Silent Hill 2 Comprehensive Walkthrough/Guide | Written by Brian Coney | FAQ & Walkthrough | Copyright 2002 | _________.__.__ __ ___ ___ .__.__ .__ ________ / _____/|__| | ____ _____/ |_ / | \|__| | | | \_____ \ \_____ \ | | | _/ __ \ / \ __\ / ~ \ | | | | / ____/ / \| | |_\ ___/| | \ | \ Y / | |_| |__ / \ /_______ /|__|____/\___ >___| /__| \___|_ /|__|____/____/ \_______ \ \/ \/ \/ \/ \/ | Silent Hill 2 | Version 1.2 | June 20th | brianconey9@hotmail.com | This Walkthrough was made using the Normal Mode in Silent Hill 2, any significant differences between this Mode and other Modes are noted in the Walkthrough. There are certain sections in this walktrough which have 2 parts, editions, or sections to it. To see the second part, edition or section of the first you should check at the end of my walkthrough. GENERAL INFORMATION -------------------------------------------------------------------------------- ---------------------------- Disclaimer -------------------------------------------------------------------------------- ---------------------------- You MAY NOT sell, edit, copy, or distribute this FAQ in any format, whether by web, Usenet, hardcopy, or any other means of distribution, without the consent of its author. It is for personal use otherwise. You MAY use anything contained in this FAQ for your own doing, public or private, but by doing so, must credit its source. No one is authorised to reproduce this document in anyway. It is of personal use only. -------------------------------------------------------------------------------- ---------------------------- Prologue -------------------------------------------------------------------------------- ---------------------------- Following the arrival of a letter unmistakably penned in Mary's handwriting, James' late wife, he sets off to embark on an terrifying adventure which question's his belief in reality and his imagination...The cryptic letter which states Mary is somewhere in Silent Hill, comes to a great shock to James Sunderland. He was finally beginning to get back on track, to lead a normal life following his wife's fatal and tragic death, only to receive a request for him to meet up with his dead wife, and by anyone's standards, is very hard to digest. James is confused and disturbed by the letter. He questions if Mary is somehow really alive or if someone is playing a hoax on him. "I still don't believe it. The dead can't send letters, yet I came here to see my Mary..." "Our special place - What does that mean? This place is too full of memories..." Shrouded in mystery and driven by the desire to uncover the truth, James sets off into the world of Silent Hill... As the fog grows thicker, James realizes that the town is nearby. "The only way to get to the centre of town is through this tunnel, but there must have been an accident or something because the entrance is blocked." "But wait..." "The map shows a single road through the forest that leads to the town. Looks like the only way to get to the town is to take this road on foot." "I can't see anyone in this thick fog, or should I say I don't feel anyone." "I see a run-down building nearby." "There's no one inside. I am alone in the mirror's reflection." "I look at the man in the mirror and mutter a question..." "Mary... Could you really be in this town?" -------------------------------------------------------------------------------- ---------------------------- Important Information -------------------------------------------------------------------------------- ---------------------------- Author: Brian Coney Date Started: 19th June 2002 Game: Silent Hill 2 System: Playstation 2 Genre: Psychological Horror Creators: Konami Computer Entertainment Tokyo - All Rights Reserved Contact Me: brianconey9@hotmail.com Msn Messenger: See Above If you are in need of info concerning Silent Hill 2, you can Email me on the address above, however don't expect a reply, I may decide not to answer it if it is totally irrelevant. If you are looking the answer to a question concerning Silent Hill 2 you can e-mail me, however make sure that the answer to the question is not stated in this Walkthrough. If I feel it is, I will refuse to respond. -------------------------------------------------------------------------------- ---------------------------- Introduction -------------------------------------------------------------------------------- ---------------------------- You are very welcome to my Walktrough. My inspiration for setting out to create a Walkthrough was based plainly on the fact I enjoy the game, Silent Hill 2. I have not yet played the first one and I don't think I want to after playing Silent Hill 2. It acclaimed my attention from day one, and if I had played the original I may be disappointed. Don't get me wrong, I believe the original is superior, in the sense that it was a success on the Playstation, however I intend to play Silent Hill 2 for as long as it takes to make me bored. I have never attempted to create a Walkthrough in my life, but after playing such a fantastic game with an amazingly enthralling storyline, how could I resist. Silent Hill 2 is the long-awaited sequel to its precursor Silent Hill. Konami, its developers, set out to improve the first my stringing along such a compelling plot. James Sunderlands destined search for his dead wife, Mary. When I first bought the game with the money I received by selling my Mobile Phone I sat down in my room, and never left till I finished it. I am sure you can asscociate yourself with my situation. Not only the storyline, but the graphics grip the player, increasingly absorbing them into the game. The shrouded misty effect backs up the eerie and strange sound effects. You cannot look 20 ft without seeing nothing but hovering mist. The mist which envelops such a small town is unusual. James and his late wife Mary spent many a day in Silent Hill, before it turned into a town which lures lost souls searching for loved ones. James mission when he sets out in Silent Hill is simple; to find Mary. Mary supposedly sent James a letter claiming she was waiting for him, in their 'special place'. James is unsurprisingly startled by the letter, as he was just recovering from sudden departure. However, James long and luring descent into the mist shrouded streets of Silent Hill become more and more frustrating when he witnesses animals, creatures, monsters of a different species. To add to the mist the ghouls give James the impression he is in the wrong town. Is James really looking to find Mary? Or has he come here under false pretences, and he is not willing to admit to those. Did Mary really die of an illness? Or did James play a significant role in her depearture. Only Silent Hill has the answer... -------------------------------------------------------------------------------- ---------------------------- Mary's Letter (Part 1) -------------------------------------------------------------------------------- ---------------------------- In my restless dreams, I see that town. Silent Hill. You promised you'd take me there again someday. But you never did. Well I'm alone now... In Our "Special Place"... Waiting for you... -------------------------------------------------------------------------------- ---------------------------- Table of Contents -------------------------------------------------------------------------------- ---------------------------- * 1 Updates * 2 Characters/Diagnosis * 3 Important Options * 4 Storyline * 5 Item and Weapon List * 6 Monsters * 7 Survival Tips * 8 General Tips/Info * 9 Walkthrough * 10 Item/Weapon Locations * 11 Secrets * 12 Endings * 13 Personal Review * 14 Conclusion * 15 Other Important Info * 16 Thanks, Credits -------------------------------------------------------------------------------- ---------------------------- 1. Updates -------------------------------------------------------------------------------- ---------------------------- 19th June 2002 -------------- Beginning of Silent Hill 2 Walkthrough. Extremely short, but as I said, "Beginning" of the Walkthrough. 21st June 2002 -------------- Beginning Characters/Diagnosis at the minute, hope to complete it and begin on the Important Sections option. 24th June 2002 ------------- Beginning Storyline and Item and Weapon List. 26th June 2002 -------------- Nearly finished Monsters section. 2nd September 2002 ----------------- My 2 month delay has finally ended. I am back and determined to complete this Walkthrough, I believe I am currently still on the Monsters Section. I am now beginning the Everest task of the Walkthrough 24th September 2002 ----------------- My inconsistent dedication to this Walkthrough is beyond thought. I had completely forgot about it for about another month! I will finish it however, I am still on the walkthrough - if my mind is telling the truth. -------------------------------------------------------------------------------- ---------------------------- 2. Characters/Diagnosis -------------------------------------------------------------------------------- ---------------------------- This section of my Walkthrough basically informs you of the characters involved in Silent Hill 2. At the end of the walkthrough I will give a more thorough diagnosis per character, courtesy of Dan Birlew alias President Evil. ================= James Sunderland ================= [Note: James is the player in which you are in control with.] Plagued by doubts, and driven by a spark of hope that he might be reunited with his wife, James sets out for the peaceful town where he and his wife Mary spent a romantic break. But, on his arrival, he is met by mystery: everything is shrouded in a dense and eerie fog and there's not a soul to be seen on the streets of Silent Hill. Then James discovers a trace of blood, and watches an unearthly shadow disappear into the mist. Yet this fearsome apparition, which James encounters but a short time later, is merely the start- nothing compared to the horror, which he will confront in hours to come. As James's investigates the mysteries of Silent Hill, the further and further he is drawn into the nightmares and terror that surround him. What is real? What is merely the product of his own imagination? James' search for Mary becomes a descent into the inner depths of his hollow and sinking soul... ================== Mary ================== The town of Silent Hill is full of memories for Mary and her Husband. It is a place where they spent many happy hours together. James Promised they would return, but he was never able to keep that promise: three years ago Mary feel victim to a fatal illness. Yet now a letter arrives, unmistakably penned in Mary's handwriting and written after her death. Is it possible that she is still alive? Not only these letters, but also Mary's death, appear to be surrounded by a terrible Secret. Who or what is lying in wait for James in their 'Special Place'? ================== Laura ================== On his way through Silent Hill, James repeatedly meets young Laura. These encounters with the eight-year-old run like a thread through his search for Mary but the malicious little beast is anything but helpful. Laura is stubborn and self-willed, and appears older than her years. She shows no fear as she moves through the streets and her relaxed air of calm seems worryingly out of place in the monster-plagued town of Silent Hill. And there's more: Laura appears to know Mary, and far better than would be possible in the realms of normal existence. She accuses James of never having really loved his wife. Has she recently met Mary? What really happened three years ago? Does she hold the solution to the mysteries, which James is attempting to unravel? ===================== Eddie Dombrowski ===================== At first glance, Eddie is just another victim of the mysterious events taking place in Silent Hill. Frightened - indeed. Almost panic-stricken - he seems helpless in the face of horrors surrounding him. Like James, he is not from the area, but arrived a short while ago for unknown reasons. But is it really a coincidence that Eddie is never far from the corpses that litter Silent Hill? Suspicion is mounting: there's something not quite right about Eddie. It's seems clear he is slowly but surely being driven mad by the horror he encounters. Yet could it be that his harmless exterior is just a mask concealing a terrible secret? ================== Angela Orosco ================== This young woman, too, came to Silent Hill to find her family. James first meets her in the cemetery outside the city and, even at the first meeting; she seems disturbed and even paranoid. But her warning that something is wrong in Silent Hill fails on deaf ears. Angela appears to be drifting closer to the thin line which separates sanity from madness - if, indeed, she has not already crossed that line. Her paranoia is rooted in the awful events of her past is she simply a tortured soul seeking inner peace or could she pose a danger to James? ============== Maria ============== There is a startling similarity between Maria and James' late wife. Physically, she could be Mary's twin, and one could easily mistake her voice for That of James' wife, Mary. Only her hairstyle and her clothes she wears are different. Even at their first meeting, it appears that Maria knows James, and this is impression is reinforced as events progress. She knows more than she is letting on. She asks James to protect her from the danger in Silent Hill, and begs him to let her come along with him. What are her hidden motives? Is her similarity to Mary just a coincidence? One thing seems certain: Maria is a key figure in James Sunderland's search for the truth. -------------------------------------------------------------------------------- ---------------------------- 3. Important Options -------------------------------------------------------------------------------- ---------------------------- You should familiarise yourself with the basics of the game system before plunging into the mysteries of "Silent Hill 2". The following information will tell you all you need to know about the controls and the various difficulty levels, as well as providing tips on dealing with items. You'll also find that the Survival Tips contain useful information on weapons, and to handle them. After all, you want to be prepared for the menacing horrors lurking on the mist-shrouded streets of Silent Hill. ========================== New game, new opportunity ========================== When you first start Silent Hill 2 you'll see two menu items: New Game and Option. If you have already saved a game, you can also choose load of continue. You're probably eager to dive straight into the game at hand. You can also go into the inventory to change the options during a game. If you select the New Game option in the main menu, you'll be prompted to choose between different difficulty levels. "Silent Hill 2" is unusual in that you can adjust the difficulty levels offered by the Action and Riddle modes separately, thus tailoring them to your personal preferences. =================== Difficulty Levels =================== The most important thing to remember is this: the selected riddle level will affect neither the story nor the game ending. Whatever you decide, you'll still get to see all the relevant sequences. However your choice will have an impact on the second and third rime you play the game. ============ Action-level ============ You can choose between four levels: Beginner, Easy, Normal and my favourite, Hard. Although the terms seem self-explanatory, some of the differences aren't all that obvious. The amount of ammunition and health items, which you can find during the game, does not vary much between the different levels, but that's certainly not the case when it comes to enemies and their behaviour. The higher the difficulty level, the more fearsome the creatures you'll encounter. And that's not all: you'll also find your enemies more powerful, more aggressive, more alert, quicker, tougher and altogether, nastier. And this means you'll need a lot more ammunition and health items if you want to survive your adventure. The following significant differences apply to the various difficulty levels: Beginner -------- This level is intended for novices. However, if you've already played a few other video games before, you'll probably be able to skip to easy mode. The controls have been simplified. You don't need to hold down the [R2] Button for James to attack. However you'll find that this isn't always very practical: in some cases, you may not want James to use his weapon. And the results can however be fatal if Maria happens to be in the line of fire. You also have no control over whether James hits an opponent who's already floored, or uses his weapon on another opponent - which could also result in serious consequences. The firearm's magazine is reloaded without a waiting period. The monsters are almost more afraid of James than he is of them. That could rather defeat the purpose of the game: after all, what makes "Silent Hill 2" unique is its all-pervading atmosphere of suspense and brooding menace. Easy ---- This is just a mild follow up of the beginner mode, as there is not much difference between the two. Your firearms are reloaded without a waiting period common on the Normal and Hard Levels; this indeed is an advantage, because in the second or two, which you need to reload your weapon, your fate may be decided with a fatal blow to James. Normal ------ It speaks for itself really, Normal is...Normal. Experienced gamers will find themselves best served by Normal Mode as it ideal, not too hard, and certainly not too simple. I personally think you should begin your game in this mode to begin with. Unfortunately, you have to wait for a second or two until your weapon is reloaded. Hard ---- You'll find that Hard Mode demands more manual dexterity than the other levels. For example, if you prompt James to run against a wall, he'll use his hands to block the impact, with he result he rebounds off the wall. All this costs time - time which you may not have if one of the town's devilish denizens is hot on your heels. You'll also find that you have to aim your close-range weapons more precisely, since your attacks may simply bounce off objects in the vicinity. What it boils down to is this: in contrast to the other three levels, if you select Hard Mode you'll find your behaviour in battle affected by walls, fences and lampposts - as well as the monsters you've already come to know and love. The Hard Mode also demands a more experienced gamer of this genre, if you feel your not up to scratch then begin in one of the lower levels first, and progress slowly. ============ Riddle-Level ============ If you want to complete "Silent Hill 2" successfully, you'll have to solve various riddles. In most cases, your task is to hunt down items and deploy them at various points in the game. If you select Easy Mode, you'll be given additional tips showing how to overcome difficult situations. You'll often find that the poem contains the answer to a particular riddle, although the solution may be presented in a rather enigmatic fashion. For example: at a certain stage, you have to choose between five recesses in which to insert three different coins. If you choose Easy mode, you'll be given clear instructions: Coin A to the far left, B in the centre and C in the far right. On he other hand, if you choose hard mode you'll be presented with a poem, which merely hints vaguely at the solution. In addition, the puzzle solutions differ according to the Riddle Level. ========== Controls ========== unless you have changed the control type and button config in the option menu, James Sunderland will react in the following commands: Playstation 2 Version ===================== Up: Go Forward Down: Go Back Left: Turn to the left Right: Turn to the right Up + Square: Run [L1]: Side step to the left while continuing to look in the same direction. [R1]: Side step to the right while continuing to look in the same direction. [L1]+[R1]: 180 Degree Turn (Press both buttons simultaneously for James to spin around in the spot.) [L2]: Search View: If you press the [L2], you'll position the camera behind James' back. However this function is not available in all game situations. Using the right analogue stick, you can take a look around while continuing to hold down the [L2] button [R2]: Attack Button: Press [R2] to use the selected weapon. Remember: you won't have any weapons at your disposal at the start of the game. [R3](Right analogue Stick): Fully restore health: If you press the right analogue stick, the health items required to fully heal James will be automatically used (of course, you may run out of health items). During this process James will remain motionless, and no message will appear on screen to confirm the procedure. Select: Pause Triangle: Call up a map, Hide map/inventory. Square: Run, Hide Map/Inventory. Circle: Flashlight On/Off, Hide Map/Inventory. Cross-: Confirm action, Examine, take or use items. Hold [R2] down simultaneously in order to attack with a weapon. Start: Open Inventory. [L1]+[R2]+Start+Select: Press the buttons simultaneously if you want to carry out a so-called soft reset. This means XBox Version ============ Y Button: Call up a Map, Hide Map/Inventory. A Button: Confirm Action, Examine, take or use items. White Button: Flashlight On/Off, Hide Map/Inventory. Black Button: Toggle running and walking/Guard attacks. D-pad/Left Stick: Move Character. R: Arm weapon. Back Button: Open Inventory. Start Button: Pause =============== The Inventory =============== Press the Start Button to call up the inventory. Status ------ This shows whether James' health is all it should be. If James' health is normal the current screen inset will be clear, if he suffering a minor blow or is bleeding the screen will begin to lose focus, and white lines appear in the screen. The screen will be green if your fine and if you are in serious trouble and close to death the screen inset the inventory will be red. Option ------ Opens the option menu, which you can call up in the main menu at the start of the game. The option menu contains many preferences, which you may modify at any given time. Items ----- You'll see the items carried by James in the centre of your screen. The inventory is pretty limited at the start of the game: all he has is a letter from Mary and a photo of his wife. You can use the directional buttons to select various possessions. A description of the current object is shown beneath the picture. At the top right you'll see a list of actions associated with the current object. Press the Cross Button if you want to use one of the functions. Equipment --------- The currently selected weapon is shown. Memo ---- This catalogues all potentially significant documents found by James during the game. You may find them useful when solving puzzles. If you've already been inn a location referred to by a document, the place in question will be shown in the background. Map --- This allows you to take a look at the map of the locality. During the game, press the Triangle Button if you want to refer to the map without returning to the inventory. ======= Option ======= Brightness Level ---------------- This menu item allows you to vary the general brightness of the screen to your pleasing. Screen Position --------------- This menu item allows you to adjust the screen position. Button Config ------------- This allows you to allocate different functions to the controller buttons; six variations are available. In general, I recommend maintaining the default settings. All information in this walkthrough refers to the original configuration. Control Type ------------ 3D type: You control James Sunderland from the character's perspective. This default configuration is ideally suited to the game, since your commands are carried out regardless of the camera perspective. If you want James to move forward, press the top directional button or press the left analogue stick up, and press down for him to move backwards. You can use left/right for him to turn on the spot. 2D type: You move James regardless of the direction in which he is facing. For example, you can press up for him to move up the screen. Although this variant may seem more intuitive to start off with, it can often prove rather unwieldy due to the game's changing camera perspectives. Vibration --------- You can set the strength of the DUALSHOCK(tm)2 Analogue Controller vibrations to four levels: Soft, Normal, Hard and Off. Using the Off variant could be quite hazardous, since the vibrations indicate how James' health is faring under the monsters' onslaughts. Auto Load --------- When reloading "Silent Hill 2", your adventure automatically continues from the point where you last saved your game. However, this means skipping the main menu - which may be inconvenient if you don't want to use your latest save. Subtitles --------- You have the option of turning the subtitles on or off. Keep em' on... Sound ----- You can choose between sound output in Stereo/Speaker and Monaural, or you can specifically select the Stereo/Headphone Option. BGM Volume+SE Volume -------------------- This allows you to vary the base volume of the background music and the sound effects independently of one another, thus changing the sound only. ============ Useful Items ============ Taking Items ------------ Keep an eye on James' head during the game. As soon as there's anything of interest in his immediate vicinity, he'll move his head to side. But take care: he does the same when as opponent (or companion) is in his vicinity. Position James in front of the object in question and press the cross button in order to examine it. If it's a potentially important document, you'll be able to call it up in the inventory from now on: just go to Memo. If you've discovered a map of the locality, you can take a closer look at it in the inventory: just press the triangle button or select map. Normal items are included in the inventory, where you can examine them and possibly obtain some tips on their use. Using Items ----------- Open the inventory and rotate the relevant object to the centre of the screen. Press the cross button in order to activate the list of commands, and then select the Use function. You'll generally have to position James first: place him directly at the location where you want to use the item. Keys and similar items are only used once, vanishing automatically once they've served their purpose thoroughly. Combining Items --------------- Sometimes during he game you'll have to combine two or three items in order to solve a puzzle. The process is simple: just highlight one of the objects in the inventory and select Combine. The object in question will now be shown at the bottom right in the corner of the menu screen. Now press Square or Triangle to call up the next item, and then select Use in order to deploy both objects simultaneously. Remember: James must already be in position for the combination to work. Maps ---- The Cross button allows you to switch between general and detailed views of the map. In detailed view mode, you can use the directional buttons to scan the map. In general view mode, you can scroll between various floors of a building or between various maps (if available). Your current locality is always shown first. Markings appear on the map automatically, and the save points are indicated by a red square. A wavy red line indicates a door or roadblock, which is permanently impassable. Important locations associated with a puzzle, or containing vital information, are marked separately. Radio ----- After playing the game for a few minutes, James will inevitably stumble across the radio. However, it no longer performs its real function, since there is no one left in Silent Hill who is in a position to transmit anything. That doesn't mean the radio is useless: on the contrary. As soon as a monster is hovering around, it emits a static hum and other white noise. The louder the noise, the more close and dangerous the monsters are. Flashlight ---------- The flashlight is the most important item in the game, often providing sole source of light in the pitch-dark passages and helping you detect the eerie creatures before it's too late. Of course, the light may also attract the unwanted attention of the monsters. Despite this minute drawback, the Flashlight is vital, since absolute darkness makes it impossible for James to consult the map, open doors or take items - even when you can see the object, which you want plainly on the screen. Save Points ----------- Save points are marked by bright red squares. Next to the square press the Cross-button in order to save your current game on a Memory Card (8MB)(for PlayStation(r)2). One file can accommodate up to 15 saves, and the number of files is only limited by the capacity of your Memory Card. If you nevertheless want to delete a specific save, select it in the Save menu and press the Select button. If you select Continue in the main menu, the most recent save will be loaded. If you select the Load menu, you can select and load a save from those possible. -------------------------------------------------------------------------------- ---------------------------- 4. Storyline -------------------------------------------------------------------------------- ---------------------------- Every game released is usually rated by its Graphics or sound effects, however a game without a realistic and pragmatic storyline is pointless. Silent Hill 2 combines all of the above artefacts, merging them as one and producing one of the greatest storylines ever in a video game. James Sunderland, a poignant man sets off to the mist-shrouded streets of Silent Hill in search for his dead wife, Mary. Mary died three years beforehand with a fatal illness, James found it hard to come to terms with his loss and has spent years in tormented pain. All alone, he faces the task of surviving his journey in a vacant town, shrouded with freak mysteries. James receives a letter one day, from a woman called Mary, his dead wife. It is short and includes the phrase 'I'm alone there now, waiting for you' which clearly indicates Mary is not dead, as the dead cannot send letters in realistic circumstances, but this is a video game, where everything is possible. James cannot resist in the mysterious reunion with a woman who he thought was dead. James has nothing to lose, as Mary was his only love, his reason to get up in the morning. As James sets off he is totally unaware of the unpredictability of this town where he and his wife spent many happy hours together. As he arrives, he stares into a stained mirror asking himself if Mary is in this town, or if it is a sick joke being played on a helpless man with only one thing on his mind. Throughout the process of the game, James interacts with several people whom he has never set eyes on before, a killer, a psycho, a child, and of course a nemesis. As the game progresses, and the streets become more volatile and erratic, James questions his own conscience and ethics, if he is leading himself on to something he knows is pointless, is he imagining things which are not really there, if he is leading himself into a false state of mind that Mary is alive. Can James really trust those he comes into contact with along the way? Is he in any state to travel around Silent Hill alone meeting mysterious creatures? Is he who he really thinks he is, or is he making himself into someone he isn't? So many questions, so little time, as James destined approach to become reunited with his deceased wife is lagging in unrealistic moral. -------------------------------------------------------------------------------- ---------------------------- 5. Item and Weapon List -------------------------------------------------------------------------------- ---------------------------- Weapons ------- James Sunderland is neither a superhero not a special agent. It is the search for his wife that brings him to Silent Hill, where he finds himself completely unprepared for the brooding menace confronting him. The number of defensive weapons that you will find increases as the game progresses. If you're not sure which weapon is best suited to a particular situation, take a look at the Monsters chapter further down, for lots of useful information. **** WEAPON LIST **** Wooden Plank - Light battering weapon with a limited range and limited power. Steel Pipe - Battering weapon with a fairly large range and medium power. Great Knife - Powerful battering weapon with a large range, its weight means that it is a slow weapon to use. Chainsaw (see Secrets Chapter) - Extremely powerful weapon for close quarter combat; can only be used after a brief waiting period. Hyper Spray (see Secrets Chapter) - Different effects, (see Secrets Chapter) Handgun - Light Handgun. Not very effective, but has a high rate of fire. The Magazine holds 10 bullets. Shotgun - A very effective weapon at close range. Has a low rate of fire. Magazine holds 6 bullets. Hunting Rifle - Rifle with a high penetrative force, but a very low rate of fire. Magazine holds 4 bullets. Equipment --------- You'll find numerous health items and ammunition boxes waiting for you in Silent Hill - some can be found in buildings, while others or lying in the street. While health rinks and handgun bullets are very common, Ampoules and Shotgun Shells are few and far between, and only appear once you are well into the game. So take care to save your rarer finds for emergencies. Incidentally, don't be at all surprised if you find shells or bullets, which you don't yet have, any use for, just hold onto them until the relevant weapons appear. After playing the game for a few minutes, you'll automatically gain possession of the radio, and a little later you'll stumble across the flashlight. **** EQUIPMENT LIST **** Flashlight - Is needed in order to see in the dark and to pick up or use items in dark rooms Radio - The hum of static indicates that monsters are lurking nearby. Health Drinks - Slight Healing Power. First-Aid Kits - Medium Healing Power. Ampoules - Completely restores health. Handgun Bullets - Handgun ammunition, 10 bullets per box. Shotgun shells - Shotgun ammunition, 6 shells per box. Rifle Shells - Hunting rifle ammunition, 4 shells per box. Maps ---- It's easy to lose your way around the mist swirling around Silent Hill, and the town's dark and glooming buildings. You'll soon find that the maps are essential survival tools - in fact, unless you consult your map of Silent Hill you won't even be able to get out of the parking lot right at the start of the game. And remember: whenever you enter a new building you'll generally (but not always) find the vital map near the entrance. **** MAP LIST **** Map of Silent Hill Map of Apartment Building Map of West apartment building Map of Hospital Map of Prison Map of hotel (for guests) Map of hotel (for employees) Keys ---- Whenever you find a key, take a look at the inventory. It will often tell you where to use it. The reverse situation is a little trickier: you may find yourself faced by a locked door, chest or trunk - and no sign of the key in question. Each key is only used once, and is then automatically deleted from your inventory. **** KEY LIST **** Apartment gate key - Use at Katz street, gate to Woodside Apartment. Apartment stairway key - Use at Blue Creek Apartment, northern stairwell. Bar Key - Use at Lakeview Hotel, Bar. Basement storeroom key - Use at "Alternate" Brookhaven Hospital, Basement. Clock Key - Use at Woodside Apartment, clock to room 208. Courtyard key - Use at Woodside Apartment, SW staircase, 1st floor. Dog Key - See Secrets Chapter. Elevator Key - Use at Brookhaven Hospital, Elevator opposite Room S 8. Employee elevator key - Use at Lakeview Hotel, room to the north of the storeroom on the 2nd floor. Examination room key - Use at Brookhaven Hospital, Examination room on the 1st floor. Fire escape key - Use at Woodside Apartment, Fire escape on the 2nd floor. "Fish Key"- Use at Lakeview Hotel, Suitcase in the Cloak Room. Hospital lobby key - "Alternate" Brookhaven Hospital, Lobby. Hotel stairway key - Use at Lakeview Hotel, stairway to the 3rd floor. Key of the Persecuted - Use in the labyrinth beneath the Prison, at the handcuffs. Key to hotel room 204 - Use at Lakeview Hotel, Room 204. Key to hotel room 312 - Use at Lakeview Hotel, Room 312. Key to room 202 - Use at Woodside Apartment, room 202. "Lapis Eye" key - Use at Brookhaven Hospital, room S 14. Lyne house key - Use at Blue Creek Apartment, room 209. Old bronze key - Use at "Alternate" Silent Hill Historical Society. "Purple Bull" key - Use at Brookhaven Hospital, room S 14. Roof Key - Use at Brookhaven Hospital, Roof Floor. Spiral-writing key - Use at the basement of the Historical Society. Items ----- It's not only keys which may prove useful. You'll often find that seemingly ordinary objects can have a quite extraordinary effect. Sometimes you'll need to combine several objects in your inventory to achieve your aims. Each item can only be used once, vanishing as it has been used correctly employed. **** ITEM LIST **** Angela's knife - See Secrets Chapter. Bent needle - Use at Brookhaven Hospital, Shower room on the 3rd floor. Book: "Crimson Ceremony" - See Secrets Chapter. Book: "lost Memories" - See Secrets Chapter. Canned Juice - Use at the trash chute on the 2nd floor of Woodside Apartment. Can opener - Use at Lakeview Hotel, Kitchen. "Cinderella" music box - Use at the music box in the lobby of the Lakeview hotel. Coin Old Man - Use at Blue Creek Apartment, Room 105. Coin Prisoner - Use at Blue Creek Apartment, Room 105. Coin Snake - Use at Blue Creek Apartment, Room 105. Copper ring - Use at "Alternate" Brookhaven Hospital, at the painting of a woman on the 3rd floor. Dry cell battery - In the basement of the Historical Society. Horseshoe - Use at the trapdoor to the prison basement. Laura's Letter - No Use. Lead ring - Use at "Alternate" Brookhaven Hospital, at the painting of a woman on the 3rd floor. Letter from Mary - See Secrets Chapter. Light Bulb - Use at Lakeview Hotel, Bar. Lighter - Use at the trapdoor to the Prison, basement. "Little Mermaid" music box - Use at the Music box in the lobby of the Lakeview Hotel. Obsidian goblet - See Secrets Chapter. Photo of Mary - See Secrets Chapter. Piece of hair - Use at Brookhaven Hospital, Shower room on the 3rd floor. Rust-coloured egg - Use at "Alternate" Lakeview, exit from the lobby. Scarlet Egg - Use at Alternate" Lakeview, exit from the lobby. "Snow White" music box - Use at the music box in the lobby of the Lakeview Hotel. Tablet of "Gluttonous Pig" - Use at the scaffold, in the Prison yard. Tablet of "The Oppressor" - Use at the scaffold in the prison yard. Tablet of "The Seductress" - Use at the scaffold, in the Prison yard. Thinner - Use at Lakeview Hotel, Room 202. Videotape - Use at Lakeview Hotel, Room 312. Wax doll - Use at the trapdoor to the prison basement. White Chrism - See Secrets Chapter. Wire Cutter - Use at the point where the wires block the passage in the labyrinth beneath the Prison. Wrench - Use at "Alternate" Silent Hill, Rosewater Park. Documents --------- You'll come across various documents in Silent Hill. Whatever is written is meant to be read - so take your time to peruse them. Whether a newspaper cutting, the doodles of a madman or a scrap of paper fished out of a filthy toilet: they may all contain information, which is helpful or even vital as you progress through the game. **** DOCUMENT LIST **** Article about murder incident - Answer to a trick or treat question. Blood-soaked newspaper - Information on Angela's past. Choosing Death - Information about the ending of the game. Condemned man's diary - Discloses which innocent prisoner was executed. Dead men, dead men - Discloses which innocent prisoner was executed. Dear Tim - Points to the location of the key to the door. Death upon the head of a sinner - Discloses which innocent prisoner was executed. Diary from the roof - See Secrets Chapter. Doctor's journal - Indicates where the Purple Bull key is needed. First lies the seat of He - Describes the whereabouts of the Coins. How to be a happy couple - Information about the end of the game. I took the direkter's key - Location where the Old bronze key can be found and used. Imprint on carbon paper - Combination for the combination lock in Room S 14. Inscription on gallows - Reference to the three tablets. Legend of the lake - No significance. Like coins in the hazy aether tossed - Tips regarding the position of the Coins. Louise - No significance. Map found near bridge - Hint to enter Pete's Bowl-O-Rama if you haven't yet been. Map found on bar - Location of the Apartment gate key. Memo next to corpse #1 - No significance. Memo next to corpse #2 - No significance. Memo next to corpse #3 - Enemy behaviour tips. Memo next to corpse #4 - Battle Tips. Memo next to corpse #5 - No significance. Memo next to corpse #6 - Survival tips. Newspaper from shop window - No significance. Number written on the whiteboard - Pin number for the lock to the door on the 3rd floor. Painting 1, from cell - No significance. Painting 2, from cell - No significance. Painting 3, from cell - No significance. Patient record - No significance. Photos of trunk - Combination for the combination lock on the trunk. Please someone save me - Discloses information which innocent prisoner was executed. Prison guard's diary - No significance. Pyramid Head painting - No significance. Receptionist memo - Location of the videotape. She is an angel - Information on using the rings. Sightseeing brochure - No significance. Swamp monument - No significance. Tern tern tern the numbers - Combination for the combination lock in room S 14. The basement's basement - Location of a ring. The key is in the park - Reveals the location where you can find and use the Old bronze key, and where you can use the wrench. The Road to Tomorrow - Information about the Ending of the game. There's a letter and a wrench - Location of the items mentioned. Three bright coins in five holes be - Rips on the position of the Coins. Three different sizes, time on the run - Significance of the Wall scratches. Three needles stand of three different heights - Significance of the Wall scratches. To the right of the lady - Position of the Coins. Wall scratches - Position of the Clock hands. Wallet in the toilet bowl - Safe combination. Waterfront landscape - No significance. Whiteboard graffiti - Information on the Pin number for the lock of the door on the 3rd floor. Words written on the wall - See Secrets Chapter. -------------------------------------------------------------------------------- ---------------------------- 6. Monsters -------------------------------------------------------------------------------- ---------------------------- There is something strange afoot in Silent Hill. On the town's streets there's not a soul to be seen, yet something is lurking behind the swirling mists. The creatures lying in wait for James Sunderland are anything but human. Forewarned is forearmed: the following information introduces you to the various unearthly opponents awaiting you in Silent Hill. Take care to study their habits and movements patterns and discover the methods best suited to defeating them. When wandering through Silent Hill, it's generally a good idea to give the creatures you encounter a wide berth. Remember that you don't have to defeat every enemy - and remember that James can run faster than his Opponents! At the start of the game, the Flashlight and Radio are your most important tools, since they enable you to detect your enemies before they detect you. However, experienced gamers will avoid relying too much on these aids since the sound and light that they generate can alert the monsters to James' presence. The level of danger posed by your opponents depends on which Action Level you have selected. It's a good idea to choose the lower difficulty levels to start off with, since hard mode is really only for battle-hardened gamers. 1.Lying Figure --------------- This is the first monster lying in wait for you in Silent Hill. Although slow, the Lying Figure is anything but friendly. The creature wears a tight straightjacket, and you'll come across it often during the first half of the game. You'll generally find it stumbling around, upright and relatively slow, making a strange splashing sound. But, as they say, appearances can be deceptive: the Lying Figure can be astonishingly quick when, if, it decides to crawl close to the ground. District Silent Hill Woodside Apartment Blue Creek Apartment Historical Society Prison Labyrinth Lakeview Hotel "Alternate" Lakeview Hotel Behaviour As soon as the monster discovers James; it totters towards him, stopping a few metres away. You'll know when the creature is about to attack: it throws back its upper body in order to belch out an acid mist attack. The crawling version of this monster enjoys hiding under cars. Your radio will only react to the creature's presence once it bursts out of its lair, making large screeching sound. Don't worry though - you will receive advance warning. Just keep an eye on James, who'll move his head and look in the creature's direction. If James gets in the way of this night crawler, he'll be rammed. After a short time, the monster rears onto its hind legs and launches its unique acid mist attack. Strategy Since these creatures use a long-range attack, there is always a certain risk associated with close combat. You're pretty safe using a firearm, but at the start of the game your only weapon is the wooden plank. Take a step back to avoid the acid attack, and then launch an immediate counter-attack. You'll find that a well-aimed overhead blow is far more effective than a rapid sideswipe. The monster will collapse after a few hits - but that's not the end of the matter. Unless you deal it a lethal blow, the creature will generally stand up again or try to crawl to safety. Therefore, your best bet is to run towards it and press the Cross button in order to send the beast to its death with a well-aimed kick. You'll also find this tactic useful if you've floored the creature with a firearm. These monsters are especially nasty when travelling in packs, since they'll try and surround James. Avoid any type of mass confrontation and try to take the creatures on one by one. On the other hand, if you confront this monster you would be safer to run past it so safety. Attack Methods The table below shows how many shots/blows are required to kill the monster in question, in this case, the Lying Figure. Beginner Easy Normal Hard --------------------------------------- Wooden Plank 2-8 5-11 9-15 16-24 Steel Pipe 2-8 4-10 6-14 15-22 Great Knife 1 1 1 1-3 Handgun 3-6 4-10 8-14 16-24 Shotgun 1-2 1-3 1-4 4-7 Hunting Rifle 2 2 1-3 5-6 2. Creeper ----------- These small insect-like creatures are both rare and relatively harmless. You'll have no trouble recognizing them as they chirp loudly while scrambling across the ground. District Silent Hill Woodside Apartment Blue Creek Apartment Historical society Behaviour These monsters are not particularly aggressive, attacking only if James blocks their way. After biting him once or twice in the foot, they vanish leaving little damage. Strategy Creepers are very weak and can generally be disposed of with one hit. Due to their speed, however, you won't be able to do much with close-range weapons. But don't despair: a couple of well-aimed shots from your handgun will work better than any insecticide. If you want to save your ammunition, why not sneak up on one of the creepers and press the Cross button to tread on it? Remember though: this tactic is not guaranteed to work against such an agile creature. Your best bet may be to simply keep out of their way as you walk through Silent Hill. Attack Methods The table below shows how many shots/blows are required to kill the monster in question, in this case, the Creeper. An exclamation mark either donates that the use of this weapon is strongly discouraged, that you will only stumble across this particular weapon once you have encountered the last of these particular creatures, or that this weapon won't hit your enemy don't even try it: you won't inflict any damage on the monster whatsoever. Beginner Easy Normal Hard --------------------------------------- Wooden Plank 1 1-2 1-2 2-3 Steel Pipe 1 1 1 1-2 Great Knife ! ! ! ! Handgun 1 1-3 1-4 3-8 Shotgun 1 1-3 1-3 2-4 Hunting Rifle ! ! ! ! 3. Mannequin ------------- This creature is as tall as a man, and you'll first stumble across it when you find your flashlight - just the first of many encounters with this peculiar life form. The mannequin has no visible sensory organs but reacts to light and noise. It maintains a deathly quiet while lying in wait for its victims: you'll only be able to detect its presence using the radio. District Woodside Apartment Blue Creek Apartment Silent Hill Brookhaven Hospital "Alternate" Silent Hill Lakeview Hotel Behaviour Mannequins are well named: like their namesakes, they remain completely motionless and silent as they wait for their prey. But expectations proverbially prove the rule: in the western part of Nathan Avenue, and occasionally in the streets of Silent Hill, they may leap from bushes or rooftops. After landing, however, it takes a while for them to get to find their feet. The creature attacks with its upper limbs, and its range is quite limited. However, it attacks more rapidly and frequently than the Lying Figures. Attack Methods The table below shows how many shots/blows are required to kill the monster in question, in this case, the Mannequin. Beginner Easy Normal Hard --------------------------------------- Wooden Plank 2-8 5-11 8-14 16-22 Steel Pipe 2-8 4-10 6-13 14-20 Great Knife 1 1 1 2-3 Handgun 3-6 4-9 8-12 16-22 Shotgun 1-2 1-3 1-3 2-7 Hunting Rifle 2 2 1 5-7 4. Bubble Head Nurse --------------------- Anything but angels of mercy, these dangerous monsters guard the passages and wards in the Brookhaven Hospital. Once you've left the Hospital, you'll encounter them in Silent Hill. Their presence is easily detected: as well as squelching footsteps and a loud cracking sound, you'll hear repeated hysterical screams and moans. If you observe them carefully, you'll notice that there are two types of Bubble Head Nurse, each with different levels of aggression, strength and resistance. A darker colour and heavily soiled clothing distinguish the more dangerous type. However, you probably won't have time to notice such fine distinctions in the heat of battle. Your best bet is to play safe and be prepared for swift reactions. District Brookhaven Hospital "Alternate" Brookhaven Hospital "Alternate" Silent Hill Behaviour Although these creatures are not too steady on their feet, the more dangerous type will let loose lightning strikes with its Steel pipes, and their attacks have a very long range. These creatures seldom travel alone, so be on your guard. Within the Hospital, you'll generally encounter them in groups of two or three. You could try switching off your Flashlight and running past them, but that would prove pretty risky. When in Silent Hill, the Bubble Head Nurses tend to wander around rather aimlessly, so you shouldn't have much trouble avoiding danger. Strategy If you decide to engage in battle, make sure your back is covered. For example, if you find yourself attacked from two sides on entering a room, your best bet is to run past the monsters and position James in a corner. Avoid close-range weapons, and take care to shoot first at the creature nearest to you. If it falls to the floor, attack the next creature before it stands up again. If you come across a Bubble Head Nurse wandering around alone, you may want to save you ammunition by attacking it with a Steel pipe. Start off by letting loose a well-aimed blow, triggered by lightly tapping the Cross button once. As soon as the creature is on the ground, dispatch it with a quick kick. However, this course of action only makes sense as long as there is no second opponent lurking in the immediate vicinity. Beware of the "darker" types, especially if you're playing in Normal or Hard mode: you can never be quite sure that they've really gone to meet their maker. You may find that the monster has dusted itself down and is back on its feet the next time you enter the room, so watch out. Attack Methods The table below shows how many shots/blows are required to kill the monster in question, in this case, the Bubble Head Nurse. An exclamation mark either donates that the use of this weapon is strongly discouraged, that you will only stumble across this particular weapon once you have encountered the last of these particular creatures, or that this weapon won't hit your enemy don't even try it: you won't inflict any damage on the monster whatsoever. Beginner Easy Normal Hard --------------------------------------- Wooden Plank 1-3 9-16 14-20 30-36 Steel Pipe 1-8 5-12 8-15 18-25 Great Knife ! ! ! ! Handgun 1-10 8-10 16-24 24-38 Shotgun 1-2 1-3 1-4 3-8 Hunting Rifle ! ! ! ! 5. Mandarin ------------ You'll rarely catch a glimpse of this creature. They only appear in three well-defined locations, hanging beneath grilles, therefore you can simply run over them. District "Alternate" Silent Hill Labyrinth "Alternate" Lakeview Hotel Behaviour The creatures swing along beneath grilles, and send out small spines if anyone is standing directly above them. The pose scarcely any threat to James, since they do not target him for attack. Mandarins can only significantly deplete their victim's energy reserves if you're playing in hard mode. Strategy Any attempt to blow these creatures to kingdom come is simply a waste of good ammunition, and close-range weapons are useless since a grille protects them. You're more likely to hit yourself if you use a firearm, so, again, your best bet is to leave the creatures to their own devices. As long as you don't stay standing above them you have little to fear. However, you'd still be well advised to make a detour around them if you have enough room. Attack Methods The table below shows how many shots/blows are required to kill the monster in question, in this case, the Mandarin. An exclamation mark either donates that the use of this weapon is strongly discouraged, that you will only stumble across this particular weapon once you have encountered the last of these particular creatures, or that this weapon won't hit your enemy don't even try it: you won't inflict any damage on the monster whatsoever. Beginner Easy Normal Hard --------------------------------------- Wooden Plank ! ! ! ! Steel pipe ! ! ! ! Great Knife ! ! ! ! Handgun 2-3 7-8 10-12 16-20 Shotgun 1 2-3 4-5 7-8 Hunting Rifle 1 1 1-2 4-5 6. Red Pyramid Thing -------------------- The unearthly pyramid head proves to be a recurring nightmare for James - a nightmare that is almost impossible to defeat. It launches its attacks with two different weapons, sometimes using a giant knife and sometimes a mighty spear. As soon as it sees a chance, it will attack James with no mercy. District Blue Creek Apartment Labyrinth "Alternate" Lakeview Hotel Behaviour Thankfully, if you're playing in Normal mode you'll find this fearsome creature fairly slow. Don't get caught up in a confrontation unless absolutely necessary - you'd have better luck taking on a tank with an airgun. If the creature lands a powerful hit with its "knife", it'll be the end of James, and the end of your adventure. The spear is a little less likely to prove fatal, however is does cause great infliction when targeted at a feeble James. Strategy If you happen to encounter these demonic creatures in the Labyrinth beneath the prison, you'd be well advised to cast your mind back to the words in the Memo next to the corpse #6: "Run away. Run away. Run away..." Your best strategy is to sprint away as quickly as possible. And don't be lulled into a false sense of confidence if the monster recoils after James lands a hit: there's no way you'll be able to force it to the ground. Unfortunately, there are some situations where you won't be able to avoid confrontation, and you'll have to vary your tactics depending on the circumstances at hand Attack Methods As there is no way you can possibly defeat this monster, I cannot draw a table to show any attack methods whatsoever. 7. Abstract Daddy ----------------- This unearthly creature first surprises you in the Labyrinth beneath the prison. Running away is not an option: this is a boss monster whom you have to defeat. Later on, you'll come across other monsters of this type in the corridors of the Lakeview Hotel: luckily, these prove to be rather less resilient. The figures in the table below refer to the creatures prowling around the hotel. District Labyrinth Lakeview Hotel Behaviour Although the monster moves rather ponderously, it reacts like lightning when close to its prey, locking its jaw's on its victim's head. In order to shake it off, you'll have to rapidly and repeatedly press the Cross button and the directional buttons. This creature can cause considerable damage. Strategy Since this creature is a formidable opponent in close combat, don't use close range weapons. Hits landed with eth wooden plank or Steel pipe have practically no effect, and you'll find the retaliation is immediate. Use the shotgun, and take a few steps back after firing a shot. Don't stop until you're sure the monster has bitten the dust. Although you can use the Cross button to land a few kicks, this could prove rather risky since it's difficult to gauge the best time to attack. Attack Methods The table below shows how many shots/blows are required to kill the monster in question, in this case, the Abstract Daddy. An exclamation mark either donates that the use of this weapon is strongly discouraged, that you will only stumble across this particular weapon once you have encountered the last of these particular creatures, or that this weapon won't hit your enemy don't even try it: you won't inflict any damage on the monster whatsoever. Beginner Easy Normal Hard --------------------------------------- Wooden Plank 2-4 8-12 ! ! Steel Pipe 2-5 7-12 ! ! Great Knife 1 1 1 1-2 Handgun 2-6 4-10 16-20 ! Shotgun 2-3 2-3 2-5 2-7 Hunting Rifle 2 2-3 3-5 5-7 8. Flesh Lip -------------- These strange creatures live in cages suspended beneath the ceiling and move freely about above the room. They use their feet, which protrude from the cages, to attack as soon as their prey is within range. District Brookhaven Hospital Behaviour The monsters stalk James' every move in one of the rooms of the Brookhaven Hospital. As soon as he's within striking distance, they clamp their feet around his neck and strangle him. On rare occasions they may swing their cages back and forth in order to hit James. And that is the limit of their attack repertoire... Strategy Use your Handgun while taking care to maintain a safe distance. Keep firing until one of the creatures comes dangerously close. Then move as far away from your opponents as possible and start shooting again. Once you have disposed of the first two Flesh Lips, a third one appears: use the same tactics. You'll find that the shotgun inflicts far more damage than a Handgun. However, since it takes a lot longer for James to move again after letting off a Shotgun shot, your best bet is to stick with the Handgun. If you do find yourself trapped by one of the monsters, press the Cross button and various directional buttons repeatedly. The more rapidly you press the buttons, the quicker you'll be able to escape the creature's lethal grip. Attack Methods The table below shows how many shots/blows are required to kill the monster in question, in this case, the Flesh Lips. An exclamation mark either donates that the use of this weapon is strongly discouraged, that you will only stumble across this particular weapon once you have encountered the last of these particular creatures, or that this weapon won't hit your enemy don't even try it: you won't inflict any damage on the monster whatsoever. Beginner Easy Normal Hard --------------------------------------- Wooden Plank 6-10 ! ! ! Steel pipe 18-21 75-78 ! ! Great knife ! ! ! ! Handgun 15 54 75 126 Shotgun 3-6 12-15 12-15 18-24 Hunting Rifle ! ! ! ! -------------------------------------------------------------------------------- ---------------------------- 7. Survival Tips -------------------------------------------------------------------------------- ---------------------------- ======= Health ======= Although this section should well prepare you for your adventure in Silent Hill, this is going to be no mere stroll in the park. Once James has been injured by the awful creatures wandering through the town, you'll need Health Drinks, First-aid kits or Ampoules to restore him to full health. You can use these during the game by pressing the right analogue stick (R3 button), or you can go to the inventory. If you choose the latter method, take care to ensure that you select the correct cure: keep an eye on the Status display. As long as James is in perfect health, the Status display will show a flicker-free green image of the game environment. The picture changes once he's taken a few knocks. The worst your hero's health, the more interference you'll see, while the colour changes from green to red, indicating that James is in mortal danger. If the Status display has only dropped one level (i.e. the display is merely flickering slightly), all you need to do is administer a Health Drink. A First-aid kit would be too much of a good thing, while Ampoules should be carefully hoarded for those emergencies when James is about to breathe his last. Sensitive fingers will enable you to detect injuries without consulting your inventory. The worst James' health, the more of a rapid and irregular pulse. However, you'll find that this method is not foolproof in the heat of battle, since the recoil of a discharged firearm may also generate vibrations James' exhaustion is apparent on screen: you'll see his shoulders drooping and hear his gasping for breath - but watch out! He may also be gasping for breath after running for a while, so it may be worth taking a look at the inventory to see how your hero is faring. ============== Battle Academy ============== If you want James to use a selected weapon, you'll have to hold down the R2 button: it is only in Beginner mode that the weapon is automatically used in the face of danger. You can now use the Cross button to launch an attack but, depending on the weapon selected there are a few things which you should note. Close-range weapons ------------------- A close-range weapon enables you to launch two different kinds of attack. If you tap the Cross button lightly, James will launch a side or central attack. However, if you press the Cross button hard, he'll let use a two-handed overhead blow. This must be precisely aimed to ensure it strikes its target, but it is significantly more effective than longer-range attacks. Weapon Wooden Plank Steel Pipe Great Knife ====================================================================== Possible to move while holding the Yes Yes No weapon at the ready ----------------------------------------------------------------------- Light Attack Side swipe with Blow Side swipe with a limited radius a large radius ----------------------------------------------------------------------- Range Slight Large Large ----------------------------------------------------------------------- Sequence Of Rapid Rapid Very Slow Blows ----------------------------------------------------------------------- Special Two hits in James takes a Even when your Features Quick succession small step forward Weapon is lowered Are possible at each blow only very slow Movements are possible ------------------------------------------------------------------------ Heavy attack Overhead Blow Overhead Blow Overhead Blow ------------------------------------------------------------------------ Range Medium Medium Medium Firearms -------- Firearms offer just one method of attack. If you keep the Cross button held down, James will empty the magazine. If you continue holding down the button, he'll reload is he has any ammunition left. You cannot move James during this time consuming procedure, so any monsters lurking about will find him easy prey. You'd be better advised to keep track of the number of bullets or shells left in your weapon. Then open the inventory in time by pressing the Start button, and select the Reload option at the top right in the command menu. You can then exit the inventory, and continue firing without any undue delay. Although a rifle or shotgun has more firepower than a pistol, there are disadvantages: the magazine contains fewer shells, and the rate of fire is slower. Incidentally, you'll find that your Shotgun's effectiveness increases rapidly the closer you get to your target, so it can sometimes be more useful than the Hunting rifle. Weapon Handgun Shotgun Hunting rifle ========================================================================= Possible to move While holding at Yes Yes No the ready ------------------------------------------------------------------------- Possible to move while shooting Yes No No ------------------------------------------------------------------------- Bullets/Shells per magazine 10 6 4 ------------------------------------------------------------------------- 1 shot every __ Seconds 0.5 2 1.5 ------------------------------------------------------------------------- Total quantity of ammunition High Medium Low Not all shots find their mark ----------------------------- James is no professional marksman, so some of his shots may miss their target. If several opponents are prowling around, the closest one will automatically be targeted as soon as you press the R2 button. To switch targets, just press the directional buttons or the left analogue stick to the left or right. Playing Safe ------------ Your opponent will fall to the ground after a few hits, buy you'll quickly discover that that's not the end of the matter. Some monsters crawl away in the blink of an eye. Others regain perfect health after a set time has elapsed, or when you re-enter a particular room. Your best bet is to get rid of the monsters once and for all (although you can never be quite sure that they won't rise from the dead). Who said you shouldn't hit any enemy when he's down? Continue firing your weapon, or landing blows. After a while you'll find that the creature is no longer being targeted, even if you continue holding down the R2 button. And you'll see a spreading pool of liquid: as soon as the devilish creature starts emitting its vital fluids, you'll know that there is one less monster bedevilling Silent Hill. Another method is even more effective: run towards your floored opponent and press the Cross button in his immediate vicinity. A good kick will rid the world of another evildoer. Of course, this method is not to be recommended is a second creature is hovering directly next to his fallen comrade. Let there be light ------------------ There are both pros and cons to using the flashlight: these must be carefully weighed in light of a situation at hand. You can play safe by making full use of the Cross button and switching the light on or off depending on current circumstances. - When you're inside buildings, you'll generally find it impossible to open locked doors, take items or consult the map in the dark. - In a pitch-dark passageway, James will often be able to scoot safely past monsters, while the Flashlight's beam might attract unwelcome attention. Although monsters react to the sound of footsteps, their reactions are often too slow, especially in Beginner and Easy modes. - When pressing R2 in the dark, you'll find that your enemies are not automatically targeted. - You'll need sufficient light in order to land a well-placed kick and dispatch a monster to his eternal rest. Quiet as a grave ---------------- As I said, your enemies will respond to sounds - for example James's footsteps. And since your radio also emits noise, it's impossible to make your way without attracting some degree of attention. When playing the game for the first or second time you'll find the radio pretty useful, but once you've gathered some experience and have progressed to Hard mode, your best bet is to leave it off and remain undetected. Also, pay attention to the noises around you, Once you've had some practice, you'll know when danger I approaching. You'll also be able to tell what kind of enemy is about to make his presence felt. Maintaining an overview ----------------------- If you press the L2 button as well as the R2 button, you'll be able to keep an eye on the area of operations as well as the weapon being used. Although it's not always possible to locate the camera behind James, you'll find that this does increase your survival chances, especially when you are dealing with certain boss monsters. Use you head ------------ Keep and eye on James' head movements: they indicate the presence of enemies as well as items. For example, if James appears to be focussing on a parked car, and there's no item lying next to it, you can be fairly sure that something far from friendly is lurking menacingly behind the vehicle. On high alert ------------- If you open a door, you should be prepared or a welcoming committee on the other side. Always have a weapon ready, and press the R2 button as soon as possible so that you react quickly in an emergency that can cost James life. Fleeing ------- Attack is proverbially the best form of defence, but that does not necessarily apply to "Silent Hill 2". There's no need to engage your enemies at every opportunity. With a little practice, you'll be able to gauge your opponents' behaviour, and you'll soon realise that flight may be the best course of action in a difficult situation. Beware ------ Take care never to be encircled by several opponents. Your best bet is to avoid any attack that will leave your rear exposed to another villainous creature. It's always a good idea to follow this advice, especially in narrow corridors or constricted areas. Your best bet is to try running past one of the monsters and then turning around: only then should you draw your weapon to take action on the daunting creatures prowling the streets of Silent Hill. Protect Maria ------------- James is accompanied by Maria for a part of the game, so you must ensure that his companion also survives. Make sure that your opponents don't inflict too many injuries on her. And remember: James may also unwittingly pose a threat to Maria. She's safe enough if he stumbles into her with a drawn weapon (despite her reaction), but she is certainly in danger from blows and, depending on the difficulty level selected, it'll be "Game Over" after a certain period. Although you cannot heal Maria, she does recover from her injuries after a set time. But be careful, Maria will not recover from weapon shots - just one will kill her instantly on all levels. -------------------------------------------------------------------------------- ---------------------------- 8.General Tips/Info -------------------------------------------------------------------------------- ---------------------------- When it comes to Silent Hill 2 you need as much information on the game as you can get, however simple tips could prove what path your game leads. Below are a few general paragraphs of information referring to Silent Hill 2. a: Seek and you will find. You will often find your way back to familiar locations blocked, but there is no need to panic. In Silent Hill2, there's no danger of you overlooking a vital object and then not being able to reach it. You'll find everything you need in order to, for example, solve the puzzles in Brookhaven Hospital, in the building. So don't worry: even if you forgot something in the parking lot, you won't have to play the game all over again or anything. b: You can waste a lot of precious time investigating your surroundings, thus putting James at risk of being attacked. Sometimes it pays to be trusting: in general, if you see the message "It looks like the lock is broken. I cannot open it" at a door you should take the hint and those words at face value. You won't be able to open the door in question. The same applies when you see the words "I cannot get the door open", for example. You'll be able to unlock the door later from the other side or by using a key which corresponds to the lock. c: James uses the door keys automatically. For example, if you have the Apartment gate key, then all you will need to do is to position James in front of the gate and press the Cross button. James will then be able to unlock the gate automatically. d: When using Health items from your inventory, take care not to give James too much of a good thing. Even if James is in perfect health and the Status display is green, you will still be able to use your prized health items. However, you can press the R3 button as often as you like unless James is injured, no health items will be administered. e: Conversations start automatically. Although you will later be able to address the person in question by using the Cross Button, you will not learn anything new. And you will never find yourself having to return to a resident of Silent Hill with a specific item. f: When taking or using an item, your action will be confirmed by the on-screen message. You can only move James again once you have pressed the Cross button to clear the text. And remember: your opponents won't remain idle during this period. It may seem obvious, but if you care about James' fate don't waste time reading a standard message when you should be escaping the wrath of a monster who could end your game in a second. g: If you don't experience playing games like Silent Hill2 you should pay particular attention to the following tip. Once you've successfully completed your adventure, make use of the Save Point at the end of the closing sequence. A save game "Game Result" stored on your memory card will offer you several additional options when playing the game a second time. Take a look at my Secrets chapter to find out what surprises the game has in store for you the next time you play. -------------------------------------------------------------------------------- ---------------------------- 9. Walkthrough -------------------------------------------------------------------------------- ---------------------------- James Sunderland's search for his lost wife, Mary, descends into nightmarish horror. Although Mary died three years ago, he recently received a letter from her. While slightly suspicious and distrustful in a sense, James sees a glimmer of hope in the letter - could Mary still be alive? Spurred on by this faint hope, James makes his way to Silent Hill. The following information will help you tackle the challenges lying in wait for James. As this Walkthrough, like any others, is long and detailed in-depth, I would advise you to take advantage of the Ctrl + F option, if you looking for a specific piece of Information. A man looks at himself in a dirty mirror. He asks himself the question: "Mary, could you really be in this town?" His name is James Sunderland, and he has come here to Silent Hill to look for his wife. ------------------ Entering the Town ------------------ Note: During the course of the game, maps will be essential in your quest to complete the game. OBSERVATION DECK A last momentarily glance in the mirror, and your cryptic adventure begins here. Leave the Washroom as there is nothing else more to find here. Go out the exit to the right of James. Once you are outside the Washroom, a short video sequence commences in which James reflects on the mysterious letter in which he received from his 'dead' wife, Mary. James thinks of her words "I'm alone there now, in our special place." He wonders if she really is there, and what she meant by their "special place," because the whole town is supposed to be their special place. All the game's video sequences can be cancelled by simply pressing the Start Button. But don't be too quick off the mark to stop the sequences, especially when you play the game for the first time, they reveal a lot, and most which is significantly important to the games route of moral. Whenever the Video sequence ends run towards the parked car, and press the Cross Button to take a look inside, You will the find MAP OF SILENT HILL, which you can consult at any time during the path of the game by pressing the Triangle Button. Rosewater park is automatically marked on the map, therefore James assumes that Rosewater Park is the site of the Special Place where Mary may be waiting for him. Since the road is conveniently blocked by cars, you'll have to make your way to Silent Hill on foot. Take a look at the map: you'll see a path marked on the north-west of the parking lot. Run towards that path in question and go down towards the stairs next to the white delivery van parked. There is nothing more to discover in this area. Incidentally, you won't be able to leave the parking lot unless you have retrieved the map from the car. FOREST PATHWAY Now follow the path plagued with annoying mist, if you lose your sense of direction as you continue along the winding path, just take a look at your map. You will find James' position marked with a green point or arrow pointing in the direction which he is currently facing. After running for a while you will come across a well to the right, just before the gate to the Graveyard. Walk towards the well, you will then notice a bright red square, this is your one of many save points around Silent Hill. I would advise you to take full advantage of this Save point as they are priceless and you may regret later in the game. Continue for a few metres or so until you reach a gate, leading to the Graveyard. Press the Cross Button in front of the rusty gate to gain entrance to the even mistier Graveyard. GRAVEYARD Continue for a few metres, here the next Video sequence will commence. A young lady, who appears to be lost and in some distress rises from behind one of those Gravestones. She then tells James that something is not right, something is strange and unusual about Silent Hill. And warns him about entering the town. Naturally you ignore this warning. The young lady continues to tell James that she is searching for her Mother, the both confide to each other and hope they find who they are looking for. After the video sequence ends, the young lady just stands there, so now you must go to the other gate, to the West of the Graveyard past the old Chapel. You still have a lot of walking to do before you reach the town boundary of Silent Hill. WILSTE ROAD As there are no turn-offs during this lengthy path, you can progress quickly, at the end of the seemingly endless path you will encounter a concrete tunnel with a gate underneath it. Go through the gate by pressing the Cross Button. You have now reached Sanders Street. SANDERS STREET Once you have reached the end of Wiltse Road, you can now cross the street. You will then find a FIRST-AID KIT lying on a abandoned workbench on the left of the Flower Shop. Take it with you as you may need it shortly. Afterwards, walk along Sanders Street to the west until you reach Lindsey Street. At the crossroads James discovers a huge bloodstain on the tarmac. In a short Video Sequence afterwards you will see a suspicious character disappearing into the mystical mist, see what I don't there?! By the end of this sequence James will automatically have turned to face North, the direction in which this apparition disappeared. As you may probably know by now, one can never have too many health items. So I advise you to turn and go to the building at the South-West corner of the intersection, where you will gladly find a HEALTH DRINK on a small set of steps. Now run north up the street as you have no choice in the matter because you cannot go to the West, towards Sanders Street or into Vachss Road. Now go a few metres to the North or south of the Junction, where you'll find a HEALTH DRINK in front of a shutter. Transversely opposite to the shutter, you'll also see a memorial stone, the SWAMP MOMUMENT. However, the text on the monument - which is apparently about the town - seems to have been exposed to the elements for years, and is practically illegible. Don't worry: you don't need this information to complete the game. Now head towards Vachss Road where you will find more items, particularly Health. If you now run along Vachss Road, you'll find that after a few metres James turns his head to the right and notices items on the other side of the fence. Go through the iron gate to enter the back yard, where you will find two HEALTH DRINKS as well as the next Save Point (Parking Lot): make sure you take advantage to this opportunity to save your game. Now leave the yard and continue along Vachss Road, until you reach a barrier beneath a bridge. As you walk the last few metres you will then hear a strange and unusual humming noise which gets louder and louder. Then take a look at the picket fence. James will then climb through the fence and automatically lifts the source of the noise: the RADIO. As he does so, the first monster appears - the so-called LYING FIGURE. James then demonstrates a certain presence of mind, by ripping a WOODEN PLANK from the fence. You have now found your first Weapon, just in the nick of time. It is not possible to escape through the fence: you have absolutely no choice whatsoever in this situation but to challenge, or more appropriately defeat, the monster in question. Now, hold down the R2 Button. After the video Sequence ends you will find yourself controlling James again, and you will not have to wait long for him to start wielding his certain makeshift weapon in the path of the LYING FIGURE. Approach the strange and bizarre monster and press the Cross Button, and then hold down the button until you have emerged victorious from battle. James will keep raining blows on the LYING FIGURE until the monster bites the dust. If you are too hesitant at the start, you will find out that the Monster, the LYING FIGURE, abruptly belches out its acid mist at James, which just happens to its trademark attack. If that happens, keep your distance and don't approach until the hazardous fog has dissipated. The radio will cease humming once you have defeated the ghastly monster. If James takes a rare hit, you should go to your inventory and check the status display at the top left. If you find that the image is no longer green, and there seems to be some picture interference, make sure you administer the necessary Health Items. You can also heal James without going to your inventory: just press down the right analogue stick (R3 Button) Your hero will automatically use the health Drink or First-Aid Kits required for a full recovery. Then again of course, this basically assumes that you have gathered a sufficient number of health items in the first place. Now return to Vachss Road. James will receive a garbled message via the radio in which he had found earlier in the game before his battle with the ghastly LYING FIGURE. But the sender is a mystery, in future you'll find that the Radio will not only hum whenever a monster is lurking in the vicinity. Returning to Lindsey Street now, you will have another chance to save your game in the yard, and again I advise you solely on the reason that you might regret it, that you take full advantage of this priceless feature as Save Points can be rare and hard to find. From now on you will have complete access to Sanders Street and Katz Street, and with the result that a large part of the town is waiting to be explored. As you search in vain for access to Rosewater Park, you will sooner or later stagger across the Motorhome at the west end of Saul Street. Take a look inside the Motorhome you will find another Save Point as well as a memo directing you coveted attention to BAR Neely's in Neely Street of Sanders Street. The entrance to the Bar in question is on the east side of Neely Street. You will have no problem whatsoever recognising the right door: the camera perspective changes dramatically. Inside, you will find a map (MAP FOUND IN BAR) with noticeable markings lying on the bar. Afterwards, you will also find that Woodside Apartment is circled on your own map. But what on earth does the symbol at the northern end of Martin Street mean? It might be a good idea to take a look and see what's up. If you examine closely the decomposed corpse lying at the northern end of Martin Street, you'll receive the APARTMENT GATE KEY. Go to your inventory and take a look at this new item: a quick glance will then confirm the marking on the Map found in the bar. The key opens the gate to the Woodside Apartment. Take a very good and examining look at the iron gate on the north side of Katz Street. As long as you have got the APARTMENT GATE KEY, the gate will open automatically, allowing you to enter. You will find a small alleyway to the right next to the door leading into the building. Although you won't discover anything of interest in the rubbish pile at the northern end, that will change later. Take note of your surroundings, and then you can enter the building. You have now entered Woodside Apartment. WOODSIDE APARTMENT 1st Floor After entering this building you should turn James to the left. Take a look at the Billboard where you will conveniently find MAP OF APARTMENT BUILDING. To the right you will find the next Save Point (Apt. Bldg. SW staircase) Remember to take the HEALTH DRINK to the left in front of the stairway, before climbing to the next floor and going through the door. A whole new experience is awaiting James as he enters a whole new era in his mission to be reunited with his Wife Mary. 2nd Floor Turn to the right and run along the corridor, where you will find a monster staggering around in front of you. Approach this creature with caution and use your recently acquired Wooden Plank to dispose of it; alternatively, you could simply try to run past, which I do not advise. The choice is yours as is the game. Regardless of your decision, stop at the third door and enter APARTMENT 205. In the centre of the room in question you will find a mystic tailor's dummy, from which a light is shining. You examine the dummy you will deservedly obtain the FLASHLIGHT, which is simply essential in James quest. James loses no time in hanging it from his coat pocket. At the same time a strange and unusual creature - known as the MANNEQUIN, my favourite Monster out of them all. The Mannequin rises in the background. It seems to have been created from bits and pieces, bits and bobs, of store dummies. You can foolishly decide to fight the Monster, or to escape back into the corridor which is seemingly safe from monsters and ghastly creatures. Remember though, none of the monsters in this game will pursue you through the door. Incidentally, you cannot tackle the creature while it is still lying on the ground. It only comes to life once you have taken the flashlight, again very convenient. The enlightenment now granted by the Flashlight allows you to examine items which were previously obscured by the gloom and doom of Silent Hill. For example, take a look in Apartment 210, where you will discover two packets of HANDGUN BULLETS. Unfortunately though, you'll also find two monsters waiting In the rooms, while a third is lurking in the passage next to the entrance door. Your best bet is to go back to the stairway and up to the 3rd floor. 3rd Floor You cannot do much on this floor in the dark, so you will need the Flashlight from Apartment 205. After entering the corridor take a good look at the grille to your right. Confirm that you would like to take the key. Unfortunately though before you can take the key a small girl, yes a small girl, kicks it out of reach and then - adding insult to injury - steps on James' hand. Now as you cannot get past without a key, you will have to find another route to the other side of the grille. That can wait for the time being, however. First, enter APARTMENT 301 and examine the shopping trolley which you will find in the room, in the middle. You will now gladly receive your first firearm, the HANDGUN. If you found the Wooden plank somewhat less reliable in battling with killer Monsters, then you should select your new weapon as other as you can during battle, in your inventory. Whatever you do, make sure the magazine has sufficient ammunition. It can be quite dangerous if James runs out of bullets during important and fate deciding battles and has to reload manually. Although the process only takes around two seconds, those seconds can be painful, fatal and determining if you are standing directly in front of a monster. There is nothing more to do her for the moment, so yes you have guessed it, return to the 2nd floor. 2nd Floor As soon as you pass the T-Junction in front of APARTMENT 203, James hears a bizarre noise. You had better take a look and see what is happening. Note: This event only occurs if you saw the girl on the 3rd Floor and picked up the Handgun. The further you go along the corridor to the north, the louder the radio comes and the more visible the apparition appears. The reason for the noise soon becomes apparent: a strange creature is standing motionless behind a grille. The monster is impervious to any attacks absolutely whatsoever at present, so do not foolishly waste ammunition on it. Instead enter APARTMENT 208. APARTMENT 208 Here also you will here a static noise - this time caused by a television, in front of which a corpse is seated in a chair. Afterwards, take a look at the shelves on the rooms north wall, where you will find the KAY TO ROOM 202, which you naturally take with you. Do not forget to examine the memo on the small table with a telephone on it (THREE NEEDLE STAND OF DIFFERENT HEIGHTS). You may want to check out the room next door, where you will discover a large grandfather clock. Take a look at the writing on its right side: you'll be asked whether you want to move the clock. Unfortunately though the imposing timepiece refuses to budge, although the scratches on the floor to the left in front of the clock indicate that it was moved in the past. You will also see some suspicious WALL SCRATCES on the wall opposite the clock: you'd be well advised to take a closer look: "Henry, Mildred, Scott"... the name Scott seems familiar. Remember you saw it on the memo in the room next door? But there will be some time later on to solve this mystery. Your most pressing task is to make use of the new key, so it is time to visit APARTMENT 202. Outside on the corridor you will find that the creature behind the grille has disappeared. However, another monster is prowling around in front of ROOM 207. Since this part of the passage is lit, there is no point switching off your Flashlight to avoid detection. It is time to use your weapon: press the R2 Button and shoot the Monster three times. Once the creature has been floored, run towards it as quickly as possible and press the Cross button to send it to its eternal rest. Now head to Apartment 202. APARTMENT 202 Unlock the door using the Key to room 202 which you found in Apartment 208. There is a strange atmosphere inside the apartment. Broken cages, red light, moths, and butterflies flying around... it seems the insects are attracted by the beaming light via your Flashlight. But there is no need to turn it off, since they are quite harmless. Although in any event, you'll need the light if you want to take the HEALTH DRINK in the kitchen. Now go into the room next door and take a good look at the hole in the wall which is emitting a strange beam of green light. Examine the hole in question and confirm that you would like James to reach inside. Reaching inside he finds the CLOCK KEY. Now go to Apartment 208 as the Clock Key may correspond with the Grandfather Clock within it. APARTMENT 208 Clutching your find from Room 202, you approach the clock dial. Use the CLOCK KEY from your inventory in front of the clock. You can use the directional buttons to move the hands, but what is the correct time? -------------------------------------------------------------------------------- ---------------------------- CLOCK PUZZLE -------------------------------------------------------------------------------- ---------------------------- You have to move the hands in order to move the clock. You'll find details in the inscription on the right side of the clock. You can use the Clock key from Apartment 202 to open the dial cover. The document "Three needles stand of three different heights" should clarify the meaning of the wall scratches. Henry, Mildred and Scott symbolise the clock's hands. Since the clock's second hand does not move, there are theoretically only two times which could indeed represent the solution to the puzzle. Take a look at the length of the scratches, and you should work out the correct position of the hands. Incidentally: although the clock hands are at a new position in each time, the time which you must set remains the same. (Check out Secrets Section to find out the Solution. Once you have stopped the hands at the correct time, you hear a sound. Now you will be able to move the clock from the right side of it. As you move the clock, a crack in the wall appears behind it. Now all you have to do is to press the Cross Button to pass through to the recently noticed crack. Sometimes, you may find a monster lurking at the other side. Your best bet is to switch off the Flashlight to avoid running straight into the creatures arms. -------------------------------------------------------------------------------- ---------------------------- -------------------------------------------------------------------------------- ---------------------------- APARTMENT 209 Now you are on the other side of APARTMENT 208, you can find a HEALTH DRINK in the Kitchen of the room. You will also find another Red Square denoting a Save Point, which again I advise you to use as the game starts to become a lot more critical and the thin line between life and death, success and failure, is approaching, slowly but approaching. From there you can go back into the corridor and you will find yourself on the other side of the grille which you seen a ghastly apparition. From here you can access the Northern Stairway. The door on the lower floor is locked, so you can go straight up. 3rd Floor Take the Handgun bullets from the banister before passing through the door. Enter the third room on the left, Apartment 307. A video sequence starts in which James looks the mysterious PYRAMID HEAD in the eye. He automatically takes a magazine from the little table and shoots at the creature (At the end of this sequence you will still have as much ammunition as before.) As soon as you regain control over James, return to the wall unit and take the COURTYARD KEY. Now you can leave the room and go to the grille in front of the south-western stairway, There, lift up the FIRE-ESCAPE KEY which the little girl had previously kicked out of reach. In the brightly-lit washroom next door you will also find a box containing HANDGUN BULLETS lying on the floor, if you want, you can also connect a few things in Apartment 303: a Health Drink, a First-aid Kit and a box containing Handgun Bullets are all waiting for you there. However, you won't be left in peace. Now run along the corridor to the south-eastern stairway and go down to the ground floor. 1st Floor Make sure you collect the CANNED JUICE which you will find to the north, in front of APARTMENT 107. Then open the exit door in the stairwell and return to the South-Western stairway via the from yard. There you will be able to open the door to the north using the COURTYARD KEY. Walk across the courtyard and climb the short set of stairs to the left. There is no water in the pool, conveniently, but you will find a pram containing the COIN SNAKE, guarded by three Lying Figures. Your best bet is to proceed as follows: stand at the edge of the pool and use your Handgun to shoot at the monsters until they succumb. You can then jump into the pool and try to grab the Coin, quickly escaping by climbing the steps at the north-western edge. If necessary, you may have to engage the creatures in close combat. Remember that James is not the most elegant jumper in the world; he stumbles and is therefore defenceless for a short while. Then leave the courtyard and enter the new part of the building through the eastern door. It is a good thing to switch off your essential Flashlight when you pass through the door: your next opponent is lurking in the passage to the right behind the door. You have to pass this monster and his fellow zombies in order to enter APARTMENT 101 to the south of the floor. There you will come across a corpse in the kitchen, and some rather worrying sounds are coming from the room next to you. Their basis is Eddie, who clearly does not feel at his best. Even though there is a fresh corpse in the kitchen Eddie continously insists he is innocent, and its pretty visible that he has no idea what is going on in Silent Hill. Although this long discussion with Eddie may seem pointless, you have no say in the matter as you are unable to end it at your own will. After your brief encounter with Eddie make your way to APARTMENT 104, where you will obtain HANDGUN BULLETS and SIGHTSEEING BROCHURE guarded by a monster. Now head to the 2nd floor via the stairway to the south-west. 2nd Floor Enter the laundry room next to the SW staircase and take a good look at the trash chute in the wall. You will notice it is filled with rubbish. Open your inventory and select CANNED JUICE, throw it in the chute. The rubbish detaches itself, now leave the building and enter the small alleyway to the right next to the entrance door. You will find COIN OLD MAN in the pile of rubbish at the northern end. James then takes the opportunity to read an article from the gossip magazine which was also found in the rubbish. Now you have gathered all the nessecary items and its time to leave the Woodside Apartment. Go back to the 2nd floor, where you will find that you can open the door at the western end of the corridor with the usage of the FIRE ESCAPE KEY. You will now have access to the next building. Apartment 203 At the present time you do not have access to a map which maps this particular area. First go across to the bathroom and take a good look at the filthy toilet; something seems stuck in it. Make James take a closer look, leading him to pull an object out of the Toilet. It appears to be a wallet, in it you will find a memo entitled "Wallet in toilet bowl". The numbers inscribed on this piece of paper will become relevant soon. Enter the main room, where you will notice a locked safe, go over towards the safe. -------------------------------------------------------------------------------- ----------------------------SAFE COMBINATION -------------------------------------------------------------------------------- ---------------------------- Unfortunately the safe combination is always different each time you play the game. To open the safe you will have to go into your inventory, then the memo and locate the memo entitled "Wallet in toilet bowl" which you obtained from the filthy toilet in the room beforehand. Examine the safe and turn the dial so that the first number is directly below the makr above the dial. From now on, pay particular attention to which way turn the dial. Now press the right directional button until the second number has been selected. Then turn to the left to the third number, and then to the right again. If you have followed all the correct procedures, the safe should open automatically as soon as you reach the fourth number. If you happen to turn the dial too far for instance you will, unfortunately, have to start the whole procedure all over again. Aww, poor you.. (Check out Secrets Section to find out the Solution) -------------------------------------------------------------------------------- ---------------------------- -------------------------------------------------------------------------------- ---------------------------- You can now open the safe, and you will be rewarded with four packets of HANDGUN BULLETS. However, you can beat the game without opening the safe, but free bullets! Come on, who would pass up that chance? Make sure you take the HEALTH DRINK in the kitchen before leaving the room via the entrance door. WARNING - Your next opponent is lurking to the left as you leave the room. 2nd Floor In the corridor turn to the right and go through the second door on the left into the stairway where you will gladly obtain the MAP OF WEST APARTMENT BUILDING lying on the floor. Now, the stairs to the 3rd Floor are blocked, so you will unquestionably have to continue down. You can however go to APARTMENT 209 first and read the note on the door. This informs you that you can find the correct key to this apaprtment one floor down, in a room near the stairway. 1st Floor On the 1st Floor enter the corridor and turn to the left. In the laundry room to the left you can obtain a FIRST-AID KIT from the washing machine before entering APARTMENT 109. In the case that you haven't spoken to Eddie already then you are unable to enter this room, you will receive the message "Some power is holding the door closed from the other side" If that happens will unfortunately have to return to Room 101 in the Woodside Apartment. But you won't as I have already said to enter the room which contains Eddie! Apartment 109 Judging that you have now spoken to Eddie you are in Apartment 109. In the main room take the HANDGUN BULLETS from the sofa and go to the west wall, where you can open the door to the next room. A familiar person is situated in this room, Angela, the girl from the cemetery early on. Only here you find out her name as you didn't get it in the Graveyard. Angela lies on the floor of the room. After a conversation Angela, like you will notice later on, will storm out of the room like usual. James is left with ANGELAS KNIFE. Incidentally, you cannot use this knife as a weapon to slice and dice the baddies in town. You will also obtain COIN PRISONER from the little table. In the middle of the room you will also find a torn photo lying on the floor. It shows a woman and a child, with the fathers identity being ripped of. Is this Angelas family? Only time will tell. After examining it, James puts it back. Now your route takes you across the corridor into APARTMENT 105. Apartment 105 You will see a small table standing against the wall of the room with an inscription:(THREE BRIGHT COINS IN FIVE HOLES BE). You will then see a line of five 1-inch round depressions in the wood. The coins in which you should now have obtained, and in your inventory - SNAKE, PRISONER and OLD MAN - must be inserted in these depressions. Press the Circle button after inserting all three coins. -------------------------------------------------------------------------------- ----------------------------THE SECRET OF THE COINS -------------------------------------------------------------------------------- ---------------------------- In order to open the table you will need the three coins in which you have obtained - The Snake, Old man and Prisoner. You must enter them into the correct depressions to obtain the LYNE HOUSE KEY. Place James in front of the table, open your inventory and then selct the command use. You can decide in which depression you wish to insert the coin. Although the positions are vital (and depend on the Riddle level selected), the sequence is of no importance. You will find the nessecary information in the poen which you can read while examining the table. You should also take a look at the coins in your inventory and pay special attention to their descriptions. All the information from the descriptions and the poems are vital to insure you obtaining the LYNE HOUSE KEY. Below you will find the lines from the poem, along with a succinct depiction of their connotation. (Check out Secrets Section to find out the Solution) Three bright coins in five holes be - Three coins must be inserted in five depressions. At one sits the seducer of she - Well, 'Seducer of she' is referring to in the Old Testament. The serpent seduced Eve into taking the fruit which was prohibited. The serpent must therefore be placed to te outside left or right. The Formless One, Null, lies furthest from they - This verse indicates that there should be an empty field at the furthest point from the "Prisoner". The Old One beside the serpent sits not. - The Coin Old Man does not belong next to the Coin Snake... Tis to the Prisoner's left that he doth rot - Old Man is directly left of the Prisoner. -------------------------------------------------------------------------------- ---------------------------- -------------------------------------------------------------------------------- ----------------------------