=========================================================================== _____ _ _ _____ _ _ _____ _ _ _ _ _ /ŻŻŻŻ\ | ___|| || | | ___|| \ | ||_ _| | | | || || | | | |_|ŻŻ| | | |___ | || | | |___ | \ | | | | | |__| || || | | | / / |___ || || | | ___|| \| | | | | __ || || | | | / / ___| || || |___ | |___ | |\ | | | | | | || || |___ | |___ / /__ |_____||_||_____||_____||_| \__| |_| |_| |_||_||_____||_____| |_____| =========================================================================== ==---------------------------------------------------------------== || || || 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 || || ------------------------------------------------------ || || İ C O P Y R I G H T 2 0 0 2 - 2 0 0 4 || || B Y C O N Q U E R E R || || || || This FAQ/Walkthrough is Copyright 2002-2004 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 This FAQ may not be published on || || any website or in any magazine without written consent of || || the author.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 || || sites: || || || || - http://cheatcc.com || || - http://faqs.ign.com || || - http://neoseeker.com || || - http://gamefaqs.com || || || || I'm only allowing this FAQ on these sites because I'm || || tired of sites with old versions of my FAQs, thus leading || || to tedious e-mails for things I've already answered in || || newer versions. Feel free to link to the FAQ list for || || this game, or to this FAQ from my site (in the || || Introduction), but consult me first. If this FAQ is found || || by anyone on a site or magazine without permission, || || please e-mail me telling me the site or magazine name and || || issue number. || || || || || ||===============================================================|| || || || || || Silent Hill is a registered trademark of Konami Computer || || Entertainment Tokyo, Inc. İ 1999 2001 Konami Computer || || Entertainment Tokyo, Inc. Konami is a registered || || trademark of Konami Corporation. All rights reserved. || || || ||====================---------=====---------====================|| || W A R N I N G ! || || || || This FAQ contains many spoilers that may ruin your game || || experience. Read on at your own risk. || || || || || ||===============================================================|| || || || 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 || || || || || ||====================---------=====---------====================|| || || || E - M A I L P O L I C Y || || || || READ THE FREQUENTLY ASKED QUESTION SECTION FIRST BEFORE || || EMAILING ME || || || || I will accept e-mails from people asking questions or || || making comments on the game or walkthrough. If you expect || || me to read your e-mail, please, put "Silent Hill 2" or || || "SH2" in the subject or it may be deleted. E-mail || || responses will usually take place in a day or less from || || the day the e-mail was received. If not, I may be on || || vacation or I deleted the e-mail because it didn't have a || || relevant subject line. But if you haven't read the || || section you're stuck on and you think you are special and || || you e-mail me before you check it, you are not special || || and you can read that part 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 this FAQ has helped you in any way and you || || want to thank me, please, all I ask is for you to give my || || FAQ a good rating wherever acceptable. But it's your || || decision, I am not forcing you. || ==---------------------------------------------------------------== ***************** TABLE OF CONTENTS ***************** MAIN 1. INTRODUCTION 2. UPDATES 3. FAQS 4. PLAYING THE GAME 5. DIFFICULTY SETTINGS MAIN SCENARIO - LETTER FROM SILENT HEAVEN 6. PROLOGUE 7. CHARACTERS 8. ENEMIES 9. WEAPONS AND SUPPLIES 10. CONTROLS 11. WALKTHROUGH 12. SPEED WALKTHROUGH 13. ENDINGS 14. RANKING 15. ITEM LIST 16. EXTRAS 17. SAVE POINT LOCATIONS 18. MEMOS SUB SCENARIO - BORN FROM A WISH (Greatest Hits Version Only) 19. PROLOGUE 20. CHARACTERS 21. ENEMIES 22. WEAPONS AND SUPPLIES 23. CONTROLS 24. WALKTHROUGH 25. SPEED WALKTHROUGH 26. RANKING 27. ITEM LIST 28. SAVE POINT LOCATIONS 29. MEMOS MISCELLANEOUS 30. PLOT ANALYSIS 31. COOL AND SCARY THINGS 32. MY PERSONAL REVIEW CONCLUSION 33. CREDITS -------------------------------------------------------------------------- ========================================================================== M A I N ========================================================================== ========================================================================== 1. I N T R O D U C T I O N ========================================================================== -------------------------------------------------------------------------- Welcome to my Silent Hill 2 FAQ/Walkthrough. I hope you enjoy it because it is my favourite FAQ I ever did and was the most fun to do. It was the first, and in my opinion, the best FAQ I've done. 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 of the key items and where to use them, as well as the majority and necessary ammo and health items. There are speed walkthroughs for both scenarios, item lists, and so on. Every single memo and even the notes that aren't memos that you'll come across in the game are in the memo sections. Included in this FAQ is a plot analysis which should clear up most of your questions and explains the significance of characters, notes, monsters, and so on. In the ranking section you'll find a section devoted to getting a 10 star ranking. I enjoyed getting 10 stars and writing that section and if you think you're good enough, you 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 guide you through the FAQ and be sure to check the extras section for anything you missed, and also check out the cool and scary things section for some interesting and fun things you can find and do. For more information and news on the Silent Hill franchise, feel free to check out my website, devoted to Silent Hill. I have walkthroughs for all the North American released Silent Hill games. Check back to my other FAQs for future updates as they will be coming. http://freewebs.com/silenthillabyss - Conquerer -------------------------------------------------------------------------- ========================================================================== 2. U P D A T E S ========================================================================== -------------------------------------------------------------------------- Most Recent Updates: [12/31/04] - New Year's Eve - 478 KB [Final] Corrected many errors that still inhabited the FAQ; now it is very likely error-free. Also added quotes before each area. This is the final update, and it has been a great two years updating this FAQ. [11/11/04] - Remembrance Day - 475 KB Elaboration of editing; less obvious editing. Possibly the last update and the last words would be remembering all those who served in the two World Wars, and may God give eternity on 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 ========================================================================== -------------------------------------------------------------------------- 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 version are there of Silent Hill 2? A: 6. For PS2: Silent Hill 2, Silent Hill 2 (Greatest Hits), Silent Hill 2: Restless Dreams (JPN), Silent Hill 2: Director's Cut. For Xbox: Silent Hill 2: Restless Dreams. For PC: Silent Hill 2. There are more but they are the same as these ones. Q: How many endings are in this game? A: In the original version there are 5. But in the Greatest Hits version there are 6, along with a new scenario where the ending is always the same. Q: Would you recommend 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 like them now. I just bought Silent Hill 2 because it was scary. But I realized many more reasons why this game is good. See my review for more details. Q: If I have Silent Hill for PlayStation, should I buy this one? A: If you enjoyed it, yes, definitely. But if you didn't really like it then I suggest you at least rent it because SH2 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 actually very good. Try searching for it on eBay or local gaming stores - it's pretty cheap. Q: About how long do you think it would take for me to beat this game? A: It actually took me over 8 hours to beat Silent Hill 2 my first time. But I explore a lot. It should take you at least 5 hours your first time - that is if you're really good in these types of games. Don't worry if you get above 10 hours - I know many people that have gotten that high; even 22 hours. Q: I am convinced to buy this game now, so what version should I get? A: If you want it for PS2 and live in North America, get Greatest Hits, in Europe get Director's Cut, and in Japan get Restless Dreams. For Xbox, get the only version, which is Restless Dreams. And for PC, get Silent Hill 2, which is the only version for it (includes extra scenario etc.). 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 it used, make sure the bottom part of the disk is red with "PlayStation 2" on it too. Q: Can I load my file for SH2 in the Greatest Hits version of SH2? A: Well, you can't load a current game but the game automatically remembers which endings you've received and everything you've unlocked in the file and you can load it. But you can't load and play a game that's currently in progress. Q: Is the Silent Hill 2 Original Soundtrack any good? A: Yes, it's amazing. I bought it recently off eBay and I love it. If you enjoyed the songs in SH2, then you should get it. FAQ/Walkthrough Frequently Asked Questions Q: What do you mean by "examine"? A: Go up to whatever is mentioned and press X. Q: I can't find a certain item, where can I find it? A: Check the Item List, although every item location and where you use the item 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. Q: I need to find a place to save but I can't find one. Where is one? A: Check the Save Point Locations section. Q: Do you ever describe where ammo or health is in this FAQ? A: Yes, now I do. All the necessary health and ammo items are pointed out. But the ones that are far away and aren't really worth getting aren't. Q: I have the GH 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 it is recognized, so just start a new game and save like you normally would. So you can load your file, but you can't continue a game in progress. Q: I'm not too good in 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. A lot of various tips are in there. I guarantee you will be better if you read the section or just some parts of it. Q: When I try to enter Room 109 1F in Blue Creek Apartments, I can't open the door. What's wrong? A: I get this question all the time, but I have never had a problem with it. You probably need to see Eddie in Room 101 1F of the north Wood Side Apartment building. If you've done that, then you haven't done something else. So backtrack a little bit and see what you've missed. Q: I'm in the apartments and I 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, look in the item list. Then go to 2F of Wood Side and enter the laundry room by the stairwell door. Go up to the garbage shoot and use the Canned Juice to knock down the stuck garbage. Then go down to 1F, go outside, and find the coin at the bottom of the shoot around the corner. Q: I only have three coins for the coin puzzle. 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 very hard to understand and may be gibberish, but it's been said to say "See my dead wife, come home, do some laundry to escape, to see (some name)'s face." Q: I'm in the hospital and I can't read the bloody code on the wall. What should I do? A: Scroll down to that section of the walkthrough and read what it says at the bottom of the puzzle. The puzzle is labeled "Louise Puzzle". I guarantee it will help you. Q: I entered an elevator by accident and I can't get out on the same floor. Is it possible to do so? A: Yes. Press the button at the bottom with the arrows facing outwards. Q: Help! I'm trapped in a well! A: Search the brickwork inch by inch to find an area that's different, then whack it with the Steel Pipe or Wooden Plank. From where you start, the "different" spot is approximately 135 degrees to the left. 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: Apparently it's an invisible Doorman. If you listen to it, you can clearly hear it say "ritual" but when you listen to it backwards, it says "are you sure?" Go ahead and shoot at it - it will die. You can even whack it with the Steel Pipe. Q: I found a locked briefcase and a picture of the code in the hotel but the code is covered with marker. What is it? A: It's random every time so you need to get the Thinner in the elevator on B1F. Then use it on the picture to erase the ink. Q: I'm in the hotel and I'm at the employee elevator part. I can't put my stuff in the shelf. What's wrong? A: Go in the elevator, check the panel and then press Triangle to get out of it to find a note on weight allowance. You NEED TO SEE the weight allowance note in order to put your items in the shelf. Q: Why are there two hotel maps? A: One is for guests and the other is for employees. The guests map doesn't have employee only areas and the employees map does, along with everything else. Q: I forgot to get the music box outside at the hotel and I can't go outside and get it. What should I do? A: You're trying to exit through the wrong door. You came through the south door. So go there and you will be able to go outside. Q: I can't find the Dog Key. Where is it? A: First, you need to receive the In Water, Leave and Maria endings, or just the Rebirth ending, in the same file. Then load your game and start a new one. When you're exiting Rosewater Park for the first time, keep going straight and you should enter an open lot with a Dog House with the key in it. If it's not there, you don't have the right endings in your file, or you haven't loaded it. The open lot is just west of Jack's Inn. Q: How do you unlock the Blue Gem? A: You must have the Greatest Hits 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: What's a "grate floor"? A: It's a floor that's kind of like a metal fence. Meaning it's attached together with metal strips so you can see through it. 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 version. The Baldwin Mansion is an area in it. Q: I saw some videos in the beginning video that I didn't see in the game. How do I see those videos in the game? A: You can't, they were taken out. The only place you can find them is in that beginning video. In the future there may be more FAQs. If you have a question, just e-mail me and I will gladly answer it. I might put it up here and answer it, too. -------------------------------------------------------------------------- ========================================================================== 4. P L A Y I N G T H E G A M E ========================================================================== -------------------------------------------------------------------------- c o n t e n t s ------------------------- 1 | Menus 2 | Game Basics 3 | Combat Strategies 4 | Health Items 5 | Items =-=-= Menus =-=-= ========= Main Menu ========= --------------- Beginning Video --------------- Is there a beginning video in this game? Yes, but it takes time for it to come up - around a minute. At first, the video will have no dialog while the music is playing. So the only talking you'll hear is Maria at the beginning and end. Once you beat the game, all of the scenes without dialog will have dialog. There are a few scenes that are not in the game and only in the beginning video because they were taken out, so you should watch it. -------- New Game -------- Starting a new game isn't like continuing from the file you beat the game in. If you start a new game without loading your game, it will be overwritten when you save. Try to avoid this and load your game whenever you want to play again. But if you want to just play a new game, you can do so. So when you start up Silent Hill 2 and you have a complete save file, load it, and then play a new game. Obviously you will have to start a new game your first time through Silent Hill 2. -------- Continue -------- This option will only be available when you have a game saved on your Memory Card. If not, you won't be able to use it because there is nothing to continue from. When you use the continue option, you will start from where you last saved. It loads very fast, which is a good thing. This loads the most recent save from your memory card, so in order to continue another game you will need to use the load option to load the other file. So if you want to play the file you last saved, it would be quicker to just use the continue option. Once you beat Silent Hill 2, you can use the continue option to load your stats and then start another game safely. ---- Load ---- When you load your game, it is just like using the continue option, only you see the load screen and can choose which file you want to load. So if you want to load a different file that wasn't saved the most recently, you will have to use the load option to load the game. This option can also be used for loading the not most recent files that are completed. But if the most recent file has the game cleared, you can just use continue to load it faster. ------ Option ------ Yes, it is called option but they do mean options. In the options menu, you can change things like the control style, walk/run control etc. Check out what you can change in the Options Menu part somewhere below. ============ In Game Menu ============ The in game menu is very useful and you will have to use it to equip weapons and certain items. To access the in game menu, press Start. You can also check your status, access the option menu, check memos, and look at the map (you can just press triangle during the game to access the map). The descriptions for these options are below. Here is an ASCII picture so you can understand the layout of the menu: _______________________________________________ | ----Status--- --Equipment-- |---Command---|| | |ŻŻŻŻŻŻŻŻŻŻŻ| | || | | | Equipped |---Use-------|| | | In Game | Item | Examine || | | Screen | | || | |___________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | _________ | | | | | | Item Item | Item | Item Item | | | | | | |_________| | |Item Name | | Item Description. Usually what it is and | | where it was found. | | | | ---Option---- ----Memo----- -----Map----- | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------ Status ------ The top left corner of the menu is an in game screen that may be coloured and/or have static, depending on your health. You can find out what each colour means in the health items part, somewhere below, but here it is so you know: 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. If you don't have an item equipped, find the one you want, select it and select "Equip". To reload it if it's a firearm, select it and select "Reload". It saves time and is safe to reload in the menu. ------- Command ------- When you select and item, a few selections under the Command title will show up in a highlighted box. Weapons will have Equip and Reload options. All other items will have Use, and some will have Examine and/or Combine options. ------ Option ------ Select this to access the Options menu to change certain options. Press L1 or R1 to access the Extra Options to change advanced game options. Read the Options Menu section below for more information on what you can change. ---- Memo ---- Memos are very useful for solving puzzles. If you forget what a note said, check the Memo section of the in game menu. Even for some images, not just writing. You can also check the Memo section of this FAQ to see the memos. --- Map --- The map is one of the most useful tools in the entire game. It will tell you where you have been and where you haven't been and will have certain symbols for locked doors, unlocked doors, strange objects, et cetera. For more information, check the Using the Map section below in the game basics. ============================ Loading and Saving Your Game ============================ After you play through Silent Hill 2, you will see a ranking screen with all of your stats from the game you just played. When you load your game after you saved the clear data, it will go to that same ranking screen. Press X and go to new game, then select the Action and Riddle Level you want to play on (only Action Level in Sub Scenario). It is important to do this because if you just turn on Silent Hill 2 after you beat the game earlier, and just start a new game, it is not the same file and when you save, it will overwrite your other data if saved on the same file. So that game will be lost, which is not good. But you can save it on a different file if you wish, but I recommend getting all the endings in one save file. If you wish, you can make an alternate save just in case you think you might not beat some part, or if you want to do a certain thing at that part whenever you want, or other things like that. Many people don't always load their game very after beating it, and you might not either. So be careful. As long as you do the above instructions, you'll be fine. ================ Save/Load Screen ================ When you save or load your game, there is your file (if you have one) and spots for other possible saves. This is only one part of the Save/Load screen. You can use the D-Pad to go left or right and see your total time for a file or which endings you have. But each ending is only one letter. Below is what each letter means. L - Leave M - Maria W - In Water R - Rebirth D - Dog U - UFO* X - Sub Scenario* * - Greatest Hits Version Only ============ Options Menu ============ You can change many things in the options menu and here they are: Option Selections Brightness Level Level 0, Level 1, Level 2, Level 3, Level 4, Level 5, Level 6, Level 7 Screen Position X and 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:] In order to unlock the Bullet Adjust and Noise Effect options you must beat the game first. =-=-=-=-=-= Game Basics =-=-=-=-=-= ========================== Don't let sounds scare you ========================== ------ Camera ------ The camera angles in Silent Hill 2 may be annoying to some people but I don't find them so at all. Most of the time you can change the camera angle so it is behind your character like in buildings and sometimes on the street. But in some angles it will just go a little bit further than your current angle and sometimes you won't be able to see your character, but you can just let go of the button. To reposition the camera angle like mentioned above, press and hold L2. In buildings it will usually stay behind your character but you can hold it for a bit if not. To see further on the streets you will need to hold L2 to keep the view. You can also free-look whenever you want. Hold L2 and move the right analog stick in the direction you want to look. In some areas your character's head will just move but it can look cool and funny. But it usually shows you the direction that you hold. ------------------------ Static and Sudden Noises ------------------------ Yeah, sure they're scary but you don't need to turn around on the long beginning pathway. Sounds of somewhat similar to a dog's bark will be heard and may scare you. Other sounds like sudden noises are just to make you feel scared. You have the radio for a reason - when it's on and there is a monster near you, you will hear static. The volume depends on how close you are to the monster. You cannot hear the static when Doormen are near you though, unless they are very close to you. But if you hear a sudden crash and the radio doesn't make static, don't worry about it. The radio doesn't seem to work in boss fights but you don't need it - it would probably just annoy you and you already know the enemy is there. So when you hear a sound, don't always think it's an enemy. And keep your radio on at all times. -------------------- Sounds and Subtitles -------------------- As you will notice when you watch videos in Silent Hill 2, there are a lot of sounds and character lines. Subtitles will capture everything said (some things aren't captioned, like when James talks softly but all the important dialog is) and will capture what James is thinking sometimes. He doesn't always talk out loud because he is usually alone. He does sometimes though. ============= Using the Map ============= Yes, you have a map in this game. It should be your best friend. It guides you through your journey in Silent Hill. You will get several maps, usually when you enter a building. For one area, James draws his own map since there obviously wouldn't be one hanging around in that area. Your map is VERY useful. If you are using the walkthrough to guide you through Silent Hill 2, then you will need to use the map to figure out where to go in most areas. This is because I will say something like "Go to Room 208." But don't worry, I describe the locations for all the maps and there is even an Item List in this FAQ. So check that out if you can't find a map. In dark areas, you will only be able to view your map with your Flashlight turned on or when you're under light spots. To view your map, just simply press the Triangle button. You can also go to Map in the Menu but why do that when you can just press Triangle? To be honest, I use my maps a lot. I know how to beat the game without this guide or the Strategy Guide, but I still find the maps very useful and you should too. Without a map for some areas you can be completely lost, so use it wisely. ============================== Using the Radio and Flashlight ============================== In Silent Hill 2, you will receive a Radio and a Flashlight whether you like it or not; you have to get them. But why wouldn't you want them? They are both very excellent devices and can be turned on or off. You first find the Radio and it appears to be broken, with a strange message on it when you get it. But as you find enemies you will notice that it will create static. This is simply to alert the player that there's an enemy nearby. The monsters cannot hear this so it is pointless to turn it off. The Radio is actually very helpful because some enemies can be right in front of you and you can't hear them, and the camera isn't always on them, so keep the Radio on. You find the Flashlight after the Radio but it is very useful, too. You don't need it right away because you are outside and it's daylight at the time. You will need to use it in dark areas for a few reasons: You won't be able to view your map unless you find a light spot, you can't unlock doors with keys because it just says they're locked and James can't find the keyhole anyway, you can't use other objects from the menu because it says they can't be used there, and you wont be able to pick up items unless they are in light spots. So be smart and keep your Flashlight on most of the time. Apparently you can turn your Flashlight off and just simply walk by enemies. But I have tried this and it doesn't seem to work. You can toggle your Flashlight on and off with the Circle button. Keeping it on in the daylight is pointless but it doesn't waste the battery, so if you keep it on it's fine. ===== Memos ===== You may not think so but these can be useful. Especially for certain puzzles. Memos are gathered after viewing notes that you find; not all notes are memos for some reason. But in the Memo section of this FAQ you will find all of the memos and even some that don't count as memos. ======= Running ======= Yeah, you may not feel so tough running away but the monsters in Silent Hill 2 are worth running away from. Especially on the streets; try not to waste your time killing demons here because it is pretty pointless, unless you are going for a better ranking. Running away from demons doesn't make you a wussie. It is actually quite smart to do this. But if you are trapped, you can't really run so just deal with the enemies. ================= Ammo Conservation ================= A very important thing - you don't want to go around Rambo style, shooting everywhere; you will run out of ammo very quickly. Shooting an enemy on the ground can be pointless on Normal and Hard Action Level because they have a lot of health. And remember, shooting an enemy just makes it prone so James can kick it. Always remember to kick enemies to finish them off. But on easier Action Levels it may be easier to kill enemies by shooting them on the ground. It is actually possible to kill enemies with firearms on higher difficulty levels, but it takes more time. ============= Melee Weapons ============= You have them for a reason - for ammo conservation. When you're running low on ammo or don't even have a gun, you should use a melee weapon. There are a few of them. There is the Wooden Plank, Steel Pipe and Great Knife. Best overall would be the Steel Pipe, but the Wooden Plank is the easiest one to use, and the Great Knife is the most powerful weapon in the game, although it lacks a lot in speed. ===== Codes ===== You'll find several codes throughout the game that you'll need for keypad locks and such. If you find the codes, they will always be in the memo section of your inventory (except for the Roach Trap where the only evidence is on the keypad), along with the messages for them. But you may want to keep a small piece of paper and a pen for codes to save you some time. You may want to take note of where you found them if you don't know what they're for. ========== Soft Reset ========== What is Soft Reset? Well, it is a function so that once you're in the game you don't have reset the console to get back to the Main Menu. For many other games you actually do have to reset the console. Once you're in the game just hold Start + Select + L1 + R1 and you will be transported to the Main Menu. You might be wondering, why four buttons? Well, would you want it to go back to the main menu when you pressed a few certain buttons when you were doing well and/or hadn't saved in a while? I'm sure you'd feel frustrated, so instead of only a few buttons there are four, which is just enough. And I don't think every single button would be too good. =-=-=-=-=-=-=-=-= Combat Strategies =-=-=-=-=-=-=-=-= ================= Suggested Weapons ================= -------------- Patient Demons -------------- These enemies are easy to find and easy to kill. When you encounter one on the streets, just simply run by it. Inside buildings, the best weapons would be the Wooden Plank and the Handgun. If low on ammo use the Wooden Plank, but if you're fine, the Handgun would be the best weapon. One would think that the Shotgun is good on Patient Demons but it really isn't. If you are at medium range it takes about the same amount of shots. And the Shotgun takes longer to ready your aim and the firing rate is too slow. But if you're close to your enemy, the Shotgun can be fantastic. The Handgun is the best overall way to deal with Patient Demons though, as it is quick, has good range, and you can move while shooting. In the Sub Scenario the easiest and best way to deal with Patient Demons is to use to the Revolver. On the streets, there isn't much of a point to kill them but it can be fun to use the Chinese Cleaver. ------------- Giant Roaches ------------- Roaches aren't much of a threat but they can really annoy you and lower your health. You want to try to make James step on it with his heel. If you can't seem to do this, because it is hard, and the Roach is really annoying you, you should only use the Handgun - 1 or 2 shots. Then kick it if it's still alive. Shotgun is just ridiculous and I don't think you can even aim at them with it. In the Sub Scenario, try to make Maria step on the Roach with her heel but if you have trouble, just shoot 1 or 2 Revolver shots at it to take care of it. If it's still alive, kick it to finish it off. ---------- Mannequins ---------- These enemies won't cause much harm at all if you know what you're doing. They appear to be on standby when you aren't close to them but they start up when you move closer. You can just use the Handgun with ease, but you can also use the Wooden Plank or Steel Pipe pretty easily. And if you're going to try to use the Great Knife on one for fun, I suggest you use the Hyper Spray first. In the Sub Scenario with Maria, just use the Revolver with ease or use the Chinese Cleaver to show them who's boss. ------------ Nurse Demons ------------ Nurse Demons are slightly stronger than Patient Demons. It is best to only use the Handgun. Probably the best and only weapon to kill Nurses. The Shotgun is actually pretty good too, but an effective shot has to be near the enemy. Handgun is good because you can deal with it from far away. The Wooden Plank and Steel Pipe aren't that great because the Nurses carry Steel Pipes. So watch out and keep your distance. ------------ Underhangers ------------ There is no real point in killing Underhangers. You only encounter under ten and you can dodge them very easily. Just run by them on the opposite side of them if you can. But if you really feel like killing them, use the Shotgun. It should only take a few shots and since you can't kick the demon it will just die and fall off the grate floor. ------- Doormen ------- You only encounter four of these demons and a Boss version of one. The one and only suggested weapon is the Shotgun. Usually 2 shots and it will fall to the ground. You won't always have to kick them once they're prone, unless you're on higher difficulties. For the Boss Doorman, use the Shotgun and fire only 2 shots each time and it will fall to the ground. Try to run to the other side of the room before it gets up and repeat this. It only takes about 6-10 shots to kill the monster, depending on the difficulty, so it isn't that hard. The Hunting Rifle can actually be pretty good on Doormen if you're far away. It's very powerful but takes a while to ready your aim. But since it inflicts just about the same power as the Shotgun (at close range), it's not really necessary; you'll need many Rifle Shells for the final two bosses at the end of the game. The Handgun is too weak though, so just stick with the Shotgun. ------------ Pyramid Head ------------ Once word: run. Whenever you encounter this "red pyramid thing" you should always either run in the opposite direction or run past it if you can. When you encounter Pyramid Head in the first Boss situation, no weapon is necessary. Bullets do slow him down, but the battle is timed so it's not fully necessary. Just run back and forth to each side of the room until the siren sounds. But for the Pyramid Head Duo, use the Hunting Rifle because of its power. It's also good because the Pyramid Heads move quite slowly. Near the beginning of the fight, you can only fire 1 or 2 bullets (more on easy action level) before the Pyramid Heads close you in. After a while, you can fire around 2-4 shots until they reach you. You can also use the Handgun which will result in a lot more shots fired because of its weak power. But you can maneuver really well with it and never really have to stop - just keep sidestepping. But if you're doing well, just stick with the Hunting Rifle, unless you have none or low ammo. =============== Kicking Enemies =============== When you use a weapon on a demon, it just makes it prone so James can kick it. Or Maria in the Sub Scenario. But if you keep shooting the demon while it's on the ground, it is possible to kill it. But bullets aren't really necessary for this, as kicking them will do the job. But when trying for a 10 star ranking, you would want around the same shooting kills as fighting kills. But if not, after the enemy falls to the ground you will have to go up to the demon and kick it to finish it off. This is why the static doesn't stop once the demon is on the ground - because it isn't dead yet. Sometimes the demon may already be dead, so you won't have to kick it. But if the radio's static stops, it is okay. =============== Pushing Enemies =============== Yes, you can actually push enemies. In two instances in the same area near the end of the game, you will have to do this, but I won't spoil it for you. To push an enemy, just simply run at it and your character will be running on the spot in front of the enemy, but it will slowly be forced to move the way you're moving and you can get by. You don't have to do this anywhere else but if an enemy is blocking your way and you don't feel like killing it, just push it out of the way. I don't think it's possible to push Doormen but I am not sure of it. I wouldn't try it anyway as it's a risk of being attacked. This will work best on Mannequins because of their standby function. But it can still work well with Patient Demons, but probably not Nurse Demons because of their pipes. There is too much risk with Doormen and I am sure that you can't push Pyramid Head. Who would try it anyway? ========== Surrounded ========== Yeah, you've gone and done it; the monsters are now surrounding you. How will you ever get out? Well, in some rooms you can be ambushed by two enemies right after you enter. Your character is vulnerable while the screen is black, fading into the game. So when you access the menu and return to the game, or you when enter a room, you will not be able to see your character for a brief amount of time, but you can still move. Anyway, when you're surrounded by enemies, the best way to go is the Shotgun. It shoots fast enough and is very powerful at close range, especially with its widespread blast. The Handgun is too weak and the Rifle takes way to long. But you can actually try pushing your way through the enemies (see Pushing Enemies above) but you risk being attacked. So try to push your way through if you can. If you can't, use the Shotgun. ========================= Fighting Multiple Enemies ========================= This is not when you're surrounded but simply when you have two or more enemies in your sights and they're coming for you. The Handgun is the best gun to use on the three basic enemies (Patient Demon, Mannequin, Nurse Demon), so use it the most. When your targets aren't really close to you, the Handgun is really good. At close range try to use the Shotgun - that is if the enemies are very close. If they are far away and you have enough ammo for it, then try to use the Hunting Rifle. Make sure you don't use it on Doormen though, it's horrible. With Doormen, they only come in groups of two (besides the boss), but the Shotgun is still the best and only suggested weapon for them. For the Hangers Boss, use the Shotgun also, as the Handgun is too weak for the beginning. But to conserve ammo, use the Handgun for the last Hanger if you want. Then there's the Pyramid Head Duo. Use the Hunting Rifle and keep your distance. =============== Evading Attacks =============== Once you're being held up certain enemies' certain attacks, you can get out of the attack faster. Repeatedly press the Directional Buttons (D-Pad), the face buttons (X, Square, Triangle, Circle) and the shoulder buttons (L1, L2, R1, R2). This only works for attacks where you are being held up; like you're being strangled by something and you can't move. Not pressing anything is the worst thing you can do as you will receive a lot of damage. =============== Fighting Bosses =============== You'll have to fight several bosses through the game. Each boss is unique and certain weapons will work better than others. Firearms are the best for boss fights so you should conserve ammo for them. Unlike regular enemies, you'll have to move around a lot while fighting bosses or you'll receive a beating. Strafing is almost always good (see Strafing just below) for boss fights. If the enemy is closing in on you, moving backwards probably won't be fast enough. Strafing to the left or right will usually get you out of the enemy's attack(s). If you can sense a boss fight coming up, try to find some more ammo for your firearms. Use melee weapons on the weaker enemies if you don't have a lot of ammo. ======== Strafing ======== With 3D Control in Silent Hill 2, you can strafe and sidestep. With normal Walk/Run Control you can press L1 or R1 to sidestep in the direction you press. L1 is left and R1 is right. When you do the same thing and hold Square, you will strafe in the direction you wanted to. Sidestepping is stepping to the side and strafing is running to the side. So if you strafe, you will move faster in that direction than you would sidestepping. It is better to switch the Walk/Run Control so you don't have to hold Square when you want to strafe, and run as well. And to sidestep with it changed, just hold Square and L1 or R1 appropriately. So when you have an enemy right in front of you, just strafe out of the way if you can, and continue. But if you're using 2D Control, you can't strafe because it's easy enough to get out of situation like the above with 2D Control. Just hold the direction you want to go. ========= Reloading ========= Reloading can be a big problem in some fights. Especially in Boss fights and with multiple enemies. But there is an easier way so that your character will not have to reload, themself, in the game. Simply go into the menu and go to the firearm or ammo you're using and select Reload. Now go back into the game and continue what you were doing. You don't need to do this to beat bosses but it absolutely makes it easier. Try to use every bullet before doing this, so count off all the shots in your head. But if you have time to reload and you have 1 or 2 bullets left then you might as well reload. But if you have 4 or more you should wait until you have 0. And don't worry about it reloading on you when your magazine or gun has no bullets left; it will only reload if try to shoot while you have 0 bullets left. =-=-=--=-=-= Health Items =-=-=--=-=-= On your way through Silent Hill you will find various health items which will help you get through the game. Without these you would die probably about 90% more... Really. On Beginner Action Level you actually don't really need these at all, though. But on Hard there is no way you'd beat the game without health items because of a certain part as well as other places. You can find health items on the street, in buildings, and other places. ================= The Health System ================= This is what colour the little screen at the top left corner of the in- game menu: Green - Great Clear - Fine Clear with minor static - Okay Clear with major static - Pretty Bad Faint Red - Very Bad Colourful Red - Terrible ------------- Health Drinks ------------- Health Drinks are the easiest items to find. But unlike SH1, they are not as powerful. Health Drinks recover a quarter of your health, which is actually quite nice. You find a lot of them in Silent Hill 2 but that doesn't mean that they aren't very important. Without them you would need to use a full First-Aid Kit for a small wound if you wanted full health. If you get attacked 1-3 times (depends which enemy), 1 Health Drink should be enough. But obviously if you receive more hits you will have to use more Health Drinks. But this is where First-Aid Kits come in. -------------- First-Aid Kits -------------- First-Aid Kits aren't that hard to find and they are really good. It is good to use First-Aid Kits and Health Drinks together because you don't want to waste a whole First-Aid Kit on something minor. A First-Aid Kit can heal you to full health after about 5 or more hits, which is pretty amazing. They recover half your health so use them wisely. Try to not use them on minor wounds. Instead, wait until you have lower health and then use one. It is very safe to just use a Health Drink every or every other time you get damaged, although you probably shouldn't and may run out. -------- Ampoules -------- Ampoules recover all of your health and are the best health items. But they are rare and you shouldn't use them often. You don't get a lot of Ampoules so don't go wasting them. You should only use an Ampoule if you have really low health and you're saving your health items for bosses or you have no other health items. If this should ever happen be very cautious - meaning try to stay away from enemies and run right past them on the streets, and look for health items on the streets as well. ================= Recovering Health ================= Once you have been attacked and your health isn't so great, you should use a health item. But while you're going to the menu and exiting the menu you are vulnerable to enemies around you and you can't see for a brief amount of time. Try to stay away from enemies while recovering health. How will you know when to use a health item in the game? Well, if you're using a Dual Shock 2 Controller you will be able to feel James' heartbeat from the vibration of the controller. You will feel the heartbeat if you have pretty bad, bad, or terrible health. The harder you feel it, the worse condition James is. But if you know you've taken a lot of hits, you might just want to check you health and use a Health Drink or First-Aid Kit. =-=-= Items =-=-= =========== Using Items =========== ---- Keys ---- On your journey in Silent Hill you will find many items. A lot of them will be keys so get used to finding many keys. Keys are not usually found at very obvious places but they are pretty easy to find. To use a key, all you will need to do is go up to a door that you have a key for and press X to use it, and then go through the door. But not all keys are like this. The above is for opening doors. For locks on certain items you will need to use the keys in the menu but you can save time if there are two keys (see Combining Items below) that are used on the same thing. Keys are found the most besides health and ammo items but not always will you use a key right after you get it. ----------- Other Items ----------- There are other items that are not keys but can be just as or more important than keys. Items like a Lighter for example can't be used by just walking up to where you use it; you will have to use it in the menu. Like keys, other items can be combined and sometimes will have to be combined in order to advance. --------------- Combining Items --------------- Combining items can be an easier way to use items so that you don't have to go back to the menu and use each of the number of items used on the same thing. And in some instances you will have to combine items. So in order to combine and use items, you must go on one of the items, select it, select "Combine", press Triangle, go to the next item and repeat this process until you have all the items you're going to combine, then select "Use" on one of the already combined items. Not all items can be combined though. So if there is a key to a certain room and a key to another room, there won't even be a "Combine" option for either of them. And some other items that have the "Combine" option like a ring and a key for example, you won't be able to use them if you combine them because the combination can't be used, unless there is a keyhole and a spot for a ring which there never is in Silent Hill 2. -------------------------------------------------------------------------- ========================================================================== 5. D I F F I C U L T Y S E T T I N G S ========================================================================== -------------------------------------------------------------------------- Before you play a game of Silent Hill 2 you will need to choose two levels of difficulty. Gameplay and puzzles. ============ Action Level ============ -------- Beginner -------- When enemies receive 1 or 2 hits from your weakest firearm they will fall to the ground and usually die. You don't have to reload any of your firearms, except if you hold X to continuously fire. If you are being held by a monster, James shakes himself out of the attack automatically. Bosses are very easy and move slow, so you can easily beat the game without receiving any hits. Enemies don't regenerate. This is obviously the easiest Action Level and you shouldn't have any problems with it, besides puzzles and getting lost. When you first play Silent Hill 2 this Action Level can be all right to start on. But after that you are just being a menace to the monsters since it will be even easier. And for the boat stage you use the D-Pad to control the boat, which is easy. So basically you have your work cut out for you on Beginner. ---- Easy ---- This Action Level is very similar to Beginner but when enemies receive 2- 3 hits they will fall to the ground and you may have kick them to finish them off. Bosses are still easy but aren't as easy and are half as much as their usual strength. None or few enemies will regenerate. For the boat stage you use the D-Pad to control the boat, which is easy. ------ Normal ------ For hardcore Silent Hill gamers, Normal Action Level is a good way to play the first time through the game. It is self-explanatory because it is called "Normal" and this is how Silent Hill 2 is supposed to be played. Enemies will fall to the ground in 3 to 4 shots from your weakest firearm. You will have to kick enemies after you shoot them to the ground, unless you take many shots at the enemy while it's on the ground. Enemies tend to regenerate in certain areas. If an enemy grabs you, you must use the movement controls and the shoulder buttons to get out of the attack. You will always have to reload your weapon yourself. And for the boat stage you will still use the D-Pad to control the boat. ---- Hard ---- This is hardest difficulty in Silent Hill 2; hence the title "hard". Enemies will take 4 to 5 shots with your weakest firearm just to fall down, and then you will have to kick them, or use around 10-15 more shots to kill them on the ground. Bosses have full strength and speed. Enemies regenerate a lot and if you don't kick an enemy after it's on the ground it will get right back up and have close to full strength. James tends be very clumsy like Harry in SH1 - he will somewhat trip over himself when you run into wall or door. He'll hit the object, causing him to slow down. But unlike SH1, James will always do this if you're running fast to a door, trying to open it, and you can't go through doors before this happens. James' aiming won't be as great as in other action levels but it isn't that noticeable. For the boat stage you will have to use both analog sticks to control the boat, which can be hard. ============ Riddle Level ============ ---- Easy ---- All puzzles are fairly easy and you are pretty much told the answer by memos. This is a good way to start your first journey and to know what the puzzles are like. ------ Normal ------ Moderate puzzles but some can be difficult. Others are still pretty easy. You aren't told the answer but it is described in a riddle. This is the way Silent Hill 2 should be played, especially if you're familiar with Silent Hill games. ---- Hard ---- Puzzles are hard to solve and require you to actually think hard. Other puzzles can be really hard and one is completely random. ----- Extra ----- Puzzles are very hard and require a lot of thinking. Some will even make you guess and frustration is commonly caused by this mode. You will be able to play this riddle level once you beat the game on all three Riddle Levels. There is no Extra Riddle Level option but when you play on Hard Action Level and Hard Riddle Level it is the Extra Riddle Level. But first you must unlock it and have the file loaded. If you had problems with previous difficulties then I recommend you don't play this difficulty yet. Instead, you may want to try Hard a few more times to understand the puzzles more. -------------------------------------------------------------------------- ========================================================================== M A I N S C E N A R I O ========================================================================== ========================================================================== 6. P R O L O G U E ========================================================================== -------------------------------------------------------------------------- James Sunderland receives a letter from his wife whom, from his knowledge, has been dead for three years. The envelope has his wife's name, Mary, on it in her handwriting. The letter reads: In my restless dreams, I see that town. Silent Hill. You promised me you'd take me there again someday. But you never did. Well, I'm alone there now... In our "special place"... Waiting for you... So James drives to Silent Hill in his car and stops at a rest stop once he gets there. James says to himself, "A dead person can't write a letter." He talks to himself wondering what their "special place" was. Then something comes to mind - Rosewater Park. They spent a whole day there staring at the lake. The main road is blocked so James will have to set off to his "special place" on foot, in search of Mary. But will he find the truth or something else? -------------------------------------------------------------------------- ========================================================================== 7. C H A R A C T E R S ========================================================================== -------------------------------------------------------------------------- ---------------- James Sunderland ---------------- Age: 29 James is the main character in Silent Hill 2. He has brown eyes and blonde hair. He works as a clerk for a small company. James is quiet and doesn't like talking too much. He was a proud and loving husband until his wife, Mary, was stricken with a rare and fatal disease, and there was no chance. He hasn't been the same since. ----------------------- Mary Sheperd-Sunderland ----------------------- Age: 25 James' dearly departed wife. She was originally cheerful and kind. In bed, she cried that she didn't want to die, yet she hoped for death at the same time, during her agony. 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. Silent Hill was James and Mary's "special place" because of their many great memories there. Mary was ill and died three years ago, but James received a letter that was from Mary. James decides to come to Silent Hill to find her. But could she still be alive? ------------- Angela Orosco ------------- Age: 19 James first meets this woman in the graveyard in East South Vale. She has dark hair and brown eyes. She's apparently looking for her mother, who she very dearly misses. She appears to be a regular girl but she isn't. She hesitates and doesn't answer some 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 when he's puking in a toilet. He has blonde hair and gray eyes. He worked part-time at a gas station. He is pretty much like the average guy but he seems to be defensive all of a sudden. Eddie seems awfully concerned with exonerating himself for the murders that keep cropping his wake. He seems like a murderer but denies everything. Eddie is no resident of Silent Hill, so why is he in this town? ----- Laura ----- Age: 8 This young little girl seems to have a sharp grudge against James, although he has no idea who she is. She somehow knows things about James, including him and Mary. Laura has blonde hair and blue eyes. She creates problems for James when he already has other things on his mind. Laura has neither parents nor siblings; she lived in an orphanage. She is restless and doesn't stay put. Does she know who James is or is she just a little brat? ----- Maria ----- Age: 25 A strange woman who James meets in Silent Hill. She could be the twin sister of Mary, except for a few physical and behavioral characteristics. It appears that Maria used to work at Heaven's Night before Silent Hill went insane. She is cheerful, positive, and can be very emotional in certain situations. She talks looking straight into the other person's eyes and she does the same when listening. Maria seems a little strange and she knows James' name without him telling her. -------------------------------------------------------------------------- ========================================================================== 8. E N E M I E S ========================================================================== -------------------------------------------------------------------------- -------------- Patient Demons -------------- Locations: South Vale, Wood Side Apartments, Blue Creek Apartments, Historical Society, Toluca Prison, The Labyrinth This is the first demon James encounters. Patient Demons have two attacks in different stances. When the demon is standing up it will attack by spitting a yellow acid-like spray at James, which stuns him. When the demon is face down on the ground, the attack will be scrambling towards James and hitting him, which inflicts mild damage. When you encounter Patient Demons, use the Wooden Plank or Steel Pipe if your ammo is scarce. If not, use the Handgun. Knock the demon down to the ground by hitting it with a melee weapon or shooting it down with the Handgun, and then finish the demon off by kicking it once. If you do not kick the demon when it is on the ground it will get back up and will have nearly full health. So make sure you always kick the demon when it's on the ground. This goes for all demons, unless they die before you get a chance to kick them, or if you can't kick them at all (for example, if one was behind bars). If you do not want to fight a Patient Demon, just run away. If you are in a dark area you may be able to walk right by them without them knowing you are there. ------------- Giant Roaches ------------- Locations: East South Vale, Wood Side Apartments, Blue Creek Apartments, Dark South Vale, Historical Society You can hear a Roach by listening for a buzzing/cricket sound. A Roach has one type of attack. It will run towards you and will bite James' foot. To deal with a Roach, simply run away until it's gone or just run at it so that James' heel of his shoe will crush it. But if it is really annoying you, use the Handgun - 1 or 2 shots, then kick it if necessary. If you're in an open area like the streets, Roaches will try to run away if you're not that close to them. But if you're in a small area, it's very likely that they will try to attack you. ---------- Mannequins ---------- Locations: Wood Side Apartments, Blue Creek Apartments, West South Vale, Brookhaven Hospital, Nightmare Hospital, Dark South Vale, Lake View Hotel Mannequins have only one attack. Their attack is at extremely close range, so they're pretty easy to get by. Their attack is whacking James with one of their arms/legs. This attack is powerful so stay away from Mannequins. Don't worry about using a melee weapon on them, but don't under exaggerate them. If you have a lot of ammo, use the Handgun to deal with them. ------------ Nurse Demons ------------ Locations: Brookhaven Hospital, Nightmare Hospital, Dark South Vale Nurse Demons are only in Brookhaven Hospital and on the nearby streets, so you don't have to worry too much about encountering them. Nurse Demons carry steel pipes very similar to James'. They have two attacks; swiping or thrusting James with their pipes. Both inflict quite a bit of damage. The Nurses may attack you from further away than you think, so be careful. 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 somewhat near them. To deal with a Nurse, use the Handgun. But if you are low on ammo use the Steel Pipe, but beware that your range just a bit larger than the Nurses', as the weapons are similar. ------------ Underhangers ------------ Locations: Grate floors - Dark South Vale, The Labyrinth, Nightmare Hotel Underhangers are found only under grate floors. Their attack is shooting tendrils at your feet with their huge arms, if you are above them. This will stun James. When you encounter a lair of Underhangers just run over them, dodging their attacks, and look for safe spots where they can't attack you. Attempting to kill an Underhanger is a waste of time, so just run past them. But if you want to kill one just for fun, use the Shotgun. Since you can't kick it, it will fall off the grating once it takes enough hits. ------- Doormen ------- Locations: Lake View Hotel (Boss: The Labyrinth) The attack range of a Doorman is pretty big, so be aware! Its only attack is grabbing James and pulling him under its frame. This will inflict a lot of damage. Use the appropriate buttons on the controller to get out of the attack. When you encounter a Doorman, use the Shotgun as its range and power are great. After a Doormen is on the ground, make sure to kick it or it might get up and have nearly full health. If the Doorman dies before you kick it, it's dead. This usually happens when you use the Shotgun, which is a good thing. The boss Doorman is much stronger than normal Doormen, so don't be afraid of them. But also make sure to don't let them get too close. ------------ Pyramid Head ------------ Locations: Wood Side Apartments, Blue Creek Apartments, Brookhaven Hospital, Nightmare Hospital, The Labyrinth, Nightmare Hotel This bizarre pyramid-headed creature is James' worst nightmare! It's invincible! James encounters Pyramid Head many times in the game and always ends up not killing it. In a boss situation, beware of Pyramid Head's long-range attack with his Great Knife or Lightweight Spear. When you encounter Pyramid Head and it's not a boss situation, just run away since Pyramid Head is invincible. -------------------------------------------------------------------------- ========================================================================== 9. W E A P O N S A N D S U P P L I E S ========================================================================== -------------------------------------------------------------------------- =-=-=-= WEAPONS =-=-=-= ============= Melee Weapons ============= These weapons do not require ammunition. Instead, you have to hit the enemy with your melee weapon. If you ever run out of ammunition, or if your ammunition is scarce, equip and use a melee 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. This is a two-by- four board of wood about 3 feet long with nails at one end. The Wooden Plank is only good at close range, but it inflicts a moderate amount of damage. So be careful when attacking enemies and don't worry too much about their health. To use the plank, hold the R2 button to ready your weapon and press or hold the X button. The plank has two methods of attack; an across or downward swing. Doing the above will perform an across swing and if you press X hard you will perform a downward swing. The downward swing is more powerful and has greater range. You can also attack while running on the streets. Run, holding R2, and press or hold X to swing. If you can, try to attack from behind with the plank because of its extremely close range. You can find the Wooden Plank at the construction site at the north end of Vachss Road. ---------- Steel Pipe ---------- "3-foot long steel pipe. Not very destructive, but good range." A long shaft of bonded steel, which has a greater range than the Wooden Plank. To use it, hold R2 and press or hold X. The only attacks you can perform are a thrust attack and a downward swing. Both are very powerful. Pressing X will do a thrust attack and pressing it harder will do a downward swing. James can find the Steel Pipe at the Texxon Gas Station at the northeast corner of Nathan Avenue and Carroll Street, stuck in the hood of the car. ----------- Great Knife ----------- "Massive weapon wielded by Pyramid Head. Hard to use, but lethal." Before James acquires the Great Knife, the demon that James refers to as "Pyramid Head" wields this enormous knife. The Great Knife is an incredibly large and heavy blade with a razor-sharp edge. 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, which slows him down a lot since it's very heavy. To use the Great Knife, hold R2 and press or hold X, and James will lift the weapon off the ground and swing it in a clumsy arc at the face height. That's just one attack; there is an even more powerful attack. If you hold R2 and press or hold X tightly/hard, James will bring the knife over his head and swing downward in a very fast, slicing action. Enemies have a lot of time to stop you from performing your attack, so be careful when using it. It is strongly suggested that you use the Hyper Spray, if available, before use. James can find the Great Knife in the center room 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. It's a little hefty and awkward to use. To start it up, you must hold R2, and press or hold X to saw back and fourth at head level. If you hold up while you press X you will perform a thrust attack. Try to attack from behind because of the time it takes to get going. If you decide to attack from the front, it's wise to use the Hyper Spray first, if available. In a replay game, James can find the Chainsaw stuck in the pile of logs across from the Silent Hill Ranch. Trust Me, you'll know where it is. ----------- Hyper Spray ----------- "Suspicious spray can. Effect unknown." James can only find this can of aerosol spray in a replay game. The Hyper Spray will immobilize one or multiple enemies for only a brief amount of time. However, the noxious fumes are also dangerous to James. It will drain his health if you use the Hyper Spray too much. To use the Hyper Spray, hold R2 and press or hold X. If you press X it will spray for about two seconds, and it will continuously spray if you hold it. If you use it a lot, James will have to shake the can to get it going again, but it can never run out of spray. If you spray the fluid at an enemy it will be immobilized briefly. Now take out any other weapon and use it to defeat the enemy. There are four different colours of spray that depend on your ranking. Green is the best and it will kill enemies instead of freezing them. A 10 star ranking is required to get the green spray. Check out the Ranking section for more information. To unlock the Hyper Spray, you must beat the game on Normal or Hard Action Level. Then it will be in the motorhome on the south side of the intersection of Saul Street and Harris. ======== Firearms ======== Each gun comes loaded with one clip. You will have to collect ammunition that is lying around to keep using guns. Each gun is different in speed and power. ------- Handgun ------- "Full clip holds 10 bullets. Light handgun. Not much stopping power, but easy to use." An M92F Beretta pistol that holds 10 bullets in each clip. Handgun Bullet pick-ups normally contain 10 bullets. To use the Handgun, hold R2 to target an enemy near you, and press X to fire a shot. To fire multiple shots, hold X. The Handgun is the best overall weapon in the game so try to get all the ammo you can find for it. James finds the Handgun in the shopping cart in the center of Room 301 on 3F, Wood Side Apartments. You must have the Flashlight and have it on to get it. ------- Shotgun ------- "Maximum capacity 6 shots. Tough to use, but can attack opponents in a group." A normal Shotgun with a wide blast radius. The Shotgun holds 6 shells. Shotgun Shell pick-ups normally contain 6 shells. To use the Shotgun, walk close to an enemy so you can use the Shotgun's wide blast radius. Hold R2 and press or hold X to shoot. You should mostly use the Shotgun for boss battles, but you can also use it on normal enemies if you have plenty enough of ammunition. James can find the Shotgun in a 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 extremely precise aiming with extremely long range. Rifle Shell pick-ups normally contain 4 shells. To use the Hunting Rifle, hold R2 to target an enemy, preferably far away, and press or hold X to shoot. You should only use the Hunting Rifle for the last two battles of the game. If you don't, it may be very hard to beat the game. Only if you know how much ammo you need for the battles, and if you have plenty enough of ammunition for the Hunting Rifle, you should use it. It's not that good of a weapon on regular enemies anyway, but do whatever you want to do. If you do use it, keep track of your ammunition and beware of its very slow firing rate. =-=-=-=- SUPPLIES -=-=-=-= Below are all the supplies in Silent Hill 2. 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 Drink ------------ Availability: 5 Health Restored: 25% "Restores energy by providing nourishment. Effects are fairly mild." Health Drinks are very common and they're very useful. You should use one after you get hit a few times as it heals a quarter of your health. Don't go wasting them on very minor wounds; wait until you start to have a lot of static on the status screen. If you see some red, use a First-Aid Kit instead. ------------- First-Aid Kit ------------- Availability: 3 Health Restored: 50% "Restores energy by healing wounds. Effects are moderate." Very helpful items but aren't as easy to find as Health Drinks. You can still find a lot of them though. They recover half your health so use one when you have faint red health. Don't be surprised if you have more First- Aid Kits then Health Drinks near the end of the game. Because you'll probably use a lot of Health Drinks recovering minor wounds. Try to save these for boss fights. You don't really need to but bosses' attacks are more powerful and may require more than a Health Drink to heal. Major wounds are best dealt with Ampoules. ------- Ampoule ------- Availability: 1 Health Restored: 100% "Restores energy by relieving pain. Effects are powerful." Ampoules will recover all your health and are best to use only when you have colourful red health. When you have little or no other health items, wait until you have red health to use one of these, unless another attack will kill you. If you do have other health items, use those if your health isn't so bad. --------------- Handgun Bullets --------------- Availability: 5 Power: 3 "Bullets for a handgun." Provide the Handgun with bullets. The Handgun is the best overall weapon in the game. It has a quick firing rate, has moderate power, and you can maneuver very easily with it. So be sure to pick up every pack of Handgun Bullets you can find and they will really help you. But don't go killing every enemy with the Handgun or you may run out of ammo. Conserve your ammo by using melee weapons like the Wooden Plank and the Steel Pipe. -------------- Shotgun Shells -------------- Availability: 3 Power: 5 "Ammunition for a shotgun." Not as easy to find as Handgun Bullets but are very powerful with the Shotgun. The widespread gives the Shotgun good range and is very powerful at close range. The Shotgun is a great weapon, but isn't really necessary to use on normal enemies as the Handgun is good enough. Try to save Shotgun Shells for boss fights and tougher enemies like Doormen. ------------ Rifle Shells ------------ Availability: 2 Power: 5 "Ammunition for a hunting rifle." Rifle Shells are rare and you won't find some until around halfway through the game. Once you get the Hunting Rifle, don't plan on using it right away. You should only use it for the last two bosses at the end of the game. It's not really good on normal enemies anyway because of its slow firing rate, and it's meant for long range. Since Rifle Shells are scarce, conserve them until the final two battles because you'll probably need them. -------------------------------------------------------------------------- ========================================================================== 10. C O N T R O L S ========================================================================== -------------------------------------------------------------------------- Control Function D-Pad/Left Analog Stick Movement (2D or 3D style), move in Menu/ Screen cursor START Open Menu, accept, skip scene SELECT Pause game X Accept, search, attack, stomp or kick Square Run, guard Circle Cancel, exit Menu/Puzzle, toggle Flashlight ON/OFF Triangle Quick Map L1 Sidestep left R1 Sidestep right R2 Ready weapon L2 + Right Analog Stick Look in all forward directions L2 Position camera behind James L1 + R1 Turn 180 degrees Start + Select + L1 + R1 Soft Reset ================= 3D and 2D Control ================= The default setting is 3D Control but you may change it in the Options Menu if you wish. In 3D Control, in order to move you will need to make the front of James facing the direction you want to travel. In 2D Control you can just run whichever way you want to without changing where James is facing. ============= Extra Options ============= To access this menu you need to go to the Options Menu, then press either L1 or R1. In this Extra Options Menu you can change different things including Noise Filter, which makes the game look all fuzzy if it is on, Walk/Run Control, which you can make it so you don't have to hold Square to run or if you have to. Others are Weapon Control, Map Zoom, Blood Color, and View Control. But in order to turn the Noise Filter off you need to beat the game at least once. You will also receive the ammo multiplying option once you beat the game. So you can multiply each ammo pick-up by 2 or 3. ========================== Switching Walk/Run Control ========================== In Silent Hill 2 you will be running for the majority of the game. It is mostly pointless to not run in some cases - even in very small areas. So go in the Extra Options menu and switch the Walk/Run Control so you don't have to hold Square the whole time. This is a lot better for the whole game and especially on the streets and larger areas. Holding the Square button the whole time can get very annoying. So do yourself a favour and change it. -------------------------------------------------------------------------- ========================================================================== 11. W A L K T H R O U G H ========================================================================== -------------------------------------------------------------------------- ------------------ | Legend | | | | n e w a r e a | | ---=-====---=--- | | | | p u z z l e | | ---------------- | | | | o p t i o n a l | | +++++++++++++++ | | | | b o s s | | =====------===== | ------------------ Recommendations --------------- I highly recommend that you change the Walk/Run control to Reverse. This makes it so you don't need to hold Square to run. And you run for the majority of the game so it is much easier for you. To change it, go to the options menu and press L1 or R1 to access the secret options. And if you do want to walk, which is never really necessary, just hold Square. If you want a scary experience, play using headphones. Also try playing with no lights on at night. Try to play alone so the atmosphere is at its best. [Note:] This Walkthrough was made while playing on Normal Action Level. Therefore enemy locations may vary on other difficulties, although items will be the same. [Note:] All items, weapons, maps and supplies 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" When you start, a video will play. After it's over, check your inventory to find that you have a LETTER FROM MARY and a PHOTO OF MARY. If you ever examine these items, you'll have a less chance of receiving a certain ending. Do whatever you want but you can check the Endings section of this FAQ for more information. Exit the washroom and another video will play. After it's over, run over to the driver's side of James' blue car and take the MAP OF SILENT HILL on the seat. Then run west until you see "Toluca Lake" on a sign by some stairs. The road to the west is blocked so go down these stairs. Keep following the path until you reach well. If you examine the well, you can find a SAVE POINT inside it. Go through the steel gate further down the path. Follow the path and it will diverge into a graveyard. Head towards the graves and James will meet a young dark-haired woman and asks for directions to Silent Hill. She tells James the town in dangerous but he doesn't care and that he'll go anyway. From now and on, use your map to know where you go. After the video is over, head to the northwest gate in the corner and go through it. Now follow this path for a while and then you'll need to go through a gate near the fenced area. Now you're on Wiltse Road so continue all the way to Sanders Street. 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 run west to Lindsey Street. James finds some blood streaks on the road and a monster is seen in the distance on Lindsey Street. If you want a HEALTH DRINK, there's one up some stairs at the southwest corner of Sanders and Lindsey Street. Head north on Lindsey Street on the east sidewalk since Katz Street is blocked off. Get the HEALTH DRINK sitting by the garage door and continue to Vachss Road, where blood streaks are seen again. There's another HEALTH DRINK by another garage door on Lindsey Street, past the opening of Vachss. Move east down Vachss and enter the fenced area to find 2 HEALTH DRINKS and a SAVE POINT on a table. Exit the area and continue down Vachss Road, past a gate, until you reach a construction site where some weird static is heard; enter the site through the wood planks. A video will play and James finds a RADIO inside that seems to be making the racket. Then he sees a Patient Demon and takes a WOODEN PLANK from the barricade structure to fight it. From now and on, use the Wooden Plank until further notice. Now hold R2 and walk up to the demon, and then whack it with the X button until it falls down. James will confirm that the demon is killed. Exit the construction site and James takes out the radio, which then makes more static and a voice similar to Mary's is heard; but it's not very clear. Run back to Lindsey Street. There are some more Patient Demons around here so just watch out. Feel free to practice your plank skills and kill them. Near the Katz and Lindsey Street intersection you'll find a stone monument with partially readable words engraved into it. When you're done here, head to Katz Street to find that it's not blocked anymore. What you want to do is to get the Rosewater Park but it won't be so easy. North Neely Street is blocked and west Katz Street is blocked off with a locked door, and there's a locked gate that leads to the apartments; so expect to go back there. Your next step is to try Saul Street. So head there, and if you want some health, there is a HEALTH DRINK past halfway down the south Martin Street/alley on the east side. You'll probably encounter an annoying Giant Roach and some Patient Demons by the alley though. Also be sure to pick up the FIRST-AID KIT at the east side of Happy Burger on the way to Saul. Once at Saul Street, you'll notice that it's blocked off with a locked gate door, but there's a motorhome very close to it; so enter it. There is a memo saying "I'll wait at 'BAR Neely's'" on the couch, so that's your next destination. There's also a SAVE POINT on the bed. Exit the motorhome through the left door and head to Neely's Bar. Once inside, look at the map on the counter and James will notice a question mark at the top of Martin Street. Read the strange message on the paper-covered window and exit the bar. Make your way to Martin Street past some Patient Demons and you'll here a Roach somewhere when you get there. Move north up the street, getting the HEATH DRINK by the left fence on the way. If you want a surprise, run right beside the white van. The Patient Demon will be moving on the ground for a while so just ignore it and move north to find a corpse where the question mark is. You can find an APARTMENT GATE KEY right by the corpse. Finally you have a key; there's a locked apartment gate at west Katz Street so head there. On the way, you may want to head north up Neely Street for a corpse with six memos near it giving you tips on the monsters. There will also be Patient Demons moving on the ground there so kill them before reading the memos. At the corner of Katz and Neely Street, you can find a FIRST-AID KIT and a pack of HANDGUN BULLETS. Continue west, past some enemies, until you reach the gate where the camera angle changes. Go through the gate door, using the APARTMENT GATE KEY, and then enter the apartments in front of you, which is called 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, turn left and get the MAP OF THE APT BLDG on the bulletin board. There's a SAVE POINT on the wall to the right and a HEALTH DRINK on the small brickwork by the stairs. The door leading to the courtyard is locked so go up to 2F. It's too dark here to read your map so head to the right, ignoring the north hallway, and when you reach the Patient Demon go through the door there, which should be Room 205. Inside you'll notice light coming from a fashion dummy wearing clothes similar to Mary's. Grab the FLASHLIGHT on it and then a Mannequin monster will get up from behind it. Kill it if you want or just exit. Head back towards the stairwell, moving past a Patient Demon on the way, and go through the open blue doorway there. Examine the garbage shoot to find some stuck garbage in the shoot. You don't have anything for it now, so enter the stairwell and go up to 3F. On the other side of the gate thing here, a key is seen. Try to grab it and a little girl will step on James' hand and kick the key away. She'll laugh and run away. Since you can't get the key now, enter the only open room up here, which is Room 301 at the end of the hallway. After you enter, walk up to the shopping cart in the middle of the room and take the HANDGUN (make sure your Flashlight is on so you can get it). Try not to use the Handgun yet, even if you have ammo for it. Exit the room and run back down to 2F. Now head east and try to head north up the hallway and you'll hear a muffled scream. So head north, where it's coming from, and you will see a demon glowing red on the other side of the gate blockade! What is going on here!? Enter the close by Room 208 to find someone murdered sitting in a chair with the TV on. Notice something shining on the shelf and take the KEY TO ROOM 202. If you go through the doorway by the shelf, you'll find a clock in an empty room. You can try to push it but it won't budge, so just exit the room. The monster is gone now and since you have the key, head to Room 202 past a Patient Demon, using the KEY TO ROOM 202 to get inside. First, get the HEALTH DRINK on the kitchenette counter, then enter the open bedroom. Go up to the hole in the wall with green liquid coming out of it. Examine the hole to get the CLOCK KEY. There's a clock in Room 208 so exit the room and run to Room 208 again. Go in the clock room, go up to the clock and use the CLOCK KEY on the clock face. c l o c k p u z z l e -------------------------------------------------------------------------- There are some clues in this room on how to solve this puzzle but you can just read the solution at the bottom of this puzzle section below. First, there's a memo on the side of the clock that says: "The scars from the past shall remove the nail that stops Time." The idea is to move the clock out of the way but you can't so you have to do something. You'll need to find more clues. In the main section of this room, 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. So Henry would be the hour hand on the clock since he's "short and very, very slow" and Scott is obviously the second hand as "he's always on the go." 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. There's also another way to tell the names of the hands and this is how you're sure who is the minute hand. Look at the first letter of each name: (H) Henry - (H) Hours (M) Mildred - (M) Minutes (S) Scott - (S) Seconds Go to the small room with the clock to find something written on the wall that the clock is facing. The memo has three names and directions for each of them. There's Henry and Scott from the other memo, and Mildred. Mildred would be the minute hand since that's the last one left, and you determined that with the first letters of each name and hand. The arrows for each name 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 to 9:10, and you should hear a clank. That would be the "nail that stops Time", from the memo, unlocking. 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. -------------------------------------------------------------------------- Now go to the right side of the clock and push it, for a hole to be revealed. Go through the hole to find yourself in Room 209. Enter the main section of the room to find a SAVE POINT on a pushcart. Move into the kitchenette to find a HEALTH DRINK. Exit the room and go through the blue door, which is the north stairwell. Go up the stairs and get the HANDGUN BULLETS placed on the ledge. Go through the 3F door and go past a couple of doors with broken locks, then enter Room 307 to see a video of a pyramid-headed creature doing something with two Mannequins. James hides in a closet and fires at the monster when it comes close, which causes it to leave the room. After the video, get the COURTYARD KEY in the closet where James was hiding. Exit the room and head south past the Patient Demon to the end of the hall. Then move west and get the FIRE ESCAPE KEY that the little girl kicked earlier. Enter the laundry room to the left and get the HANDGUN BULLETS on the floor. If you want some health and ammo, enter Room 303. There is a Patient Demon in the right room, but there are no items in there. Grab the FIRST-AID KIT on the left small cabinet in the main room. A pack of HANDGUN BULLETS is on the bed in a room to the left, and a HEALTH DRINK is on the tipped over fridge in the kitchenette. Exit the room when you're done and enter the stairwell at the east end of the hall. Go down to 1F and go down the open hallway. At the end, take the CANNED JUICE in front of Room 107. Go back and exit through the double doors, unlocking them first. Run west to the other double doors and go through them. Go up to 2F and go in the laundry room beside the stairway door. Go up to the garbage shoot and enter your inventory see if you have any heavy items. The CANNED JUICE should do, so use it and the garbage will be knocked down. Go back down to 1F and exit through the lobby doors. Go to the bottom of the garbage shoot, which is around the corner to the right. Take the COIN [OLD MAN]. There is also a memo in the garbage. Study the memo, because later you will need to know something about it. Go back through the lobby doors and go through the 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. Check your map and head for the pool. The pool has no water in it so go to the edge and fall in. There are three Patient Demons in here that may drain you're health. Kill the Patient Demons with the Handgun if you must, and go up to the baby carriage to find the COIN [SNAKE]. Once you have the coin, use the northwest steps to get out of the pool. Now enter the east door in the courtyard (not the door you came through, the other one). Move to the right, killing or moving past the two Patient Demons, and enter Room 101. You should hear someone vomiting, but check out the area 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 room. Enter the washroom, where the noise is coming from, and a video will play. James now meets Eddie. Although no key items are procured here, you must see Eddie or else you cannot continue further into the game later. Exit the room after the video and if you want ammo, enter Room 104. Kill the Patient Demon in the room and grab the HANDGUN BULLETS on the chair. Head back to the door and note the tourist pamphlet on the desk. Exit the room and head back to the main section of 2F. There are two ways: Up the stairwell right here and pass through Room 209 and 208, or head outside and through the other door and go up to 2F there. There's one last open room in Wood Side and it's Room 210. Go there if you want ammo. If you enter Room 210, kill the Patient Demon in the main section of the room and take the HANGUN BULLETS on the small table. In right room you can find more HANDGUN BULLETS on the corner table. Exit the room and head back west all the way to the end of the hall and go through the door, using the FIRE ESCAPE KEY. There is a window that leads to another apartment replacing the fire escape, so move on, leaving Wood Side. 03 // b l u e c r e e k a p a r t m e n t s ===-=-=====---=-====----=-====-=-=-=-=======---=====--=-=-=------===-----= "What did you say? How do you know that?" You are now in a bedroom in Room 203 of Blue Creek Apartments. Go to the washroom ahead and examine the toilet to find a memo in a wallet. Look at the memo and go to the living room of the apartment room to find a safe to the right. Go up to the safe and examine it. s a f e c o m b i n a t i o n p u z z l e ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ The point of this puzzle is to open the safe with the combination in the wallet. You don't have to open the safe; it's an optional puzzle. But there is plenty of ammo inside. The puzzle is a bit different on certain Riddle Levels; rather the combo. So use the solution that matches your Riddle Level to complete the puzzle. But first, you may need to know some basics on how to use the safe. You get a memo with the combination on it. There are arrows that indicate which direction to turn after moving to each number (except for the last, of course). So you would move to the first number in whichever direction. After the first number there are two right arrows. So that's the way you move the dial. But you must PRESS the direction it says, even though the dial will move the opposite way. You must do that to complete the puzzle. EASY/NORMAL: Here, you get a simple combo with plain, old numbers. The code is random but here's an example of a code: 15 >> 8 << 12 >> 6. If this were your code, you would turn the dial in any direction to 15. Then you would press right to turn the dial until you reach 8. Now you would press left and stop at 12. And then finally, you would press right until you land at the final number, which is 6. But your code will most likely be something else, as it is random. HARD: Okay, now you get a code with some normal numbers and some roman numerals. Remember the code is random and the following is just an example of a code: 11 >> X2 << 7 >> 3. If this were your code, you would turn the dial to 11. Then press right until you reach 12, which is X2 (X=10, +2=12). Now press left until 7. And finally, press right until you reach the final number, 3. There can be more than just the "X" roman numeral. There can also be "V", "VV", "XV", and "XX". And like above, there can also be roman numerals mixed with regular numbers such as "X5", "VV2", etc. In these cases you would add them together. "XV"=15, "VV2"=12, etc. You should know roman numerals, but if not: V is 5, X is 10. XV is 15, and XX is 20. EXTRA: Here, it's very easy once you figure out what to do. In the memo there are now letters of the alphabet, as well as normal numbers. The code is still random but here is an example of a code: 3 >> j << 4 << b. If this were your code, you would turn the dial to the first number, 3. Then you would press right until you reach 19. Then press left until 4. And finally, press right until you reach the final number, which is 11. You're probably wondering where the numbers "19" and "11" came from. The numbers in the combination only go from 1-9. After that, letters take their place. The letters represent the number they are in the alphabet, plus 9. So a=10, b=11, c=12, and so on. So in the above example combination, "j" would be 19 (9+10), and "b" would be 11 (9+2). The safe numbers go from 1-20 so there can only be 11 possible letters for the combination, along with the 9 numbers. The number for each possible letter is below to save you some time. a b c d e f g h i j k 10 11 12 13 14 15 16 17 18 19 20 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ After you finish the safe combination puzzle, take the 4 boxes of HANDGUN BULLETS inside the safe. Also take the HEALTH DRINK on the counter of the kitchenette before leaving. Exit the room and to your left will be a Patient Demon. Ignore it and head right, looking for the glowing "EXIT" sign on the roof to locate the stairway door; enter the stairway. Get the MAP OF THE WEST APT. BLDG on the floor by the door to the left. Go down to 1F and go through the door in front of you to the right. The sound of a Giant Roach is heard - if it comes near you, shoot it. Move left and go in the laundry room for a FIRST-AID KIT on a washing machine. Then enter Room 109 down the hallway, ignoring the Mannequin ahead. If the door won't open then you have missed something. If you haven't done so, you need to see Eddie in Room 101 1F in the north building of Wood Side Apartments. When you're inside, find the couch and grab the HANDGUN BULLETS. Then go through the white door and a video will play. James meets the dark-haired woman again and finds out that her name is Angela. She gives James her knife and leaves. If you check your inventory, you'll notice that you have ANGELA'S KNIFE in there. You can examine it but if you ever do so during the game, it may influence which ending you receive at the end of the game. Examining the knife may lead to the sad ending so do as you wish. If you don't know whether to examine it or not, you can read the Endings section of this FAQ to figure out which ending you want to get. But I recommend you do what you want. Take the COIN [PRISONER] on the nightstand and exit this room and Room 109 itself. Enter Room 105 and examine the secretarial puzzle desk. o l d c o i n p u z z l e -------------------------------------------------------------------------- The solution to this puzzle is different based on which Riddle difficulty you choose. When you examine the desk, it will tell you how the puzzle works. The solutions to this puzzle on each Riddle Level are listed below, as well as why they are the solution. But to understand the puzzle, you must know what is on each coin. If you examine each coin, you'll notice that each have a picture on them: Old Man - Picture of an old man; hence the name Snake - Picture of a snake; hence the name Prisoner - Picture of a lady EASY: "To the right is the lady. To the left is the old one. In the center drawls 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 According to the memo, "To the right is the lady", which is the Prisoner. The "right" would be the slot at the right end. "To the left is the old one", which would be the Old Man in the left end slot. And "In the center drawls the other", which would be the Snake. The rest of the riddle just tells you the puzzle is done because you only need three coins. Now that you have the solution, put the COIN [OLD MAN] in the left slot, the COIN [SNAKE] in the middle, and the COIN [PRISONER] in the right 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 sentence "Three bright coins in five holes be" just means three coins fit into the five slots. "At one end sits the seducer of she" is saying the seducer sits at an end. The seducer, in this case would be the Snake, seducing Eve to eat the apple (Adam & Eve in the Garden of Eden). The next line "The wind from behind, the woman doth play" describes which end the Snake sits at. Behind is the to left, so there is no behind if it's at the left end, which determines it's on the right. It also determines that the lady is in the middle spot, which is to the left of the "wind" (behind the wind) which is the empty slot beside the Snake. And the woman is the prisoner. The next line "The formless one, null, lies furthest from they" is saying there's an empty slot at the opposite end of the Snake, which is the left slot. "The old one beside the serpent sits not" is pretty self-explanatory. The Old Man doesn't sit next to the Snake and "Tis to the prisoner's left that he doth rot". So the old one sits to the left of the prisoner. Now you have the solution, so to complete the puzzle, place the COIN [OLD MAN] in the second slot, the COIN [PRISONER] in the middle, 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 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 little harder, but makes a little more sense in my opinion. "First lies the seat of He who is Peerless; Silent and empty, heartless and fearless" describes the first slot, which is the left, and we do not know who or if someone goes there. "Beside him sits one who knows" determines someone is in the second slot. "Dozens of feet, yet not a single toe" means there is no human between the second slot and the fourth slot. "The One that is Hidden beside him doth go; Seducer of dreams, creature of Hades" is easy to understand. The Snake is both the seducer and creature of Hades. The meaning of "Lying further from Man and closer to Lady" is quite obvious. So the Snake is closer to the lady, and further from the man. "Man and Woman seeing all Heedless to the Raven's call" tells you that between the man, which is the Old Man, and the woman, which is the Prisoner, they must see all five slots between them. If the Snake is placed in the fourth slot where it belongs, the woman in the fifth slot, and the man in the second slot, it all works out. The man and the woman can see all five slots and the Snake is closer to the lady and further from the man. But the riddle is not done yet. "Silent and Hidden the two may be, They be not there for you to see" determines that the first slot, which is "silent", and the middle slot, which is "hidden", are empty. This leaves you with the solution. So 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 even 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 The sentence "Our souls must by their sinful weight; To 'right' the sins that they hath laid" means that the more sinful the person or thing is, the further to the right it belongs. "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 biggest sinner, but is the cause of the sins, as it's represented as the Devil. "The Bringer of Life and the Bringer of Shame; the sins of the latter be even more tame" says that the woman, which is the bringer of life, is more sinful than the snake, which is the bringer of shame. The word "latter" means the second of two things mentioned, and the word "tame" determines that the "latter" (the snake) is less afraid, therefore less sinful. "Though coming in the Aged One's wake; the Formless One's soul in fear doth quake" mentions that the snake is afraid of the old man, thus they cannot be together. "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. Thus, making him the least to sin. Now that you have the solution, put the COIN [OLD MAN] in the first slot, the COIN [SNAKE] in the middle, and the COIN [PRISONER] in the fourth slot. -------------------------------------------------------------------------- After you've solved the old coin puzzle, the secretarial desk will open; take the LYNE HOUSE KEY inside. Directly behind you after the puzzle is a small path that leads to a SAVE POINT. Exit the room and go back up to 2F. Use the LYNE HOUSE KEY to open Room 209. Inside you may hear some whispers but that's not important right now. Move to the balcony, which leads to Room 208. Get the HANDGUN BULLETS on the chair and take the APARTMENT STAIRWAY KEY on the envelope on the bed. Use the SAVE POINT on the wall because a boss is coming up very shortly. Go back to Room 209 on the balcony and exit the room. Head to the west stairway, past the Mannequin, and enter the stairway using the APARTMENT STAIRWAY KEY. b o s s 1 : p y r a m i d h e a d =====-----=====-----=====-----=====----=====-----=====-----=====-----===== | Difficulty: Normal | Once you're inside this stairway, you can't get out. The door is locked and the stairway is filled with water. So you'll have to deal with Pyramid Head. This is pretty easy. You actually don't even have to fire a single shot. All you have to do is run to the other side of the room when Pyramid Head gets near you. But he may swipe you with his Great Knife if you don't do it at the right time. So wait in the corner at the beginning until he gets near you, and let him swing his Great Knife - it shouldn't hit you. Right after he swings, run to the other side of the room. Let him come up to you again and if he swings, do the same thing, run to the other side of the room. After a bit, he will stop swinging and he will try to slay you in each corner. This is better because it takes more time for him to do it, however, he will kill you if it hits you, no matter what health you have. He will nail his Great Knife right into the ground where you were, leaving you with plenty of time to get to the other corner if you haven't already. Remember that you can always use the Handgun to slow him down. It won't hurt him but it can buy you some time. Keep in mind that this battle is harder at the beginning and Pyramid Head will try to swipe at you when you exit a corner. Just run fast and try to stay as far away from him as you can and he shouldn't hit you. And if you're playing on Hard Action Level, his reaction to you running away will be faster. You may receive a slash but it won't kill you if you have good health; it won't do too much, too. Near the beginning of the fight, dash to the other far corner because he may just close you in. Do this for a while until you notice he's starting to do the slaying attack, where he lifts the knife over his head and swings downward. Pyramid Head wields a mighty blade so heavy that he has to drag it behind him. So that means he will walk pretty slow. Pyramid Head has three attacks. One is placing his Great Knife behind him so he can lift it over his head and slay James - this will kill you no matter what. Another attack with his knife is where he just swipes across at you; usually at the beginning of the fight, which is the hardest part to not get hit. And in the other attack, he grabs you by your neck and tries to strangle you - in this case you would have to be very close and in front of him. So stay as far away from him as possible. Whatever you do, make sure he does not get a swing at you with his Great Knife. It probably won't kill you if it's a sideways swing, but if he lifts it up and swings downward, you're dead. That is if it hits you. If you see him stop, that means he lifting up his Great Knife so he can take a swing at you. When this happens, run to other far corner of the room. Stay away from him while running away because he may hit you while he lifts the knife up which is very fast and can kill you, as it did to me once when I was fooling around with the wooden plank. After you move to a different corner from where you started, wait for him to stop and lift his Great Knife, and then leg it to the other corner - where you were before. Just keep repeating this strategy for a while and the fight will be over. An alarm will sound off and Pyramid Head will turn around and head down the stairs. Don't follow him or he may try to slay James. Doing this strategy will save you a lot of precious bullets so you should always do this. Remember, the fight is timed, so bullets won't end the battle faster; all they do is slow Pyramid Head down. Pyramid Head is invincible anyway. On Hard Action Level, the fight will actually be over five minutes long! So just try to hang in there. =====-----=====-----=====-----=====-----=====-----=====-----=====-----===== After Pyramid Head exits to outside, the water drains. Go down the stairs and go through the door to outside. 04 // w e s t s o u t h v a l e --=-===-=--====---======-=-=====-=--=====--=-=-==------=-===---===---=-=-- "What's a little girl like you doing here anyway?" After you exit the apartments, you'll find no trace of the water or Pyramid Head. But that's not important. Go down the stairs and run forward to find a FIRST-AID KIT. Then go the other way and around the corner. Head north for a bit and a video will play. James sees the little girl again, and she seems to know something about Mary. After the video is over, continue going north and go up the close by stairs on the left. Take the HANDGUN BULLETS x2 and go back down. Continue north once more and James will finally reach Rosewater Park. Move into the park and go up the left stairs and find HANDGUN BULLETS x2 on the ground at the end. Go down the other stairs there and grab the HEALTH DRINK on one of the left benches. Then go down the stairs and go to the right and up those stairs. In the open area in front of you, you can find more HANDGUN BULLETS on a bench. Then continue north to the waterfront and get the HEALTH DRINK down the stairs to the right. Head west for a video. James meets a strange woman named Maria whom looks just like Mary. James discovers that his "special place" with Mary was the Lake View Hotel and that's where he wants to go now. Maria will follow James for the next portion of the game. Make sure Maria doesn't get killed because it will be GAME OVER. Even if you shoot Maria once, she will die. So be careful. Now head west to the other side of the park, past the stone monument, to the next set of stairs. Then head south until you reach a Mannequin on the right side. Kill it and get the HEALTH DRINK there. Then head south to Nathan Avenue. There's a SAVE POINT on the trunk of a car in the Jack's Inn parking lot if you need to save you're game. There are plenty of supplies scattered around the town here. Feel free to get them although it isn't really necessary. Head west on Nathan Avenue past two Mannequins and a Patient Demon. Go to the Texxon Gas Station and take the STEEL PIPE from the running car. In front of a truck a little south in the gas station lot you'll find 2 HEALTH DRINKS and HANDGUN BULLETS. You want to go to the hotel but the road is eventually blocked to the north. But there is a map near a corpse with a circle around the Bowl-O- Rama. So head there. But if you're up there, get the HANDGUN BULLETS by the corpse on Nathan Avenue near the end of the road, and the FIRST-AID KIT by the blocked off boat docks by the Silent Hill Historical Society. If you head up the road on either side you can see some flying Mannequins. Head to Pete's Bowl-O-Rama. 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. Once you're inside, go through the door on James' left and a video will play. Eddie and the little girl are talking for a while. After the video is over, find the other door in the room and go through it. Go to the right in this area and move forward. James meets Eddie eating pizza and then sees the little girl leave. James then discovers from Eddie that her name is Laura. After the video is over, get the HANDGUN BULLETS at the end of alley third from the right. Then exit through the same doors as Laura, and then exit through the main doors. Maria's not here so head east and Maria will come running back to tell James to go after the little girl. Run through the side parking lot around the right corner. Then go around another corner, which leads you to a 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 pointed out to find that it's locked. Maria will unlock it for you with her three keys. Try again and enter Heaven's Night. Once you're inside go up the right stairs, and at the top, examine the stacked coloured boxes of liquor and James will comment on his drinking obsession. Then continue and go through the green door on the right. In this room, get the FIRST-AID KIT on the chair of the second table and exit Heaven's Night through the gray door. Outside, go down the stairs and head south down Carroll Street. After a while, Maria will spot Laura and she enters a hospital. Follow Laura and enter Brookhaven Hospital through the double doors. 05 // b r o o k h a v e n h o s p i t a l ==-=-=-======--=-=-======---=-----==---=====-=-=---=--==----=====---==-=== "James, wait a minute. I'm kinda tired...." After you enter Brookhaven Hospital, get the MAP OF THE HOSPITAL on the bulletin board to James' left. Then enter the Reception Office in front of you. There's a SAVE POINT on the desk, along with a memo on three mental patients that were in this hospital. Grab the HEALTH DRINK on the desk by Maria and go through the door there, which leads to the Document Room. Read the memo on the desk and get the "PURPLE BULL" KEY. Then exit both rooms. After you do that, you may notice that the Examination Room and Doctor's Lounge are locked. So expect to come back here later. Enter stairwell in the corridor and go up to 2F. Up here, kill the Nurse Demon around the left corner and the same for the other one in the area if it comes near you. Then enter the Women's Locker Room. James seems to be staring at a teddy bear on the table so examine it to get a BENT NEEDLE. Move to the right to find a SHOTGUN in the open locker. It isn't necessary to use it yet so keep the Handgun equipped for now. Exit the room and enter the Men's Locker Room. You can find the EXAMINATION ROOM KEY in the Lab Coat in the Men's Locker Room, but you don't really need it if you're reading this walkthrough. But since this is probably your first time, I suggest you get it and use it. So head back down to 1F and enter the Examination Room, using the EXAMINATION ROOM KEY. There's nothing here, so go through the other door to the Doctor's Lounge. Get the SHOTGUN SHELLS in the sink and examine the white board by the far door in the room. The memo tells you the code for the 3rd floor Patient Wing. It will tell you it's 7335 on Easy and Normal Riddle Levels and it will explain that it's a "T" on Hard and Extra. Exit the room through the door beside the memo, unlocking it first, and go back up to 2F. Go through the double doors to enter the Patient Wing. Get the HANDGUN BULLETS on one of the stools in front of you and start going down the hall. Enter Examining Room 3 and grab the FIRST-AID KIT on the bed. Then go to the typewriter on the desk further back and examine it. The will be a memo imprinted on the carbon paper containing a four-digit code. It's random so write it down for future use. Exit the room and enter room M2. Inside, get the "LAPIS EYE" KEY in the small nightstand drawer and the SHOTGUN SHELLS on top; exit the room. Inside room M3 is a HEALTH DRINK and HANDGUN BULLETS, as well as a Nurse Demon. If you go past the Nurse Demons in the hall and enter room M6, you'll find SHOTGUN SHELLS by Maria and a HEALTH DRINK by a Nurse Demon. When you're done on 2F, go up to 3F in the east stairwell. On 3F you can find a FIRST-AID KIT on the ground in the northeast corner, but you'll have to get past two Nurse Demons first. The Special Treatment Room is locked so try to open the door to the patient wing hall, and a number keypad will show up. If you went to the Examination Room on 1F and got the code, put it in. But if you didn't, it doesn't matter. On Easy and Normal Riddle Level, the code is 7335. But on Hard and Extra Riddle Level, the memo on 1F says the pin number is a "T". The resulting code ends up being 1328, so put that in if you're on Hard or Extra and it will unlock. Now enter the patient wing hall through the now unlocked double doors and head down the hallway. If you want to get rid of Maria right away, enter room S3 and she will lie down on a bed and relax. After this happens, she can't join you anymore. Depending on how much time you spend with Maria, and if you check on her often, you may have a better chance of getting a certain ending. I recommend you do what you want, but you can also read the Endings section of this FAQ to figure out what to do. Take the ROOF KEY on the nightstand and exit the room. Since you just got the key for the roof, go up to the roof in the east stairwell, using the ROOF KEY. On the roof, look around until you see a bluish green book on the ground with some scattered papers. Either look at it or just go near it. If you read it, you can have a better chance of getting a different certain ending. Do what you want or you can read the Endings section of this FAQ if you want to get a certain ending. If you try to exit to the stairwell, you'll find that it won't open. Go to the Elevator Control Room area and a metal scraping concrete noise is heard. Pyramid Head will come out of nowhere and knock you off the roof. It is impossible to avoid this so don't worry. You are now in the Special Treatment Room on 3F, which was locked from the other side earlier. James will have red stamina after you fall, so use a First-Aid Kit and/or some Health Drinks. It is impossible to die from this fall, no matter what health you have. Enter the second room from the left and read the blood writing on the wall. You'll have to examine the bloody wall for a close-up to be displayed. Write down or remember the four-digit code because you will need to know it very soon. If you can't make it out, just write it down exactly how it is and try to figure it out from there. Exit the room and exit this area through the exit door once it's unlocked. If you didn't kill it earlier, there may be a Nurse Demon in the corridor. Enter the patient wing and move down the hall. Make your way past the Nurse Demon and two Mannequins, then enter room S14. Examine the weird looking box on the bed. " l o u i s e " p u z z l e -------------------------------------------------------------------------- First, 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. On the push-button lock, enter the 4-digit code that you found on the carbon paper in the typewriter in Examining Room 3. If you forgot the code, go to the memo section in the menu and see what it was. On the turn combination lock, enter the code you got from the bloody wall in the Special Treatment Room, and the box will open. If you forget the codes, enter your inventory and go to the memo section. If you're having a hard time reading the bloody wall code, this may 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. If you have a Digital Camera or some way to send me a picture of the code, I can help you. If you have no way of showing me the picture and you have no luck with my first advice, then this may help you. The codes are random but some reappear. Codes 5757 and 5752 may be hard to read and one of them may be the code in your situation. Some numbers may also look like other numbers. Fives can look like sixes, twos can look like sevens, and fives can look like random lines. The numbers can also be the other way around so sixes can look like fives and sevens can look like twos. And if you still can't get the code, open Paint on your computer and draw me exactly what the numbers look like and I'll try to help you. You can also send me a scan of what the code looks like on a piece of paper. I hope this has helped you because there's nothing else I can really do to help you. PLEASE DO NOT e-mail me if you don't have a picture of the code or a drawing of the numbers done by yourself, because I will tell you the exact same thing as above. If you haven't even seen the close-up of the numbers, examine the bloody wall -- that's how you determine the code. -------------------------------------------------------------------------- Inside the box is a PIECE OF HAIR. Exit the room and enter room S11 for a SAVE POINT and a HEALTH DRINK on a tipped over nightstand. Save your game because a boss is coming up soon. Then go to the Shower Room down the hall to find something stuck in the drainage pipe. So combine the BENT NEEDLE and the PIECE OF HAIR, and James will get the ELEVATOR KEY out of the drain. Exit the room and use the ELEVATOR KEY on the west elevator, which is in this corridor. Examine the panel and go down to 1F. On 1F, enter room C3 and get the SHOTGUN SHELLS on the left nightstand and the HANDGUN BULLETS on the floor on the right. Exit the room and enter room C2. Move forward to see Laura playing with some teddy bears. She tells James how she knows Mary. She ends up luring James into Examining Room 2 and claims a letter is in the back. As naive as James is, he walks in and Laura locks the door to leave James with two new enemies for a boss. Now you have to kill the Hangers before they kill you. b o s s 2 : h a n g e r s =====-----=====-----=====-----=====----=====-----=====-----=====-----===== | Difficulty: Easy | At the start, make sure you have your Shotgun equipped. Keep shooting the Hangers until they get close to you. When they get close, run to the other side, or they will grab you. Use the strafe buttons if you need to. But to shoot them with the Shotgun, you need to make sure it's aimed up at them before you shoot or you won't him them. James will lower it to pump it after each shot. So wait for it to aim up, then shoot. The best thing to do is to lure both Hangers to one side of the room, and then run to the other side and pump rounds into them. The Hangers have two attacks. One is coming up to James and grabbing him by his neck, trying to strangle him. The other is a kick attack that they try when you are just outside of their range. This attack can hurt the other Hanger if it hits it (usually from behind). Make sure the Hangers don't get too close or they'll grab James and try to strangle him. If this happens, rapidly press the D-pad and the shoulder buttons to escape the attack more quickly and lose less health. If your running low on Shotgun Shells after you kill the first two Hangers, equip the Handgun for the last Hanger and shoot around 10-20 shots at the Hanger, depending on the difficulty, and it should die. =====-----=====-----=====-----=====----=====-----=====-----=====-----===== A weird video will play and James seems to be transferred to outside. 06 / n i g h t m a r e h o s p i t a l ==-=---======-=-=---=-===-----=-=-========------===-=-=----==-=-====---==- "'Anyway'!? What do you mean 'Anyway'!?" You are in the Garden on 1F, which is much smaller than on your map. Go through the doors beside you to enter the hospital again. Once inside, you'll notice that it looks different. It has turned into an evil hospital. Get the SHOTGUN SHELLS in the corner and use the SAVE POINT if you want, then go through the double doors. Enter room C2 to find a FIRST-AID KIT along with a Patient Demon. Switch back to the Handgun for a while as it's not really necessary to use the Shotgun yet on normal enemies. You may hear some glass break in the room but it's not really important; exit. Enter room C1 for some ammo and health, but first, there is a Nurse Demon 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. Then get the HEALTH DRINK on the left and the HANDGUN BULLETS to the right. Exit the room and enter the elevator; go up to 2F. On 2F, you can find two Nurse Demons in room M4 guarding a HEALTH DRINK and SHOTGUN SHELLS - get them if you want. Then go to room M6 past the Nurse Demon 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 hands, and a memo of which explains that a ring is in the "basement's basement". Exit the room and go past some Nurse Demons to the elevator. If you check the Day Room, you'll notice that there's a knocked over fridge which James can't open. Go up to 3F in the elevator to find an odd locked door with two hands sticking out. There are Nurse Demons 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, past the two Nurse Demons if they're there again, to find that Maria is gone. Her medication is on the nightstand and some deep breathing is heard. Exit the room and the patient wing, then enter the east stairwell in the other corridor. You can find a SAVE POINT on the pillar. Go down the stairs until you reach the very bottom, and go through the door, using the BASEMENT STOREROOM KEY. After you're inside, get the SHOTGUN SHELLS and go up to the shelf with the blood hand prints on it. Move the shelf and try to go down the ladder; Maria will open the door and blame James for not trying to save her when he had no idea where she was. Maria will now stay with you and follow you again. Go down the ladder to the basement's basement. Take the COPPER RING in the middle of the floor and go back up the ladder and exit the room. Go back up to 3F and enter the patient wing, ignoring the radio static in the west corridor. Enter the elevator and go down to 2F. Before the elevator doors open, a strange message from a game show is heard. Three questions are asked. Listen carefully to the questions and see if you can figure out the answers. It tells you to go to the 3rd floor Storeroom to collect your prizes. But since you're on 2F now, head to the Day Room and try to open the fallen fridge. James still can't open it so he asks Maria to help him open it. Inside is a LEAD RING. Now go back up to 3F in the elevator. If you want to collect your prize for the Trick or Treat announcement in the elevator, exit the patient wing and enter the Storeroom. Kill the Nurse Demon outside first so it's easier when you come out. Inside, grab the FIRST-AID KIT, SHOTGUN SHELLS and HANDGUN BULLETS on the shelf by Maria. Then examine the blue box on the table. t r i c k o r t r e a t b o x ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ On the box is a panel with nine buttons and it looks like this: 1 2 3 Q1 o o o Q2 o o o Q3 o o o In order to get your prize you have to answer the questions correctly. If you answer incorrectly, spray will come down on you from the roof which will lower your health into red. The questions were given to you when you went to 2F with Maria in the elevator. This puzzle always has the same questions and answers, no matter what Riddle Level you're on. Here are the questions: 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. Look at the top to the right of 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 again for the answer. Look at the road to the west of the map that is in Paleville. It's called Sandford Street. But look where it connects as it moves south. It connects to Nathan Avenue and goes south all the way to South Vale and is your answer. Now that you have the answers, you can solve the puzzle. On the top row, 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. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ After you have opened the box, collect the SHOTGUN SHELLS x5 and the 2 AMPOULES. Exit the room and enter the patient wing for the last time. Go up to the west stairwell door. There are two 3D arms sticking out of the door. Go to the menu and combine and use the COPPER RING and the LEAD RING, and the door will unlock (combining the keys only makes it faster). Go through the door and go 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. Now follow the path and you will hear something. Pyramid Head will come from behind you and Maria and start to attack Maria. He tries trying to spear Maria to death, so run quickly following the path before she dies, and to get her moving. On Hard Action Level, you will have to shoot Pyramid Head or whack him with any weapon to slow him down. The best and fastest method is to use the Handgun. Right when he appears, unload a full clip into him (you should notice him slowing down). Start running and you might want to fire another clip at Pyramid Head around the fenced-window area just incase. Once you get to the beginning of the last hallway, you should be okay. I used to use the Steel Pipe here but it takes much longer. If you want to try it, go ahead. When Pyramid Head first appears, whack him once, and walk backwards a few steps until he comes closer, and whack him again. Walk backwards a few more steps until Pyramid Head comes closer, and whack him again. Keep on doing this until you get to the fenced window area, and then run for it. Once you get near the elevator a video will play. James will enter the elevator and it will start to close, causing Maria to not make it. Apparently it is possible to make it through by just running, but you'd have to hit no walls and be extremely fast. After Maria's stabbing, the doors close and the elevator goes up to 1F. Up here, enter the Director's Room. Inside on the desk, James finds a map that shows a letter and a wrench on Lindsey Street. He also gets the HOSPITAL LOBBY KEY. Then Laura walks by out the window. Exit the room and find the lobby doors for a SAVE POINT on the right side of the wall. Use the HOSPITAL LOBBY KEY on the main entrance doors to exit the hospital. 07 // d a r k s o u t h v a l e ---==-======---=-==-----=-===----=======-=-=-====-=----=-=====---==--=-=== "Mary... What... What should I do?" There are plenty of health and ammo items around and feel free to look for them. But the necessity of these items will be pointed out here. After you exit 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 SHOTGUN SHELLS x2 and the RIFLE SHELLS in the dirt area on the north side of the road, near another Nurse Demon. Further 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 and get the HANDGUN BULLETS x2 by the blocked off Munson Street in the corner of the map, and also get the 2 HEALTH DRINKS by the door around the corner on Saul Street. Move east on Saul to find a gate; go through it. There will be new monsters under the grating that can move moderate speed. Run down the grate path, dodging the total of three Underhangers. Also move out of the way for the gaps on the left and then the right that may slow you down. At the end, go through the gate door after unlocking it. 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 SHOTGUN SHELLS x2 by the nearby car. Now continue heading east on Saul Street to near the end and get the HANDGUN BULLETS x2 by the paper stands on the south side of the road. Near the corner of Saul and Neely Street is a FIRST-AID KIT. Make your way to Happy Burger for RIFLE SHELLS on the west side of it and more RIFLE SHELLS on the east side. Get the HANDGUN BULLETS in front of Neely's Bar if you want and if you enter Neely's Bar you will find something strange. It may change which ending you receive but it probably won't and it is cool to see. There is a message to James on the far wall. When you're done, exit the bar and head east on Sanders Street, past the Mannequins and Nurses. Go north up Lindsey Street and find the second house to the north past Gonzale's Mexican Restaurant. On the porch, you will find a letter and a 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 head to the park. Continue north on Lindsey Street to Katz Street, and get the HANDGUN BULLETS at the Cafe Texan door. Then head west. 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 door past the apartments. Continue west 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. Then head west on Nathan Avenue until you reach the entrance of Rosewater Park. Take the left path moving north and get the SHOTGUN SHELLS x2 in the left concrete area. Go to the right side of the path and go north until you see some steps on the right. Go down them and down the next steps ahead of you to the left. Follow the path and then go around the corner to James's left. Go behind the "praying woman" statue and dig up the tin box. 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 head west on Nathan Avenue all the way to the Silent Hill Historical Society Museum. It will take 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 HANDGUN BULLETS and RIFLE SHELLS, head to the end of the road to the northwest. They're by the corpse. Once in the museum parking lot, kill the Nurse Demon to the right and get the FIRST-AID KIT. Then go to the left by the entrance. Ignore the Nurse if there's one 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, you can find a SAVE POINT on the left counter. Deeper in the room are some paintings; one in particular is of Pyramid Head. Go through the double doors behind the painting of Pyramid Head. You'll find more paintings in here. One about Brookhaven Hospital, the director of the old hospital and one with a deep hole. A strange moaning noise is heard in the distance. Move around the room to find a hole in the wall, which the noise seems to be coming from. Investigate the hole to find that it has a descending pathway. Follow the path - it's a long one. When you finally reach the end, go through the door. On the desk to James' right is a memo dated from 1820! Very strange. Go around the pillar to the other side of the desk and get the FIRST-AID KIT. Go through the other door in the room to find yourself not alone. Move forward to see a Patient Demon. 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 and kill the Patient Demon there, then go through the door at the end. You are now in a room with a hole. It appears to be the same hole in the picture earlier. Examine the hole and decide to jump down. Now you are trapped at the bottom of what looks like a well. Search every inch of brickwork until you find an area that James says is different and he may be able to break it. The "different" area is approximately 135 degrees to the left from where you start. Take out your Wooden Plank or Steel Pipe and whack the area until it breaks apart. A door will be revealed - go through it. Now you are in a sewer. Follow the path, past a Patient Demon, until you reach two doors. Go through the right door. Ahead is a locked gate on the ground. Since it's locked, go through the right door in the hall. Take the SPIRAL-WRITING KEY on the ground, and your Flashlight will fade out. It ran out of battery power so use your DRYCELL BATTERY. Once you replace the battery, the room is filled with Giant Roaches! Examine the panel beside the door since the door is locked. r o a c h t r a p -------------------------------------------------------------------------- Either 2 or 3 random numbers will be highlighted on the panel. All the numbers are illuminated, but only two or three have been used recently as they are brighter. The code to get out is with those numbers. You'll need to try different combinations with those numbers until the door is unlocked. But first, write down the possible combinations and cross them off as you try them. If you're numbers are 3, 6, 8, try 368, 386, 638, 683, 836 and 863, and the door will unlock with one of those combinations. If your numbers are 6 and 9, then try 669, 699, 696, 996, 966, 969, and the door will unlock with one of those. There are always only six possible combinations so 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. Now go to the locked floor gate to the right and use the 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. Eddie is in the room and he admits that he murdered someone, then denies it. After he exits, grab the HEALTH DRINK behind you to the right. Also find the other HEALTH DRINK further back as well as the TABLET OF "GLUTTONOUS PIG" on the pushcart at the back. Lastly, there's a SAVE POINT on a pillar near the back of the room. Exit the room when you're done. Since you have no map, turn left and run forward down the hall. Grab the HANDGUN BULLETS on the first desk to the left. Continue down the hall to the next desk and take the MAP OF THE PRISON on it. Since there are no actual compass directions on the map, north is up, east is right, south is down, and west is left - just like usual. Head south down the hall and go through the first door on James' left, which is an area with six identical rooms on your map. You are now in a Shower Room. Take the north path and kill the Patient Demon around the corner. Continue and enter shower with no door. Take the TABLET OF "THE SEDUCTRESS" on the ground and exit the Shower Room - the other Patient Demon in the area will probably be near the door. Head south down the hall and enter the upper south row of cells. A Patient Demon occupies the 2nd cell from the west and another one is further down the corridor. The 5th cell down is open so get the HANDGUN BULLETS on the bed. Continue down the corridor past the Patient Demon in the 6th cell and enter the 9th cell down. Take the WAX DOLL on the bed and exit the corridor through the east door. Now you're in the east corridor. Head north, taking the HANDGUN BULLETS on the first desk and go through the double doors on the left. Kill the Patient Demon and get the RIFLE SHELLS by it. Exit the room and continue north. Enter the lower north row of cells, going past the Patient Demon if it's in your way. Enter the first cell right beside you to find three strange paintings. Exit the cell and continue down the corridor. Enter the 7th cell from the east 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. Since you have all of the 3 tablets, exit to the east corridor. Then exit through the double doors on the east side of the wall to the courtyard. Once outside, walk directly forward until you reach a scaffold. In the menu, combine the TABLET OF "GLUTTONOUS PIG", TABLET OF "THE SEDUCTRESS", TABLE OF "THE OPPRESSOR" and use them. After they're all inserted, you should hear a scream/cry sounding like a hanging. If you want to have some fun, you can go on the scaffold and fall off backwards and stuff like that. James actually falls and doesn't land on his feet so it's funny. Now head back to the double doors and take the HORSESHOE that suddenly appeared on the left door, and then reenter the prison. Once inside, ignore the Patient Demon to James' left and enter the lower north row of cells. Then go through the door at the other end after unlocking it. Go through the door in front of you to the right and take the FIRST-AID KIT on the counter. A brass Zippo lighter is seen on the other side of the glass. Exit the room and enter the next room to the north. Go through the other door of the destroyed visiting room to the civilian side of the prison. Remembering the lighter, enter the room right beside you to the left. Inside this visiting room, 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're 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. Go through the door in front of you to the left. Inside, kill the Patient Demon and collect the items in this area. There's a FIRST-AID KIT on the TV, an AMPOULE on the nearby sink, and a HEALTH DRINK by the far door. Also be sure to read the very interesting memo on the desk in the room. If you're interested, examine the left shelf for a diary. When you're done, go through far door in the room, which is where the health drink was. 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 wall 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 "9 Red Squares". You can see another Hunting Rifle above, but its barrel is busted. Exit this room, killing the Patient Demon if it's there again, and exit the main room back to the corridor. Then go through the gate to the right. On the floor, you can see a rusty, white escape hatch - go in front of it. The hatch's handle is missing and James can't open it. So go in the menu and combine the WAX DOLL, HORSESHOE, and LIGHTER, and use them. James melts the wax with the lighter and puts it where the missing handle on the hatch first was. Then he puts the horseshoe in the melted wax for a new handle. Open the hatch and jump down yet another hole. Now you're in the basement of the prison. Turn around and go through the double doors directly in front of you. James makes funny comments if you examine the corpse on the stretcher and certain holes in this foul room. Go through the double doors on the other side of the room and jump down the hole. After you jump down, walk forward and open the door to find another hole! Since jumping down holes is now a standard operation procedure for James, jump down this hole. Down here, enter the large elevator right in front of you and go in a far corner to get it moving. There are items in each corner of the elevator, so get the HANDGUN BULLETS, RIFLE SHELLS, FIRST-AID KIT and SHOTGUN SHELLS. It's odd how James 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, and just went down one really long elevator ride that descended very deep. It seems like a one-way trip to hell. Anyway, exit the elevator and use the SAVE POINT by the door if you want. Then go through the light brown door beside it. 10 // t h e l a b y r i n t h -======---=-====-----==-====----=-=====----=-==----=-=====---====-=-=-===- "How do you know about that! Aren't you Maria?" As you can see, the doorway directly across from the entrance to the Labyrinth is blocked by wires, and a ladder visible behind it. So you will need to find a tool to cut the wires. Since there is no map for this area, James will have to draw his on as he goes. The Flashlight has to be on so he can draw it. Head east to encounter two Patient Demons walking around. Kill them now to make it easier. If you want to get a new weapon go down the northeast ladder on the map, or the one directly across from it (they both lead to the same area). Now you are in the same room as Pyramid Head so be careful. If you encounter Pyramid Head here, just turn around and head in the other direction. If you took the northeast ladder, move forward and go to James' left. If you took the other ladder, go left also because Pyramid Head will be to the right. Either way, find the path with a door that leads to the center room. In this room, take the GREAT KNIFE on the bloody table, as well as the SHOTGUN SHELLS x2. Exit the room and go back up the ladder you came from. Follow the west path around the corner and follow it to another ladder, not taking the right path. Go down the ladder and blast the two Patient Demons down here. Go up the other ladder in the watery corridor to find a weird box of faces - examine it t h e b o x o f f a c e s ------------------------------------------------------------------------- This puzzle is very easy on Easy and Normal Riddle Difficulties. Keep in mind that some faces are upside-down and some are right-side-up. EASY/NORMAL: Rotate the box upward or downward until the right-side-up face with the red eyes is displayed. Now if you look behind James, the entrance to the empty room has completely vanished! Now with the red eyes right-side-up face displayed, rotate the box left or right so that one of the 3 upside- down faces are showing. As you can see, there is a staircase in the empty room now, so you are done with the box of faces. HARD/EXTRA: On Hard and Extra Riddle Levels, the solution is randomly selected each time so just keep trying it on different faces until it is correct. There are 6 faces and the two side faces can face upward, downward, right, and left. So that makes 12 possible combinations (4 normal faces + 4 left side faces + 4 right side faces). The possible solutions are below. [Note:] There are four different colours for the faces. Below are all the possible solutions. The direction listed is what side the top of the face is facing. Yellow - up, down, right, left Red - up, down Green - up, down, right, left Blue - up, down ------------------------------------------------------------------------- Once you complete the puzzle, go down the staircase in the other room. James will meet Maria again, even though she died in the hospital (or did she?). But James is on the one side of a jail cell and Maria is on the other. So your job is to find the entrance to the other side of the jail cell. After the video, go back up staircase and you should hear some spark sounds. Go up to the open breaker box beside the ladder and take the WIRE CUTTER that is stabbed into a wire. Go down the ladder and follow the path to the other ladder, and go up it. Follow the path and take the left path when you can. Go forward to the wall and then left to find the doorway with wires blocking it. Use the WIRE CUTTER and go down the ladder. Follow the corridor, past the Patient Demon, and take the first right, then go up the ladder. Go forward and take the right path to a ladder - go down it. Move forward and go counter-clockwise, killing the Patient Demon if it's in your way, until you find an opening to another ladder and go up it. Blast the Patient Demon in front of you and follow the corridor. Take the right path and go around the fence, ignoring the Patient Demon to the right, and go down the ladder at the end of the pathway. Kill the Patient Demon near you and follow the path. Take the first left and follow it to a ladder and another Patient Demon; go up the ladder. Quickly eliminate the two Patient Demons 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 to the right. In this area you can encounter Pyramid Head, but you won't if you take the right path. So take the first left path and go 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! Go through the door and equip the Shotgun if not using it already, and follow the path. On the way you may notice many papers on the ground. Some are from today's date according to James. Continue walking the path and you should hear Angela scream. James will enter the nearby room and will have to fight a Doorman Boss. b o s s 3 : d o o r m a n =====-----=====-----=====-----=====----=====-----=====-----=====-----===== | Difficulty: Normal | If you find the 3D Control hard to use in this fight, just go in the menu and change it to 2D Control. But I'd recommend 3D as it is better. Right when the fight starts, start blasting Shotgun rounds into the Doorman as fast as you can. It should take two shots to fall to the ground. If the Doorman is close to you and it falls on the ground, use that time to run to the other side of the room and reload. Use the menu to reload because it's a lot faster (unless you're on Easy Action Level). If you're using 3D Control, use the R1 and L1 buttons to strafe. This will help you a lot when navigating in this very small room. The Doorman has one attack of lumbering and lifting its doorframe over James' head like a hood. The range of this attack may surprise you so stay as far away from the Doorman as possible at all times. You will have to fire around 6 Shotgun shots on Normal. Then Angela will finish off the job and run out of the room. This fight is rather simple although it may be difficult to move around in the small room. =====-----=====-----=====-----=====----=====-----=====-----=====-----===== After the fight, Angela will run away. Exit the room and continue following the hallway to find a door; go through it. 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 (bars). So go back and investigate the two rooms in the other corridor. After investigating the two rooms, you will find a room with six corpses of men who were hanged, and a room with six empty nooses. 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 in it. They should give you a clue of what you have to do. All of the Hanged Men are positioned in a randomly chosen fashion. But on each Riddle Level, the solution will always be the same. The smaller sign on the right reads as the following: "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." The larger sign is different on each Riddle Level. The riddles are all below. In the room with the six corpses, you'll find inscriptions describing what they were hanged for. You'll come across six of the following eight men, 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 for forgery (in this case money) Thief - One who steals, especially by stealth Swindler - One who cheats or defrauds money or property Embezzler - One who takes money, etc. for own use in violation of trust Murderer - One who kills another brutally 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 describing arson, so the arsonist is guilty. "They also committed crimes. They tried to fraud and trick others" describes three of the six accused men. We'll come back to that in a moment. "My friend without his hand. And so his death bothers me not" easily describes the bodily injurer. Back to the three accused men who "tried to fraud and trick others". That 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. 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 thing so it all makes sense. The first paragraph is just introductory. The next one, "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" is obviously the kidnapper, so he's guilty. "Breaking into a home at night" is more obvious than Big Bird hiding against a black wall in broad daylight. 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 being guilty. "Taking gold he did not earn" is clear, but not as simple as the previous criminals. Taking something you didn't 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's no proof that he committed the crime; the sheriff just assumed he did. 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. Let's do the obvious ones first. The paragraph about "stealing children" clearly describes the kidnapper, so we know he is guilty. "He was caught embezzling public money" literally tells you the answer, so the embezzler is guilty. Okay, now we'll move on to the not so obvious ones. They will require some thinking, and that's probably why you're here. The paragraph about the man who said "I am happy for I will soon be with her" is actually quite clear. If you think about it, he's fits a murderer the best out of the four left hanged men. He probably killed his wife or a woman close to him and he misses her. He wants to be with her 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 paragraph about "the one who had said his job was to sell dreams" isn't so clear. Just think about it though. He sold "dreams" to people so he stole their money. This is the crime of swindling. If this doesn't make much sense to you there's also another reason. He could've took away people's dreams by defrauding of their money or property, which is swindling. So the swindler is guilty. The paragraph about the person beside the author of the memo said "they're all insane; now you know why I struck out at them." This is pretty hard to understand, and that's why I left it for last. The word "struck" is how you determine the answer. The definition of struck 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. This can easily be the crime of bodily injury. It clearly fits the description and the only other person left is the counterfeiter, which in this case, the description doesn't make sense. So we're left with the counterfeiter. The man is never mentioned, and it's not to hard to realize that he's the one speaking in the memo. We realize he is imprisoned with the other prisoners and he describes the other men's crimes. 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 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 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. Sinning alone at the end of a rope, it is nothing less than a disgrace to us all." The first six paragraphs stand for themselves and tell us not much more than the known. The seventh paragraph, "The white bandages stained with crimson" brings two crimes to mind: Bodily injury and murder. But 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. What does fire do? It burns, yes - but also turns things black. And the word "scorched" really gives it away. The answer is 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 because she's terrified. So this describes kidnapping. "They are but meaningless contract" is bare sentence and its meaning is deep inside, so you have to think about it. A contract is an agreement, but it is meaningless if you're not going to follow it. And the answers left are thievery, swindling, and murder. Think of swindling (which only really makes sense here) - to cheat or defraud of money or property. So the phrase describes defrauding the contract, which is an agreement. So the answer is swindling. The second last paragraph isn't as simple as the other ones, but not as difficult as the previous one. "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 lets 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. So that's your answer: murder. Only five out 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 people are guilty, and the last hanged man, the thief, is never mentioned, so he's the innocent one. --- Once you determine the Innocent Man and where he is located in the corpse room, head to the room with the six empty nooses inside. Once inside, find the noose that is in the same spot of the Innocent Man in the other room. Once it's found, Press X to pull it down. Don't pull any other nooses down or it will reset. Exit this room and head back to the other room. If you have pulled down the correct noose, you'll notice that the Innocent Man is gone and there is something where he was. Go over to his former location and pick up the KEY OF THE PERSECUTED. If you don't do this puzzle correctly each time, there will be two Patient Demons in the corridor. If you don't kill them and get the answer wrong again, there will be one more Patient Demon in the corridor. The maximum number of Patient Demons in the corridor is three. Make sure you do the puzzle correctly so you won't have to deal with them. -------------------------------------------------------------------------- Now follow the corridor, through the door, to the handcuffed gate and use the KEY OF THE PERSECUTED to uncuff the handcuffs. After the gate has been raised, go down the ladder and follow the path. Go through the white door directly ahead at the end of the corridor, since the gate ahead to the right is locked. Inside, a video will play. Maria has died again! Could she be real? James will then leave the room, realizing there's nothing he can do. If you try to enter the room again, you will increase your chances of achieving a certain ending. I recommend you do what you want, but you can see the Endings section of this FAQ if you want. If you go back to the gate, you'll notice that it's now open. So proceed through the watery corridor of the Labyrinth that leads to a ladder; go up it. Get the FIRST-AID KIT on the ground in front of you and follow the corridor to outside. Now you're in a catacomb. Get the 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 a grave to the east. If you examine the graves in this area you will find these names: Walter Sullivan, Miriam K., Eddie Dombrowski, Angela Orosco, and James Sunderland, himself. James must jump down his own grave. Once in his grave, continue down the stairs and follow the long pathway. Once at the end, go through the door. b o s s 4 : e d d i e =====-----=====-----=====-----=====----=====-----=====-----=====-----===== | Difficulty: Hard | First Room ---------- As soon as the video is over you should know what you have to do. Eddie has gone mad and now you have to kill him before he kills you. In this first room, there are many weapons you can use. But there are two strategies I recommend. The Steel Pipe and Great Knife. 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, he shouldn't ever get a chance to hit you; however, he may be close. This strategy is intended for Hard Action Level; getting a 10 star ranking. This strategy is not recommend for Easy, though, as it works horribly. The other strategy is using the Great Knife because of its power. It is a great choice if you know what you're doing. It is the most powerful weapon in the game and you will only need to swipe Eddie 1-3 times, depending on your action level. You can also slay him, which is best. It will make him run to the next room after one successful slay (two on Hard Action Level). If playing on Easy, you can just swipe at him but on Normal and Hard, just try to slay him. However, I don't recommend this strategy on Hard because you'll probably get shot and/or take some hits from Eddie. On lower action levels, don't worry too much about being hit either because Eddie will move away from James after he hits him. This is good because he will be in your range and he won't attack you for a bit because he just did. So try this strategy on lower action levels and the above strategy for hard. Although melee weapons are the way to go in this first room, guns are good as well. But if you use them, Eddie will probably shoot you. After you hit him enough, you can hear him panting and he will run into the next room. With the Shotgun and Hunting Rifle, just start blasting him away until he runs into the next room. But you should try going right up to him with the Shotgun and give him a few blasts. 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 probably shoot you. 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 strategy for Normal and Hard, but it can work well for Easy and Beginner. After you shoot Eddie a number of times, 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. Reload all of your weapons if you need to and make sure you have good health. Then enter the second room. Second Room ----------- In this room, there are giant racks of meat hanging from the roof so you can use them to block Eddie's shots. Eddie has 2 attacks: Either raising his .357 Magnum Revolver and shooting James, or he will run up to him and punch 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 do so, let him walk away a bit and blast him. Quickly strafe out of the way so he can't punch you; try it again. When Eddie runs after you, just use the strafing buttons and directional buttons to get away. Hide behind the meat racks and then come out and shoot Eddie. Then do it again. When he 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 the rack that he's behind and let him run, but since the Handgun is easy to ready your aim, aim at Eddie and take off some shots. Repeat this process for a while and he will finally die in a brief video. That may work but the Shotgun should work better. When Eddie starts hiding behind the meat racks, one good shot (possibly more) should kill him. If you want to use it, there is a different strategy here below. After the first video in the second room when Eddie approaches you, shoot him once, then run away so he can't get you back. This won't work on Hard so don't try it. 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 gun because it's much more powerful. James' health can still go red after 4 or 5 punches so be careful, and be sure to use health often after contact from Eddie. Try to sneak up on Eddie from behind. To do this, simply hide behind the meat racks so Eddie can't see you. When he runs somewhere, run out and shoot him. After about 8-15 Shotgun or Rifle blasts, Eddie should fall to the ground. He is dead now. So continue by exiting through one of the two large doors where you haven't been yet. =====-----=====-----=====-----=====----=====-----=====-----=====-----===== 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. Continue to the left until you see a boat, and get in it. Now you have to row the boat across Toluca Lake. If you are playing Beginner, Easy, or Normal Action Level, it will be much easier to control the boat. Use the D-Pad buttons to go in the direction you want to. Hold up to go forward, left to go left, and right to go right. But if you are playing Hard Action Level, this could be hard for you. You will have to use both analog sticks. 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. To move forward, simultaneously turn the left analog stick counter-clockwise and the right analog stick clockwise. Now you know how to control your boat, so get moving. Try to do this very fast because the time you take to complete this will count in your final ranking at the end of the game. Under a minute is really good, but it will be very hard to get under a minute on hard. If you get under 1m20s, that's good. At the beginning, turn your boat right for a few seconds and then stop. Move forward as the boat gradually stops turning. If you do it right, the light should be in the screen. If you're still turning as it appears in the screen, stop and counter steer. Now row forward towards the light until you reach the dock to your "special place", which is 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 your Shotgun until near the end of the game, if you haven't already. Now run forward to the courtyard of the hotel. On the left fountain you will find the "LITTLE MERMAID" MUSIC BOX. Take it and look around for the main entrance stairs to the Lake View Hotel and enter through the double doors. You will need to find a map. Look to James' left and on the wall is the conveniently placed HOTEL MAP (FOR GUESTS). When you look at the map, you'll notice that in box of Room 312 it says "Waiting for You..." The room James and Mary stayed in - Could Mary really be here? Next, enter the "Lake Shore" Restaurant and go over to the area with the tables. Grab the "FISH" KEY on the set table and then try to head for the exit. As you see in the video, Laura is here. She scares James by playing the piano. This video is pretty important. You get LAURA'S LETTER which tells you a few things, including Mary saying "Happy 8th Birthday to Laura." Laura says she turned 8 last week. So Mary couldn't have died three years ago! Laura apparently lost another letter and runs away to find it. When she's gone, examine piano for a funny comment on Mary. You are done here so exit to the main hallway. There will be two Doormen out here and they are coming after you. Shoot them both twice with the Shotgun so they fall to the ground, then kick them. If you need or want Rifle and Handgun ammo, go through the 3rd door on the left of the west side of this corridor, which is a Store Room. Kill the Mannequins in the area and enter the open room through the doorway at the end to the left. Get the RIFLE SHELLS on the boxes and HANDGUN BULLETS x3 on the shelf. Exit the Store Room and enter the lobby through one of the two large doors. There's a SAVE POINT on a chair in the northwest. Head to the Reception to find a note on the counter about James' videotape. It says that his videotape that he left is in the safe in the Office on 1F. Go through the door to the inside of the Reception. Grab the KEY TO ROOM 312 in one of the key boxes and exit the Reception. Then go back to the main hallway and go down to B1F. Once down here, make your way past the two Mannequins and grab the THINNER in the elevator. Then go back upstairs. You are done on this floor so go up to 2F via the slim staircase. Also, don't count on getting to Room 312 soon. You'll notice that there is a locked gate blocking the 3F hallway. On 2F, enter the Cloak Room to find a FIRST-AID KIT on the counter. Move behind the counter and get the SHOTGUN SHELLS x2 and HANDGUN BULLETS x2 on the shelf. Then examine the locked briefcase on the counter to the left. Use the "FISH" KEY to open it, and take the KEY TO HOTEL ROOM 204 inside. Exit the room and go to James' left, down the corridor and get the HANDGUN BULLETS x2 on the semi-circle table by the window. Check out the Reading Room for SHOTGUN SHELLS to the right on the small table in the corner, and a HEALTH DRINK further back. More SHOTGUN SHELLS are on the middle-left shelf. Exit the room. The next thing to do is to go to the west wing of rooms. Kill the two Doormen in the hallway and enter Room 204, with the KEY TO HOTEL ROOM 204. Inside on a desk you will find the EMPLOYEE ELEVATOR KEY. Continue investigating, and you will find that there is a hole in the wall to the left, so you can access Room 202. In this room you will find a funny looking briefcase and some pictures on the bed. 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. You need to enter a combination of 4 letters, which make up and actually word. No, it is not Mary. Go to the bed and investigate it. James will notice that one picture is of the case and the combination, but it is crossed out in black ink. Now is the time to use the THINNER. Go in the menu and use it. If you don't have it, it's in the B1F elevator. Now the combination will be revealed. Go back to the case and enter the same combination as in the picture, and the case will open. Inside is the "CINDERELLA" MUSIC BOX. -------------------------------------------------------------------------- Now you want to go to the Employee Elevator Room, which is across to the east side of 2F, since you have the key now. So exit this room, unlocking the door first, and exit the corridor as well. Enter the middle corridor of 2F and enter the east corridor. Grab the HEALTH DRINK on the semi- circle table to the left and the RIFLE SHELLS on the weird stand thing. Then enter the Employee Elevator Room, using the EMPLOYEE ELEVATOR KEY. Use the SAVE POINT near the door if you need to and get the 2 HEALTH DRINKS on the janitor cart. Go over to the small elevator and walk in. An alarm will sound. That means that the elevator can't support this much weight. James is not fat, it's just his items. Check the panel on the elevator to find a note about weight allowance. You need to check the panel so James knows he needs to get rid of his items. Just outside of the elevator is a shelf. Go and investigate it. In order to use the elevator, you must empty your whole Inventory into the shelf. You actually don't have to put Mary's Letter and Photo in the shelf, but you might as well since you don't need them. But even if you have any other single item, like Laura's Letter, James can't use the elevator. If you can't put your items in yet, you still need to check the panel in the elevator so James sees the note on weight allowance! After putting all your things in the shelf, go back in the elevator and go down to 1F. You might feel scared discarding your weapons for now but you will be just fine. On 1F, just outside of the elevator, grab the HOTEL MAP (FOR EMPLOYEES) on the corkboard. Find and enter the Pantry and grab the hard to see "SNOW WHITE" MUSIC BOX on the shelf to the left. Now you have all the Music Boxes. Exit the room and enter the Office. If you remember from the note to James, this is where James' videotape should be. Inside, grab the VIDEOTAPE and CAN OPENER in the safe to the right, then exit the room. For ammo, enter the Employee Lounge. Get the RIFLE SHELLS x2 on the fridge in the far corner, then exit the room. If you go back to the elevator, you may notice that it will not move. So you have to find another way back to 2F. For a start, go through the blue door in front of the Office. Inside, go down the stairs and enter the basement through the door at the bottom. In this area there will be two Mannequins that you will have to run past and you have no weapons to use on them. The area is a bit dark to see your map, so push yourself past the first Mannequin, then enter the room to James' left -- the Boiler Room. Take the FIRST-AID KIT in front of you on the ground, and the BAR KEY hanging on the other side of the boiler, then exit the room. Move forward a bit so you can check your map. Then push past the next Mannequin and enter the Kitchen. Get the 2 HEALTH DRINKS on the back shelf and the HEALTH DRINK on the right counter. You can find a large tin can at the corner of the counter. Now is the time to use the CAN OPENER. After you've opened the can, you will find light bulbs inside. Who keeps light bulbs in a can, honestly? James will take a LIGHT BULB. Continue on by entering the "Venus Tears" Bar through the right door. Inside the bar, it is dark and James can't see clearly enough to put the Bar Key in the keyhole to unlock it. Behind the door is a lamp on the bar. Use the LIGHT BULB and James will put it in the lamp. Now exit through the door, using the BAR KEY, since it's bright enough now. Now you are in a familiar place - the basement for guests. Go up the stairs to 1F, then enter the lobby. Go up the stairs here to 2F and enter the east side of 2F. Here there will be two menacing Mannequins in front of you. Quickly run past them and enter the Employee Elevator Room. Reclaim your things from the shelf and exit. Sadly, the two Mannequins are gone now. Go back down to 1F in the lobby. Once you're down the lobby stairs, examine the large Music Box player at the bottom. m u s i c b o x p u z z l e -------------------------------------------------------------------------- EASY: In each slot the same thing is written: "When the Lost One is returned the sour note shall turn sweet" No real puzzle here; just put the 3 MUSIC BOXES in random slots. The quote from above just tells you what will happen after you insert the three music boxes. NORMAL: Here, you will have to put the boxes in specific places. When you examine the empty slots, you'll find readings that describe which Music Box goes in which slot, and the order below is from left to right. "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, especially if you have basic knowledge of Cinderella, Snow White, and the Little Mermaid. Cinderella was the one who fled at midnight, and she also left a shoe. So 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 resurrected her. So the "SNOW WHITE" MUSIC BOX goes in the front slot. And lastly, we have the Little Mermaid. But to make sure she belongs in the last spot, does the sentence match her? Yes, she gave up her voice so she could marry the Prince. So put the "LITTLE MERMIAD" MUSIC BOX in the right slot. HARD/EXTRA: On Hard it's a little different. The rectangular identification slots have more detail, but at the same time are harder to recognize the character. The order is from left to right below. "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. But the part about the blood refers to the original "Cinderella". You may or may not remember about the blood because there are apparently over 3000 versions of "Cinderella". Anyway, in the original, Cinderella ultimately goes to the party 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 fits. When he comes to the home where Cinderella is, with her stepmother and her two daughters, 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. So he goes back and Cinderella tries on the slipper and it fits, since it's hers. So what the sentence means is: "Twas shameful the stepmother's greed for the prince's riches did stain Cinderella's shoe with the sisters' blood." Pretty long sentence but that's what it means. So place the "CINDERELLA" MUSIC BOX in the left slot. The second sentence 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 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." So put the "LITTLE MERMAID" MUSIC BOX in the front 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" 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. Thus being so, the Queen ultimately did kill her so she could be the "fairest of them all". "Beauty - A blessing to everyone around her yet a curse to her as the Queen wanted to kill her." So put the "SNOW WHITE" MUSIC BOX in the right slot. Once the music boxes are in their correct locations, play the music box and 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, then go up the stairs behind you and go through the west double doors. From there, head up to 3F via the stairs right beside you to the right. Use the HOTEL STAIRWAY KEY and open the gate blocking the way. Then use the KEY TO ROOM 312 to enter Room 312. If you didn't get the key, it's in the Reception in the 1F Lobby. Inside, walk towards the other side of the room and go up to the VCR on the floor to the right of the TV. Put the VIDEOTAPE in. Watch this important videotape, and when it's over Laura will enter the room. James tells her the truth and she leaves. After the video, James can hear Mary talking on his Radio. She must be in the hotel 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 is different. It seems to be leaking from the roof. Also, your Flashlight doesn't work and it won't for the rest of the game. You don't really need it, so don't worry about it. Down the hall is a SAVE POINT on the door of Room 313. Head down to 2F when you're done here. If you check your map, you can notice some purple marker, as well as red marker for broken lock doors. If you enter the Reading Room on 2F, there are headphones on the desk. If you listen to the headphones it may affect which ending you receive at the end of the game. It is your choice if you want to listen to them or not. For more information, check out the Endings section of this FAQ. Now, enter the west corridor and if you go through certain doors you will be warped to different areas, but on the same floor. Room 207 and Room 204 warp to each other. Room 202 warps you over to Room 219. Room 219 warps to Room 220. Room 220 warps you to Room 207. And lastly, Room 212 warps over to Room 202. To make more sense, here is a list of which doors warp to which door: 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, and you can't get there without using these doors. So just try to enter Room 202 and it will warp you over to in front of Room 219 (on the opposite side of the hotel). From here, get the HANDGUN BULLETS x2 on the window sill to James' left. Make your way to the south of the corridor and enter the next corridor to the west. Find the elevator and take the 2 AMPOULES on the semi-circle table, then enter the elevator. Examine the right panel and go down to B1F (B), which is the only elevator button that works. After going down to B1F, you can see that this floor is completely flooded. You will have to work around this floor like this. Exit the elevator and go past the Patient Demon moving around on the ground. Enter the "Venus Tears" Bar to the left. Go behind the counter to find 5 HEALTH DRINKS on the back ledge with the other bottles! They camouflage with their surroundings but you can still notice them. Once done here, enter the Kitchen. If you need ammo, here is the place. There are SHOTGUN SHELLS x2 on the Kitchen counter to James' left and RIFLE SHELLS x2 in the back on the shelf. Also on the counter by the fridge is a FIRST-AID KIT. Exit the room through the east door and make your way to the blue staircase door, past a Patient Demon on the ground. James will meet Angela in an unfamiliar place and the stairs are on fire. If you have or have not yet examined the knife she gave you, it may affect the ending which you receive. For more information, check out the Endings section of this FAQ. After the video, you are left with fire in the middle of the stairs. Don't try to go through it as James will just lose health. Exit through the door you came in from. Now you find yourself in the real stairway. It is the same as before (when you came down here without your items). Continue up the stairs and go through the door at the top. You are now on 1F again. Move to the southeast towards the washrooms and take the 2 AMPOULES on the heater. On this floor it really looks like the hotel had been on fire. Find the northeast path and take it. Get the RIFLE SHELLS x2 in the small alcove by the Manager's Office and continue following the path. Go through the door at the end. Follow the unmapped grate path past two Underhangers and go through the door at the end. In here you will find 9 SAVE POINTS! Nine Red Squares. I think Konami is trying to tell you to save your game here. After this point, there are the final two bosses in the game. Equip the Hunting Rifle and keep it ready for the rest of the game. Brace yourself, and then go through the double doors in the middle of the room. James will see Maria ahead, hanging above with two Pyramid Heads. One will skewer her to kill her once more. James realizes 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 before; now you are about to fight two! Right at the beginning, run to a corner (preferably the corner furthest away from the two Pyramid Heads). From there, try to fire off 2-4 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 before either Pyramid Head stabs you. Don't under-estimate their range - they can stretch pretty far. The two Pyramid Heads only have one attack that is coming up to James and stabbing him with their spears. On Hard Action Level, try to fire only 1-2 shots at them because the Pyramid Heads move much faster. It is better to take only 1 shot and get away clean than to take 2 shots and receive a stabbing. But if you are sure you can make it, take 2 shots. Then strafe out of the way by using either L1 or R1. Hold L2 to position the camera on the Pyramid Heads while shooting them. Each Pyramid Head will usually be impacted by the second of two shots. When this happens, it does buy you some time but the other Pyramid Head may try to lock you in. So when that happens, strafe the other way. You can actually trick the Pyramid Heads, too. If one is close, strafe towards him which should trigger him to try to stab you, and then strafe the other way quickly. 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. First you should get a good distance away from the Pyramid Heads, then pull out the Great Knife. Ready the knife and when they start to get close, press X hard enough so James performs the slay attack. This will heavily damage the Pyramid Heads and it can also make them spin with their spears, which is quite strange. This strategy is fun to try, but the Hunting Rifle should be sufficient. After about 20 shots on Normal Action Level, the Pyramid Heads should stop and go towards the center of the room. They then stab their spears through their heads and die. How ironic; they are invincible to James, yet they kill themselves in the middle of the battle. On Hard Action Level, you will have to shoot either Pyramid Head more times. Also, it doesn't matter which Pyramid Head you shoot because it's like they share their health. When you defeat the two Pyramid Heads (they defeat themselves, but oh well), you'll find that you can go back in the previous room and save your game, and there are two other doors in the Lobby which are locked. =====-----=====-----=====-----=====----=====-----=====-----=====-----===== p y r a m i d h e a d e g g s p u z z l e -------------------------------------------------------------------------- Examine the Pyramid Heads' standing corpses to find a RUST-COLORED EGG and a SCARLET EGG in both Pyramid Heads' hands. Use them to open the two exiting doors by inserting them into either door. It doesn't matter which one goes in which door; as long as they're both in a door. So go to the doors and use the RUST-COLORED EGG and the SCARLET EGG and they will both be unlocked. -------------------------------------------------------------------------- After you've inserted the two eggs, go through one of the doors. Find the entrance doors you came in the hotel to start with, and try to exit the hotel. You are now in a long hallway. A recording of Mary when she was sick will start to play. James is heard as well. If you stay and listen to the whole recording or run quickly and go through the door at the end of the hallway, it may affect which ending you will receive. Do what you want but you can also check the Endings section of this FAQ for more information. Make a decision and go through the door at the end of the hall when you're ready. Now you are actually outside, and it is raining. Move forward and then head to the right along the railing. Find the stairs and go all the way to the top. It will take a while. When you're at the top, move forward to the window or bed, depending on which ending you're about to receive. A video will play and you now have to fight the Final Boss in the game. f i n a l b o s s : m a r y / m a r i a d e m o n =====-----=====-----=====-----=====----=====-----=====-----=====-----===== | Difficulty: Hard | This boss is quite similar to the Hangers but it's quicker at moving and has better attacks. This last boss has two attacks. It will spit out a cloud of black moths that will swarm around James to prevent him from moving. To get out of this attack, wiggle the movement controls and the shoulder buttons. This attack is easy to avoid though. When it spits out the moths, just start strafing around so they can't get you and they will go away. Just avoid the hole in the grating where the staircase was and the bed, which may slow you down. The demon will perform this attack many, many times so try to get shots off when the moths go away. The other attack is very lethal so try not to let it happen to you. The demon will try to get close to you, hovering above, and it will snatch James with its long black tail. Beware of the speed of this attack because it is fast. Just make sure the demon never gets close to you and it won't happen. But to get out of this attack, wiggle the movement controls and shoulder buttons, then run away. If the demon is close to you, you should consider strafing in either direction to get away. So in order to beat this final boss, try to stay as far away from the demon 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 that may cause you to get attacked. You should be able to fire two shots with the rifle before the demon spits out the moths. Always reload in the menu; with any gun. 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 the demon is close. The Shotgun is also good because of its power, but it is slow as well. Try to get close but not too close. After you shoot the demon several times, it should fall to the ground. Go up to the helpless demon on the ground, hearing Mary's voice. Choose your weapon of choice (I personally enjoy the Great Knife - hold X tightly so you slay the demon). Then finish off the demon with one final delivery. =====-----=====-----=====-----=====----=====-----=====-----=====-----===== Good Job, you have now beaten the game. Enjoy your ending and remember that there are still four more endings (five in the Greatest Hits version) left for you to get. Use the Endings section below to figure out how to get each ending. -------------------------------------------------------------------------- ========================================================================== 12. S P E E D W A L K T H R O U G H ========================================================================== -------------------------------------------------------------------------- This speed walkthrough is intended for people who have beaten the game at least once, but I recommend you beat it a few more times so you relatively know where to go and what to do. You are expected to know where to go when something is said: -Enter room S3 on 3F Use your map if you really need to, but you should only have to use it sometimes, and find the area that is mentioned and determine how to get there. You are also expected to know where items are in a particular room: -Enter Room 208 and get the KEY TO ROOM 202 on the shelf Always locate every item beforehand, so you know where they are. That is why you should beat the game at least a few times before going for speed. If you're only trying to get a fast time, don't waste time killing too many enemies. Enemies that block hallways or may be harmful should be taken out, however. This is a speed walkthrough so health and ammo aren't pointed out. You are required to get these supplies yourself. Since you're going for speed, don't go out of the way just for one item and get supplies near items or weapons you pick up. ------------------ | Legend | | | | n e w a r e a | | ---=-====---=--- | | | | ------ | | Puzzle | | ------ | | | | ++++++++ | | Optional | | ++++++++ | | | | **** | | Boss | | **** | ------------------ [Note:] Cutscenes do not count towards your time. You can watch them if you want but to stay on track, you might want to skip them. 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 other west exit -Follow the path and grab the CHAINSAW if it's in the log -Keep heading west, through the next fence door and it will turn into Wiltse Road -Head west on Sanders Street and follow the "shadow" by heading north on Lindsey Street, east on Vachss Road and enter the construction site -James will find a RADIO and tear off a WOODEN PLANK from the structure -Kill the Patient Demon and exit the construction site -Head west back to Lindsey Street, head south, west on Katz Street and 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 inside area of the fence with the APARTMENT GATE KEY, and 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. BUILDING to the left and head up to 2F -Enter Room 205 and take the FLASHLIGHT -Go up to 3F and try to get the key on the other side of the gate thing -Get the HANDGUN from Room 301 in the shopping cart and go back down to 2F -Head east until you hear a scream/cry and head north to Room 208 -Grab the KEY TO ROOM 202 on the left shelf and exit the room -Head to Room 202 and enter it with 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 on 9:10 ----------------------------------------------------------------- -Push the clock and go through the wall to Room 209 -Exit the room and go up the stairwell to the right to 3F -Enter Room 307 to find Pyramid Head, and James will hide in the closet until he leaves -Get the COURTYARD from the closet and exit the room -Head south down the hallway and get the FIRE ESCAPE KEY by the gate thing -Head down to 1F through the east stairwell -Go 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 -Go up to 2F and put the CANNED JUICE down the garbage shoot in the laundry room -Go back down to 1F and go outside to the incinerator to get the COIN [OLD MAN], and go back inside -Use the COURTYARD KEY and go through the courtyard door -Get the COIN [SNAKE] in the carriage in the pool and enter the north building -Enter Room 101 and meet Eddie -Reenter the west building and go up to 2F -Head west down the corridor to the last door in front of you -Go through the door with the FIRE ESCAPE KEY and go over to Blue Creek Apartments 03 // b l u e c r e e k a p a r t m e n t s ----=-=-----=======---==-====---==-=====---==-=====----=-====---=-====---= -Go over to the washroom and get the memo from the toilet -Go into the main section of the 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 number in the alphabet plus 9 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -Take the ammo from the open safe and exit the room -Enter the west stairwell and take the MAP OF THE WEST APT BUILDING 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 you get ANGELA'S KNIFE -If you examine this knife it may affect which ending you'll receive -Take the COIN [PRISONER] on the nightstand and exit the room -Enter Room 105 and examine the secretarial desk --------------------------------------------------- -Solve the puzzle with the Riddle Level you are on: -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 -Then take the LYNE HOUSE KEY --------------------------------------------------- -Exit the room and head up to 2F -Enter Room 209 with the LYNE HOUSE KEY and use the balcony to go over to Room 208 -Take the APARTMENT STAIRWAY KEY, run back to Room 209 and exit the room -Enter the northeast locked stairwell with your APARTMENT STAIRWAY KEY ************************************************************************* -You will now have to fight Pyramid Head -When you can play wait until Pyramid Head gets to your relative position and then run to the far corner -You can wait until Pyramid Head stops, when he lifts his knife, and then dart to the other corner -When he gets close, do the same -Repeat this process for a while until you the alarm sounds off -Bullets only slow Pyramid Head down as this is a timed fight -Pyramid Head will head towards the stairs and go down, so don't go near him or he may try to slay you ************************************************************************* -When Pyramid Head is gone, the water in the stairwell will drain -Go down the stairs and exit to West South Vale 04 // w e s t s o u t h v a l e ===--=-=====----=-====---=-=-======-----=-=----=-===-=====----====---=-=== -Go down the stairs and head north to Rosewater Park -On the way James meets Laura in a video and then she runs off -Run north to the Rosewater Park waterfront and meet Maria in the video -Make sure you do not kill Maria or it is GAME OVER -Exit the park by heading west and at the steps head south to Nathan Avenue -Head west to Texxon Gas and take the STEEL PIPE in the car's hood -Now continue west to Pete's Bowl-O-Rama and enter it through the front double doors -Go through the door on the left, and after the video find the other door in the room and go through it -Go up to Eddie for a video -Go through the double doors where Laura went through and exit the bowling alley through the double doors where you came in -Head east and Maria will come running back -Go around the east corner and around the next corner and go through the gate behind the bowling alley -Head south (upward) towards the end of the alley for a video and then try to go through the locked door -Maria will unlock the door with her three keys; enter Heaven's Night -Run up the stairs and go through the green door on the right -Find the exit door and go through it -Run down the stairs and head south until Maria spots Laura run into the hospital, and 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 right board and enter the Reception Office -Go through the other door in the room and grab the "PURPLE BULL" KEY on the table -Enter the stairwell nearby and go up to 2F -Enter the Women's Locker Room to get the BENT NEEDLE in the teddy bear and the SHOTGUN in the locker -Enter the patient wing, and enter Examining Room 3 and get the code on the blue carbon paper -Enter room M2 and take the "LAPIS EYE" KEY in the open drawer -Now go back through the double doors to the other corridor and go up to 3F -Enter the patient wing with the code, which is 7335 on Easy and Normal Riddle Levels and 1328 on Hard and Extra Riddle Levels -Enter room S3 so Maria can have a rest -Take the ROOF KEY on the nightstand and go up to RF, using the ROOF KEY in the east stairwell -Run over to the diary (examine it if you want; it may affect which ending you'll receive) and run to the fence near the Elevator Control Room -Pyramid Head will knock you off the roof to the locked Special Treatment Room - move towards him to make it faster -Enter the 2nd closest door to the camera and get the hard to read number on the wall, then run to room S14 and enter it -------------------------------------------------------------------------- -Combine the "PURPLE BULL" KEY and the "LAPIS EYE" KEY and use them -Enter the code you found on the blue carbon paper in Examining Room 3 on the push-button lock -Enter the code you found on the bloody wall in the Special Treatment Room on the turning lock -After unlocking all locks, the box will open -------------------------------------------------------------------------- -Take the PIECE OF HAIR in the open box -Now enter the Shower Room in the same corridor and combine the BENT NEEDLE and the PIECE OF HAIR and use them 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 find Laura for a video - she takes and locks James in Examining Room 2 and now you will have to fight a boss ************************************************************************** -Equip your Shotgun and start blasting away at the Hangers -Try to stay away from them so they can't pick you up or kick you -Shoot them until they get close to you then run to the opposite corner -Stay away from them while you shoot until they both die, and a 3rd Hanger will come out -Do the same until this one is dead and the fight will be over ************************************************************************** 06 // n i g h t m a r e h o s p i t a l =====---==-======---=-=-=====---==-====----=-=-=====----=-====---=-===--== -Go through the double doors beside you and enter the next area through the next double doors on the left -Go up to 2F via the elevator and enter room M6 -Take the DRYCELL BATTERY and the BASEMENT STOREROOM KEY where the hands reaching up are -Go up to 3F via the elevator and enter the east corridor -Enter the stairwell, go all the way down to the basement and go through the door, using the BASEMENT STOREROOM KEY -Push the shelf and try to go down the ladder -Maria will come in; go down the ladder and get the COPPER RING -Go back up to 3F, enter the patient wing and enter the elevator -Go down to 2F and a trivia will come up, sounding like a radio - maybe James' -On 2F, enter the Day Room and get the LEAD RING from the hard to open fridge with Maria -Go back up to 3F and enter the Store Room in the east corridor if you want your prize -Go up to the weird box and examine it ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -For the first row of numbers, press 3 -For the second row of numbers, press 1 -For the last row of numbers, press 3 -If answered incorrectly, yellow spray will come from the roof and drop your health to red ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -Take the 5 shotgun shell packs and the 2 ampoules inside the box -Now go back to the patient wing and go up to the stairwell door -In the menu, combine and use the COPPER RING and the LEAD RING -Go through the now unlocked door, go down the stairs to the door at the bottom and go through it -Run down the hallway and Pyramid Head will come and try to attack Maria -Just run quickly down the corridor to the last hallway where Maria starts running and run down the hallway to the elevator for a video -If you're playing on Hard Action Level, you'll have to hit Pyramid Head with a melee weapon or shoot him on the way until you're close the last hallway -When you first see him, empty a Handgun clip into him, then start running -You may want to empty another clip into him around the fenced-window area, and then run for it -Maria won't make it so it was kind of pointless protecting her -Now you are on 1F, so enter the Director's Room and get the HOSPITAL LOBBY KEY along with examining the map on the desk -James will see Laura walk by; do the same by going through the lobby doors with the HOSPITAL LOBBY KEY 07 // d a r k s o u t h v a l e ---=-===----==-======---===-======--=--=-====-----===-=====---====---==-== -Head southeast until you get to Saul Street and go through the gate door there -Run on the grate path with the Underhangers and dodge them -Go through the gate door on the other side when you get there -Run northeast to Lindsey Street and grab the WRENCH on the porch of the second closest house to Gonzale's Mexican Restaurant -Head north, then west on Katz Street and go through the now unlocked gate door past Wood Side Apartments -Run up to Rosewater Park and find the Praying Woman Statue -If you need directions: when you first get to the park, take the first stairs you see that are on the right, then take the left stairs close by and go left around the corner to the statue -Go behind it; dig and use the WRENCH -Take the OLD BRONZE KEY in the tin box and run back to Nathan Avenue -Head northwest up Nathan Avenue and enter the Silent Hill Historical Society 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 Patient Demon 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 2 or 3 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 ===---=-=====---=-==----======--=-=-=====----==-==----====---=-===---===-- -After the video, get the TABLET OF "GLUTTONOUS PIG" and leave the room -Head upward until you find the MAP OF THE PRISON on a table on the left, and head downward and enter the second door on the left -Take the north path and enter the open shower room to get the TABLET OF "THE SEDUCTRESS" -Enter the south row of jail cells and get the WAX DOLL from the second last cell -Enter the north row of jail cells from the east side of the prison and get the TABLET OF "THE OPPRESSOR" -Exit to the courtyard and find the scaffold in the middle of the yard -Combine and use the TABLET OF "GLUTTONOUS PIG", TABLET OF "THE SEDUCTRESS" and the TABLET OF "THE OPPRESSOR" on the front of the scaffold, where the picture of the Pyramid Heads are -Head back to the entrance and get the HORSESHOE on the door handle -Use the north row of jail cells to get to the west side of the prison and enter the civilian side through the last open door on the northwest side -Enter the next door on the left and get the LIGHTER on the counter -Enter the last door on the right and enter the next room in the Warden's Office and take the HUNTING RIFLE hanging on the gun rack -Go through the gate next to the Warden's Office and combine and use the WAX DOLL, HORSESHOE and LIGHTER on the hatch to make a handle; open it -Jump down the hole and go through the double doors directly behind you -Go through the other doors and jump down the hole -Open the door and jump down the next hole -Enter the elevator and go in one of the two far corners for the elevator to start its descent -After the terribly long elevator ride go through the one and only light brown door to enter the Labyrinth 10 // t h e l a b y r i n t h =--=====---=-====----=-=====---=--======-----=-=====---=-=====-----=-===== -James draws his own map if you have the Flashlight on; make this so -If you want a new weapon, follow the path to the northeast ladder and go down it -Run to James' left down the turning hallway and enter the first 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 path to the southeast ladder and go down it (not the other one that leads to Pyramid Head's lair, the one more south) -Follow the watery corridor and go up the ladder at the other end -Examine the box of faces ------------------------------------------------------------------------- -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 12 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 ------------------------------------------------------------------------- -Run past the box of faces into the metal floor room and go down the new stairway for a video -After the video, go back up the stairs and get the WIRE CUTTER from the electrical box near the box of faces -Go back to the main area and use the WIRE CUTTER to cut the wires blocking the door across from the entrance to the Labyrinth and go down the ladder -If you encounter Pyramid Head face to face in this maze, you've gone the wrong direction; however, he will be in the last watery corridor before the boss -Follow the path and take the first right, and go up the ladder -Move ahead and follow the right path to the ladder and go down it -Follow either path to another opening and go up the ladder in it -Walk the path to where you have a choice to turn, and turn right -Continue moving and take a 180 to the left around the next corner, and down the ladder -Take the path around the corner, taking the first left and following to a ladder; go up it -Head forward and go down the ladder at the end of the hall on the right -Take the first left and go up the ladder -Go through the door and go down the hallway of papers for a video and you will now fight another boss ************************************************************************** -If you haven't already, equip you Shotgun and blast the Doorman twice to make him fall to the ground -Always run to the other side of this room when this happens, because it's very small -Repeat this a few times, using the strafe buttons to get out some situations, or change the control to 2D if not using it already -The Doorman will die after around 6-10 shots ************************************************************************** -After the video, exit the room and go through the next door to find two weird rooms for another puzzle -------------------------------------------------------------------------- -Enter the first room to figure out the locations of the hanged men and then run to the other room and pull the noose in the same location as the body of the wrongfully accused man -The solutions 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 -Go through the last door in the hallway and use the KEY OF THE PERSECUTED to unlock the handcuffs attached to the gate -Go down the ladder and go through the white door at the end of the path -Back in the corridor, go through the now opened gate and go up the ladder at the end of the path -Follow the path to the catacomb and go down your grave -Follow the long path and enter the next room for another boss ************************************************************************** -As soon as you can play, equip the Great Knife and swing it at Eddie or slay him with it -If you slay him once on Easy or Normal Action level, he'll run to the next room right away; twice on Hard -Using the Steel Pipe and holding R2 and X hard will probably do better as James will continuously bash Eddie over the head without getting hit -Or just use the Hunting Rifle - a few shots -In the next room, equip your Shotgun and take off a few shots at Eddie -Try your best to not let him shoot you, so use the strafe buttons when he starts to lift his gun -After a while, he will get confused and hide behind the meat racks -Run up to him to make him move, then shoot him -If you find it difficult with the Shotgun, use the Handgun, but not the Hunting Rifle; it takes to long to ready your aim -Keep shooting him until he dies for a video ************************************************************************** -After you've defeated Eddie, exit the area by going through one of the two large doors where you haven't been yet 11 // t o l u c a l a k e --==-=====---=-=-======---==-=====----==----==-=====----=-===---=-===--=-- -Run along the dock to the boat and get in it -Use the D-pad to move the boat on Easy and Normal Action Level -On Hard Action Level you will have use both the analog sticks -Move the left analog stick counter-clockwise and the right analog stick clockwise simultaneously to move forward -Move both analog sticks counter-clockwise simultaneously to turn right -Move both analog sticks clockwise simultaneously to turn left -When you get in the boat, turn for a few seconds and you should see the light from the lighthouse -Continue moving forward until you reach the Lake View Hotel 12 // l a k e v i e w h o t e l ======---=-=-===----=-=-===---=-====---=-=-=====-=---=-=-=-======---===-=- -Run into the courtyard of the hotel and get the "LITTLE MERMAID" MUSIC BOX on the left fountain -Enter the Lake View Hotel via the double doors at the top of the 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 video -Go down to B1F and get the THINNER in the elevator -Go up to 2F and enter the Cloak Room -Use the "FISH" KEY to open the briefcase and get the KEY TO HOTEL ROOM 204 inside -Enter the west side of 2F and enter Room 204 with the KEY TO HOTEL ROOM 204 -Take the EMPLOYEE ELEVATOR KEY on the desk and go through the hole in the wall to Room 202 -------------------------------------------------------------------------- -Use the THINNER to erase the ink on the photo on the bed -Go over to the briefcase to the right of the bed and use the code you got from the photo on the bed to open the briefcase -------------------------------------------------------------------------- -Get the "CINDERELLA" MUSIC BOX from the now open briefcase, then run to the east side of 2F and enter the Employee Elevator Room -Go in the elevator and see the note on weight allowance on the panel, then examine the shelf outside the elevator -Now put all your items in the shelf and go back in 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 -Take the VIDEOTAPE and the CAN OPENER in the open safe and enter the stairwell through the blue door near the Office; go down to B1F -Enter the Boiler Room and get the BAR KEY on the boiler, then enter the Kitchen -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 -Exit the bar, using the BAR KEY and go back up to 2F -Go to the east side of 2F and enter the Employee Elevator Room -Get all your items back from the shelf and exit to the middle of 2F -Go down the stairs to the large music box -------------------------------------------------------------------------- -On Easy Riddle Level just put the 3 MUSIC BOXES in any of the three slots -On Normal Riddle Level the "SNOW WHITE" MUSIC BOX goes in the front, the "CINDERELLA" MUSIC BOX goes on the left, and the "LITTLE MERMAID" MUSIC BOX goes on the right -On Hard and Extra Riddle Level the "LITTLE MERMAID" MUSIC BOX goes in the front, the "CINDERELLA" MUSIC BOX goes on the left, and the "SNOW WHITE" MUSIC BOX goes on the right -Select "Yes" to make the music box play when it asks you and it will play correctly -------------------------------------------------------------------------- -The music boxes will turn to the inside and three others will be facing you now -Take the HOTEL STAIRWAY KEY on the middle music box and get the KEY TO ROOM 312 in the Reception -Run up to 3F, using the HOTEL STAIRWAY KEY to open the gate -Enter Room 312, using the KEY TO ROOM 312, and insert the VIDEOTAPE into the VCR to the right of the TV 13 // n i g h t m a r e h o t e l ---=-====---=-======----==-====-----=-==----==-=----==-====---==-==----=== -If you want the Dog Ending and you have the DOG KEY, use it to enter the Observation Room in this corridor -If not, go down to 2F and enter the west side of the floor -If you want to, listen to the headphones in the Reading Room on this floor (but you are going for speed so you shouldn't) -Try to enter Room 202 and you will be transported to the east side of 2F -Go through the double doors to the south and enter the elevator; go down to B1F -The basement is now flooded but you can still get around -Enter the Venus Tears Bar and use the Kitchen as a passageway to the next corridor, then enter the stairwell for a video -After the video, exit the stairs and they will be normal again; go up to 1F -Follow the path northeast and go through the door at the end -Run along the path with Underhangers underneath it, ignoring them, and go through the next door -Equip the Hunting Rifle and go through the double doors to the Lobby ************************************************************************** -Right when you can play run into the furthest corner and start shooting at the Pyramid Heads -You should be able to take off at least 3-4 shots on Easy Action Level, 1-2 shots on Normal, and 1 or maybe 2 shots on Hard -On Hard Action Level try to only take off one shot in each corner you visit because you may get stabbed -After you've taken off the appropriate amount of shots, use the R1 and L1 buttons to strafe out of the way to the next furthest corner -Keep firing at the two Pyramid Heads, traveling to the furthest corner each time, and you should find this battle quite easy -Further in the battle, you will be able to take off more shots in each corner as the Pyramid Heads will be slower -Just make sure the Pyramid Heads don't get close to you so hold L2 to position the camera on the Pyramid Heads while you're shooting at them -Keep in mind that it doesn't matter which Pyramid Head you are shooting each time; they split the damage -After about 20 shots on Normal Action Level, the two Pyramid Heads should head towards the center on the Lobby and they will stab their spears into their heads, oddly enough, to end the battle ************************************************************************** -Examine the Pyramid Heads' corpses to find the RUST-COLORED EGG and the SCARLET COLORED EGG in their hands -------------------------------------------------------------------------- -Find the two exiting lobby doors and insert the RUST-COLORED EGG and the SCARLET EGG into either one of the two doors; it doesn't matter which egg goes in which door, as long as you put one in each door -------------------------------------------------------------------------- -Exit through one of the two doors and go through the south double doors to enter the long hallway -It may change which ending you will receive if you listen to the whole recorded conversation or not (you're going for speed so rush through it) -Go through the door at the end of the hallway and turn to James' left -Start running up the many stairs, as the path turns, and follow it to the very top for a video, then the final boss in the game ************************************************************************* -Right when you can play run away into a far corner and use the Hunting Rifle's amazing accuracy and range to hit the demon -When the demon spits out the moths, keep strafing until they fly away because they can harm you -Try not to get too close to the demon or it may try to grab you and hold you up in the air, inflicting a lot of damage -Keep running into corners, staying away from the demon, and use the Hunting Rifle to shoot the demon -Be sure to dodge the demon's attacks and you should do well -Be sure to hold L2 to position the camera on the demon while you're shooting at it, to see how close it is to you, and run away when it gets close -If you ever get attacked, use the movement controls and the shoulder buttons to get out of the attack faster -The demon will spit out its moths several times so stop shooting when this happens and run around until they fly away -After many shots the demon should fall to the ground and it will be helpless -Take out your weapon of choice and take out the demon -If using the Great Knife (or another melee weapon) press X hard so James will do a downward attack, killing the demon -After you have officially killed the demon you have beat the game; congratulations! ************************************************************************* If you get under 2 hours that's great. If not, it's not hard to improve your time. If you think you're good enough in Silent Hill 2, go for the 10 star ranking using the tips and strategies in the ranking section. -------------------------------------------------------------------------- ========================================================================== 13. E N D I N G S ========================================================================== -------------------------------------------------------------------------- Here you will find all the endings and the requirements to get them. You are not fully guaranteed to get the ending you want if you do all the requirements for a certain ending sometimes, so make sure you do everything you should do, and nothing you shouldn't do. But if you do all of the requirements, you have a very high chance of receiving that ending. 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. If you've gotten one ending, 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 talking about. Requirements to get each ending are below though. ============ Leave Ending ============ To receive this ending James must act like 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. Do the following and you should get this ending. -Recover your stamina (health) as soon as it drops. Try to keep green stamina throughout the whole 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 sick in bed conversation of Mary in the last long corridor before the last 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 try to re-enter the room (the white door, not down the stairs) -At 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 the 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 in 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 Diary on the Hospital Rooftop -See the message to James on the wall in Neely's Bar, Dark South Vale -After viewing the videotape, go down to the Reading Room on 2F of the Nightmare Hotel (Lake View Hotel) and listen to the recorded conversation with the headphones on the desk -Listen to the entire last corridor conversation of Mary sick in bed before the last 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 immediately when this happens -Never examine Angela's Knife ============== Rebirth Ending ============== In order to receive the Rebirth Ending, you must beat the game at least once. Start a new game and there will be four extra items that you will have to collect (not including Chainsaw, Hyper Spray, Dog Key, and Blue Gem). Collect the following four secret items so you have them in your inventory when you beat the game: -White Chrism - Blue Creek Apartments, Room 105 1F -book: Lost Memories - In newspaper stand at the Texxon Gas Station -Obsidian Goblet - Silent Hill Historical Society Museum in the smashed display case in the second room -book: Crimson Ceremony - Behind the headphones on the bookshelf in the Reading Room on 2F, after you view the videotape, Nightmare Hotel ========== Dog Ending ========== To get this ending, you must receive the three normal endings, Leave, In Water, and Maria, or just receive the Rebirth Ending in a replay game. Once you have these 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 is a Dog House with a Dog Key inside. Get the key and use it to enter the Observation Room on 3F of the Nightmare (Lake View) 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 Version only. After you've beaten both scenarios (with James and Maria), you can pick up the Blue Gem in the Restroom at the beginning of the game in the main scenario. It is by the furthest stall from James. Once you have it you must use it in the following three places to receive the UFO Ending: -Nightmare Hospital in the Garden 1F, after you've beaten the Hangers Boss -Right in front of the boat on the Labyrinth dock of Toluca Lake, after you've beaten the Eddie Boss -Room 312 3F Lake View Hotel, near the window by the TV, before you watch 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 ========================================================================== -------------------------------------------------------------------------- 01 // t h e r a n k i n g s y s t e m ===----==----=-=-==-----=-=-====---=-=-=====--=--======---=-=-=====----=-- After you finish Silent Hill 2 in the Letter From Silent Heaven Scenario (Main Scenario) you will be ranked on what you have done. The following is what you're ranked on: 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 After you've beaten the game it will show your rank. Save your game, and next time you load your game, it will display your ranking. So load your game and press X. Then go to New Game to start another game with it remembering your rank. 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. 1. Requirements =============== Action Level Hard Riddle Level Hard/Extra Ending Dog or Rebirth (Dog is quickest and easiest) Ending Clear Greatest Hits - 4/4(+3) Normal - 4/4(+1) Saves 0-2 Total Time Under 3 hours Walking Distance Doesn't Matter Running Distance Doesn't Matter Items Greatest Hits - Over 100(+8) Normal - 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 BIG GOLD STARS You may be wondering about "Normal" and "Greatest Hits" above. "Normal" is for the normal version of Silent Hill 2, and "Greatest Hits" is for the Greatest Hits version. 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 BIG GOLD STARS I got this on my third attempt for a 10 star ranking. The first time I decided it would just be practice after playing for a bit, and I purposely saved more and didn't kill enough enemies, as well as going over by 20 seconds on the boat stage. I ended up with an 88. The next time, my official first go for a 10 star ranking, I got a 9.9. I went over the damage requirement by 17 points. I was grabbed by the Doorman twice and was furious because of this. And it probably ultimately caused me to get 9.9. In reaction to this, I went for another go, confident I'd get it and I did. 2. Difficulty Levels ==================== You must play on Hard Action Level and either Hard or Extra Riddle Level. You need to unlock Extra Riddle Level to play it first, but when it's unlocked you can play Extra. To play Extra, select Hard and Hard. Once you beat the game on Extra and select Hard the next time you play, it will be Hard instead of Extra. Once you beat the game again, you can play Extra Riddle Level the next time. When it's unlocked and you didn't play Extra Riddle Level last, select Hard and Hard, and you will be playing Extra Riddle Level. For more information on Extra Riddle Level, read it in the Extras section. 3. Endings ========== You must receive either the Dog or the Rebirth Ending. I strongly suggest you get the Dog Ending because it saves a lot of time and you won't have to fight the final two bosses. And the last boss will probably inflict a lot of damage. But before you go for the 10 star ranking, you have to have every ending. Even the Maria Sub Scenario in Greatest Hits. In your save file you can see which endings you have by pressing right or left. Find the screen with letters, which represent the endings you've received. Below is what each letter means: L - Leave M - Maria W - In Water R - Rebirth D - Dog U - UFO* X - Sub Scenario* * - Greatest Hits Version Only 4. Saves ======== You are limited to only 2 saves in the game so you should use them wisely. I strongly suggest you use the save points at the following locations: -Nightmare Hospital east 3F stairwell, just before Pyramid Head in the basement -Either before you fight Eddie at the catacomb or on the dock after you fight him (before Eddie is wiser) You may save at your own designated locations but these locations are best. Other places that are acceptable would be somewhere else in the Nightmare Hospital, and just before the Doorman boss. Try to master these parts so you won't have to save there. 5. Total Time ============= The time is probably the easiest part in getting a 10 star ranking. You have to beat the game in under 3 hours. But you can't just run through the game as you need to kill at least 150 enemies (half by fighting, half by shooting). You'll also need over 100 items, plus extra items, so you don't have to worry about getting far items, especially if they're really far. I'd recommend you do get the far away items, except for really far items like the Handgun Bullets at the northwest end of Nathan Avenue in West South Vale. 6. Items ======== Your total items must be over 100(+8) in the Greatest Hits version and 100 (+7) in the Normal version. Along with collecting key items, you must get a lot of health items and ammo. Don't worry about going out of your way for items unless they are really far away. If you're wondering about the 100(+8), 100 represents regular items and (+8) represents the secret items. You must collect all the secret items. Their locations are: Blue Gem* - By one of the stalls in the washroom at the beginning of the game Chainsaw - Stuck in a pile of logs across from Silent Hill Ranch, East South Vale Hyper Spray - Motorhome at the intersection of Saul Street and Harris, East South Vale White Chrism - On the kitchenette counter of Room 105 1F, Blue Creek Apartments Dog Key - Directly across Nathan Avenue when exiting Rosewater Park, inside a Dog House in an open yard, West South Vale. book: Lost Memories - In the newspaper stand at the Texxon Gas Station in West South Vale Obsidian Goblet - In the smashed display case in the 2nd room of the Silent Hill Historical Society Museum in Dark South Vale. book: Crimson Ceremony - On the shelf behind the headphones in the Reading Room, Nightmare Hotel 2F. * - Greatest Hits You have to unlock all of these items first, so make sure you do. Find out how to unlock all of these items in the Extras section. Another important thing is that you can't use the extra weapons. If you do, you won't get ten stars. You should try to get a lot of items for bragging rights. You only need over 100 items but it's easy to get over 200. Get all items that are close and even some that are somewhat far away. 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. You should also practice the bosses and other areas so you can beat them more easily. A tip for finding items is to take note of where James is looking. His head will turn towards items. Don't mistake it for an item when he's looking at Maria or an alive enemy though. 7. Defeating Enemies ==================== You must kill a total of at least 150 enemies, but you have to kill at least 75 by shooting and at least 75 by fighting. Killing by fighting is the easiest. Knock the enemy down with your weapon and kick them. To kill by shooting, you must shoot the enemy to death, which will require a lot more ammo. The only weapons you should use for killing normal enemies are the Handgun and Shotgun (with the exception of the first enemy). During the first half of the game (beginning to end of the hospital), use the Handgun. Patient Demons, Mannequins and Nurses will require 4-5 shots to knock them down (rarely they make take 3). You won't have too much ammo in the apartments so you should kill all enemies by fighting. If you want, you can kill a few by fighting in the apartments. After you meet Maria, you should officially start killing by shooting. Be sure to count off your shots as you knock the enemy down and empty the rest of the clip into it while it's on the ground. Just after the tenth shot, let go of R2 and press Start to access the inventory quickly. Reload and go back to the game. Hold R2 and X right after exiting the inventory so you continue shooting at the enemy before it gets up. If you don't do this, it will most likely get up. Count off the shots again and repeat this strategy if necessary. When you think the enemy is going to die, slowly shoot until you hear the noise of the radio fade away. That's how you know the enemy is dead. 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 you'll receive damage here. Nurses are the most threat here - don't get too close to them. A very important thing to do in the hospital is to collect a lot of Shotgun Shells 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. The next segment of the game is where you should get the most kills, especially by shooting. Equip the Shotgun and kill every enemy you see. I got 56 shooting kills here and around 5 fighting kills. Try to get at least 40 or more shooting kills here and go out of your way a bit for items and to kill enemies. To kill by shooting with the Shotgun is much easier than with the Handgun. One good close range shot will knock the enemy down. Go up to it and shoot it again. It should get up. The most important thing about killing 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 it leaves you open to attack by the enemy. Never ever do this with Nurses as they will most likely hit you. So run up to the enemy, shoot it down to the ground, shoot it again. If it gets up, shoot it again and it might die. If not, go up to it on the ground and shoot it. The average Nurse or Mannequin will die in 3-4 close range shots. With Mannequins, run right up to them and blast them to the ground. But with Nurses, go close but not in their range. Once they're on the ground, move up to them and shoot them 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 2 shots to die - one standing, one on the ground. You can almost tell if this is going to happen. You need to do two perfect shots, which have to be done right in front of the enemy. That is why this is better and more common with Mannequins. If you can, try to approach Nurses from behind. While killing enemies, keep track of the amount of enemies you've killed 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 section. Right after you kill it, write it down. I highly recommend you do not use any melee weapons (with the exception of the first enemy). Therefore, don't kill any enemies on the streets before the apartments. I say this because they'll probably damage you, and using the plank is harder and requires more time. Another issue is ammo. Be sure you have Bullet Adjust set to x3 in the Extra Options menu when you start. Although you will have triple the ammo, you still shouldn't kill many or any enemies by shooting at the beginning. Kill by fighting in the apartments. 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. Kill all of the enemies by fighting except for the last one. Kill the last by shooting. When there are enemies 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 Handgun Bullets. Try to get every pack of Handgun Bullets you can find in the game. Except 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 she doesn't die. You can be careful, or run to room S3 right after entering the hospital. Also be sure to do the Trick or Treat Puzzle in the hospital as it will give you 90 needed Shotgun Shells and 2 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. Late in the game, use the Handgun for fighting and the Shotgun for killing; however, the Shotgun is also 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 you use it at all since you won't play the last two bosses. 8. Boat Stage Time ================== You should practice this a lot until you are very good at it. Play on Hard Action Level and save it on the dock when you beat Eddie. To maneuver the boat, you will need to use both analog sticks. To move forward, rotate the left stick counter-clockwise and the right stick clockwise. To move to the right, rotate both sticks counter-clockwise. To move to the left, rotate both sticks clockwise. Each analog stick controls each oar. Turning one oar more slowly than the other will result in turning slower. This is great for turning slightly in a direction. Once you know the controls, practice it a bit. You don't have to head for the light to practice, just try moving forward, 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 count your time. If you're over 1m20s, start 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 but you don't have to. 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, it may become tiring and may result in you screwing up or turning one faster than the other. Try not to worry and correct yourself. Once you get in the boat, start turning to the right immediately. If you move forward, it may be harder to turn towards the light. Turn for a few seconds and then stop. Then head towards the light. You must practice this a lot to get really good at it. 9. Total Damage =============== This is the hardest part in getting a 10 star ranking. There is one boss fight that will inflict a lot of damage; Eddie. That is why you should save just before him and practice some strategies. The only other frustrating fight may be the Doorman. 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 Patient Demons, Mannequins and Nurses won't hurt you too much, but you should always try your best to avoid it. 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 damage. 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 Patient Demon will come out from under a vehicle: the white van on Martin Street and the Jeep Cherokee on Katz Street near Neely Street. Stay away from those (for the white van, run close to the far wall). Of course you want to try to keep health usage as low as possible, but to do that you'll have to be good at the game and not get hit too often. In the hospital, Pyramid Head will knock you off the roof, which is inevitable. This will bring you down to red health. Take advantage of this and don't use any health items until after you fall off. When this happens, use a First-Aid Kit. For other wounds, you'll want to use Health Drinks but not if you don't really need them. For large wounds, use First-Aid Kits. You shouldn't have to use too many of these. 10. Strategies ============== BOSSES: Pyramid Head ------------ This fight isn't really hard until the end. The fight is just over five minutes, which is a long time. Before I explain the strategies, I want to say something. One time while practicing this battle for the 10 star ranking I backed into the corner at the beginning. Pyramid Head walked up to me and didn't touch me. He went over to the stairs and I ran to the other corner. Soon I realized that he got stuck over in that corner and he was stuck there for the entire battle. I tried it again but ran a little later and he didn't get stuck. I assume the save file was glitched out because another strange thing happened with Pyramid Head in the hospital (read the Pyramid Head in the Hospital Basement Strategy), and something else strange happened in the hotel (might've been a different file). I tried this again in another file and it wouldn't happen again. So if you ever manage to get this to happen, take advantage of it and try to make Pyramid Head get stuck. If you do so, wait in the other corner for the whole battle until he leaves. Okay, now on to the actual strategy. At the beginning, back into the corner and wait for Pyramid Head to approach you (don't move). He should try to swipe you but it won't be close enough to you. After he does this, run to the other corner. Let him come over to you and dash to the other corner against the wall. He'll probably try to swipe you and should miss. Repeat this and he'll shortly stop trying to swipe you and he'll try to slay you. Stay against the wall and run to the other corner when you see him stop to lift up the knife over his head. Near the end of the battle, you may want to switch to 2D control if not using it. Because if you're in Pyramid Head's range when the siren goes off, he will most likely kill you because you can't move and dodge the attack easily. If using 2D, keep moving around and he probably won't even try to hit you. But if you're in the far corner (opposite of the door) and the siren goes off, you should be okay. Hangers ------- This battle is easy and you shouldn't get hit if you move quickly. Stay in the furthest corner from the Hangers and fire the Shotgun at them. Make sure the gun aims up before you shoot. When you're in a corner and they're close to you, run to the opposite corner of the room. The Hangers can kick you, which isn't so bad, and they can strangle you if above you. If they get close, run away so they can't strangle you. Try to get away before they kick as well. Always be aware of where both Hangers are. If you're shooting one and another one is coming from another direction, he will come towards you fast because he's not being shot. If this happens, quickly run to another corner. Try to get both Hangers beside or near each other so they can't sneak up on you. Repeat this process and use it to kill the third hanger. If you're really good, you shouldn't get hit at all. Doorman ------- This boss can be very frustrating if you're not too good at it. Practice it a few times and use 2D control if you're not too good at strafing. Right at the beginning, back into the corner behind you and shoot it once. Let it come closer to you so you have more room in the next corner, and shoot it so it falls down. Strafe around it and run to the other side of the room; right beside Angela. Shoot it once and let it come closer, if not too close already, and shoot it again. Strafe to the right and move along the wall to get past it. Go in either corner (back left might be best) and repeat this strategy. After you fire 6 shots and the Doorman is on the ground, start running to the other corner and press Start and reload while doing so. You'll need to fire four more good shots to kill the Doorman. Continue the above strategy and after 10 shots it should die. Never shoot the Doorman while it's getting up. It will do nothing and you'll waste valuable time required to get to the other side. Don't worry if the Doorman grabs you once, as it probably will happen. Eddie ----- Probably the hardest part in getting the 10 star ranking is beating Eddie without receiving too much damage. In the first room there are two good strategies. One you will definitely receive no damage if you do it right. Use the Steel Pipe and keep hitting him with it. Right from the beginning, just hold R2 and X tightly (hard). This will make James deliver an overhead downward swing. Don't move at all and hold these buttons even before the fight starts so you definitely do it right. James will continuously bash Eddie over the head before he can attack you, and he'll eventually run into the next room. There is also the Great Knife strategy but you'll most likely receive damage - Eddie will probably hit you and might shoot you. This will require two overhead downward swings or a few swipes so I don't recommend it; use the above strategy instead. The second room is the hardest and you will receive damage; a lot of it too. At the beginning, Eddie will put up his Revolver so strafe behind the right meat rack. Equip the Shotgun and let Eddie come to you behind the meat rack. Blast him when he does and he should hit you. Let him move away a little bit and blast him again. He should start running towards you now and you should be able to shoot him again. Then he'll hit you. Although he's hitting you, this is a very good strategy. Being shot is terrible but you can still be shot and do well. Run around the area and repeat this strategy. Each time you should shoot him twice and he should hit you once. Always go behind meat racks so he doesn't shoot you, and try not to move in the open too often. You want to understand the damage as well. If Eddie shoots you, it will drain 25% of your health. You should be able to get shot eight times (200 pts in damage) and still get the 10 star ranking. Although you shouldn't get shot that many times from Eddie. It's better to let Eddie hit you then shoot you, of course. Staying close to him is good but far away is good as well so he can't really hit you. Once Eddie starts hiding behind the meat racks, the battle is almost over. You'll need to shoot one or two good Shotgun shots at him to kill him. Sometimes you can shoot Eddie through the meat racks so do that if you can. This doesn't do much though. Move up to him so he comes out, and then blast him when he runs. If he's still alive, do it again and he should die. The Hunting Rifle can also be good but its firing rate is so slow and it takes to long to ready and unready. You'll probably get shot a few times because of this. Thus I don't recommend it. To give you an idea of how many hits and shots you should receive, I got hit by Eddie five or six times, and shot twice. That's around 100 points in damage, which is amazing. If you can do that or get close to that, you should be able to make the damage requirement. OTHER STRATEGIES: Getting the Snake Coin ---------------------- When getting the Coin [Snake] in apartments pool, you don't want to get hit so stand at the east side of the pool. Let the three Patient Demons come towards you and when they're all there, run along the side of the pool and fall in just past the carriage. Get the coin from the left side of the carriage and go up the stairs there. Don't worry about killing them because you may get hit and it's a waste of time, really. If you don't do this strategy, you'll probably get hit which doesn't have to happen. Pyramid Head in the Hospital basement ------------------------------------- This part may be difficult so that's why you should save in the east 3F stairwell before you come down here. There are a few strategies here so try them all out if you want. One time at the beginning of this part, I pushed Maria or made her move backwards by accident and then I ran around the corner and waited for Pyramid Head to appear behind Maria. But instead, only Pyramid Head was there and he was chasing me! I was totally surprised at this and sort of stunned so he stabbed me. I then started running down the hallway to realize that he was actually RUNNING after me. So I ran to the last straight and he started to walk and I made it to the elevator. That never happened in another file so I assume it was a glitch (it was the same file as the Pyramid Head apartments glitch). Since that probably won't happen, equip the Handgun and unload a magazine into him when he first appears, then run to around the fenced-window area and shoot him 10 more times. Then run for the elevator. There is always the risk of killing Maria if she's close to you when shooting. Instead you can use the Steel Pipe to hit Pyramid Head, back up a bit, and hit him again. Repeat this until you reach the fenced-window area and run for it. Since this takes a while and you can be careful with the Handgun, I recommend the Handgun strategy. Apparently you can run through the entire corridor without doing anything to Pyramid Head. But you can't hit any walls. I haven't really tried this though. 11. Puzzle Solutions ==================== 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 Examining Room 3 code on the button lock and enter 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 6 possible combinations with the two or three illuminated numbers to open the door - Box of Faces: Use one of the following 12 combinations for the stairs to appear: 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 picture on the bed and enter that code on the briefcase - Music Box: From left to right - Cinderella, Little Mermaid, Snow White 12. Hyper Spray =============== The Hyper Spray is a secret weapon that can be used to immobilize enemies for a brief amount of time. Fore more information on it, check out the weapons section. After you beat the Main Scenario in Silent Hill 2, you will receive a ranking. Your ranking affects the power and colour of your Hyper Spray. Here are the following colours and what rank you need 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 Patient Demons but it won't hurt them. And while they're on the ground you can't kick them. I'm not certain if you need less than 4 stars or less than 2 stars, but I don't think I would ever waste my time getting that bad of a ranking. White Spray ----------- This is the most common Hyper Spray and it's probably the easiest to get (getting less than 4 stars isn't that easy, unless you really try to do bad). The chances of you having this spray right now are very likely. The white spray will freeze most enemies and bosses. To get this colour spray, simply get between 4 (or 2 if that's correct) and 7.9 stars. Yellow Spray ------------ This is almost the same as the white spray, although the immobilization period may be a bit longer. It will freeze most enemies and bosses, 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 (my favourite colour, too) in the game. Other sprays freeze enemies, this one kills them! It kills all enemies and bosses, except certain bosses that don't die or don't die right away. You can never kill Pyramid Head of course. It only freezes Pyramid Head in non-boss situations. In the first Pyramid Head boss, it will end the battle right away. In the fight with Eddie, it will make him run away instantly in the first 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 ========================================================================== -------------------------------------------------------------------------- =========== Weapon Name =========== Chainsaw Great Knife Handgun Hunting Rifle Hyper Spray Shotgun Steel Pipe Wooden Plank ========= 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 Drycell 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 ================ Secret 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 Building Map of the West Apt. Building Map of the Hospital Map of the Labyrinth Map of the Prison ======= WEAPONS ======= -------------------------------------------------------------------------- Weapon: | Chainsaw Location: | Stuck in a pile of logs across from the Silent Hill Ranch on | the nature trail, after you beat the game at least once. Description:| Gas-powered chainsaw. Extremely high attack power. Notes: | Powerful but hard to use; James need to stop it to run, and | start it up again if you want to attack. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Weapon: | Great Knife Location: | Pyramid Head's Lair on the table, 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 front office in | 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: | Hyper Spray Location: | Motorhome at the intersection of Saul Street and Harris, | after you beat Normal or Hard Action Level. Description:| Suspicious spray can. Effect unknown. Notes: | Immobilizes enemies when sprayed at, for a brief amount of | time. May affect James' health after many sprays. Colour and | power of spray depends on rank. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Weapon: | Shotgun Location: | In 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. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Weapon: | Steel Pipe Location: | Texxon Gas station, stuck in a car's hood, at the northeast | corner of Nathan and Carroll. Description:| 3-foot long steel pipe. Not very destructive, but good range Notes: | Superior to the Wooden Plank. Has longer range, more power, | and the more lethal thrust attack rather than across swing. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Weapon: | Wooden Plank Location: | Construction site at north end of Vachss Road. Description:| Wooden Plank with nails at one end. Not very powerful, but | easy to use. Notes: | The first weapon James acquires. Weak but good at close | range. -------------------------------------------------------------------------- ===== ITEMS ===== -------------------------------------------------------------------------- Item: | Angela's Knife Location: | Angela gives it to you in one of the rooms in Room 109 1F | Blue Creek Apartments. Description:| Knife from Angela. I don't plan on using this as a weapon. Purpose: | If examined, may change the outcome of the ending you will | receive at the end of the game. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Apartment Gate Key Location: | By the corpse at the north end of Martin Street. Description:| Old-looking key that I found in town. Purpose: | Unlocks the front gate of Wood Side Apartments. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Apartment Stairway Key Location: | On the bed in Room 208 2F Blue Creek Apartments. Description:| Key to door that leads from the westside apartment hall to | the stairway. Purpose: | Unlocks the north stairwell of Blue Creek Apartments 2F. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Bar Key Location: | Hanging on 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 in Lake View Hotel B1F. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Basement Storeroom Key Location: | On the ledge above the reaching arms in room M6 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 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 safe in the Office 1F Lake View Hotel. Description:| Tool for opening cans. Purpose: | Opens the unmarked can on the counter in the Kitchen of Lake | View Hotel B1F. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Canned Juice Location: | In front the door of 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: | In 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 of Lake View Hotel 1F. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Clock Key Location: | In the hole in the wall in the 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. Purpose: | Unlocks the face of the clock in Room 208 2F Wood Side | Apartments. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Coin [Old Man] Location: | In the incinerator outside of Wood Side Apartments, after | you knock the garbage out of the shoot. Description:| Large coin imprinted with the face of an old person. Took | it out of the trash shoot exit. 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 Room 109 1F Blue Creek Apartments. Description:| Large coin imprinted with image of a prisoner. Found it in | the west apartment building. 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. 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, Nightmare Hospital BF Store Room. 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, | Nightmare Hospital 3F. -------------------------------------------------------------------------- -------------------------------------------------------------------------- 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. Purpose: | Unlocks the door that leads to the courtyard in the west | building of Wood Side Apartments 1F. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Drycell Battery Location: | On the ledge above the reaching arms in room M6 Nightmare | Hospital. Description:| Got it in the hospital room. Just an ordinary dry cell | battery. 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. 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 on 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. Purpose: | Unlocks the Fire Escape door at the west end of 2F Wood Side | Apartments. -------------------------------------------------------------------------- -------------------------------------------------------------------------- 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 Cloak Room 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. Purpose: | Allows you to see and be able to read your map in dark areas. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Horseshoe Location: | On the handle of the door in the courtyard of Toluca Prison | 1F, after you insert 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 of Toluca Prison 1F. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Hospital Lobby Key Location: | On the desk in the Director's Room of Nightmare Hospital 1F. Description:| Found in the Director's office. Key to hospital's front | lobby. Purpose: | Unlocks the lobby doors of Nightmare Hospital 1F. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Hotel Stairway Key Location: | On the front music box on the large music box, after you | solve the Music Box Puzzle in Lake View Hotel 1F. 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 of Lake View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Key of the Persecuted Location: | On the ground where the wrongfully hanged man was, after you | pull the correct noose, in the 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: | In the briefcase in the Cloak Room 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 of 1F Lake | View Hotel. Description:| Key to room number 312 in the hotel. It was lying behind the | counter of the lobby reception desk. 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 | you get the Handgun and the girl kicks 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: | Laura gives it to you in the Lake Shore Restaurant 1F Lake | View Hotel. Description:| Letter supposedly given to Laura by Mary. Purpose: | More information about Mary. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Lead Ring Location: | Inside the fallen refrigerator in the Day Room 2F Nightmare | Hospital. 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, | Nightmare Hospital 3F. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Letter from Mary Location: | James starts with this item. Description:| That's definitely Mary's name in her own handwriting on the | front of the envelope. Purpose: | If examined, may change the outcome of the ending you will | receive at the end of the game. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Light Bulb Location: | Inside the can on the counter in the Kitchen B1F Lake View | Hotel. Description:| Found inside can in kitchen of bar. Normal light bulb. Purpose: | Creates light to unlock the "Venus Tears" Bar door when | screwed into the lamp on the counter of B1F Nightmare Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Lighter Location: | On the counter of the civilian side in 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 of Toluca Prison 1F. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | "Little Mermaid" Music Box Location: | On the edge of the west water fountain in the courtyard | where you enter 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 of Lake View Hotel 1F. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Lyne House Key Location: | Inside the secretarial desk in Room 105 1F Blue Creek | Apartments. Solve the Old Coin Puzzle to get it. Description:| It was in the coin puzzle desk. The tag on it says "Lyne". Purpose: | Unlocks Room 209 2F Blue Creek Apartments. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Old Bronze Key Location: | In the buried tin box behind the "praying woman" statue in | Rosewater Park in Dark South Vale. 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 Museum in Dark | South Vale. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Photo of Mary Location: | James starts with this item. Description:| A photo from when she was still healthy. Purpose: | If examined, may change the outcome of the ending you will | receive at the end of the game. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Piece of Hair Location: | Inside the "Louise" secret box in room S14 3F Brookhaven | Hospital, after you solve the puzzle. Description:| Long brown hair. It was in that "box." Purpose: | One of the two items needed to get the key in the drain in | the Shower Room 3F Brookhaven Hospital. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | "Purple Bull" Key Location: | On the table, beside the typewriter 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: | In the Construction Site at the north end of Vachss Road in | East South Vale. Description:| Small portable radio. Emits static when monsters are nearby. Purpose: | Makes noise when enemies are nearby. -------------------------------------------------------------------------- -------------------------------------------------------------------------- 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: | In one of the Pyramid Heads' hands 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: | Once both eggs are each inserted to a door after the Pyramid | Head Duo, Lobby 1F Nightmare Hotel, they will unlock. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Scarlet Egg Location: | In one of the Pyramid Heads' hands 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: | Once both eggs are each inserted to a door after the Pyramid | Head Duo, Lobby 1F Nightmare Hotel, they will unlock. -------------------------------------------------------------------------- -------------------------------------------------------------------------- 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 of Lake View Hotel 1F. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Spiral-Writing Key Location: | On the ground in the Roach Trap room in the unknown area | beneath the Silent Hill Historical Society Museum. Description:| Key with slim, 3-inch long cylinder attached. The cylinder | is engraved with spiral writing. Purpose: | Unlocks the gate door on the ground of the unknown area | under the Historical Society. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Tablet of "Gluttonous Pig" Location: | On the table at the back of the room in the Cafeteria Toluca | Prison 1F. 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 courtyard | of Toluca Prison 1F. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Tablet of "The Oppressor" Location: | On the bed in the 7th cell from the east in the lower north | row of cells of Toluca Prison 1F. 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 courtyard | of Toluca Prison 1F. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Tablet of "The Seductress" Location: | On the ground in the northeast shower in the shower area of | Toluca Prison 1F. 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 courtyard | of Toluca Prison 1F. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Thinner Location: | On the floor in the open elevator 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: | In the safe in the Office 1F Lake View Hotel. Description:| Videotape I forgot at the hotel three years ago. Purpose: | Insert into the VCR in Room 312 3F Lake View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Wax Doll Location: | On the bed in the 2nd cell from the east in the upper south | row of cells, Toluca Prison 1F. 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 of Toluca Prison 1F. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Wire Cutter Location: | In the fuse box in the rotating cube room, after speaking to | Maria in the Labyrinth. Description:| Tool for cutting wires or electric cables. Purpose: | Cuts the wires blocking the door in front of you when you | enter the Labyrinth. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Wrench Location: | On the second house porch north of Gonzale's Mexican | Restaurant in 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" | in Rosewater Park of Dark South Vale. ------------------------------------------------------------------------- ============ SECRET ITEMS ============ -------------------------------------------------------------------------- Item: | Blue Gem Location: | By one of the stalls in the washroom at the beginning of the | game. Description:| Maybe I could use it somewhere... Available: | Greatest Hits version only, after you beat both scenarios. Purpose: | Use in the Nightmare Hospital Garden, in front of the boat | on the Toluca Lake dock, and in Lake View Hotel Room 312 | near the window, before watching the tape, and you will | receive the UFO Ending. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | book: "Crimson Ceremony" Location: | On the shelf behind the headphones in the Reading Room 2F | Nightmare Hotel. Description:| About some ancient god. Author unknown. Available: | After you've beaten the game at least once. 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: | Directly across Nathan Avenue when exiting Rosewater Park, | inside a Dog House in an open yard in West South Vale. It's | just west of Jack's Inn. Description:| Found inside a dog house. No idea where to use it. Available: | After you've received the three regular endings or the | Rebirth ending in the same file. Purpose: | Unlocks the Observation Room 3F after you view the videotape | in Room 312 Lake View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- 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: | After you've beaten the game at least once 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: | In the smashed display case in the 2nd room of the Silent | Hill Historical Society Museum in Dark South Vale. Description:| Ancient-looking goblet carved from pure obsidian. Found it | in the old museum. Available: | After you've beaten the game at least once. 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: | After you've beaten the game at least once. Purpose: | One of the four items required in your inventory at the end | of the game to receive the Rebirth ending. -------------------------------------------------------------------------- ==== MAPS ==== -------------------------------------------------------------------------- Map: | Hotel Map (for employees) Location: | Just outside the Employee Elevator on the left corkboard 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: | Just inside Lake View Hotel, on the left corkboard. Covers: | Floors 1F, 2F, 3F and B1F of Lake View Hotel and Nightmare | Hotel, not including the employee areas. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Map: | Map of Silent Hill Location: | In James car, inside the open left door, on the seat. Covers: | The whole outside of East and West South Vale and Paleville. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Map: | Map of the Apt Bldg Location: | Just inside Wood Side Apartments, on the left corkboard. Covers: | Floors 1F, 2F, 3F of the East and West buildings of Wood Side | Apartments and the courtyard linking them both. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Map: | Map of the West Apt. Bldg Location: | On the floor of the west stairwell, right beside the door on | 2F Blue Creek Apartments. Covers: | Floors 1F, 2F and 3F of Blue Creek Apartments (3F is never | explored though). -------------------------------------------------------------------------- -------------------------------------------------------------------------- Map: | Map of the Hospital Location: | Just inside Brookhaven Hospital on the left board. Covers: | Floors 1F, 2F, 3F, BF and RF of Brookhaven Hospital and | Nightmare Hospital. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Map: | Map of the Labyrinth Location: | James draws his own map if your Flashlight is on. Covers: | Only the areas of the Labyrinth that you explore, since James | is drawing it as he goes. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Map: | Map of the Prison Location: | On the table on the left side of the wall beside the 3rd door | on the right, of the west prisoners' corridor. Covers: | Floors 1F and B1F, including the courtyard, of Toluca Prison. -------------------------------------------------------------------------- -------------------------------------------------------------------------- ========================================================================== 16. E X T R A S ========================================================================== -------------------------------------------------------------------------- Extra Weapons ============= Chainsaw -------- The Chainsaw is unlocked after you beat the game once. In a replay game, you can find it on some logs across from the Silent Hill Ranch in the East South Vale nature trail. It's powerful but awkward to use. You may want to use the Hyper Spray first. To use the Chainsaw, hold R2 and press X. This will perform a swipe at head level. To do a poke attack, hold R2 and hold X tightly. If you just stand with the Chainsaw for a while, doing nothing, James will perform a battle cry, which is quite amusing. Hyper Spray ----------- To unlock the Hyper Spray, you must beat the game on Normal or Hard Action Level. Then it will be in the motorhome near the west end of Saul Street in East South Vale. The Hyper Spray comes in four colours, depending on your ranking. More information about this is in the Ranking section. The normal and most common Hyper Spray has white spray. This will immobilize certain enemies for a brief amount of time. The best Hyper Spray you can get is the green spray. Instead of freezing enemies, it will kill them. If used on bosses, it will kill them or make them run away faster in certain situations. To use the Hyper Spray, hold R2 and press X to spray for about two seconds. You can hold X to continuously spray and even walk with it. You can even run while spraying on the streets. If you use it a lot, you'll have to shake the can every once in a while, but it has unlimited spray. Extra Items =========== White Chrism ------------ One of four secret items needed in your inventory at the end of the game to receive the Rebirth Ending. Located on the counter in the kitchenette of Room 105 1F of Blue Creek Apartments. book: "Lost Memories" --------------------- One of four secret items needed in your inventory at the end of the game to receive the Rebirth Ending. Inside the newspaper stand at the Texxon Gas Station, West South Vale. Obsidian Goblet --------------- One of four secret items needed in your inventory at the end of the game to receive the Rebirth Ending. You can find it in the smashed display case in the second room of the Silent Hill Historical Society. book: "Crimson Ceremony" ------------------------ One of four secret items needed in your inventory at the end of the game to receive the Rebirth Ending. On the shelf behind the headphones in the Reading Room on 2F after you view the videotape, Nightmare Hotel. Dog Key ------- Unlocked after you receive the Leave, In Water, and Maria endings, or just the Rebirth Ending. Once you have the ending(s) in the same file, load it and start a new game. When exiting Rosewater Park for the first time, the Dog Key is in the Dog House in the open yard, West South Vale. Blue Gem -------- Greatest Hits version only. Unlocked after you beat both the Main and Sub Scenarios with James and Maria. Then it's on the floor by one of the stalls in the beginning washroom in the Main Scenario. Use it in the following three locations and you'll receive the UFO Ending: -Nightmare Hospital in the Garden 1F, after you've beaten the Hangers Boss -Right in front of the boat on the Labyrinth dock of Toluca Lake, after you've beaten the Eddie Boss -Room 312 3F Lake View Hotel, near the window the TV before you watch the videotape Extra Riddle Level ================== An additional Riddle Level that is a lot harder than Hard. If you enjoy solving the hard puzzles, you'll enjoy this. It requires a lot of thinking and may cause frustration. To unlock it, beat the game on Easy, Normal, and Hard Riddle Levels. Then to play it you have to play on Hard Action Level and Hard Riddle Level. You will select hard but when you save it will say "Extra" and the puzzles are different. When you beat the game on Extra Riddle Level and select Hard Riddle level the next time, it will be just Hard. So you have to beat the game again to play Extra Riddle Level. Clue of Other Endings ===================== Upon completion of the game for the first time, the next time you play there will be a clue for another ending. There's a memo in Room 205 2F of Wood Side Apartments, next to the sewing machine on the table. It will describe what to do to get one of the three regular endings that you haven't received. If you've gotten one ending, 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 talking about. Requirements for each ending are in the Endings section of this FAQ. Jacob's Ladder References ========================= Jacob's Ladder is a movie that was directed by Adrian Lyne in 1990. It was said by Konami that it was one of the movies that inspired them to make the Silent Hill franchise. It can be safe to assume that Jacob's Ladder was one of the mostly inspired by works. Konami perhaps acknowledges this by adding references to the film in the Silent Hill games. There aren't too many references in Silent Hill 2, however, there are many in Silent Hill 3. Below are some references from Silent Hill 2. Lyne House Key -------------- Key named after the director of Jacob's Ladder, Adrian Lyne. Perhaps another reference may be the "Dear Tim" memo. Referring to Tim Robbins, the main character of the movie, Jacob Singer. Normal to Nightmare Hospital Transition --------------------------------------- After you beat the Hangers boss you will witness James being transferred to outside, as the hospital has turned into a nightmarish delusion. You can see the roof, which looks like grating, like in the insane asylum scene where Jacob is being wheeled on the gurney. Above him he sees similar grating and some strange people/things. For James, one can say he's also being wheeled on a gurney and similar sounds are heard. Monster Framing --------------- The monsters in frames, or cages, if you will, are another reference to the movie. More specifically, the scene where Jacob is being lifted up to the helicopter in the cage-type stretcher. The cage monsters in this game include the Hangers (boss), the Mary/Maria Demon, and the hanging corpses in Pyramid Head's Labyrinth Lair. Head Twitching -------------- The twitching heads of the Patient Demon and the final boss, the Mary/Maria Demon is probably a reference to the movie, as this can be seen in certain Jacob's Ladder scenes. But it is altered a bit in this game. -------------------------------------------------------------------------- ========================================================================== 17. S A V E P O I N T L O C A T I O N S ========================================================================== -------------------------------------------------------------------------- =============== East South Vale =============== 1. In the well near the beginning of the long path to Silent Hill. 2. In the fenced area on the table on Vachss Road. 3. Inside the motorhome on the bed at west Saul Street. ==================== Wood Side Apartments ==================== 4. In the west building lobby to the right, just inside the entrance. 5. On the cart in Room 209 2F. ===================== Blue Creek Apartments ===================== 6. On the wall in a sort of narrow area, Room 105 1F. 7. On the wall by the door in Room 208 2F. =============== West South Vale =============== 8. On the green car's trunk in the Jack's Inn parking lot. =================== Brookhaven Hospital =================== 9. On the left table in the Reception Office 1F. 10. On the left wall in room S11 3F. ================== Nightmare Hospital ================== 11. On the grate wall in the room coming in from the Garden 1F. 12. In the east stairwell on 3F. 13. On the right wall by the exiting lobby doors. =============== West South Vale =============== 14. On the counter of the Silent Hill Historical Society, when you enter. ============= Toluca Prison ============= 15. On one of the pillars in the Cafeteria 1F. 16. On the wall by the urinals in the Men's Washroom 1F. 17. On the wall by the door to enter the Labyrinth, after the long elevator ride. ============= The Labyrinth ============= 18. On the wall, after you come up the ladder, before you fight the Doorman Boss. 19. On a grave in the Catacomb. 20. On a barrel on the Toluca Lake dock. =============== Lake View Hotel =============== 21. On one of the chairs in the Lobby 1F. 22. On the wall in the Employee Elevator Room 2F, on the east side of the hotel. =============== Nightmare Hotel =============== 23. On the door of Room 313 3F, after you watch the videotape. 24. Nine Red Squares on the wall before the Pyramid Head Duo, Lobby 1F. -------------------------------------------------------------------------- ========================================================================== 18. M E M O S ========================================================================== -------------------------------------------------------------------------- Here is every single memo in Silent Hill 2. Every memo you will find in the game and even the notes that don't count as memos are in here. ----------------- Table of Contents ----------------- Letter from Mary 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 Bar Neely's Newspaper from shop window Wall scratches "The scars from the past" "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" Patrick Chester "In memory of the sixty seven who died" Jennifer Carroll "Lost Memories" Map found near bridge Patient record Doctor's journal Number written on the whiteboard Whiteboard graffiti Imprint on carbon paper (Easy, Normal) Imprint on carbon paper (Hard, Extra) "Tern tern tern the numbers" Diary from roof Joseph "Louise" "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 "The door that wakes in darkness" Boat Launch note Pyramid Head painting "Waterfront landscape" Brookhaven Hospital Prisoner note Spiral-Writing Key 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" Notice! Counterfeiter Kidnapper Thief Bodily Injurer Arsonist Swindler Embezzler Murderer The Felon Walter Sullivan's Tombstone Miriam K.'s Tombstone James Sunderland's Tombstone Angela Orosco's Tombstone Eddie Dombrowski's Tombstone Laura's Letter Receptionist memo Music Box Puzzle (Easy Riddle Level) Music Box Puzzle (Normal Riddle Level) Music Box Puzzle (Hard, Extra Riddle Level) "Crimson Ceremony" Mary's Letter (full) Extra Memos ----------- "The Road to Tomorrow" "Choosing Death" "How to be a Happy Couple" =====-----=====-----===== LETTER FROM SILENT HEAVEN =====-----=====-----===== ------------------------------------------------------------------------- Memo Title: Letter from Mary In my restless dreams, I see that town. Silent Hill. You promised me you'd take me there again someday. But you never did. Well, I'm alone there now... In our "special place" Waiting for you... ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Swamp Monument 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 was the ex______ols in here. Perhaps it's fo______hat many pe_____m to have s____ ______n the area. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Memo next to corpse #1 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. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Memo next to corpse #2 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. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Memo next to corpse #3 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. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Memo next to corpse #4 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. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Memo next to corpse #5 Run away. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Memo next to corpse #6 Run away! Run away! Run away! Run away! Run away! Run away! Run away! Run away! Run away! ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Bar Neely's I'll wait at "BAR Neely's" ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Newspaper from shop window There was a HOLE here. It's gone now. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Wall scratches Henry Mildred Scott ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: The scars from the past The scars from the past shall remove the nail that stops Time. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: "Three different sizes, time on the run." (Easy Riddle Level) 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. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: "Three needles stand of three different heights." (Normal, Hard and Extra Riddle Level) 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. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Article about murder incident 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." ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Sightseeing brochure 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 ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Wallet in toilet bowl (random code) # # >> # # << # # >> # # (# - number, roman numeral or letter, depending on riddle difficulty) ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: "Dear Tim" 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. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: "To the right is the lady" (Easy Riddle Level) To the right is the lady. To the left is the old one. In the center drawls the other. Now just two spaces remain, But fear not for now, The puzzle is done. The puzzle is done. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: "Three bright coins in five holes be" (Normal Riddle Level) 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 ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: "First lies the seat of He" (Hard Riddle Level) 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 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 ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: "Like coins in the hazy aether tossed" (Extra Riddle Level) 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 even 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 ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Patrick Chester Patrick Chester, son of Edward. He fought and died for the people, for liberty and for all of our tomorrows. His memory lives on. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: In memory of the sixty seven who died In memory of the sixty seven who died of illness and now sleep beneath the lake. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Jennifer Carroll Victim of persecution by t________ans. Jenni___ Carroll lived with pride and honor. What happened here shall never be forgotten. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: "Lost Memories" 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. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Map found near bridge [Map with circle around Pete's-Bowl-O-Rama] ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Patient record [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. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Doctor's journal 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. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Number written on the whiteboard (Easy, Normal Riddle Level) 3rd floor patient wing hall - 7335 ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Whiteboard graffiti (Hard, Extra Riddle Level) 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? ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Imprint on carbon paper (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) ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Imprint on carbon paper (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) ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: "Tern tern tern the numbers" #### Tern tern tern the numbers better not forget them So i'll right them down here The other one, my secret name (# - number) ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Diary from roof 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 -------------- ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Joseph If Joseph looks calm, he can be taken out of his cell. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: "Louise" Louise I'll take care of you four ever. It's my destiny! ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: "The basement's basement." 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. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: "She is an angel" 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. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: "I took the direckter's key" 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. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: "There's a letter and a wrench." [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. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: "The key is in the park." 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 I 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. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Words written 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. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: "The door that wakes in darkness" The door that wakes in darkness, opening into nightmares ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Boat Launch note [Map] Boats to Lake Side Amusement Park and Lakeview Hotel ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Pyramid Head painting "Misty day, remains of the Judgment" ------------------------------------------------------------------------- -------------------------------------------------------------------------- Memo Title: "Waterfront landscape" "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. -------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Brookhaven Hospital 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. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Prisoner note September 11, 1820 Prisoner number: C-221 ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Spiral-Writing Key "Tis doubt which leadeth thee to Purgatory" ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Painting 1, from cell Burning Man ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Painting 2, from cell Woman in Flight ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Painting 3, from cell 436 People at a Recital ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Inscription on gallows I give you blood to atone for Three Sins ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Legend of the Lake 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. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Prison guard's diary 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. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Blood-soaked newspaper 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. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: "Please someone save me" (Easy Riddle Level) 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. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: "Dead men, dead men" (Normal Riddle Level) 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's 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 ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Condemned man's diary (Hard Riddle Level) 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! ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: "Death upon the head of sinner" (Extra Riddle Level) 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 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 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. Sinning alone at the end of a rope, it is nothing less than a disgrace to us all. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Notice! 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. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Counterfeiter This man was hung for the crime of counterfeiting. Justice and revenge have been served. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Kidnapper This man was hung for the crime of kidnapping. Justice and revenge have been served. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Thief This man was hung for the crime of thievery. Justice and revenge have been served. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Bodily Injurer This man was hung for the crime of bodily injury. Justice and revenge have been served. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Arsonist This man was hung for the crime of arson. Justice and revenge have been served. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Swindler This man was hung for the crime of swindling. Justice and revenge have been served. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Embezzler This man was hung for the crime of embezzlement. Justice and revenge have been served. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Murderer This man was hung for the crime of murder. Justice and revenge have been served. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: The Felon This felon drank one last bottle of ale before he was executed and laid here to his eternal rest. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Walter Sullivan's Tombstone Walter Sullivan ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Miriam K.'s Tombstone Miriam K. -"Traitor" ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: James' Tombstone James Sunderland ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Angela's Tombstone Angela Orosco ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Eddie's Tombstone Eddie Dombrowski ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Laura's Letter 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 ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Receptionist memo Mr. James Sunderland, The videotape you forgot here is being kept in the office on the 1st floor. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Music Box Puzzle (Easy Riddle Level) When the Lost One is returned the sour note shall turn sweet. (Note: All three slots say the above) ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Music Box Puzzle (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 the slot explanations -- left to right is the above order) ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Music Box Puzzle (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 the slot explanations -- left to right is the above order) ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: "Crimson Ceremony" 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. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: Mary's Letter (full) In my restless dreams, I see that town. Silent Hill. You promised me 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. ------------------------------------------------------------------------- Extra Memos ----------- ------------------------------------------------------------------------- Memo Title: "The Road to Tomorrow" "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. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: "How to be a Happy Couple" "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. ------------------------------------------------------------------------- ------------------------------------------------------------------------- Memo Title: "Choosing Death" "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. ------------------------------------------------------------------------- -------------------------------------------------------------------------- ========================================================================== S U B S C E N A R I O ========================================================================== ========================================================================== 19. P R O L O G U E ========================================================================== -------------------------------------------------------------------------- You are Maria. Maria wakes up in the Heaven's Night Bar and everyone's gone. She thinks she is the only one left in the town and she wants to find someone. So she decides to fight and live over letting those monsters get her. So she sets off in town, looking for another human being. -------------------------------------------------------------------------- ========================================================================== 20. C H A R A C T E R S ========================================================================== -------------------------------------------------------------------------- ----- Maria ----- It appears that Maria worked at the Heaven's Night Bar until disaster struck in the town of Silent Hill. She is all alone after she wakes up and she wants to find someone. She leaves Heaven's Night on a journey to find someone else. -------------- Ernest Baldwin -------------- Although you never see Ernest, he is one of the main characters in the sub scenario. You always encounter him behind doors and Maria has conversations with him. He is the owner of the Baldwin Mansion. He had a daughter but she died at the age of 7, falling out of the attic window. -------------------------------------------------------------------------- ========================================================================== 21. E N E M I E S ========================================================================== -------------------------------------------------------------------------- -------------- Patient Demons -------------- Locations: West South Vale, Baldwin Mansion, Blue Creek Apartments Patient Demons are the most common enemies in this scenario. They have two attacks in different stances. When the demon is standing up, it will attack by spitting a yellow acid-like spray at Maria, which stuns her. When the demon is face down on the ground, the attack will be scrambling towards Maria and hitting her, which inflicts mild damage. When you encounter Patient Demons, use the Chinese Cleaver or the Revolver. Knock the demon down to the ground by hitting it or shooting, and then finish the demon off by kicking it once. If you do not kick the demon when it is on the ground, it will get back up and will have nearly full health, so make sure you always kick the demon when it is on the ground. This goes for all demons, unless they die before you get a chance to kick them. If you do not want to fight a Patient Demon, just run away. If you are in a dark area, you can simply walk right by them without them knowing you are there. ------------- Giant Roaches ------------- Locations: Baldwin Mansion, Blue Creek Apartments You can hear a Roach by listening for a buzzing/cricket sound. A Roach has one type of attack. It will run towards you and will bite Maria's foot. To deal with a Roach, simply run away until it's gone or just run at it so that Maria's heel of her shoe will crush it. But if it is really annoying you, use the Revolver - 1 or 2 shots, then kick it if it's still alive. ---------- Mannequins ---------- Locations: West South Vale, Baldwin Mansion, Blue Creek Apartments Mannequins have only one attack. Their attack is at extremely close range, so they are pretty easy to get by. Their attack is whacking Maria with one of their arms/legs. This attack is powerful so stay away from Mannequins. The Chinese Cleaver will work well but the Revolver can attack from further away and out of their range. -------------------------------------------------------------------------- ========================================================================== 22. W E A P O N S A N D S U P P L I E S ========================================================================== -------------------------------------------------------------------------- =-=-=-= WEAPONS =-=-=-= ============= Melee Weapons ============= These weapons do not require ammunition. Instead, you have to hit the enemy with your melee weapon. If you ever run out of ammunition, or if your ammunition in scarce, equip and use a melee weapon. --------------- Chinese Cleaver --------------- "Square-bladed knife. Ugly, but powerful and easy to use." This weapon is stabbed into the bar in Heaven's Night. It is the only melee weapon in the sub scenario. The Chinese Cleaver has two attacks; down and across. Hold R2 and press or hold X to swing across and hold X tightly to swing downward. A good strategy is to run with Maria on the streets and run into an enemy while holding R2 and X. Repeat this strategy until the enemy is on the ground, then kick it. ======== Firearms ======== The gun you start off with has one bullet in it. You will have to collect ammunition that is lying around to keep using the gun. -------- Revolver -------- "Max load is 10 bullets. Easy to use but not much power." This weapon belongs to Maria and is what you start off with. Although it's a Revolver, it holds 10 bullets. Shoots moderately fast and has moderate power. To shoot it, Hold the R2 and press or hold X. =-=-=-=- SUPPLIES -=-=-=-= Below are all the supplies in the sub scenario in Silent Hill 2. 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 Drink ------------ Availability: 5 Health Restored: 25% "Restores energy by providing nourishment. Effects are fairly mild." Health Drinks are very common and they're very useful. You should use one after you get hit a few times as it heals a quarter of your health. Don't go wasting them on very minor wounds; wait until you start to have a lot of static on the status screen. If you see some red, use a First-Aid Kit instead. ------------- First-Aid Kit ------------- Availability: 3 Health Restored: 50% "Restores energy by healing wounds. Effects are moderate." Very helpful items but aren't as easy to find as Health Drinks. You can still find a lot of them though. They recover half your health so use one when you have faint red health. Minor wounds are best dealt with Health Drinks. ---------------- Revolver Bullets ---------------- Availability: 5 Power: 3 "Bullets for a revolver." Provide the Revolver with bullets. Since the Revolver is the only firearm in the sub scenario, it's the best overall weapon. It has a quick firing rate, has moderate power, and you can maneuver very easily with it. So be sure to pick up every pack of Revolver Bullets you can find and they will really help you. -------------------------------------------------------------------------- ========================================================================== 23. C O N T R O L S ========================================================================== -------------------------------------------------------------------------- These controls are the same as the Main Scenario of Silent Hill 2, but some buttons have fewer functions. Here they are anyway: Control Function D-Pad/Left Analog Stick Movement (2D or 3D style), move in Menu/ Screen cursor START Open Menu, accept, skip scene SELECT Pause game X Accept, search, attack, stomp or kick Square Run, guard Circle Cancel, exit Menu/Puzzle Triangle Quick Map L1 Sidestep left R1 Sidestep right R2 Ready weapon L2 + Right Analog Stick Look in all forward directions L2 Position camera behind Maria L1 + R1 Turn 180 degrees Start + Select + L1 + R1 Soft Reset ================= 3D and 2D Control ================= The default setting is 3D Control but you may change it in the Options Menu if you wish. In 3D Control, in order to move you will need to make the front of Maria facing the direction you want to travel. In 2D Control you can just run whichever way you want to without changing where Maria is facing. ============= Extra Options ============= To access this menu you need to go to the Options Menu, then press either L1 or R1. In this Extra Options Menu you can change different things including Noise Filter, which makes the game look all fuzzy if it is on, Walk/Run Control, which you can make it so you don't have to hold Square to run or if you have to. Others are Weapon Control, Map Zoom, Blood Color, and View Control. But in order to turn the Noise Filter off you need to beat the game at least once. You will also receive the ammo multiplying option once you beat the game. So you can multiply each ammo pick-up by 2 or 3. ========================== Switching Walk/Run Control ========================== In Silent Hill 2 you will be running for the majority of the game. It is mostly pointless to not run in some cases - even in very small areas. So go in the Extra Options menu and switch the Walk/Run Control so you don't have to hold Square the whole time. This is a lot better for the whole game and especially on the streets and larger areas. Holding the Square button the whole time can get very annoying. So do yourself a favour and change it. -------------------------------------------------------------------------- ========================================================================== 24. W A L K T H R O U G H ========================================================================== -------------------------------------------------------------------------- ------------------ | Legend | | | | n e w a r e a | | ---=-====---=--- | | | | p u z z l e | | ---------------- | | | | Area Return | | ----------- | ------------------ All items, weapons and supplies are in CAPITALS. 01 // w e s t s o u t h v a l e ==-=--=====----==-=-----=-=-====-----==-====----==-===--==-===----=-==---= "Do I fight and live? Or do those monsters get me?" After the video, collect the REVOLVER BULLETS x2 on the shelf to the right of Maria. Turn around and get the 2 HEALTH DRINKS on the ground by the door. Exit the room and go through the green door to the left, on the other side of the hall. In this area, move forward and take the CHINESE CLEAVER stabbed into the counter, as well as the FIRST-AID KIT on the chair beside it. You're done here so exit through the other door in the area that leads to outside. Once outside, go down the stairs and head south down Carroll Street. Get the HEALTH DRINK on the steps of the semi on the east side of the road. Continue south, past the hospital which you cannot enter, and make your way past the 2 Patient Demons. If you shoot them, you'll notice that you only have one bullet in the gun, so you'll have to reload it. When you reach Rendell Street, go to the west to find REVOLVER BULLETS on the back of a station wagon. Then head east on Rendell. If you stay on the north of the road, you may notice the Patient Demon on the roof about halfway between Carroll and Munson Street. It can't do anything to you so continue past it and get the 2 HEALTH DRINKS in front of the delivery truck. Once you reach Munson Street, you'll only find a Mannequin to the south, and a gate door that doesn't open on Saul Street. So head north up Munson past two Patient Demons. East Katz Street is blocked off and has a locked door. If you move west down Katz, you can find a FIRST-AID KIT on a small brick wall by the 4x4 at the north side of the road. At the end of the road on the south side is a fenced area with REVOLVER BULLETS x2. Nearby are two Mannequins. A little north on Munson are two Mannequins, along with a lot of blood on the ground in various places. More north on a small road to the east by Blue Creek Apartments are REVOLVER BULLETS and a FIRST-AID KIT in the back of a pickup truck. Continue north on the east side of the road to find a Mannequin and a Patient Demon by some blood and a slightly opened door. Go through the door and kill the two Patient Demons to Maria's left. Walk past the mysterious corpse on the ground and go through the double doors up the steps to enter the mansion. 02 // b a l d w i n m a n s i o n --=-=====---=-=-====--=-=-=====----=-=-=----=--=====--=-=-=====---==-==-=- "Is it really necessary for me to answer all your tedious questions?" Once inside, move past the table in front of you and go through the double doors ahead to enter the living room. Move to Maria's left and get the BALDWIN HOUSE MAP on the short bookshelf. Head back and over to the right area to find a SAVE POINT on the wall by a door. In the middle of the room grab the REVOLVER BULLETS x2 and the FIRST-AID KIT on the coffee table. Behind you is a fireplace with a board covering it, saying "Do not use". Go to the north side of the room where you got the map and go through the door there. Start going up the stairs and get the REVOLVER BULLETS x2 on the stand. Continue up the stairs and go around the corner. If you try to enter the west door in the corridor, Maria starts to open the door and something shuts it from the other side. Maria knocks on the door and the voice of another person is heard. He says his name is Ernest Baldwin and he won't open the door. Go through the south door to find a Mannequin ahead of you. Ignore it for now and go through the door to your right. Move forward on the balcony and get the WHITE BOARD. Exit the balcony and go past the Mannequin. Get the HEALTH DRINK on the stand in the corner and go through the door to the right. Here is just another balcony with a locked door. So exit the balcony and reenter the other corridor where Ernest is. Go back down the stairs and you can hear a thump and some footsteps on the way. Enter the living room to find that the board blocking the fireplace has fallen. Examine the fireplace to find a ladder inside; go up it. Up here, get the RED BOARD in front of you and the BLACK BOARD by the grave. Then examine the grave. a c a c i a k e y p u z z l e -------------------------------------------------------------------------- If you read the epitaph on the grave, it 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." The idea of this puzzle is to place the three boards you have in the grave. But the boards have square holes in them so you'll have to put them in so that you can't see the blue background on the grave. This puzzle may seem hard at first, but it actually isn't. There is a solution where you can figure the puzzle out without my help. Just copy the squares on the boards to three small pieces of paper equally sized, and label them appropriately. Then cut out the squares and try to find a way that you can put all three pieces of paper on each other so that all holes are blocked. Then do what you did to insert the boards. There is more than one solution for this puzzle but the following will work and it's the easiest solution: 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. For this solution, the red board can't be put in first, as the first board will be as is. It needs to be 90 degrees to the left. So the white or black boards can be put in whenever, and the red board must be second or third. But for another solution you can put the red board in first (as is) and the white and black boards 180 degrees to the right. -------------------------------------------------------------------------- After the puzzle is solved, Maria will get the ACACIA KEY. Head back down the ladder and enter the stairway once again. Go up the stairs once more and enter the next corridor through the south door, remembering the locked door. You still can't enter the room with Ernest in it so don't worry about that. Go through the door at the end of the hall to the right. On the balcony, go through the other door, using the ACACIA KEY. Once inside the hallway, follow the corridor and enter the Kid's Room. Get the MATCHES on the nightstand beside the bed and leave the room. Continue down the corridor to find another unlocked door at the end; go through it into the attic. There is no map of this area but you won't need one. Go up the stairs and you should hear voices. The area is dark so you'll need some light. You don't have a flashlight but you do have matches. Go up to the candle on the table and use the MATCHES. 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. On the way down the stairs you should hear a voice of a little girl say "Give it..." and when you go try to go through the door, "...to my daddy." I think you know what she wants you to do. You will then go through the door and exit the attic. Go back to the other end of the corridor, past the Mannequin, and go through the door. Go through the other door on the balcony and reenter the corridor where Ernest was before to find a Patient Demon right in your face. Kill it and try to enter the Ernest room and you will. No one's in here now except you, so get the 2 HEALTH DRINKS in the cabinet to Maria's left and the FIRST-AID KIT in the opposite corner of the room. On the table is a book on Acacia that Ernest was probably reading. Examine it and go through the other door in the room. Kill the annoying Roaches in the area, as well as the Mannequin around the far corner if you want to. Go through the door with the stairs and go down them. Go past the Patient Demon at the bottom and enter the east corridor through the door by the Main Kitchen. Start moving down the long hallway and get the REVOLVER BULLETS on the left side of the floor. Continue down the hallway and go through the door at the end on the right. In here, get the REVOLVER BULLETS on the garbage container and the 2 HEALTH DRINKS on the counter. Exit the room through the other door when you're done. To Maria's left is a SAVE POINT on the wall and a locked door. Go through the other unlocked door in the corridor and kill the Patient Demon right by you. There's a Mannequin to the north and another Mannequin far around the corner of the Study, but you don't need to go over there. Enter the study and read the "Lost Memories" book on the stand. Then try to go through the other door in the room to find Ernest behind the door. Maria leaves the BIRTHDAY CARD for Ernest and he wants Maria to get him a bottle containing a white liquid in the apartments next door. Apparently he can't get it himself, so he wants you to get it. He said he'll unlock the stairway door so exit the room and reenter the small corridor with the save point. The door is mysteriously unlocked so go through it. Go down the stairs and through the door at the end of the small hallway on the left. In front of you on the floor is some kind of plate about Amy. The corridor is infested with Giant Roaches so watch out. Move down the hallway and go around the corner, and then up the stairs. Follow the corridor and go through the door at the end that leads to outside. In front of you will be a Mannequin. Kill it and note the "KEEP OUT OF HAUNTED MANSION" spray painted on the wall. Go through the doorway in the area to find a Patient Demon walking around. Go through the nearby door to enter Blue Creek Apartments. 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." Move forward, and if you want the map go up the stairs to the left. Get the MAP OF THE APT BLDG by the 2F door. Go back down and go through the door at the bottom of the stairs. There will be Patient Demons to the left and right. Ignore them for now and enter Room 105. In here, get the WHTIE LIQUID on the secretarial desk ahead of you. Get the FIRST-AID KIT on the right counter of the kitchenette and the HEALTH DRINK on the left counter. There's a SAVE POINT at the end of the small path near the kitchenette, but you don't really need to use it so exit the room. Out here you can kill the three Patient Demons roaming the hall if you want, and enter the stairwell. You can go up to 2F but there is no need, unless you want to kill some Roaches, Patient Demons and Mannequins. In the stairwell, move forward and go through the door exiting to outside. Out here is another Patient Demon. Kill it or run past it and reenter the mansion. Return to Baldwin Mansion ------------------------- Move forward and go around the corner past the Patient Demon. Then go down the stairs through the doorway at the end of the hall on the right. Go around the corner and follow the path to and through the door at the end on the right. Follow the corridor and go up the stairs and through the door at the top. Enter the corridor to the west and enter the Study once again. Examine the other door and Ernest will speak to Maria again. Maria leaves the WHITE LIQUID on the stand for Ernest. Maria and Ernest are talking for a while and Ernest mentions James. Maria opens the door eventually to find that no one is in the room. Maria is then outside wondering what to do - suicide or continue living. She throws the Revolver away and starts walking towards Rosewater Park. She whispers "James......" and continues walking. Congratulations on beating the Born From A Wish scenario. Enjoy the song in the credits (one of my favourites) and enjoy the clips of Maria. -------------------------------------------------------------------------- ========================================================================== 25. S P E E D W A L K T H R O U G H ========================================================================== -------------------------------------------------------------------------- ------------------ | Legend | | | | n e w a r e a | | ==-=--=-=-====-- | | | | ---------------- | | Puzzle | | ---------------- | | | | Area Return | | ----------- | ------------------ 01 // w e s t s o u t h v a l e ---=-=====----=-====---=-====----=-=----==-======--=-===---=-=-===---=-=== -Exit the room and go through the green door to the left, then get the CHINESE CLEAVER stabbed into the counter -Exit Heaven's Night through the next door -Run south down Carroll Street, east on Rendell Street and north on Munson Street -Then go through open door near Blue Creek Apartments on the east side and enter the Baldwin Mansion 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 enter the stairway -Go up to 2F and try to enter the room on Maria's right for a video -Go through the next door to the left and enter the balcony through the right door to get the WHITE BOARD -Go back down to 1F and you should hear a noise on the way -Go up to the fire place and climb the ladder -Get the RED BOARD and the BLACK BOARD on the ground and examine the grave -------------------------------------------- -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 to 2F via the stairs -Go through the open door in front of you again and run past the Mannequin, then enter the other balcony on the right -Go through the door, using the ACACIA KEY and enter the Kid's Room -Get the MATCHES on the table and exit the room -Continue down the hallway and enter the attic at the end -Use the MATCHES on the candle on the table for some light -Get the BIRTHDAY CARD from under the chair -Go back all the way to the door where Ernest was and go through it -Go through the other door, and then the door to the right to the stairs -Go down to 1F and enter the east hallway through the door beside the Main Kitchen door -Go through the Service Room at the end of the hall -Go through the door ahead of you to the next corridor and enter the Study -Maria will give Ernest the BIRTHDAY CARD and now you'll have to get the white liquid -Go back through the other door where you came into this corridor -Enter the stairway and go down the stairs -Follow the pathway and go up the next stairs -Go to the end of the path and exit the mansion to outside -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 and get the WHITE LIQUID on the desk -Exit back to the Baldwin Mansion Baldwin Mansion Return ---------------------- -Run back all the way to Study on 1F and try to go through the other door again to complete the scenario You should eventually be able to beat this scenario in around 10 minutes, which is a good time. If you can't, try it a few more times. -------------------------------------------------------------------------- ========================================================================== 26. R A N K I N G ========================================================================== -------------------------------------------------------------------------- After you finish a game in Silent Hill 2 with the Born From A Wish Scenario (Sub Scenario) you will be ranked on what you have done. The things you are ranked on are: 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 After you've beaten the game it will show your ranking. Save your game and next time it will load your Ranking when you try to load your game. So load your game, press X and go to New Game to start another game with it remembering your ranking. -------------------------------------------------------------------------- ========================================================================== 27. I T E M L I S T ========================================================================== -------------------------------------------------------------------------- =========== 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 ======= WEAPONS ======= -------------------------------------------------------------------------- Weapon: | Chinese Cleaver Location: | Stabbed into the counter in the main room 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 is 10 bullets. Easy to use but not much power. Notes: | Moderate stopping power. Holds 10 bullets. Good for inside | areas; close to medium range is good. -------------------------------------------------------------------------- ===== ITEMS ===== -------------------------------------------------------------------------- Item: | Acacia Key Location: | Stuck in the grave 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 of 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: | Near the grave of Amy Baldwin on the ground, at the top of | the fireplace. 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: | In the Kid's Room on the table, Baldwin Mansion 2F. 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: | Near the grave of Amy Baldwin on the ground, at the top of | the fireplace. 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 ground of the first balcony of 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. -------------------------------------------------------------------------- ==== MAPS ==== -------------------------------------------------------------------------- Map: | Baldwin House Map Location: | In the foyer of Baldwin Mansion 1F, on the desk near the | double doors Covers: | Floors 1F and 2F of the Baldwin Mansion. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Map: | Map of the Apt Bldg Location: | On the floor of the stairwell, right beside 2F the door, Blue | Creek Apartments. Covers: | Floors 1F, 2F and 3F of Blue Creek Apartments (3F is never | explored though). -------------------------------------------------------------------------- -------------------------------------------------------------------------- Map: | Map of West South Vale Location: | Maria's own map that she starts off with. Covers: | The whole outside of West South Vale. -------------------------------------------------------------------------- -------------------------------------------------------------------------- ========================================================================== 28. S A V E P O I N T L O C A T I O N S ========================================================================== -------------------------------------------------------------------------- =============== Baldwin Mansion =============== 1. On the right wall in the Living Room 1F. 2. On the wall by the stairs door, outside the Service Room 1F. ===================== Blue Creek Apartments ===================== 3. On the wall in a sort of narrow area, Room 105 1F. -------------------------------------------------------------------------- ========================================================================== 29. M E M O S ========================================================================== -------------------------------------------------------------------------- Here are all of the memos in the Sub Scenario of Silent Hill 2. ----------------- Table of Contents ----------------- White Board Black Board Red Board Inner Garden Tombstone Birthday Card Plant Encyclopedia : Acacia "Lost Memories" Plate on the floor =====------===== BORN FROM A WISH =====------===== ------------------------------------------------------------------------ Memo Title: White Board When the White Breath is found, I shall dedicate this thing. Oh Spirit of the Mist, Grant us fortune eternal. ------------------------------------------------------------------------ ------------------------------------------------------------------------ Memo Title: Black Board When the Dark Grail is found, I shall dedicate this thing. You who deny Death, Grant us fortune eternal. ------------------------------------------------------------------------ ------------------------------------------------------------------------ Memo Title: Red Board When the Crimson Words are found, I shall dedicate this thing. Oh you Gods deep in slumber, Grant us fortune eternal. ------------------------------------------------------------------------ ------------------------------------------------------------------------ Memo Title: Inner Garden Tombstone 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. ------------------------------------------------------------------------ ------------------------------------------------------------------------ Memo Title: Birthday Card TO MY DEAREST DADDY HAPPY BIRTHDAY! FROM AMY BALDWIN ------------------------------------------------------------------------ ------------------------------------------------------------------------ Memo Title: Plant Encyclopedia : Acacia 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: "Covenenant" is a spelling error; should be "Covenant") ------------------------------------------------------------------------ ------------------------------------------------------------------------ Memo Title: "Lost Memories" "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 mistake; should be "Resurrection") ------------------------------------------------------------------------ ------------------------------------------------------------------------ Memo Title: Plate on the floor Amy Baldwin She was loved too much by God. Seven years was not enough time. ------------------------------------------------------------------------ -------------------------------------------------------------------------- ========================================================================== 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 ========================================================================== -------------------------------------------------------------------------- ======== CONTENTS ======== -------------------------------- Silent Hill James Mary Maria Laura Eddie Angela Pyramid Head Endings Sub Scenario - 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. But of course there is the dark side of the town, which was either unknown or vague to the recent residents. 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 more. Eddie talks about the dog he killed and the owner he shot which makes James speak. "You think it's okay to kill people?" James tells him, "You need help, Eddie!" There is then a pause for Eddie to consider what James said, and he responds. "Don't get all holy on me, James. This town called you, too." Silent Hill calls to those who bear the weight of some crime and shows them what is in their hearts. That is why the characters see different things. James and Eddie see monsters. Angela sees fire 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 the 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 stationary 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, whom 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 head 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. S U B S C E N A R I O - 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 ========================================================================== -------------------------------------------------------------------------- [Note:] * means you can hear it a lot better with headphones or a Surround Sound System =====-----=====-----===== Letter From Silent Heaven =====-----=====-----===== =============== East South Vale =============== -There's a sign above the blocked Nathan Avenue tunnel that says 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 2 green posters near the Flower Shop on the opposite side wall near the dead end at the east - they look like maps -Mary says "James, why did you kill me?" when he first finds the radio -The signals to walk and to stop on the streets actually work, and properly too, along with the traffic lights -On the Wood Side Apartment Gate it says "No Trespassing" but James still goes through ==================== Wood Side Apartments ==================== -In the south 2F stairwell, the position of James' shadow changes when you walk near the wall by the 2F door -Near the 2F door in the south stairwell there are many small posters with red marker all over them -You can see the reflection of James' flashlight glowing in windows of doors in the stairwells of both apartments -It says "DRAGON" on the wall in the Laundry Room 2F -It says "HEAVY VIPER" on the wall near the door in the south stairwell on 3F -On 3F you can hear "The Breathing Hallway" -Pyramid Head is glowing red on the other side of the gate thing on 2F by Room 208 -You can dance in front of Pyramid Head when he is behind the gate on 2F - Just go by either wall and keep pressing the strafe buttons so you will walk into the wall but not move -The corpse in the chair in Room 208 2F is James' character model (appears after you finish on 3F) -There is red glow coming from the kitchenette cabinet and in the bedroom coming from a desk cabinet in Room 202 2F - The glow matches the glow of Pyramid Head -There is blood on the floor on the other side of the gate thing by Room 208 2F, where Pyramid Head was standing earlier -There is a painting of the "landscape of this area" with two skulls in it, Room 307 3F -On a table in Room 303 3F, there is a picture of a man on a cover of a magazine -In one of the rooms in Room 303 3F, there is a picture with two guys on the wall -There is a painting on the wall with two skulls in Room 307 3F -Room 303 has two washrooms (can’t enter one), as well as some other 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, after you use the canned juice -Beside every stairwell in the north building on 1F, it says "TO HELL" and aims towards each door -In several areas in the north 1F building, it says "ZoE" on the wall among other graffiti--most likely meaning "Zone of the Enders", another popular Konami series -The first time you meet Eddie (when he is puking in the toilet) use headphones--it sounds real, and for some people, disgusting* -When you cross to Blue Creek Apartments from the Emergency Exit door, listen to James’ hands when he grabs onto the window with both hands* ===================== Blue Creek Apartments ===================== -In Room 203 2F, on the drywall in front of you when you enter the main section of the room, there is what looks exactly like a map of the United States - it matches it perfectly -When James tries to open the door where Maria enters Blue Creek Apartments, he says "I can't get the door to open." -There is a thick book on the floor in the kitchenette of Room 109 1F that might be a Cooking Book -In Room 109 1F, there is green liquid on the floor supposedly coming out of the teddy bear by the white door (it's darker than the liquid in the hospital Shower Room) -In Room 109 1F, on the wall to the right of the white door it says "Josa" and a picture is beside it in red -When James enters the mirror room with Angela in it in Room 109 1F, he leaves the door open (in the cutscene) -James looks very tall in the mirror room in Room 109 1F -Angela changes the subject when James ask certain questions -There is a picture of Angela and her mom and dad, but her dad is ripped out of the picture, in Room 109 1F, in the middle of the floor in the mirror room -In the mirror room in Room 109 1F, there is a small map of the United States on the wall -There is a sideways smile face in red above the save point in Room 105 1F -In Room 209 2F, you can hear some whispers, but they are very hard to understand* -You can hear someone running by when you run past Room 207 2F sometimes, by the water near the locked apartment stairway where you fight Pyramid Head* -In the same area on 2F you can also hear a doorknob turning* =============== 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 actual room in Pete’s Bowl- O-Rama (it looks like a TV) -In Pete’s Bowl-O-Rama look at the bowling alleys during the Eddie and Laura video -Laura is doing somewhat of a sitting dance on the table where Eddie is sitting and eating pizza -Eddie literally takes forever to eat one slice of pizza -If you examine the area where Laura went through, before Heaven's Night, Maria will tell you that you can't make it through there -There's and small cupboard on the wall to the left of the stairs when you enter Heaven's Night that looks like a map -Brookhaven Hospital isn't labeled on the map =================== Brookhaven Hospital =================== -If you try to leave the hospital, Maria will question James -After you exit most rooms with Maria, turn and face her, and she should have a huge shadow -There is a TV in the northeast corner of the Reception Office 1F, on the wall -A funny thing to do: Go in the Document Room 1F and go to Maria in the corner and strafe towards her - it makes it funny because James is looking at Maria and she is being pushed repetitively -In the hallway on 1F and some other hallways make the floor shake a lot with a Sub Woofer (it goes MAD) -You don't need the Examination Room Key - Code is always 7335 (Easy, Normal Riddle Level) or 1328 (Hard, Extra Riddle Level) -When 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 - But he doesn't take his eyes off it -There is a poster of a guy and his name, Jack, on the wall in the Women's Locker Room 2F -The imprint on 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 end of the 3F patient wing hallway -The hair in the box in room S14 3F is evidently Louise's -The person who wrote on the wall in room S14 put the hair in the box to always take care of her, like said on the wall -You have to fall off the roof of the hospital and get the code for the turning lock before you can open it - even if you enter the correct code (all codes are generated at the beginning of the game) -When you first go on the hospital rooftop, go to the diary and go back to the door, James says he can't open it no matter how hard he tries; however, Pyramid Head comes from the opposite side -Pyramid Head comes out of nowhere on the roof (unless he can fly) - the door cannot be opened but he comes from the right, even though there are fences surrounding the whole roof -On the roof of Brookhaven Hospital, examine the fence where Pyramid Head knocks you off - it is old and rusty; James says he can probably break it if he pushed hard - no wonder it breaks -There is a ladder on RF near the fence - it has fixed wooden strips over it so you can't climb up it -On RF, when you examine the old fence where PH knocks you off, it sounds sweet!* -There are AMAZING sound effects when Pyramid Head knocks James off the Hospital rooftop* -After PH knocks you off the roof you can feel James' heartbeat shaking the Dual Shock Controller because his health is extremely low -James takes a couple hairs out of the Louise Box but apparently he got "A Piece of Hair" -There's a TV on the ground in room C3 1F -Laura tells James that there's something she has to get and he says "Later, okay?" - in other words: "How about no, let's go" ================== Nightmare Hospital ================== -After you beat the Hangers boss, listen to the siren; it sounds amazing* -After you beat the Hangers boss, the Hospital is all bloody and has what looks like blankets over doors and the walls -The garden is way smaller than it is on the hospital map -The creators of Silent Hill love big fans - there is at least one in every game - one on 1F in the room after the garden on the other side of the fence/wall -When you try to exit room C2 1F you can hear glass shattering* -You can see a speaker protruding from behind the strange covering above the door of room S11 3F -When you enter room S3 3F when Maria is gone, you can hear someone breathing like they're watching you* -It sounds like there is a screeching pig in the basement corridor -When you go close 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 -Hanging antique clock on the left wall in the Director's Room (or should I say direckters's room?), 1F -The blinds are all messed up when in the Director's Room but when outside you can see that they're fine =============== Dark South Vale =============== -There's a Chiropractic And Sports Injury Center beside THE DANCE COMPANY on Neely Street; I take it the residents of Silent Hill weren't very good dancers -There is something attached to the wall very close to the northwest corner of Katz St. and Martin St. 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 fence gate door in dark mode -There is graffiti of a skeleton with "Gun in your Hand" written on the wall by the northeast Katz and Munson St. 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 is supposed to be Jennifer Carroll (Jenni___ Carroll) - read the memo on the monument -Carroll Street is named after Jennifer Carroll -It looks like there are two very large green doors on the right when exiting Rosewater Park -On your way to the Silent Hill Historical Society, you can make it so when you're running, you step on the grass and then the next step on the pavement and it sounds cool (try to continuously do it)* -When you're running or walking on the right side of the road to the Historical Society, the camera will look at a Lake View Hotel billboard when you reach it -It says "Obedience or Die!" on the wall behind a fence on the north side, 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), north side -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. (north side, on your map) -There is a billboard that says "Silent Hill Fresh Meats" on it with a cow picture - possibly the meats from the Eddie boss? -There's 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's 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 ================== Historical Society ================== -In the painting of Pyramid Head in the first room, his spear looks like it is sticking out and is 3D -In the first museum room, you can hear a sound of a painting or something falling -There is a strange moaning sound when you are in the second museum room, and it gets louder going further into the abyss -It takes 50 seconds to get from the top of the very long, descending hallway, to the bottom -The "different" brickwork in the well is easy to find, even on the first try - just turn 135 degrees to the left and it's there -After you exit the well, James falls down lower into the water of the sewer -There is a weird sound when you walk by the first door on the right after you come out of 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 ============= Toluca Prison ============= -There is a painting of the Cafeteria at the back of the Cafeteria -Toluca Prison is leaking from the roof, from Toluca Lake probably -There are two invisible monsters in Toluca Prison: in the north and south jail cell corridors - you can kill them both but they sound like humans when you shoot them -The invisible monsters in the prison are saying "ritual", and when 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 2nd 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 2nd jail cell from the east, 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 - you get a horseshoe later on the courtyard doors, what a coincidence -If you knock on the closed stall door in the women's washroom and go to the exit, you may hear a loud and sudden noise - it doesn't work every time, but it will work if you keep trying -TV in Warden's Office 1st Room -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 it's likely that no one has been where the note is for a long time, but not the prison -There's a pop can on the Warden's Room desk that looks very much like a Health Drink -If you examine the documents on the Warden's Room desk, James comments, "They've got nothing to do with me" - What, did you do something bad, James? -Busted-barreled Rifle above the Hunting Rifle you get in the 2nd Room of the Warden's Office, along with a Shotgun above it -James can't find stairs so he jumps down to B1F -James says funny things in the unmapped foul-smelling corpse room -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! -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 long elevator ride takes exactly one minute to get to the bottom from when it starts moving ============= The Labyrinth ============= -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 -James says "There was blood everywhere" to Maria about when she got stabbed, but he didn't see any blood -When you find Maria, after the video you can try to shoot her, but of course she can't get hit -Outside the Doorman Boss room there are papers on the ground that are from today's date as James says -TV in Doorman Boss Room (Angela breaks it) -When James is pulling a noose down in the hanged men instructions room, you can see his veins -The ground in James' grave looks like apple pie (reminds me of it) -You can find Walter Sullivan's grave in the catacomb -It takes 20 seconds to get to the end of the "pie" hallway before you fight Eddie -It looks like James has a beard from some views in the first room Eddie Boss fight video -The camera angle changes so many times in the Eddie Boss fight video in the first room -After you kill Eddie and go on the dock, James says he can't get the door to open (either door) if you try, and can't go back in =============== Lake View Hotel =============== -Hotel double doors sound somewhat like Laura laughing when you open them -When you investigate the piano on 1F in the Restaurant, James will talk about Mary's hobby and it's quite funny what James says -Laura never finds the other letter from Mary (from the knowledge in the game) or she's just lying about it -When you first enter the Thinner elevator on B1F, you can hear heavy breathing* -If you run quickly to the end of the west 2F corridor, only one Doorman is there sometimes -You can hear someone 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 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 say 7 different things in the Pantry on 1F -TV in Employee Lounge 1F -You can't read your map on 2F with the flashlight off - James must be blind; 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 voice say "James!" -Room 312 3F is the cleanest room of the whole hotel or that of what you can access - looks like someone has been expecting you... -TV in Room 312 3F -The TV in Room 312 3F is huge but has a small screen -James could've just left with Laura if he said "Okay" when Laura says, "Let's get going already", but he decides to tell her the truth and stays -The carpet looks very real in Room 312 3F -Clock on the wall in Room 312 3F -You can interrupt the radio message subtitles in Room 312 3F, by trying to open the other door in the room - the one with the broken lock =============== Nightmare Hotel =============== -In the Venus Tears Bar on B1F, the Health Drinks match the other drinks behind them when they're there -The stairs are very steep in the Angela stairs on fire video, B1F -James says he'd never kill himself when he's talking to Angela in the stairs on fire video, B1F, but he does in the In Water ending -After the Angela stairs on fire video you can still see her walking up the stairs -In the Pyramid Head Duo boss fight video, Maria is upside-down but her hair is still normal on her head -After you exit the Pyramid Head Duo through the right door, there's something on the door in front of you that 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" -It's funny when James is dragging the Great Knife because it's heavy, and when you pick up items he holds it parallel to the ground like it's weightless, while he picks up the item and then it goes back to normal -James actually survives jumping down five holes and his grave -At the bottom of the Main Menu in the Greatest Hits version, it says Copyright 1999-2001 by Konami, but the Greatest Hits Version was made in 2003 (maybe 2002 in Japan) ===---====---=== Born From A Wish ===---====---=== =============== West South Vale =============== -If you try to leave Heaven's Night without the Cleaver, Maria will say 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 -Unlike the main scenario, there are items on vehicles and even in the back of a pickup truck -There is a Patient Demon on the roof of a building on Rendell Street, halfway between Carroll and Munson -The corpse outside the Baldwin Mansion is probably Ernest's =============== Baldwin Mansion =============== -Talking to Ernest behind doors is a cool idea, especially because he's a ghost -Maria asks Ernest if he's Ernest Hemingway, behind the first door, but he died in 1961 and Silent Hill 2 is totally past that time -The sound of the thump from the fireplace cover is heard when coming back down to 1F* -You can hear footsteps in the stairway after the fireplace cover falls* -Amy says "Give it... ...To my Daddy" when you try to leave the attic with the Birthday Card -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 wall of the mansion when you go 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 good way to replace the radio static from the main scenario since Maria has no radio -Since Maria has no radio, monsters can be right beside you without even hearing them -The only enemies in this scenario are Patient Demons, Mannequins and Giant Roaches -Maria says that she's never been so scared in her whole life in the Hospital's basement, but her life has been very short because she was made by the town very recently (for James) -The blackness while Maria and James are talking at the end makes that part more effective -In the Credits it only shows scenes with Maria in them -------------------------------------------------------------------------- ========================================================================== 32. M Y P E R S O N A L R E V I E W ========================================================================== -------------------------------------------------------------------------- Silent Hill 2 is simply one of the most powerful games I've played. It is the second edition of Silent Hill, however, it's not the sequel to the first Silent Hill. I got the game in March of 2002 because I wanted a good scary game. Silent Hill 2 looked great; I trusted it would be good and I didn't watch videos or see screens on the internet (I never through of it, really) - Some magazine shots and reviews were good enough to influence me. I still remember playing it for the first time and it makes me laugh, because I didn't know how much I would become addicted to the game and series. Those of you who know me, I have a walkthrough for Silent Hill 2 and it was the most fun out of all the FAQs I did and is my favourite as well. Storyline - 10/10 This game's storyline is one of the best storylines in a game that I have played. The prologue of this game is also fantastic. To tell the truth, I don't know what I thought of the storyline when I first got the game and after I beat it, because that was a while ago. But now my knowledge and appreciation of the story is very high, as I've written a plot analysis (which is in the walkthrough). I must tell you that once you figure out the meanings of certain things and people, it will likely leave you sitting alone thinking about it and you may be stunned. Silent Hill 2 isn't just a game. Anyway, about the story again - you might find yourself quite emotional with it. It gets you all into the game and will make you want to learn more. Not many characters which is enough to make it scary and lonely. Anyway, here is the story. James Sunderland receives a letter from his late wife, Mary, whom has been dead for three years from his knowledge. The letter reads: "In my restless dreams, I see that town. Silent Hill. You promised me you'd take me there again someday. But you never did. Well, I'm alone there now... In our 'special place'... Waiting for you..." James says to himself in Silent Hill, "A dead person can't write a letter." He wonders what their "special place" was and then he remembers something - Rosewater Park. They spent a whole day there staring at the lake. The road ahead is blocked so James will have to set off on foot. There is a bizarre creature in the game that may make you want to stop playing when you find it; which is multiple times - that's not a good thing. This enemy isn't just some average "scary" enemy, this enemy is actually really scary. What makes this so is that this enemy has all the time in the world to get you; and it walks towards you instead of running! There is an explanation of the monsters; they haven't been affected by some "virus" or something. The monsters are simply manifestations of the character's subconscious mind; innermost guilts. I would elaborate but that would lead to spoilers. Gameplay - 10/10 If you like these sorts of games, you should love this game. Some people may say it's Survival/Horror, but it isn't. Resident Evil is Survival/ Horror, Silent Hill is Psychological Horror. It plays with your mind. Silent Hill 2 consists of many areas, including streets, apartments, a hospital and many more. There are many monsters through the game that you can kill or ignore. Running doesn't make you a wussie; it's probably the best solution. There are many weapons like a Wooden Plank, Steep Pipe, Handgun, and so on. You earn your weapons; you don't just walk around and ooohhhh!!! A Rocket Launcher just lying on the floor! Once you have a firearm you must learn to conserve ammo and not shoot everything you see. That is where the melee weapons come in. Some people say the entire game consists on the streets; that is not true. If you know what you're doing you won't be on the streets for long at all. The game consists in many different locations and it is great. Graphics - 9/10 Oh yes, the graphics. At first you might think the graphics look somewhat "grainy" and you might think the graphics aren't that good. Well, that is a feature in Silent Hill 2 that makes a better atmosphere for the game. When you beat the game once you can take the "grainy" effect off so you can experience Silent Hill 2 at its best. Once you do this, you will most likely think the graphics are amazing. Also the CG Videos are stunning! Every character looks great and very detailed, lighting is superb, and monster designs are fantastic. I have beat this game many times but I still watch some of the videos because they look great and still interest me. Sound - 10/10 The sound in Silent Hill 2 is absolutely amazing. Scary sounds in some hallways may totally freak you out. No, I am not joking. The sudden and scary sounds are stunning! Sometimes when you least expect them! The songs in this game are perfect for the storyline. From sad songs to scary songs, this game has it all. The songs aren't just randomly played. For example: There is a sad video where something sad happens, sad music will play. In a boss situation and some hallways there is scary music because maybe something scary has happened or will happen. The soundtrack is amazing; I bought it because I loved so many songs. Sound is very important in a game like this, and Akira Yamaoka did an amazing job! Control - 9/10 The control in Silent Hill 2 is good for some people, and great for others. You can change from 3D Control to 2D Control. In 3D Control you have to face the way you want to go then hold forward, which can be difficult to get out of small areas fast for some people. In 2D Control you don't have to face the way you want to go and hold forward; you hold whatever direction you want to go and that's where you go. It is very easy for newbies but if you don't want it to be as easy, try 3D Control. One thing not so good is the sluggishness of the controls. You turn pretty slowly but you get used to it after a while. Atmosphere - 10/10 This is the awesome thing in Silent Hill 2. Some rooms are so dark it is hard to see where you are going. It really adds to the atmosphere. Outside there is a lot of fog, which is great in a game like this. Some places in Silent Hill 2 may scare you. The rooms and furnishings are very detailed. There are many cool and scary things to find in this game. If you are reading this review from my walkthrough, see the Cool and Scary Things section to see what I'm talking about. You may find yourself looking for them. Silent Hill 2 might not be as scary in daylight. But if you want to experience the game at its best, play at night alone in the dark with the light off in a quiet room with loud volume. If you have a Surround Sound System with a Sub Woofer like me, it's great! If you don't, headphones are amazing for realistic sounds and things like that. Replay Value - 9/10 Yes, there is a point to play this game more than once. There are 5 endings to get (in the original version). In the Greatest Hits version there are 6 endings and a new scenario. If you have only beaten the game once, I strongly suggest you beat it a few more times. The endings are worth the playtime. And you might learn something new, which you may find cool. I would say you should beat the game at least 5 times (or 6 with Greatest Hits version). If you really like the game, playing 15 or more times should be no problem. In Silent Hill 2 (Greatest Hits), there are more things to do so you should buy that. And expect to play the game about 6 times, and at least once for the second scenario; that's a lot to do. And once you get really good at the game, consider going for a 10 star ranking, which is worth the bragging rights. You'll also get a special weapon that kills enemies instantly. Rent or Buy? If you're a fan of the genre, then this game is for you. If not, this game might not interest you. If you want to see what the game is like, but you're not sure whether to buy it or not, you may want to rent it fist. But any true fan of Adventure/Horror games should have this game. It's extremely cheap now so go ahead, buy it! Overall - 10/10 Silent Hill 2 is awesome! I couldn't wait for Silent Hill 3 after playing it! If you don't have Silent Hill 2, go buy it now! You'll love it, I guarantee it. In my opinion it is the best in the series and many people will agree. But try to find the Greatest Hits version for extra features including a new scenario with a new playable character, new weapons, new areas and a new ending for the Main Scenario. Trust me, this is a must have game for any fan of the genre and it is DEFINITELY one of my all-time favourite games! -------------------------------------------------------------------------- ========================================================================== C O N C L U S I O N ========================================================================== ========================================================================== 33. C R E D I T S ========================================================================== -------------------------------------------------------------------------- In this section, I'd just like to thank some people and organizations for making this FAQ possible, and just some general thanks. - Thanks to 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 Stephen NG for posting this FAQ on IGN - Thanks to http://dictionary.reference.com 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 Silent Hill 2 Board for inspiring me to write this FAQ and thanks to everyone who supported my C.A.S.T. topics İ C O P Y R I G H T 2 0 0 2 - 2 0 0 4 B Y C O N Q U E R E R