the doorway and run down the hall to trigger a cutscene and a boss fight ************************************************************************** -If you haven't already, equip the Shotgun, and blast the Abstract Daddy twice to knock it to the ground -Run to the other side of the room after knocking the creature down and repeat the strategy, firing two more shells to knock it down again each time -Always run to the other side when the creature falls to the ground, because space is very limited (the creature also has to turn around when you do this, so you buy some time) -Repeat the above strategy a few times, using the strafe buttons to navigate around the creature if possible, or change to 2D control for the time being, if not using it already -The Abstract Daddy will die after around six to ten shots shots, depending on your difficulty level ************************************************************************** -Exit the room and move through the next door for another puzzle involving the two rooms in the corridor -------------------------------------------------------------------------- -Enter the first room to check the locations of each hanged man, and run to the other room and pull the noose that corresponds to the wrongly accused man, in the positon of his corpse in the other room, for your riddle level -The innocent men for all the riddle levels are: Easy Riddle Level: Kidnapper Normal Riddle Level: Arsonist Hard Riddle Level: Counterfeiter Extra Riddle Level: Thief -------------------------------------------------------------------------- -Run back to the first room and grab the KEY OF THE PERSECUTED -Head through the door at the end of the hall to the next corridor and use the KEY OF THE PERSECUTED to unlock the handcuffs attached to the gate -Go down the ladder and through the white door at the end of the path -Back in the corridor, move through the now open gate and up the ladder at the end of the path -Follow the path to the catacomb and go down the grave of one James Sunderland -Follow the long path and enter the room at the end for another boss fight ************************************************************************** -On Easy and Normal Action Level, equip the Great Knife immediately after the fight starts and swipe Eddie once or twice to send him to the next room -On Hard, use the Steel Pipe and hold R2 and X tightly from the beginning of the battle to continuously perform overhead downward swings -- don't stop until he retreats to the next room -As an alternative method in the first room, you can also use the Hunting Rifle or Shotgun, although not as effectively as the above strategies -In the second room, one strategy is to hide behind to meat rack beside you right away and blast Eddie with the Shotgun when he approaches -- afterwards, run away and repeat (this also works all right with the Hunting Rifle, but from farther away) -Another great method involves using the Great Knife -- wait behind the first meat rack, ready to perform an executioner swing, starting it up just as Eddie starts to come around to your side, and repeating a few times until he dies -After a while, Eddie will get confused and start to hide behind the meat racks, although the Great Knife strategy usually kills him before he does this -To finish the battle, run up to him behind the meat racks and blast him with the Shotgun -- he'll continue running around, so you'll need to repeat this -If you find it difficult to hit Eddie with the Shotgun during this stage, use the Handgun and fire off as many shots as possible each time -Repeat whichever strategy works best for you until Eddie dies ************************************************************************** -Exit the freezer through one of the far large doors 11 // t o l u c a l a k e --==-=====---=-=-======---==-=====----==----==-=====----=-===---=-===--=-- -Run along the dock and step into the boat -Use the D-pad to move the boat on Easy and Normal Action Level, and both analog sticks on Hard Action Level -Move the left analog stick counter-clockwise and the right analog stick clockwise simultaneously to move forward, both analog sticks counter-clockwise to turn right, and both analog sticks clockwise to turn left -Once in the boat, immediately start turning right, only for a few seconds, and then stop turning and move forward towards the light -Aim directly at the lighthouse, correcting yourself each time you move off the line, and you will reach Lake View just as you close in on the light 12 // l a k e v i e w h o t e l ======---=-=-===----=-=-===---=-====---=-=-=====-=---=-=-=-======---===-=- -Run ahead into the courtyard of the hotel and get the "LITTLE MERMAID" MUSIC BOX on the left fountain -Enter the Lake View Hotel through the double doors at the top of the nearby steps -Take the HOTEL MAP (FOR GUESTS) on the corkboard and enter the "Lake Shore" Restaurant -Get the "FISH" KEY on the set table and head for the exit for a cutscene, in which you'll receive LAURA'S LETTER -Head down to B1F and get the THINNER in the elevator -Go up to 2F and enter the Cloakroom -Use the "FISH" KEY to open the briefcase on the counter and get the KEY TO HOTEL ROOM 204 -Enter the west wing and enter room 204 with the KEY TO ROOM 204 (KEY TO HOTEL ROOM 204) -Take the EMPLOYEE ELEVATOR KEY on the desk and pass through the hole in the wall to room 202 -------------------------------------------------------------------------- -Use the THINNER to erase the ink on the photo on the bed -Enter the code from the photo into the lock on the briefcase beside the bed to open it up -------------------------------------------------------------------------- -Get the "CINDERELLA" MUSIC BOX from the now open briefcase, then run to the east side of 2F and enter the Employee Elevator Room -Step inside the open elevator and check the panel to read the note on weight allowance, then examine the shelf outside the elevator -Now place your entire inventory on the shelf, reenter the elevator, and go down to 1F -Get the HOTEL MAP (FOR EMPLOYEES) on the corkboard and enter the Pantry -Get the "SNOW WHITE" MUSIC BOX on the shelf to James' right and enter the Office back out in the corridor -Take the VIDEOTAPE and CAN OPENER from the open safe and enter the stairwell through the blue door near the Office, moving down to B1F -Push past the Mannequin to enter the Boiler Room and get the BAR KEY on the boiler, then enter the Kitchen past the other Mannequin -Use the CAN OPENER to open the can on the counter and take a LIGHT BULB -Enter the Venus Tears Bar and put the LIGHT BULB in the lamp on the counter by the exit door -Exit the bar, using the BAR KEY, and return to the Employee Elevator Room on 2F -Retrieve all your items from the shelf and exit to the Lobby balcony on 2F -Move down the stairs to the large music box for another puzzle -------------------------------------------------------------------------- -On Easy Riddle Level, just put the "CINDERELLA" MUSIC BOX, "LITTLE MERMAID" MUSIC BOX, and "SNOW WHITE" MUSIC BOX in any of the three slots -On Normal Riddle Level, the "SNOW WHITE" MUSIC BOX goes in the front, the "CINDERELLA" MUSIC BOX on the left, and the "LITTLE MERMAID" MUSIC BOX on the right -On Hard and Extra Riddle Level, the "LITTLE MERMAID" MUSIC BOX goes in the front, the "CINDERELLA" MUSIC BOX on the left, and the "SNOW WHITE" MUSIC BOX on the right -Play the music after inserting all music boxes correctly, and it will play pleasantly -------------------------------------------------------------------------- -After the music boxes turn, take the HOTEL STAIRWAY KEY on the middle music box and get the KEY TO ROOM 312 (KEY TO HOTEL ROOM 312) in the Reception -Run up to 3F, using the HOTEL STAIRWAY KEY to open the gate at the top of the stairs -Enter room 312, using the KEY TO ROOM 312 (KEY TO HOTEL ROOM 312), and insert the VIDEOTAPE into the VCR to the right of the TV -Exit the room 13 // n i g h t m a r e h o t e l ---=-====---=-======----==-====-----=-==----==-=----==-====---==-==----=== -If you're aiming for the Dog Ending and have the DOG KEY, use it to enter the Observation Room out in the corridor -If not, go down to 2F and enter the west wing -Try to enter room 202 to be transported to the east wing on the same floor -Follow the hallway to and through the double doors and enter the elevator -Ride down to the flooded basement and pass through the Venus Tears Bar and the Kitchen to the middle corridor -Enter the stairwell to the north for a cutscene, and exit the imaginary staircase afterwards to return to the normal staircase, and go up to 1F -Follow the path to the northeast and go through the door at the end -Navigate down the grated path over the Mandarins and through the next door -Equip the Hunting Rifle and enter the Lobby through the double doors ************************************************************************** -Immediately run to the farthest away corner from the Pyramid Heads and start firing at them, always holding R2 to see them at all times -You should be able to take off at least three to four shots on Easy Action Level, one to two shots on Normal, and one or maybe two shots on Hard (try to take off just one shot early on to avoid a stabbing) -After you've taken off the appropriate amount of shots, use the L1 and R1 buttons to strafe out of the way to the next farthest corner -Later in the battle, you will be able to take off more shots in each corner as the Pyramid Heads will be slower -As an alternative method, pull out the Great Knife, prepping it as the duo approach you, and perform an executioner swing so that it hits one of them just as they arrive -- once beside them, you can either try to swipe them once or twice, or unequip the weapon and run to another corner, ready to repeat -Keep in mind that it doesn't matter which Pyramid Head you are attacking each time, since they split the damage -After around twenty Rifle shots on Normal, or quite a few Great Knife swings, the battle should end ************************************************************************** -Get the RUST-COLORED EGG and SCARLET COLORED EGG from each Pyramid Head and insert them into the two doors -- it doesn't matter which egg is inserted into which door, just as long as they're both in -After unlocking the doors, exit to the main hall and go through the south double doors -- what used to be the rear entrance earlier -Head through the door at the other end of the long hallway and follow the pathway and the stairs to James' left -Run at an angle at the wall of the stairs to continuously run up them, without ever slowing down -Approach Mary/Maria at the top of the area to fight the final boss ************************************************************************** -Immediately whip out the Hunting Rifle and start firing away at the creature, strafing away once the butterflies come knocking, and repeat once they fly away -An alternate method, that actually works better than the Hunting Rifle, is using the Great Knife -Take out the massive knife, ready it for an executioner swing, and only an executioner swing, and perform it just as Mary/Maria just enters your range -- it'll only take a few of these to end the battle, although it will be difficult to do on Hard, and it's also important to closely watch your health -Try not to get too close to the creature or it may try to grab you and hold you up in the air, inflicting a lot of damage -If using the Rifle strategy, continue running from corner to corner each time the butterflies come at you, and fire at Mary/Maria from afar -Always hold L2 to position the camera on Mary/Maria so that you can see the creature at all times -After taking enough damage, Mary/Maria will fall to the ground, losing all attacking capabilities -Use your equipped weapon to finish the creature off, and make sure you perform an executioner swing if using the Great Knife, since a swipe will not touch it -Once the creature dies, the game is over ************************************************************************** If your completion time is less than two hours, you did a good job. If not, it's really not that hard to do. It's actually possible to finish the game in around fifty minutes, although that takes a lot of practice. A time around one hour is ideal. If you think you're good enough, go for a 10 star ranking as a next step, because that's a real challenge. Check out the 10 star ranking part of the ranking section for tips and strategies. -------------------------------------------------------------------------- ========================================================================== 13. E N D I N G S ========================================================================== -------------------------------------------------------------------------- ENDINGS...........................................................[SH2_13] Here you will find all the endings and the requirements to get them. You are not always fully guaranteed to get the ending you're aiming for if you do all the requirements for it, so make sure you do absolutely everything you should do and nothing you shouldn't do. However, if you do all the requirements for one ending, you're still highly likely to receive that ending. It just doesn't work out in your favour sometimes. First, once you beat the game, there will be a memo in room 205 2F of Wood Side Apartments, next to the sewing machine on the table. It will basically describe what to do to get one of the three regular endings that you haven't yet received. The memo will only appear once you beat the game and have therefore received one ending, so the memo will be about one of the two other endings. If you've received two of the regular endings, the memo will be about the last regular ending. It will only describe the Leave, In Water, and Maria endings. All of the three possible memos are in the memo section of this FAQ. If you read the memo, it will tell you what to do to receive the ending it's referring to. However, each specific requirement is mentioned below for each ending. ============ Leave Ending ============ To receive this ending, James must act as if he wants to survive. Keeping stamina healthy, not doing suicidal things, and acting like you want to find Mary by going in the correct directions. This ending is the easiest to achieve and if you just play through without aiming for a certain ending, this is the one you're most likely to get. The following are the requirements for this ending: -Recover your health as soon as it drops. Try to keep green stamina throughout the entire game -After meeting Maria in Rosewater Park, do not head east and do not make Maria tell James which direction the Hotel lies -Listen to the entire sickbed conversation of Mary in the last long corridor before the final boss fight -Do everything that is recommended to avoid the Maria Ending Avoid the Leave Ending ---------------------- -When your health drops, don't be too quick to heal and don't worry too much when you have red status ============ Maria Ending ============ You will receive this ending if James shows a lot of comfort with Maria and spends a lot of time with her; thus making James think of her as a new Mary. Do the following to get this ending: -Immediately go where Maria tells you to go. Do not go the opposite direction or make her tell you twice -Make sure Maria suffers none or very little damage -Spend a long time with Maria before leaving her in room S3 3F of Brookhaven Hospital -After you leave Maria in room S3, return and check on her often -After leaving Maria's cell in the Labyrinth after James' unfortunate finding, try to reenter the room through the white door -In the last long corridor before the final boss after the Pyramid Head Duo, don't listen to the entire conversation and quickly run forward and go through the door at the end of the hallway Avoid the Maria Ending ---------------------- -Hit Maria with the Wooden Plank a few times but do not kill her -In your inventory, examine the Photo of Mary and the Letter from Mary -After you meet Maria in Rosewater Park, run as fast as you can to room S3 on 3F of Brookhaven Hospital =============== In Water Ending =============== In order to receive this ending, James must act in a suicidal manner. So if you are careless and keep your health low and do other things that might give James an idea of killing himself you should get this ending. If you wish to get this ending, do the following: -Examine Angela's Knife in your inventory -Read the suicide diary on the rooftop of Brookhaven Hospital -See the message to James on the wall of Neely's Bar in Dark South Vale -After viewing the videotape, go down to the Reading Room on 2F of the Nightmare Hotel and listen to the recorded conversation with the headphones on the desk -Listen to the entire sickbed conversation of Mary in the last long corridor before the final boss fight -Go through the game with red health status often Avoid the In Water Ending ------------------------- -Do not let your health get to red status at all or too often, and use health items often to keep within green status -Never examine Angela's Knife ============== Rebirth Ending ============== In order to receive the Rebirth Ending, you must beat the game at least once and collect the four ceremonial items in a replay game. Once you start a new game in your save file, there will be four new extra items for you to collect. Collect the following four secret items so that you have them in your inventory when you beat the game: -White Chrism - On the kitchenette counter in room 105 1F, Blue Creek Apartments -book: Lost Memories - In the newspaper stand at the Texxon Gas Station in West South Vale -Obsidian Goblet - Inside the smashed display case in the second exhibition room of the Silent Hill Historical Society -book: Crimson Ceremony - On the bookshelf opposite the window in the Reading Room 2F, Nightmare Hotel ========== Dog Ending ========== To get this ending, you must have received the three normal endings -- Leave, In Water, Maria --, or just Rebirth, in a replay game, and use the Dog Key found in the town to enter the Observation Room in the Nightmare Hotel. Once you have the necessary endings in the same save file, load it and start a new game. When exiting Rosewater Park for the first time, just head straight and you will enter an open yard just west of Jack's Inn. Inside it is a doghouse with a Dog Key inside. Get the key and use it to enter the Observation Room on 3F of the Nightmare Hotel, after viewing the videotape in room 312. The game will end there and the ending will start. Enjoy it and feel free to laugh, as it's a joke ending. ========== UFO Ending ========== Greatest Hits/Director's Cut version only. Once you've beaten both the main and sub scenarios, you can pick up the Blue Gem in the Restroom at the beginning of the main scenario. It's on the ground behind James to his left right from the start. Once you have the Blue Gem, it must be used in the following three locations to receive the UFO ending: -In the Garden outside Nightmare Hospital, after defeating the Flesh Lips boss -Right in front of the boat on the Toluca Lake dock, after defeating Eddie -In front of the window by the TV in room 312 3F, Lake View Hotel, before viewing the videotape Once you use the Blue Gem at these three places, the game will end and the ending will start to play. This is another joke ending, so don't take it seriously. -------------------------------------------------------------------------- ========================================================================== 14. R A N K I N G ========================================================================== -------------------------------------------------------------------------- RANKING...........................................................[SH2_14] Each time you complete the game, you will receive a ranking, telling you how well you did and giving you a mark out of ten. This sections deals purely with this ranking, explaining each ranking category as well as a segment on how to get a perfect 10 star ranking. 01 // t h e r a n k i n g s y s t e m ===----==----=-=-==-----=-=-====---=-=-=====--=--======---=-=-=====----=-- The following is the ranking screen you see at the end of the game in the main scenario, marking your result in each category. Each ranking category is listed and explained below. Action Level The Action Level that you choose at the beginning of the game Riddle Level The Riddle Level that you choose at the beginning of the game Ending Which ending you receive Ending Clear How many of the endings you've received Saves How many times you save your game Total Time The total time you play the game Walking Distance The total distance you walk in the game Running Distance The total distance you run in the game Items How many items you pick up in the game Defeated Enemy By Shooting How many enemies you kill by shooting Defeated Enemy By Fighting How many enemies you kill by fighting Boat Stage Time The amount of time it takes you to complete the Boat Stage Boat Max Speed The max speed you reach during the Boat Stage Total Damage The total damage you receive from enemies in points Your Rank The amount of stars you receive Your rank will be displayed after you beat the game, which is this screen. Exit the ranking screen and save your game. To continue your file next time you play, make sure "New Game" is highlighted in yellow and select it. If you have multiple save files on your memory card, select Load from the main menu and make sure you choose the right file, or else you may overwrite it with another file when you save. 02 // t e n s t a r r a n k i n g ==-=--=======---=-=-====---=-=-====---=-=-=--=====----=-=---=-=-===-=--=-= 1. Requirements 2. Difficulty Levels 3. Endings 4. Saves 5. Total Time 6. Items 7. Defeating Enemies 8. Boat Stage Time 9. Total Damage 10. Strategies 11. Puzzle Solutions 12. Hyper Spray This section is dedicated to getting a 10 star ranking and it's not that easy to do. First you must understand the basics: When your rank is displayed there will be big stars along with little stars. Each big star is worth 1, and each little star is worth O.1. So if you have 7 big stars and 5 little stars, your rank is 7.5/10, or 75/100. 01 // r e q u i r e m e n t s -------------------------------------------------------------------------- Action Level Hard Riddle Level Hard/Extra Ending Dog or Rebirth (Dog is quickest and easiest) Ending Clear Greatest Hits/Director's Cut - 4/4(+3) Original - 4/4(+1) Saves 0-2 Total Time Under 3 hours Walking Distance Doesn't Matter Running Distance Doesn't Matter Items Greatest Hits/Director's Cut - Over 100(+8) Original - Over 100(+7) Defeated Enemy By Shooting 75 or more Defeated Enemy By Fighting 75 or more Boat Stage Time Under 1m20s Boat Max Speed Doesn't Matter Total Damage Under 500 pts Your Rank TEN LARGE GOLD STARS You may be wondering about "Original" and "Greatest Hits/Director's Cut" above. "Original" refers to the original version of Silent Hill 2, with five endings (4(+1)) and no extra scenario, and "Greatest Hits/Director's Cut" refers to the extras version of the game with six endings for the main scenario and the extra sub scenario with its own ending (4(+3)). MY STATS: Action Level Hard Riddle Level Extra Ending Dog Ending Clear 4/4(+3) Saves 2 Total Time 2h 25m 52s Walking Distance 1.15km Running Distance 11.35km Items 227(+8) Defeated Enemy By Shooting 88 Defeated Enemy By Fighting 96 Boat Stage Time 1m 02s 96 Boat Max Speed 3.64m/s Total Damage 385 pts Your Rank TEN LARGE GOLD STARS These are my personal stats for my first 10 star ranking, which I got on my second attempt. In a practice run before my first attempt, I tried different strategies in boss fight and other experimenting during the game, preparing for a 10 star ranking, and ended up with a ranking of 8.8. The next time, my first 10 star attempt, I got a 9.9, going over the damage requirement by 17 points. I was grabbed twice by the Abstract Daddy and was furious because of this, however the entire run wasn't perfect anyway and that was only one small thing, even though it probably did ultimately cause the 9.9 ranking. In reaction to this, I went for another go, confident I'd get it, and I did. This is the ranking seen above. 02 // d i f f i c u l t y l e v e l s -------------------------------------------------------------------------- You must play on Hard Action Level and either Hard or Extra Riddle Level for a 10 star ranking. In order to play on Extra Riddle Level, it must first be unlocked (by completing the game on Easy, Normal, and Hard Riddle Level). After unlocking Extra, the selection "Extra" will not appear, however selecting "Hard" will put the game on Extra for you. There is an important note about Extra Riddle Level, though: once you beat the game on Extra and select Hard the next time you play, it will instead be Hard instead of Extra. Once you beat the game again, on Hard, you can play Extra Riddle Level the next time -- it alternates like this. When it's unlocked and you didn't play Extra Riddle Level last, select Hard and Hard, and you will be playing on Extra Riddle Level. It is not necessary to play on Extra, however it is more satisfying and looks better on the ranking screen. 03 // e n d i n g s -------------------------------------------------------------------------- Going for 10 stars, you must receive either the Dog or Rebirth Ending. I strongly suggest you get the Dog ending for conveniency, at least your first time, since it saves a lot of time and eliminates the final two bosses. These two bosses take up a lot of time and the final boss is very likely to inflict serious damage. Before you even go for a 10 star ranking, you must have achieved every ending. This includes even the Maria sub scenario in the Greatest Hits/Director's Cut version. To view which endings you have achieved, access the Save/Load Menu to see your save file. By pressing left or right in your save file, you can toggle the display at right of the screen, which is normally the play time of your current playthrough in that file. Press left or right until you see the display of letters side by side. Each letter represents an ending you've achieved, and each letter is relative of a specific ending: L - Leave M - Maria W - In Water R - Rebirth D - Dog U - UFO* X - Born From A Wish* * - Greatest Hits/Director's Cut version only Make sure you have all these endings before you go for a 10 star ranking, also making sure that you continue from the specific file with all endings. 04 // s a v e s -------------------------------------------------------------------------- You are limited to only two saves in the game to get a 10 star ranking, so it is important that you use them wisely. I strongly suggest the following two locations: -Nightmare Hospital east 3F stairwell, just before Pyramid Head in the basement hallway -In the Labyrinth Catacomb, just before fighting Eddie You may save at your own designated locations, but these locations are truthfully the best. However, other places that would be acceptable are somewhere else in the Nightmare Hospital (just in case you receive too much damage here) and just before the Abstract Daddy boss in the Labyrinth. As an alternative to before the Eddie boss, saving on the dock afterwards is a decent spot, if you're confident enough that you can beat Eddie effectively in one try (however this is not recommended). Try to master all these parts so that you won't have to save there. 05 // t o t a l t i m e -------------------------------------------------------------------------- Time is probably the easiest part in getting a 10 star ranking. The requirement is finishing the game in under three hours, which is really not hard to do. You can't simply run right through the game, though, as you need to kill at least 150 enemies (half by fighting, half by shooting). You'll also need to collect over 100 items, plus all the extra items, however this is almost laughable, as 100 items are easily achievable. Therefore, it's not recommended that you go for items way out of your way, since it's really not necessary. 06 // i t e m s -------------------------------------------------------------------------- In terms of collecting items, the requirement is 100(+8) in the Greatest Hits/Director's Cut version and 100(+7) in the original version. The extra item (+1) in the Greatest Hits/Director's Cut version is the Blue Gem, found in the rest stop washroom at the beginning of the game. Along with collecting key items, you must collect supplies to achieve the 100 mark, so grab all the health and ammo items you can find, without going out of your way. Together with regular items, you must collect each extra item, with is the number in brackets beside the regular item figure. Each of the eight (seven in original) extra items must be unlocked before a 10 star ranking is achievable, as they need to be collected. To learn how to unlock these items, refer to the Extras section. The following are the locations of each extra item, once unlocked: Blue Gem - On the ground along the rear wall of the rest stop washroom at the beginning of the game (Greatest Hits/Director's Cut version only) Chainsaw - Stuck in the pile of logs across from the Silent Hill Ranch along the nature trail, East South Vale Hyper Spray - On the table in the motorhome at the intersection of Saul and Harris, East South Vale White Chrism - On the kitchenette counter in room 105 1F, Blue Creek Apartments Dog Key - Inside the doghouse in the open lot directly across Nathan Avenue when exiting Rosewater Park, West South Vale book: Lost Memories - In the newspaper stand at the Texxon Gas Station, West South Vale Obsidian Goblet - In the smashed display case in the second exhibition room of the Silent Hill Historical Society, Dark South Vale book: Crimson Ceremony - On the shelf behind the headphones in the Reading Room 2F, Nightmare Hotel Another important thing to note is that you can't use the extra weapons. If you do, you won't get ten stars. There's really no problem of getting lots of items for bragging rights or just for the hell of it. Obtaining 100 items is extremely simple, and even collecting over 200 is still no problem at all. To know where a lot of items are, including valuable ammo, you should play through the game in a practice run. Scout areas looking for items, also practicing boss fights and other areas so that you can beat them more easily when the time comes. A tip for finding items is to take note of where James is looking. His head will turn towards items, so just follow this movement to find items that you may not notice or at least right away. James stares at Maria and living creatures as well, so pay attention in these cases to not mistake them for items. 07 // d e f e a t i n g e n e m i e s --------------------------------------------------------------------------- You must kill a total of at least 150 enemies, but you have to split it up to kill at least 75 by shooting and 75 by fighting. Killing by fighting is the easiest, and by far at that. Knock the enemy down with your weapon and kick it. To kill by shooting, you must shoot the enemy to death, which requires a lot more ammo. The only weapons you should ever use for killing normal enemies are the Handgun and Shotgun (with the exception of the first enemy with the Wooden Plank). Using melee weapons takes up too much time and puts you in a position to receive unnecessary damage. During the first half of the game (beginning to the end of the hospital), use only the Handgun. Lying Figures, Mannequins, and Nurses will require four to five shots to knock down (rarely they make take three). You won't have too much ammo in the apartments and so it's recommended that you kill at enemies there by fighting. If you really want to, you can go ahead and kill a few by shooting, but don't lose yourself and run out of ammo. It's all about conserving your ammo at this stage. While taking it easy in the apartments, absolutely be sure to get the four boxes of Handgun Bullets in the safe in room 203 of Blue Creek, which will prepare you for the streets ahead and the rest of the game. After meeting Maria in the park is when you should officially start killing by shooting. Be sure to count off your shots as you knock an enemy down and empty the rest of the clip into it while it's down. Just after the tenth shot from a full magazine, quickly let go of R2 and press Start to access the inventory. Reload manually from here and return to the game. Just as you exit your inventory, immediately hold R2 and X to continue shooting the enemy on the ground so that it doesn't get up. If you don't do this when exiting your inventory, the creature will most likely get back up, which tends to bring frustration. As you continue firing at the creature on the ground, with your second clip, continue counting off your shots and the creature should die before you have to reload again; however, if not, continue the above strategy until the creature dies. When you think the enemy is going to die, slowly shoot it until you hear the radio static begin to fade away -- once it begins to fade, the creature is dead (this is a good reason to keep your radio on). Once you reach the hospital, you can tone down and kill more enemies by fighting. The hospital is probably the worst part of the game and it's very likely that you'll receive a lot of damage here. Nurses are the biggest threat here -- don't get too close to them while shooting or you may be smacked. Don't get too cocky and approach Nurses while firing at them at close range, because you may learn the hard way several times if you have to reload right in their faces -- trust me, this happens a lot! A very important thing to do in the hospital is to collect as many Shotgun Shells as possible for the upcoming streets, so be sure to do the Trick or Treat Box puzzle. Exiting the hospital, you should have around 20 shooting kills and around 40-50 fighting kills. This next segment of the game on the streets is where you should get the most kills, especially by shooting. Equip the Shotgun and kill literally every enemy you see. With my first 10 star ranking, I accumulated 56 shooting kills here on the streets, as well as around 5 fighting kills. Try to get at least 40 or more shooting kills here and feel free to go out of your way a bit to kill enemies and collect other items near enemies. To kill by shooting with the Shotgun is much easier than with the Handgun. One good close range shot will knock an enemy down. Once thrown to the ground, shoot the creature again. Normally, the creature should get up after this second shot, so blast it back to the ground, and if it's still alive after this, one more shoot while on the ground should for sure kill it. The most important thing about killing by shooting with the Shotgun is that you MUST NOT shoot the enemy while it's getting up. If you do so, it won't do anything and will leave you open to attack by the enemy. Never ever do this with especially Nurses, as they will most likely always hit you. So run up to the enemy, shoot it down to the ground and shoot it again on the ground. If it gets back up, shoot it again, which may kill it. If not, approach it on the ground again and shoot it for a kill. The average Nurse and Mannequin will die in three to four close range shots. With Mannequins, run right up to them and blast them to the ground right in their faces, since they're quite defenseless just after activation. With Nurses, however, move in close but not in within their range, because their attacks are not only lethal but quick. Once the Nurse or Mannequin is on the ground, move up to it and shoot it on the ground. Let it get up and wait for it to be completely standing up, and shoot it again. If it's still alive, continue the above strategy. In certain situations, the enemy may take only two shots to die -- one standing, one on the ground. You can almost tell if this is going to happen, from two perfectly placed shots. You should naturally get the feeling that your shots were just about perfect if they were, and you can hear how well-placed your shots were by the sound of the bullets hitting the creature and the creature's roar. To take off perfect shots like this, you must get very close to the creature, and this is why this works a lot more often with Mannequins, but also because they're slightly weaker than Nurses. If you can, try to approach Nurses from behind to get off a good enough shot for a two-hit kill. While killing enemies, keep track of the amount you've killed, both by fighting and shooting, on a piece of paper or a notepad. Divide the page like so: fighting | shooting -----------|----------- | | | | | Use tally marks (|) for each enemy you kill in each column. Right after you kill an, write it down. I suggest you pause your game while tallying kills, even though it doesn't take that much time. It will add up, though. I highly recommend that you do not use any melee weapons for the entire game (with the exception of the first enemy, of course). Therefore, don't kill any enemies on the streets before the apartments. I say this because you're very likely to receive damage when using melee weapons, especially because enemies are strong and quick on Hard. It also takes much longer to kill by melee than by firearms. Another issue is ammo. Be sure that you have Bullet Adjust set to x3 in the Extra Options menu before you start. Although you will have triple the ammo, you still shouldn't kill many if not any enemies by shooting in the apartments, but instead by fighting. In cases where there are multiple enemies in other areas, knock down the closest enemy and kick it. If enemies are too close, try to knock them all down if you can. Kill all of the enemies by fighting except for the last one. Kill the last by shooting, since there's no one else to get in the way while doing so. Whenever enemies are alone, try to kill them by shooting. Be sure to do the Safe Combination puzzle in room 203 of Blue Creek. This will give you 120 needed Handgun Bullets. Try to get every pack of Handgun Bullets you can find in the game, with the exception of the one at the west end of Nathan Avenue in West south Vale; it's way too far for one pack of Handgun Bullets. You should kill a lot of enemies by fighting in the hospital, but make sure Maria is out of the way so that she doesn't die. You can either be very careful or run to room S3 right after entering the hospital, to get rid of Maria. Also be sure to do the Trick or Treat puzzle in the hospital as it will give you 90 needed Shotgun Shells and two Ampoules. The best firearm for killing by shooting is the Shotgun. When you don't have it, you'll have to use the Handgun, which can be annoying because of the time and ammo it takes. Late in the game, use the Handgun for fighting and the Shotgun for killing, however, the Shotgun is also quite good for fighting. As for the Hunting Rifle, get it but do not use it. It is awful for normal enemies. I don't recommend for you to use it at all since you won't play the last two bosses. However, if you're not going for the Dog ending, then there's nothing wrong with using it for the final two bosses, although it's not the only weapon you can use effectively. 08 // b o a t s t a g e t i m e -------------------------------------------------------------------------- The requirement for the boat stage is to complete it in less than 1m20s, which requires skill and practice. You should practice this boat stage a lot until you are very good at it. Play on Hard Action Level and save on the dock after you beat Eddie. To maneuver the boat, you will need to use both analog sticks in a rotating fashion. To move forward, rotate the left stick counter-clockwise and the right stick clockwise. To move left, rotate both sticks clockwise, and to move right, rotate both sticks counter-clockwise. Each analog stick controls each oar. Turning one oar more slowly than the other will result in turning more slowly, which is great for turning slightly in one direction. Once you know the controls, practice it for a while. You don't have to head for the light to practice; just try moving forward and turning left and right. Then use Soft Reset (Start + Select + L1 + R1) and load your game. This time go for the light. Use a watch or a stopwatch to time yourself. Practice a few times until you trigger the cutscene, and then start to go for only under 1m20s -- if you reach 1m20s before the lighthouse, Soft Reset and try again. Even if you're really good at it, try it a few more times to master it. If you get down to a minute, that's awesome, although it's not entirely necessarily. Even so, I recommended that you do try to get down to around a minute, because if you can only get around 1m20s and screw one thing up on this stage while going for 10 stars, you may have to restart from before Eddie, if you saved there. If you're having trouble with the controls, you may want to hold the controller in your lap and use the edge of your palms to rotate the analog sticks. If you use your thumbs the entire time, it may become tiring and result in you screwing up or turning one faster than the other. Try not to worry, though, and quickly correct yourself. As for the stage itself, once you get in the boat, start turning to the right immediately. Turn for a full two or three seconds and then start to row forward as you're still turning. You'll have to stop turning well before you even see the light, since the boat will keep turning far past it if you wait that long. Practice until you know how long to turn for and when to begin rowing forward. Once moving towards the light, try your best to maintain consistency and correct yourself if you move off the line. 09 // t o t a l d a m a g e -------------------------------------------------------------------------- The total damage requirement for 10 stars is under 500 points and is arguably the hardest part in getting a 10 star ranking. Certain parts of the game, especially the hospital, tend to bring a lot of damage, and there is one boss that is almost guaranteed to inflict a lot of damage, which is Eddie -- this is why it's recommended that you save right before fighting him. The only other real frustrating fight might be the Abstract Daddy. If you're not to good with strafing, use 2D control. For strategies on the bosses, check the Strategies section below. Enough about boss fights, let's talk about normal enemy damage. A single attack by Lying Figures, Mannequins, and Nurses won't hurt you too much, but it doesn't mean you shouldn't always try your best to avoid being hit. An attack from any of these enemies will inflict around 5-15 damage points. It isn't much to be attacked once or a few times but it all adds up, along with bosses. You should be able to make it to the hospital without receiving any damage, although it won't kill you to take damage before you do get there. Stay away from all enemies on the streets before the apartments and keep your distance when shooting enemies in the apartments. There are two parts on the street where a Lying Figure will lunge out from under a vehicle: the white van on Martin Street and the Jeep Cherokee on Katz Street near Neely Street. Stay away from these vehicles by running along the walls near them. For the van, stay along the right wall while first passing and run back along the same wall; for the Jeep Cherokee, hug the wall around the corner after moving under the low roof of the building right there, or just run around the vehicle itself. Health should never be a problem, since you'll find more than enough health supplies throughout the game that amount to well over 500 points of healing. So if you ever do run out of health items, chances are you're over the damage requirement and are not ready for a 10 star ranking. Of course you want to keep health usage as low as possible, but to do this you must have good coordination and familiarity with the game. In the hospital, Pyramid Head will knock you off the roof, which is inevitable. This will bring you down to vivid red health status. Take advantage of this and don't use any health items once in the hospital until after you fall off, unless you're too close to death. When you do fall off, use two First-Aid Kits to heal to full health. For other wounds, you'll want to use Health Drinks, after taking enough damage first, though. For large wounds, use First-Aid Kits, however you shouldn't have to use too many of these. 10 // s t r a t e g i e s -------------------------------------------------------------------------- ====== Bosses ====== Red Pyramid Thing ----------------- This fight really isn't difficult until the end, and you have the option of shooting Pyramid Head to end the battle more quickly or conserving your ammo and playing it cool over the five minute battle, which is quite some time for a boss fight. To make the correct decision, take a look at your ammo and decide whether you need to save or not, also keeping in mind that you'll be doing more killing by shooting later on in the game and thus requiring more ammo. And just so you know, the chances of you running out of Handgun ammo at some point later on in the game, even if you don't shoot Pyramid Head, are quite likely. So unless you're willing to be patient and wait a little longer to officially start killing by shooting, which can be a risk if you start too late (and can't kill enough to meet the requirement), I recommend that you don't use your Handgun bullets on Pyramid Head, or at least that many. To quicken the battle a bit, and to slow down Pyramid Head in dangerous situations, just unload a few bullets into him and then stop. If you really want to use a lot of bullets here to get a better time, go ahead, but try to get every box of ammo you can find later on. Keep in mind that the strategy below involves not shooting Pyramid Head -- if you are shooting him, do so in each corner, following the strategy. Anyway, at the beginning of the battle, back into the corner and don't move, waiting for Pyramid Head to approach you. He should try to swipe you but it won't be close enough to you. Immediately after this, dash to the other corner at the other side of the battle room. Let him approach you at this side, but instead of waiting, run back to the other side before he gets close enough to perform a swipe. He will try to swipe you as you run past, but it shouldn't be a threat if you're fast enough. Repeat this and Pyramid Head will soon stop trying to swipe you and instead perform his executioner swing for the rest of the battle. At this time, stay against the wall while waiting, and the moment you see Pyramid Head stop and begin to lift his massive knife, sprint to the other corner. Repeat this strategy for the rest of the fight. Now, the difficult part of this boss fight is its conclusion, after the siren sounds. The idea is to get to a safe spot out of Pyramid Head's range as he leaves the area, and that safe spot is along the left wall away from the stairs. If you're already in this spot, you should be fine, however that doesn't tend to be the case very often. Once the siren sounds, Pyramid Head will have perfect accuracy with his executioner swing if within range, and while he used to stop turning towards you after you ran past him, he will not anymore and will turn around and try to slay you if within range -- if you have to run past Pyramid Head, you will most certainly be in his range, which is not good news at all. This swing will absolutely kill you if it hits you, as it is an instant kill attack, and while you may think you can avoid it, it's really not that simple. Unfortunately you can't exactly outrun the swing, so you'll have to dodge it. You may want to consider switching to 2D control to dodge the attack once the siren sounds, since your movement is a bit clunky with 3D. With 2D control, run in an unpredictable pattern, moving windingly, but not on the same spot. If you do this right, Pyramid Head should abort the attack and leave the area. Now, I should explain an interesting thing that happened in this battle while I was practicing this fight for a 10 star ranking: At the beginning of the fight, I stood still in the corner and Pyramid Head walked up to me but did not touch me. Instead, he went over to the stairs and I ran to the other corner. Soon I realized that he was stuck over in that corner by the stairs, and he was stuck there for the entire battle. I tried to trigger this in another try but it didn't work. I assume that save file was glitched out, as another glitch occurred with Pyramid Head in the hospital basement (read the Pyramid Head in the Hospital Basement strategy below), and something else strange happened in the hotel (however, this might've been a different file). I tried to trigger this glitch again in another file but it wouldn't happen again. So if you ever manage to get this to happen during a 10 star ranking run, take advantage of it and try to make Pyramid Head stay stuck the entire battle. If you do so, wait in the other corner until the fight is over. Flesh Lips ---------- This battle is quite easy and you shouldn't get hit if you move quickly. Stay in the farthest away corner from the Flesh Lips and fire at them with the Shotgun until they get close to you, and then dart to another corner and repeat. Make sure your gun aims up before you shoot, both when you aim and after each shot. When you're firing away in a corner, the Flesh Lips will close in on you, so run to the opposite corner of the room. You must take into account the fact that it takes a second or two after shooting to get away. If you're too slow, you may be grabbed by one of the Flesh Lips and strangled, which inflicts a lot of damage. The creatures can also kick you from a farther distance, so you must watch out for that as well. If you're shooting the Flesh Lip as it approaches, it isn't likely to kick you unless it gets very close, however if you're reloading or shooting the other one, the greater the chance is that you'll be kicked from afar by the fast moving Lip. Be smart and get away while you can. Always be aware of where both Flesh Lips are. If you're shooting one and another one is coming from another direction, it will approach you at a faster speed, as described above, since it's not being shot. Therefore it's important to mvoe to a corner so that both Lips are in front of you. Repeat the strategy of gunning and running to another corner, only taking off one or two shots in each corner, unless you can safely take off more than that. If you're good enough, you shouldn't receive any damage here, although one or two hits isn't that bad. It's just that it's easily avoidable and unnecessary damage. Abstract Daddy -------------- This boss fight can be very frustrating if you're not too great at it, so it's recommended that you practice it a lot until you are good enough. If you don't do too well with 3D control and strafing, you might want to consider switching to 2D control for the battle. Before the battle, always make sure your Shotgun is equipped and with a full ammo load. At the beginning of the battle, back into the corner behind you and shoot the Abstract Daddy once. Let it come closer to you so that you have more room in the next corner, and shoot it again to knock it down. Strafe around it and run to the other side of the room, right beside Angela. Shoot the creature once and let it come closer for the next corner's sake, if not too close already, and shoot it again to knock it down. Strafe around the creature by moving along the wall. Run to the same back right corner and repeat this strategy. After firing six shots and the creature is on the ground, start running to the other corner and enter your inventory to reload while doing so. You'll need to fire two to four more good shots to kill the Abstract Daddy. Most of the time, if you're shots are close enough, it will take a total of nine shots to defeat the creature. It's possible for only eight shots, however this requires really close shots, and ten shots is a bit uncommon unless you shoot the creature from farther away than recommended. Anyway, continue the above strategy, and after a total of eight to ten shots, the creature should die. Never shoot the Abstract Daddy while it's getting up. It will do nothing but waste valuable time required to shoot the creature before it gets to you, as well as ammo, messing up the first six shots strategy. This battle is fairly difficult, and so receiving an attack isn't that bad. However, if you practice enough with the right strategy, you should be able to complete the battle without taking any damage. Eddie ----- Probably the hardest part in getting a 10 star ranking is beating Eddie without receiving too much damage. In the first room, using the Steel Pipe provides a solid strategy with no worries of taking any damage, however it must be done right. Before entering the battle room, equip the Steel Pipe from your inventory. Once in the battle room, hold R2 and X tightly so that James performs the overhead downward swing. You might want to first hold the buttons during the cutscene, and then skip it, to make sure you don't mess up. Don't ever release these buttons during this strategy, and hold them to continuously perform overhead downward swings, preventing Eddie from ever reaching you. After 13 wacks, Eddie will run to the next room. It is highly recommended that you only use the above strategy for this room, as it works perfectly and quick. Using the Great Knife can work decently, however you're almost guaranteed to take a few hits. The Steel Pipe strategy is just so much superior and efficient. The second room is the hard part of the battle, where you'll likely receive a decent amount of damage. Starting off in this room, strafe behind the right meat rack as Eddie raises his revolver. Equip the Shotgun and wait for Eddie to meet you behind the rack, and blast him when he does. He'll return with a punch, however this doesn't inflict much damage anyway. Let Eddie walk away a bit and then blast him again -- leave enough space so that you're able to blast him a second time, after he comes charging at you. After shooting him right before he reaches you, he'll smack you again. Repeat this strategy, and if Eddie ever raises his revolver, run away to another spot to eliminate far range and the chance of being shot. Each time you should shoot him twice for every time he punches you once. It's important to understand the damage during this battle, as it has a major effect on your total damage. A shot from Eddie's revolver drains a quarter of your health, which is 25 points in damage, and so it's very important to avoid being shot at all costs. If you do get shot, it doesn't mean you're done for -- you can get shot three or four times and still do very well, as long as you didn't take too much damage during the rest of the game. It's just that you want to be as conservative towards your health as possible, especially since taking shots is not necessary. One punch from Eddie inflicts around 12 points in damage, which is much better than being shot. With the above mentioned strategy, you should expect to take around seven or eight hits from Eddie if you fare well enough, inflicting around 85 to 100 points in damage and requiring around 15 Shotgun Shells. It's okay if you take more damage than this, but for a decent run, you should never take more than ten hits from Eddie. You should be able to finish the battle before Eddie freaks out and starts hiding behind the meat racks, since you're fighting at close range here, however if not, only one or two more good Shotgun blasts will kill him. Sometimes you can shoot Eddie through the sides of the meat racks, so be sure to try that. To get off a good shot, run up to the side of the meat rack by Eddie to force him to run out, and quickly blast him as he does so. Repeat this until he's dead. Pyramid Head Duo ---------------- Keep in mind that fighting this boss is optional for 10 stars, and you can simply get the Dog ending up on 3F before you even come down here. But if you want a more complete feeling, if you will, of 10 stars and are up for it, go ahead. These final two battles can be quite frustrating, though. There are two fitting strategies for this fight that are quite different from each other. The first is the standard Hunting Rifle strategy which takes around four to five minutes and around 50 shells, and then there's the Great Knife wall bouncing strategy which takes under a minute and around eight double Great Knife swipes. As usual, the quicker strategy is the harder, and it's much at that and can be extremely frustrating at times if you don't get it right. Now let's go through the standard Hunting Rifle strategy first, since it's much easier and much less of a risk. If you're going for 10 stars, you probably know this strategy well enough and should be familiar enough with it on Hard -- it's the same thing here. Have the Rifle equipped before entering the battle room, and at the start, make your first move by strafing around the Pyramid Heads from the right side, backing up a bit as you pass in front of the right creature so that he doesn't hit you. Continue strafing around the room, moving back into the close corner by the right double door near where you started (almost doing a 360) for the best results. Hold L2 to direct the camera angle on the Pyramid Heads, and ready your Rifle and fire away at the closer Pyramid Head. You should be able to get off three shots, stunning one of the creatures, but if you can only get two this fist time, that's fine. Strafe in the direction with the most space available to the next most open corner (preferably three corners away, however you have to be able to make your own judgement as to whether you can get off three shots or not). Remember to always reload in your inventory while running across the room to the next corner. Take off your three shots (or two if you still can't get three) in the corner and dash to the next corner. Each time you shoot one of the creatures three times, that creature will be briefly be stunned, allowing you the time to get away -- whichever one is stunned, strafe in that direction to get around the creatures since that one won't respond as effectively as the other one if even at all (however, if there's a lot more space on the other side, just go for that side). Sometimes you can even get four shots off in each corner, which you can take advantage of by shooting the primary Pyramid Head with three shells and the other with one. Shoot the closer Pyramid Head twice, and if there's still a big gap from you to them, use the left analog stick to shift targets, unload the third shell into the other Pyramid Head, and then switch back and fire the fourth shell into the primary creature to stun him and buy you the recovery time. What this does is quicken the battle, requiring one less shot each time you do it. Repeat this strategy for the entire battle, and towards the end the Pyramid Heads will start to move much more slowly, allowing you to take off four shots in each corner and also them being stunned from only two shots -- which allows you to fire two shots at one Pyramid Head and two at the other (alternating after each shot for the best results). Very soon, the battle will end and the creatures will move to the center of the room to finish themselves. Now onto the difficult Great Knife strategy, which makes use of the only on Hard wall bouncing effect of melee weapons -- when you whack a wall, your weapon will bounce right off it, offering a double swing for anything in range. With this Great Knife strategy here, the idea is to bring the Pyramid Heads into one corner by the wall and slice them with the standard swipe attack, then have the knife bounce off and slice them again as they prepare to attack, preventing them from actually getting to hit you. While you recover from your swing, the Pyramid Heads are recovering from your attack, leaving you time to repeat the strategy. Sounds like fun, eh? Well, it's not that easy, trust me. Sometimes you can get it right and end the battle in thirty seconds, but sometimes you can get your ass kicked and really piss yourself off. The most important thing here is setup -- remember that for now. Anyway, let's go through the strategy step by step. Never enter the room with the Great Knife equipped -- the idea is to run to a corner first, and the knife definitely won't help you with that. So enter barehanded or with any other weapon, and for the first thing you do, choose which corner you're going into. It can be the first corner on your left or you may decide to buy more time and strafe around the Pyramid Heads until you find a corner to your liking. One thing you should probably know is that we're not necessarily making use of the corner per se, but the wall -- the wall is what's important. However, you can't just go to the middle of a wall and expect results, since you'll have the two creatures on opposite sides or completely out of position anyway -- the corner is what prevents the Pyramid Head beside you from getting behind you and out of your reach, which tends to still happen sometimes even when in corners, which is really frustrating. Occasionally you might find a decent setup not that close to a corner, but don't even waste your time trying it. Whip out the Great Knife and wait for your friends to arrive at the party. Always hold L2 so that you can see the Pyramid Heads at all times. Almost all the time, one Pyramid Head -- the one more directly in front of you -- will be much closer than the other and will smack you while out of your swiping range, which isn't all that bad -- you generally need to take a hit or two to get into the right setup anyway --, but you should consider maybe performing an executioner swing to prevent this attack, stunning the one Pyramid Head so that the other one catches up. Yes, this is what you want -- if you start the strategy with just the one creature, the second can approach you at the wrong time and smack you while you're recovering from your swing. The one creature that's closer to you should continue to close in on you after attacking you or being attacked by you, and the other one should make its way around to your side. You may take another hit while you try to attack the one Pyramid Head in front of you again, or waiting for the other to join, but once you have the right setup all should be good. Stay parallel to the wall and perform a swipe attack, which may or may not hit the second Pyramid Head -- the one on your side -- on the forehand swing, but should on the backhand (sometimes just barely, although you should be happy either way if you're getting both). The primary Pyramid Head right in front of you should always receive double hits, on the forehand and off the wall from the bounce, and if you have the perfect setup wherein the side Pyramid Head is actually a bit ahead of you by your side, he should take double hits as well. Sometimes the second Pyramid will get stuck behind the first Pyramid Head and stay in that position to try to attack you, which is great news. You'll be dealing half the damage unless the second one is close enough so that you're hitting him (usually he's not in range, but sometimes he is), but there's no worry at all of him getting around to behind you where you can't hit him and he can hit you. While using this Great Knife strategy, you should notice that the Pyramid Heads are always winding up for their attacks while you're doing your double swings -- just don't worry about it as they'll never have enough time to hit you if you do this strategy right. Try not to worry about it even when you're starting and getting into position either -- they may hit you here once or twice, but sometimes it's almost inevitable to get into position, and then you can use the strategy and never get hit again. After you get your first double swing off successfully, continue to hold X to continue your swings, however make sure to not hold it too hard as to invoke an executioner swing -- you do not want this at all, so be careful. Pressing X each time works fine but can be a bit slower and may cause one of the two creatures to hit you one time if you press it a bit late, so watch out. Continue your double swings and after around eight of them, the Pyramid Heads should walk to the center of the room and finish the battle themselves. Now, onto the troubles of this strategy. With the perfect setup, both Pyramid Heads will be within your range, with the second Pyramid Head at least being hit on the wall bounce attack, which is good enough. However, this second Pyramid Head can really be a pain and move a bit behind you and just out of your range, which is very hard to correct without taking a lot of damage. If this does happen while you're in the middle of it, try to correct it by releasing R2 and stepping back a step or two, then continuing the strategy (unfortunately, you may take a few hits, though). Before setting up, you really need to make a judgement as to whether you can pull this strategy off -- if you see the second Pyramid Head take somewhat of a detour and almost move out of the screen (sometimes actually moving out of the screen), that's a very bad sign and he's looking to get behind you. In this case, just abort and get the hell out of there while you can, unequipping the Great Knife first. Find another corner and repeat the desired strategy. That's why it's also important to buy a lot of time and room by running around the room sometimes. Run around until you get the two Pyramid Heads right beside each other -- this is the desired entry setup. Mount yourself in a corner when you see this and prepare as you did before. This takes a lot of practice first -- trust me, there's no way you're going to get this right without practice, and you're not saving here anyway with the recommended save point locations. You'll just totally screw up your 10 star run if you try it without first mastering it. If you really want to try it, though, you may want to consider changing one of your save point locations, preferably the one in the hospital before Pyramid Head in the basement (which honestly isn't very hard at all; just make sure not to shoot Maria). However, this may not be the best idea since it's always nice to leave room for human error, and waiting until the Eddie fight to save may cost you. This strategy can be great sometimes and is fun to try, but honestly, it's very difficult for a one time only moment. Therefore you may just want to go with the Rifle strategy, which takes a few minutes longer but is much easier and almost guaranteed to cost you no health. Those are my personal words of advice. But if you really know what you're doing, go for the Great Knife strategy. Mary/Maria ---------- Please note that this battle is also optional and instead of fighting this boss and the previous one, you can simply get the Dog ending up on the third floor. If you choose to take the long, and more complete, way, however, this strategy is for you. To be quite honest with you straight from the top, this boss fight can be completely ridiculous to endure. It can really be one of the most frustrating things in the game -- you thought the Great Knife strategy for the Pyramid Head Duo was frustrating; well, it was, but this is even more so, arguably by a long shot. I'm just saying this to make you aware of how this boss plays out. You may find yourself taking a lot of damage here, and while it's very frustrating, it happens. It's all about patience, patience, and patience here, and maybe a little bit of patience on the side too. Don't expect this fight to take a minute or two, because it won't. No matter what strategy you use, this fight will take around ten minutes. Anyway, the three firearms work fairly well in this battle but very differently from each other, especially the Handgun, which I find personally to work the best. The Shotgun and Hunting Rifle offer a lot of power but they're just too slow to work effectively sometimes, and you may find yourself running around for a minute just to get one decent shot off. With the Handgun, however, you're always taking off shots -- yes, they're much weaker, but the fact that you're shooting when you wouldn't be able to with the other firearms makes up for it. And just so you know, all melee weapons are completely ineffective (don't even try the Great Knife; it's way too slow). Let's go through a few basics before we go to the strategies. Remember to always be strafing during this fight, even when shooting with the Handgun -- occasionally you may step backwards while shooting the Handgun to steady your aim, but that's about it. Always hold L2 during the battle to see where Mary/Maria is, however if it is obstructing your view of the obstacles around you, you may want to consider not using it as much while running around the room, dodging the moths. The most important thing is to never shoot Mary/Maria when she's right in front of you -- she'll quickly follow up by strangling you, which takes up a lot of health. This may happen a few times in the battle, but honestly, you can avoid it by just always being careful. Okay, let's start with the Handgun strategy, which is the least frustrating by far, although it still is quiet frustrating at times. Starting off, strafe out of Mary/Maria's range since she'll be quick to strangle you if not, at which point she should spit out some moths. Continue strafing around the room, holding L2 to see where she is once it's about time for the moths to leave (you should be able to tell after long enough). Try your best to avoid the bed in the battle area by going around it and avoid the hole by the wall by never going close to it -- instead, cut short before you reach it each time. The second the moths begin to fly away, hold R2 and start shooting Mary/Maria, while sidestepping, if she's not to close. You should unload only two or three shots into her -- if any more, she'll get too close and will pick you up, which is definitely not what you need to start the battle. After shooting her, get back to strafing around the room as she should go for another round of moths. Repeat strategy, shooting Mary/Maria just as they leave if she's not too close. Please note that not all your shots may hit her when you're shooting at her with the Handgun -- since you're sidestepping while shooting and Mary/Maria is always moving, your bullets will miss quite often, which is unfortunate, but there's nothing you can really do about it anyway. If you stop while shooting, Mary/Maria is still moving fairly quickly and you're way to vulnerable to attack by Mary/Maria. Sometimes Mary/Maria might even be too far away for your bullets to hit her or for you to even target her, since the Handgun's range is quite limited, so try to step a bit closer if this is your scenario, and always be ready to get out of there afterwards. One thing you should know about the moths attack is that Mary/Maria will never attack you while she's spitting them out or while they're flying around at you. And once she spits them out, you actually have a decent few seconds until they get to you, giving you two or three free Handgun shots. If you're a decent distance away from Mary/Maria, you should be able to stop and get off at least two shots. She usually backs up each time she spits out the moths, which is great because she gives you more room and more shots. If you're already raising your gun to shoot her as she spits them out, you've got at least three and maybe four, but don't get too greedy all the time -- remember, it's all about patience. This battle is going to take nearly forever, so one more shot isn't always worth it. However, taking a bullet for the team with the moths isn't so bad. You take a bit of damage but you can follow up with two or three free shots and then get back to strafing. That doesn't necessarily mean you should try to let the moths attack you (although if you do, it gives you free shots before they reach you and after the reach you), however you're bound to receive at least one or two moth attacks during the battle, since sometimes they'll randomly catch up to you while you're going full speed. So when this happens, take advantage of it and quickly unload a few shots in Mary/Maria after they swarm you, then get out of there. Mary's other attack, the grappling tentacle strangling, is quite similar in this regard in that you're given free shots after you're damaged. Don't even think about taking these attacks on purpose because they're way too harmful and you don't want to go over 500 damage points. But if you ever receive this attack, which is almost bound to happen at least once or twice, you can follow up with at least six or seven Handgun shots as Mary/Maria backs up -- since she's backing up, you should do so as well to steady your aim. After you take off your shots, continue strafing and go on with the strategy until Mary/Maria eventually falls and waits for you to finish her off. Now, looking at the Shotgun and Hunting Rifle strategies, we're dealing with the same thing. There are some differences, however, since these guns take way longer to fire a single shot and are very slow to use, allowing you only one or maybe two shots at best each time there's a time slot open. Strafe around until Mary/Maria is a decent distance away and unload a shot or two into her and continue strafing around the room. If you're already holding up your gun while the moths start to come, you should be able to get off one shot, then run away. Repeat this strategy until the end of the fight, or, near the end you may want to consider switching to the Handgun to switch things up and maybe finish it more quickly. Honestly, I recommend the Handgun strategy well over the Shotgun and Rifle. It takes around 200 Handgun bullets and a lot of repetition, but at least you're able to get shots off all the time, and all those bullets do add up. After around ten minutes with each strategy, Mary/Maria should fall to the ground. Quickly fire one more shot at her with your equipped weapon to finish the battle. ================ Other Strategies ================ Getting the Snake Coin ---------------------- Getting the Coin [Snake] in the Wood Side Apartments courtyard pool can be a difficult task, since you'll have to jump into a pool of three Lying Figures, get the coin in the middle, and walk up the stairs at the left. If you simply dive into the pool with no specific strategy, you're likely to take damage, however this is easily avoidable. Unfortunately, you can't quite kill the creatures from above with your Handgun, unless you want to waste unnecessary time and ammo, so what you want to do is lure all three Lying Figures to one side and then quickly jump in and do businiess. Stay at the far right side of the pool to attract the three creatures towards you, and once they're there, run along the close side of the pool and jump in behind the creatures, to the left of them on the screen, just behind the carriange. Quickly grab the coin from the the left side, spin around and run back up the stairs. Don't bother killing these creatures because it's really not worth it. The only way you can effectively kill them is by shooting them to death from above, however it's not recommended that you start killing by shooting at this point, especially since your ammo isn't that high. Simply get the coin and leave them alone. There are plenty other creatures to kill later on. Pyramid Head in the Hospital Basement ------------------------------------- This part can be a bit difficult at first, but becomes rather easy once you've done it a few times. You'll be saving right before this part in the 3F stairwell anyway, if you're saving at the recommended points, so there's really no pressure here. Keep in mind that because you're on Hard Action Level, James will bump into walls if you're moving fast enough and not so carefully, which will eat up valuable time. So when you notice that you're character has built up a lot of speed, you might want to take it easy around the next corner. Anyway, a few steps around the first corner will bring out Pyramid Head. Make sure Maria is out of the way by the right wall and unload a Handgun clip into Pyramid Head as he moves around the corner. After doing so, turn around and start running the hallway, entering your inventory on the way to reload. Before you reach the fenced-window area with the orange light, turn around again and run back to Pyramid Head to unload another clip into him, again first making sure Maria is out of the way. Be very cautious with her and be ready to stop firing just in case be backs up into the line of fire, which she tends to do sometimes. To prevent this from happening, move right up to Pyramid Head's face, pushing Maria to your right side, before you start shooting. After unloading the second clip into Pyramid Head, you should be good to go for the rest of the hallway, but if Maria already took more than one stabbing, you might want to unload another clip into him past the fenced-window area to be safe. Once you run around the final corner onto the long hallway and Maria hasn't been stabbed on the way, you're fine. If you see Maria and Pyramid Head run around the corner behind you, you can't possibly lose if you keep running to the elevator, and you've got it. Below is a map of the hallway which should help you follow it more quickly. Start ¯¯¯¯| | ____| | | |_____ |¯¯¯ Finish__________________| An interesting glitch occurred during this part of the game in a practice 10 star run of mine one time. I inadvertently push Maria as I ran ahead of her by the door and ran around the corner as usual, and waiting for Pyramid Head to appear behind Maria. However, much to my surprise, only Pyramid Head was there, with Maria not in sight, however probably behind him. Nonetheless, Pyramid Head was chasing me, not Maria, and so I sprinted done the hallway. Not only that, Pyramid Head did the same and was literally running after me -- not in the final long hallway as he normally does, but the entire area. As I ran around the final corner and onto the final long hallway, he seemed to slow down and start walking, and I made it to the elevator. Thus, I never had to worry about Maria that time, since she wasn't a factor. This was an extremely rare glitch, and I've since tried to trigger it again but without success. Interestingly, it occurred in the same file where the Pyramid Head apartment battle glitch occurred, so there might have been somethign wrong with the file. But anyway, if this ever happens to you in a 10 star ranking run, take advantage of it and sprint the entire corridor. 11 // p u z z l e s o l u t i o n s -------------------------------------------------------------------------- Clock Face: Set the hands to 9:10 - Safe combination: Move to the first number, turn the dial right until the next number, left until the next number, and right until the last number. Roman numerals represent which numerical number they are and letters represent their number in the alphabet plus 9 - Old Coin Desk: Hard - Empty, Old Man, Prisoner, Empty, Snake Extra - Empty, Old Man, Empty, Snake, Prisoner - "Louise" Box: Use the "Purple Bull" Key and the "Lapis Eye" Key. Enter the typewriter code on the button lock and the bloody wall code on the turning lock - Trick or Treat Box: Button order from top to bottom - 3, 1, 3 - Roach Trap: Use the six possible combinations with the two or three illuminated numbers on the keypad to open the door - Box of Faces: Step into the metal room, opening it by turning the cube if it's not already open, and find two doorways exactly opposite to each other. Turn the box of faces accordingly to put those two doorways in the position of the entrance and exit. Or simply use one of the following 12 combinations on the box of faces until the stairway opens up: Yellow - up, down, right, left Red - up, down Green - up, down, right, left Blue - up, down - Innocent Man: Hard - The Counterfeiter is innocent Extra - The Thief is innocent - Briefcase: Use the Thinner on the photo on the bed and enter that code into the briefcase combination lock - Music Box: From left to right - Cinderella, Little Mermaid, Snow White 12 // h y p e r s p r a y -------------------------------------------------------------------------- The Hyper Spray is an extra weapon that can be used to immobilize enemies for a brief amount of time, convenient for using hard-to-use weapons safely. For more information, refer to the Extras or Weapons and Supplies section. After completing a run in the main scenario of Silent Hill 2, you will receive a ranking. This ranking affects the power and colour of your Hyper Spray, once it's unlocked. The following are the colours of each Hyper Spray and the rankings required to get them: 0-3.9 - Purple spray 4-7.9 - White spray 8-9.9 - Yellow spray 10 - Green spray Purple Spray ------------ This is the weakest Hyper Spray colour. It will freeze all enemies except for the last boss because it's too high. It can also knock down Lying Figures but will not hurt them, and while they're on the ground you can't kick them. I'm not certain if you need less than 4 or 2 stars, but I don't think I'd ever waste my time getting that bad of a ranking to find out. White Spray ----------- This is the most common Hyper Spray and is the easiest the get (getting less than 4 stars isn't that easy, believe it or not). The chances of you having this spray right now are very likely. The white spray will freeze most enemies and bosses but will not harm them. To get this colour spray, simply get between 4 and 7.9 stars. Yellow Spray ------------ This is almost the exact same as the white spray, although it looks much cooler. The only real difference is the immobilization period, which is a bit longer. The yellow spray will freeze most enemies and bosses without harming them, but the thing that really makes it better than the white spray is that it's yellow! Receive 8-9.9 stars to get this colour spray. Green Spray ----------- This is the best Hyper Spray colour (and my favourite colour, too) in the game. Other sprays freeze enemies; this one kills them! It kills all enemies and bosses, with the exception of bosses that don't die. However, in those cases, which are both Pyramid Head fights, the battle will end right away with Pyramid Head leaving right off the bat in the first battle and them both impaling themselves in the second battle. In the two Pyramid Head roaming areas, in the hospital basement and the Labyrinth, the spray will only temporarily prevent Pyramid Head from attacking and he'll still move. In the first room while fighting Eddie, he'll immediately run to the second room when sprayed and will die on contact in the second room. To acquire this awesome green spray, obtain a perfect 10 star ranking. To unlock the Hyper Spray, you must beat the game on Normal or Hard Action Level. It will then be inside the motorhome near the west end of Saul Street in East South Vale. -------------------------------------------------------------------------- ========================================================================== 15. I T E M L I S T ========================================================================== -------------------------------------------------------------------------- ITEM LIST.........................................................[SH2_15] This section lists and explains every single weapon, item, and map found in the main scenario of Silent Hill 2. The location and purpose for each item are thoroughly described below, however with notes for weapons since they have no direct purpose. Each weapon and item also has a description, which is James' personal description of the item from the inventory menu. Lastly, the locations and areas covered for maps are also explained. =========== Weapon Name =========== Great Knife Handgun Hunting Rifle Shotgun Steel Pipe Wooden Plank ================= Extra Weapon Name ================= Chainsaw Hyper Spray ========= Item Name ========= Angela's Knife Apartment Gate Key Apartment Stairway Key Bar Key Basement Storeroom Key Bent Needle Can Opener Canned Juice "Cinderella" Music Box Clock Key Coin [Old Man] Coin [Prisoner] Coin [Snake] Copper Ring Courtyard Key Dry Cell Battery Elevator Key Employee Elevator Key Examination Room Key Fire Escape Key "Fish" Key Flashlight Horseshoe Hospital Lobby Key Hotel Stairway Key Key of the Persecuted Key to Hotel Room 204 Key to Hotel Room 312 Key to Room 202 "Lapis Eye" Key Laura's Letter Lead Ring Letter from Mary Light Bulb Lighter "Little Mermaid" Music Box Lyne House Key Old Bronze Key Photo of Mary Piece of Hair "Purple Bull" Key Radio Roof Key Rust-Colored Egg Scarlet Egg "Snow White" Music Box Spiral-Writing Key Tablet of "Gluttonous Pig" Tablet of "The Oppressor" Tablet of "The Seductress" Thinner Videotape Wax Doll Wire Cutter Wrench =============== Extra Item Name =============== Blue Gem book: "Crimson Ceremony" Dog Key book: "Lost Memories" Obsidian Goblet White Chrism ======== Map Name ======== Hotel Map (for employees) Hotel Map (for guests) Map of Silent Hill Map of the Apt Bldg Map of the Hospital Map of the Labyrinth Map of the Prison Map of the West Apt. Bldg w e a p o n s -=-=====---=--======----===-====---=-======--==-======-----=-=====----=-== -------------------------------------------------------------------------- Weapon: | Great Knife Location: | On the table in Pyramid Head's lair, Labyrinth. Description:| Massive weapon wielded by Pyramid Head. | Hard to use, but lethal. Notes: | The most powerful weapon in the game, but awkward to use. | James has to raise it first, then swing, because it's huge. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Weapon: | Handgun Location: | In the shopping cart in room 301 3F, Wood Side Apartments. Description:| Full clip holds 10 bullets. Light handgun. | Not much stopping power, but easy to use. Notes: | An M92F Beretta pistol. The first firearm James acquires. | Holds 10 bullets per clip. Best at close and medium range. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Weapon: | Hunting Rifle Location: | In the weapons lock-up just behind the warden's office 1F, | Toluca Prison. Description:| Maximum capacity 4 shots. Takes a long time | between shots, but each shot is very powerful. Notes: | Powerful and extremely accurate. Holds 4 shells. Best at | long range because of amazing stopping power and accuracy. | Lacks in firing rate. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Weapon: | Shotgun Location: | In the open locker, Women's Locker Room 2F, Brookhaven | Hospital. Description:| Maximum capacity 6 shots. Tough to use, | but can attack opponents in a group. Notes: | High stopping power but lacks a little in range. Holds 6 | shells. Best at close range. Great for its widespread blast. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Weapon: | Steel Pipe Location: | Stuck in a car's hood at Texxon Gas, at the southeast of the | Nathan and Carroll intersection, West South Vale. Description:| 3-foot long steel pipe. | Not very destructive, but good range. Notes: | Far superior to the Wooden Plank. Has longer range, more | power, and the more lethal thrust attack. Hold Square to | perform baseball swing on Hard Action Level only. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Weapon: | Wooden Plank Location: | Attached to the scaffolding of the construction site at the | north end of Vachss Road, East South Vale. Description:| Wooden plank with nails on one end. | Not very powerful, but easy to use. Notes: | The first weapon James acquires. Weak, but okay at close | range. Take caution when using. -------------------------------------------------------------------------- e x t r a w e a p o n s -=-=====---=-=-=====---=-====---=-==-=====----=-====---=-====--==-=-====-- -------------------------------------------------------------------------- Weapon: | Chainsaw Location: | Stuck in a pile of logs across from the "Silent Hill Ranch" | on the East South Vale nature trail. Description:| Gas-powered chainsaw. | Extremely high attack power. Available: | Only in a golden new game. Notes: | Powerful but hard to use. James needs to cut the power to | run and start it up again to attack. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Weapon: | Hyper Spray Location: | On the table in the motorhome at the intersection of Saul | and Harris. Description:| Suspicious spray can. | Effect unknown. Available: | Only in a golden new game, after completing Normal and Hard | Action Level. Notes: | Immobilizes enemies for a brief amount of time when sprayed. | May affect James' health after long use. Colour and power of | spray depends on ranking. -------------------------------------------------------------------------- i t e m s ---=-======----=-====----=-=====----=-===----=-===---===----====--======== -------------------------------------------------------------------------- Item: | Angela's Knife Location: | Acquired from Angela in the mirror room in room 109 1F, | Blue Creek Apartments. Description:| Knife from Angela. I don't plan on | using this as a weapon. Examine: | The blade is stained with something red. Purpose: | If examined, may change the outcome of the ending received | at the end of the game. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Apartment Gate Key Location: | On the ground right by the corpse at the north end of Martin | Street, East South Vale. Description:| Old-looking key that I found in town. Purpose: | Unlocks the front gate of Wood Side Apartments, East South | Vale. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Apartment Stairway Key Location: | On the bed in the open bedroom of room 208 2F, Blue Creek | Apartments, after crossing over from room 209. Description:| Key to door that leads from the westside | apartment hall to the stairway. Examine: | It says "North stairway". Purpose: | Unlocks the north stairwell on 2F of Blue Creek Apartments. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Bar Key Location: | Hanging from the boiler in the Boiler Room B1F, Lake View | Hotel. Description:| Key to door which goes from hotel's underground | bar to hallway. Found it in boiler room. Purpose: | Unlocks the "Venus tears" bar door on B1F from the inside, | Lake View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Basement Storeroom Key Location: | On the ledge above the reaching arms in room M6 2F, | Nightmare Hospital. Description:| It was inside the wall with that strange | painting. It's the key to the hospital | basement's storeroom. Purpose: | Unlocks the B1F Storeroom of the Nightmare Hospital. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Bent Needle Location: | Stuck in the teddy bear in the Women's Locker Room 2F, | Brookhaven Hospital. Description:| Rusty, bent needle. It was stuck in | the stuffed animal in the locker room. Purpose: | One of the two items needed to get the key in the drain in | the Shower Room 3F, Brookhaven Hospital. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Can Opener Location: | In the open safe in the Office 1F, Lake View Hotel. Description:| Tool for opening cans. Purpose: | Opens the unmarked can on the counter in the Kitchen B1F, | Lake View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Canned Juice Location: | Sitting in front of the door to room 107 1F, Wood Side | Apartments. Description:| Six-pack of canned juice. | It was in the hallway on the 1st floor. Purpose: | Knocks the stuck garbage out of the garbage shoot on 2F, | Wood Side Apartments. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | "Cinderella" Music Box Location: | Inside the locked suitcase in room 202 2F, Lake View Hotel. Description:| Music box with figure from the | fairy tale, "Cinderella", attached. | Found inside trunk in room 202. Purpose: | One of the three music boxes needed to solve the Music Box | Puzzle in the Lobby 1F, Lake View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Clock Key Location: | Inside the hole in the wall in the open bedroom of room 202 | 2F, Wood Side Apartments. Description:| There's a small clock at the end of the key. | It was in a hole in the wall in room 202. Examine: | Now that I think of it, there was a | big clock in room 208... (after examining clock) Purpose: | Unlocks the face of the clock in room 208 2F, Wood Side | Apartments. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Coin [Old Man] Location: | In the incinerator outside the front of Wood Side | Apartments, after knocking the garbage down the shoot. Description:| Large coin imprinted with the face of an | old person. Took it out of the trash chute exit. Examine: | It looks like an old man. | The reverse side shows a gravestone. (Extra Riddle Level) Purpose: | One of the three coins needed to solve the Old Coin Puzzle | in room 105 1F, Blue Creek Apartments. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Coin [Prisoner] Location: | On the nightstand in the mirror room in room 109 1F, Blue | Creek Apartments. Description:| Large coin imprinted with image of a prisoner. | Found it in the west apartment building. Examine: | This prisoner looks like a woman. | The reverse side shows an egg. (Extra Riddle Level) Purpose: | One of the three coins needed to solve the Old Coin Puzzle | in room 105 1F, Blue Creek Apartments. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Coin [Snake] Location: | In the baby carriage in the Wood Side Apartments courtyard | pool. Description:| Large coin imprinted with a snake. | I found it in that pool with no water. Examine: | The reverse side of the coin is a crescent moon. (Extra | Riddle Level) Purpose: | One of the three coins needed to solve the Old Coin Puzzle | in room 105 1F, Blue Creek Apartments. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Copper Ring Location: | In the center of the floor down the ladder, after moving the | shelf, in the Storeroom BF, Nightmare Hospital. Description:| I found in the basement of the hospital. | It's engraved with a picture of a spider. Purpose: | One of the two rings needed to open the west stairwell door | on 3F, Nightmare Hospital. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Courtyard Key Location: | In the closet where James hides in room 307 3F, Wood Side | Apartments. Description:| Key to door which leads from the westside | stairway hall to the courtyard. Examine: | It says "courtyard". Purpose: | Unlocks the door that leads to the courtyard in the west | building of Wood Side Apartments, 1F. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Dry Cell Battery Location: | On the ledge above the reaching arms in room M6 2F, | Nightmare Hospital. Description:| Got it in the hospital room. | Just an ordinary dry cell battery Examine: | It looks like it's the same type | of battery as the flashlight. Purpose: | Replaces the old battery for the Flashlight when it dies. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Elevator Key Location: | In the shower drain in the Shower Room 3F, Brookhaven | Hospital (Bent Needle and Piece of Hair required). Description:| "Patient wing elevator" is written on the tag. | It was stuck in the bath pipe. Purpose: | Unlocks the cover to call the west elevator in Brookhaven | Hospital. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Employee Elevator Key Location: | On the desk in room 204 2F, Lake View Hotel. Description:| The tag on it says: "Employee elevator." | Found it in room 204. Purpose: | Unlocks the Employee Elevator Room at the east side of 2F, | Lake View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Examination Room Key Location: | In the bloody lab coat pocket in the Men's Locker Room 2F, | Brookhaven Hospital. Description:| "Examination room" is written on the tag. | Found it in the pocket of the white lab jacket | in the men's locker room. Purpose: | Unlocks the Examination Room 1F, Brookhaven Hospital. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Fire Escape Key Location: | On the floor on the east side of the bars in the Wood Side | Apartments 3F corridor. Description:| Key to door leading from hallway | to fire escape. Found in 3rd floor hall. Examine: | The tag attached to it says | "fire escape". | I got my hand stepped on the first time | I tried to get this. I wonder what happened | to that kid...? Purpose: | Unlocks the fire escape door at the west end of the Wood | Side Apartments 2F corridor. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | "Fish" Key Location: | On the plate on the set table in the Lake Shore Restaurant | 1F, Lake View Hotel. Description:| Key with fish-shaped key holder. | It was on top of the restaurant table. Purpose: | Unlocks the briefcase in the Cloakroom 2F, Lake View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Flashlight Location: | On the fashion dummy wearing Mary's clothes in room 205 2F, | Wood Side Apartments. Description:| One-touch ON/OFF power switch. | Currently in breast pocket. (before viewing videotape) | Is this thing broken? | Pressing the switch doesn't do anything. (after viewing | videotape) Purpose: | Illuminates your path and allows you to pick up items and | read your map in dark areas. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Horseshoe Location: | Hanging on the handle of the entrance door in the courtyard | of Toluca Prison, after inserting the three tablets. Description:| Metal horseshoe. | It was hanging in the door of the square. Purpose: | One of the three items needed to create a handle for the | floor hatch in the civilian corridor on 1F, Toluca Prison. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Hospital Lobby Key Location: | On the desk in the Director's Room 1F, Nightmare Hospital. Description:| Found in the Director's office. | Key to hospital's front lobby. Purpose: | Unlocks the lobby doors on 1F, Nightmare Hospital. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Hotel Stairway Key Location: | On the front music box in the large music box player in the | Lobby 1F, Lake View Hotel, after solving the Music Box | Puzzle. Description:| Key to door from stairway to 3rd floor hall. | It was hidden inside the big music box in the lobby. Purpose: | Unlocks the gate blocking the 3F corridor from the stairs, | Lake View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Key of the Persecuted Location: | On the ground where the wrongfully hanged man was in the | corpse room, after pulling the correct noose in the noose | room, Labyrinth. Description:| Key left by prisoner who was wrongly | executed. Purpose: | Unlocks the handcuffs on the valve and the gate to raise the | gate in the Labyrinth. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Key to Hotel Room 204 (Key to Room 204) Location: | Inside the briefcase in the Cloakroom 2F, Lake View Hotel. Description:| Key to room number 204. | Took it from the bag inside the cloakroom. Purpose: | Unlocks room 204 2F, Lake View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Key to Hotel Room 312 (Key to Room 312) Location: | In one of the key boxes behind the Reception desk on 1F, | Lake View Hotel. Description:| Key to room number 312 in the hotel. | It was lying behind the counter of the lobby | reception desk. Examine: | Room 312 is the room Mary and | I stayed in three years ago. Purpose: | Unlocks room 312 3F, Lake View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Key to Room 202 Location: | On the bookshelf in room 208 2F, Wood Side Apartments, after | acquiring the Handgun and trying to get the key on 3F. Description:| "202" is written on the top of the key. | Got it in room 208. Purpose: | Unlocks room 202 2F, Wood Side Apartments. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | "Lapis Eye" Key Location: | In the nightstand drawer in room M2 2F, Brookhaven Hospital. Description:| An eye is carved into the top of the key. | The iris part is made of a lapis lazuli. Purpose: | One of the two keys needed to solve the "Louise" Puzzle in | room S12 3F, Brookhaven Hospital. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Laura's Letter Location: | Acquired from Laura in the Lake Shore Restaurant 1F, Lake | View Hotel. Description:| Letter supposedly given to Laura by Mary. Purpose: | More information regarding Mary. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Lead Ring Location: | Inside the fallen refrigerator in the Day Room 2F, Nightmare | Hospital (Maria needed to acquire). Description:| Ring from the refrigerator. | It's engraved with a disgusting, bloated face. Purpose: | One of the two rings needed to open the west stairwell door | on 3F, Nightmare Hospital. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Letter from Mary Location: | Held from the beginning of the scenario. Description:| That's definitely Mary's name in her own | handwriting on the front of the envelope. Examine: | There is nothing in the envelope. (after viewing videotape) Purpose: | If examined, may change the outcome of the ending received | at the end of the game. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Light Bulb Location: | Inside the can on the counter of the Kitchen B1F, Lake View | Hotel. Description:| Found inside can in kitchen of bar. | Normal light bulb. Purpose: | Illuminates the keyhole of the "Venus tears" bar door from | the inside on B1F, allowing it to be unlocked, when screwed | into the lamp on the counter, Nightmare Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Lighter Location: | On the counter of the civilian side of the Visiting Room 1F, | Toluca Prison. Description:| Metal lighter. | Looks like its flame is stronger than normal lighters. Purpose: | One of the three items needed to create a handle for the | floor hatch in the civilian corridor on 1F, Toluca Prison. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | "Little Mermaid" Music Box Location: | On the edge of the west water fountain in the back entrance | courtyard of the Lake View Hotel. Description:| Music box with figure from the fairy | tale, "The Little Mermaid", attached. | Found at the garden fountain. Purpose: | One of the three music boxes needed to solve the Music Box | Puzzle in the Lobby 1F, Lake View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Lyne House Key Location: | Inside the secretarial desk in room 105 1F, Blue Creek | Apartments, available after solving the Old Coin Puzzle. Description:| It was in the coin puzzle desk. | The tag on it says "Lyne". Examine: | This must be the key mentioned in that note. | The one that says it was "left with Uncle David". (after | reading "Dear Tim" note on room 209's door) Purpose: | Unlocks room 209 2F, Blue Creek Apartments. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Old Bronze Key Location: | Inside the buried tin box behind the "praying woman" statue | in Rosewater Park, Dark South Vale (Wrench required to | open). Description:| Antique-looking bronze key. It was hidden | behind one of those statues lined up in the park. Purpose: | Unlocks the Silent Hill Historical Society in Dark South | Vale. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Photo of Mary Location: | Held from the beginning of the scenario. Description:| A photo from when she was still healthy. Purpose: | If examined, may change the outcome of the ending received | at the end of the game. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Piece of Hair Location: | Inside the "Louise" box in room S14 3F, Brookhaven Hospital, | accessible after solving the "Louise" Puzzle. Description:| Long brown hair. | It was in that "box." Purpose: | One of the two items needed to get the key in the drain of | the Shower Room 3F, Brookhaven Hospital. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | "Purple Bull" Key Location: | Beside the typewriter on the desk in the Document Room 1F, | Brookhaven Hospital. Description:| A bull is drawn on it in purple. | It was on the desk in the document room. Purpose: | One of the two keys needed to solve the "Louise" Puzzle in | room S12 3F, Brookhaven Hospital. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Radio Location: | Inside the construction site at the north end of Vachss | Road, East South Vale. Description:| Small portable radio. | Emits static when monsters are nearby. Purpose: | Transmits static when enemies are nearby. Can be turned on | and off. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Roof Key Location: | On the nightstand in room S3 3F, Brookhaven Hospital. Description:| Key to roof of office wing. Got it in the | 3rd floor hospital room where Maria is resting. Purpose: | Unlocks the roof door to access RF, Brookhaven Hospital. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Rust-Colored Egg Location: | Held by one of the Pyramid Heads after the Pyramid Head Duo | in the Lobby 1F, Nightmare Hotel. Description:| It's about the size of a quail's egg. | Pyramid Head was holding it. Purpose: | Unlocks the door inserted into in the Lobby 1F, after the | Pyramid Head Duo, once both eggs are inserted into both | doors, Nightmare Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Scarlet Egg Location: | Held by one of the Pyramid Heads after the Pyramid Head Duo | in the Lobby 1F, Nightmare Hotel. Description:| About the size of a quail's egg. | Pyramid Head was holding it. Purpose: | Unlocks the door inserted into in the Lobby 1F, after the | Pyramid Head Duo, once both eggs are inserted into both | doors, Nightmare Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | "Snow White" Music Box Location: | On the shelf in the Pantry 1F, Lake View Hotel. Description:| Music box with "Snow White" | drawn on it. Found in pantry. Purpose: | One of the three music boxes needed to solve the Music Box | Puzzle in the Lobby 1F, Lake View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Spiral-Writing Key Location: | On the ground in the Roach Trap room in the sewers area | beneath the Silent Hill Historical Society. Description:| Key with slim, 3-inch long cylinder attached. | The cylinder is engraved with spiral writing. Examine: | It says: "'Tis doubt which leadeth thee | to Purgatory." Purpose: | Unlocks the gate on the ground past the Roach Trap room in | the sewers area, underneath the Historical Society. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Tablet of "Gluttonous Pig" Location: | On the table at the back of the Cafeteria 1F, Toluca Prison. Description:| Metal tablet with "Gluttonous Pig" drawn | on one side. Found it in the dining room. Purpose: | One of the three tablets needed to insert into the scaffold | in the courtyard of Toluca Prison. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Tablet of "The Oppressor" Location: | On the bed in the seventh cell from the east in the north | cellblock on 1F, Toluca Prison. Description:| Metal tablet with "The Oppressor" drawn | on one side. Found it in the cell. Purpose: | One of the three tablets needed to insert into the scaffold | in the courtyard of Toluca Prison. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Tablet of "The Seductress" Location: | On the floor in the northeast shower in the shower room 1F, | Toluca Prison. Description:| Metal tablet with "Seductress" drawn | on one side. Found it in the shower room. Purpose: | One of the three tablets needed to insert into the scaffold | in the courtyard of Toluca Prison. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Thinner Location: | On the floor in the open elevator on B1F, Lake View Hotel. Description:| Small can filled with thinner. | It was lying inside the elevator. Purpose: | Erases the black ink from the photo in room 202 2F, Lake | View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Videotape Location: | Inside the open safe in the Office 1F, Lake View Hotel. Description:| Videotape I forgot at the hotel three years ago. Examine: | "Silent Hill" is written on the label | in my handwriting. | This is definitely the videotape | I recorded back then. Purpose: | Insert into the VCR in room 312 3F, Lake View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Wax Doll Location: | On the bed in the second cell from the east in the south | cellblock on 1F, Toluca Prison. Description:| Doll carved from wax. | It was lying in the cell. Purpose: | One of the three items needed to create a handle for the | floor hatch in the civilian corridor on 1F, Toluca Prison. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Wire Cutter Location: | In the fuse box in the rotating cube room, after speaking to | Maria, Labyrinth. Description:| Tool for cutting wires or electric cables. Purpose: | Cuts the wires blocking the doorway across from the entrance | of the Labyrinth. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Wrench Location: | On the porch of the second house north of Gonzale's Mexican | Restaurant on Lindsey Street, Dark South Vale. Description:| I found this on the Lindsey street. | It's a tool used for turning nuts and bolts. Purpose: | Unscrews the bolts on the tin box behind the "praying woman" | statue in Rosewater Park, Dark South Vale. -------------------------------------------------------------------------- e x t r a i t e m s ===-=-====----=-====---=-==-======--=-=====--=-=-==-=----=-=-====--=-==--- -------------------------------------------------------------------------- Item: | Blue Gem Location: | On the ground along the back wall of the rest stop washroom | at the beginning of the game. Description:| Maybe I could use it somewhere... Available: | Greatest Hits/Director's Cut version only, only in a golden | new game after first completing both scenarios. Purpose: | Use in the Nightmare Hospital Garden, in front of the boat | on the Toluca Lake dock, and near the window of room 312 3F | in the Lake View Hotel, before watching the tape, to receive | the UFO Ending. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | book: "Crimson Ceremony" Location: | On the shelf behind the headphones on the desk in the | Reading Room 2F, Nightmare Hotel. Description:| About some ancient god. | Author unknown. Available: | Only in a golden new game. Purpose: | One of the four items required in your inventory at the end | of the game to receive the Rebirth ending. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Dog Key Location: | Inside the doghouse in the open lot directly across Nathan | Avenue when exiting Rosewater Park, just west of Jack's Inn, | West South Vale. Description:| Found inside a dog house. | No idea where to use it. Available: | Only in a golden new game, after receiving all three regular | endings or the Rebirth ending in the same file. Purpose: | Unlocks the Observation Room 3F, Nightmare Hotel, after | viewing the videotape. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | book: "Lost Memories" Location: | In the newspaper stand at the Texxon Gas Station in West | South Vale. Description:| A book about the history and legends | of this town and the surrounding area. Available: | Only in a golden new game. Purpose: | One of the four items required in your inventory at the end | of the game to receive the Rebirth ending. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Obsidian Goblet Location: | Inside the smashed display case in the second exhibition | room in the Silent Hill Historical Society, Dark South Vale. Description:| Ancient-looking goblet carved from pure | obsidian. Found it in the old museum. Examine: | A snake is carved into its stem. Available: | Only in a golden new game. Purpose: | One of the four items required in your inventory at the end | of the game to receive the Rebirth ending. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | White Chrism Location: | On the kitchenette counter of room 105 1F, Blue Creek | Apartments. Description:| Glass bottle containing milky white anointing oil. Available: | Only in a golden new game. Purpose: | One of the four items required in your inventory at the end | of the game to receive the Rebirth ending. -------------------------------------------------------------------------- m a p s --=-=====---=-=====--====-====---==-======---=-====---=-=====----=-====--- -------------------------------------------------------------------------- Map: | Hotel Map (for employees) Location: | On the left corkboard just outside the elevator on 1F, Lake | View Hotel. Covers: | Floors 1F, 2F, 3F, and B1F of Lake View Hotel and Nightmare | Hotel, including the employee areas. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Map: | Hotel Map (for guests) Location: | On the left corkboard just inside Lake View Hotel, 1F. Covers: | Floors 1F, 2F, 3F, and B1F of Lake View Hotel and Nightmare | Hotel, excluding the employee areas. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Map: | Map of Silent Hill Location: | On the driver seat of James' open car on the Observation Deck. Covers: | The whole exterior of East and West South Vale and Paleville. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Map: | Map of the Apt Bldg Location: | On the left corkboard just inside the lobby 1F, Wood Side | Apartments. Covers: | Floors 1F, 2F, and 3F of Wood Side Apartments, including the | courtyard linking the north and west buildings. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Map: | Map of the Hospital Location: | On the left bulletin board just inside Brookhaven Hospita1, | 1F. Covers: | Floors 1F, 2F, 3F, BF, and RF of Brookhaven Hospital and | Nightmare Hospital. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Map: | Map of the Labyrinth Location: | Drawn by James with his Flashlight on. Covers: | Only the areas of the Labyrinth that you explore, since James | draws the map as he goes. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Map: | Map of the Prison Location: | On the table by the left wall beside the third door on the | right from the south in the west prisoner corridor on 1F, | Toluca Prison. Covers: | Floors 1F and B1F, including the courtyard, of Toluca Prison. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Map: | Map of the West Apt. Bldg Location: | On the floor beside the door just inside the west stairwell on | 2F, Blue Creek Apartments. Covers: | Floors 1F, 2F, and 3F of Blue Creek Apartments (although 3F is | never explored). -------------------------------------------------------------------------- -------------------------------------------------------------------------- ========================================================================== 16. E X T R A S ========================================================================== -------------------------------------------------------------------------- EXTRAS............................................................[SH2_16] After completing the main scenario in Silent Hill 2, playing through in future runs will allow you to find as well as unlock other extra items and weapons. This section deals with the details of these items and how to unlock them, and there are also other extras mentioned such as extra unlockable features and notable film references. =============== Golden New Game =============== First of all, there is no official name for this feature, but it is the equivalent of Next Fear, Extra New Game, and A Brand-new Fear in the other Silent Hill games. Without a completed game save, "New Game" in the main menu is perfectly normal, however after completing the game it is highlighted in gold, which is really yellow. Only by starting a Golden New Game can you find extras you've unlocked. However, after completing the game, Golden New Game replaces the regular New Game feature, so there's no real worry in overwriting your file with a brand new file unless your memory card is missing in action or you load an older or different file and overwrite it. ================== Extra Riddle Level ================== This is an additional riddle level that is actually quite a lot harder than Hard, believe it or not. It is unlocked after completing all three regular riddle levels -- Easy, Normal, and Hard. Once unlocked, there is no "Extra" selection under riddle level, however selecting Hard will put you on Extra. When saving your game while playing on this level, even after selecting "Hard", you'll notice "Extra" written in your save file, and of course, puzzle riddles will be much different. However, an important thing to note about Extra Riddle Level is that it is only available for play every other run through the game. Clarifying this, after completing Extra Riddle Level right after unlocking it, if you select Hard on your next run it will actually be Hard, but then the next time after that it will be Extra. They alternate with each other, with the purpose of being able to still choose Hard after unlocking Extra. Why Team Silent chose this method instead of simply placing an "Extra" title under riddle level remains a mystery. ============= Extra Weapons ============= There are only two unlockable extra weapons in Silent Hill 2, and are only available in a replay game, after first being unlocked. Chainsaw -------- The Chainsaw is unlocked after completing the game once. In a replay game, it can be found stabbed into a stack of logs while running, across from the "Silent Hill Ranch" on the East South Vale nature trail. Thanks to the sound of the very noisy Chainsaw running, it's very hard to miss. The Chainsaw is a powerful weapon but is very awkward to use, since it's slow and must be turned on each time you want to attack. Due to this, it's recommended that you use the Hyper Spray on enemies first, if available, to freeze them, allowing you to safely whip out the Chainsaw and saw away. To use the Chainsaw, hold R2 to start it up and press X to perform a shoulder level arc. For a forward thrust attack, press X tightly. After killing a few enemies, stand over an enemy corpse without touching any buttons for James to perform a battle cry, straight out of Evil Dead by Ash. Hyper Spray ----------- The Hyper Spray is unlocked after completing the game on Normal and Hard Action Level. After unlocking the magic spray, it will be available on the table inside the motorhome at the Saul and Harris Street intersection. The Hyper Spray comes in four colours, depending on your ranking, which are purple, white, yellow, and green, in order from worst to best. Refer to the Ranking section, specifically the Ten Star Ranking segment, for more information on the spray colours, including their effects and how to acquire them. The most common spray colour is plain old white, which immobilizes all regular creatures for a brief amount of time. The best spray colour, which is green, doesn't freeze enemies but instead kills them, including applicable bosses. Hold R2 and X to use the Hyper Spray. Simply pressing X sprays for about two seconds, while holding it allows for continuous spray. The spray can be used while walking indoors, which can be quite convenient, and even while running on the streets. James will have to stop and shake the can every once in a while after long periods of use to get it going again, but the spray is limited. The fumes are also hazardous to James' health and can inflict damage over time, even despite his effort to cover his mouth while using the spray. =========== Extra Items =========== There are a total of five unlockable extra items in the original version of Silent Hill 2 and six in the Greatest Hits/Director's Cut version. The set of four ceremonial items and the other individual items have completely difficult unlocking requirements. Extra items are only obtainable in a golden new game. White Chrism ------------ One of four secret items required in your inventory at the end of the game to receive the Rebirth ending, unlocked after completing the game once. Located on the counter of the kitchenette in room 105 1F, Blue Creek Apartments. book: "Lost Memories" --------------------- One of four secret items required in your inventory at the end of the game to receive the Rebirth ending, unlocked after completing the game once. Found inside the newspaper stand at the Texxon Gas Station, West South Vale. Obsidian Goblet --------------- One of four secret items required in your inventory at the end of the game to receive the Rebirth ending, unlocked after completing the game once. Found inside the smashed display case in the second exhibition room of the Silent Hill Historical Society. book: "Crimson Ceremony" ------------------------ One of four secret items required in your inventory at the end of the game to receive the Rebirth ending, unlocked after completing the game once. Sits on the shelf behind the headphones in the Reading Room 2F, Nightmare Hotel. Dog Key ------- Unlocked after receiving the Leave, Maria, and In Water endings, or just the Rebirth ending. In a replay game with the required ending(s) in your file, the Dog Key can be found in the doghouse in the open yard just west of Jack's Inn. This secret key can be used to receive the Dog ending, by using it to enter the Observation Room 3F, Nightmare Hotel, just after viewing the videotape in room 312. Blue Gem -------- Greatest Hits/Director's Cut version only. Unlocked after completing both the main and sub scenarios with James and Maria. After doing so, the Blue Gem is found on the floor along the back wall of the rest stop washroom on the Observation Deck at the beginning of the game. The Blue Gem can be used at the following three locations in the main scenario to receive the UFO ending: -In the Garden of the Nightmare Hospital, right after defeating the Flesh Lip boss creatures -Right in front of the boat on the Toluca Lake dock, after defeating Eddie -Near the window by the TV in room 312 3F, Lake View Hotel, before watching the videotape ===================== Clue of Other Endings ===================== Upon completion of the game for the first time, a document providing clues on how to achieve another of the two remaining regular endings can be found. There will be a memo entitled "Searching for Another Conclusion" next to the sewing machine on the table in room 205 2F, Wood Side Apartments, and can only be read after first getting the Flashlight from the fashion dummy in the same room. The memo will pertain to one of the two endings that you haven't achieved the first time, and upon achieving one of those two endings, the next time the memo will be about the final regular ending that you haven't yet achieved. After receiving all three regular endings, this memo will never appear again. The memo basically tells you the requirements for the specific ending in an essay-type format, also mentioning what not to do. All three memos can be read in the Memos section of this FAQ, and the exact requirements for each ending can be found in the Endings section of this FAQ. ================ Unreadable Memos ================ Normally, there are a few memos in the game that aren't fully legible due to scratches or blood, and the unreadable parts are blocked out. Unfortunately, in the PS2 version of the game, these memos are never fully legible, even in the Greatest Hits/Director's Cut, although it was originally intentioned. However, in the Xbox Restless Dreams/Inner Fears versions and the PC version of the game, these memos are fully legible after receiving every ending in the game, as was originally intentioned for the PS2 versions. Both the blocked out and completely legible versions of these memos can be found in the Memos section of this FAQ. ========================= Jacob's Ladder References ========================= Jacob's Ladder is a film that was directed by Adrian Lyne in 1990. It was revealed by Team Silent that this film had a strong influence in the making of the Silent Hill franchise, being one of the mostly inspired-by works of several films and novels that helped make Silent Hill what it is. Team Silent acknowledge this by paying homage to the film by adding several references to it in each of the Silent Hill games. Silent Hill 3 arguably displays the strongest references to the film, however Silent Hill 2 has the next strongest references, which are explained below. It's recommended that you see the film before reading these references, as they may contain spoilers. Lyne House Key -------------- This is the key obtained from the secretarial desk in room 105 of Blue Creek Apartments. The key is named after the director of Jacob's Ladder, Adrian Lyne. Perhaps another reference may be the "Dear Tim" memo, referring to Tim Robbins, the actor who plays the main character, Jacob Singer, in the film. Locked Horizontal Gate ---------------------- Outside the back of Blue Creek Apartments after the Pyramid Head boss fight, you'll find a stairway in the wall near the entrance of the park that has a locked horizontal gate above it that cannot be open, much like the scene in Jacob's Ladder where Jacob encounters a mesh covering over a stairway in the subway. The stairway area in the game looks much like that of a subway as well, possibly hinting at the scenario even further. Normal to Nightmare Hospital Transition --------------------------------------- After the Flesh Lips boss fight, James witnesses a transformation and is transferred to the outside Garden. During the cutscene, we see metal grating up above, blocking the roof, as we hear the sound of wheels moving, as if being pushed on a gurney, as well as Mary's voice. This scene, which is perhaps a look into Mary's hospitalization and what she went through, is a reference to the insane asylum scene in Jacob's Ladder, in an almost identical fashion. Jacob is being wheeled on a gurney and sees metal grating above him, which mental patients are oddly sitting and moving around on. Monster Framing --------------- During the game, we come across several different forms of monsters in cage-like framing, notably inside Pyramid Head's Labyrinth lair as well as the Misty day painting, the Flesh Lip creatures, and the final boss of the game, Mary/Maria. This framing is a reference to Jacob's Ladder, in the Vietnam scene where we see Jacob being lifted up to the helicopter in a similar-looking type of stretcher. Head Twitching -------------- The twitching heads of the Lying Figure and the Mary/Maria boss, as well as other game concept videos, including Fukuro, were derived from the twitching heads in Jacob's Ladder, such as the guy at the door in the party scene and the man without legs during the asylum scene with Jacob on the gurney. Maria ----- The whole concept of Maria is derived from Jezzie's character in Jacob's Ladder. In the film, Jezzie is a creation of Jacob, perhaps someone he worked with at the post office before Vietnam, and serves somewhat of a similar role, being the more wild, more attractive woman that Jacob wanted, much like James, rather than his ex-wife Sarah. =========================== David Lynch Film References =========================== David Lynch is a popular American film director mostly known for psychological thrillers with elements such as surrealism and dreamlike atmospheres, much like Silent Hill. Team Silent revealed that David Lynch and his work were a major inspiration for the series and there are many subtle to major references to his films and the concepts he uses. One interesting catch is the portrait of the former director of Brookhaven Hospital in the Historical Society, who just so happens to look almost identical to David Lynch in his earlier days, especially his hair style, perhaps in effort to acknowledge his inspiration on Silent Hill. Below are references to David Lynch films from the game. Blue Velvet ----------- Blue Velvet is one of many David Lynch films that inspired Silent Hill, and there are some notable refernces to it in the game. Firstly, the name Blue Creek Apartments is derived from the title of the film and the name of the apartment in the film, Deep River Apartments. "Blue", from the film's title, and "Creek", a synonym of river. The closet scene in Silent Hill 2, where James hides from Pyramid Head, is a massive reference to the closet scene in Blue Velvet, where Jeffrey hides from the woman in her apartment while a "visitor" enters. The Pyramid Head scene in Silent Hill 2 parallels this scene in that both characters in the closet witness a disturbing rape, however James' in a much more grueling, and instead symbolic, way. ============ Street Names ============ Just like in the first Silent Hill, the names of the streets take after famous writers and authors of similar-themed material, who in some way played a part in influencing the creators of Silent Hill. These authors are: Robert Nathan, David Wiltse, David Lindsay (although the street is of a different spelling, Lindsey), Andrew Vachss, David Martin, William Katz, Lawrence Sanders, Richard Neely, Thomas Harris, John Saul, Ronald Munson, Ruth Rendell, and Jonathan Carroll. The root of Carroll Street is usually attributed to Lewis Carroll, the author of Alice in Wonderland, however Team Silent list it as Jonathan Carroll, as mentioned above. Something to note about this is that Alice in Wonderland is an inspirational work of Team Silent for Silent Hill, so Lewis Carroll may have some part in Carroll Street taking its name after all. -------------------------------------------------------------------------- ========================================================================== 17. S A V E P O I N T L O C A T I O N S ========================================================================== -------------------------------------------------------------------------- SAVE POINT LOCATIONS..............................................[SH2_17] Over the course of the game, you'll come across several red square sheets on walls and other objects -- these are save points. Whenever you wish to save your game, you must find a red square sheet and examine it to open the Save Menu, where you can then save. The following are the locations of every save point in Silent Hill 2: East South Vale --------------- -At the bottom of the well just before the graveyard main gates on the nature trail -On the table in the fenced area on Vachss Road -On the bed inside the motorhome at west Saul Street Wood Side Apartments -------------------- -On the right wall just inside the west lobby entrance -On the pushcart by the kitchenette in room 209 2F Blue Creek Apartments --------------------- -On the wall at the end of the mini-maze hallway in room 105 1F -On the wall in the bedroom of room 208 2F, after crossing over from 209 West South Vale --------------- -On the trunk of green car in the Jack's Inn parking lot Brookhaven Hospital ------------------- -On the desk in the Reception 1F -On the left wall in room S11 3F Nightmare Hospital ------------------ -On the lattice fence inside the far west hallway on 1F, after entering from the Garden -On the pillar in the east stairwell on 3F -On the right wall by the exiting lobby doors, 1F Silent Hill Historical Society ------------------------------ -On the counter just inside the entrance Toluca Prison ------------- -On one of the pillars at the back of the cafeteria 1F -On the wall by the urinals in the mens washroom 1F -On the wall by the entrance door of the Labyrinth, just after the long elevator ride Labyrinth --------- -On the wall beside the door up the ladder, just before the Abstract Daddy boss fight -On one of the gravestones in the Catacomb Toluca Lake ----------- -On the far lone barrel along the dock Lake View Hotel --------------- -On one of the chairs in the Lobby 1F -On the wall by the door in the Employee Elevator Room 2F Nightmare Hotel --------------- -On the door of room 313 3F -Nine Red Squares on the wall in the small room just north of the Lobby on 1F, just before the Pyramid Head Duo -------------------------------------------------------------------------- ========================================================================== 18. M E M O S ========================================================================== -------------------------------------------------------------------------- MEMOS.............................................................[SH2_18] During the game you will find several documents and notes of different kinds lying around, which are generally all attributed as "memos" in this game and can be read from the Memo Menu in your inventory. This section contains every single memo found in the main scenario of Silent Hill 2, including regular documents, puzzle riddles, and even minor notes that aren't listed in the Memo Menu. Memos are listed in categories below. ----------------- Table of Contents ----------------- Memos ----- Swamp Monument Memo next to corpse #1 Memo next to corpse #2 Memo next to corpse #3 Memo next to corpse #4 Memo next to corpse #5 Memo next to corpse #6 Newspaper from shop window Map found on bar Wall scratches "Three different sizes, time on the run." "Three needles stand of three different heights." Article about murder incident Sightseeing brochure Wallet in toilet bowl "Dear Tim" "To the right is the lady." "Three bright coins in five holes be" "First lies the seat of He" "Like coins in the hazy aether tossed" Map found near bridge Patient record Doctor's journal Number written on the whiteboard Whiteboard graffiti Imprint on carbon paper "Tern tern tern the numbers" "Louise" Diary from roof "The basement's basement." "She is an angel" "I took the direckters's key" "There's a letter and a wrench." "The key is in the park." Words written on the wall. Pyramid Head painting "Waterfront landscape" Painting 1, from cell Painting 2, from cell Painting 3, from cell Inscription on gallows Legend of the Lake Prison guard's diary Blood-soaked newspaper "Please someone save me" "Dead men, dead men" Condemned man's diary "Death upon the head of sinner" Receptionist memo Photos from trunk Item Memos ---------- Letter from Mary "Lost Memories" Laura's Letter "Crimson Ceremony" Letter from Mary (full) Tapes ----- Videotape Extra Memos ----------- "The Road to Tomorrow" "Choosing Death" "How to be a Happy Couple" Notes ----- Bar Neely's "The door that wakes in darkness" Another Conclusion "The scars from the past" Rosewater Park stone Patrick Chester "In memory of the sixty seven who died" Jennifer Carroll East Lakeview Hotel billboard Historical Society billboard West Lakeview Hotel billboard Heaven's Night billboard Jacks Inn billboard Pete's Bowl-O-Rama billboard Heaven's Night neon sign Refrigerator note Joseph Historical Society plate Wiltse Coal Mine Brookhaven Hospital Prisoner note Banquet painting Skewering painting Toluca Prison Camp painting Counterfeiter Kidnapper Thief Bodily Injurer Arsonist Swindler Embezzler Murderer Notice! The Felon Walter Sullivan's Tombstone Miriam K.'s Tombstone James Sunderland's Tombstone Angela Orosco's Tombstone Eddie Dombrowski's Tombstone Toluca Lake dock wall Hotel Map note Venus tears plate Weight allowance note Music Box puzzle =====-----=====-----===== LETTER FROM SILENT HEAVEN =====-----=====-----===== m e m o s ===---=-====---=-====---=-====---=-=====---===--=-=====---=-=====---=-=-== All of these memos can be found in the Memo Menu of your inventory once you've read them, and they usually contain useful information or hints to puzzles. -------------------------------------------------------------------------- Title: Swamp Monument Location: On the west sidewalk near the north end of Lindsey Street, East South Vale. Context: Remains of _____ Swamp The _____ers of land surroun____ __is monument was originally swamp, but was later fil____ Fr_____ng ago, t___________s nicknamed Blood Swamp because the _________ers poured the wat__ _sed to wash the ex__________ols in here. Perhaps it's fo_______________hat many pe________m to have s___ ________n the area. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Memo next to corpse #1 Location: On the ground by the corpse at the north end of Neely Street, East South Vale. Context: I'm going to write everything that I've learned so far. Maybe that will help you out somehow. If you're reading this, it probably means I'm already dead. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Memo next to corpse #2 Location: On the ground by the corpse at the north end of Neely Street, East South Vale. Context: I saw those demons. They were there, I'm certain. But my friend says he didn't see anything. If that's true, does that mean that what I saw was an illusion? But whether that demon that ate human beings was real, or whether it was just some kind of hallucination that my mind dreamed up... one thing I know for sure is that I'm beyond all hope. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Memo next to corpse #3 Location: On the ground by the corpse at the north end of Neely Street, East South Vale. Context: It seems that they're attracted to light. That's why people who need light to see are their natural prey. They also react strongly to sound. If you want to go on living, you'd be better off just sitting in the dark and staying quiet. But even that probably won't save you. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Memo next to corpse #4 Location: On the ground by the corpse at the north end of Neely Street, East South Vale. Context: If you're going to try to fight them, the most important thing is to relax. It's dangerous to fire a gun while you're all crazy with fear. Take good aim, and then squeeze the trigger. And don't forget to finish them off. I think most of those creatures can be killed, even if they are tougher than people. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Memo next to corpse #5 Location: On the ground by the corpse at the north end of Neely Street, East South Vale. Context: Run away. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Memo next to corpse #6 Location: On the ground by the corpse at the north end of Neely Street, East South Vale. Context: Run away! Run away! Run away! Run away! Run away! Run away! Run away! Run away! Run away! -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Newspaper from shop window Location: On the paper on the inside of the window in Neely's Bar, Neely Street, East South Vale. Context: There was a HOLE here. It's gone now. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Map found on bar Location: On the bar inside Neely's Bar, Neely Street, East South Vale. Context: [map with "?" labelled at the top of Martin Street] -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Wall scratches Location: On the wall in the clock room, room 208 2F, Wood Side Apartments. Context: Henry Mildred Scott [each of the three names on the wall has a scratched line to the left of the name, pointing in a certain direction] -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Three different sizes, time on the run." (Easy Riddle Level) Location: On the wall desk in the living room, room 208 2F, Wood Side Apartments. Context: Three different sizes, time on the run. Three young men circlin' round the sun. Henry is short and very, very slow, Scott can't stop, he's always on the go. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Three needles stand of three different heights. (Normal, Hard, Extra Riddle Level) Location: On the wall desk in the living room, room 208 2F, Wood Side Apartments. Context: Three needles stand of three different heights. The fat, the tall and the thin. From slow to fast they move to the right. Scott rests not on three, but fifteen. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Article about murder incident Location: In the incinerator just outside Wood Side Apartments, after knocking the garbage loose from the 2F laundry room. Context: The police announced today that Walter Sullivan, who was arrested on the 18th of this month for the brutal murder of Billy Locane and his sister Miriam, committed suicide in his jail cell early on the morning of the 22nd. According to the police statement, Sullivan used a soup spoon to stab himself in the neck, severing his carotid artery. By the time the guard discovered him, Sullivan was dead from blood loss, the spoon buried two inches in his neck. An old schoolmate of Walter Sullivan's from his hometown of Pleasant River said "He didn't look like the type of guy who would kill kids. But I do remember that just before they arrested him he was blurting out all sorts of strange stuff like 'He's trying to kill me. He's trying to punish me. The monster... the red devil. Forgive me. I did it, but it wasn't me!'." The schoolmate then added "I guess now that I think of it, he was kinda crazy." -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Sightseeing brochure Location: On the cabinet in room 104 1F, Wood Side Apartments. Context: Welcome to Silent Hill! Silent Hill, a quiet little lakeside resort town. We're happy to have you. Take some time out of your busy schedules and enjoy a nice restful vacation here. Row after row of quaint old houses, a gorgeous mountain landscape, and a lake which shows different sides of its beauty with the passing of the day, from sunrise to late afternoons to sunset. Silent Hill will move you and fill you with a feeling of deep peace. I hope your time here will be pleasant and your memories will last forever. Editor: Roger Widmark -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Wallet in toilet bowl Location: Inside the toilet in the washroom of room 203 2F, Blue Creek Apartments. Context: # # >> # # << # # >> # # (# - number, roman numeral, or letter, depending on riddle difficulty) -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Dear Tim" Location: Pinned on the door to room 208 2F, Blue Creek Apartments. Context: Dear Tim, I have to run an errand so I'm going out. I left the house key with Uncle David (You know where he lives, don't you? The key is in the room near the first floor staircase.). I'll be back as soon as I can, so please watch the place while I'm gone. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "To the right is the lady." (Easy Riddle Level) Location: Engraved in the secretarial desk in room 105 1F, Blue Creek Apartments. Context: To the right is the lady. To the left is the old one. In the center crawls the other. Now just two spaces remain, But fear not for now, The puzzle is done. The puzzle is done. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Three bright coins in five holes be" (Normal Riddle Level) Location: Engraved in the secretarial desk in room 105 1F, Blue Creek Apartments. Context: Three bright coins in five holes be At one end sits the Seducer of she The wind from behind the woman doth play The Formless One, Null, lies furthest from they The Old One beside the Serpent sits not. Tis to the Prisoner's left that he doth rot -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "First lies the seat of He" (Hard Riddle Level) Location: Engraved in the secretarial desk in room 105 1F, Blue Creek Apartments. Context: First lies the seat of He who is Peerless Silent and empty, heartless and fearless Beside him sits one who knows The place of the servant is next to the throne Dozens of feet, yet not a single toe The One that is Hidden beside him doth go Seducer of dreams, creature of Hades Lying further from Man and closer to Lady Man and Woman seeing all Heedless to the Raven's call Silent and Hidden the two may be They be not there for you to see Return them to whence they would be And blessing shall descend on thee I speak thus with the North Star behind me The birth of the sun is the start of the story -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Like coins in the hazy aether tossed" (Extra Riddle Level) Location: Engraved in the secretarial desk in room 105 1F, Blue Creek Apartments. Context: Like coins in the hazy aether tossed Our souls must by their sinful weight Descend to earth with lightness lost To "right" the sins that they hath laid When thrice in falling they intone Then Happiness shall be thy own The first note be not by the Horned One rung Though it be there that all sins be sprung The Bringer of Life and the Bringer of Shame The sins of the latter be ever more tame Though coming in the Aged One's wake The Formless One's soul in fear doth quake The Needless One, silent, with hungers all sated Is least then in sin with his lusts all abated For the gravest of sinners His place be appointed And if he be lucky May his soul be anointed -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Map found near bridge Location: On the ground by the corpse near the bridge at the northwest end of Nathan Avenue, West South Vale. Context: [map with circle around Pete's-Bowl-O-Rama] -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Patient record Location: On the desk in the Reception Office 1F, Brookhaven Hospital. Context: [Jack Davis] He has attempted suicide three times in the past for reasons unknown. Although he is normally a model patient who follows doctor's and nurse's orders, he must be watched closely due to his past pattern of sudden and violent suicide attempts. [Joseph Barkin] His illness seems to be rooted in the fact that he believes he is guilty of causing his daughter's death. His symptoms suggest a psychotic break and paranoid delusions. Normally calm, but has a tendency towards violence when excited. [Joshua Lewis] History of hospitalization as well as numerous assault, battery and other violent offenses. He has a strong persecution complex and a tendency to solve things through violence. Extreme caution necessary. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Doctor's journal Location: On the desk in the Document Room 1F, Brookhaven Hospital. Context: The potential for this illness exists in all people and, under the right circumstances, any man or woman would be driven, like him, to "the other side." The "other side" perhaps may not be the best way to phrase it. After all, there is no wall between here and there. It lies on the borders where reality and unreality intersect. It is a place both close and distant. Some say it isn't even an illness. I cannot agree with them. I'm a doctor, not a philosopher or even a psychiatrist. But sometimes I have to ask myself this question. It's true that to us his imaginings are nothing but the inventions of a busy mind. But to him, there simply is no other reality. Furthermore he is happy there. So why, I ask myself, why in the name of healing him must we drag him painfully into the world of our own reality? (Something else is written by hand.) I got the key from Joseph. It's probably the key to that box. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Number written on the whiteboard (Easy, Normal Riddle Level) Location: On the whiteboard on the wall in the Doctor's Lounge 1F, Brookhaven Hospital. Context: 3rd floor patient wing hall - 7335 -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Whiteboard graffiti (Hard, Extra Riddle Level) Location: On the whiteboard on the wall in the Doctor's Lounge 1F, Brookhaven Hospital. Context: The pin number this month is "T". Last month it was "X" and before that it was "Z." But what are they going to do next month? That's all they can express with 4 numbers. Anyway does the door to the Patient Wing really need to have its combination changed this often? -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Imprint on carbon paper Location: In the typewriter on the desk in Examining Room 3 2F, Brookhaven Hospital. Context: [Easy/Normal Riddle Level] i know it i know the number of the box # # # # it cant help him anymore the button key doesnt scare me so nobody can stop who i am i don't know who i am is who i am is who i am is (# - number) [Hard/Extra Riddle Level] i know it the secret i'll give them something to deal with this demon shelter is of no use any more he is my instrument he must follow my orders yes, the box will be useless now i must not forget it # # # # that's good he is the lowest now i too will be free and he will serve me i am a genius no one can stop me one can stop me no one can stop me can stop can stop no no (# - number) -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Louise" Location: Written on the wall in room S14 3F, Brookhaven Hospital. Context: Louise I'll take care of you four ever. It's my destiny! -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Diary from roof Location: On the ground on the roof (RF) of Brookhaven Hospital. Context: May 9 Rain. Stared out the window all day. Peaceful here - nothing to do. Still not allowed to go outside. May 10 Still raining. Talked with the doctor a little. Would they have saved me if I didn't have a family to feed? I know I'm pathetic, weak. Not everyone can be strong. May 11 Rain again. The meds made me feel sick today. If I'm only better when I'm drugged, then who am I anyway? May 12 Rain as usual. I don't want to cause any more trouble for anyone, but I'm a bother either way. Can it really be a such a sin to run instead of fight? Some people may say so, but they don't have to live in my shoes. It may be selfish, but it's what I want. It's too hard like this. It's just too hard.... May 13 It's clear outside. The doctors told me I've been released - that I've got to go home. I ----------------- -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Tern tern tern the numbers" Location: On the wall inside the unlocked cell in the Special Treatment Room 3F, Brookhaven Hospital. Context: [random four digit code on wall above writing] Tern tern tern the numbers better not forget them So I'll right them down here The other one, my secret name -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "The basement's basement." Location: On the covered table in room M6 2F, Nightmare Hospital. Context: I was locked up inside the basement's basement. It was so small and dark and I was so afraid. I dropped my precious ring. But I will never, ever go back there. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "She is an angel" Location: On the bed in room S11 2F, Nightmare Hospital. Context: She is an angel no one knows only I can see the Lady of the Door they cannot walk along her Bridge of Thread they fall from the weight of their crimes. Like bloated and ugly corpses their sins she devours them sin and sinner alike she saves me she is an angel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "I took the direckters's key" Location: On the ground in the west stairwell, Nightmare Hospital. Context: I took the direckters's key - the one to the mooseum. I hid it behind the preying woman when I went out for the day trip. I picked it up but I did not steal it. I'm not a krimminal. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "There's a letter and a wrench." Location: On the desk in the Director's Room 1F, Nightmare Hospital. Context: [map with something written on it] He who is not bold enough to be stared at from across the abyss is not bold enough to stare into it himself. The truth can only be learned by marching forward. Follow the map. There's a letter and a wrench. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "The key is in the park." Location: On the porch of the second house north from Gonzale's Mexican Restaurant on Lindsey Street, Dark South Vale. Context: Or perhaps you are a fool. The truth usually betrays people. A part of that abyss is in the old society. The key to the society is in the park. At the foot of the praying woman, inside of the ground, inside of a box. To open it, I need a wrench. My patient buried it there. I knew, but did nothing. It made me uneasy to have such a thing near. I wasn't looking for the truth, I was looking for tranquility. I also saw that thing. I fled, but the museum was sealed as well. Now no one dares to approach that place. If you still do not wish to stop, James, I pray to the Lord to have mercy on your eternal soul. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Words written on the wall. Location: On the wall in Neely's Bar, Neely Street, Dark South Vale. Context: If you really want to see Mary, you should just die. But you might be heading to a different place than Mary, James. [Note: the above is what is captioned, however the following is the exact representation of the words on the wall: If you ReaLly want to sEE Mary, you shOUld just DiE But You mIght be hEadiNg to A diffErent place than MARY, James.] -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Pyramid Head painting Location: On the wall in the first exhibition room, Silent Hill Historical Society. Context: [painting of Pyramid Head with hanged corpses] "Misty day, remains of the Judgment" -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Waterfront landscape" Location: On the wall in the first exhibition room, Silent Hill Historical Society. Context: "Waterfront landscape" Allen Smith (Date of birth and death unknown) A scene of this area from long ago. From the style, it looks like it was done sometime around 1820. There were a lot fewer people then, and only a handful of buildings. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Painting 1, from cell. Location: Inside the first cell from the east in the north cellblock 1F, Toluca Prison. Context: Burning Man -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Painting 2, from cell. Location: Inside the first cell from the east in the north cellblock 1F, Toluca Prison. Context: Woman in Flight -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Painting 3, from cell. Location: Inside the first cell from the east in the north cellblock 1F, Toluca Prison. Context: 436 People at a Recital -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Inscription on gallows Location: On the front of the scaffold in the courtyard of Toluca Prison. Context: I give you blood to atone for the Three Sins. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Legend of the Lake Location: On the desk in the warden's office 1F, Toluca Prison. Context: Toluca Lake, the town's main tourist attraction. This clear, beautiful lake has another side as well. It may seem like just a typical ghost story that you might find in any number of old towns across the country. But in this case, the legend is true. On a fog-bound November day in 1918, the Little Baroness, a ship filled with tourists, failed to return to port. A newspaper article from back then simply says "It most likely sunk for some reason". Despite an extensive police search, not a single fragment of the ship nor any of the 14 bodies of passengers or crew has ever been recovered to this day. In 1939, an even stranger incident occurred. (There are many pages torn out.) Many corpses rest at the bottom of this lake. Their bony hands reach up towards the boats that pass overhead. Perhaps they reach for their comrades. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Prison guard's diary Location: In the bookshelf to the left of the desk in the warden's office 1F, Toluca Prison. Context: Prisoners do not feel remorse. In fact, they do not feel themselves to be villains at all. Even the most uneducated brute will use what little words he knows to justify himself. And such trifling dreams they have, flourishing even in the darkness. Prisoners, too, are no exception. No matter how foul nor loathsome one's own life and existence may be, human nature is abiding. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Blood-soaked newspaper Location: On the floor in the small room after the first maze section, just before the Abstract Daddy boss fight, in the Labyrinth. Context: The bo____f a man later identified as Thomas Oro_____Lumberjack, ag_ 39) was discovered in the ________________om lying fa______ The probable cause of dea____as multiple stab wounds to the front of the neck and the left side of the torso by a sharp edged weapon. The estimated____e of death was somewhere between 11:00 p.____nd 12:30 midnight. Due to signs of struggle in the room and the lack of a murder weapon, police are cons__ering this a homicide and have opened a murder investigation. Furthermore, given the fact that the cash in the room was untouched and Mr. Oro_____ad a history of drunkenness and violence, the polic______ect that t_____tive was not robbery____ _________ of crime o______ion. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Please someone save me" (Easy Riddle Level) Location: On the fence in the room with the six nooses, Labyrinth. Context: He committed an evil crime. He turned a happy home into a pile of ash. For that, he should die. They also committed crimes. They tried to fraud and trick others. So their reward too is natural. Even he cannot be forgiven, My friend without his left hand. And so his death bothers me not. And what of him? He also is not sinless. There is only one here who is innocent. The missing child was nowhere to be found, And so there was no proof of his guilt. His death was a tragedy. That is all I wish to say. It was neither justice nor retribution. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Dead men, dead men" (Normal Riddle Level) Location: On the fence in the room with the six nooses, Labyrinth. Context: Dead men, dead men swinging in a tree How many dead men do you see? Tongue turned blue and face gone grey Watch them as they twist and sway The first one killed the butcher man Then cooked him in the frying pan Served him to his hungry guests And gave them seconds on request The next one with his smile and sweets Stole poor children off the streets To men who dressed unsavory He sold them into slavery Breaking into a home at night The thief he had a nasty fright Filled his foolish head with ale Woke in the morn in the county jail The artist with his daunting skill Tried his hand at painting bills But caught in rain he was undone When the ink he'd use did start to run With promises of great return Taking gold he did not earn Bundled it up out of sight Quietly slipped off into night Three houses into ashes burned The sheriff with no place to turn Did spy a stranger to his town Locked him up and beat him down Dead men, dead men swinging in a tree How many dead men do you see? Six feet long and six men wide Round their necks the noose be tied -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Condemned man's diary (Hard Riddle Level) Location: On the fence in the room with the six nooses, Labyrinth. Context: I do not wish to die. But tomorrow I will climb the thirteen steps. Please someone - answer me, Why must I die come the morning? The man imprisoned beside me believed me. "Because they're all insane, that's why," he said. Of course I know his opinion will change nothing. "Now you know why I struck out at them," he muttered. The man who was executed yesterday, the one who had said his job was to sell dreams, said that was not true. But the man who is to be executed the day after tomorrow for stealing children shouted back that it was true. The man who was hung today did not answer. "They'll kill me either way," he said. He was caught embezzling public money, so he hasn't any hope for mercy. The man who is always quietly smiling to himself said "I am happy for I will soon be with her." I do not wish to die. I long only to return home. But I know it is not to be. Though I have done nothing, this crime has been thrust upon me. Someone save me. This is not judgement. They are bloodthirsty and I am their sacrificial lamb! -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Death upon the head of the sinner" (Extra Riddle Level) Location: On the fence in the room with the six nooses, Labyrinth. Context: We may visit death upon the head of the sinner but to what avail? In the name of retribution, we took part in a bitter comedy this day. You, hanging as you do, by your neck, Unforgiven and cursed by all. Five of them committed crimes, six went out for a drink and were captured there. Only one of them was innocent, but they knew not that. The bloodstains remaining are proof of their guilt. Trodden upon and thus created, they are the paths to Hell or the Void. The white bandages stained with crimson, The remains upon the scorched black earth, The whispered cries of the maiden. They are but a meaningless contract. They are also signs of guilt. But one of them was done without reason. It was done out of fear and a ripe imagination. Spinning alone at the end of a rope, it is nothing less than a disgrace to us all. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Receptionist memo Location: On the Reception counter in the Lobby 1F, Lake View Hotel. Context: Mr. James Sunderland, The videotape you forgot here is being kept in the office on the 1st floor. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Photos of trunk Location: On the bed in room 202 2F, Lake View Hotel. Context: [random four letter code word] -------------------------------------------------------------------------- i t e m m e m o s ---===--=-=====---==--=---====-------===---=-==-=====----====---=-===----- The memos in this section can be found in your inventory as items once they have been obtained, except for Mary's full letter, which is really the full version of the Letter from Mary that James starts off with. In order to read the context of these memos once they're in your inventory, highlight the item and select "Examine". The locations for the memos below are the locations of the items themselves. -------------------------------------------------------------------------- Title: Letter from Mary Location: In possession of James from the beginning of the game. Context: In my restless dreams, I see that town. Silent Hill. You promised you'd take me there again someday. But you never did. Well I'm alone there now... In our "special place"... Waiting for you... -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Lost Memories" Location: Inside the newspaper stand at the Texxon Gas Station, West South Vale (in a replay game). Context: The name comes from the legend of the people whose land was stolen from them. They called this place "The Place of the Silent Spirits." By "Spirits," they meant not only their dead relatives, but also the spirits that they believed inhabited the trees, rocks and water around them. According to legend, this was where the holiest ceremonies took place. But it was not the ancestors of those who now live in this town that first stole the land from these people. There were others who came before. In those days, this town went by another name. But that name is now hopelessly lost in the veils of time. All we know is that there was another name, and that for some reason the town was once abandoned by its residents. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Laura's Letter Location: Acquired from Laura in the Restaurant "Lake Shore" 1F, Lake View Hotel. Context: My dearest Laura, I'm leaving this letter with Rachel to give to you after I'm gone. I'm far away now. In a quiet, beautiful place. Please forgive me for not saying goodbye before I left. Be well, Laura. Don't be too hard on the sisters. And Laura, about James... I know you hate him because you think he isn't nice to me, but please give him a chance. It's true he may be a little surly sometimes, and he doesn't laugh much. But underneath he's really a sweet person. Laura... I love you like my very own daughter. If things had worked out differently, I was hoping to adopt you. Happy 8th birthday, Laura. Your friend forever, Mary -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Crimson Ceremony" Location: On the bookshelf behind the desk in the Reading Room 2F, Nightmare Hotel (in a replay game). Context: Speak. I am the Crimson One. The lies and the mist are not they but I. You all know that I am One. Yes, and the One is I. Believers hearken to me! Twenty score men and seven thousand beasts. Heed my words and speaketh them to all, that they shall ever be obeyed even under the light of the proud and merciless sun. I shall bring down bitter vengeance upon thee and thou shalt suffer my eternal wrath. The beauty of the withering flower and the last struggles of the dying man, they are my blessings. Thou shalt ever call upon me and all that is me in the place that is silent. Oh, proud fragrance of life which flies towards the heart. Oh Cup which brims with the whitest of wine, it is in thee that all begins. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Letter from Mary (full) Location: Acquired from Mary in the ending, after completing the game with one of the three normal endings (letter is read by Mary). Context: In my restless dreams, I see that town. Silent Hill. You promised you'd take me there again someday. But you never did. Well I'm alone there now... In our "special place"... Waiting for you... Waiting for you to come to see me. But you never do. And so I wait, wrapped in my cocoon of pain and loneliness. I know I've done a terrible thing to you. Something you'll never forgive me for. I wish I could change that, but I can't. I feel so pathetic and ugly laying here, waiting for you... Every day I stare up at the cracks in the ceiling and all I can think about is how unfair it all is... The doctor came today. He told me I could go home for a short stay. It's not that I'm getting better. It's just that this may be my last chance... I think you know what I mean... Even so, I'm glad to be coming home. I've missed you terribly. But I'm afraid James. I'm afraid you don't really want me to come home. Whenever you come see me, I can tell how hard it is on you... I don't know if you hate me or pity me... Or maybe I just disgust you.... I'm sorry about that. When I first learned that I was going to die, I just didn't want to accept it. I was so angry all the time and I struck out at everyone I loved most. Especially you, James. That's why I understand if you do hate me. But I want you to know this, James. I'll always love you. Even though our life together had to end like this, I still wouldn't trade it for the world. We had some wonderful years together. Well this letter has gone on too long so I'll say goodbye. I told the nurse to give this to you after I'm gone. That means that as you read this, I'm already dead. I can't tell you to remember me, but I can't bear for you to forget me. These last few years since I became ill...I'm so sorry for what I did to you, did to us... You've given me so much and I haven't been able to return a single thing. That's why I want you to live for yourself now. Do what's best for you, James. James... You made me happy. -------------------------------------------------------------------------- t a p e s ===-=-=====---=-===---=----=====----===-====--==---======---=-=====---==== This section includes material recorded onto tape, although there is only one item, which is James' Videotape from the hotel. The location listed below is the location of the item itself. -------------------------------------------------------------------------- Title: Videotape Location: Inside the open safe in the Office 1F, Lake View Hotel. Context: [once the videotape is inserted into the VCR of Room 312 3F, Lake View Hotel, the following plays] [Mary walks into the frame.] Mary: Are you taping again? C'mon... [She sits down in a chair by the window and looks on.] Mary: I don't know why, but I just love it here. It's so peaceful. You know what I heard? This whole area used to be a sacred place. I think I can see why. It's too bad we have to leave... Please promise you'll take me again, James. [She starts to cough and puts her head dead as if she's embarrassed.] [Static erupts over the screen and the video image flickers. After a while we see Mary on her sick bed through the high volume of snow on the screen. It's hard to see through the static, but we see James approach her and lean over the bed for a moment. Suddenly, he snatches her pillow from underneath her head, while the video image flickers back and forth from other parts of the video, and smothers her as she flails about, struggling for her life. After a few moments, she stops moving and the video cuts to only snow.] -------------------------------------------------------------------------- e x t r a m e m o s =---=====--=-====---=-=====---=-====----=====--=-====-----=-=====---===-== These memos can only be found after completing the game and they each hint at an ending that you haven't yet achieved. Only one of these memos can appear each time through the game, and once you have the three normal endings, none of these memos will appear. Once you receive an ending, the memo that corresponds to that ending will never appear if playing a game in that same file. One of the two memos for the normal endings you haven't achieved will appear in a replay game, and once one of those endings has been achieved, the corresponding memo for the only normal ending left will appear next time through. Once all three normal endings have been achieved, none of these memos will ever appear again in a game from the same file. Read more about these extra memos in the Extras section. -------------------------------------------------------------------------- Title: "The Road to Tomorrow" Location: On the sewing machine table in room 205 2F, Wood Side Apartments. Context: "The Road to Tomorrow" The first step to a healthy life is to avoid illness. That may sound obvious, but it's also very important. Instead of working to heal yourself after you're sick, it's better to avoid getting sick in the first place. Also you have to maintain a positive, optimistic outlook on life. It's no use worrying over things that have happened in the past. You've got to get outside and play in the fresh air once in a while, instead of just sitting inside reading difficult books. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "How to be a Happy Couple" Location: On the sewing machine table in room 205 2F, Wood Side Apartments. Context: "How to be a Happy Couple" Do you really love her? In sickness and in health? If you truly love her, then you must act. It all depends on how hard you fight for her. Whatever happens, don't give up. Always try just one more time. Even though there may be hard times, never turn to another woman. And if it comes to it, you must be willing to protect her with your very life. After all, true love means a willingness to sacrifice. Be true to your heart and with luck, things will work out in the end. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Choosing Death" Location: On the sewing machine table in room 205 2F, Wood Side Apartments. Context: "Choosing Death" When life is filled with nothing but despair, some people choose to end it all. I once chose that path for myself as well. At the time I felt that I had no other choices. After I made my decision, it became the only thing binding me into this world. Sometimes I would cry to myself while thinking of the past, but mostly all I did was plan over and over again how and when I was going to kill myself. I did stupid, dangerous things. I figured it didn't matter since I was going to die anyway, so I went out of my way to invite disaster. I stopped taking to people and it didn't bother me even when friendships grew distant. -------------------------------------------------------------------------- n o t e s =======---=-=====---=-=====---===-=====--=-====---=-====---=-=----===---== All of these memos are just small notes that are not found in the Memo Menu in your inventory, but are interesting tidbits of information which are also captioned with the same blue tint font as the memos. They don't actually have titles in the game, like memos and item memos, however below they are listed with their own fitting titles. -------------------------------------------------------------------------- Title: Bar Neely's Location: On the couch inside the motorhome at the Saul and Harris Street intersection, East South Vale. Context: I'll wait at "BAR Neely's" -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "The door that wakes in darkness" Location: Written on the construction sheet wall by the door at the west end of Katz Street in East South Vale. Context: The door that wakes in darkness, opening into nightmares. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Another Conclusion Location: On the sewing machine table in room 205 2F, Wood Side Apatments, along with the other extra memo (only available if not all three regular endings have been achieved). Context: "Searching for Another Conclusion" -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "The scars from the past" Location: Written on the right side of the clock in the clock room, room 208 2F, Wood Side Apartments. Context: The scars from the past shall remove the nail that stops Time. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Rosewater Park stone Location: To the right of the east entrance of Rosewater Park, West South Vale. Context: Rosewater Park -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Patrick Chester Location: Engraved in a monument on the east side of Rosewater Park, West South Vale. Context: Patrick Chester, son of Edward. He fought and died for the people, for liberty and for all of our tomorrows. His memory lives on. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: In memory of the sixty seven who died Location: Engraved in a monument along the lakefront of Rosewater Park, West South Vale. Context: In memory of the sixty seven who died of illness and now sleep beneath the lake. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Jennifer Carroll Location: Engraved in the praying woman monument at the west side of Rosewater Park, West South Vale. Context: Victim of persecution by t__________ans. Jenni___ Carroll lived with pride and honor. What happened here shall never be forgotten. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: East Lakeview Hotel billboard Location: Behind the ripped section of fence on the north side of the road on Nathan Avenue, near Rosewater Park, West South Vale. Context: Lakeview Hotel -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Historical Society billboard Location: Along the north side of the road on Nathan Avenue, near Pete's Bowl-O-Rama, West South Vale. Context: Silent Hill Historical Society -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: West Lakeview Hotel billboard Location: Resting on the ground at the north side of the road on Nathan Avenue, near the destroyed bridge, West South Vale. Context: Lakeview Hotel -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Heaven's Night billboard Location: Along the south side of the road on Nathan Avenue, near the destroyed bridge, West South Vale Context: Heaven's Night -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Jacks Inn billboard Location: Along the south side of the road on Nathan Avenue, near the Historical Society, West South Vale Context: Jacks Inn -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Pete's Bowl-O-Rama billboard Location: Along the south side of the road on Nathan Avenue, near the Historical Society, West South Vale Context: Pete's Bowl-O-Rama -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Heaven's Night neon sign Location: Inside on the wall by the front door to Heaven's Night, West South Vale. Context: Heaven's Night -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Refrigerator note Location: Posted on the mini fridge in the Doctor's Lounge 1F, Brookhaven Hospital. Context: Food only! Do not store drugs! -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Joseph Location: On the wall by the door to the unlocked cell in the Special Treatment Room 3F, Brookhaven Hospital. Context: If Joseph looks calm, he can be taken out of his cell. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Historical Society plate Location: On the wall just outside the entrance to the Silent Hill Historical Society, Dark South Vale. Context: Silent Hill Historical Society -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Wiltse Coal Mine Location: The caption under the missing painting in the first exhibition room of the Silent Hill Historical Society. Context: Wiltse Coal Mine -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Brookhaven Hospital Location: The caption under the painting of the hospital in the second exhibition room of the Silent Hill Historical Society. Context: Brookhaven Hospital(1880) This hospital was built in response to a great plague that followed a wave of immigration to this area. It was originally little more than a shack, but it gradually grew and grew. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Prisoner note Location: On the desk in the room at the bottom of the extremely long descending hallway in the Silent Hill Historical Society. Context: September 11, 1820 Prisoner number: C-221 -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Banquet painting Location: On the wall in the room in the prison-esque hallway after moving through the room down the very long descending hallway, beneath the Silent Hill Historical Society. Context: Crimson and White Banquet for the Gods -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Skewering painting Location: On the wall in the room in the prison-esque hallway after moving through the room down the very long descending hallway, beneath the Silent Hill Historical Society. Context: Death by Skewering An execution at the prison. Death by Skewering or Strangling. To choose his death is the prisoner's last taste of freedom. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Toluca Prison Camp painting Location: On the wall in the room in the prison-esque hallway after moving through the room down the very long descending hallway, beneath the Silent Hill Historical Society. Context: Toluca Prison Camp Built during the Civil War. Later became Toluca Prison. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Counterfeiter Location: The caption over the face of the counterfeiter, in the room with the six standing corpses, Labyrinth (if present). Context: This man was hung for the crime of counterfeiting. Justice and revenge have been served. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Kidnapper Location: The caption over the face of the kidnapper, in the room with the six standing corpses, Labyrinth (always present). Context: This man was hung for the crime of kidnapping. Justice and revenge have been served. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Thief Location: The caption over the face of the thief, in the room with the six standing corpses, Labyrinth (if present). Context: This man was hung for the crime of thievery. Justice and revenge have been served. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Bodily Injurer Location: The caption over the face of the bodily injurer, in the room with the six standing corpses, Labyrinth (if present). Context: This man was hung for the crime of bodily injury. Justice and revenge have been served. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Arsonist Location: The caption over the face of the arsonist, in the room with the six standing corpses, Labyrinth (if present). Context: This man was hung for the crime of arson. Justice and revenge have been served. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Swindler Location: The caption over the face of the swindler, in the room with the six standing corpses, Labyrinth (if present). Context: This man was hung for the crime of swindling. Justice and revenge have been served. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Embezzler Location: The caption over the face of the embezzler, in the room with the six standing corpses, Labyrinth (if present). Context: This man was hung for the crime of embezzlement. Justice and revenge have been served. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Murderer Location: The caption over the face of the murderer, in the room with the six standing corpses, Labyrinth (if present). Context: This man was hung for the crime of murder. Justice and revenge have been served. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Notice! Location: On the fence in the room with the six nooses, Labyrinth. Context: Only the sinless one can help you here. Mistakenly pull on a criminal's rope and your reward will be returned to you in a shape most wondrously strange. [Note: the above is what is captioned, however the message seen on the sign in the game is completely different: NOTICE! Pull ye but once on a rope's trayed end Go and return and the error be mended Beware thee though the punishment sended] -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: The Felon Location: Inscribed on a tombstone in the catacomb, Labyrinth. Context: This felon drank one last bottle of ale before he was executed and laid here to his eternal rest. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Walter Sullivan's Tombstone Location: Inscribed on a tombstone in the catacomb, Labyrinth. Context: Walter Sullivan -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Miriam K.'s Tombstone Location: Inscribed on a tombstone in the catacomb, Labyrinth. Context: Miriam K. -"Traitor" -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: James' Tombstone Location: Inscribed on the tombstone of the open grave in the catacomb, Labyrinth. Context: James Sunderland -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Angela's Tombstone Location: Inscribed on the tombstone of the left dirt-filled grave in the catacomb, Labyrinth. Context: Angela Orosco -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Eddie's Tombstone Location: Inscribed on the tombstone of the right dirt-filled grave in the catacomb, Labyrinth. Context: Eddie Dombrowski -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Toluca Lake dock wall Location: Written on the wall in large letters on the Toluca Lake dock wall, Toluca Lake. Context: WARNING KEEP OFF -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Hotel Map note Location: Written on the guest map, found on the corkboard in the back hallway 1F, just inside Lake View Hotel. Context: [written in handwriting inside the box of room 312 on the map] Waiting for you... -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title Venus tears plate Location: On the wall by the entrance door of the Venus tears bar on B1F, Lake View Hotel. Context: Venus tears -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title Weight allowance note Location: Posted on the panel inside the elevator in the Employee Elevator Room 2F, Lake View Hotel. Context: Weight allowance: one person -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Music Box puzzle Location: Inscribed in the three slots of the large music box player in the Lobby 1F, Lake View Hotel. Context: [Easy Riddle Level] When the Lost One is returned the sour note shall turn sweet. [Note: all three slots say the above] [Normal Riddle Level] Seat of the Princess who fled at midnight. Seat of the Princess who awoke from Death. Seat of the Princess who spoke no words. [Note: each sentence is from one slot -- left to right is the above order] [Hard/Extra Riddle Level] Twas shameful greed did stain her shoe with blood. Even so, I still want to believe that she was happy. Beauty - Both a blessing and a curse thou be. [Note: each sentence is from one slot -- left to right is the above order] -------------------------------------------------------------------------- -------------------------------------------------------------------------- ========================================================================== S U B S C E N A R I O ========================================================================== ========================================================================== 19. P R O L O G U E ========================================================================== -------------------------------------------------------------------------- PROLOGUE..........................................................[SH2_19] Maria awakens in the Heaven's Night strip club to find that everyone is gone. She's apparently the only one left in town, as far as the eye can see, and just wants to see another human faces. Maria asks herself if she should fight and live rather than to stay and be prone to the surrounding monsters. She says to herself that she doesn't have any reason to go on living, but she's scared to die and can't bear the pain. Maria doesn't like being alone and wants to find somebody, but questions herself if there is anyone left alive. That's what she'll find out, as she begins her quest to find another human being in the town of Silent Hill. -------------------------------------------------------------------------- ========================================================================== 20. C H A R A C T E R S ========================================================================== -------------------------------------------------------------------------- CHARACTERS........................................................[SH2_20] We learn quite a bit more about Maria's character during this sub scenario and we also encounter a completely new character. These new discoveries are explained here. Maria ----- Evidently, Maria worked at Heaven's Night up until this disaster. She is all alone after waking up and desperately wants to see another human face. We really get to see Maria's emotions and fear, as well as the truth behind her character, in this scenario. After contemplating on what to do, she decides to set off on foot in effort to find another human being in town, rather than to let the monsters get her. She brings a short revolver for her protection, and if one were to check the chamber they would realize what Maria was truly contemplating earlier on. Ernest Baldwin -------------- The owner of the Baldwin Mansion on Munson Street, Ernest is the first person Maria meets in Silent Hill. From the way he talks and his general vocabular, we can tell that Ernest is highly educated and intelligent. As Maria progresses through the man's mansion, this becomes more apparent, as we find a few of his books and learn more about him. The trauma of his life is that his daughter Amy died ten years ago by falling out of the attic window, and he has never since been able to be the same. It's been ten years, but he still can't let it go. Ernest keeps to himself for the most part, only conversing with Maria through doors instead of face to face, and doesn't show much emotion at all early on, but once Maria brings him hope do his true emotions show. -------------------------------------------------------------------------- ========================================================================== 21. E N E M I E S ========================================================================== -------------------------------------------------------------------------- ENEMIES...........................................................[SH2_21] There's nothing new about the creatures in Maria's sub scenario, however we're dealing with a different environment and a new arsenal. Fighting strategies and recommended weapons in this new quest can be found within. Lying Figure ------------ Location(s): West South Vale, Baldwin Mansion, Blue Creek Apartments. Appearance: A lustrous humanoid creature with its arms wrapped in its own flesh in front of it, as if it were wearing a straitjacket, and its entire head wrapped in its own flesh as well. Found in both the standing and prone stance; the latter of which the creature's name is derived. Strategy: This is the first and most common creature Maria encounters, and it's generally not a great threat as an enemy. Lying Figures have two attacks in different stances. When the creature is standing, it attacks by spitting out a yellow acid-like substance at Maria, which briefly stuns her and inflicts mild damage. When the creature is lying down on the ground, its attack is scrambling towards Maria and hitting her, which isn't too lethal. On the streets, the best method of dealing with these creatures is simply running past them, however the Revolver can truly hold its own. Even the Chinese Cleaver works effectively on the streets, since you can run while swinging it -- you can use this to your advantage and hold R2 to target a Lying Figure and repeatedly smack it as you run at and around it, never allowing time for it to return an attack. Since you're locked onto the target, Maria will run in a circle around the creature as you attack, which is very effective. In terms of a quick and easy kill, the Revolver is the weapon to use, without question, normally requiring around three shots to knock down. However, be aware that the creature won't lie still on the ground for long, noting its name, and will quckly crawl around the area, becoming a nuisance. Always be sure to kick Lying Figures as soon as they drop. Suggested Weapon(s): The Revolver is the best choice here, without any real competition. The Chinese Cleaver isn't bad, however it's a melee weapon and requires you to take a risk by fighting at close range. Ammo is never really a problem at all in this scenario, so don't worry about conserving any ammo -- when you're out, just run past creatures. Creeper ------- Location(s): Baldwin Mansion, Blue Creek Apartments. Appearance: A very large in size cockroach with six extremities; four legs and two front arms. About the size of a shoe and recognized with a tone of yellow. Strategy: The presence of a Creeper is always heard by a buzzing/cricket sound, and they're usually found in small rooms and narrow corridors in this scenario. Creepers have one single attack, which is running up to Maria's foot and biting it. The best strategy for Creepers is the cold shoulder -- they come in groups in this scenario, so the best idea is to look for the quickest exit. If one is really bothering you, though, which happens quite a lot in this scenario, just whip out the Revolver and take a shot or two at the thing and kick it if it's still alive. You can actually crush Creepers with the heal of your shoe, if you time it right, but it's hard to do and may result in receiving several attacks while attempting, which can be very frustrating. When this occurs, refer to the method above to relieve your pain. Problem solved, no need to call the exterminator. In one narrow hallway in this scenario, you'll encounter quite a lot of Creepers, but usually one at a time. In cases like this, try to take out Creepers one by one, as they come to you. Suggested Weapon(s): Creepers are never really much of a threat and there's never really a true need to kill them. They tend to annoy, in which case crushing them with your heel will satisfy, if you can do it, but one or two Revolver bullets will be sure to put a lid on the whole ordeal if not. If you still hear their distinct sound after you shoot them, you'll still have to kick them to finish them off. However, it's best to just ingore these little buggers and just run on by whenever you encounter a Creeper. Mannequin --------- Location(s): West South Vale, Baldwin Mansion, Blue Creek Apartments. Appearance: The name is self-explanatory, with the exception of further details. Takes the appearance of two female fashion dummies sewn together in an upright fashion, consisting of only the legs and mid-sections; a mannequin with four legs and no chest, neck, or head. Ultimately not much more than two sets of mannequin legs on top of each other. Strategy: Mannequins are truly pathetic creatures. Not only do they not look harmful, they are very slow-minded when fighting, perhaps because of the absense of a head; no mind. Mannequins have only one attack which is at very close range, so they're pretty easy to get by. Their attack is whacking Maria with one of their arms/legs, technically being a kick. This attack can be quite damaging, so do be careful around Mannequins. These creatures are initially on a standby function where they are perfectly still, and they "activate" when you move near them. During this time or even after it, one can easily push a Mannequin out of the way and continue on past it without receiving a single hit. One thing to note about the activation of Mannequins is that they can smack you straight out of it -- they shake themselves to life, and their arms can hit you and inflict damage in the process. If you really desire to kill Mannequins, the Revolver works best, and range really isn't a problem -- you can shoot from far away or close up; the latter of which due to the Mannequin's lack of range. The Chinese Cleaver works quite well too, since Mannequins are very slow to react, unlike Lying Figures, and there's really not much worry of receiving an attack. Suggested Weapon(s): The Revolver is the simplest weapon to use when dealing with Mannequins. All it normally takes is two or three shots to knock a Mannequin down, and the Revolver is so easy to use. There's no chance of a Mannequin hitting you at medium range, so it really works great. And thanks to the pathetic fighting style of Mannequins, there's no problem with using the Chinese Cleaver, which can be quite fun to use. -------------------------------------------------------------------------- ========================================================================== 22. W E A P O N S A N D S U P P L I E S ========================================================================== -------------------------------------------------------------------------- WEAPONS AND SUPPLIES..............................................[SH2_22] In order to maintain yourself through the scenario, it's important to look out for weapons and supplies. This section explains each of both that you'll find on your escapade. w e a p o n s --=-======----=------=====--====---==-===---===-----============---==-==== There are only two weapons in this scenario, however it's really quite short to begin with anyway. Both weapons are found in the building you start in, one of them already on you, so there's no big worry of locating these weapons. In general, certain weapons work better for certain circumstances, however in this scenario, your firearm tends to do all the talking. However, you should have some melee style fun to really enjoy this scenario and the brand new weapon, so go ahead and lose yourself. Below is a brief chart showing the effectivity of these weapons on each enemy in the scenario. Refer to the legend for the meanings of the abbreviations in the chart. __________________________ |Weapons Chart | R |CC | |------------------|---|---| |Lying Figure |VE | E | |Creeper |VE |NE | |Mannequin |VE | E | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Legend ______________________ |Weapons: | |R - Revolver | |CC - Chinese Cleaver | | | |VE - Very Effective | |E - Effective | |NE - Not Effective | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ============= Melee Weapons ============= Melee weapons do not require ammunition, and instead require direct contact at close range. If ever out of ammunition, revert to your melee weapon and have fun with it while you collect more ammo. Chinese Cleaver --------------- "Square-bladed knife. Ugly, but powerful and easy to use." This is the only melee weapon in this scenario and is quite fun to use. It has limited range due to its size, however it's very powerful for a melee weapon, thanks to its sharp edge. The Chinese Cleaver has two forms of attack: a sideways swipe and a downward slice swing, which has longer range. Hold R2 to hold the weapon in the air, and press or hold X to swing across and press X tightly to perform a downward slice. An incredible fighting strategy with the Chinese Cleaver is holding R2 to target a creature and then running around it as you smack it, since you're locked on the creature as you're swinging. The Chinese Cleaver can be found stabbed into the bar inside Heaven's Night at the beginning of the scenario. ======== Firearms ======== The firearm you start off with has only a single bullet. In order to continue using the firearm, you must collect ammunition lying around. Revolver -------- "Max load 10 bullets. Easy to use but not much power." The one and only firearm in the scenario but quite efficient in its own right. The Revolver is the equivalent of the Handgun in the main scenario and even holds the same amount of bullets, despite being a Revolver. That being said, obviously the Revolver holds ten bullets at once, and has moderate stopping power and a decent firing rate. Hold R2 and press or hold X to fire. Since there's quite a lot of ammo in this scenario, there's really no concern of ammo conservation. The Revolver is carried by Maria from the beginning of the scenario and is always available for use. s u p p l i e s ====---===-====---=-=====--===-======---==--=======---=-======---=-======= Below are all the supplies in the sub scenario of Silent Hill 2. Refer to the legend just below to understand the number figures. Legend ________________ |Availability | |1 - Scarce | |2 - Rare | |3 - Usual | |4 - Often | |5 - Very Common | | | |Health Restored | |25%-100% | | | |Power | |1 - Terrible | |2 - Bad | |3 - Okay | |4 - Good | |5 - Great | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ============== Heath Supplies ============== Health Drink ------------ Availability: 5 Health Restored: 25% "Restores energy by providing nourishment. Effects are fairly mild." Health Drinks are very common, just as usual, and continue to be very useful for minor wounds. Wait until you receive a few hits before using one, since they heal a full quarter of your health. First-Aid Kit ------------- Availability: 3 Health Restored: 50% "Restores energy by healing wounds. Effects are moderate." Not as common as Health Drinks but more powerful. First-Aid Kits recover half of your health, and should only be used after taking a decent beating. In general, when you feel Maria's heart beating, it's time to use one. Although there really is no concern at all regarding health in this scenario, it's really unnecessary to waste these large kits on minor wounds that Health Drinks will take care of. Save them for when you need them. =================== Ammunition Supplies =================== Revolver Bullets ---------------- Availability: 5 Power: 3 "Bullets for revolver." Provide Maria's Revolver with bullets. Being the only firearm in the scenario, it's the best overall weapon and should be used the most. There are quite a lot of packs of Revolver Bullets lying around, so be sure to collect all that you see to keep using the Revolver. -------------------------------------------------------------------------- ========================================================================== 23. C O N T R O L S ========================================================================== -------------------------------------------------------------------------- CONTROLS..........................................................[SH2_23] These controls are the same as the main scenario of Silent Hill 2, although with less functions. Even so, there they are. Control Function D-Pad/Left Analog Stick Movement (2D or 3D style), Move cursor in menu/screen START Open inventory, Accept, Skip scene SELECT Pause game X Accept, Examine, Attack, Stomp or Kick Square Run, Guard Circle Cancel, Exit menu/puzzle Triangle Cancel, Quick Map L1 Sidestep left R1 Sidestep right R2 Ready weapon L2 Position camera behind Maria L2 + Right Analog Stick Look in all forward directions L1 + R1 Turn 180 degrees Start + Select + L1 + R1 Soft Reset ================= 3D and 2D Control ================= The control type used in Silent Hill 2 affects how the player controls the character's movement. The default control setting is 3D Control, but it can be changed to 2D Control in the Options Menu, if so desired, but this is generally not recommended. 3D tends to fit the game a lot better than 2D. With 3D Control, pushing forward on the analog stick moves your character in the direction that they're facing, regardless of the camera angle. With 2D Control, the direction pushed on the analog stick moves your character in that direction in accordance with the camera angle. 3D works independently of camera angles and 2D corresponds to camera angles. 2D Control allows your character to move freely in any direction at any time, with the ability to instantly turn wherever desired, and so the ability to sidestep and strafe is lost, since it's obsolete here. Some first timers like to go with 2D because of its simplicity, but veterans tend to stick with 3D, which requires more skill and precision, and just works better over time. ============= Extra Options ============= To acess the Extra Options Menu, you must go to the Options Menu and press either L1 or R1. It's not much of an secret since it's mentioned in the instruction booklet. Several different options change be changed in this menu, which are Noise Filter, Walk/Run Control, Weapon Control, Map Zoom, Blood Color, View Control, and Bullet Adjust. However, the game must be completed in order to turn off the Noise Filter and unlock Bullet Adjust. Take advantage of these extra option, because they can really help you play the game the way you want to play. I recommend switching Walk/Run Control (see below) and using Bullet Adjust in replay runs, as well as fooling around with Blood Color for kicks and giggles, and turning off Noise Filter for at least one run to see the game's crisp graphics, normally hidden through the noise. ========================== Switching Walk/Run Control ========================== A vast majority of the time in Silent Hill 2 you will be running, and it's mostly pointless to not run in many cases -- even in small rooms and hallways. Normally you are required to hold Square to run, but this can become tedious especially since it's not necessary. I recommend that you switch Walk/Run Control to Reverse in the Extra Options Menu, so that you don't need to hold Square to run. And with this reversed, if you ever feel like walking, which is really pointless anyway, just hold Square. Do yourself a favour and change it now. -------------------------------------------------------------------------- ========================================================================== 24. W A L K T H R O U G H ========================================================================== -------------------------------------------------------------------------- WALKTHROUGH.......................................................[SH2_24] ________ / LEGEND \ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | New Area | | ==-=---=-=-=--=-======-=-=-=-===-=---=-=-=-=----= | | | | Puzzle | | ------------------------------------------------- | | | | ------------------------------------------------- | | | | Area Return | | ----------- | | | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This is the walkthrough for the Born From A Wish sub scenario of Silent Hill 2 with Maria, only available in the Greatest Hits/Director's Cut version. To play this scenario, select New Game from the main menu and choose "Sub Scenario: BORN FROM A WISH". Choose your difficulty level and play. [Note:] This Walkthrough was written while playing on Normal Action Level. Therefore enemy locations and numbers may vary on other difficulties, although item locations will always be the same. All items, weapons, supplies, maps, and save points are in CAPITALS. 01 // w e s t s o u t h v a l e ==-=--=====----==-=-----=-=-====-----==-====----==-===--==-===----=-==---= "I want to find somebody. I don't like being alone... But... but is there anyone left alive?" After the opening cutscene in Maria's dressing room, collect the two packs of REVOLVER BULLETS on the shelf to Maria's right. Turn around to find two HEALTH DRINKS on the floor right by the door. Leave the room and enter the front of the club through the green door to Maria's left, since there's nothing interesting down the stairs. Step just ahead past the stage to find the CHINESE CLEAVER stabbed into the bar and a FIRST-AID KIT on the chair right beside it. There's nothing else in here so leave the club through the front door. Follow down the stairs and through the alley to the main road of Carroll Street, staying clear of the Mannequin near the green car. North Carroll Street is blocked off so take the south route. Grab the HEALTH DRINK on the step of the semi on the east side of the road on the way, and continue south past the hospital, which Maria won't enter. Nearing the end of Carroll make your way past the two Lying Figrues strolling around -- if you use your Revolver, you'll discover what Maria was truly contemplating back in her dressing room. Reaching Rendell Street, you can find a pack of REVOLVER BULLETS on the rear bumper of the station wagon at the west end. Since the road is blocked off here, head east down Rendell, and if you stay on the north side of the road you may notice a Lying Figure on the roof of the building by the fence, which is no threat whatsoever. Just past the building on the north side are two HEALTH DRINKS just in front of the delivery truck. Once you reach Munson Street, you'll only find a Mannequin to the south and a gate on Saul Street that won't open, so head north up Munson past two Lying Figures. East Katz Street is blocked off like Saul with another locked door along the massive construction sheet, however you can find a FIRST-AID KIT on the small brick wall by the 4x4 at the north side of the road down west Katz Street. Farther down you'll find two boxes of REVOLVER BULLETS inside a fenced area with two Mannequins chilling out nearby. Back on Munson, a little north are two Mannequins along with a lot of blood spattered on the ground in various places. There are also REVOLVER BULLETS a bit farther north by the front left wheel of the green car at the right side of the road. Continuing north, you can find more REVOLVER BULLETS and a FIRST-AID KIT inside the back of the pickup truck in the opening at the east side of the road. Just north from there, a Mannequin and a Lying Figure stand by another blood patch and a slightly opened door. Head through the inviting door to confront two more Lying Figures to Maria's left. Quickly run past them and the mysterious corpse on the ground and enter what looks to be a mansion through the double doors up the steps. 02 // b a l d w i n m a n s i o n --=-=====---=-=-====--=-=-=====----=-=-=----=--=====--=-=-=====---==-==-=- "But how can you say that it is this town that is insane? Perhaps it is we who are insane. Both of us... hopelessly insane." Once inside the mansion, head around the table in front of you and pass through the double doors just ahead, since nothing else is open. Now in the Living Room, you'll find the BALDWIN HOUSE MAP on the short bookshelf along the far wall to Maria's left. Checking around the room, you'll find two packs of REVOLVER BULLETS and a FIRST-AID KIT on the coffee table by the blocked off fireplace and a SAVE POINT on the far right wall, beside the door. Checking your newfound map, enter the staircase at the north of the room. On your way up the stairs, get the two boxes of REVOLVER BULLETS on the stand in the corner. At the top of the stairs, try the door on the right, which should be the Lounge. Maria starts to open the door only to have it quickly slammed on her. Inside the room is the owner of the mansion, Ernest Baldwin, and he simply wants to be left alone and won't open the door. Moving on, head through the south door to find a Mannequin a few meters ahead of you. Ignore it for now and go through the door on your right. Out on the balcony, move forward to find the WHITE BOARD on the floor by the window. Reenter the hallway and move past the Mannequin to get the HEALTH DRINK on the stand in the corner. Through the door here you will find a locked door on another balcony, so return to the staircase where Ernest is. Ernest still won't open up, so head back down the stairs to hear a thump and light footsteps on the way. Investigating the Living Room, you'll find that the "Do not use" board blocking the fireplace has fallen. Checking further, you'll find a ladder inside the fireplace. Climb up the ladder to what seems to be a grave memorial. Grab the RED BOARD just in front of Maria and the BLACK BOARD by the gravestone. Examine the gravestone for a puzzle. a c a c i a k e y p u z z l e -------------------------------------------------------------------------- Upon examining the gravestone, the epitaph reads: "Along with you died joy. All that remains is despair and a future of meaningless tomorrows. But I will never give up. One, to see your beautiful smile again. One, to beg the blessings of the Gods. I wait for that day. When the boards cover all All sadness too will be covered But until my dreams return to reality I will have to swallow all the pain." Under the inscription is a large square depression around the size of the three boards you have, and a key that won't budge under that. If you take a look at the boards you have in your inventory, you'll notice that they have square holes in them in various places, and they're all different. If you place one in the square depression in the gravestone, you'll be able to see the blue background the the square holes. One part in the epitaph reads "When the boards cover all; All sadness too will be covered", so the idea seems to be to cover the blue background, which seems to represent sadness, by inserting the three boards in a certain way, and once you do this, the key locked in place should come loose. This puzzle may seem rather difficult at first, but it actually isn't. It's just that trial and error doesn't work too well and can be annoying, so it's important to think of a better method to use. If you'd like to solve this puzzle on your own, use three equal-sized pieces of square paper -- small memo sheets will do perfectly, as long as they're square, however -- and match each one to each board by cutting out the square holes in the appropriate places. Be sure to mark down what board each piece of paper is by writing the colour on each board or simply the first letter of the colour, as well as which way is upright. Once that is done, simply find a way to overlap the three boards so that all the holes are covered and can't be seen through. Then insert the boards into the gravestone the same way they are with your papers (this is why marking the upright direction is important). And please note that at least one of the boards has to be inserted upright, which is the first board you insert -- when you insert the first board, you aren't asked which way to turn it. There is more than one solution for this puzzle, but the following is the simplest combination and certainly will work: 1. Put in the WHITE BOARD as is 2. Put in the BLACK BOARD as is 3. Put in the RED BOARD 90 degrees to the left You may be wondering if the order matters -- it does in some ways and doesn't in others. For this solution, the red board can't be put in first, as the first board will be inserted as is (upright). It needs to be 90 degrees to the left, so it must be inserted second or third. For this solution, the white and black boards can be inserted whenever, just as long as one of them is first, and the red board must be second or last. For other solutions, however, this can be different. For example, varying the above solution, you can insert the red board first and as is, and then insert both the white and black boards 90 degrees to the right. However, this is rather unnecessary since the solution listed above is the simplest way to do it. -------------------------------------------------------------------------- After solving the puzzle, the ACACIA KEY will come loose for Maria to get. Head back down the ladder in the fireplace and enter the stairway once more, remembering the locked door on the balcony. Ernest still won't open the door at the top of the staircase, so enter the balcony hallway again. Go through the right end door and through the door on the balcony, using the ACACIA KEY. Once inside the hallway, follow the corridor and enter the Kid's Room through the second door. Get the MATCHES on the nightstand beside the bed, and for an interesting comment from Maria, examine the stuffed animals along the dresser by the door. Exit the room and continue down the corridor to find another unlocked door at the end. Go through the door to enter the attic. Start up the stairs to hear some voices but find no one present. If you try to look around the room, you'll notice that it's too dark for Maria to see anything, but luckily there's a candle by the stairs and you do have matches. Walk over to the table beside the top of the stairs and use the MATCHES from the stairs side, since Maria won't be able to reach it from anywhere else. Now that the area is lit, investigate the far left to find a BIRTHDAY CARD under the chair. You seem to be done here, so head back down the stairs towards the door. One the way you'll hear the voice of a little girl saying something, and once again when you try to leave. If you didn't hear her, she says "Give it... ...to my daddy." I think you know what she means. After leaving the attic, it's time to get back to Ernest in the Lounge. You'll find a Mannequin in the hallway on your way back to the other door, but it shouldn't be much of a problem. Pass through the door to the balcony and then through the other door to the hallway connecting the two balconies. Reenter the stairway area to unite with a Lying Figure right in your face. Trying the Lounge this time, you'll be able to enter it and Ernest is gone. In the now empty room, you can find two HEALTH DRINKS in the open cabinet to Maria's left, a FIRST-AID KIT on the stand in the opposite corner of the room, and a book on Acacia on the coffee table that Ernest may have been reading. When finished, go through the other door in the room to find a few annoying Creepers scrambling about, as well as a Mannequin around the far corner. Taking a look at your map, enter the stairway and make your way to the bottom to find meet a Lying Figure. Go through the door to the right beside the stairs and start your way down the long hallway. On your way, pick up the REVOLVER BULLETS on the left side of the floor. Continuing down the hallway, enter the Service Room at the end and get the REVOLVER BULLETS on the garbage container and the two HEALTH DRINKS on the counter. Exit the room through the other door when you're done. Now in another connecting room, there's a SAVE POINT on the wall to Maria's left, by the locked stairway. Move through the other unlocked door in the small corridor to encounter another Lying Figure face-to-face and another Mannequin far around the corner of the Study, the latter of which not even a threat to bother with, however. Enter the Study and read the "Lost Memories" book on the stand. Investigating the door at the back of the room, you'll meet Ernest again behind the door. Maria leaves the BIRTHDAY CARD for Ernest, and after an interesting conversation he asks Maria to get him a bottle containing a white liquid in the apartment next door, since apparently he can't get it himself. He tells you he'll unlock the stairway door, so leave the room and head back to the stairway by the Service Room. The door is mysteriously unlocked, so go through it. Move down the stairs and through the door at the end of the small hallway on the left. Now in a Creeper-infested hallway judging by the sounds, examine the plate on the floor for an interesting message about Amy. Moving down the hallway, try your best to stay clear of the Creepers crawling over the walls and especially the floor. Head up the stairway at the end of the hallway, watching out for another Creeper there too. Follow the corridor and head through the door at the end, which leads to outside. Outside the mansion, watch out for the Mannequin right in front of you. Note the strange spray painted message on the mansion wall and head into the next yard, which is the rear of Blue Creek Apartments. Stay clear of the Lying Figure walking around the area and enter the apartments through the blue door by the dumpster. 03 // b l u e c r e e k a p a r t m e n t s ====--=-====---=-=-====---=-=-====----=-=---=====---=-=-===---=-=-====---- "In the apartment next door, there is a bottle containing a white liquid." Once inside the familiar apartment building, you can find the MAP OF THE APT BLDG up by the 2F door in the stairwell if you really want it, but it's not completely necessary. The item you're looking for is on the first floor, so enter the first floor wing through the door by the bottom of the stairs. Now in the hallway, there are Lying Figures patrolling the hallway to the left and right. Ignore them for now and enter room 105. In 105, you'll right away find the WHITE LIQUID on the secretarial desk ahead of you. Also in the room are a FIRST-AID KIT on the right counter of the kitchenette and a HEALTH DRINK on the left counter. There's also a SAVE POINT on the wall at the end of the small path near the kitchenette, but it's quite unnecessary to save anyway. Exit the room and reenter the stairwell, once again ignoring the Lying Figures in the hallway. If you really want to, you can head up to 2F and look around, but all you'll find are enemies, so it's rather pointless. Anyway, leave Blue Creek through the exit door straight ahead after entering the stairwell. Out here is another Lying Figure, along with the other two creatures from before if you didn't kill them. Run past them and reenter the mansion in the other yard. Return to Baldwin Mansion ------------------------- Back in the mansion, slip past the fresh Lying Figure in the hallway and go down the stairs to the Creeper hallway. Head around the corner and through the door at the far end of the crazy hallway and then back up the stairs and through the door at the top. Now on the right floor, find your way back to the Study and examine the other door in the room to talk to Ernest again. Maria leaves the WHITE LIQUID on the stand for Ernest, and after a long conversation, Maria opens the door to find the real truth of Ernest. It's a dead-end, all right. Congratulations on beating the Born From A Wish scenario. Enjoy the short ending of the scenario and a few clips of Maria in the credits. -------------------------------------------------------------------------- ========================================================================== 25. S P E E D W A L K T H R O U G H ========================================================================== -------------------------------------------------------------------------- SPEED WALKTHROUGH.................................................[SH2_25] This speed walkthrough is intended for players who have beaten the scenario at least once, although it is recommend that you beat it a few more times to further familiarize yourself with your surroundings. You should generally know what to do and where to go at all times -- this walkthrough just serves as a reminder, if you will; it can be difficult to actually remember at every moment exactly what to do, and you may find yourself standing still quite often, thinking for a moment of what you have to do. To complete the scenario with a respectable clear time, you'll need good coordination at all times, and so it's vital that you already know where things are. If you're not so clear on the items, go for another run or two beforehand for a clarification. Since this is a speed walkthrough, regular enemies are rarely ever mentioned -- only in relevant cases. It's recommended that you spend as little time possible fighting. Always run right past enemies in the streets and in open areas, but only if an enemy is blocking your path or could be a threat to you should you even consider fighting it. With multiple enemies, just try to quickly escape the ambush, pushing past them if necessary. Furthering the idea of this being a speed walkthrough, supplies are not mentioned either. You really shouldn't require any ammo or health over the course of this very short scenario since you won't be fighting anyway. Always try to push past enemies blocking hallways, only firing at them if it's really necessary to do so. In short, you should in no way require anything more than one pack of bullets, however a real pro wouldn't need any bullets. Another thing to note is that you really shouldn't need to pick up any maps, even though they're all mentioned in the walthrough. You should know the game well enough that you should know where certain rooms and places are. For a brief summary of what you should pick up, only take the Chinese Cleaver (you won't be able to leave Heaven's Night without it) and the key items you need to complete the scenario -- nothing else. ____________________ | Legend | | | | New Area | | ---=-====---=--== | | | | ----------------- | | -Puzzle | | ----------------- | | | | Area Return | | ----------- | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [Note:] Cutscenes do not count towards your time, but even so, it is recommended that you skip them to stay on track. When going for speed, it's important to focus on what to do next and not lose concentration by watching cutscenes. As for pausing the game, pressing Select stops the timer, leaving you to do whatever you have to do without losing time. However, it is recommended that you don't drift off and do something else, and always go for speed in one quick, uninterrupted run. All items, weapons, and maps are in CAPITALS. 01 // w e s t s o u t h v a l e ---=-=====----=-====---=-====----=-=----==-======--=-===---=-=-===---=-=== -Exit the dressing room and enter the front of the club through the green door to the left -Get the CHINESE CLEAVER stabbed into the bar counter and leave Heaven's Night through the next door -Head south down Carroll Street, east on Rendell, north on Munson, and enter the front yard of the mansion through the door along the east wall -Enter the mansion through the double doors up the steps 02 // b a l d w i n m a n s i o n =====--=-=-=====-=---=-=-=----==-====----=--====---====---=-=-=======--=-- -Go through the double doors to the Living Room -Get the BALDWIN HOUSE MAP on the small bookshelf and head up the stairs through the door and meet Ernest behind the Lounge door -Get the WHITE BOARD from the first balcony in the next hallway -Go back down to the 1F Living Room and climb up the ladder in the fireplace to the grave memorial -Get the RED BOARD and the BLACK BOARD on the ground and examine the grave -------------------------------------------------------------------------- -Use the boards in the following order: -Put in the WHITE BOARD as it is -Put in the BLACK BOARD as it is -Put in the RED BOARD 90 degrees to the left -------------------------------------------------------------------------- -Take the ACACIA KEY and go back down the ladder, then back up to 2F via the stairs -Enter the balcony hallway again and use the ACACIA KEY to go through the door on the second balcony past the Mannequin in the hallway -Enter the Kid's Room and get the MATCHES on the table -Continue down the hallway outside and enter the attic at the end -Use the MATCHES on the candle on the table by the stairs for some light -Get the BIRTHDAY CARD from under the chair and return all the way back to the Lounge, where Ernest was, and enter it -Pass through the other door in the room and enter the stairway through the right door -Run down the stairs and through the door to the right at the bottom, right beside the stairs -Pass through the next two rooms at the end of the hallway and enter the Study -Try the other door in the room to give the BIRTHDAY CARD to Ernest -Exit the room and head back through the same door you entered the corridor from and take the stairs through the now unlocked door -Follow the pathway down the stairs and up the next stairway -Exit the mansion through the door at the end of the hallway -Enter Blue Creek Apartments next door 03 // b l u e c r e e k a p a r t m e n t s ===--==-====-=---==-==----=--=-=======---=-=-====---=-=-=----=-====---==== -Enter room 105 in the hallway through the door ahead and get the WHITE LIQUID on the desk -Exit back to outside -Reenter the mansion next door Baldwin Mansion Return ---------------------- -Follow all the hallways and stairways back to the Study on 1F and give the WHITE LIQUID to Ernest by trying the door once again to complete the scenario You should eventually be able to beat this scenario in around 10 minutes, which is a pretty good time. If you can't, try it a few more times. And if you're really up for it, aim for 7 or even 6 minutes, which are certainly achievable times but obviously more difficult. -------------------------------------------------------------------------- ========================================================================== 26. R A N K I N G ========================================================================== -------------------------------------------------------------------------- RANKING...........................................................[SH2_26] Each time you complete the scenario, you will receive a ranking, showing your performance in different categories. Since it's a very quick and simple scenario, there is no marking out of ten and only a few ranking categories. This section explains the categories. Action Level The Action Level you choose at the beginning of the game Saves How many times you save your game Total Time The total time you play the game Walking Distance The total distance you walk in the game Running Distance The total distance you run in the game Items How many items you pick up in the game Defeated Enemy By Shooting How many enemies you kill by shooting Defeated Enemy By Fighting How many enemies you kill by fighting Total Damage The total damage you receive from enemies in points Your rank will be displayed after you beat the game, which is this screen. Exit the ranking screen and save your game. To continue your file next time you play, make sure "New Game" is highlighted in yellow and select it. If you have multiple save files on your memory card, select Load from the main menu and make sure you choose the right file, or else you may overwrite it with another file when you save. And if you're wondering, saving a Born From A Wish save over a Letter From Silent Heaven save will not overwrite and erase it, but will simply add to it, as long as you're continuing your file. -------------------------------------------------------------------------- ========================================================================== 27. I T E M L I S T ========================================================================== -------------------------------------------------------------------------- ITEM LIST.........................................................[SH2_27] This section lists and explains every single weapon, item, and map found in the sub scenario of Silent Hill 2. The location and purpose for each item are thoroughly described below, however with notes for weapons since they have no direct purpose. Each weapon and item also has a description, which is Maria's personal description of the item from the inventory menu. Lastly, the locations and areas covered for maps are also explained. =========== Weapon Name =========== Chinese Cleaver Revolver ========= Item Name ========= Acacia Key Birthday Card Black Board Matches Red Board White Board White Liquid ======== Map Name ======== Baldwin House Map Map of the Apt Bldg Map of West South Vale w e a p o n s ==-=---=-====---=-===--=-===---=-====----===-===---===-=-====----==---=-== -------------------------------------------------------------------------- Weapon: | Chinese Cleaver Location: | Stabbed into the bar counter in the front of Heaven's Night. Description:| Square-bladed knife. | Ugly, but powerful and easy to use. Notes: | Powerful melee weapon that inflicts a good amount of damage. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Weapon: | Revolver Location: | Maria's own weapon that she starts off with. Description:| Max load 10 bullets. | Easy to use but not much power. Notes: | Moderate stopping power. Holds 10 bullets. Great for both | outdoors and indoors and close to medium range combat. -------------------------------------------------------------------------- i t e m s -------===----=-=-=======---===-=====---==-=====--===-====-----==---==-=-- -------------------------------------------------------------------------- Item: | Acacia Key Location: | Stuck in the gravestone of Amy Baldwin at the top of the | fireplace, Baldwin Mansion. Description:| Engraved with an Acacia flower. | Found embedded in stone slab. Purpose: | Unlocks the door on the second balcony in the balcony | hallway on 2F, Baldwin Mansion. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Birthday Card Location: | Under the chair in the attic of the Baldwin Mansion. Description:| Birthday Card and Present from | Amy (contents unknown) Purpose: | Leave for Ernest in the Study 1F, Baldwin Mansion. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Black Board Location: | On the ground near the gravestone of Amy Baldwin at the top | of the fireplace, Baldwin Mansion. Description:| Black metal board with square holes | punched into it. Found in mansion's | 2nd floor garden. Purpose: | One of the three boards needed to solve the Acacia Puzzle. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Matches Location: | On the nightstand in the Kid's Room 2F, Baldwin Mansion. Description:| Only 2 or 3 matches are left. | Found in Kid's Room. Purpose: | Lights the candle on the table in the attic, Baldwin | Mansion. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Red Board Location: | On the ground near the gravestone of Amy Baldwin at the top | of the fireplace, Baldwin Mansion. Description:| Red metal board with square holes | punched into it. Found in mansion's | 2nd floor garden. Purpose: | One of the three boards needed to solve the Acacia Puzzle. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | White Board Location: | On the floor on the first balcony in the balcony hallway on | 2F, Baldwin Mansion. Description:| White metal board with square holes | punched into it. Found in 2nd floor | Entrance Hall. Purpose: | One of the three boards needed to solve the Acacia Puzzle. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | White Liquid Location: | On the secretarial desk in room 105 1F, Blue Creek | Apartments. Description:| Small bottle filled with an unknown | white liquid. | The label reads "I deny thee". Purpose: | Leave for Ernest in the Study 1F, Baldwin Mansion. -------------------------------------------------------------------------- m a p s ---===-=====----=-=====---=-====---=====-=-======--==--=====---======---== -------------------------------------------------------------------------- Map: | Baldwin House Map Location: | On the short shelf in the Living Room 1F, Baldwin Mansion. Covers: | Floors 1F and 2F of the Baldwin Mansion. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Map: | Map of the Apt Bldg Location: | On the floor beside the door just inside the west stairwell on | 2F, Blue Creek Apartments. Covers: | Floors 1F, 2F, and 3F of Blue Creek Apartments (although 3F is | never explored). -------------------------------------------------------------------------- -------------------------------------------------------------------------- Map: | Map of West South Vale Location: | Held from the beginning of the scenario. Covers: | The whole exterior of West South Vale. -------------------------------------------------------------------------- -------------------------------------------------------------------------- ========================================================================== 28. S A V E P O I N T L O C A T I O N S ========================================================================== -------------------------------------------------------------------------- SAVE POINT LOCATIONS..............................................[SH2_28] Over the course of the scenario, you'll come across a few red square sheets on walls -- these are save points. Whenever you wish to save your game, you must find a red square sheet and examine it to open the Save Menu, where you can then save. The following are the locations of every save point in the sub scenario of Silent Hill 2: Baldwin Mansion --------------- -On the wall by the south door in the Living Room 1F -On the wall by the stairway door outside the Service Room on 1F Blue Creek Apartments --------------------- -On the wall at the end of the mini-maze hallway in room 105 1F -------------------------------------------------------------------------- ========================================================================== 29. M E M O S ========================================================================== -------------------------------------------------------------------------- MEMOS.............................................................[SH2_29] During the scenario you will find several documents and notes of different kinds lying around, which are generally all attributed as "memos" in this game and can be read from the Memo Menu in your inventory. This section contains every single memo found in the sub scenario of Silent Hill 2, including regular documents, puzzle riddles, and even minor notes that aren't listed in the Memo Menu. Memos are listed in categories below. ----------------- Table of Contents ----------------- Memos ----- Inner Garden Tombstone Plant Encyclopedia: Acacia "Lost Memories" Item Memos ---------- White Board Black Board Red Board Birthday Card Notes ----- Heaven's Night neon sign Plate on the floor Haunted Mansion Warning =====------===== BORN FROM A WISH =====------===== m e m o s ===---=-====---=-====---=-====---=-=====---===--=-=====---=-=====---=-=-== All of these memos can be found in the Memo Menu of your inventory once you've read them, and they usually contain useful information or hints to puzzles. -------------------------------------------------------------------------- Title: Inner Garden Tombstone Location: Engraved in the tombstone in the garden, up the ladder from the fireplace in the Living Room 1F, Baldwin Mansion. Context: Along with you died joy. All that remains is despair and a future of meaningless tomorrows. But I will never give up. One, to see your beautiful smile again. One, to beg the blessings of the Gods. I wait for that day. When the boards cover all All sadness too will be covered But until my dreams return to reality I will have to swallow all the pain. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Plant Encyclopedia: Acacia Location: On the coffee table inside the Lounge 2F, Baldwin Mansion. Context: Acacia A genus of evergreen trees of the mimosa tribe of the pea family. Its tiny flowers are yellow or white and grow in clusters. Common varieties include the "gum tree". The Acacia Tree is a potent symbol in many religions across the World. In Christianity it represents eternal life and morality. In ancient Egypt it represented purity and rebirth, while in ancient Babylonia it was thought of as the tree of the Goddess Ishtar and was a symbol of Life. It was also a holy tree to the Ancient Jews who built the sacred Ark of the Covenenant from it and for whom it signified a peaceful death and a release from grief. [Note: In the last paragraph, the word "Covenenant" is a spelling error; should be "Covenant"] -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Lost Memories" Location: On the table in the Study 1F, Baldwin Mansion. Context: "Lost Memories" I have the strongest trust - you may even call it faith - in the miracle called "Ressurection of the Dead". Upon the hill where the light descended, the Beast intoned his song. With words of blood, drops of mist and the vessel of night, the grave become an open field. The people wept in fear and joy at the reunion, but my faith in the salvation of Xuchilpaba did not waver. It is also spoken of in the ancient legends. The original worshippers did not believe that death was the end but that it was simply the path by which the deceased returned to nature. They also believed the process was reversible. (There's something imprinted towards the bottom of the page.) Blood = Red, Mist = White, Night = Black [Note: In the first paragraph, the word "Ressurection" is a spelling error; should be "Resurrection"] -------------------------------------------------------------------------- i t e m m e m o s ---===--=-=====---==--=---====-------===---=-==-=====----====---=-===----- The memos in this section can be found in your inventory as items once they have been obtained. In order to read the context of these memos once they're in your inventory, highlight the item and select "Examine". The locations for the memos below are the locations of the items themselves. -------------------------------------------------------------------------- Title: White Board Location: On the floor of the first balcony 2F, Baldwin Mansion. Context: [written on back of board] When the White Breath is found, I shall dedicate this thing. Oh Spirit of the Mist, Grant us fortune eternal. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Black Board Location: On the ground in front of the tombstone in the garden, up the ladder from the fireplace in the Living Room 1F, Baldwin Mansion. Context: [written on back of board] When the Dark Grail is found, I shall dedicate this thing. You who deny Death, Grant us fortune eternal. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Red Board Location: On the ground in front of the tombstone in the garden, up the ladder from the fireplace in the Living Room 1F, Baldwin Mansion. Context: [written on back of board] When the Crimson Words are found, I shall dedicate this thing. Oh you Gods deep in slumber, Grant us fortune eternal. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Birthday Card Location: Under the chair in the attic, Baldwin Mansion. Context: TO MY DEAREST DADDY HAPPY BIRTHDAY! FROM AMY BALDWIN -------------------------------------------------------------------------- n o t e s =======---=-=====---=-=====---===-=====--=-====---=-====---=-=----===---== All of these memos are just small notes that are not found in the Memo Menu in your inventory, but are interesting tidbits of information which are also captioned with the same blue tint font as the memos. They don't actually have titles in the game, like memos and item memos, however below they are listed with their own fitting titles. -------------------------------------------------------------------------- Title: Heaven's Night neon sign Location: Inside on the wall by the front door to Heaven's Night, West South Vale. Context: Heaven's Night -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Plate on the floor Location: On the floor in the roach-infested hallway down the 1F southern stairway. Context: Amy Baldwin She was loved too much by God. Seven years was not enough time. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Haunted Mansion Warning Location: Spray painted in red on the exterior wall of the Baldwin Mansion, in the yard connecting to Blue Creek Apartments, West South Vale. Context: Keep out of Haunted Mansion -------------------------------------------------------------------------- -------------------------------------------------------------------------- ========================================================================== M I S C E L L A N E O U S ========================================================================== ========================================================================== 30. P L O T A N A L Y S I S ========================================================================== -------------------------------------------------------------------------- PLOT ANALYSIS.....................................................[SH2_30] ======== CONTENTS ======== ---------------- Silent Hill James Mary Maria Laura Eddie Angela Pyramid Head Endings Born From A Wish ---------------- S I L E N T H I L L -------------------------------------------------------------------------- In the town of Silent Hill, a power exists that gives discernable form to peoples' innermost thoughts. As for the otherworld that appears in the series, the town is not merely showing the characters their nightmares, but actually manifesting elements of their unconscious minds. Silent Hill is supposed to be a small, quiet resort town on the lake. However, the town is also known by its residents for its dark history, something lesser known by its visitors. Just after arriving in Silent Hill, James is forced to take the nature trail to the town due to the blocked off Nathan Avenue. Because of this, he finds a young woman in a graveyard. "This uh... th-this town... There's something... 'wrong' with it," she tells him. We meet Eddie after the Labyrinth opening up to his crimes and committing some more. Eddie rambles on about the dog he killed and the owner he shot, and how much he enjoyed it. James decides to interrupt. "You think it's okay to kill people?", James rhetorically asks him. "You need help, Eddie!" Eddie pauses for a brief moment, taking in what James just said, and follows up with a curt response. "Don't get all holy on ME, James. This town called you, TOO." Note the emphasis Eddie puts on "me" and "too", indicating that he is aware of something. Silent Hill calls to those who bear the weight of some crime and shows them what is in their hearts. The worlds these characters traverse are the worlds within their subconsciouses, and their inner creatures are turned into physical form. Different characters see different things, because these characters hold different things in there hearts. James sees creatures; Eddie sees people laughing at him; Angela sees fire burning around here; and Laura sees an empty town where she came to find Mary. There is more evidence of this from one of the six memos by the corpse at north Neely Street: "I saw those demons. They were there, I'm certain. But my friend says he didn't see anything. If that's true, does that mean that what I saw was an illusion? But whether that demon that ate human beings was real, or whether it was just some kind of hallucination that my mind dreamed up... one thing I know for sure is that I'm beyond all hope." This means the author of these various notes was also a sinner lured to Silent Hill, such as James, and possibly a murderer. The results of this were the demons that only he saw. His friend didn't see anything because he was different; he did not sin like his friend. The town, Silent Hill, isn't really a messed up town. What makes it messed up, really, are the guilts of people who come to Silent Hill. By their crimes it shows them what's in their hearts. Innocent people don't see the crazy town as they don't have darkness in their unconscious minds. However, Silent Hill has a dark past. This is why it's the way it is. There's an article in a gossip magazine in the prison. It reads as follows: "Toluca Lake, the town's main tourist attraction. This clear, beautiful lake has another side as well. It may seem like just a typical ghost story that you might find in any number of old towns across the country. But in this case, the legend is true. On a fog-bound November day in 1918, the Little Baroness, a ship filled with tourists, failed to return to port. A newspaper article from back then simply says 'It most likely sunk for some reason'. Despite an extensive police search, not a single fragment of the ship nor any of the 14 bodies of passengers or crew has ever been recovered to this day. In 1939, an even stranger incident occurred. (There are many pages torn out.) Many corpses rest at the bottom of this lake. Their bony hands reach up towards the boats that pass overhead. Perhaps they reach for their comrades." The "even stranger incident" is indefinite but could possibly have something to do with a monument in Rosewater Park -- "In memory of the sixty seven who died of illness and now sleep beneath the lake." Upon completion of the game, the "Lost Memories" book can be found in a newspaper stand at Texxon Gas. This book is the most revealing piece about Silent Hill's past. Here is what it contains: "The name comes from the legend of the people whose land was stolen from them. They called this place 'The Place of the Silent Spirits.' By 'Spirits,' they meant not only their dead relatives, but also the spirits that they believed inhabited the trees, rocks and water around them. According to legend, this was where the holiest ceremonies took place. But it was not the ancestors of those who now live in this town that first stole the land from these people. There were others who came before. In those days, this town went by another name. But that name is now hopelessly lost in the veils of times. All we know is that there was another name, and that for some reason the town was once abandoned by its residents." More information on Silent Hill's past can be found in the Historical Society. A painting of Pyramid Head, "Misty day, remains of the Judgment", explains Pyramid Head's past purpose in Silent Hill. Check out the Pyramid Head section within this Plot Analysis for more information on Pyramid Head. In another room in the museum there is a painting of Brookhaven Hospital with a caption. It states that the hospital was built in response of a great plague. There is also the Toluca Prison under the lake. Toluca was a prison for POWs in the Civil War. Hangings and skewerings were taken place there by what we know as "pyramid heads", which we can see on the scaffold in the prison courtyard. Again, Pyramid Head is described more in that section. Ultimately, Silent Hill is a town that takes the darkness from one's guilty soul and makes it into physical form. J A M E S -------------------------------------------------------------------------- James is the main character in Silent Hill. He receives a letter from his late wife, Mary, and it's in her handwriting. It says Mary is waiting in their 'special place'. The letter lures James to Silent Hill, in pursuit of their 'special place'. At first he thinks it could be Rosewater Park but when he gets there he meets Maria, who makes him think the Lake View Hotel is their 'special place'. As James ventures through Silent Hill, he may come up upon Neely's Bar. Inside on the wall is a message over some papers: "There was a HOLE here. It's gone now." Perhaps it is talking about holes as in the ones that James submerges into the Labyrinth, or abyss, if you will. The first hole James jumps down is a well, or at least at the bottom it is. But the next hole reveals some information. After getting the Spiral- Writing Key and successfully getting out of that roach room, James will use the key to open the gate blocking the hole and jump down it to the prison. If you look at the "hallway" that the hole is, James jumps from a doorway in the floor, but the rest of the hallway is consistent. The fact that James literally goes DOWN the hallway is strange. Hallways are not vertical, but this one is, like something shifted. It is simply because James isn't seeing reality. James falls through these holes many times as if lured by something. One can think that these holes symbolize the abyss which has opened up in James' heart. By falling through holes, James dives into his own subconscious and finally comes to accept the crime he has committed. As for the words on the window in the bar, it seems that in Silent Hill, holes open up to lure those who hold darkness in their hearts. One can think these holes can only be seen by those who bear the weight of their crimes, and are entrances to the abyss of the heart. If James enters Neely's Bar in the dark version of South Vale, there will be another message for him to read, however, it's about himself: "If you really want to SEE Mary, you should just DIE. But you might be heading to a different place than MARY, James." This memo is a possible explanation that Mary is dead. If James wants to see Mary, he should just die as well, however he may not be going to the same place as Mary, which would be heaven, and may go to hell for what he did. Also note the capital words: SEE, DIE, MARY; when arranged appropriately can say SEE MARY DIE. In the prison James finds three tablets. "Gluttonous Pig", "The Seductress", and "The Oppressor". These three tablets represent James, Eddie and Angela. "Gluttonous Pig" is easy to explain. Its name gives it away and it's in a cafeteria; it represents Eddie. "The Seductress" is located in the shower. It represents Angela; most rape victims go to the shower to cleanse themselves. Lastly, "The Oppressor" which is James. It is located in a cell in which James will be briefly locked in. This is displaying that this is where James deserves to be. As you progress in the game to the Lake View Hotel, you'll notice something quite strange when you examine Mary's letter. The stationery is completely blank. Which brings up the question, did James really receive a letter from Mary? Was it just his imagination as he was trying to run away from his past? So what really brought him to Silent Hill? Perhaps, like mentioned above, it was because of him denying his past and the truth. He went to Silent Hill to try and forget the past but all it did was lead him back to the truth. Once James finally finds his 'special place', Room 312, he learns the truth from the videotape. In one scene Mary is seen in her bed with James there. There is static but it's clear enough to catch James take her pillow, which he then uses to smother her to her death. James puts his head down after seeing this as he knows it's the truth. He came to Silent Hill simply to run away from what he did. But this video leads him back to the truth and he knows it. James took the life of Mary because he didn't want to see her suffer and she wasn't the same person whom he had married. He came to Silent Hill to receive a punishment. James sees monsters which represent the monsters in his soul. Killing them is to show himself that he's a murderer. Before the Pyramid Head Duo fight, James talks about him knowing the truth and that it's time to end this. He admits to the truth, thus the otherworld disappears. M A R Y -------------------------------------------------------------------------- Mary is James' late wife. From James' memory, Mary died three years ago from a disease. Mary loved to visit Silent Hill and wanted to come back as we can see in the Opening video (or the videotape). James receives a letter from her claming she's waiting in their 'special place'. As said above for James, in the hotel you may discover that there is no letter. It's just paper. That's because James didn't ever receive a letter; it was just a figment of his imagination, beckoning him to Silent Hill so he could receive a punishment that he desired. Three years to live -- this time frame was given to James by the doctor who was treating Mary at the time. According to the doctor, she was dying and her death would occur within three years and the exact answer was vague. The "three years" part confused James and he thought she died three years ago, when she did not, as the letter from Laura proves that she died recently. But the answer for when she died isn't so clear. M A R I A -------------------------------------------------------------------------- James' first destination is Rosewater Park in West South Vale, however, there is no straight path there so he has to go through the apartments in East South Vale to arrive there. At the waterfront, James comes up on a woman facing the water. "Mary?" he blurts out. The woman turns around, "No... You're not." he says to himself. "Do I look like your girlfriend?" is the response. "No... my late wife." James goes on about Maria being so similar to Mary. "Your face... Your voice..." They continue their conversation and James tells Maria about the letter from Mary and about their 'special place'. "And that's here?" she asks. James remembers the hotel on the lake, Lake View Hotel, and he decides to head there. A clue from a map at the west end of Nathan Avenue leads James to Pete's Bowl-O-Rama where they try to catch the little girl know as Laura. She leaves the bowling alley and James exits to find Maria running back. Laura was apparently too fast for her. Anyway, Laura eventually leads you to the hospital where Maria has to take a rest. As James continues his search for Laura, he finds her and believes her story about a letter from Mary and ends up locked in Examining Room 2 where some new monsters are located. When James defeats the monsters, the hospital shifts to a different reality. As James explores the "new" hospital he will come upon nobody in room S3 where Maria was. He makes his way to the basement, lured by a ring in a memo, and Maria pops back in the picture. James confuses her for Mary again and realizes his error. "Anyway, I'm glad you're alive..." he says to her. Maria seems to be angry from this and starts yelling at James. "'Anyway'!? What do you mean 'anyway'!? You don't sound very happy to see me. I was almost killed back there! Why didn't you try to save me?" She goes on for a while and she will then accompany James again. Once James finds a way that leads to the exit of the hospital, Pyramid Head appears in a hallway. James will make his way to the elevator, with the doors closing after him. Maria puts her hand through the doors helplessly as the pyramid-headed creature skewers her and kills her. James takes some time sitting uselessly in the elevator. He eventually gets up to find himself on the first floor. The memo about the "direckters's key" earlier and a memo in the Director's Office lead James to a wrench and a letter, following with a key in the park. He's ultimately lead to the Silent Hill Historical Society. Exploring the second room, a hole in the wall leads him to some unmapped areas and eventually to a prison. James navigates through the prison and comes to find the Labyrinth. Exploring for a while, James will find Maria in a jail cell. He is shocked at this. "You're alive! Maria...! I thought that thing killed you...! Are you hurt bad?" James looks at Maria curiously waiting for an answer. "Not at all, silly" is what he gets. James goes on about what happened and it seems to make Maria confused. "James honey... Did something happen to you? After we got separated in that long hallway? Are you confusing me with someone else? You were always so forgetful... Remember that time in the hotel?" James seems stunned at this. "Maria...?" he says, looking strangely at her "You said you took everything... But you forgot that videotape we made. I wonder if it's still there..." James is still very questionable about this. "How do you know about that! Aren't you Maria?" he asks her. She then snaps at him, "I'm not your Mary." The conversation goes on and James will have to get to the other side of the cell. Once he arrives he will discover he is too late. Maria has face trauma with blood all over. We know she's dead this time. James makes his way to his 'special place' and eventually enters Room 312. After watching the video, the hotel is different. James will eventually enter the Lobby to come across Maria on an above ledge along with two Pyramid Heads. "James!" Maria screams in hope for rescue. "Stop! Leave her alone! Leave us both the hell alone!" James cries out. Maria is then skewered and killed... again. Maria is simply a creation of Silent Hill as a representation as the Mary James wanted. Seductive, wild, dressed differently, and so on. She also has some of the same memories as Mary as we learn in the Labyrinth video. Maria is only like a figment of James' imagination; only he sees her. The reason why she dies so many times is to remind James of the death Mary, and make him suffer for what he did. It is to point out to James that he's a murderer, which is why he was lured to Silent Hill. Do you remember James telling Maria his name? The correct answer would be no. He never tells her and she knows his name. This is more evidence about Maria being created by Silent Hill as somewhat of a copy of Mary. L A U R A -------------------------------------------------------------------------- James comes across Laura for the first time in the apartments. He finds a key on the other side of some bars and a little girl steps on his hand and kicks the key away. Already we can tell the girl has a sharp grudge against James. After exiting the apartments James confronts the little brat again. James asks her, "What's a little girl like you doing here anyway?" "Huh, are you blind or something" is the response." James notices a letter she has and asks about it. "None of your business. You didn't love Mary anyway!" she says while she leaves. James is heavily surprised and wonders how she knows Mary's name. Very shortly after, James meets Eddie again in Pete's Bowl-O-Rama and the little girl is there as well. But she leaves quickly and James discovers that her name is Laura from Eddie. James exits the bowling alley to find Maria running back, breathless, after apparently chasing Laura. James goes behind the bowling alley and Maria shows him where she went, which is between a building and a wall. Maria unlocks a door to Heaven's Night which he passes through and Maria points out Laura near the hospital on Carroll Street. She enters Brookhaven Hospital and so does James. James finally finds Laura in room C2 playing with some teddy bears. James asks and learns how Laura knows about Mary. "I was friends with Mary... We met at the hospital. It was last year..." Laura tells him. James yells at Laura calling her a liar and tries to apologize. "But last year, Mary was already..." James says to himself. They start to leave and James starts talking about the strange monsters. "I can't believe you haven't even gotten a scratch on you." "Why should I?" Laura asks innocently. This is because Laura is the only innocent one in Silent Hill. She doesn't see any monsters like James does. She came to Silent Hill to find her friend, Mary. Laura then claims there's a letter from Mary in Examining Room 2 and she tricks the naive James into going into the back of the room and locks the door. James is left with some monsters of which he then has to fight. Obviously Laura doesn't like James, but we don't exactly know why yet. It might have something to do with Mary and probably does. Continuing on, the next place you find Laura is in the "Lake Shore" Restaurant in Lake View Hotel. Laura is by the piano and scares James by playing when he tries to leave after getting the key in the room or when he goes over to the piano. In this scene we actually get to see the letter mentioned various times. In the letter Mary says "I'm leaving this letter with Rachel to give to you after I'm gone." Further on Mary says "Happy 8th birthday" to Laura. James asks Laura how old she is to find out she turned 8 last week. "So Mary couldn't have died three years ago." James realizes. This is where he really believes she could be here, waiting for him. Laura provides the truth in the story. The letter tells James' his memory is false about Mary. She didn't die three years ago, it was that she had three years to live. This is what confused James. E D D I E -------------------------------------------------------------------------- James first confronts Eddie throwing up in a washroom in the apartments. Legs are stuffed into a fridge in the kitchen and there are bullet holes around the room. Eddie immediately says, "It wasn't me! I didn't do it!" James isn't sure of what he's talking about, so he tells him his name. "Eddie, who's that dead guy in the kitchen?" James asks. "I didn't do it. I swear I didn't kill anybody" is the response James asks him more questions and Eddie tells him he saw monsters too, which is why he ran in here. James asks him what happened and Eddie tells him he's not from Silent Hill. He seems confused in why he's here and James understands. "You too, huh? Something just brought you here, right?" "Umm... Yeah. You could say that..." After talking to Eddie, James will continue his journey. James finds Eddie again in Pete's Bowl-O-Rama and he's eating some pizza. He's not alone; the little girl who stepped on James' hand is there as well, but she leaves quickly. James discovers from Eddie that her name is Laura and he runs after her. James doesn't meet Eddie again for a while until the beginning of the prison in the cafeteria. Eddie is sitting on the ground holding a Revolver in his hand. "Killin' a person ain't no big deal. Just put the gun to their head... pow!" Eddie tells James. A corpse is seen in a chair. "You... you killed him?" he asks, terrified at this. "B, but... it wasn't my fault. He, he made me do it!" Eddie responds. James asks him what happened and he tells him the guy was making fun of him with his eyes. "Just for that you killed him?" is James' reaction. Eddie looks at James, "Whadda ya mean 'just for that'!" James tells him you don't kill someone because of the way they looked at you. Eddie doesn't agree with James, "Oh yeah! Why not? Til now I always let people walk all over me. Just like that stupid dog. He had it coming too!" Eddie then tells James he was joking and the guy was dead when he got here. Obviously this is bull. Eddie says he has to run and then leaves the room. Later on in the Labyrinth, James confronts Eddie in a freezer room among some corpses. "Eddie! What are you doing?" asks James in a terrified manner. "What does it look like?" is his response. He continues talking about the situation. The thing with Eddie is that he sees people as monsters laughing at him so he kills them. In the next room we learn how all this anger started to change Eddie's personality. Eddie talks about a dog that he killed. "Yeah, I killed that dog. It was fun." Then he talks about someone else. "Then 'he' came after me, I shot him too. Right in the leg." Eddie continues and James finally says "You think it's okay to kill people? You need help, Eddie!" Eddie learned why he was lured to Silent Hill. It was because of the dog he murdered and the guy he shot in the leg. He also realizes James was lured to Silent Hill for murder. "Don't get all holy on me, James. This town called you, too. You and me are the same. We're not like other people. Don't you know that?!" He knows this possibly because of their meeting in the apartments. "You too, huh? Something just brought you here, right?" James and Eddie didn't just decide to go to Silent Hill; something brought them here like they were forced. They were brought to Silent Hill to receive punishment for their sins -- murder. Eddie's purpose in the game is to show James that he's a murderer as well. We don't really know why at this point; the videotape in the hotel is what shows the real truth and how we realize James is a murderer, which he realizes too. A N G E L A -------------------------------------------------------------------------- Angela is the first person James meets in Silent Hill. He finds her in a graveyard and she claims she's looking for her mother. She seems tired and confused. "I thought my father and brother were here, but I can't find them either..." she says. What comes to mind is, are they in the town or buried in the graveyard? We learn later about her father but there is never any information on her brother. Anyway, Angela directs James to Silent Hill at his request and she tells him the town is dangerous but he doesn't care. The next place we meet Angela is in Blue Creek Apartments. She's laying in front of a mirror with a blood-tipped knife in her hand. At this, he speaks. "I don't know what you're planning, but there's always another way." She tells him he's the same as her and that it's easier to run, and it's what they deserve. James denies it. "No... I'm not like you." Then all of a sudden Angela's tone of voice changes. "Are you afraid?" Her voice then returns to normal as she apologizes. From this we can tell she has split minds and may have a slight case of schizophrenia. James changes the subject and asks Angela some more questions about her mother, including one that startles her: "So all you know is she lived in this town?" Angela pauses for a moment. "What did you say?" she asks him, "How do you know that?" James defends himself by saying he assumed she lived here because this is where she's looking for her, and Angela relaxes. James asks more questions and Angela doesn't answer them; she simply changes the subject. After she leaves, you can find a torn picture on the ground, with her father separate. Moving on, the next time James meets Angela is in the Labyrinth. Just before, though, there is a blood-stained newspaper on the ground: "The body of a man later identified as Thomas Orosco (Lumberjack, age 39) was discovered in the middle of his room lying face up. The probable cause of death was multiple stab wounds to the front of the neck and the left side of the torso by a sharp edged weapon. The estimated time of death was somewhere between 11:00 p.m. and 12:30 midnight. Due to signs of struggle in the room and the lack of a murder weapon, police are considering this a homicide and have opened a murder investigation. Furthermore, given the fact that the cash in the room was untouched and Mr. Orosco had a history of drunkenness and violence, the police suspect that the motive was not robbery but some sort of crime of passion." From this and the torn picture in the apartments, we can tell that Angela probably murdered her father. After you defeat the Doorman, Angela talks with James and we learn more about her. "You're only after one thing" she tells James. He defends himself. "Or you could just force me," she says, "Beat me up like he always did." So now we know the reason why Angela killed her father. It's obvious that he sexually harassed her when she was a child and this was her revenge for that. The next and last time we meet Angela is in the hotel. James comes upon a stairway on fire to find Angela there. They talk for a while and James says something relevant to Angela as she heads up the stairs. "It's hot as hell in here" he says. "You see it too?" Angela responds, "For me, it's always like this." Like James and Eddie, Angela is also a murderer. Therefore she sees the darkness from her mind. But instead of monsters, she sees fire because there are no monsters in her mind. James also sees this fire here, possibly from killing Eddie. Angela then continues up the stairs as if to end her life. This is because her search is over. She's realized that there's nothing she can do and the only way to escape this madness is suicide. P Y R A M I D H E A D -------------------------------------------------------------------------- This bizarre creature is first spotted in Wood Side Apartments standing on the other side of a gate blockade. This creature's purpose may seem very hard to explain but it is actually very easy. From the evidence in the "Misty day, remains of the Judgment" painting in the Historical Society and the scaffold in Toluca Prison, these Pyramid Heads are the executioners from times past. They originally date back to the Civil War in the 1800's and were satanic men who crafted in skewerings and hangings of Civil War prisoners. The purpose of these "pyramid heads" to James is to execute him for his crimes. And to show him this, there's the repeated death of Maria, who is very identical to Mary, and are ways to remind James of him killing Mary, which shows him why he deserves to die. So because of this, he suffers from the possible consequence of being executed by the "pyramid heads" for his sins. The Pyramid Heads also repetitively show James reenactments of his life by killing and harassing monsters, especially in the apartments. This is to remind James of his own personality. The first encounter with Pyramid Head behind the bars has a clear representation. If James is to just stand still, looking at Pyramid Head, it works just as a mirror, but a mirror of his personality. Pyramid Head is a clear representation of James' cruel personality. And by trying to kill James, Pyramid Head gives James a glimpse of what he did to Mary. James asks Eddie about the red pyramid thing in the apartments, but he doesn't know what he's talking about. Eddie never does see the red creature because Pyramid Head is a representation of James; committing sexual acts and murder. Eddie is only a murderer and doesn't really have sexual desire, or doesn't show it. Originally, the pyramid head outfit was the guise of Silent Hill's executioners. Three years ago when James visited this town, that figure overlapped with his own feelings of guilt, and then later appears as a representation of his desire for punishment in the otherworld created by his subconscious. E N D I N G S -------------------------------------------------------------------------- LEAVE ENDING: If James shows little attention to Maria and maintains his life, he proves to himself that he came to Silent Hill to find Mary and isn't afraid of the truth and can move on. Once James reaches the top of the stairs area before the last boss, he comes across a woman dressed in Mary's clothes. "Mary!" James says, sort of questioned. The woman turns around to reveal that she's only Maria, pretending to be Mary. "When will you ever stop making that mistake", she says "Mary's dead. You killed her" James tells her he doesn't need her anymore and she gets all angry. James tells her he wants to end this nightmare. Maria then comments angrily. "No! I won't let you!" she snaps, "You deserve to die too, James." She then transforms into a demon and James has to fight her. Upon defeating the demon, James is then beside Mary alive in her bed. James apologizes for killing her and she tells him she wanted to die. He then tells her the complete truth and why he actually killed her. "If that were true, then why do you look so sad?" she asks James. James is sad because that's not how he feels now; he loves her. But before he didn't and he wanted her out of his life. Mary then gives James the letter and tells him to go on with his life. The reading of the letter takes place with the graveyard in the background. Laura is seen walking to the exit, followed by James as if they're heading for James' car. MARIA ENDING: If James shows a lot of attention to Maria, protects her, and does what she says, he decides that Maria is the one he wants and decides to forget about Mary. At the top of the stairs before the final boss, James confronts Mary instead of Maria, lying on the bed in the area. "James, I've been waiting" she says. They talk for a while and James tells her it's been a long three years. "And that's why you needed this 'Maria' person?" is her response. "James, do you really think I could ever forgive you for what you did?" she asks him. Mary then transforms into a demon and James has to fight her. After defeating the demon, he's on the Rosewater Park pier. Maria shows up. "You killed Mary again?" she asks him. "No," he says, "that wasn't Mary." He says this because it actually wasn't Mary. It was just a representation of his manifested inner guilts. He then tells Maria that he wants her. She then gives him Mary's letter. The letter reading takes place with the observation deck in the background. After the reading, James and Mary are seen walking to James' car. Maria coughs and James turns around with something to say. "You'd better do something about that cough." IN WATER ENDING: If James doesn't maintain his health, examines Angela's knife, reads the suicide diary on the hospital roof, and more suicidal events, James shows himself that he doesn't want to continue his life and simply wants to end it so he can be with Mary. At the top of the stairs before the final battle, James confronts Maria. "Maria... I'm done with you" he tells her. She argues with him and she wants to kill him so he can't be with Mary. After defeating her, James is seen alongside Mary in her bed. James tells her the truth and she tells him that he killed her and he's suffering for it, and that's enough. She gives James the letter and she dies. James picks up Mary and exits the room. The screen is black and you hear the sounds of a speeding car and then the sound of water. James drove into the lake with Mary to commit suicide so he could be with her. The letter is then read with the background of water. REBIRTH ENDING: After you collect the four ceremonial items in a replay game, James can then communicate with the old gods of the town to resurrect Mary. At the top of the stairs before the final boss, James confronts Maria. "Maria. I'm finished with you" he tells her. Just like always, she argues and transforms into the demon for James to fight. After defeating the last boss, James is seen in a boat rowing across Toluca Lake, towards the island in the middle of the lake. He talks to Mary, although she is dead. He seems to have gone crazy by the way he talks, as he hopes to resurrect Mary. B O R N F R O M A W I S H -------------------------------------------------------------------------- In the sub scenario, we learn more about Maria's purpose. She's a creation of Silent Hill from James' unconscious mind. She was originally a demon just like the rest that James kills, but she was transformed into somewhat of a copy of James' late wife. She doesn't realize her purpose and she wants to find someone else. Thus she runs around town and eventually finds the Baldwin Mansion. Upon exploration of the mansion, she comes across the owner of the mansion, Ernest Baldwin, behind a door. They have a conversation and then he's tired of talking and wants to be alone. Maria is then left to get the White Board on a close by balcony and go back downstairs. A ladder is found up the fireplace and two more boards are found up there; red, black. These boards represent the ceremonial items. After Ernest's daughter, Amy, died he wanted to resurrect her with the help of the old gods in Silent Hill. The boards represent the Obsidian Goblet, Crimson Ceremony book and the White Chrism. The red and black boards (Obsidian Goblet, Crimson Ceremony) are so close to the grave to show that Ernest had received them already. But the white board is very far away to represent that he didn't find it. That is why he asks Maria to get it for him. And he already had the Lost Memories book which is in the study. Back on to Maria. When you enter the kid's room there are dolls on a shelf. If you examine them Maria says that Laura would like them. Then all of a sudden she wonders who Laura is. This is because she's slowly remembering Mary's memories. She doesn't know much yet and that's why she doesn't fully remember Laura. When James meets her, she knows more, and even knows James' name without him telling her. In the nightmare hospital when Maria finds James in the basement, she tells him that they've got to find Laura. She says she's never met her before but she feels like it's up to her to protect her. That's because she's remembering more of Mary's memories -- Laura was friends with Mary. Further in the game, she knows more. "Remember that time in the hotel?" she asks James in the Labyrinth. At the end of the scenario we discover that no one is in room that Ernest was talking from. This is simply because he's a ghost. He died, possibly while trying to recover the ceremonial items. That's why he never found the White Chrism and asks Maria to get it for him, since she already brought him the Birthday Card and realizes she's a nice person. In the final scene outside, Maria puts her gun to her head as to commit suicide. She looks very sad while she's thinking what to do. She then throws the gun away and whispers the name "James......" as she realizes her purpose. -------------------------------------------------------------------------- ========================================================================== 31. C O O L A N D S C A R Y T H I N G S ========================================================================== -------------------------------------------------------------------------- COOL AND SCARY THINGS.............................................[SH2_31] If one were to play the game taking note of their surroundings, including appearance and sound, there are several upon several interesting subtleties and other features worth noticing. If you've already completed the game and are interested in exploring the game further, this section is meant for you. The title and idea of this section originates on the Silent Hill 2 GameFAQs message board, where I posted a large list of "Cool and Scary things" I noticed during the game, which myself and others added to in a total of 1500 posts spread over three topics. This section summarizes just about everything worthwhile mentioned in that topic, and although probably 99% of these things are my own findings, I thank all those who contributed in those three topics and resultantly helped lead to this section of this walkthrough. Take a look at the list of cool and scary things below and enjoy yourself while searching for them in the game, and while you're at it, look for similar interesting things yourself to appreciate the game even more. [Note:] * denotes a sound that can be heard a lot better with headphones or a surround sound system (especially the former) =====-----=====-----===== Letter From Silent Heaven =====-----=====-----===== =============== East South Vale =============== -There are posters of Maria for Heaven's Night inside on the wall by the exit of the rest stop washroom -There's a sign above the blocked Nathan Avenue tunnel on the Observation Deck that shows how far three areas are in miles -- PALE VILLE 1.0, OLD SILENT HILL 5.0, BRAHMS 26.5 -If you try to leave the Observation Deck without the Silent Hill map, James will say there's a map in the car that he should get, and he turns around -There are two green posters that look like maps on the northside wall of Sanders Street, near the east dead-end -Mary says "James, why'd you kill me?" over the radio when James first finds it, although the transmission is muffled and filtered with static -The traffic lights on the streets are operational, as are the "Walk/Don't Walk" signs on the sidewalks -There's a "No Trespassing" sign on the Wood Side Apartments front gate, but James still enters ==================== Wood Side Apartments ==================== -In the southwest stairwell, the position of James' shadow shifts awkwardly when you walk near the wall by the 2F door -There are many small posters with red marker all over them near the 2F door in the southwest stairwell -The light reflection of James' Flashlight is visible in the windows on the stairwell doors -"DRAGON" is written on the wall in the laundry room on 2F -"HEAVY VIPER" is written on the wall near the 3F door in the southwest stairwell -The western 3F hallway breathes heavily -Pyramid Head glows red on the other side of the bars on 2F, by room 208 -You can dance in front of Pyramid Head by the 2F bars -- just stand by either wall and keep pressing the strafe buttons so you will walk into the wall without moving anywhere, or just strafe back and forth -The corpse in the chair in room 208 2F is James' character model (appears after finding the Handgun and trying to get the key on 3F) -There is red glow coming from the kitchenette cabinet and the bedroom desk cabinet in room 202 2F -- the glow matches that of Pyramid Head -Green liquid seeps from the hole in the wall in the bedroom of room 202 2F -- it matches the liquid in the Shower Room 3F of Brookhaven Hospital -There is blood on the floor on the other side of the 2F bars by room 209, near where Pyramid Head was standing earlier -There is a painting of the "landscape of this area" with two skulls in it, in the living room of room 307 3F -There is a magazine with a man on the cover on a table in room 303 3F -There is a painting of two guys on the wall in a bedroom of room 303 3F -Room 303 3F has two washrooms (one is inaccessible), as well as some other apartments -- must be luxury apartments... -There is a face made out of garbage above the book in the "strange piece of trash" at the bottom of the garbage shoot outside, after the Canned Juice is used -Beside every stairwell in the north building on 1F, "TO HELL" is written on the wall, with an arrow pointing towards each door -In several spots in the north 1F building, "ZoE" is written on the wall among other graffiti -- most likely meaning "Zone of the Enders", another popular Konami series -The first time you meet Eddie in room 101 1F, listen to the scene with headphones -- it sounds quite real and unpleasant* -When you cross over to Blue Creek Apartments from the Emergency Exit door on 2F, listen to James’ hands when he grabs onto the window with both hands* ===================== Blue Creek Apartments ===================== -There is what looks exactly like a map of the United States on the wall when you enter the living room of room 203 2F from the bedroom -- it is just decay of the wall, but it matches the profile of the map quite shockingly -When James tries to open the same door in the stairwell that Maria enters Blue Creek from in the sub scenario, he can't get the door to open -There is a thick book on the floor in the kitchenette of room 109 1F -- might be a cooking book -There is dark green liquid on the floor of room 109 1F, possibly coming out of the teddy bear by the white door -In room 109 1F there are two identical but very contrasting doors beside each other -- a very clean and innocent white door, leading to the room of which Angela lays on the floor, and a very dirty and unsettling, boarded off black door -- which seem to represent a choice of a path for Angela to take -- she takes the good path and perhaps regrets it after doing so, contemplating suicide with her knife -"Josa" is written on the wall with a drawing in red beside it, to the right of the white door in room 109 1F -When James enters the mirror room with Angela in room 109 1F, he leaves the door open (in the cutscene), but it's closed later on after Angela leaves, even though she never touched it -James looks very tall in the mirror room in room 109 1F -Angela always changes the subject when James ask certain questions in their conversation -There is a picture on the ground in the middle of the mirror room in room 109 1F -- it's a picture of Angela, her mom, her dad, and her brother, although her dad is ripped out of the picture and her brother is hard to see. -There is a small map of the United States on the wall by the door of the mirror room in room 109 1F -There is a sideways smile face in red above the save point in room 105 1F -You can hear a whispering voice in room 209 2F -- it seems so say the following: "See my dead wife, come home, load some laundry to escape me, and take two crimes to the (undecipherable)'s face"* -You can hear someone running sometimes when you run past room 207 2F, by the water near the locked apartment stairway where you fight Pyramid Head* -You can hear a doorknob turning sometimes near room 207 2F* =============== West South Vale =============== -If you head northwest on Nathan Avenue at either side of the road, you can see flying Mannequins -There is a black box on a table in the first room in Pete’s Bowl-O-Rama (it looks like a TV) -The bowling alleys appear to be shifting during the Eddie and Laura cutscene in Pete's Bowl-O-Rama, due to the jaggy effect of the PS2 -Laura is doing somewhat of a sitting dance on the table where Eddie is sitting and eating pizza, during the cutscene in Pete's Bowl-O-Rama -Eddie literally takes forever to eat one slice of pizza -- the slice never changes size as he sits there and "eats" it -If you examine the area where Laura went through, just before Heaven's Night, Maria will tell you that you can't make it through there -There is a small cupboard on the wall to the left of the stairs when you first enter Heaven's Night that looks like a map -If you examine the liquor bottles at the top of the stairs in Heaven's Night, James explains his drinking problem -Brookhaven Hospital isn't labelled on the map -A few signs on the fence by the hospital on Carroll Street say "PERMIT PERKING ONLY" -- apparently you need a permit if you're perky -One of the "NO PARKING ANY TIME" signs south of the hospital has a blue "S" spray painted over it =================== Brookhaven Hospital =================== -If you try to leave the hospital, Maria will question James -After you exit most rooms with Maria, turn and face her with your Flashlight, and she should have a huge shadow -All three patients in the patient record on the desk in the Reception 1F have the first initial "J", the same as James -A fun thing to do in the Document Room 1F is to move in front of Maria in the corner and strafe towards her -- it's funny because James stares at her while she is continuously knocked back -The sound of the lobby on 1F, and some other hallways, makes the floor shake a lot if you have a sub woofer (it goes MAD) -You don't ever need to get the Examination Room Key, since the code is always 7335 on Easy and Normal, and 1328 on Hard and Extra -If you examine the teddy bear in the Women's Locker Room 2F after James pricks himself, he says it's a normal stuffed animal, nothing else, however he won't take his eyes off it -There is a poster of a guy named Jack on the wall in the Women's Locker Room 2F -The imprint on the typewriter's carbon paper in Examining Room 3 2F is different on some riddle levels (even the crazy part at the end) -There is a broken TV on the ground in room M3 2F -There are two TVs at the west end of the 2F patient wing -There is "scary" music in the 3F patient wing -There is a TV above the door in room S3 3F -There is a pile of bricks at the west end of the 3F patient wing -The hair in the box in room S14 3F is evidently Louise's -The person who wrote on the wall in room S14 3F evidently put the hair in the box to always take care of her, as said on the wall -When you first go on the hospital rooftop, go to the diary and head back to the door, James will say that he can't open it no matter how hard he tries -- Pyramid Head comes from the opposite side, so for some unknown reason this door won't open -Pyramid Head comes from out of nowhere on the rooftop (unless he can fly) -- the stairwell door cannot be opened but he comes from the right, even though there are fences surrounding the entire roof -Examine the fence on the roof where Pyramid Head knocks you off -- it's old and rusty, and James comments that he could probably break it if he pushed hard -- no wonder it breaks -There is a ladder on RF near the fence -- it has pieces of wood over it, so it cannot be used -When you examine the old fence on RF where Pyramid Head knocks you off, it sounds sweet!* -There are AMAZING sound effects when Pyramid Head knocks James off the hospital rooftop* -After Pyraid Head knocks you off the roof, you can feel James' heartbeat shaking the Dual Shock controller because of his extremely low health -You must fall off the roof of the hospital before it is possible to open the turning lock in room S14 3F -- even if you have the correct code (from playing ahead and reverting back), the lock won't open, and if you set the lock on the correct code and then fall off the roof, the last number on the lock magically changes to an incorrect number -There are thick tracks of gurney wheels leading to Joseph's cell in the Special Treatment Room -- I take it he was a common patient in there -James takes a few hairs out of the Louise box, but apparently he got a "Piece of Hair" -There is a TV on the ground in room C3 1F -Laura tells James that there's something she has to get, and he responds with "Later, okay?" -- in other words: "How about no. Let's go" -After you beat the Flesh Lips boss, listen to the siren -- it sounds amazing* ================== Nightmare Hospital ================== -In the Nightmare Hospital, everything is all bloody and blankets cover the walls and doors -The Garden 1F is much smaller than it is on the hospital map -The creators of Silent Hill love big fans -- there is at least one in every game, and there's one on 1F in the room after the Garden, on the other side of the fence -If you stay in room C2 long enough, you can hear glass shattering* -You can see a speaker protruding from behind the strange covering above the door inside room S11 3F -When you enter room S3 3F when Maria is gone, you can hear someone breathing as if they're watching you* -It sounds like there is a screeching pig in the basement corridor -When you move close enough to the fence in the basement, your map says you're on the other side of the fence -One hell of a long elevator ride when listening to the "Trick or Treat" game show -There is a hanging antique clock on the wall in the Director's Room 1F -The blinds are all messed up inside the Director's Room 1F, but when outside you can see that they're fine =============== Dark South Vale =============== -There is a Chiropractic And Sports Injury Center beside THE DANCE COMPANY on Neely Street -- I take it the residents of Silent Hill aren't very good dancers -There is a store called Magical Envelopes on the north side of Sanders Street near where Martin intersects -- James' envelope with his letter disappears late in the game, so perhaps it's a Magical Envelope (perhaps an easter egg by Team Silent) -There is something attached to the wall very close to the northwest corner of Katz and Martin Street that looks like just like a rusted Steel Pipe (there are more than one) -It looks like there is a First-Aid Kit by the broken-locked Wood Side Apartment gate in dark mode -There is graffiti of a skeleton with "Gun in your Hand" written on the wall by the northeast of the Katz and Munson Street intersection -There is a billboard for "Andy's Pizza" by the north parking lot near the east end of Nathan Avenue in West South Vale -- it says "Free Delivery" and the number is "000-0000" -- good luck getting that free delivery -The praying woman in the park is supposed to be Jennifer Carroll (Jenni___ Carroll) -- read the engraving on the monument -Carroll Street is named after Jennifer Carroll -It looks like there are two very large green doors on the right, inside Rosewater Park, near the Nathan Avenue entrance -On your way to the Silent Hill Historical Society, you can make it so when you're running, you step once on the grass with your right foot and then the next step with your left foot on the pavement, and it sounds really cool -- try to continuously do it* -When you're travelling on the north side of the road to the Historical Society, the camera will change to face a Lake View Hotel billboard when you reach it -"Obedience or Die!" is written on the wall behind the fence on the north side of the road, about where Nathan Avenue starts to curve upward, on the way to the Historical Society -There is a Lakeside Amusement Park billboard and a small Toluca Lake sign by the "n" in "Nathan Ave." (on your map), on the north side of the road -It says "KEEP THE NATURE" on the small Toluca Lake sign on the north side of Nathan Avenue (by the "n" in "Nathan Ave." on your map) -There is a billboard that says "YOUR AD" in large print on it by the "N" in "Nathan Ave." on your map, on the north side of the road -There is a billboard that says "Silent Hill Fresh Meats" on it with a cow picture -- possibly the meats from the Eddie boss fight? -There is a fallen Lake View Hotel sign near the end of Nathan Avenue, where the broken bridge is, on the north side -There are Jack's Inn, Pete's Bowl-O-Rama, and Texxon Gas billboards on the south side of Nathan Avenue, near the Silent Hill Historical Society -There is a map of the boat routes near the Silent Hill Historical Society, and it says "Lakeview Hotel" instead of "Lake View Hotel" -The camera zooms in when you're around the entrance of the Silent Hill Historical Society, and it shows great detail ============================== Silent Hill Historical Society ============================== -It looks like Pyramid Head's spear is sticking out in 3D in the Misty day painting in the first room -In the first museum room, you can hear the sound of a painting or something falling -There is a black & white photo of the Silent Hill 2 development team on the wall in the first exhibition room, to the left of the Waterfront landscape caption -The former director of Brookhaven Hospital looks a lot like David Lynch in the portrait in the second exhibition room -There is a strange moaning sound heard in the second museum room, and it gets louder going farther into the abyss -It takes 50 seconds to get from the top to the bottom of the very long, descending hallway in the second room of the museum -There is a note on the desk in the room at the end of the long descending hallway that was last dated 1820 -The "different" brickwork in the well is easy to find, even on the first try -- just turn 135 degrees to the left and it is right ahead -You can break the "different" brickwork with the Hyper Spray -After you exit the well, James falls down lower into the water of the sewer -A weird sound is heard when you walk by the first door on the right after escaping the well* -James jumps from a door in the floor of the hallway hole (where you use the Spiral-Writing Key) -James literally goes down the hallway after using the Spiral-Writing Key, since the hole is actually a hallway flipped vertically ============= Toluca Prison ============= -There is a painting of the cafeteria at the back of the cafeteria -Toluca Prison is leaking from the roof, probably from Toluca Lake -There are two invisible monsters in Toluca Prison: one in the northern cellblock, and one in the southern cellblock -- you can target and kill them both, and they sound like humans when you shoot them -The invisible monsters in the prison are saying "ritual", and if you listen to it backwards, it says "are you sure" -Prison halls are much shorter than they are on the map, or at least compared to other buildings and their maps -Music fades away when you enter the second cell from the east in the south cellblock, and it starts up again when you exit it -There is a book by the name of "Black Magic from the Abyss" in the second cell from the east in the south cellblock -If you fall frontwards off the courtyard scaffold, James will fall on his knees -- he will fall on his back if he falls off backwards -There are sounds of a horse running in the courtyard near the scaffold -- coincidentally, you get a horseshoe later on the courtyard doors -If you knock on the closed stall door in the women's washroom and head to the exit, you may hear a loud and sudden crash -- it doesn't work every time, but it will work if you keep trying -There is a TV in the warden's office -The note after the long hallway, entering the abyss, was last dated in 1820, however, there is a TV in the warden's office -- so apparently the prison was active somewhat recently, quite a while after the Civil War -There is a pop can on the warden's office desk that looks very much like a Health Drink -If you examine the documents on the warden's office desk, James comments, "They've got nothing to do with me" -- what, did you do something bad, James? -There is a busted-barrelled Rifle above the Hunting Rifle you take in the second room of the warden's office, along with a Shotgun above it -James can't find the stairs so he jumps down to B1F -James makes funny comments in the unmapped foul-smelling prison morgue -The corpses in the morgue must be many years old, yet their bones can't be seen; only skin -After all this jumping, I come to wonder how James is still alive -- he doesn't die and isn't hurt from landing most likely way more than 50-100 feet below each time! -When you try to go through the broken-locked door beside the elevator (long ride) before you go down, it sounds sweet!* -It can be fun to strafe (slightly hold and tap) around the whole large elevator, not touching any of the walls, in the long ride down since you don't have much to do -The large elevator takes exactly one minute to get to the bottom from the top, when it starts moving ========= Labyrinth ========= -If you stay by the ladders in the alcoves down in Pyramid Head's lair, Pyramid Head will simply walk by and won't attack you, even if you're shooting at him -- in fact, even if you stand on the path and attract his attention, including making him poke at you, he'll still walk on by once you move into the alcove -Pyramid Head has Shotgun Shells in his lair for some reason -- I guess he got tired of the Great Knife and wanted James' Shotgun -James' Flashlight reflects in the water of the Labyrinth -The number "208" can be seen on the door in the cell with Maria, which is the same room number as the apartment with the grandfather clock in Wood Side -James says "There was blood everywhere" to Maria about when she got stabbed, but he didn't see any blood -When you find Maria in the cell, you can shoot at her after the cutscene, but of course she can't be hit -Outside the Abstract Daddy boss room are papers on the ground, some of which from today's date according to James -There is a TV in the Abstract Daddy boss room (Angela breaks it) -When James is pulling a noose down in the hanged men instructions room, you can see his veins -After entering the cell with Maria lying on the bed, James is standing well clear left of the door before walking over to Maria -- it seems that he must have walked through the wall or sidestepped once he got inside the room -You can find Walter Sullivan's grave in the catacomb -The ground in James' grave looks like apple pie (reminds me of it) -It takes twenty seconds to get to the end of the "pie" hallway before you fight Eddie -It looks like James has a beard from some angles in the first room Eddie boss fight cutscene -The camera angle changes so many times in the Eddie boss fight cutscene in the first room -- it makes the player feel apprehensive -Eddie's revolver sticks up in the air after he's dead -- it looks freaky =========== Toluca Lake =========== -After you kill Eddie and head out to the dock, James says he can't get the door to open (either door) if you try, and can't go back inside -The sound the large doors on the dock make when you try to open them is amazing* -When you try to go through the broken-locked door beside the elevator (long ride) before you go down, it sounds sweet!* -There's a sign on the shore by the dock regarding the prison that says: "WARNING PERSONS PROCURING OR CONCEALING ESCAPE OF PRISONERS ARE SUBJECT TO PROSECTION" =============== Lake View Hotel =============== -Hotel double doors sound somewhat like Laura laughing when you open them -If you investigate the piano in the Restaurant 1F, James will comment on Mary's hobby and it's quite funny what he says -Apparently, Laura never finds the "other" letter from Mary, or she's just lying about it -Heavy breathing is heard inside the B1F elevator* -If you run quickly to the end of the west 2F corridor, only one Abstract Daddy will be there sometimes -When standing near the briefcase in the Cloakroom 2F, you can get a great view from the coat rack along the wall by the door, with some hangers partially blocking the view -A man can sometimes be heard sobbing in the west 2F corridor* -The Employee Elevator Key on the desk in room 204 2F is HUGE -It is possible to put 30 items in the Employee Elevator shelf but no more (GH/DC version) -- in the original version, the max is 29 -There are cookies in the Pantry 1F which are obviously old -- there are more foods and they may be healthy to eat, but James is not hungry -- after all that walking? C'mon! -James can comment on seven different things in the Pantry 1F -An interesting thing to note about the three music boxes is each of their locations: Little Mermaid on the water fountain in the courtyard (mermaids live in water, of course); Cinderella in the briefcase with a photo of the combo on the bed beside it (the prince carried Cinderella's slipper on a pillow), and also trying to get the right fit with the combination, just like the slipper; Snow White in the pantry where there are also apples (Snow White eats a poisoned apple) -There is a TV in the Employee Lounge 1F -You can't read your map on 2F with the Flashlight off -- James must be blind, because there's tons of light -When you go up to 3F in the stairwell and start to go back down, you can hear Mary's faint voice say "James!" -Room 312 3F is the cleanest room in the entire hotel -- it looks like someone has been expecting you... -There is a TV in room 312 3F -The TV in room 312 3F is huge but has quite a small screen -James could've just left with Laura if he said "Okay" when Laura tells him "Let's get going already", but he decides to tell her the truth and stays -The carpet looks very real in room 312 3F -There is a clock on the wall in room 312 3F -You can interrupt the radio message subtitles in room 312 3F, by examining the VCR, the windows, or trying to open the other door in the room -- the one with the broken lock =============== Nightmare Hotel =============== -After James' Flashlight battery dies, the Flashlight will very briefly flash when you try to turn it on -The Health Drinks fit in very well with the liquor bottles behind them in the Venus Tears Bar B1F -The stairs are very steep in the stairs on fire cutscene with Angela, B1F -James tells Angela that he'd never kill himself in the stairway cutscene, but he does in the In Water ending -After the Angela stairs on fire cutscene, you can still see Angela walking up the stairs -In the Pyramid Head Duo boss fight cutscene in the Lobby 1F, Maria is hanging upside-down but her hair is not hanging down -- instead, it's just like normal, aiming upward while she's hanging there -There is a faint "Mark of Samael" crest visible on the floor in the Lobby during the Pyramid Head Duo -There is a random "X" marked on the map in the Lobby during the Pyramid Head Duo -There are marks on the door through the right Lobby 1F door that make up what looks just like a face ============= Miscellaneous ============= -If James is tired from running, go through a door and he won't be tired anymore -Eddie always says "I swear" -When Laura says "get" it sounds like "git" -Normally when wielding the Great Knife, James drags it behind him, struggling with it, however, if you pick up an item while the knife is equipped, James effortlessly lifts the knife and holds it parallel to the ground as he picks the item up, and returns back to struggling with it afterwards ===---====---=== Born From A Wish ===---====---=== =============== West South Vale =============== -Someone stuck gum in the backdoor's lock in Heaven's Night -If you try to leave Heaven's Night without the Cleaver, Maria will say that she's a little nervous with only the Revolver -There is actually gleaming shine coming from the Chinese Cleaver while running on the streets, and from certain angles and it looks like Maria has gone mad -- furthermore, she looks like she's after revenge of her husband or boyfriend -Unlike the main scenario, there are items on vehicles and even in the back of a pickup truck -There is a Lying Figure on the roof of a building on Rendell Street, halfway between Carroll and Munson -The corpse outside the Baldwin Mansion is most likely Ernest's =============== Baldwin Mansion =============== -The boarded off fireplace in the Living Room 1F has "Do not use" written on it -There are two framed paintings of the red and black boards on the wall in the staircase connecting the Living Room to the second floor -- one up the first section of steps and the other across from the Lounge 1F, where Maria first meets Ernest -Maria jokingly asks Ernest if he's Ernest Hemingway, behind the first door on 2F, but Hemingway died in 1961, and Silent Hill 2 clearly takes place quite past that time -The sound of the thump from the fireplace cover falling is heard when coming back down to 1F* -Footsteps are heard in the stairway after the fireplace cover falls* -Maria can walk through the leaves and branches of the trees in the garden up the fireplace ladder -Amy says "Give it... to my daddy..." when you try to leave the attic with the Birthday Card, telling you to give Ernest the birthday card that she never got to give him -Maria doesn't stop looking at the present from Amy to Ernest in the Study but she can't take it -"Beware of Haunted Mansion" is spray painted on the outside wall of the mansion where it connects to Blue Creek Apartments -Somehow, Ernest knows about James ===================== Blue Creek Apartments ===================== -Maria can steal James' map for Blue Creek Apartments -You can actually access many areas in Blue Creek like you can with James, but you can't go to Wood Side ============= Miscellaneous ============= -The music of evil is a nice way to replace the radio static from the main scenario, since Maria doesn't have a radio -Since Maria has no radio, creatures can be right in front of you without their presence being heard -There are only three different enemies in this scenario: Lying Figures, Mannequins, and Creepers -Maria says that she's never been so scared in her whole life in the Hospital's basement (main scenario), but she hasn't had much time to be scared in her whole life since she was created by the town just recently (for James) -The blackness while Maria and James are talking at the end of the scenario makes that part more effective -Only scenes with Maria are shown in the credits -------------------------------------------------------------------------- ========================================================================== 32. M Y P E R S O N A L R E V I E W ========================================================================== -------------------------------------------------------------------------- MY PERSONAL REVIEW................................................[SH2_32] "In my restless dreams, I see that town. Silent Hill." Silent Hill 2 is simply one of the most powerful games I've played. It is the second edition of Silent Hill, however not a direct sequel to the first in the series. My initial appeal towards Silent Hill 2 came from me wanting a scary game, and I never felt the need to look any further than what I saw in Konami's 2001 innovative Silent Hill 2. Around the release, several magazines raved Silent Hill 2 as "The Scariest Game Ever", which is quite the exceptional comment. Reading reviews of the game in a few gaming magazines, the game was stirring up a lot of praise, and the screenshots embedded within the reviews caught my attention extremely well. And so this is how I came to buy Konami's second Silent Hill, a decision that truly changed my life. Literally. I still remember playing it for the first time, and it makes me smile sometimes, because I had no idea at that moment how much I would become addicted to the game and the series, and also how much would come out of the games for me. Those who know me online know how much the series has given me and how much I have given back. I loved Silent Hill 2 and decided around a month after buying the game to write an Ending Requirements FAQ, which was never accepted by GameFAQs because of its minimal content. However, for myself to write that opened up one hell of an opportunity, for I soon decided to go all the way with it and write an entire FAQ/Walkthrough for the beloved game. Not only that, I later came to write very in-depth FAQ/Walkthroughs for the entire series; something that had me spend a lot of time on -- well spent time -- and would ultimately have me greatly improve my writing skills. The FAQ/Walkthrough I did for Silent Hill 2 is still to this date the one I am most proud of and the one I had the most fun making; it also took the longest to make and I find myself never able to let go of it, always submitting more updates. That's what being a perfectionist does to you. And that's how the small decision of buying what I originally saw as a "scary game" has changed my life significantly. Normally I wouldn't add a foreword like this to a review, but what this game has done to me is something I can't deny -- not that I would want to, anyway -- and I feel the need to express that to whoever reads this. All right, let's get to the review. Storyline - 10/10 The storyline of Silent Hill 2 is truly a powerful force and it is without a doubt one of the best storylines in any game that I have ever played or even heard of. There is so much about the plot that so many people don't come to learn and appreciate, and once certain people do find out just how deep the plot goes, they find themselves overwhelmed. As for myself, my knowledge and appreciation for this brilliant story is very high, and it inspired me to write a plot analysis for the game. I must say that once you figure out the meanings and significance of certain things and characters in the story, it will likely leave you stunned, sitting alone thinking about it for a while. Silent Hill 2 isn't just a game. The storyline is one of which pulls the player in, whether they don't love the gameplay too much or not. That's just how emotional and powerful it is, and that is the absolute truth. The following is the game synopsis: James Sunderland receives a letter from his late wife, Mary, who has been dead for three years. The letter reads as follows: "In my restless dreams, I see that town. Silent Hill. You promised you'd take me there again someday. But you never did. Well, I'm alone there now... In our "special place"... Waiting for you..." Arriving in Silent Hill and stumped, James says to himself, "A dead person can't write a letter." He ponders what their "special place" was, and then something comes to mind -- Rosewater Park. They spent a whole day there staring at the lake, just the two of them. The tunnel ahead on the road is blocked, so James has to set off on foot, reaching the town from a nature trail in the woods by the lake. But the question is, will James find his supposedly dead wife or will he find the real reason he came to the town? One aspect of the story involves a very bizarre creature, of which is quite a fearsome thing. The creature is unlike anything you have ever seen before, and the concept behind it goes deeper than you'd think -- once you learn the purpose of the creature, you'll truly be amazed. Speaking more of the creature's appearance and presence, it may cause you to stop playing if you're squeamish, even to a small degree; however, there's more than this one creature than can have that effect. The whole environment is bloody disgusting, in a very creative and artistic way. The following includes spoilers behind the concept of the game, so you probably shouldn't read this paragraph if you haven't played or beaten the game. The aspect that differentiates Silent Hill 2 -- and the entire series for that matter, however slightly different for the others -- from similar-themed games is the explanation of the monsters. Not to bash any other horror game/series, but the town hasn't been affected by some virus or anything like that. The monsters are simply manifestations of the character's unconscious mind -- innermost guilt -- and take the form of figures relative to the character's story. The town of Silent Hill calls to those who bear the weight of some crime. Gameplay - 8/10 First and foremost, Silent Hill 2 is not a game about gameplay -- it's more so about the experience, and that it has to a high degree. But even so, Silent Hill 2's gameplay can hold its own, and any fan of Adventure/Horror should find it very good. Myself, I have no problems with it, however it has it flaws. That's all you can speak negatively about the gameplay, though, to be honest. Controlling the character, you explore the town on the streets and in different buildings, collecting and using items, and fighting monsters. If that appeals to you, you should love the gameplay in Silent Hill 2. Movement is somewhat sluggish, but you learn to appreciate it that way as you play. The special thing about Silent Hill 2 is that it isn't just a typical Survival/Horror game. Although some might classify Silent Hill 2 in that category, it's more of a Psychological Adventure. It plays with your mind. Silent Hill 2 consists of many travelled areas, including streets, apartments, a hospital, and other even more disturbing areas. There are many monsters throughout the game that you can kill or ignore. Running doesn't make you a wussie, and it's actually the best thing to do sometimes. There are many weapons including a Wooden Plank, Steel Pipe, Handgun, and so on. You earn your weapons as you go on, improving from a Wooden Plank to a Handgun for example. You don't just walk around and find a rocket launcher conveniently lying on the ground in the middle of a nowhere town. The weapons are very reasonable and realistic, and the weapon concept is smart. Once you have a firearm, you must learn to conserve ammo and not shoot everything you see. This is where the melee weapons come in. Graphics - 9/10 Your first take on the graphics might not be too raving, as a lot of noise is on the screen. The purpose of this is to look like film grain, taking the atmosphere of a classic horror film. Although the effect works very nicely, you can turn it off to experience the graphics at their best (this requires beating the game first, however). The visual appearance of the streets and buildings in Silent Hill 2 is very impressive. The walls are very dirtied, disgusting, and gritty, and the game is visually stunning, taking a very artistic appeal. The CG cutscenes in the game are top-end for the game's time, and the backgrounds and characters are very detailed, with superb lighting -- the lighting effect used in the cutscenes is incredible, and although it's a minor thing, I can't express just how great and effective it is. Creature designs are fantastic, with creatures resembling mental hospital patients with straitjackets, mannequins, nurses, and much more, also with the game's infamous stalking creature standing out as one of the most impressive creature designs in videogame history. Sound - 10/10 The sound in Silent Hill 2 is absolutely amazing, simply said. The sound effects are really incredible, and there are many freaky sounds heard in certain hallways and rooms at certain moments. These sounds can still get to you after playing the game more than once. You'll never forget them either -- the game is stunningly artistic in sound use, and we have to thank Sound Director Akira Yamaoka for that. For those who know more about him know the artist that he is, and his way of thinking is outstanding. All music and sound effects in the game are done by Yamaoka. Some archive sound effects were used, but so many others are completely original and made up by him, not to mention him exclusively composing and performing the entire soundtrack. As if that's not enough, the music in Silent Hill 2 is absolutely incredibly fantastic! Words cannot express the music in Silent Hill 2, and it is most definitely the best music I have ever heard in any game that I have ever played or heard of in my life. It's not just my personal favourite -- I feel that it's the best in the videogame industry, with no bias at all. Some don't appreciate the music for what it is, but I find that very hard to understand. If Silent Hill 2 were more of a widely known game, although its reputation is quite good, the music would be more appreciated and seen as timeless masterwork to many more. Not enough praise can be said about the music in the game, seriously, and owning the soundtrack is awesome. Silent Hill 2 still stands with the most powerful soundtrack in the series, and by far; really far. The other games actually have incredible soundtracks as well, surpassing several other soundtracks in quality, but Silent Hill 2's is indescribable. Different kinds of music are played at the perfect times, taking the situation at hand in the game into account. The music always matches the scenes and moments in the game, be it sad and depressing, happy and joyful, or even creepy and disturbing. What else can I say? The music in Silent Hill 2 is perfectly orchestrated and could not possibly be better. Sound is a monstrous aspect of Silent Hill 2 and it definitely does not disappoint in any way whatsoever. From the disturbing sobs of the unknown and creaks in hallways, to loud and repetitive banging, and from depressing and sorrowful music, to horrific and disturbing music, the sound of Silent Hill 2 is in one word: unbelievable. Akira Yamaoka truly put his name very high up on the list of great videogame music composers, and all music composers for that matter, with this piece of artwork. For any score of Silent Hill 2's sound in any review -- online, magazine, personal -- to be less than 10/10 I find insulting. Truthfully. Control - 8/10 The control in Silent Hill 2 is good for some people, and great for others. As mentioned earlier, character movement is a bit sluggish, and using melee weapons may also be of some difficulty, but the control is actually quite good. Silent Hill 2 has two types of control available for the player: 3D and 2D. 3D control works so that pushing the analog stick forward moves the player in the direction they're facing, and turning the analog stick in the direction you want to turn relative to where the character is facing. 2D control is much more simple, and it works so that whichever direction is pushed on the analog stick is the direction the player moves, relative to the position of the camera. Personally, I enjoy 3D control, as do other Silent Hill veterans in general, because of its consistency and matching feel to the game. With 2D control, the player must take into account changing camera angles, which may become annoying very fast, and the quick and sudden movement in any direction at any time doesn't suit the game very well. The newcomers tend to use 2D control but the professionals generally stay with the standard 3D control. In the long run, 3D will treat you better, coming from me. Atmosphere - 10/10 The atmosphere of Silent Hill 2 is one of its highest points, and a point which is extremely strong. The atmosphere is absolutely brilliant. Not only do the music and sound effects coordinate perfectly with the game, also with very superior quality, the appearance and feel of different areas is unbelievable. Walls are very artistic and gritty, as already mentioned, and make the player feel apprehensive. Some areas are so dark it is hard to see where you're going, and the concept of the flashlight and radio has become a classic in the series since day one, in the first Silent Hill. Navigating through dark rooms with a narrow-lit perspective in front of your character, and listening for radio static to detect monsters, has found itself to work so effectively in making Silent Hill 2 a great game. Not just interiors hold their own, however. Outside, fog swallows up the land. The player cannot see more than thirty or so feet in front of them, promoting apprehension. Sounds within the thick fog, notably on the nature trail at the beginning of the game, bring out paranoia. That's another brilliant thing about this game -- some things you expect to happen, be it from minor sounds or freaky appearances, that don't happen, and that disturbs someone even more than if something did happen. You find yourself waiting for something that never happens, however the fact that you expect something to happen is what does it for you -- that feeling keeps on, and you're still not sure if something will happen until you leave the area --, wondering if it's safe yet. This is Silent Hill. The game contains many various interesting things as well, from noises to graffiti, and it's very fun to look into things like this. I noticed a lot of interesting things while playing the game over and over several times, and I have a section called "Cool and Scary Things" in my FAQ/Walkthrough that lists the many "cool and scary" things I've noticed, of which I recommend to anyone who appreciates the game enough to look for extra little things. One of the greatest things regarding the atmosphere of Silent Hill 2 is the condition in which you play it. Most people would play the game whenever and just as they'd play another game, but that's not how to truly experience this masterpiece. To experience Silent Hill 2 at its best, play alone at night, with the lights off and the volume turned up high. If you have a surround sound system with a good sub woofer, you'll have a great time. Alternatively, headphones work surprisingly well and you'll hear things you never heard before. It is important to follow all the steps above regarding the conditions, and if you do, you'll have one hell of a time, guaranteed. This is the Silent Hill Experience. Replay Value - 9/10 One of the many great things about Silent Hill 2 is its replay value, which it has plenty of. There are five achievable endings in the original version of the game, and there are six plus an extra scenario in the Greatest Hits/Director's Cut version. Each ending has its own requirements, which are very relevant to the ending at hand. The player should be able to know how to achieve an ending by reading the description of it alone. Act in a manner similar to the ending and you should be fine. Playing the game several times to receive all endings does not seem like a chore, either. Few players might not want to play again to get the other endings, but the game is actually great to experience on replay games, and the endings are worth it. If you only beat the game once and enjoyed it, I strongly suggest you beat it a few more times. Not only is it fun to do, you'll learn more about certain characters and other parts of the plot. You'll learn something new each time, at least for the first few times through. For those who only have the original version of Silent Hill 2 and enjoy the game very much, the Greatest Hits/Director's Cut version (North America/Europe) should be of interest to you. The extra version contains a new ending for the main scenario, plus a new scenario playable as Maria, with new weapons, new characters, and new areas explored. More plot information is revealed about Maria, and you may find yourself more aware of the plot. If you really like the game and feel good enough at it, you should really consider going for a perfect 10 star ranking. It requires practice and skill, but it's worth it in the end. You do unlock an item, but the satisfaction and bragging rights are good enough alone. But when you do receive a perfect ranking, the Hyper Spray found in the motorhome on the streets will kill enemies instantly upon use. Silent Hill 2 really does have a lot of replay value; more than the average player would think. Rent or Buy? If you're a fan of the genre, then this game is without question for you. Even if you're not a huge fan of Survival/Horror or Adventure, if you find yourself looking into this game, including reading this review, it will likely do you well. If you're not sure, at least give the game a rental session and then make a final decision. If you would like my suggestion, I would say buy it. You won't be disappointed. It's extremely cheap now, and if you're reading this review you're most likely interested in the game anyway, so just go ahead and buy it. Honestly. Overall - 10/10 (not an average) Silent Hill 2 is an absolutely fantastic game, with an original and very creative approach on Adventure, Horror, and also Psychology. If you enjoyed the first Silent Hill, you should be ashamed of yourself for not having the second. Even now, Silent Hill 2 still stands as the best in the series, and by far. If you have ever enjoyed a similar-styled game -- horror or adventure -- I guarantee you'll love this game. The price is extremely low, and the quality is extremely high. But look for the Greatest Hits version in North America, or the Director's Cut in Europe, both of which contain the same several extras. Without a doubt, Silent Hill 2 is a must have game for any fan of the genre, and it is definitely one of my all-time favourite games. It is The True Horror Experience. -------------------------------------------------------------------------- ========================================================================== C O N C L U S I O N ========================================================================== ========================================================================== 33. C R E D I T S ========================================================================== -------------------------------------------------------------------------- CREDITS...........................................................[SH2_33] In this section, I'd just like to thank some people and organizations for the making and hosting of this FAQ, and just some general thanks. - Thanks to Team Silent and Konami TYO for developing this game - Thanks to Konami for publishing this game - Thanks to Akira Yamaoka for composing the best game soundtrack ever! - Thanks to CJayC for posting this FAQ on GameFAQs - Thanks to Stephen NG for posting this FAQ on IGN - Thanks to http://dictionary.reference.com as a reference, as I almost always had it open while writing this FAQ - Thanks to everyone who gives this FAQ a good rating - Thanks to everyone on the GameFAQs Silent Hill 2 Message Board for inspiring me to write this FAQ and thanks to everyone who supported my "Cool and Scary things" topics © C O P Y R I G H T 2 0 0 2 - 2 0 0 8 B Y C O N Q U E R E R E N D O F F I L E